// configstrings#define MAX_MODELS 384 // these are sent over the net as 8 bits#define MAX_IMAGES 64 // so they cannot be blindly increased#define MAX_ACTIVE_ITEMS 32#define MAX_INVENTORY 32#define MAX_AMMO 32#define MAX_ITEMS MAX_INVENTORY + MAX_AMMO#define MAX_AMMOCOUNT 32#define MAX_SOUNDS_BITS 8#define MAX_SOUNDS (1<<MAX_SOUNDS_BITS)#define MAX_LIGHTSTYLES 32#define MAX_LOCATIONS 64#define MAX_CONFIGSTRINGS 2736#define CS_SERVERINFO 0 // an info string with all the serverinfo cvars#define CS_SYSTEMINFO 1 // an info string for server system to client system configuration (timescale, etc)#define CS_NAME 2 // A descriptive name of the current level#define CS_SOUNDTRACK 8#define CS_FOGINFO 9#define CS_SKYINFO 10#define CS_GAME_VERSION 11#define CS_LEVEL_START_TIME 12 // so the timer only shows the current level#define CS_MODELS 32#define CS_SOUNDS (CS_MODELS+MAX_MODELS)#define CS_IMAGES (CS_SOUNDS+MAX_SOUNDS)#define CS_LIGHTSTYLES (CS_IMAGES+MAX_IMAGES)#define CS_PLAYERS 1684//#define CS_ITEMS (CS_PLAYERS+MAX_CLIENTS) // strings for item names#define CS_AMMO (CS_PLAYERS+MAX_CLIENTS)//(CS_ITEMS+MAX_ITEMS) // strings for ammo names#define CS_LOCATIONS (CS_AMMO+MAX_AMMO)#define CS_MAX (CS_LOCATIONS)#define MAX_GAMESTATE_CHARS 32000typedef struct { int stringOffsets[MAX_CONFIGSTRINGS]; char stringData[MAX_GAMESTATE_CHARS]; int dataCount;} gameState_t;