by Spike » Mon Feb 11, 2013 11:07 pm
stats 32 through 127 are guarenteed available to csqc.
128 through 255 *probably* work, but you've got to fight against DP and the player prediction stats it puts at the end of that range, so if you rely upon those make sure you start at the low values.
you can override 0 through 32 too if you want, but the engine may have its own interpretation of those, which might mess things up.
with fte, string stats have a separate set of stats with no clearly defined length limit (1023 chars should be supported), while with dp string stats have a max of 15 chars (rather than 16...) and consume 4 consecutive numeric stats.
If you use a single stat for multiple purposes, note that there may be some lag between each stat change being seen, so your code will need to cope with such things. If its just an ammo display, it shouldn't be an issue for instance, but if you make things blink in response to getting some weapon, you might see some odd results.
If you want more, you'll have to emulate them via entities or some such.
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