2006-01-02 02:52:56 +00:00
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//Don't modify this file
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2008-01-23 01:32:20 +00:00
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#define CSQC //so code sections can be compiled for either progs
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2006-01-02 02:52:56 +00:00
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/*
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==============================================================================
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SOURCE FOR GLOBALVARS_T C STRUCTURE
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==============================================================================
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*/
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//
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// system globals
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//
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entity self;
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entity other;
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entity world;
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float time;
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float frametime;
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float player_localentnum; //the entnum
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float player_localnum; //the playernum
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float maxclients; //a constant filled in by the engine. gah, portability eh?
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float clientcommandframe; //player movement
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float servercommandframe; //clientframe echoed off the server
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string mapname; //current brief map name
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float intermission; //non-zero if the server sent an svc_intermission.
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2009-11-05 05:15:57 +00:00
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2006-01-02 02:52:56 +00:00
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//
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// global variables set by built in functions
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//
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vector v_forward, v_up, v_right; // set by makevectors()
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// set by traceline / tracebox
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float trace_allsolid;
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float trace_startsolid;
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float trace_fraction;
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vector trace_endpos;
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vector trace_plane_normal;
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float trace_plane_dist;
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entity trace_ent;
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float trace_inopen;
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float trace_inwater;
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//these fields are read and set by the default player physics
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vector pmove_org;
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vector pmove_vel;
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vector pmove_mins;
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vector pmove_maxs;
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//retrieved from the current movement commands (read by player physics)
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float input_timelength;
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vector input_angles;
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vector input_movevalues; //forwards, right, up.
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float input_buttons; //attack, use, jump (default physics only uses jump)
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float movevar_gravity;
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float movevar_stopspeed;
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float movevar_maxspeed;
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float movevar_spectatormaxspeed; //used by NOCLIP movetypes.
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float movevar_accelerate;
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float movevar_airaccelerate;
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float movevar_wateraccelerate;
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float movevar_friction;
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float movevar_waterfriction;
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float movevar_entgravity; //the local player's gravity field. Is a multiple (1 is the normal value)
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//================================================
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void end_sys_globals; // flag for structure dumping
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//================================================
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/*
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==============================================================================
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SOURCE FOR ENTVARS_T C STRUCTURE
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==============================================================================
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*/
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//
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// system fields (*** = do not set in prog code, maintained by C code)
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//
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.float modelindex; // *** model index in the precached list
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.vector absmin, absmax; // *** origin + mins / maxs
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.float entnum; // *** the ent number as on the server
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.float drawmask;
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.void() predraw;
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.float movetype;
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.float solid;
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.vector origin; // ***
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.vector oldorigin; // ***
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.vector velocity;
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.vector angles;
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.vector avelocity;
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.string classname; // spawn function
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.float renderflags;
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.string model;
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.float frame;
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2009-11-05 05:15:57 +00:00
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.float health;
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.float ammo_shells;
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.float ammo_cells;
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.float weight;
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.float max_weight;
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.float max_health;
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.float rage;
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.float regen;
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.float position;
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.float missionbrief;
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.float sneak;
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.float perk2;
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.float perk1;
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2006-01-02 02:52:56 +00:00
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.float frame2;
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.float lerpfrac; //the ammount of frame2 to use.
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.float skin;
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.vector mins, maxs; // bounding box extents reletive to origin
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.vector size; // maxs - mins
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.void() touch;
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.void() use;
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.void() think;
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.void() blocked; // for doors or plats, called when can't push other
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.float nextthink;
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.entity chain;
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.entity enemy;
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.float flags;
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.float colormap;
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.entity owner; // who launched a missile
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//================================================
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void end_sys_fields; // flag for structure dumping
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//================================================
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2009-11-05 05:15:57 +00:00
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.float map_ent1;
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.float map_ent2;
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.float map_ent3;
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.float map_obj;
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.float location;
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.float start_time;
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.float recoil;
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.float silencer;
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.float extender;
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.float timer;
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