'autoext' program. Reads a list of extensions, works out what the engine supports, and generates a modder friendly qc file listing all the extensions that engine supports. Yay.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1136 fc73d0e0-1445-4013-8a0c-d673dee63da5
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106
quakec/autoext/src/autoext.qc
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106
quakec/autoext/src/autoext.qc
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float resultfile;
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void(string s) putresultstring =
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{
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fputs(resultfile, s);
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};
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void(string s) FoundExtension =
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{
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float descfile;
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string descfilename;
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putresultstring("//");putresultstring(s);putresultstring("\r\n");
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descfilename = strcat("ext/", s, ".qc");
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descfile = fopen(descfilename, 0);
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if (descfile>=0)
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{
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for(;;)
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{
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s = fgets(descfile);
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if (s) {} else break;
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putresultstring(s);
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putresultstring("\r\n");
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}
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fclose(descfile);
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putresultstring("\r\n");
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}
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else
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{
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putresultstring("//FIXME: AutoExt: No information\r\n");
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putresultstring("\r\n"); //and a blank line
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}
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};
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void(string inname) decompose =
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{
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float in;
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float out;
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float len;
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string s;
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string outname;
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in = fopen(inname, 0);
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if (in < 0)
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{
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return;
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}
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for(;;)
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{
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s = fgets(in);
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if (s) {} else break;
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if (s == "") //skip extra whitespace
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continue;
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len = strlen(s);
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s = substring(s, 2, len-2);
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outname = strcat("ext/", s, ".qc");
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out = fopen(outname, 2);
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while((s = fgets(in)) != "")
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{
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fputs(out, s);
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fputs(out, "\r\n");
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}
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fclose(out);
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}
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fclose(in);
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};
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void() worldspawn =
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{
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float extlist;
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string s;
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if (!cvar("pr_checkextension"))
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error("Engine doesn't support any extensions\n");
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if (!checkextension("FRIK_FILE"))
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error("Unable to continue without FRIK_FILE\n");
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// decompose("lists/betwix.qc");
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// decompose("lists/dpextensions.qc");
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extlist = fopen("lists/extlist.txt", 0);
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resultfile = fopen("results.qc", 2);
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for(;;)
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{
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s = fgets(extlist);
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if (s) {} else break;
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if (checkextension(s))
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FoundExtension(s);
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}
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fclose(resultfile);
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fclose(extlist);
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// dprint("\n\n\n\n\n\n\n\n");
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error("autoext compleate\n");
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};
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21
quakec/autoext/src/builtins.qc
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21
quakec/autoext/src/builtins.qc
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void(string e) error = #10;
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float(string s) cvar = #45;
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float(string s) checkextension = #99;
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//FRIK_FILE
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//IDEA: FrikaC
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float (string s) stof = #81; // get numerical value from a string
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float (string filename, float mode) fopen = #110; // opens a file inside quake/gamedir/ or quake/gamedir/data/ (mode is FILE_READ, FILE_APPEND, or FILE_WRITE), returns fhandle >= 0 if successful, or fhandle < 0 if unable to open file for any reason
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void (float fhandle) fclose = #111; // closes a file
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string (float fhandle) fgets = #112; // reads a line of text from the file and returns as a tempstring
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void (float fhandle, string s) fputs = #113; // writes a line of text to the end of the file
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float (string s) strlen = #114; // returns how many characters are in a string
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string (string s1, string s2) strcat = #115; // concatenates two strings (for example "abc", "def" would return "abcdef") and returns as a tempstring
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string (string s, float start, float length) substring = #116; // returns a section of a string as a tempstring
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vector (string s) stov = #117; // returns vector value from a string
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string (string s) strzone = #118; // makes a copy of a string into the string zone and returns it, this is often used to keep around a tempstring for longer periods of time (tempstrings are replaced often)
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void (string s) strunzone = #119; // removes a copy of a string from the string zone (you can not use that string again or it may crash!!!)
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float FILE_READ = 0;
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float FILE_APPEND = 1;
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float FILE_WRITE = 2;
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213
quakec/autoext/src/defs.qc
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213
quakec/autoext/src/defs.qc
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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 force_retouch; // force all entities to touch triggers
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// next frame. this is needed because
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// non-moving things don't normally scan
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// for triggers, and when a trigger is
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// created (like a teleport trigger), it
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// needs to catch everything.
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// decremented each frame, so set to 2
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// to guarantee everything is touched
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string mapname;
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float deathmatch;
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float coop;
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float teamplay;
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float serverflags; // propagated from level to level, used to
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// keep track of completed episodes
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float total_secrets;
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float total_monsters;
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float found_secrets; // number of secrets found
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float killed_monsters; // number of monsters killed
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// spawnparms are used to encode information about clients across server
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// level changes
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float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
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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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entity msg_entity; // destination of single entity writes
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//
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// required prog functions
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//
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void() main; // only for testing
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void() StartFrame;
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void() PlayerPreThink;
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void() PlayerPostThink;
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void() ClientKill;
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void() ClientConnect;
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void() PutClientInServer; // call after setting the parm1... parms
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void() ClientDisconnect;
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void() SetNewParms; // called when a client first connects to
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// a server. sets parms so they can be
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// saved off for restarts
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void() SetChangeParms; // call to set parms for self so they can
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// be saved for a level transition
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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 ltime; // local time for entity
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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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.vector punchangle; // temp angle adjust from damage or recoil
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.string classname; // spawn function
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.string model;
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.float frame;
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.float skin;
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.float effects;
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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 groundentity;
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// stats
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.float health;
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.float frags;
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.float weapon; // one of the IT_SHOTGUN, etc flags
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.string weaponmodel;
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.float weaponframe;
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.float currentammo;
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.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
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.float items; // bit flags
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.float takedamage;
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.entity chain;
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.float deadflag;
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.vector view_ofs; // add to origin to get eye point
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.float button0; // fire
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.float button1; // use
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.float button2; // jump
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.float impulse; // weapon changes
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.float fixangle;
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.vector v_angle; // view / targeting angle for players
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.float idealpitch; // calculated pitch angle for lookup up slopes
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.string netname;
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.entity enemy;
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.float flags;
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.float colormap;
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.float team;
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.float max_health; // players maximum health is stored here
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.float teleport_time; // don't back up
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.float armortype; // save this fraction of incoming damage
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.float armorvalue;
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.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
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.float watertype; // a contents value
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.float ideal_yaw;
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.float yaw_speed;
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.entity aiment;
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.entity goalentity; // a movetarget or an enemy
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.float spawnflags;
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.string target;
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.string targetname;
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// damage is accumulated through a frame. and sent as one single
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// message, so the super shotgun doesn't generate huge messages
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.float dmg_take;
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.float dmg_save;
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.entity dmg_inflictor;
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.entity owner; // who launched a missile
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.vector movedir; // mostly for doors, but also used for waterjump
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.string message; // trigger messages
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.float sounds; // either a cd track number or sound number
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.string noise, noise1, noise2, noise3; // contains names of wavs to play
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//================================================
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void end_sys_fields; // flag for structure dumping
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//================================================
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6
quakec/autoext/src/progs.src
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6
quakec/autoext/src/progs.src
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../progs.dat
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defs.qc
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builtins.qc
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autoext.qc
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