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