a51bbbdbcb
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1114 fc73d0e0-1445-4013-8a0c-d673dee63da5
788 lines
25 KiB
C++
788 lines
25 KiB
C++
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#define FALSE 0
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#define TRUE 1
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#ifdef FTE
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// use real int if using FTE type progs
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#define INTEGER int
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#else
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#define INTEGER float
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#endif
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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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#ifndef NETQUAKE
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entity newmis; // if this is set, the entity that just
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// run created a new missile that should
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// be simulated immediately
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#endif
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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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#ifdef NETQUAKE
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float deathmatch;
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float coop;
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float teamplay;
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#endif
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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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#ifndef NETQUAKE
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.float lastruntime; // *** to allow entities to run out of sequence
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#endif
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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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#ifdef NETQUAKE
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.vector punchangle;
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#endif
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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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#ifdef NETQUAKE
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.float idealpitch;
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#endif
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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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/*
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==============================================================================
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VARS NOT REFERENCED BY C CODE
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==============================================================================
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*/
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//
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// constants
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//
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// edict.flags
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#define FL_FLY 1
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#define FL_SWIM 2
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#define FL_CLIENT 8 // set for all client edicts
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#define FL_INWATER 16 // for enter / leave water splash
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#define FL_MONSTER 32
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#define FL_GODMODE 64 // player cheat
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#define FL_NOTARGET 128 // player cheat
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#define FL_ITEM 256 // extra wide size for bonus items
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#define FL_ONGROUND 512 // standing on something
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#define FL_PARTIALGROUND 1024 // not all corners are valid
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#define FL_WATERJUMP 2048 // player jumping out of water
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#define FL_JUMPRELEASED 4096 // for jump debouncing
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// edict.movetype values
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#define MOVETYPE_NONE 0 // never moves
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#define MOVETYPE_WALK 3 // players only
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#define MOVETYPE_STEP 4 // discrete, not real time unless fall
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#define MOVETYPE_FLY 5
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#define MOVETYPE_TOSS 6
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#define MOVETYPE_PUSH 7 // no clip to world, push and crush
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#define MOVETYPE_NOCLIP 8
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#define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters
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#define MOVETYPE_BOUNCE 10
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// edict.solid values
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#define SOLID_NOT 0 // no interaction with other objects
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#define SOLID_TRIGGER 1 // touch on edge, but not blocking
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#define SOLID_BBOX 2 // touch on edge, block
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#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
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#define SOLID_BSP 4 // bsp clip, touch on edge, block
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// range values
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/*
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float RANGE_MELEE = 0;
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float RANGE_NEAR = 1;
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float RANGE_MID = 2;
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float RANGE_FAR = 3;
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*/
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// deadflag values
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#define DEAD_NO 0
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#define DEAD_DYING 1
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#define DEAD_DEAD 2
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#define DEAD_RESPAWNABLE 3
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// takedamage values
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#define DAMAGE_NO 0
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#define DAMAGE_YES 1
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#define DAMAGE_AIM 2
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// items
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float IT_AXE = 4096;
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float IT_SHOTGUN = 1;
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float IT_SUPER_SHOTGUN = 2;
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float IT_NAILGUN = 4;
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float IT_SUPER_NAILGUN = 8;
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float IT_GRENADE_LAUNCHER = 16;
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float IT_ROCKET_LAUNCHER = 32;
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float IT_LIGHTNING = 64;
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float IT_EXTRA_WEAPON = 128;
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float IT_SHELLS = 256;
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float IT_NAILS = 512;
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float IT_ROCKETS = 1024;
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float IT_CELLS = 2048;
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float IT_ARMOR1 = 8192;
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float IT_ARMOR2 = 16384;
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float IT_ARMOR3 = 32768;
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float IT_SUPERHEALTH = 65536;
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float IT_KEY1 = 131072;
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float IT_KEY2 = 262144;
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float IT_INVISIBILITY = 524288;
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float IT_INVULNERABILITY = 1048576;
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float IT_SUIT = 2097152;
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float IT_QUAD = 4194304;
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// point content values
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float CONTENT_EMPTY = -1;
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float CONTENT_SOLID = -2;
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float CONTENT_WATER = -3;
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float CONTENT_SLIME = -4;
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float CONTENT_LAVA = -5;
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float CONTENT_SKY = -6;
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vector VEC_ORIGIN = '0 0 0';
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vector VEC_HULL_MIN = '-16 -16 -24';
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vector VEC_HULL_MAX = '16 16 32';
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vector VEC_HULL2_MIN = '-32 -32 -24';
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vector VEC_HULL2_MAX = '32 32 64';
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// protocol bytes
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float SVC_TEMPENTITY = 23;
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float SVC_KILLEDMONSTER = 27;
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float SVC_FOUNDSECRET = 28;
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float SVC_INTERMISSION = 30;
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float SVC_FINALE = 31;
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float SVC_CDTRACK = 32;
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float SVC_SELLSCREEN = 33;
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float SVC_SMALLKICK = 34;
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float SVC_BIGKICK = 35;
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float SVC_MUZZLEFLASH = 39;
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float TE_SPIKE = 0;
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float TE_SUPERSPIKE = 1;
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float TE_GUNSHOT = 2;
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float TE_EXPLOSION = 3;
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float TE_TAREXPLOSION = 4;
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float TE_LIGHTNING1 = 5;
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float TE_LIGHTNING2 = 6;
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float TE_WIZSPIKE = 7;
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float TE_KNIGHTSPIKE = 8;
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float TE_LIGHTNING3 = 9;
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float TE_LAVASPLASH = 10;
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float TE_TELEPORT = 11;
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float TE_BLOOD = 12;
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float TE_LIGHTNINGBLOOD = 13;
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// sound channels
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// channel 0 never willingly overrides
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// other channels (1-7) allways override a playing sound on that channel
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#define CHAN_AUTO 0
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#define CHAN_WEAPON 1
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#define CHAN_VOICE 2
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#define CHAN_ITEM 3
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#define CHAN_BODY 4
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// chan_no_phs_add is defined in engine.qc
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#define ATTN_NONE 0.0 // no volume fall off due to range
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#define ATTN_NORM 1.0 // small volume fall off (1000 range)
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#define ATTN_IDLE 2.0 // medium volume fall off (500 range)
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#define ATTN_STATIC 3.0 // large volume fall off (333 range)
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// entity effects
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//float EF_BRIGHTFIELD = 1;
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float EF_MUZZLEFLASH = 2;
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float EF_BRIGHTLIGHT = 4;
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float EF_DIMLIGHT = 8;
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float EF_FLAG1 = 16;
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float EF_FLAG2 = 32;
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// GLQuakeWorld Stuff
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// float EF_BLUE = 64; // Blue Globe effect for Quad
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// float EF_RED = 128; // Red Globe effect for Pentagram
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// messages
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#define MSG_BROADCAST 0 // unreliable to all
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#define MSG_ONE 1 // reliable to one (msg_entity)
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#define MSG_ALL 2 // reliable to all
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#define MSG_INIT 3 // write to the init string
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#define MSG_MULTICAST 4 // for multicast() call
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// message levels
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#define PRINT_LOW 0
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#define PRINT_MEDIUM 1
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#define PRINT_HIGH 2
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#define PRINT_CHAT 3
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// multicast sets
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#define MULTICAST_ALL 0 // every client
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#define MULTICAST_PHS 1 // within hearing
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#define MULTICAST_PVS 2 // within sight
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#define MULTICAST_ALL_R 3 // every client, reliable
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#define MULTICAST_PHS_R 4 // within hearing, reliable
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#define MULTICAST_PVS_R 5 // within sight, reliable
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//================================================
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//
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// globals
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//
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// float movedist;
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string string_null; // null string, nothing should be held here
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float empty_float;
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entity activator; // the entity that activated a trigger or brush
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entity damage_attacker; // set by T_Damage
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entity damage_inflictor; // set by T_Damage
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INTEGER damage_mod; // set by T_Damage
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float framecount;
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//
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// cvars checked each frame
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//
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float timelimit;
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float fraglimit;
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float rj;
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#ifndef NETQUAKE
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// these variables are not a part of QW's system fields
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float deathmatch;
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float coop;
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float teamplay;
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#endif
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float skill;
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// coop spawning globals
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entity lastspawn;
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float spotspawn;
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//================================================
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#define WT_MEDIEVAL 0
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#define WT_METAL 1
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#define WT_BASE 2
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//================================================
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.string killtarget; // used by anything using SUB_UseTargets (items/triggers/etc)
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.void(entity attacker, float damage) th_pain; // used by secret doors, monsters, players
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.void() th_die; // used by anything damagable (doors/buttons/players/monsters/explobox/triggermultiple)
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.float speed; // used with door/plats/fireball spawner, inherited
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.string map; // used with world/trigger_changelevel, inherited
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// used with monsters/players
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INTEGER ammo_shells_real; // real shells count
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INTEGER ammo_nails_real; // real nails count
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INTEGER ammo_rockets_real; // real rockets count
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INTEGER ammo_cells_real; // real cells count
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// Zoid Additions
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.float maxspeed; // Used to set Maxspeed on a player
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.float gravity; // Gravity Multiplier (0 to 1.0)
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.float attack_finished; // used with lots of stuff...
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.float pain_finished; // used with monsters/players
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.float invincible_finished; // only used for players but object check needed for T_Damage
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.float super_damage_finished; // only used for players but object check needed for T_Damage
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//
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// misc
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//
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.float cnt; // misc flag used by trains/dropped pent and quad
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// intermission
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float intermission_running;
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float intermission_exittime;
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#ifdef NETQUAKE
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entity newmis;
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#endif
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// extensions
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.float alpha; // DP_ENT_ALPHA
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// enums
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// monster attack states
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enum
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{
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AS_NONE,
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AS_STRAIGHT,
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AS_SLIDING,
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AS_MELEE,
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AS_MISSILE
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};
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// door/plat states
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enum {
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STATE_TOP,
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STATE_BOTTOM,
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STATE_UP,
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STATE_DOWN
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};
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// heal defines
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enumflags {
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H_ROTTEN,
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H_MEGA
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};
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// weaponstate defines
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enum {
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WS_IDLE,
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WS_FIRING1,
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WS_FIRING2 // used with nailgun
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};
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// ammo type defines
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enum {
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AT_NONE,
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AT_SHELLS,
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AT_NAILS,
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AT_ROCKETS,
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AT_CELLS
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};
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// unions
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// DO NOT MIX UNION TYPES LIKE I AM DOING
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.union {
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struct { // fields used with world object
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string wad;
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float worldtype; // world type, 0=medieval 1=metal 2=base
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};
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struct { // fields used with triggers/doors/plats
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float delay; // time from activation to firing
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float wait; // time from firing to restarting
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float t_length; // override length to move sideways
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float t_width; // override length to move upwards/downwards
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void() think1; // used with SUB_CalcMove
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vector finaldest; // used with SUB_CalcMove
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vector finalangle; // used with SUB_CalcMove
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float count; // for counting triggers
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float dmg; // damage done by door/train/trigger hurt
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vector mangle; // initial angle (doors/teleporter/intermission)
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float lip; // position adjustment (func_door/func_button)
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float state; // object state (doors/buttons/plats)
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vector pos1; // top position (doors/buttons/plats)
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vector pos2; // bottom position (doors/buttons/plats)
|
|
float height; // height (plats/trigger_monsterjump)
|
|
string noise4; // extra sound (doors)
|
|
entity trigger_field; // used with linking (doors)
|
|
vector dest1; // passed to CalcMove (doors)
|
|
vector dest2; // passed to CalcMove (doors)
|
|
};
|
|
struct { // fields used with players
|
|
float weaponframe_time; // weapon frame advance time
|
|
INTEGER weaponstate; // firing state of current weapon
|
|
float suicide_time; // time to allow suicide after spawn
|
|
float healdecay; // time when health will decay
|
|
float show_hostile; // used to alert monsters
|
|
float lightning_sound; // used for lightning sound playback
|
|
float fly_sound; // used with trigger_push and maintaining wind sound
|
|
float invincible_time; // pentagram state
|
|
float invincible_sound; // pentagram sound playback
|
|
float invisible_time; // ring state
|
|
float invisible_sound; // ring sound playback
|
|
float invisible_finished; // ring current duration
|
|
float super_time; // quad state
|
|
float super_sound; // quad sound playback
|
|
float rad_time; // rad suit state
|
|
float radsuit_finished; // rad suit current duration
|
|
float dmgtime; // time slime/lava will damage
|
|
float swim_flag; // swim sound playback
|
|
float air_finished; // when time > air_finished, start drowning
|
|
float waterdmg; // damage water will deal when drowning
|
|
float walkframe; // used with walking animation
|
|
float jump_flag; // last z velocity used for falling damage
|
|
INTEGER ammo_type; // ammo type in use
|
|
};
|
|
struct { // fields used with bubbles spawned from drowning
|
|
INTEGER bubble_count; // keeps track of the number of bubbles
|
|
INTEGER bubble_state; // associated with bubble progression
|
|
};
|
|
struct { // fields used with items
|
|
float healamount; // amount healed with health item
|
|
INTEGER healtype; // type of health with health item
|
|
string mdl; // model used with SUB_regen
|
|
float ammo_count; // ammo amount
|
|
};
|
|
struct { // fields used with monsters
|
|
float pausetime; // time to pause for monsters
|
|
entity movetarget; // target entity to move to
|
|
};
|
|
struct { // fields used with generic projectiles
|
|
float damage_direct; // damage done with a direct hit
|
|
float damage_exp; // damage done from radius damage
|
|
float radius_exp; // radius of radius damage
|
|
INTEGER mod_direct; // mod type for direct hit
|
|
INTEGER mod_exp; // mod type for radius damage
|
|
float expire_time; // time when projectile dies
|
|
void() proj_think; // extra think function used with projectile
|
|
float proj_think_time; // interval between thinks
|
|
INTEGER proj_effect; // effect used with projectile
|
|
INTEGER voided; // projectile has been voided
|
|
float() proj_touch; // extra touch function used with projectile
|
|
};
|
|
struct { // fields used with lights
|
|
float light_lev; // not used by game, but parsed by light util
|
|
float style; // lightstyle to use for light
|
|
};
|
|
struct { // fields used with monsters
|
|
float search_time; // search time intervals
|
|
float attack_state; // current AI attack state
|
|
void() th_stand; // standing animation
|
|
void() th_walk; // walking animation
|
|
void() th_run; // running animation
|
|
void() th_missile; // ranged animation
|
|
void() th_melee; // melee animation
|
|
entity oldenemy; // old enemy
|
|
};
|
|
// fields used with ambient sounds?
|
|
/*
|
|
struct {
|
|
float waitmin;
|
|
float waitmax;
|
|
float distance;
|
|
float volume;
|
|
};
|
|
*/
|
|
};
|
|
|
|
//===========================================================================
|
|
|
|
|
|
//
|
|
// builtin functions
|
|
//
|
|
|
|
void(vector ang) makevectors = #1; // sets v_forward, etc globals
|
|
void(entity e, vector o) setorigin = #2;
|
|
void(entity e, string m) setmodel = #3; // set movetype and solid first
|
|
void(entity e, vector min, vector max) setsize = #4;
|
|
// #5 was removed
|
|
// void() break = #6;
|
|
float() random = #7; // returns 0 - 1
|
|
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
|
|
vector(vector v) normalize = #9;
|
|
void(string e) error = #10;
|
|
void(string e) objerror = #11;
|
|
float(vector v) vlen = #12;
|
|
float(vector v) vectoyaw = #13;
|
|
entity() spawn = #14;
|
|
void(entity e) remove = #15;
|
|
|
|
// sets trace_* globals
|
|
// nomonsters can be:
|
|
// An entity will also be ignored for testing if forent == test,
|
|
// forent->owner == test, or test->owner == forent
|
|
// a forent of world is ignored
|
|
void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
|
|
|
|
entity() checkclient = #17; // returns a client to look for
|
|
entity(entity start, .string fld, string match) find = #18;
|
|
string(string s) precache_sound = #19;
|
|
string(string s) precache_model = #20;
|
|
void(entity client, string s)stuffcmd = #21;
|
|
entity(vector org, float rad) findradius = #22;
|
|
// bprint moved to engine.qc
|
|
// sprint moved to engine.qc
|
|
void(string s) dprint = #25;
|
|
string(float f) ftos = #26;
|
|
string(vector v) vtos = #27;
|
|
void() coredump = #28; // prints all edicts
|
|
void() traceon = #29; // turns statment trace on
|
|
void() traceoff = #30;
|
|
void(entity e) eprint = #31; // prints an entire edict
|
|
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
|
|
// #33 was removed
|
|
float() droptofloor= #34; // TRUE if landed on floor
|
|
void(float style, string value) lightstyle = #35;
|
|
float(float v) rint = #36; // round to nearest int
|
|
float(float v) floor = #37; // largest integer <= v
|
|
float(float v) ceil = #38; // smallest integer >= v
|
|
// #39 was removed
|
|
float(entity e) checkbottom = #40; // true if self is on ground
|
|
float(vector v) pointcontents = #41; // returns a CONTENT_*
|
|
// #42 was removed
|
|
float(float f) fabs = #43;
|
|
vector(entity e, float speed) aim = #44; // returns the shooting vector
|
|
// cvar moved to engine.qc
|
|
void(string s) localcmd = #46; // put string into local que
|
|
entity(entity e) nextent = #47; // for looping through all ents
|
|
// #48 was removed
|
|
void() ChangeYaw = #49; // turn towards self.ideal_yaw
|
|
// at self.yaw_speed
|
|
// #50 was removed
|
|
vector(vector v) vectoangles = #51;
|
|
|
|
//
|
|
// direct client message generation
|
|
//
|
|
void(float to, float f) WriteByte = #52;
|
|
void(float to, float f) WriteChar = #53;
|
|
void(float to, float f) WriteShort = #54;
|
|
void(float to, float f) WriteLong = #55;
|
|
void(float to, float f) WriteCoord = #56;
|
|
void(float to, float f) WriteAngle = #57;
|
|
void(float to, string s) WriteString = #58;
|
|
void(float to, entity s) WriteEntity = #59;
|
|
|
|
// several removed
|
|
|
|
void(float step) movetogoal = #67;
|
|
|
|
string(string s) precache_file = #68; // no effect except for -copy
|
|
void(entity e) makestatic = #69;
|
|
void(string s) changelevel = #70;
|
|
|
|
//#71 was removed
|
|
|
|
void(string var, string val) cvar_set = #72; // sets cvar.value
|
|
|
|
void(entity client, string s) centerprint = #73; // sprint, but in middle
|
|
|
|
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
|
|
|
|
string(string s) precache_model2 = #75; // registered version only
|
|
string(string s) precache_sound2 = #76; // registered version only
|
|
string(string s) precache_file2 = #77; // registered version only
|
|
|
|
void(entity e) setspawnparms = #78; // set parm1... to the
|
|
// values at level start
|
|
// for coop respawn
|
|
// logfrag moved to engine.qc
|
|
// infokey moved to engine.qc
|
|
// stof moved to engine.qc
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
// subs.qc
|
|
//
|
|
void(vector tdest, float tspeed, void() func) SUB_CalcMove;
|
|
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
|
|
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
|
|
void() SUB_CalcMoveDone;
|
|
void() SUB_CalcAngleMoveDone;
|
|
void() SUB_Null;
|
|
void() SUB_UseTargets;
|
|
void() SUB_Remove;
|
|
|
|
//
|
|
// combat.qc
|
|
//
|
|
void(entity targ, entity inflictor, entity attacker, float damage, INTEGER mod) T_Damage;
|
|
|
|
|
|
float (entity e, float healamount, float ignore) T_Heal; // health function
|
|
|
|
float(entity targ, entity inflictor) CanDamage;
|
|
|