9ae7e2621d
Lots of changes. CSQC should be functional, but is still tied to debug builds. It WILL have some bugs still, hopefully I'll be able to clean them up better if people test it a bit. Precompiled headers are working properly now. Compile times are now much quicker in msvc. This takes most of the files this commit. Restructured how client commands work. They're buffered outside the network message, some multithreaded code is in. It needs a bit of testing before it's active. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@885 fc73d0e0-1445-4013-8a0c-d673dee63da5
277 lines
5.3 KiB
C
277 lines
5.3 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/* file generated by qcc, do not modify */
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typedef struct globalvars_s /*
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{ int pad[28];
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int self;
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int other;
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int world;
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float time;
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float frametime;
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int newmis;
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float force_retouch;
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string_t mapname;
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float serverflags;
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float total_secrets;
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float total_monsters;
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float found_secrets;
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float killed_monsters;
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float parm1;
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float parm2;
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float parm3;
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float parm4;
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float parm5;
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float parm6;
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float parm7;
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float parm8;
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float parm9;
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float parm10;
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float parm11;
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float parm12;
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float parm13;
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float parm14;
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float parm15;
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float parm16;
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vec3_t v_forward;
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vec3_t v_up;
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vec3_t v_right;
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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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vec3_t trace_endpos;
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vec3_t trace_plane_normal;
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float trace_plane_dist;
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int trace_ent;
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float trace_inopen;
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float trace_inwater;
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int msg_entity;
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func_t main;
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func_t StartFrame;
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func_t PlayerPreThink;
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func_t PlayerPostThink;
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func_t ClientKill;
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func_t ClientConnect;
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func_t PutClientInServer;
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func_t ClientDisconnect;
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func_t SetNewParms;
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func_t SetChangeParms;
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}*/ globalvars_t;
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typedef struct nqglobalvars_s
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{ int *pad[28];
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int *self;
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int *other;
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int *world;
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float *time;
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float *frametime;
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int *newmis;
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float *force_retouch;
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string_t *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;
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float *total_secrets;
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float *total_monsters;
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float *found_secrets;
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float *killed_monsters;
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float *parm1;
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float *parm2;
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float *parm3;
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float *parm4;
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float *parm5;
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float *parm6;
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float *parm7;
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float *parm8;
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float *parm9;
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float *parm10;
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float *parm11;
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float *parm12;
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float *parm13;
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float *parm14;
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float *parm15;
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float *parm16;
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vec3_t *V_v_forward;
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vec3_t *V_v_up;
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vec3_t *V_v_right;
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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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vec3_t *V_trace_endpos;
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vec3_t *V_trace_plane_normal;
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float *trace_plane_dist;
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int *trace_ent;
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float *trace_inopen;
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float *trace_inwater;
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int *msg_entity;
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func_t *main;
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func_t *StartFrame;
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func_t *PlayerPreThink;
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func_t *PlayerPostThink;
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func_t *ClientKill;
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func_t *ClientConnect;
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func_t *PutClientInServer;
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func_t *ClientDisconnect;
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func_t *SetNewParms;
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func_t *SetChangeParms;
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float *cycle_wrapped;
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float *dimension_send;
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} nqglobalvars_t;
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#define P_VEC(v) (pr_global_struct->V_##v)
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typedef struct entvars_s
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{
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float modelindex;
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vec3_t absmin;
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vec3_t absmax;
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float ltime;
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float lastruntime;
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float movetype;
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float solid;
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vec3_t origin;
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vec3_t oldorigin;
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vec3_t velocity;
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vec3_t angles;
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vec3_t avelocity;
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string_t classname;
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string_t model;
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float frame;
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float skin;
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float effects;
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vec3_t mins;
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vec3_t maxs;
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vec3_t size;
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func_t touch;
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func_t use;
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func_t think;
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func_t blocked;
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float nextthink;
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int groundentity;
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float health;
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float frags;
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float weapon;
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string_t weaponmodel;
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float weaponframe;
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float currentammo;
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float ammo_shells;
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float ammo_nails;
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float ammo_rockets;
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float ammo_cells;
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float items;
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float takedamage;
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int chain;
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float deadflag;
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vec3_t view_ofs;
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float button0;
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float button1;
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float button2;
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float button3; //3 and 1 are the same
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float button4;
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float button5;
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float button6;
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float button7;
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float button8;
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float impulse;
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float fixangle;
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vec3_t v_angle;
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string_t netname;
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int 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;
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float teleport_time;
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float armortype;
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float armorvalue;
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float waterlevel;
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float watertype;
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float ideal_yaw;
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float yaw_speed;
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int aiment;
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int goalentity;
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float spawnflags;
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string_t target;
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string_t targetname;
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float dmg_take;
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float dmg_save;
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int dmg_inflictor;
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int owner;
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vec3_t movedir;
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float sounds;
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string_t noise;
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string_t noise1;
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string_t noise2;
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string_t noise3;
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//extra vars. use these if you wish.
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float gravity;
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float maxspeed;
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float items2;
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vec3_t punchangle;
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float scale;
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float alpha;
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float fatness;
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int view2;
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float fteflags;
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vec3_t movement;
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float vweapmodelindex;
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//dp extra fields
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int nodrawtoclient;
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int drawonlytoclient;
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//EXT_DIMENSION_VISIBLE
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float dimension_see;
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float dimension_seen;
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//EXT_DIMENSION_GHOST
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float dimension_ghost;
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float dimension_ghost_alpha;
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//EXT_DIMENSION_PHYSICS
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float dimension_solid;
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float dimension_hit;
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//udc_exeffect support. hacky I know.
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float seefcolour;
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float seefsizex;
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float seefsizey;
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float seefsizez;
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float seefoffset;
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//hexen2 stuff
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float playerclass; //hexen2 requirements
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float hull;
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float drawflags;
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int movechain;
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func_t chainmoved;
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float light_level;//hexen2's grabbing light level from client
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float abslight; //hexen2's force a lightlevel
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float hasted; //hexen2 uses this AS WELL as maxspeed
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//csqc stuph.
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func_t SendEntity;
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float Version;
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} entvars_t;
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