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fteqw/quakec/fallout2/defs.qc

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/*
==============================================================================
SOURCE FOR GLOBALVARS_T C STRUCTURE
==============================================================================
*/
//
// system globals
//
entity self;
entity other;
entity world;
float time;
float frametime;
entity newmis; // if this is set, the entity that just
// run created a new missile that should
// be simulated immediately
float force_retouch; // force all entities to touch triggers
// next frame. this is needed because
// non-moving things don't normally scan
// for triggers, and when a trigger is
// created (like a teleport trigger), it
// needs to catch everything.
// decremented each frame, so set to 2
// to guarantee everything is touched
string mapname;
float serverflags; // propagated from level to level, used to
// keep track of completed episodes
float total_secrets;
float total_monsters;
float found_secrets; // number of secrets found
float killed_monsters; // number of monsters killed
// spawnparms are used to encode information about clients across server
// level changes
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
//
// 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;
entity msg_entity; // destination of single entity writes
//
// required prog functions
//
void() main; // only for testing
void() StartFrame;
void() PlayerPreThink;
void() PlayerPostThink;
void() ClientKill;
void() ClientConnect;
void() PutClientInServer; // call after setting the parm1... parms
void() ClientDisconnect;
void() SetNewParms; // called when a client first connects to
// a server. sets parms so they can be
// saved off for restarts
void() SetChangeParms; // call to set parms for self so they can
// be saved for a level transition
//================================================
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 ltime; // local time for entity
.float lastruntime; // *** to allow entities to run out of sequence
.float movetype;
.float solid;
.vector origin; // ***
.vector oldorigin; // ***
.vector velocity;
.vector angles;
.vector avelocity;
.string classname; // spawn function
.string model;
.float frame;
.float skin;
.float effects;
.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 groundentity;
// stats
.float health;
.float frags;
.float weapon; // one of the IT_SHOTGUN, etc flags
.string weaponmodel;
.float weaponframe;
.float currentammo;
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
.float items; // bit flags
.float takedamage;
.entity chain;
.float deadflag;
.vector view_ofs; // add to origin to get eye point
.float button0; // fire
.float button1; // use
.float button2; // jump
.float impulse; // weapon changes
.float fixangle;
.vector v_angle; // view / targeting angle for players
.string netname;
.entity enemy;
.float flags;
.float colormap;
.float team;
.float max_health; // players maximum health is stored here
.float teleport_time; // don't back up
.float armortype; // save this fraction of incoming damage
.float armorvalue;
.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
.float watertype; // a contents value
.float ideal_yaw;
.float yaw_speed;
.entity aiment;
.entity goalentity; // a movetarget or an enemy
.float spawnflags;
.string target;
.string targetname;
// damage is accumulated through a frame. and sent as one single
// message, so the super shotgun doesn't generate huge messages
.float dmg_take;
.float dmg_save;
.entity dmg_inflictor;
.entity owner; // who launched a missile
.vector movedir; // mostly for doors, but also used for waterjump
.string message; // trigger messages
.float sounds; // either a cd track number or sound number
.string noise, noise1, noise2, noise3; // contains names of wavs to play
//================================================
void end_sys_fields; // flag for structure dumping
//================================================
#define team team_no
.float team_no;
float parm17, parm18, parm18, parm19, parm20, parm21, parm22, parm23, parm24, parm25, parm26, parm27, parm28, parm29, parm30, parm31, parm32;
/*
==============================================================================
VARS NOT REFERENCED BY C CODE
==============================================================================
*/
//
// constants
//
float FALSE = 0;
float false = 0;
float TRUE = 1;
float true = 1;
// edict.flags
float FL_FLY = 1;
float FL_SWIM = 2;
float FL_CLIENT = 8; // set for all client edicts
float FL_INWATER = 16; // for enter / leave water splash
float FL_MONSTER = 32;
float FL_GODMODE = 64; // player cheat
float FL_NOTARGET = 128; // player cheat
float FL_ITEM = 256; // extra wide size for bonus items
float FL_ONGROUND = 512; // standing on something
float FL_PARTIALGROUND = 1024; // not all corners are valid
float FL_WATERJUMP = 2048; // player jumping out of water
float FL_JUMPRELEASED = 4096; // for jump debouncing
// edict.movetype values
float MOVETYPE_NONE = 0; // never moves
//float MOVETYPE_ANGLENOCLIP = 1;
//float MOVETYPE_ANGLECLIP = 2;
float MOVETYPE_WALK = 3; // players only
float MOVETYPE_STEP = 4; // discrete, not real time unless fall
float MOVETYPE_FLY = 5;
float MOVETYPE_TOSS = 6; // gravity
float MOVETYPE_PUSH = 7; // no clip to world, push and crush
float MOVETYPE_NOCLIP = 8;
float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
float MOVETYPE_BOUNCE = 10;
float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
// edict.solid values
float SOLID_NOT = 0; // no interaction with other objects
float SOLID_TRIGGER = 1; // touch on edge, but not blocking
float SOLID_BBOX = 2; // touch on edge, block
float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
float SOLID_BSP = 4; // bsp clip, touch on edge, block
// range values
float RANGE_MELEE = 0;
float RANGE_NEAR = 1;
float RANGE_MID = 2;
float RANGE_FAR = 3;
// deadflag values
float DEAD_NO = 0;
float DEAD_DYING = 1;
float DEAD_DEAD = 2;
float DEAD_RESPAWNABLE = 3;
// takedamage values
float DAMAGE_NO = 0;
float DAMAGE_YES = 1;
float DAMAGE_AIM = 2;
// items
float IT_AXE = 4096;
float IT_SHOTGUN = 1;
float IT_SUPER_SHOTGUN = 2;
float IT_NAILGUN = 4;
float IT_SUPER_NAILGUN = 8;
float IT_GRENADE_LAUNCHER = 16;
float IT_ROCKET_LAUNCHER = 32;
float IT_LIGHTNING = 64;
float IT_EXTRA_WEAPON = 128;
float IT_SHELLS = 256;
float IT_NAILS = 512;
float IT_ROCKETS = 1024;
float IT_CELLS = 2048;
float IT_ARMOR1 = 8192;
float IT_ARMOR2 = 16384;
float IT_ARMOR3 = 32768;
float IT_SUPERHEALTH = 65536;
float IT_KEY1 = 131072;
float IT_KEY2 = 262144;
float IT_INVISIBILITY = 524288;
float IT_INVULNERABILITY = 1048576;
float IT_SUIT = 2097152;
float IT_QUAD = 4194304;
// point content values
float CONTENT_EMPTY = -1;
float CONTENT_SOLID = -2;
float CONTENT_WATER = -3;
float CONTENT_SLIME = -4;
float CONTENT_LAVA = -5;
float CONTENT_SKY = -6;
float STATE_TOP = 0;
float STATE_BOTTOM = 1;
float STATE_UP = 2;
float STATE_DOWN = 3;
vector VEC_ORIGIN = '0 0 0';
vector VEC_HULL_MIN = '-16 -16 -24';
vector VEC_HULL_MAX = '16 16 32';
vector VEC_HULL2_MIN = '-32 -32 -24';
vector VEC_HULL2_MAX = '32 32 64';
// protocol bytes
float SVC_TEMPENTITY = 23;
float SVC_KILLEDMONSTER = 27;
float SVC_FOUNDSECRET = 28;
float SVC_INTERMISSION = 30;
float SVC_FINALE = 31;
float SVC_CDTRACK = 32;
float SVC_SELLSCREEN = 33;
float SVC_SMALLKICK = 34;
float SVC_BIGKICK = 35;
float SVC_MUZZLEFLASH = 39;
float TE_SPIKE = 0;
float TE_SUPERSPIKE = 1;
float TE_GUNSHOT = 2;
float TE_EXPLOSION = 3;
float TE_TAREXPLOSION = 4;
float TE_LIGHTNING1 = 5;
float TE_LIGHTNING2 = 6;
float TE_WIZSPIKE = 7;
float TE_KNIGHTSPIKE = 8;
float TE_LIGHTNING3 = 9;
float TE_LAVASPLASH = 10;
float TE_TELEPORT = 11;
float TE_BLOOD = 12;
float TE_LIGHTNINGBLOOD = 13;
float IDLE1 = 3;
float IDLE2 = 4;
float IDLE3 = 5;
float IDLE4 = 6;
float IDLE5 = 7;
float IDLE6 = 8;
float IDLE7 = 9;
float IDLE8 = 10;
float IDLE9 = 11;
float IDLE10 = 12;
float IDLE1A = 13;
float IDLE2A = 14;
float IDLE3A = 15;
float IDLE4A = 16;
float IDLE5A = 17;
float IDLE6A = 18;
float IDLE7A = 19;
float IDLE8A = 20;
float IDLE9A = 21;
float IDLE10A = 22;
float DRAW1 = 23;
float DRAW2 = 24;
float DRAW3 = 25;
float DRAW4 = 26;
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
float CHAN_AUTO = 0;
float CHAN_WEAPON = 1;
float CHAN_VOICE = 2;
float CHAN_ITEM = 3;
float CHAN_BODY = 4;
float CHAN_NO_PHS_ADD = 8; // ie: CHAN_BODY+CHAN_NO_PHS_ADD
float ATTN_NONE = 0;
float ATTN_NORM = 1;
float ATTN_IDLE = 2;
float ATTN_STATIC = 3;
// update types
float UPDATE_GENERAL = 0;
float UPDATE_STATIC = 1;
float UPDATE_BINARY = 2;
float UPDATE_TEMP = 3;
// entity effects
//float EF_BRIGHTFIELD = 1;
//float EF_MUZZLEFLASH = 2;
float EF_BRIGHTLIGHT = 4;
float EF_DIMLIGHT = 8;
float EF_FLAG1 = 16;
float EF_FLAG2 = 32;
// GLQuakeWorld Stuff
float EF_BLUE = 64; // Blue Globe effect for Quad
float EF_RED = 128; // Red Globe effect for Pentagram
// messages
float MSG_BROADCAST = 0; // unreliable to all
float MSG_ONE = 1; // reliable to one (msg_entity)
float MSG_ALL = 2; // reliable to all
float MSG_INIT = 3; // write to the init string
float MSG_MULTICAST = 4; // for multicast() call
// message levels
float PRINT_LOW = 0; // pickup messages
float PRINT_MEDIUM = 1; // death messages
float PRINT_HIGH = 2; // critical messages
float PRINT_CHAT = 3; // also goes to chat console
// multicast sets
float MULTICAST_ALL = 0; // every client
float MULTICAST_PHS = 1; // within hearing
float MULTICAST_PVS = 2; // within sight
float MULTICAST_ALL_R = 3; // every client, reliable
float MULTICAST_PHS_R = 4; // within hearing, reliable
float MULTICAST_PVS_R = 5; // within sight, reliable
#define FL_FINDABLE_NONSOLID 16384 //a cpqwsv feature
// map objectives
float OBJ_NONE = 0; // no objective
float OBJ_HOSTAGE = 1; // rescue hostages
float OBJ_SUPPLY = 2; // capture supplies
float OBJ_SHADOW = 3; // pass without trace
float OBJ_DEADTOWN = 4; // overrun with zombies
float OBJ_DESTROY = 5; // destroy enemy fuel tanks
float OBJ_DEFUSE = 6; // defuse explosives
float OBJ_EXTERMINATE = 6; // destroy deathclaw nest
float OBJ_SHAMBLERHUNT = 7; // destroy shambler hive
//================================================
//
// globals
//
float movedist;
string string_null; // null string, nothing should be held here
//float empty_float;
entity activator; // the entity that activated a trigger or brush
entity damage_attacker; // set by T_Damage
entity damage_inflictor;
float framecount;
//
// cvars checked each frame
//
float teamplay;
float timelimit;
float fraglimit;
float deathmatch;
string m_map;
float coop;
var float rj = 1;
float no_connect;
float round_end;
float red_kill;
float blue_kill;
float called_in;
float winningteam;
float t1alive;
float t2alive;
float t1dead;
float t2dead;
float bombed;
float zombies;
float hostages;
float musicplay;
float musictrack;
float supplies;
float commanders;
float rescue;
float dead_hostage;
float team1win;
float team2win;
float respawnvar;
float mode;
float ff;
float headshot;
float z_skill;
float msgcount;
float max_zombies;
float gtimer;
float total_players;
float endgame_timer;
float time_left;
float s_map_obj;
float s_ent1;
float s_ent2;
float s_ent3;
float s_p1;
float s_p2;
float s_p3;
float challenge_rating;
//================================================
//
// world fields (FIXME: make globals)
//
noref .string wad;
.string map;
.float worldtype; // 0=medieval 1=metal 2=base
//================================================
.string killtarget;
//
// quakeed fields
//
noref .float light_lev; // not used by game, but parsed by light util
.float style;
//
// monster ai
//
.void() th_stand;
.void() th_walk;
.void() th_run;
.void() th_missile;
.void() th_melee;
.void(entity attacker, float damage) th_pain;
.void() th_die;
.entity oldenemy; // mad at this player before taking damage
.float speed;
.float lefty;
.float search_time;
.float attack_state;
float AS_STRAIGHT = 1;
float AS_SLIDING = 2;
float AS_MELEE = 3;
float AS_MISSILE = 4;
//
// player only fields
//
.float voided;
.float walkframe;
// Zoid Additions
.float maxspeed; // Used to set Maxspeed on a player
//.float gravity; // Gravity Multiplier (0 to 1.0)
.float attack_finished;
.float pain_finished;
.float invincible_finished;
.float invisible_finished;
.float super_damage_finished;
.float radsuit_finished;
.float invincible_time, invincible_sound;
.float invisible_time, invisible_sound;
.float super_time, super_sound;
.float rad_time;
.float fly_sound;
.float axhitme;
.float duck;
.float show_hostile; // set to time+0.2 whenever a client fires a
// weapon or takes damage. Used to alert
// monsters that otherwise would let the player go
.float jump_flag; // player jump flag
.float swim_flag; // player swimming sound flag
.float air_finished; // when time > air_finished, start drowning
.float bubble_count; // keeps track of the number of bubbles
.string deathtype; // keeps track of how the player died
float POS_STAND = 0;
float POS_DUCK = 1;
float POS_PRONE = 2;
float blue_gadget;
float red_gadget;
float blue_weapon;
float red_weapon;
float blue_armor;
float red_armor;
float intermission_running;
.float ghost;
.float ghostcnt;
.float dtime;
.float active;
.float class;
.float tclass;
.float xclass;
.float zone;
.float missionbrief;
.float silencer;
.float extender;
//.float vote1;
//.float vote2;
//.float vote3;
//.float vote4;
//.float vote5;
//.float vote6;
//.float vote7;
//.float override;
.entity track;
//.float recharge;
.float processed;
.float current_slot;
.float attack;
.float position;
.float recoil;
.float heat;
.float hold;
.float critical;
.float helmet;
.float rtime;
.float regen;
.float rage;
.float ragetime;
.float action_points;
.float pcamera;
.float pcamera2;
.float equipment_slot;
.float has_radio;
.float score;
//.float select;
//.float grenade_hold;
.float grab;
//.float vehicle;
.float weight;
.float max_weight;
.float hostage;
.float xregen;
.float sneak;
.float skill_combat;
.float skill_doctor;
.float skill_sneak;
.float skill_science;
.float rescued;
.float scale;
.float bandages;
.float scraps;
.float cycle1;
.float cycle2;
//.float c4;
.float perk1;
.float perk2;
.float protect;
.float equipment;
.float buildtype;
//.float ctimer;
.float flash;
.float zoom;
.float oldteam;
.float dead;
.float grenadetoggle;
.float kills;
.float materialize;
.float vote_time;
.float vote_on;
.float vote_type;
.float vote_num;
.float driftx;
.float drifty;
.float vote1;
.float vote2;
.float vote3;
.float vote4;
.float vote5;
.float vote6;
.float vote7;
.float vote8;
.float spamdelay;
.float speedmulti;
.float picking;
.float inplace;
.float alert;
.float searchtime;
.float timer;
.float safezone;
.float pickup;
.float accept;
.float grenslot;
.float connected;
.string armornoise;
.string ammotype1;
.string ammotype2;
.string currentmenu;
.entity wielded;
.float walk;
.float steadyaim;
.float lastman;
.float popup;
.float flare;
.entity friend;
.entity tumbler1;
.entity tumbler2;
.entity chest;
.entity view2;
.entity heal_ent;
.vector oldorg;
.vector home;
.float location;
.float start_time;
.float map_obj;//hostages, assassinate, rescue, defuse, supply crates
.float map_ent1;//map creature type 1
.float map_ent2;//map creature type 1
.float map_ent3;//map creature type 1
.float map_ent1_percent;//amount of creature type 1
.float map_ent2_percent;//amount of creature type 2
.float map_ent3_percent;//amount of creature type 3
.float skill_small_guns;
.float skill_big_guns;
.float skill_energy_weapons;
.float skill_melee;
.float skill_unarmed;
.float skill_thrown;
.entity tag_entity; // entity this is attached to (call setattachment to set this)
.float tag_index; // which tag on that entity (0 is relative to the entity, > 0 is an index into the tags on the model if it has any)
//
// object stuff
//
.string mdl;
.vector mangle; // angle at start
.vector oldorigin; // only used by secret door
.float t_length, t_width;
//
// doors, etc
//
//.vector dest;
.vector dest1, dest2;
.float wait; // time from firing to restarting
.float delay; // time from activation to firing
.entity trigger_field; // door's trigger entity
.string noise4;
//
// monsters
//
.float pausetime;
.entity movetarget;
//
// doors
//
.float aflag;
.float dmg; // damage done by door when hit
//
// misc
//
.float cnt; // misc flag
//
// subs
//
.void() think1;
.vector finaldest, finalangle;
//
// triggers
//
.float count; // for counting triggers
//
// plats / doors / buttons
//
.float lip;
.float state;
.vector pos1, pos2; // top and bottom positions
.float height;
//
// sounds
//
.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;
void(float level, string s, ...) bprint = #23;
void(entity client, float level, string s, ...) sprint = #24;
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
float(string s) cvar = #45; // return cvar.value
void(string s) localcmd = #46; // put string into local que
entity(entity e) nextent = #47; // for looping through all ents
void particle(vector org, vector dir, float color, float count) = #48;
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
void(entity killer, entity killee) logfrag = #79; // add to stats
string(entity e, string key) infokey = #80; // get a key value (world = serverinfo)
float(string s) stof = #81; // convert string to float
void(vector where, float set) multicast = #82; // sends the temp message to a set
// of clients, possibly in PVS or PHS
vector(vector org) getlight = #92;
void particle2(vector origin, vector vmin, vector vmax, float color, float effect, float count) = #215;
void particle3(vector mins, vector maxsminusmins, float colour, float effect, float count) = #216;
void particle4(vector center, float radius, float colour, float effect, float count) = #217;
string(...) strcat = #115;
float(float stnum) getstati = #331; // (EXT_CSQC)
void(vector org) te_smallflash = #416;
void(vector org) te_gunshot = #418;
void(vector org) te_spike = #419;
void(vector org) te_superspike = #420;
void(vector org) te_tarexplosion = #421;
void(vector org) te_wizspike = #422;
void(vector org) te_knightspike = #423;
void(vector org) te_teleport = #424;
void(entity e, entity tagentity, string tagname) setattachment = #443;
//============================================================================
//
// 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) T_Damage;
float (entity e, float healamount, float ignore) T_Heal; // health function
float(entity targ, entity inflictor) CanDamage;