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fteqw/quakec/fallout2/csqc/system.qc

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3.9 KiB
C++

//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;