Get the player to spawn into the world. Added some simple definitions just to have some more entities show up.
This commit is contained in:
parent
6a401495c6
commit
071c2ba93f
19 changed files with 803 additions and 445 deletions
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@ -1,79 +0,0 @@
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/* these are the standard Quake engine builtins */
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void makevectors(vector ang) = #1
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void setorigin(entity e, vector o) = #2;
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void setmodel(entity e, string m) = #3;
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void setsize(entity e, vector min, vector max) = #4;
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/* 5 was removed */
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void break(void) = #6;
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float random(void) = #7;
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void sound(entity e, float chan, string samp, float vol, float atten) = #8;
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vector normalize(vector v) = #9;
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void error(string e) = #10;
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void objerror(string e) = #11;
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float vlen(vector v) = #12;
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float vectoyaw(vector v) = #13;
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entity spawn(void) = #14;
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void remove(entity e) = #15;
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void traceline(vector v1, vector v2, float nomonsters, entity forent) = #16;
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entity checkclient(void) = #17;
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entity find(entity start, .string fld, string match) = #18;
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string precache_sound(string s) = #19;
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string precache_model(string s) = #20;
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void stuffcmd(entity client, string s) = #21;
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entity findradius(vector org, float rad) = #22;
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void bprint(string s) = #23;
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void sprint(entity client, string s) = #24;
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void dprint(string s) = #25;
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string ftos(float f) = #26;
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string vtos(vector v) = #27;
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void coredump(void) = #28;
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void traceon(void) = #29;
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void traceoff(void) = #30;
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void eprint(entity e) = #31;
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float walkmove(float yaw, float dist) = #32;
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// #33 was removed
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float droptofloor(float yaw, float dist) = #34;
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void lightstyle(float style, string value) = #35;
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float rint(float v) = #36;
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float floor(float v) = #37;
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float ceil(float v) = #38;
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// #39 was removed
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float checkbottom(entity e) = #40;
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float pointcontents(vector v) = #41;
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// #42 was removed
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float fabs(float f) = #43;
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vector aim(entity e, float speed) = #44;
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float cvar(string s) = #45;
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void localcmd(string s) = #46;
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entity nextent(entity e) = #47;
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void particle(vector o, vector d, float color, float count) = #48;
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void ChangeYaw(void) = #49;
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vector vectoangles(vector v) = #51;
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void WriteByte(float to, float f) = #52;
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void WriteChar(float to, float f) = #53;
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void WriteShort(float to, float f) = #54;
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void WriteLong(float to, float f) = #55;
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void WriteCoord(float to, float f) = #56;
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void WriteAngle(float to, float f) = #57;
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void WriteString(float to, string s) = #58;
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void WriteEntity(float to, entity s) = #59;
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/* 60 was removed */
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/* 61 was removed */
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/* 62 was removed */
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/* 63 was removed */
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/* 64 was removed */
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/* 65 was removed */
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/* 66 was removed */
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void movetogoal(float step) = #67;
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string precache_file(string s) = #68;
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void makestatic(entity e) = #69;
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void changelevel(string s) = #70;
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/* 71 was removed */
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void cvar_set(string var, string val) = #72;
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void centerprint(entity client, string s) = #73;
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void ambientsound(vector pos, string samp, float vol, float atten) = #74;
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string precache_model2(string s) = #75;
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string precache_sound2(string s) = #76;
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string precache_file2(string s) = #77;
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void setspawnparms(entity e) = #78;
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@ -44,11 +44,11 @@ typedef enum
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typedef enum
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{
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SOLID_NOT, // no interaction with other objects
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SOLID_TRIGGER, // touch on edge, but not blocking
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SOLID_BBOX, // touch on edge, block
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SOLID_SLIDEBOX, // touch on edge, but not an onground
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SOLID_BSP // bsp clip, touch on edge, block
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SOLID_NOT, /* no interaction with other objects */
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SOLID_TRIGGER, /* touch on edge, but not blocking */
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SOLID_BBOX, /* touch on edge, block */
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SOLID_SLIDEBOX, /* touch on edge, but not an onground */
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SOLID_BSP /* bsp clip, touch on edge, block */
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} solid_t;
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// range values
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@ -161,6 +161,9 @@ typedef enum
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CHAN_VOICE, /** voice channel */
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CHAN_ITEM, /** item noise channel */
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CHAN_BODY, /** body sound channel */
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CHAN_UNUSED1,
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CHAN_UNUSED2,
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CHAN_UNUSED3
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} channel_t;
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/** attenuation */
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12
src/entities/func_wall.qc
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12
src/entities/func_wall.qc
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class idFuncWall:idEntity {
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void idFuncWall( void );
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};
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void idFuncWall:: idFuncWall( void ) {
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SetAngles( [0, 0, 0] );
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SetMovetype(MOVETYPE_PUSH);
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SetSolid(SOLID_BSP);
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SetModel(GetModel()); /* relink with the above properties */
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}
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LINK_ENTITY_TO_CLASS(func_wall, idFuncWall)
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30
src/entities/info_player_start.qc
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30
src/entities/info_player_start.qc
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class idPlayerStart:idEntity {
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void idPlayerStart( void );
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/** Moves a player to the first starting spawn point and returns the result. */
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nonvirtual idEntity MovePlayerToStart( idPlayer );
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};
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void idPlayerStart::idPlayerStart( void ) {
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SetSolid( SOLID_NOT );
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SetMovetype( MOVETYPE_NONE );
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}
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idEntity idPlayerStart::MovePlayerToStart( idPlayer player ) {
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idEntity point = g_idEngine.Find( world, ::classname, "idPlayerStart" );
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if ( point ) {
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player.SetOrigin( point.GetOrigin() );
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player.SetAngles( point.GetAngles() );
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player.ForceUpdateClientAngle();
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return point;
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} else {
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g_idEngine.Error( "Cannot find idPlayerStart on level." );
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return __NULL__;
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}
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}
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LINK_ENTITY_TO_CLASS(info_player_start, idPlayerStart)
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LINK_ENTITY_TO_CLASS(info_player_deathmatch, idPlayerStart)
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LINK_ENTITY_TO_CLASS(info_player_coop, idPlayerStart)
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LINK_ENTITY_TO_CLASS(info_player_start2, idPlayerStart)
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0
src/entities/light.qc
Normal file
0
src/entities/light.qc
Normal file
5
src/entities/sources.src
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5
src/entities/sources.src
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#includelist
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worldspawn.qc
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info_player_start.qc
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func_wall.qc
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#endlist
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30
src/entities/worldspawn.qc
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30
src/entities/worldspawn.qc
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class worldspawn {
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void worldspawn( void );
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nonvirtual void InitLight( void );
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};
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void worldspawn::worldspawn( void ) {
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g_idEngine.Precache_Model( "progs/player.mdl" );
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InitLight();
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}
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void worldspawn::InitLight( void ) {
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g_idEngine.LightStyle( 0, "m" );
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g_idEngine.LightStyle( 1, "mmnmmommommnonmmonqnmmo" );
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g_idEngine.LightStyle( 2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba" );
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g_idEngine.LightStyle( 3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" );
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g_idEngine.LightStyle( 4, "mamamamamama" );
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g_idEngine.LightStyle( 5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj" );
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g_idEngine.LightStyle( 6, "nmonqnmomnmomomno" );
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g_idEngine.LightStyle( 7, "mmmaaaabcdefgmmmmaaaammmaamm" );
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g_idEngine.LightStyle( 8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa" );
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g_idEngine.LightStyle( 9, "aaaaaaaazzzzzzzz" );
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g_idEngine.LightStyle( 10, "mmamammmmammamamaaamammma" );
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g_idEngine.LightStyle( 11, "abcdefghijklmnopqrrqponmlkjihgfedcba" );
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}
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void worldspawn( void )
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{
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spawnfunc_worldspawn();
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}
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53
src/entry.qc
53
src/entry.qc
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/* all standard game entry functions live here */
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void main(void)
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{
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void main( void ) {
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}
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void StartFrame(void)
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{
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if (!g_gameRules)
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g_gameRules = spawn(idRules);
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void StartFrame( void ) {
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/* if our rules class doesn't yet exist - create it! */
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if ( !g_gameRules ) {
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g_gameRules = g_idEngine.Spawn();
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self = g_gameRules;
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spawnfunc_idRules();
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self = world;
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}
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}
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void PlayerPreThink(void)
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{
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idPlayer pl = (idPlayer)self;
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void PlayerPreThink( void ) {
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idPlayer pl = ( idPlayer ) self;
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pl.PreThink();
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}
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void PlayerPostThink(void)
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{
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idPlayer pl = (idPlayer)self;
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void PlayerPostThink( void ) {
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idPlayer pl = ( idPlayer ) self;
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pl.PostThink();
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}
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void ClientKill(void)
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{
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void ClientKill( void ) {
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}
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void ClientConnect(void)
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{
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void ClientConnect( void ) {
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/* initialize the player as an NSEntity class type */
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spawnfunc_idPlayer();
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g_gameRules.PlayerConnects((idPlayer)self);
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g_gameRules.PlayerConnects( ( idPlayer ) self );
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}
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void PutClientInServer(void)
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{
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g_gameRules.PlayerFinishesJoining((idPlayer)self);
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void PutClientInServer( void ) {
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g_gameRules.PlayerFinishesJoining( ( idPlayer ) self );
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}
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void ClientDisconnect(void)
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{
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g_gameRules.PlayerDisconnects((idPlayer)self);
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void ClientDisconnect( void ) {
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g_gameRules.PlayerDisconnects( ( idPlayer ) self );
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}
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void SetNewParms(void)
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{
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void SetNewParms( void ) {
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}
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void SetChangeParms(void)
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{
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}
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void SetChangeParms( void ) {
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}
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#includelist
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defs.qh
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builtins.qh
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constants.qh
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events.qh
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system/headers.src
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entry.qc
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entities/sources.src
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system/sources.src
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#endlist
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@ -1,5 +1,6 @@
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#includelist
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idEntity.qh
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idEngine.qh
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idPlayer.qh
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idRules.qh
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#endlist
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327
src/system/idEngine.qc
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327
src/system/idEngine.qc
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/* these are the standard Quake engine builtins */
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void makevectors(vector ang) = #1
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void setorigin(entity e, vector o) = #2;
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void setmodel(entity e, string m) = #3;
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void setsize(entity e, vector min, vector max) = #4;
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/* 5 was removed */
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void break(void) = #6;
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float random(void) = #7;
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void sound(entity e, float chan, string samp, float vol, float atten) = #8;
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vector normalize(vector v) = #9;
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void error(string e) = #10;
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void objerror(string e) = #11;
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float vlen(vector v) = #12;
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float vectoyaw(vector v) = #13;
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entity spawn(void) = #14;
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void remove(entity e) = #15;
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void traceline(vector v1, vector v2, float nomonsters, entity forent) = #16;
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entity checkclient(void) = #17;
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entity find(entity start, .string fld, string match) = #18;
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string precache_sound(string s) = #19;
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string precache_model(string s) = #20;
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void stuffcmd(entity client, string s) = #21;
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entity findradius(vector org, float rad) = #22;
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void bprint(string s) = #23;
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void sprint(entity client, string s) = #24;
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void dprint(string s) = #25;
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string ftos(float f) = #26;
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string vtos(vector v) = #27;
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void coredump(void) = #28;
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void traceon(void) = #29;
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void traceoff(void) = #30;
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void eprint(entity e) = #31;
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float walkmove(float yaw, float dist) = #32;
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// #33 was removed
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float droptofloor(float yaw, float dist) = #34;
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void lightstyle(float style, string value) = #35;
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float rint(float v) = #36;
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float floor(float v) = #37;
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float ceil(float v) = #38;
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// #39 was removed
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float checkbottom(entity e) = #40;
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float pointcontents(vector v) = #41;
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// #42 was removed
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float fabs(float f) = #43;
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vector aim(entity e, float speed) = #44;
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float cvar(string s) = #45;
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void localcmd(string s) = #46;
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entity nextent(entity e) = #47;
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void particle(vector o, vector d, float color, float count) = #48;
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void changeyaw(void) = #49;
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vector vectoangles(vector v) = #51;
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void writeByte(float to, float f) = #52;
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void writeChar(float to, float f) = #53;
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void writeShort(float to, float f) = #54;
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void writeLong(float to, float f) = #55;
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void writeCoord(float to, float f) = #56;
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void writeAngle(float to, float f) = #57;
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void writeString(float to, string s) = #58;
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void writeEntity(float to, entity s) = #59;
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/* 60 was removed */
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/* 61 was removed */
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/* 62 was removed */
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/* 63 was removed */
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/* 64 was removed */
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/* 65 was removed */
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/* 66 was removed */
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void movetogoal(float step) = #67;
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string precache_file(string s) = #68;
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void makestatic(entity e) = #69;
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void changelevel(string s) = #70;
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/* 71 was removed */
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void cvar_set(string var, string val) = #72;
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void centerprint(entity client, string s) = #73;
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void ambientsound(vector pos, string samp, float vol, float atten) = #74;
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string precache_model2(string s) = #75;
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string precache_sound2(string s) = #76;
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string precache_file2(string s) = #77;
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void setspawnparms(entity e) = #78;
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void idEngine::MakeVectors( vector ang ) {
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return makevectors( ang );
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}
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void idEngine::SetOrigin( idEntity e, vector o ) {
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setorigin( e, o );
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}
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void idEngine::SetModel( idEntity e, string m ) {
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setmodel( e, m );
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}
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void idEngine::SetSize( idEntity e, vector min, vector max ) {
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setsize( e, min, max );
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}
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void idEngine::Break( void ) {
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break ();
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}
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float idEngine::Random( void ) {
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return random();
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}
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void idEngine::Sound( idEntity e, float chan, string samp, float vol, float atten ) {
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sound( e, chan, samp, vol, atten );
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}
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vector idEngine::Normalize( vector v ) {
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return normalize( v );
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}
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void idEngine::Error( string e ) {
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error( e );
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}
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void idEngine::ObjError( string e ) {
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objerror( e );
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}
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float idEngine::VLen( vector v ) {
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return vlen( v );
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}
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float idEngine::VecToYaw( vector v ) {
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return vectoyaw( v );
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}
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idEntity idEngine::Spawn( void ) {
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return spawn();
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}
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void idEngine::Remove( idEntity e ) {
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remove( e );
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}
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void idEngine::TraceLine( vector v1, vector v2, float nomonsters, idEntity forent ) {
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traceline( v1, v2, nomonsters, forent );
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}
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idEntity idEngine::CheckClient( void ) {
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return checkclient();
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}
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idEntity idEngine::Find( idEntity start,.string fld, string match ) {
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return find( start, ::fld, match );
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}
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string idEngine::Precache_Sound( string s ) {
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return precache_sound( s );
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}
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string idEngine::Precache_Model( string s ) {
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return precache_model( s );
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}
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void idEngine::StuffCmd( idEntity client, string s ) {
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stuffcmd( client, s );
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}
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idEntity idEngine::FindRadius( vector org, float rad ) {
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return findradius( org, rad );
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}
|
||||
|
||||
void idEngine::BPrint( string s ) {
|
||||
bprint( s );
|
||||
}
|
||||
|
||||
void idEngine::SPrint( idEntity client, string s ) {
|
||||
sprint( client, s );
|
||||
}
|
||||
|
||||
void idEngine::DPrint( string s ) {
|
||||
dprint( s );
|
||||
}
|
||||
|
||||
string idEngine::FloatToString( float f ) {
|
||||
return ftos( f );
|
||||
}
|
||||
|
||||
string idEngine::VectorToString( vector v ) {
|
||||
return vtos( v );
|
||||
}
|
||||
|
||||
void idEngine::CoreDump( void ) {
|
||||
coredump();
|
||||
}
|
||||
|
||||
void idEngine::TraceOn( void ) {
|
||||
traceon();
|
||||
}
|
||||
|
||||
void idEngine::TraceOff( void ) {
|
||||
traceoff();
|
||||
}
|
||||
|
||||
void idEngine::EPrint( idEntity e ) {
|
||||
eprint( e );
|
||||
}
|
||||
|
||||
float idEngine::WalkMove( float yaw, float dist ) {
|
||||
return walkmove( yaw, dist );
|
||||
}
|
||||
|
||||
float idEngine::DropToFloor( float yaw, float dist ) {
|
||||
return droptofloor( yaw, dist );
|
||||
}
|
||||
|
||||
void idEngine::LightStyle( float style, string value ) {
|
||||
lightstyle( style, value );
|
||||
}
|
||||
|
||||
float idEngine::RInt( float v ) {
|
||||
return rint( v );
|
||||
}
|
||||
|
||||
float idEngine::Floor( float v ) {
|
||||
return floor( v );
|
||||
}
|
||||
|
||||
float idEngine::Ceil( float v ) {
|
||||
return ceil( v );
|
||||
}
|
||||
|
||||
float idEngine::CheckBottom( idEntity e ) {
|
||||
return checkbottom( e );
|
||||
}
|
||||
|
||||
float idEngine::PointContents( vector v ) {
|
||||
return pointcontents( v );
|
||||
}
|
||||
|
||||
float idEngine::AbsoluteFloat( float f ) {
|
||||
return fabs( f );
|
||||
}
|
||||
|
||||
vector idEngine::Aim( idEntity e, float speed ) {
|
||||
return aim( e, speed );
|
||||
}
|
||||
|
||||
float idEngine::CVar( string s ) {
|
||||
return cvar( s );
|
||||
}
|
||||
|
||||
void idEngine::LocalCmd( string s ) {
|
||||
localcmd( s );
|
||||
}
|
||||
|
||||
idEntity idEngine::NextEnt( idEntity e ) {
|
||||
return nextent( e );
|
||||
}
|
||||
|
||||
void idEngine::Particle( vector o, vector d, float color, float count ) {
|
||||
particle( o, d, color, count );
|
||||
}
|
||||
|
||||
void idEngine::ChangeYaw( void ) {
|
||||
changeyaw();
|
||||
}
|
||||
|
||||
vector idEngine::VecToAngles( vector v ) {
|
||||
return vectoangles( v );
|
||||
}
|
||||
|
||||
void idEngine::WriteByte( float to, float f ) {
|
||||
writeByte( to, f );
|
||||
}
|
||||
|
||||
void idEngine::WriteChar( float to, float f ) {
|
||||
writeChar( to, f );
|
||||
}
|
||||
|
||||
void idEngine::WriteShort( float to, float f ) {
|
||||
writeShort( to, f );
|
||||
}
|
||||
|
||||
void idEngine::WriteLong( float to, float f ) {
|
||||
writeLong( to, f );
|
||||
}
|
||||
|
||||
void idEngine::WriteCoord( float to, float f ) {
|
||||
writeCoord( to, f );
|
||||
}
|
||||
|
||||
void idEngine::WriteAngle( float to, float f ) {
|
||||
writeAngle( to, f );
|
||||
}
|
||||
|
||||
void idEngine::WriteString( float to, string s ) {
|
||||
writeString( to, s );
|
||||
}
|
||||
|
||||
void idEngine::WriteEntity( float to, idEntity s ) {
|
||||
writeEntity( to, s );
|
||||
}
|
||||
|
||||
void idEngine::MoveToGoal( float step ) {
|
||||
movetogoal( step );
|
||||
}
|
||||
|
||||
string idEngine::Precache_File( string s ) {
|
||||
return precache_file( s );
|
||||
}
|
||||
|
||||
void idEngine::MakeStatic( idEntity e ) {
|
||||
makestatic( e );
|
||||
}
|
||||
|
||||
void idEngine::ChangeLevel( string s ) {
|
||||
changelevel( s );
|
||||
}
|
||||
|
||||
void idEngine::CVarSet( string variable, string val ) {
|
||||
cvar_set( variable, val );
|
||||
}
|
||||
|
||||
void idEngine::CenterPrint( idEntity client, string s ) {
|
||||
centerprint( client, s );
|
||||
}
|
||||
|
||||
void idEngine::AmbientSound( vector pos, string samp, float vol, float atten ) {
|
||||
ambientsound( pos, samp, vol, atten );
|
||||
}
|
||||
|
||||
void idEngine::SetSpawnParms( idEntity e ) {
|
||||
setspawnparms( e );
|
||||
}
|
68
src/system/idEngine.qh
Normal file
68
src/system/idEngine.qh
Normal file
|
@ -0,0 +1,68 @@
|
|||
class idEngine {
|
||||
nonvirtual void MakeVectors( vector ang );
|
||||
nonvirtual void SetOrigin( idEntity e, vector o );
|
||||
nonvirtual void SetModel( idEntity e, string m );
|
||||
nonvirtual void SetSize( idEntity e, vector min, vector max );
|
||||
nonvirtual void Break( void );
|
||||
nonvirtual float Random( void );
|
||||
nonvirtual void Sound( idEntity e, float chan, string samp, float vol, float atten );
|
||||
nonvirtual vector Normalize( vector v );
|
||||
nonvirtual void Error( string e );
|
||||
nonvirtual void ObjError( string e );
|
||||
nonvirtual float VLen( vector v );
|
||||
nonvirtual float VecToYaw( vector v );
|
||||
nonvirtual idEntity Spawn( void );
|
||||
nonvirtual void Remove( idEntity e );
|
||||
nonvirtual void TraceLine( vector v1, vector v2, float nomonsters, idEntity forent );
|
||||
nonvirtual idEntity CheckClient( void );
|
||||
nonvirtual idEntity Find( idEntity start,.string fld, string match );
|
||||
nonvirtual string Precache_Sound( string s );
|
||||
nonvirtual string Precache_Model( string s );
|
||||
nonvirtual void StuffCmd( idEntity client, string s );
|
||||
nonvirtual idEntity FindRadius( vector org, float rad );
|
||||
nonvirtual void BPrint( string s );
|
||||
nonvirtual void SPrint( idEntity client, string s );
|
||||
nonvirtual void DPrint( string s );
|
||||
nonvirtual string FloatToString( float f );
|
||||
nonvirtual string VectorToString( vector v );
|
||||
nonvirtual void CoreDump( void );
|
||||
nonvirtual void TraceOn( void );
|
||||
nonvirtual void TraceOff( void );
|
||||
nonvirtual void EPrint( idEntity e );
|
||||
nonvirtual float WalkMove( float yaw, float dist );
|
||||
nonvirtual float DropToFloor( float yaw, float dist );
|
||||
nonvirtual void LightStyle( float style, string value );
|
||||
nonvirtual float RInt( float v );
|
||||
nonvirtual float Floor( float v );
|
||||
nonvirtual float Ceil( float v );
|
||||
nonvirtual float CheckBottom( idEntity e );
|
||||
nonvirtual float PointContents( vector v );
|
||||
nonvirtual float AbsoluteFloat( float f );
|
||||
nonvirtual vector Aim( idEntity e, float speed );
|
||||
nonvirtual float CVar( string s );
|
||||
nonvirtual void LocalCmd( string s );
|
||||
nonvirtual idEntity NextEnt( idEntity e );
|
||||
nonvirtual void Particle( vector o, vector d, float color, float count );
|
||||
nonvirtual void ChangeYaw( void );
|
||||
nonvirtual vector VecToAngles( vector v );
|
||||
nonvirtual void WriteByte( float to, float f );
|
||||
nonvirtual void WriteChar( float to, float f );
|
||||
nonvirtual void WriteShort( float to, float f );
|
||||
nonvirtual void WriteLong( float to, float f );
|
||||
nonvirtual void WriteCoord( float to, float f );
|
||||
nonvirtual void WriteAngle( float to, float f );
|
||||
nonvirtual void WriteString( float to, string s );
|
||||
nonvirtual void WriteEntity( float to, idEntity s );
|
||||
nonvirtual void MoveToGoal( float step );
|
||||
nonvirtual string Precache_File( string s );
|
||||
nonvirtual void MakeStatic( idEntity e );
|
||||
nonvirtual void ChangeLevel( string s );
|
||||
nonvirtual void CVarSet( string var, string val );
|
||||
nonvirtual void CenterPrint( idEntity client, string s );
|
||||
nonvirtual void AmbientSound( vector pos, string samp, float vol, float atten );
|
||||
nonvirtual void SetSpawnParms( idEntity e );
|
||||
};
|
||||
|
||||
idEngine g_idEngine;
|
||||
|
||||
#define LINK_ENTITY_TO_CLASS(cname,classa) void cname(void) { spawnfunc_##classa(); }
|
|
@ -1,479 +1,386 @@
|
|||
|
||||
void idEntity::idEntity(void)
|
||||
{
|
||||
void idEntity::idEntity( void ) {
|
||||
health = 0;
|
||||
max_health = 100;
|
||||
}
|
||||
|
||||
/* set functions */
|
||||
void idEntity::SetModelindex(float value)
|
||||
{
|
||||
void idEntity::SetModelindex( float value ) {
|
||||
modelindex = value;
|
||||
}
|
||||
|
||||
void idEntity::SetMovetype(movetype_t value)
|
||||
{
|
||||
void idEntity::SetMovetype( movetype_t value ) {
|
||||
movetype = value;
|
||||
}
|
||||
|
||||
void idEntity::SetSolid(solid_t value)
|
||||
{
|
||||
void idEntity::SetSolid( solid_t value ) {
|
||||
solid = value;
|
||||
}
|
||||
|
||||
void idEntity::SetOrigin(vector value)
|
||||
{
|
||||
setorigin(this, value);
|
||||
void idEntity::SetOrigin( vector value ) {
|
||||
g_idEngine.SetOrigin( this, value );
|
||||
}
|
||||
|
||||
void idEntity::SetVelocity(vector value)
|
||||
{
|
||||
void idEntity::SetVelocity( vector value ) {
|
||||
velocity = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAngles(vector value)
|
||||
{
|
||||
void idEntity::SetAngles( vector value ) {
|
||||
angles = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAngularVelocity(vector value)
|
||||
{
|
||||
void idEntity::SetAngularVelocity( vector value ) {
|
||||
avelocity = value;
|
||||
}
|
||||
|
||||
void idEntity::SetPunchangle(vector value)
|
||||
{
|
||||
void idEntity::SetPunchangle( vector value ) {
|
||||
punchangle = value;
|
||||
}
|
||||
|
||||
void idEntity::SetModel(string value)
|
||||
{
|
||||
setmodel(this, value);
|
||||
void idEntity::SetModel( string value ) {
|
||||
g_idEngine.SetModel( this, value );
|
||||
}
|
||||
|
||||
void idEntity::SetFrame(float value)
|
||||
{
|
||||
void idEntity::SetFrame( float value ) {
|
||||
frame = value;
|
||||
}
|
||||
|
||||
void idEntity::SetSkin(float value)
|
||||
{
|
||||
void idEntity::SetSkin( float value ) {
|
||||
skin = value;
|
||||
}
|
||||
|
||||
void idEntity::AddEffect(effects_t value)
|
||||
{
|
||||
void idEntity::AddEffect( effects_t value ) {
|
||||
effects |= value;
|
||||
}
|
||||
|
||||
void idEntity::RemoveEffect(effects_t value)
|
||||
{
|
||||
void idEntity::RemoveEffect( effects_t value ) {
|
||||
effects &= ~value;
|
||||
}
|
||||
|
||||
void idEntity::ClearEffects(void)
|
||||
{
|
||||
void idEntity::ClearEffects( void ) {
|
||||
effects = 0;
|
||||
}
|
||||
|
||||
void idEntity::SetSize(vector min, vector max)
|
||||
{
|
||||
setsize(this, min, max);
|
||||
void idEntity::SetSize( vector min, vector max ) {
|
||||
g_idEngine.SetSize( this, min, max );
|
||||
}
|
||||
|
||||
void idEntity::ScheduleThink(void(void) func, float timer)
|
||||
{
|
||||
void idEntity::ScheduleThink( void ( void ) func, float timer ) {
|
||||
}
|
||||
|
||||
void idEntity::SetHealth(float value)
|
||||
{
|
||||
void idEntity::SetHealth( float value ) {
|
||||
health = value;
|
||||
|
||||
if (health > max_health)
|
||||
if ( health > max_health )
|
||||
health = max_health;
|
||||
}
|
||||
|
||||
void idEntity::AddFrags(float value)
|
||||
{
|
||||
void idEntity::AddFrags( float value ) {
|
||||
frags += value;
|
||||
}
|
||||
|
||||
void idEntity::RemoveFrags(float value)
|
||||
{
|
||||
void idEntity::RemoveFrags( float value ) {
|
||||
frags -= value;
|
||||
}
|
||||
|
||||
void idEntity::ClearFrags(void)
|
||||
{
|
||||
void idEntity::ClearFrags( void ) {
|
||||
frags = 0;
|
||||
}
|
||||
|
||||
void idEntity::SetWeapon(float value)
|
||||
{
|
||||
void idEntity::SetWeapon( float value ) {
|
||||
weapon = value;
|
||||
}
|
||||
|
||||
void idEntity::SetWeaponmodel(string value)
|
||||
{
|
||||
void idEntity::SetWeaponmodel( string value ) {
|
||||
weaponmodel = value;
|
||||
}
|
||||
|
||||
void idEntity::SetWeaponframe(float value)
|
||||
{
|
||||
void idEntity::SetWeaponframe( float value ) {
|
||||
weaponframe = value;
|
||||
}
|
||||
|
||||
void idEntity::SetCurrentAmmo(float value)
|
||||
{
|
||||
void idEntity::SetCurrentAmmo( float value ) {
|
||||
currentammo = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAmmoType1(float value)
|
||||
{
|
||||
void idEntity::SetAmmoType1( float value ) {
|
||||
ammo_shells = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAmmoType2(float value)
|
||||
{
|
||||
void idEntity::SetAmmoType2( float value ) {
|
||||
ammo_nails = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAmmoType3(float value)
|
||||
{
|
||||
void idEntity::SetAmmoType3( float value ) {
|
||||
ammo_rockets = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAmmoType4(float value)
|
||||
{
|
||||
void idEntity::SetAmmoType4( float value ) {
|
||||
ammo_cells = value;
|
||||
}
|
||||
|
||||
void idEntity::SetTakedamage(damage_t value)
|
||||
{
|
||||
void idEntity::SetTakedamage( damage_t value ) {
|
||||
takedamage = value;
|
||||
}
|
||||
|
||||
void idEntity::SetViewOffset(vector value)
|
||||
{
|
||||
void idEntity::SetViewOffset( vector value ) {
|
||||
view_ofs = value;
|
||||
}
|
||||
|
||||
void idEntity::ForceUpdateClientAngle(void)
|
||||
{
|
||||
void idEntity::ForceUpdateClientAngle( void ) {
|
||||
fixangle = 1;
|
||||
}
|
||||
|
||||
void idEntity::AddFlags(flags_t value)
|
||||
{
|
||||
void idEntity::AddFlags( flags_t value ) {
|
||||
flags |= value;
|
||||
}
|
||||
|
||||
void idEntity::RemoveFlags(flags_t value)
|
||||
{
|
||||
void idEntity::RemoveFlags( flags_t value ) {
|
||||
flags &= ~value;
|
||||
}
|
||||
|
||||
void idEntity::ClearFlags(void)
|
||||
{
|
||||
void idEntity::ClearFlags( void ) {
|
||||
flags = 0;
|
||||
}
|
||||
|
||||
void idEntity::SetColormap(float value)
|
||||
{
|
||||
void idEntity::SetColormap( float value ) {
|
||||
colormap = value;
|
||||
}
|
||||
|
||||
void idEntity::SetDisplayname(string value)
|
||||
{
|
||||
void idEntity::SetDisplayname( string value ) {
|
||||
netname = value;
|
||||
}
|
||||
|
||||
void idEntity::SetMaxHealth(float value)
|
||||
{
|
||||
void idEntity::SetMaxHealth( float value ) {
|
||||
max_health = value;
|
||||
}
|
||||
|
||||
void idEntity::SetArmorType(float value)
|
||||
{
|
||||
void idEntity::SetArmorType( float value ) {
|
||||
armortype = value;
|
||||
}
|
||||
|
||||
void idEntity::SetArmor(float value)
|
||||
{
|
||||
void idEntity::SetArmor( float value ) {
|
||||
armorvalue = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAimEntity(entity value)
|
||||
{
|
||||
void idEntity::SetAimEntity( entity value ) {
|
||||
aiment = value;
|
||||
}
|
||||
|
||||
void idEntity::SetGoalEntity(entity value)
|
||||
{
|
||||
void idEntity::SetGoalEntity( entity value ) {
|
||||
goalentity = value;
|
||||
}
|
||||
|
||||
void idEntity::SetTarget(string value)
|
||||
{
|
||||
void idEntity::SetTarget( string value ) {
|
||||
target = value;
|
||||
}
|
||||
|
||||
void idEntity::SetTargetname(string value)
|
||||
{
|
||||
void idEntity::SetTargetname( string value ) {
|
||||
targetname = value;
|
||||
}
|
||||
|
||||
void idEntity::SetOwner(entity value)
|
||||
{
|
||||
void idEntity::SetOwner( entity value ) {
|
||||
owner = value;
|
||||
}
|
||||
|
||||
void idEntity::SetMovementDirection(vector value)
|
||||
{
|
||||
void idEntity::SetMovementDirection( vector value ) {
|
||||
movedir = value;
|
||||
}
|
||||
|
||||
void idEntity::SetTriggerMessage(string value)
|
||||
{
|
||||
void idEntity::SetTriggerMessage( string value ) {
|
||||
message = value;
|
||||
}
|
||||
|
||||
void idEntity::SetSoundStyle(float value)
|
||||
{
|
||||
void idEntity::SetSoundStyle( float value ) {
|
||||
sounds = value;
|
||||
}
|
||||
|
||||
void idEntity::SetNoiseValue1(string value)
|
||||
{
|
||||
void idEntity::SetNoiseValue1( string value ) {
|
||||
noise = value;
|
||||
}
|
||||
|
||||
void idEntity::SetNoiseValue2(string value)
|
||||
{
|
||||
void idEntity::SetNoiseValue2( string value ) {
|
||||
noise1 = value;
|
||||
}
|
||||
|
||||
void idEntity::SetNoiseValue3(string value)
|
||||
{
|
||||
void idEntity::SetNoiseValue3( string value ) {
|
||||
noise2 = value;
|
||||
}
|
||||
|
||||
void idEntity::SetNoiseValue4(string value)
|
||||
{
|
||||
void idEntity::SetNoiseValue4( string value ) {
|
||||
noise3 = value;
|
||||
}
|
||||
|
||||
|
||||
/* get functions */
|
||||
float idEntity::GetModelindex(void)
|
||||
{
|
||||
float idEntity::GetModelindex( void ) {
|
||||
return modelindex;
|
||||
}
|
||||
|
||||
movetype_t idEntity::GetMovetype(void)
|
||||
{
|
||||
return (movetype_t)movetype;
|
||||
movetype_t idEntity::GetMovetype( void ) {
|
||||
return ( movetype_t ) movetype;
|
||||
}
|
||||
|
||||
solid_t idEntity::GetSolid(void)
|
||||
{
|
||||
return (solid_t)solid;
|
||||
solid_t idEntity::GetSolid( void ) {
|
||||
return ( solid_t ) solid;
|
||||
}
|
||||
|
||||
vector idEntity::GetOrigin(void)
|
||||
{
|
||||
vector idEntity::GetOrigin( void ) {
|
||||
return origin;
|
||||
}
|
||||
|
||||
vector idEntity::GetVelocity(void)
|
||||
{
|
||||
vector idEntity::GetVelocity( void ) {
|
||||
return velocity;
|
||||
}
|
||||
|
||||
vector idEntity::GetAngles(void)
|
||||
{
|
||||
vector idEntity::GetAngles( void ) {
|
||||
return angles;
|
||||
}
|
||||
|
||||
vector idEntity::GetAngularVelocity(void)
|
||||
{
|
||||
vector idEntity::GetAngularVelocity( void ) {
|
||||
return avelocity;
|
||||
}
|
||||
|
||||
vector idEntity::GetPunchangle(void)
|
||||
{
|
||||
vector idEntity::GetPunchangle( void ) {
|
||||
return punchangle;
|
||||
}
|
||||
|
||||
string idEntity::GetModel(void)
|
||||
{
|
||||
string idEntity::GetModel( void ) {
|
||||
return model;
|
||||
}
|
||||
|
||||
float idEntity::GetFrame(void)
|
||||
{
|
||||
float idEntity::GetFrame( void ) {
|
||||
return frame;
|
||||
}
|
||||
|
||||
float idEntity::GetSkin(void)
|
||||
{
|
||||
float idEntity::GetSkin( void ) {
|
||||
return skin;
|
||||
}
|
||||
|
||||
bool idEntity::HasEffect(effects_t value)
|
||||
{
|
||||
return (effects & value) ? 1 : 0;
|
||||
bool idEntity::HasEffect( effects_t value ) {
|
||||
return ( effects & value ) ? 1 : 0;
|
||||
}
|
||||
|
||||
vector idEntity::GetSize(void)
|
||||
{
|
||||
vector idEntity::GetSize( void ) {
|
||||
return size;
|
||||
}
|
||||
|
||||
float idEntity::GetHealth(void)
|
||||
{
|
||||
float idEntity::GetHealth( void ) {
|
||||
return health;
|
||||
}
|
||||
|
||||
float idEntity::GetFrags(void)
|
||||
{
|
||||
float idEntity::GetFrags( void ) {
|
||||
return frags;
|
||||
}
|
||||
|
||||
float idEntity::GetWeapon(void)
|
||||
{
|
||||
float idEntity::GetWeapon( void ) {
|
||||
return weapon;
|
||||
}
|
||||
|
||||
string idEntity::GetWeaponmodel(void)
|
||||
{
|
||||
string idEntity::GetWeaponmodel( void ) {
|
||||
return weaponmodel;
|
||||
}
|
||||
|
||||
float idEntity::GetWeaponframe(void)
|
||||
{
|
||||
float idEntity::GetWeaponframe( void ) {
|
||||
return weaponframe;
|
||||
}
|
||||
|
||||
float idEntity::GetCurrentAmmo(void)
|
||||
{
|
||||
float idEntity::GetCurrentAmmo( void ) {
|
||||
return currentammo;
|
||||
}
|
||||
|
||||
float idEntity::GetAmmoType1(void)
|
||||
{
|
||||
float idEntity::GetAmmoType1( void ) {
|
||||
return ammo_shells;
|
||||
}
|
||||
|
||||
float idEntity::GetAmmoType2(void)
|
||||
{
|
||||
float idEntity::GetAmmoType2( void ) {
|
||||
return ammo_nails;
|
||||
}
|
||||
|
||||
float idEntity::GetAmmoType3(void)
|
||||
{
|
||||
float idEntity::GetAmmoType3( void ) {
|
||||
return ammo_rockets;
|
||||
}
|
||||
|
||||
float idEntity::GetAmmoType4(void)
|
||||
{
|
||||
float idEntity::GetAmmoType4( void ) {
|
||||
return ammo_cells;
|
||||
}
|
||||
|
||||
float idEntity::CanTakeDamage(void)
|
||||
{
|
||||
return (takedamage != DAMAGE_NO) ? TRUE : FALSE;
|
||||
float idEntity::CanTakeDamage( void ) {
|
||||
return ( takedamage != DAMAGE_NO ) ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
vector idEntity::GetViewOffset(void)
|
||||
{
|
||||
vector idEntity::GetViewOffset( void ) {
|
||||
return view_ofs;
|
||||
}
|
||||
|
||||
bool idEntity::HasFlag(flags_t value)
|
||||
{
|
||||
return (flags & value) ? 1 : 0;
|
||||
bool idEntity::HasFlag( flags_t value ) {
|
||||
return ( flags & value ) ? 1 : 0;
|
||||
}
|
||||
|
||||
float idEntity::GetColormap(void)
|
||||
{
|
||||
float idEntity::GetColormap( void ) {
|
||||
return colormap;
|
||||
}
|
||||
|
||||
string idEntity::GetDisplayname(void)
|
||||
{
|
||||
string idEntity::GetDisplayname( void ) {
|
||||
return netname;
|
||||
}
|
||||
|
||||
float idEntity::GetMaxHealth(void)
|
||||
{
|
||||
float idEntity::GetMaxHealth( void ) {
|
||||
return max_health;
|
||||
}
|
||||
|
||||
float idEntity::GetArmorType(void)
|
||||
{
|
||||
float idEntity::GetArmorType( void ) {
|
||||
return armortype;
|
||||
}
|
||||
|
||||
float idEntity::GetArmor(void)
|
||||
{
|
||||
float idEntity::GetArmor( void ) {
|
||||
return armorvalue;
|
||||
}
|
||||
|
||||
entity idEntity::GetAimEntity(void)
|
||||
{
|
||||
entity idEntity::GetAimEntity( void ) {
|
||||
return aiment;
|
||||
}
|
||||
|
||||
entity idEntity::GetGoalEntity(void)
|
||||
{
|
||||
entity idEntity::GetGoalEntity( void ) {
|
||||
return goalentity;
|
||||
}
|
||||
|
||||
string idEntity::GetTarget(void)
|
||||
{
|
||||
string idEntity::GetTarget( void ) {
|
||||
return target;
|
||||
}
|
||||
|
||||
string idEntity::GetTargetname(void)
|
||||
{
|
||||
string idEntity::GetTargetname( void ) {
|
||||
return targetname;
|
||||
}
|
||||
|
||||
entity idEntity::GetOwner(void)
|
||||
{
|
||||
entity idEntity::GetOwner( void ) {
|
||||
return owner;
|
||||
}
|
||||
|
||||
vector idEntity::GetMovementDirection(void)
|
||||
{
|
||||
vector idEntity::GetMovementDirection( void ) {
|
||||
return movedir;
|
||||
}
|
||||
|
||||
string idEntity::GetTriggerMessage(void)
|
||||
{
|
||||
string idEntity::GetTriggerMessage( void ) {
|
||||
return message;
|
||||
}
|
||||
|
||||
float idEntity::GetSoundStyle(void)
|
||||
{
|
||||
float idEntity::GetSoundStyle( void ) {
|
||||
return sounds;
|
||||
}
|
||||
|
||||
string idEntity::GetNoiseValue1(void)
|
||||
{
|
||||
string idEntity::GetNoiseValue1( void ) {
|
||||
return noise;
|
||||
}
|
||||
|
||||
string idEntity::GetNoiseValue2(void)
|
||||
{
|
||||
string idEntity::GetNoiseValue2( void ) {
|
||||
return noise1;
|
||||
}
|
||||
|
||||
string idEntity::GetNoiseValue3(void)
|
||||
{
|
||||
string idEntity::GetNoiseValue3( void ) {
|
||||
return noise2;
|
||||
}
|
||||
|
||||
string idEntity::GetNoiseValue4(void)
|
||||
{
|
||||
string idEntity::GetNoiseValue4( void ) {
|
||||
return noise3;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,152 +1,187 @@
|
|||
#define bool float
|
||||
|
||||
class idEntity
|
||||
{
|
||||
void idEntity(void);
|
||||
class idEntity {
|
||||
void idEntity( void );
|
||||
|
||||
/* core engine tracked fields */
|
||||
|
||||
/** Sets the model of the entity via a model id. */
|
||||
nonvirtual void SetModelindex(float);
|
||||
nonvirtual void SetModelindex( float );
|
||||
/** Sets the movetype of the entity. See movetype_t for avalable options. */
|
||||
nonvirtual void SetMovetype(movetype_t);
|
||||
nonvirtual void SetMovetype( movetype_t );
|
||||
/** Sets the solid property of the entity. See solid_t for available options. */
|
||||
nonvirtual void SetSolid(solid_t);
|
||||
nonvirtual void SetSolid( solid_t );
|
||||
/** Sets the absolute position of the entity within the world. */
|
||||
nonvirtual void SetOrigin(vector);
|
||||
nonvirtual void SetOrigin( vector );
|
||||
/** Sets the velocity of the entity within the world at units-per-second. */
|
||||
nonvirtual void SetVelocity(vector);
|
||||
nonvirtual void SetVelocity( vector );
|
||||
/** Sets the angles the direction is facing via euler angles. */
|
||||
nonvirtual void SetAngles(vector);
|
||||
nonvirtual void SetAngles( vector );
|
||||
/** Sets the angular velocity of the entity at units-per-second per axis. */
|
||||
nonvirtual void SetAngularVelocity(vector);
|
||||
nonvirtual void SetAngularVelocity( vector );
|
||||
/** Sets the punchangle of the entity (players only) */
|
||||
nonvirtual void SetPunchangle(vector);
|
||||
nonvirtual void SetPunchangle( vector );
|
||||
/** Sets the model of the entity via a full path pointing to a model. */
|
||||
nonvirtual void SetModel(string);
|
||||
nonvirtual void SetModel( string );
|
||||
/** Sets the framegroup of the entity. */
|
||||
nonvirtual void SetFrame(float);
|
||||
nonvirtual void SetFrame( float );
|
||||
/** Sets the model skin of the entity. */
|
||||
nonvirtual void SetSkin(float);
|
||||
nonvirtual void SetSkin( float );
|
||||
/** Applies an effect to the entity. See effects_t for available options. */
|
||||
nonvirtual void AddEffect(effects_t);
|
||||
nonvirtual void AddEffect( effects_t );
|
||||
/** Removes an effect from the entity. See effects_t for available options. */
|
||||
nonvirtual void RemoveEffect(effects_t);
|
||||
nonvirtual void RemoveEffect( effects_t );
|
||||
/** Clears all the effects that are tied to the entity. */
|
||||
nonvirtual void ClearEffects(void);
|
||||
nonvirtual void ClearEffects( void );
|
||||
/** Sets the size of the entity, relative to its pivot point/origin. */
|
||||
nonvirtual void SetSize(vector, vector);
|
||||
nonvirtual void SetSize( vector, vector );
|
||||
/** Schedules a think, first parameter is function to call, second parm is the seconds to wait. */
|
||||
nonvirtual void ScheduleThink(void(), float);
|
||||
nonvirtual void ScheduleThink( void (), float );
|
||||
/** Sets the health of the entity. Will clamp to its maximum health. */
|
||||
nonvirtual void SetHealth(float);
|
||||
nonvirtual void SetHealth( float );
|
||||
/** Adds a frag to the entity its info. */
|
||||
nonvirtual void AddFrags(float);
|
||||
nonvirtual void AddFrags( float );
|
||||
/** Removes a frag from the entity its info. */
|
||||
nonvirtual void RemoveFrags(float);
|
||||
nonvirtual void RemoveFrags( float );
|
||||
/** Removes all frags. Should be called when they enter the game anew. */
|
||||
nonvirtual void ClearFrags(void);
|
||||
nonvirtual void ClearFrags( void );
|
||||
/** Sets the active weapon of the entity. */
|
||||
nonvirtual void SetWeapon(float);
|
||||
nonvirtual void SetWeapon( float );
|
||||
/** Sets the active weapon model of the entity. */
|
||||
nonvirtual void SetWeaponmodel(string);
|
||||
nonvirtual void SetWeaponmodel( string );
|
||||
/** Sets the active weapon model frame group of the entity. */
|
||||
nonvirtual void SetWeaponframe(float);
|
||||
nonvirtual void SetWeaponframe( float );
|
||||
/** Sets what the currently selected ammo on the heads up display. */
|
||||
nonvirtual void SetCurrentAmmo(float);
|
||||
nonvirtual void SetCurrentAmmo( float );
|
||||
/** Sets the value for ammo type 1. */
|
||||
nonvirtual void SetAmmoType1(float);
|
||||
nonvirtual void SetAmmoType1( float );
|
||||
/** Sets the value for ammo type 2. */
|
||||
nonvirtual void SetAmmoType2(float);
|
||||
nonvirtual void SetAmmoType2( float );
|
||||
/** Sets the value for ammo type 3. */
|
||||
nonvirtual void SetAmmoType3(float);
|
||||
nonvirtual void SetAmmoType3( float );
|
||||
/** Sets the value for ammo type 4. */
|
||||
nonvirtual void SetAmmoType4(float);
|
||||
nonvirtual void SetAmmoType4( float );
|
||||
/** TODO: This needs to be changed. */
|
||||
nonvirtual void SetTakedamage(damage_t);
|
||||
nonvirtual void SetTakedamage( damage_t );
|
||||
/** Sets the eye position of the entity. As an offset relative to its origin. */
|
||||
nonvirtual void SetViewOffset(vector);
|
||||
nonvirtual void SetViewOffset( vector );
|
||||
/** When called, will force the client to update its camera angles on the client-side. */
|
||||
nonvirtual void ForceUpdateClientAngle(void);
|
||||
nonvirtual void ForceUpdateClientAngle( void );
|
||||
/** Adds a flag to the entity. See flags_t for available options. */
|
||||
nonvirtual void AddFlags(flags_t);
|
||||
nonvirtual void AddFlags( flags_t );
|
||||
/** Removes a flag from the entity. See flags_t for available options. */
|
||||
nonvirtual void RemoveFlags(flags_t);
|
||||
nonvirtual void RemoveFlags( flags_t );
|
||||
/** Removes all flags from the entity. */
|
||||
nonvirtual void ClearFlags(void);
|
||||
nonvirtual void ClearFlags( void );
|
||||
/** Sets the colormap value to an entity, needed for palette swaps. */
|
||||
nonvirtual void SetColormap(float);
|
||||
nonvirtual void SetColormap( float );
|
||||
/** Sets the display name of an entity. This is used for obituaries for example. */
|
||||
nonvirtual void SetDisplayname(string);
|
||||
nonvirtual void SetDisplayname( string );
|
||||
/** Sets the maximum amount of health this entity can have. Default is 100. */
|
||||
nonvirtual void SetMaxHealth(float);
|
||||
nonvirtual void SetMaxHealth( float );
|
||||
/** Sets the armor type of an entity. This affects the HUD as well. */
|
||||
nonvirtual void SetArmorType(float);
|
||||
nonvirtual void SetArmorType( float );
|
||||
/** This sets the armor value of an entity. */
|
||||
nonvirtual void SetArmor(float);
|
||||
nonvirtual void SetArmor( float );
|
||||
/** Sets the aim entity of this entity. AI uses this. */
|
||||
nonvirtual void SetAimEntity(entity);
|
||||
nonvirtual void SetAimEntity( entity );
|
||||
/** Sets the goal entity of this entity. AI uses this. */
|
||||
nonvirtual void SetGoalEntity(entity);
|
||||
nonvirtual void SetGoalEntity( entity );
|
||||
/** Sets the target of this entity. It's referenced whenever we're being triggered. */
|
||||
nonvirtual void SetTarget(string);
|
||||
nonvirtual void SetTarget( string );
|
||||
/** Sets the targetname of this entity. It's referenced when somebody targets us. */
|
||||
nonvirtual void SetTargetname(string);
|
||||
nonvirtual void SetTargetname( string );
|
||||
/** Sets the owner of this entity. Entities don't collide with their owner. */
|
||||
nonvirtual void SetOwner(entity);
|
||||
nonvirtual void SetOwner( entity );
|
||||
/** Sets the movement direction of this entity. This only affects movables. */
|
||||
nonvirtual void SetMovementDirection(vector);
|
||||
nonvirtual void SetMovementDirection( vector );
|
||||
/** Sets the message to be display when this entity gets triggered. */
|
||||
nonvirtual void SetTriggerMessage(string);
|
||||
nonvirtual void SetTriggerMessage( string );
|
||||
/** Sets the sound style of this entity. These can be variable and mean anything. */
|
||||
nonvirtual void SetSoundStyle(float);
|
||||
nonvirtual void SetNoiseValue1(string);
|
||||
nonvirtual void SetNoiseValue2(string);
|
||||
nonvirtual void SetNoiseValue3(string);
|
||||
nonvirtual void SetNoiseValue4(string);
|
||||
nonvirtual void SetSoundStyle( float );
|
||||
nonvirtual void SetNoiseValue1( string );
|
||||
nonvirtual void SetNoiseValue2( string );
|
||||
nonvirtual void SetNoiseValue3( string );
|
||||
nonvirtual void SetNoiseValue4( string );
|
||||
|
||||
nonvirtual float GetModelindex(void);
|
||||
nonvirtual movetype_t GetMovetype(void);
|
||||
nonvirtual solid_t GetSolid(void);
|
||||
nonvirtual vector GetOrigin(void);
|
||||
nonvirtual vector GetVelocity(void);
|
||||
nonvirtual vector GetAngles(void);
|
||||
nonvirtual vector GetAngularVelocity(void);
|
||||
nonvirtual vector GetPunchangle(void);
|
||||
nonvirtual string GetModel(void);
|
||||
nonvirtual float GetFrame(void);
|
||||
nonvirtual float GetSkin(void);
|
||||
nonvirtual bool HasEffect(effects_t);
|
||||
nonvirtual vector GetSize(void);
|
||||
nonvirtual float GetHealth(void);
|
||||
nonvirtual float GetFrags(void);
|
||||
nonvirtual float GetWeapon(void);
|
||||
nonvirtual string GetWeaponmodel(void);
|
||||
nonvirtual float GetWeaponframe(void);
|
||||
nonvirtual float GetCurrentAmmo(void);
|
||||
nonvirtual float GetAmmoType1(void);
|
||||
nonvirtual float GetAmmoType2(void);
|
||||
nonvirtual float GetAmmoType3(void);
|
||||
nonvirtual float GetAmmoType4(void);
|
||||
nonvirtual float CanTakeDamage(void);
|
||||
nonvirtual vector GetViewOffset(void);
|
||||
nonvirtual bool HasFlag(flags_t);
|
||||
nonvirtual float GetColormap(void);
|
||||
nonvirtual string GetDisplayname(void);
|
||||
nonvirtual float GetMaxHealth(void);
|
||||
nonvirtual float GetArmorType(void);
|
||||
nonvirtual float GetArmor(void);
|
||||
nonvirtual entity GetAimEntity(void);
|
||||
nonvirtual entity GetGoalEntity(void);
|
||||
nonvirtual string GetTarget(void);
|
||||
nonvirtual string GetTargetname(void);
|
||||
nonvirtual entity GetOwner(void);
|
||||
nonvirtual vector GetMovementDirection(void);
|
||||
nonvirtual string GetTriggerMessage(void);
|
||||
nonvirtual float GetSoundStyle(void);
|
||||
nonvirtual string GetNoiseValue1(void);
|
||||
nonvirtual string GetNoiseValue2(void);
|
||||
nonvirtual string GetNoiseValue3(void);
|
||||
nonvirtual string GetNoiseValue4(void);
|
||||
/** Returns the model id of the entity. */
|
||||
nonvirtual float GetModelindex( void );
|
||||
/** Returns the movetype of the entity. */
|
||||
nonvirtual movetype_t GetMovetype( void );
|
||||
/** Returns the solidity of the entity. */
|
||||
nonvirtual solid_t GetSolid( void );
|
||||
/** Returns the world position of the entity. */
|
||||
nonvirtual vector GetOrigin( void );
|
||||
/** Returns the velocity of the entity. */
|
||||
nonvirtual vector GetVelocity( void );
|
||||
/** Returns the direction of the entity in euler-angles. */
|
||||
nonvirtual vector GetAngles( void );
|
||||
/** Returns the angular velocity in units-per-second per axis. */
|
||||
nonvirtual vector GetAngularVelocity( void );
|
||||
/** Returns the current punchangle of the entity. */
|
||||
nonvirtual vector GetPunchangle( void );
|
||||
/** Returns the entity its model path. */
|
||||
nonvirtual string GetModel( void );
|
||||
/** Returns the framegroup of the current entity its model. */
|
||||
nonvirtual float GetFrame( void );
|
||||
/** Returns the model skin of the entity. */
|
||||
nonvirtual float GetSkin( void );
|
||||
/** Returns either TRUE or FALSE if the entity has a given effect. */
|
||||
nonvirtual bool HasEffect( effects_t );
|
||||
/** Returns the size of the entity relative to its origin. */
|
||||
nonvirtual vector GetSize( void );
|
||||
/** Returns the current health of the entity. */
|
||||
nonvirtual float GetHealth( void );
|
||||
/** Returns the number of frags this entity has had. */
|
||||
nonvirtual float GetFrags( void );
|
||||
/** Returns the active weapon of the entity. */
|
||||
nonvirtual float GetWeapon( void );
|
||||
/** Returns the weapon model of the entity. */
|
||||
nonvirtual string GetWeaponmodel( void );
|
||||
/** Returns the weapon model frame group of the entity. */
|
||||
nonvirtual float GetWeaponframe( void );
|
||||
/** Returns the currently held ammo of the entity. */
|
||||
nonvirtual float GetCurrentAmmo( void );
|
||||
/** Returns the amount of ammo type 1. */
|
||||
nonvirtual float GetAmmoType1( void );
|
||||
/** Returns the amount of ammo type 2. */
|
||||
nonvirtual float GetAmmoType2( void );
|
||||
/** Returns the amount of ammo type 3. */
|
||||
nonvirtual float GetAmmoType3( void );
|
||||
/** Returns the amount of ammo type 4. */
|
||||
nonvirtual float GetAmmoType4( void );
|
||||
/** Returns whether or not this entity can take damage. */
|
||||
nonvirtual float CanTakeDamage( void );
|
||||
/** Returns the eye position of the entity relative to its origin. */
|
||||
nonvirtual vector GetViewOffset( void );
|
||||
/** Returns either TRUE or FALSE if the entity has a given flag. */
|
||||
nonvirtual bool HasFlag( flags_t );
|
||||
/** Returns the colormap id of the entity. */
|
||||
nonvirtual float GetColormap( void );
|
||||
/** Returns the display name of the entity. Used in obituaries etc. */
|
||||
nonvirtual string GetDisplayname( void );
|
||||
/** Returns the maximum amount of health this entity can have. */
|
||||
nonvirtual float GetMaxHealth( void );
|
||||
/** Returns the armor type of the entity. */
|
||||
nonvirtual float GetArmorType( void );
|
||||
/** Returns the armor value of the entity. */
|
||||
nonvirtual float GetArmor( void );
|
||||
/** Returns the aim entity of the entity. */
|
||||
nonvirtual entity GetAimEntity( void );
|
||||
/** Returns the goal entity of the entity. */
|
||||
nonvirtual entity GetGoalEntity( void );
|
||||
/** Returns the target of the entity. */
|
||||
nonvirtual string GetTarget( void );
|
||||
/** Returns the target name of the entity. */
|
||||
nonvirtual string GetTargetname( void );
|
||||
/** Returns the owner of the entity. */
|
||||
nonvirtual entity GetOwner( void );
|
||||
/** Returns the movement direction of the entity. */
|
||||
nonvirtual vector GetMovementDirection( void );
|
||||
/** Returns the message the entity will display when triggered. */
|
||||
nonvirtual string GetTriggerMessage( void );
|
||||
/** Returns the sound style of the entity. */
|
||||
nonvirtual float GetSoundStyle( void );
|
||||
nonvirtual string GetNoiseValue1( void );
|
||||
nonvirtual string GetNoiseValue2( void );
|
||||
nonvirtual string GetNoiseValue3( void );
|
||||
nonvirtual string GetNoiseValue4( void );
|
||||
};
|
||||
|
||||
|
|
|
@ -1,11 +1,23 @@
|
|||
void idPlayer::idPlayer(void)
|
||||
{
|
||||
void idPlayer::idPlayer( void ) {
|
||||
}
|
||||
|
||||
void idPlayer::PreThink(void)
|
||||
{
|
||||
void idPlayer::PreThink( void ) {
|
||||
}
|
||||
|
||||
void idPlayer::PostThink(void)
|
||||
{
|
||||
}
|
||||
void idPlayer::PostThink( void ) {
|
||||
}
|
||||
|
||||
void idPlayer::ResetPlayer( void ) {
|
||||
ClearFlags();
|
||||
ClearEffects();
|
||||
ClearFrags();
|
||||
SetModel( "progs/player.mdl" );
|
||||
SetMovetype( MOVETYPE_WALK );
|
||||
SetSolid( SOLID_SLIDEBOX );
|
||||
SetViewOffset( [0, 0, 24] );
|
||||
AddFlags( FL_CLIENT );
|
||||
SetSize( VEC_HULL_MIN, VEC_HULL_MAX );
|
||||
SetHealth( 100 );
|
||||
SetArmorType( 0 );
|
||||
SetArmor( 0 );
|
||||
}
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
class idPlayer:idEntity
|
||||
{
|
||||
void idPlayer(void);
|
||||
class idPlayer:idEntity {
|
||||
void idPlayer( void );
|
||||
|
||||
nonvirtual void PreThink(void);
|
||||
nonvirtual void PostThink(void);
|
||||
};
|
||||
nonvirtual void PreThink( void );
|
||||
nonvirtual void PostThink( void );
|
||||
|
||||
nonvirtual void ResetPlayer( void );
|
||||
};
|
||||
|
|
|
@ -1,18 +1,25 @@
|
|||
void idRules:: idRules(void)
|
||||
{
|
||||
void idRules::idRules( void ) {
|
||||
}
|
||||
|
||||
void idRules::PlayerConnects(idPlayer pl)
|
||||
{
|
||||
bprint("Player connected.\n");
|
||||
void idRules::PlayerConnects( idPlayer pl ) {
|
||||
g_idEngine.BPrint( "Player connected.\n" );
|
||||
}
|
||||
|
||||
void idRules::PlayerDisconnects(idPlayer pl)
|
||||
{
|
||||
bprint("Player disconnected.\n");
|
||||
void idRules::PlayerDisconnects( idPlayer pl ) {
|
||||
g_idEngine.BPrint( "Player disconnected.\n" );
|
||||
}
|
||||
|
||||
void idRules::PlayerFinishesJoining(idPlayer pl)
|
||||
{
|
||||
bprint("Player joined the game fully.\n");
|
||||
}
|
||||
void idRules::PlayerFinishesJoining( idPlayer player ) {
|
||||
g_idEngine.BPrint( "Player joined the game fully.\n" );
|
||||
|
||||
/* reset them fully */
|
||||
player.ResetPlayer();
|
||||
|
||||
/* place them to the nearest spawn point */
|
||||
{
|
||||
idPlayerStart spawn = world;
|
||||
|
||||
spawn.MovePlayerToStart( player );
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -1,10 +1,9 @@
|
|||
class idRules
|
||||
{
|
||||
void idRules(void);
|
||||
class idRules {
|
||||
void idRules( void );
|
||||
|
||||
nonvirtual void PlayerConnects(idPlayer);
|
||||
nonvirtual void PlayerDisconnects(idPlayer);
|
||||
nonvirtual void PlayerFinishesJoining(idPlayer);
|
||||
nonvirtual void PlayerConnects( idPlayer );
|
||||
nonvirtual void PlayerDisconnects( idPlayer );
|
||||
nonvirtual void PlayerFinishesJoining( idPlayer );
|
||||
};
|
||||
|
||||
idRules g_gameRules;
|
||||
idRules g_gameRules;
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
#includelist
|
||||
idEngine.qc
|
||||
idEntity.qc
|
||||
idPlayer.qc
|
||||
idRules.qc
|
||||
|
|
Loading…
Reference in a new issue