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
|
@ -1,79 +0,0 @@
|
||||||
/* these are the standard Quake engine builtins */
|
|
||||||
|
|
||||||
void makevectors(vector ang) = #1
|
|
||||||
void setorigin(entity e, vector o) = #2;
|
|
||||||
void setmodel(entity e, string m) = #3;
|
|
||||||
void setsize(entity e, vector min, vector max) = #4;
|
|
||||||
/* 5 was removed */
|
|
||||||
void break(void) = #6;
|
|
||||||
float random(void) = #7;
|
|
||||||
void sound(entity e, float chan, string samp, float vol, float atten) = #8;
|
|
||||||
vector normalize(vector v) = #9;
|
|
||||||
void error(string e) = #10;
|
|
||||||
void objerror(string e) = #11;
|
|
||||||
float vlen(vector v) = #12;
|
|
||||||
float vectoyaw(vector v) = #13;
|
|
||||||
entity spawn(void) = #14;
|
|
||||||
void remove(entity e) = #15;
|
|
||||||
void traceline(vector v1, vector v2, float nomonsters, entity forent) = #16;
|
|
||||||
entity checkclient(void) = #17;
|
|
||||||
entity find(entity start, .string fld, string match) = #18;
|
|
||||||
string precache_sound(string s) = #19;
|
|
||||||
string precache_model(string s) = #20;
|
|
||||||
void stuffcmd(entity client, string s) = #21;
|
|
||||||
entity findradius(vector org, float rad) = #22;
|
|
||||||
void bprint(string s) = #23;
|
|
||||||
void sprint(entity client, string s) = #24;
|
|
||||||
void dprint(string s) = #25;
|
|
||||||
string ftos(float f) = #26;
|
|
||||||
string vtos(vector v) = #27;
|
|
||||||
void coredump(void) = #28;
|
|
||||||
void traceon(void) = #29;
|
|
||||||
void traceoff(void) = #30;
|
|
||||||
void eprint(entity e) = #31;
|
|
||||||
float walkmove(float yaw, float dist) = #32;
|
|
||||||
// #33 was removed
|
|
||||||
float droptofloor(float yaw, float dist) = #34;
|
|
||||||
void lightstyle(float style, string value) = #35;
|
|
||||||
float rint(float v) = #36;
|
|
||||||
float floor(float v) = #37;
|
|
||||||
float ceil(float v) = #38;
|
|
||||||
// #39 was removed
|
|
||||||
float checkbottom(entity e) = #40;
|
|
||||||
float pointcontents(vector v) = #41;
|
|
||||||
// #42 was removed
|
|
||||||
float fabs(float f) = #43;
|
|
||||||
vector aim(entity e, float speed) = #44;
|
|
||||||
float cvar(string s) = #45;
|
|
||||||
void localcmd(string s) = #46;
|
|
||||||
entity nextent(entity e) = #47;
|
|
||||||
void particle(vector o, vector d, float color, float count) = #48;
|
|
||||||
void ChangeYaw(void) = #49;
|
|
||||||
vector vectoangles(vector v) = #51;
|
|
||||||
void WriteByte(float to, float f) = #52;
|
|
||||||
void WriteChar(float to, float f) = #53;
|
|
||||||
void WriteShort(float to, float f) = #54;
|
|
||||||
void WriteLong(float to, float f) = #55;
|
|
||||||
void WriteCoord(float to, float f) = #56;
|
|
||||||
void WriteAngle(float to, float f) = #57;
|
|
||||||
void WriteString(float to, string s) = #58;
|
|
||||||
void WriteEntity(float to, entity s) = #59;
|
|
||||||
/* 60 was removed */
|
|
||||||
/* 61 was removed */
|
|
||||||
/* 62 was removed */
|
|
||||||
/* 63 was removed */
|
|
||||||
/* 64 was removed */
|
|
||||||
/* 65 was removed */
|
|
||||||
/* 66 was removed */
|
|
||||||
void movetogoal(float step) = #67;
|
|
||||||
string precache_file(string s) = #68;
|
|
||||||
void makestatic(entity e) = #69;
|
|
||||||
void changelevel(string s) = #70;
|
|
||||||
/* 71 was removed */
|
|
||||||
void cvar_set(string var, string val) = #72;
|
|
||||||
void centerprint(entity client, string s) = #73;
|
|
||||||
void ambientsound(vector pos, string samp, float vol, float atten) = #74;
|
|
||||||
string precache_model2(string s) = #75;
|
|
||||||
string precache_sound2(string s) = #76;
|
|
||||||
string precache_file2(string s) = #77;
|
|
||||||
void setspawnparms(entity e) = #78;
|
|
|
@ -44,11 +44,11 @@ typedef enum
|
||||||
|
|
||||||
typedef enum
|
typedef enum
|
||||||
{
|
{
|
||||||
SOLID_NOT, // no interaction with other objects
|
SOLID_NOT, /* no interaction with other objects */
|
||||||
SOLID_TRIGGER, // touch on edge, but not blocking
|
SOLID_TRIGGER, /* touch on edge, but not blocking */
|
||||||
SOLID_BBOX, // touch on edge, block
|
SOLID_BBOX, /* touch on edge, block */
|
||||||
SOLID_SLIDEBOX, // touch on edge, but not an onground
|
SOLID_SLIDEBOX, /* touch on edge, but not an onground */
|
||||||
SOLID_BSP // bsp clip, touch on edge, block
|
SOLID_BSP /* bsp clip, touch on edge, block */
|
||||||
} solid_t;
|
} solid_t;
|
||||||
|
|
||||||
// range values
|
// range values
|
||||||
|
@ -161,6 +161,9 @@ typedef enum
|
||||||
CHAN_VOICE, /** voice channel */
|
CHAN_VOICE, /** voice channel */
|
||||||
CHAN_ITEM, /** item noise channel */
|
CHAN_ITEM, /** item noise channel */
|
||||||
CHAN_BODY, /** body sound channel */
|
CHAN_BODY, /** body sound channel */
|
||||||
|
CHAN_UNUSED1,
|
||||||
|
CHAN_UNUSED2,
|
||||||
|
CHAN_UNUSED3
|
||||||
} channel_t;
|
} channel_t;
|
||||||
|
|
||||||
/** attenuation */
|
/** attenuation */
|
||||||
|
|
12
src/entities/func_wall.qc
Normal file
12
src/entities/func_wall.qc
Normal file
|
@ -0,0 +1,12 @@
|
||||||
|
class idFuncWall:idEntity {
|
||||||
|
void idFuncWall( void );
|
||||||
|
};
|
||||||
|
|
||||||
|
void idFuncWall:: idFuncWall( void ) {
|
||||||
|
SetAngles( [0, 0, 0] );
|
||||||
|
SetMovetype(MOVETYPE_PUSH);
|
||||||
|
SetSolid(SOLID_BSP);
|
||||||
|
SetModel(GetModel()); /* relink with the above properties */
|
||||||
|
}
|
||||||
|
|
||||||
|
LINK_ENTITY_TO_CLASS(func_wall, idFuncWall)
|
30
src/entities/info_player_start.qc
Normal file
30
src/entities/info_player_start.qc
Normal file
|
@ -0,0 +1,30 @@
|
||||||
|
class idPlayerStart:idEntity {
|
||||||
|
void idPlayerStart( void );
|
||||||
|
|
||||||
|
/** Moves a player to the first starting spawn point and returns the result. */
|
||||||
|
nonvirtual idEntity MovePlayerToStart( idPlayer );
|
||||||
|
};
|
||||||
|
|
||||||
|
void idPlayerStart::idPlayerStart( void ) {
|
||||||
|
SetSolid( SOLID_NOT );
|
||||||
|
SetMovetype( MOVETYPE_NONE );
|
||||||
|
}
|
||||||
|
|
||||||
|
idEntity idPlayerStart::MovePlayerToStart( idPlayer player ) {
|
||||||
|
idEntity point = g_idEngine.Find( world, ::classname, "idPlayerStart" );
|
||||||
|
|
||||||
|
if ( point ) {
|
||||||
|
player.SetOrigin( point.GetOrigin() );
|
||||||
|
player.SetAngles( point.GetAngles() );
|
||||||
|
player.ForceUpdateClientAngle();
|
||||||
|
return point;
|
||||||
|
} else {
|
||||||
|
g_idEngine.Error( "Cannot find idPlayerStart on level." );
|
||||||
|
return __NULL__;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
LINK_ENTITY_TO_CLASS(info_player_start, idPlayerStart)
|
||||||
|
LINK_ENTITY_TO_CLASS(info_player_deathmatch, idPlayerStart)
|
||||||
|
LINK_ENTITY_TO_CLASS(info_player_coop, idPlayerStart)
|
||||||
|
LINK_ENTITY_TO_CLASS(info_player_start2, idPlayerStart)
|
0
src/entities/light.qc
Normal file
0
src/entities/light.qc
Normal file
5
src/entities/sources.src
Normal file
5
src/entities/sources.src
Normal file
|
@ -0,0 +1,5 @@
|
||||||
|
#includelist
|
||||||
|
worldspawn.qc
|
||||||
|
info_player_start.qc
|
||||||
|
func_wall.qc
|
||||||
|
#endlist
|
30
src/entities/worldspawn.qc
Normal file
30
src/entities/worldspawn.qc
Normal file
|
@ -0,0 +1,30 @@
|
||||||
|
class worldspawn {
|
||||||
|
void worldspawn( void );
|
||||||
|
|
||||||
|
nonvirtual void InitLight( void );
|
||||||
|
};
|
||||||
|
|
||||||
|
void worldspawn::worldspawn( void ) {
|
||||||
|
g_idEngine.Precache_Model( "progs/player.mdl" );
|
||||||
|
InitLight();
|
||||||
|
}
|
||||||
|
|
||||||
|
void worldspawn::InitLight( void ) {
|
||||||
|
g_idEngine.LightStyle( 0, "m" );
|
||||||
|
g_idEngine.LightStyle( 1, "mmnmmommommnonmmonqnmmo" );
|
||||||
|
g_idEngine.LightStyle( 2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba" );
|
||||||
|
g_idEngine.LightStyle( 3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" );
|
||||||
|
g_idEngine.LightStyle( 4, "mamamamamama" );
|
||||||
|
g_idEngine.LightStyle( 5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj" );
|
||||||
|
g_idEngine.LightStyle( 6, "nmonqnmomnmomomno" );
|
||||||
|
g_idEngine.LightStyle( 7, "mmmaaaabcdefgmmmmaaaammmaamm" );
|
||||||
|
g_idEngine.LightStyle( 8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa" );
|
||||||
|
g_idEngine.LightStyle( 9, "aaaaaaaazzzzzzzz" );
|
||||||
|
g_idEngine.LightStyle( 10, "mmamammmmammamamaaamammma" );
|
||||||
|
g_idEngine.LightStyle( 11, "abcdefghijklmnopqrrqponmlkjihgfedcba" );
|
||||||
|
}
|
||||||
|
|
||||||
|
void worldspawn( void )
|
||||||
|
{
|
||||||
|
spawnfunc_worldspawn();
|
||||||
|
}
|
51
src/entry.qc
51
src/entry.qc
|
@ -1,53 +1,50 @@
|
||||||
/* all standard game entry functions live here */
|
/* all standard game entry functions live here */
|
||||||
|
|
||||||
void main(void)
|
void main( void ) {
|
||||||
{
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void StartFrame(void)
|
void StartFrame( void ) {
|
||||||
{
|
/* if our rules class doesn't yet exist - create it! */
|
||||||
if (!g_gameRules)
|
if ( !g_gameRules ) {
|
||||||
g_gameRules = spawn(idRules);
|
g_gameRules = g_idEngine.Spawn();
|
||||||
|
self = g_gameRules;
|
||||||
|
spawnfunc_idRules();
|
||||||
|
self = world;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlayerPreThink(void)
|
void PlayerPreThink( void ) {
|
||||||
{
|
idPlayer pl = ( idPlayer ) self;
|
||||||
idPlayer pl = (idPlayer)self;
|
|
||||||
pl.PreThink();
|
pl.PreThink();
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlayerPostThink(void)
|
void PlayerPostThink( void ) {
|
||||||
{
|
idPlayer pl = ( idPlayer ) self;
|
||||||
idPlayer pl = (idPlayer)self;
|
|
||||||
pl.PostThink();
|
pl.PostThink();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ClientKill(void)
|
void ClientKill( void ) {
|
||||||
{
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void ClientConnect(void)
|
void ClientConnect( void ) {
|
||||||
{
|
|
||||||
/* initialize the player as an NSEntity class type */
|
/* initialize the player as an NSEntity class type */
|
||||||
spawnfunc_idPlayer();
|
spawnfunc_idPlayer();
|
||||||
|
|
||||||
g_gameRules.PlayerConnects((idPlayer)self);
|
g_gameRules.PlayerConnects( ( idPlayer ) self );
|
||||||
}
|
}
|
||||||
|
|
||||||
void PutClientInServer(void)
|
void PutClientInServer( void ) {
|
||||||
{
|
g_gameRules.PlayerFinishesJoining( ( idPlayer ) self );
|
||||||
g_gameRules.PlayerFinishesJoining((idPlayer)self);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void ClientDisconnect(void)
|
void ClientDisconnect( void ) {
|
||||||
{
|
g_gameRules.PlayerDisconnects( ( idPlayer ) self );
|
||||||
g_gameRules.PlayerDisconnects((idPlayer)self);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetNewParms(void)
|
void SetNewParms( void ) {
|
||||||
{
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetChangeParms(void)
|
void SetChangeParms( void ) {
|
||||||
{
|
|
||||||
}
|
}
|
|
@ -3,12 +3,14 @@
|
||||||
|
|
||||||
#includelist
|
#includelist
|
||||||
defs.qh
|
defs.qh
|
||||||
builtins.qh
|
|
||||||
constants.qh
|
constants.qh
|
||||||
events.qh
|
events.qh
|
||||||
|
|
||||||
system/headers.src
|
system/headers.src
|
||||||
|
|
||||||
|
|
||||||
entry.qc
|
entry.qc
|
||||||
|
|
||||||
|
entities/sources.src
|
||||||
system/sources.src
|
system/sources.src
|
||||||
#endlist
|
#endlist
|
|
@ -1,5 +1,6 @@
|
||||||
#includelist
|
#includelist
|
||||||
idEntity.qh
|
idEntity.qh
|
||||||
|
idEngine.qh
|
||||||
idPlayer.qh
|
idPlayer.qh
|
||||||
idRules.qh
|
idRules.qh
|
||||||
#endlist
|
#endlist
|
||||||
|
|
327
src/system/idEngine.qc
Normal file
327
src/system/idEngine.qc
Normal file
|
@ -0,0 +1,327 @@
|
||||||
|
|
||||||
|
/* these are the standard Quake engine builtins */
|
||||||
|
void makevectors(vector ang) = #1
|
||||||
|
void setorigin(entity e, vector o) = #2;
|
||||||
|
void setmodel(entity e, string m) = #3;
|
||||||
|
void setsize(entity e, vector min, vector max) = #4;
|
||||||
|
/* 5 was removed */
|
||||||
|
void break(void) = #6;
|
||||||
|
float random(void) = #7;
|
||||||
|
void sound(entity e, float chan, string samp, float vol, float atten) = #8;
|
||||||
|
vector normalize(vector v) = #9;
|
||||||
|
void error(string e) = #10;
|
||||||
|
void objerror(string e) = #11;
|
||||||
|
float vlen(vector v) = #12;
|
||||||
|
float vectoyaw(vector v) = #13;
|
||||||
|
entity spawn(void) = #14;
|
||||||
|
void remove(entity e) = #15;
|
||||||
|
void traceline(vector v1, vector v2, float nomonsters, entity forent) = #16;
|
||||||
|
entity checkclient(void) = #17;
|
||||||
|
entity find(entity start, .string fld, string match) = #18;
|
||||||
|
string precache_sound(string s) = #19;
|
||||||
|
string precache_model(string s) = #20;
|
||||||
|
void stuffcmd(entity client, string s) = #21;
|
||||||
|
entity findradius(vector org, float rad) = #22;
|
||||||
|
void bprint(string s) = #23;
|
||||||
|
void sprint(entity client, string s) = #24;
|
||||||
|
void dprint(string s) = #25;
|
||||||
|
string ftos(float f) = #26;
|
||||||
|
string vtos(vector v) = #27;
|
||||||
|
void coredump(void) = #28;
|
||||||
|
void traceon(void) = #29;
|
||||||
|
void traceoff(void) = #30;
|
||||||
|
void eprint(entity e) = #31;
|
||||||
|
float walkmove(float yaw, float dist) = #32;
|
||||||
|
// #33 was removed
|
||||||
|
float droptofloor(float yaw, float dist) = #34;
|
||||||
|
void lightstyle(float style, string value) = #35;
|
||||||
|
float rint(float v) = #36;
|
||||||
|
float floor(float v) = #37;
|
||||||
|
float ceil(float v) = #38;
|
||||||
|
// #39 was removed
|
||||||
|
float checkbottom(entity e) = #40;
|
||||||
|
float pointcontents(vector v) = #41;
|
||||||
|
// #42 was removed
|
||||||
|
float fabs(float f) = #43;
|
||||||
|
vector aim(entity e, float speed) = #44;
|
||||||
|
float cvar(string s) = #45;
|
||||||
|
void localcmd(string s) = #46;
|
||||||
|
entity nextent(entity e) = #47;
|
||||||
|
void particle(vector o, vector d, float color, float count) = #48;
|
||||||
|
void changeyaw(void) = #49;
|
||||||
|
vector vectoangles(vector v) = #51;
|
||||||
|
void writeByte(float to, float f) = #52;
|
||||||
|
void writeChar(float to, float f) = #53;
|
||||||
|
void writeShort(float to, float f) = #54;
|
||||||
|
void writeLong(float to, float f) = #55;
|
||||||
|
void writeCoord(float to, float f) = #56;
|
||||||
|
void writeAngle(float to, float f) = #57;
|
||||||
|
void writeString(float to, string s) = #58;
|
||||||
|
void writeEntity(float to, entity s) = #59;
|
||||||
|
/* 60 was removed */
|
||||||
|
/* 61 was removed */
|
||||||
|
/* 62 was removed */
|
||||||
|
/* 63 was removed */
|
||||||
|
/* 64 was removed */
|
||||||
|
/* 65 was removed */
|
||||||
|
/* 66 was removed */
|
||||||
|
void movetogoal(float step) = #67;
|
||||||
|
string precache_file(string s) = #68;
|
||||||
|
void makestatic(entity e) = #69;
|
||||||
|
void changelevel(string s) = #70;
|
||||||
|
/* 71 was removed */
|
||||||
|
void cvar_set(string var, string val) = #72;
|
||||||
|
void centerprint(entity client, string s) = #73;
|
||||||
|
void ambientsound(vector pos, string samp, float vol, float atten) = #74;
|
||||||
|
string precache_model2(string s) = #75;
|
||||||
|
string precache_sound2(string s) = #76;
|
||||||
|
string precache_file2(string s) = #77;
|
||||||
|
void setspawnparms(entity e) = #78;
|
||||||
|
|
||||||
|
void idEngine::MakeVectors( vector ang ) {
|
||||||
|
return makevectors( ang );
|
||||||
|
}
|
||||||
|
|
||||||
|
void idEngine::SetOrigin( idEntity e, vector o ) {
|
||||||
|
setorigin( e, o );
|
||||||
|
}
|
||||||
|
|
||||||
|
void idEngine::SetModel( idEntity e, string m ) {
|
||||||
|
setmodel( e, m );
|
||||||
|
}
|
||||||
|
|
||||||
|
void idEngine::SetSize( idEntity e, vector min, vector max ) {
|
||||||
|
setsize( e, min, max );
|
||||||
|
}
|
||||||
|
|
||||||
|
void idEngine::Break( void ) {
|
||||||
|
break ();
|
||||||
|
}
|
||||||
|
|
||||||
|
float idEngine::Random( void ) {
|
||||||
|
return random();
|
||||||
|
}
|
||||||
|
|
||||||
|
void idEngine::Sound( idEntity e, float chan, string samp, float vol, float atten ) {
|
||||||
|
sound( e, chan, samp, vol, atten );
|
||||||
|
}
|
||||||
|
|
||||||
|
vector idEngine::Normalize( vector v ) {
|
||||||
|
return normalize( v );
|
||||||
|
}
|
||||||
|
|
||||||
|
void idEngine::Error( string e ) {
|
||||||
|
error( e );
|
||||||
|
}
|
||||||
|
|
||||||
|
void idEngine::ObjError( string e ) {
|
||||||
|
objerror( e );
|
||||||
|
}
|
||||||
|
|
||||||
|
float idEngine::VLen( vector v ) {
|
||||||
|
return vlen( v );
|
||||||
|
}
|
||||||
|
|
||||||
|
float idEngine::VecToYaw( vector v ) {
|
||||||
|
return vectoyaw( v );
|
||||||
|
}
|
||||||
|
|
||||||
|
idEntity idEngine::Spawn( void ) {
|
||||||
|
return spawn();
|
||||||
|
}
|
||||||
|
|
||||||
|
void idEngine::Remove( idEntity e ) {
|
||||||
|
remove( e );
|
||||||
|
}
|
||||||
|
|
||||||
|
void idEngine::TraceLine( vector v1, vector v2, float nomonsters, idEntity forent ) {
|
||||||
|
traceline( v1, v2, nomonsters, forent );
|
||||||
|
}
|
||||||
|
|
||||||
|
idEntity idEngine::CheckClient( void ) {
|
||||||
|
return checkclient();
|
||||||
|
}
|
||||||
|
|
||||||
|
idEntity idEngine::Find( idEntity start,.string fld, string match ) {
|
||||||
|
return find( start, ::fld, match );
|
||||||
|
}
|
||||||
|
|
||||||
|
string idEngine::Precache_Sound( string s ) {
|
||||||
|
return precache_sound( s );
|
||||||
|
}
|
||||||
|
|
||||||
|
string idEngine::Precache_Model( string s ) {
|
||||||
|
return precache_model( s );
|
||||||
|
}
|
||||||
|
|
||||||
|
void idEngine::StuffCmd( idEntity client, string s ) {
|
||||||
|
stuffcmd( client, s );
|
||||||
|
}
|
||||||
|
|
||||||
|
idEntity idEngine::FindRadius( vector org, float rad ) {
|
||||||
|
return findradius( org, rad );
|
||||||
|
}
|
||||||
|
|
||||||
|
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 */
|
/* set functions */
|
||||||
void idEntity::SetModelindex(float value)
|
void idEntity::SetModelindex( float value ) {
|
||||||
{
|
|
||||||
modelindex = value;
|
modelindex = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetMovetype(movetype_t value)
|
void idEntity::SetMovetype( movetype_t value ) {
|
||||||
{
|
|
||||||
movetype = value;
|
movetype = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetSolid(solid_t value)
|
void idEntity::SetSolid( solid_t value ) {
|
||||||
{
|
|
||||||
solid = value;
|
solid = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetOrigin(vector value)
|
void idEntity::SetOrigin( vector value ) {
|
||||||
{
|
g_idEngine.SetOrigin( this, value );
|
||||||
setorigin(this, value);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetVelocity(vector value)
|
void idEntity::SetVelocity( vector value ) {
|
||||||
{
|
|
||||||
velocity = value;
|
velocity = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetAngles(vector value)
|
void idEntity::SetAngles( vector value ) {
|
||||||
{
|
|
||||||
angles = value;
|
angles = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetAngularVelocity(vector value)
|
void idEntity::SetAngularVelocity( vector value ) {
|
||||||
{
|
|
||||||
avelocity = value;
|
avelocity = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetPunchangle(vector value)
|
void idEntity::SetPunchangle( vector value ) {
|
||||||
{
|
|
||||||
punchangle = value;
|
punchangle = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetModel(string value)
|
void idEntity::SetModel( string value ) {
|
||||||
{
|
g_idEngine.SetModel( this, value );
|
||||||
setmodel(this, value);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetFrame(float value)
|
void idEntity::SetFrame( float value ) {
|
||||||
{
|
|
||||||
frame = value;
|
frame = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetSkin(float value)
|
void idEntity::SetSkin( float value ) {
|
||||||
{
|
|
||||||
skin = value;
|
skin = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::AddEffect(effects_t value)
|
void idEntity::AddEffect( effects_t value ) {
|
||||||
{
|
|
||||||
effects |= value;
|
effects |= value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::RemoveEffect(effects_t value)
|
void idEntity::RemoveEffect( effects_t value ) {
|
||||||
{
|
|
||||||
effects &= ~value;
|
effects &= ~value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::ClearEffects(void)
|
void idEntity::ClearEffects( void ) {
|
||||||
{
|
|
||||||
effects = 0;
|
effects = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetSize(vector min, vector max)
|
void idEntity::SetSize( vector min, vector max ) {
|
||||||
{
|
g_idEngine.SetSize( this, min, max );
|
||||||
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;
|
health = value;
|
||||||
|
|
||||||
if (health > max_health)
|
if ( health > max_health )
|
||||||
health = max_health;
|
health = max_health;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::AddFrags(float value)
|
void idEntity::AddFrags( float value ) {
|
||||||
{
|
|
||||||
frags += value;
|
frags += value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::RemoveFrags(float value)
|
void idEntity::RemoveFrags( float value ) {
|
||||||
{
|
|
||||||
frags -= value;
|
frags -= value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::ClearFrags(void)
|
void idEntity::ClearFrags( void ) {
|
||||||
{
|
|
||||||
frags = 0;
|
frags = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetWeapon(float value)
|
void idEntity::SetWeapon( float value ) {
|
||||||
{
|
|
||||||
weapon = value;
|
weapon = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetWeaponmodel(string value)
|
void idEntity::SetWeaponmodel( string value ) {
|
||||||
{
|
|
||||||
weaponmodel = value;
|
weaponmodel = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetWeaponframe(float value)
|
void idEntity::SetWeaponframe( float value ) {
|
||||||
{
|
|
||||||
weaponframe = value;
|
weaponframe = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetCurrentAmmo(float value)
|
void idEntity::SetCurrentAmmo( float value ) {
|
||||||
{
|
|
||||||
currentammo = value;
|
currentammo = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetAmmoType1(float value)
|
void idEntity::SetAmmoType1( float value ) {
|
||||||
{
|
|
||||||
ammo_shells = value;
|
ammo_shells = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetAmmoType2(float value)
|
void idEntity::SetAmmoType2( float value ) {
|
||||||
{
|
|
||||||
ammo_nails = value;
|
ammo_nails = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetAmmoType3(float value)
|
void idEntity::SetAmmoType3( float value ) {
|
||||||
{
|
|
||||||
ammo_rockets = value;
|
ammo_rockets = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetAmmoType4(float value)
|
void idEntity::SetAmmoType4( float value ) {
|
||||||
{
|
|
||||||
ammo_cells = value;
|
ammo_cells = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetTakedamage(damage_t value)
|
void idEntity::SetTakedamage( damage_t value ) {
|
||||||
{
|
|
||||||
takedamage = value;
|
takedamage = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetViewOffset(vector value)
|
void idEntity::SetViewOffset( vector value ) {
|
||||||
{
|
|
||||||
view_ofs = value;
|
view_ofs = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::ForceUpdateClientAngle(void)
|
void idEntity::ForceUpdateClientAngle( void ) {
|
||||||
{
|
|
||||||
fixangle = 1;
|
fixangle = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::AddFlags(flags_t value)
|
void idEntity::AddFlags( flags_t value ) {
|
||||||
{
|
|
||||||
flags |= value;
|
flags |= value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::RemoveFlags(flags_t value)
|
void idEntity::RemoveFlags( flags_t value ) {
|
||||||
{
|
|
||||||
flags &= ~value;
|
flags &= ~value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::ClearFlags(void)
|
void idEntity::ClearFlags( void ) {
|
||||||
{
|
|
||||||
flags = 0;
|
flags = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetColormap(float value)
|
void idEntity::SetColormap( float value ) {
|
||||||
{
|
|
||||||
colormap = value;
|
colormap = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetDisplayname(string value)
|
void idEntity::SetDisplayname( string value ) {
|
||||||
{
|
|
||||||
netname = value;
|
netname = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetMaxHealth(float value)
|
void idEntity::SetMaxHealth( float value ) {
|
||||||
{
|
|
||||||
max_health = value;
|
max_health = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetArmorType(float value)
|
void idEntity::SetArmorType( float value ) {
|
||||||
{
|
|
||||||
armortype = value;
|
armortype = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetArmor(float value)
|
void idEntity::SetArmor( float value ) {
|
||||||
{
|
|
||||||
armorvalue = value;
|
armorvalue = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetAimEntity(entity value)
|
void idEntity::SetAimEntity( entity value ) {
|
||||||
{
|
|
||||||
aiment = value;
|
aiment = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetGoalEntity(entity value)
|
void idEntity::SetGoalEntity( entity value ) {
|
||||||
{
|
|
||||||
goalentity = value;
|
goalentity = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetTarget(string value)
|
void idEntity::SetTarget( string value ) {
|
||||||
{
|
|
||||||
target = value;
|
target = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetTargetname(string value)
|
void idEntity::SetTargetname( string value ) {
|
||||||
{
|
|
||||||
targetname = value;
|
targetname = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetOwner(entity value)
|
void idEntity::SetOwner( entity value ) {
|
||||||
{
|
|
||||||
owner = value;
|
owner = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetMovementDirection(vector value)
|
void idEntity::SetMovementDirection( vector value ) {
|
||||||
{
|
|
||||||
movedir = value;
|
movedir = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetTriggerMessage(string value)
|
void idEntity::SetTriggerMessage( string value ) {
|
||||||
{
|
|
||||||
message = value;
|
message = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetSoundStyle(float value)
|
void idEntity::SetSoundStyle( float value ) {
|
||||||
{
|
|
||||||
sounds = value;
|
sounds = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetNoiseValue1(string value)
|
void idEntity::SetNoiseValue1( string value ) {
|
||||||
{
|
|
||||||
noise = value;
|
noise = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetNoiseValue2(string value)
|
void idEntity::SetNoiseValue2( string value ) {
|
||||||
{
|
|
||||||
noise1 = value;
|
noise1 = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetNoiseValue3(string value)
|
void idEntity::SetNoiseValue3( string value ) {
|
||||||
{
|
|
||||||
noise2 = value;
|
noise2 = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void idEntity::SetNoiseValue4(string value)
|
void idEntity::SetNoiseValue4( string value ) {
|
||||||
{
|
|
||||||
noise3 = value;
|
noise3 = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/* get functions */
|
/* get functions */
|
||||||
float idEntity::GetModelindex(void)
|
float idEntity::GetModelindex( void ) {
|
||||||
{
|
|
||||||
return modelindex;
|
return modelindex;
|
||||||
}
|
}
|
||||||
|
|
||||||
movetype_t idEntity::GetMovetype(void)
|
movetype_t idEntity::GetMovetype( void ) {
|
||||||
{
|
return ( movetype_t ) movetype;
|
||||||
return (movetype_t)movetype;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
solid_t idEntity::GetSolid(void)
|
solid_t idEntity::GetSolid( void ) {
|
||||||
{
|
return ( solid_t ) solid;
|
||||||
return (solid_t)solid;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
vector idEntity::GetOrigin(void)
|
vector idEntity::GetOrigin( void ) {
|
||||||
{
|
|
||||||
return origin;
|
return origin;
|
||||||
}
|
}
|
||||||
|
|
||||||
vector idEntity::GetVelocity(void)
|
vector idEntity::GetVelocity( void ) {
|
||||||
{
|
|
||||||
return velocity;
|
return velocity;
|
||||||
}
|
}
|
||||||
|
|
||||||
vector idEntity::GetAngles(void)
|
vector idEntity::GetAngles( void ) {
|
||||||
{
|
|
||||||
return angles;
|
return angles;
|
||||||
}
|
}
|
||||||
|
|
||||||
vector idEntity::GetAngularVelocity(void)
|
vector idEntity::GetAngularVelocity( void ) {
|
||||||
{
|
|
||||||
return avelocity;
|
return avelocity;
|
||||||
}
|
}
|
||||||
|
|
||||||
vector idEntity::GetPunchangle(void)
|
vector idEntity::GetPunchangle( void ) {
|
||||||
{
|
|
||||||
return punchangle;
|
return punchangle;
|
||||||
}
|
}
|
||||||
|
|
||||||
string idEntity::GetModel(void)
|
string idEntity::GetModel( void ) {
|
||||||
{
|
|
||||||
return model;
|
return model;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetFrame(void)
|
float idEntity::GetFrame( void ) {
|
||||||
{
|
|
||||||
return frame;
|
return frame;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetSkin(void)
|
float idEntity::GetSkin( void ) {
|
||||||
{
|
|
||||||
return skin;
|
return skin;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool idEntity::HasEffect(effects_t value)
|
bool idEntity::HasEffect( effects_t value ) {
|
||||||
{
|
return ( effects & value ) ? 1 : 0;
|
||||||
return (effects & value) ? 1 : 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
vector idEntity::GetSize(void)
|
vector idEntity::GetSize( void ) {
|
||||||
{
|
|
||||||
return size;
|
return size;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetHealth(void)
|
float idEntity::GetHealth( void ) {
|
||||||
{
|
|
||||||
return health;
|
return health;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetFrags(void)
|
float idEntity::GetFrags( void ) {
|
||||||
{
|
|
||||||
return frags;
|
return frags;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetWeapon(void)
|
float idEntity::GetWeapon( void ) {
|
||||||
{
|
|
||||||
return weapon;
|
return weapon;
|
||||||
}
|
}
|
||||||
|
|
||||||
string idEntity::GetWeaponmodel(void)
|
string idEntity::GetWeaponmodel( void ) {
|
||||||
{
|
|
||||||
return weaponmodel;
|
return weaponmodel;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetWeaponframe(void)
|
float idEntity::GetWeaponframe( void ) {
|
||||||
{
|
|
||||||
return weaponframe;
|
return weaponframe;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetCurrentAmmo(void)
|
float idEntity::GetCurrentAmmo( void ) {
|
||||||
{
|
|
||||||
return currentammo;
|
return currentammo;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetAmmoType1(void)
|
float idEntity::GetAmmoType1( void ) {
|
||||||
{
|
|
||||||
return ammo_shells;
|
return ammo_shells;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetAmmoType2(void)
|
float idEntity::GetAmmoType2( void ) {
|
||||||
{
|
|
||||||
return ammo_nails;
|
return ammo_nails;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetAmmoType3(void)
|
float idEntity::GetAmmoType3( void ) {
|
||||||
{
|
|
||||||
return ammo_rockets;
|
return ammo_rockets;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetAmmoType4(void)
|
float idEntity::GetAmmoType4( void ) {
|
||||||
{
|
|
||||||
return ammo_cells;
|
return ammo_cells;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::CanTakeDamage(void)
|
float idEntity::CanTakeDamage( void ) {
|
||||||
{
|
return ( takedamage != DAMAGE_NO ) ? TRUE : FALSE;
|
||||||
return (takedamage != DAMAGE_NO) ? TRUE : FALSE;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
vector idEntity::GetViewOffset(void)
|
vector idEntity::GetViewOffset( void ) {
|
||||||
{
|
|
||||||
return view_ofs;
|
return view_ofs;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool idEntity::HasFlag(flags_t value)
|
bool idEntity::HasFlag( flags_t value ) {
|
||||||
{
|
return ( flags & value ) ? 1 : 0;
|
||||||
return (flags & value) ? 1 : 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetColormap(void)
|
float idEntity::GetColormap( void ) {
|
||||||
{
|
|
||||||
return colormap;
|
return colormap;
|
||||||
}
|
}
|
||||||
|
|
||||||
string idEntity::GetDisplayname(void)
|
string idEntity::GetDisplayname( void ) {
|
||||||
{
|
|
||||||
return netname;
|
return netname;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetMaxHealth(void)
|
float idEntity::GetMaxHealth( void ) {
|
||||||
{
|
|
||||||
return max_health;
|
return max_health;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetArmorType(void)
|
float idEntity::GetArmorType( void ) {
|
||||||
{
|
|
||||||
return armortype;
|
return armortype;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetArmor(void)
|
float idEntity::GetArmor( void ) {
|
||||||
{
|
|
||||||
return armorvalue;
|
return armorvalue;
|
||||||
}
|
}
|
||||||
|
|
||||||
entity idEntity::GetAimEntity(void)
|
entity idEntity::GetAimEntity( void ) {
|
||||||
{
|
|
||||||
return aiment;
|
return aiment;
|
||||||
}
|
}
|
||||||
|
|
||||||
entity idEntity::GetGoalEntity(void)
|
entity idEntity::GetGoalEntity( void ) {
|
||||||
{
|
|
||||||
return goalentity;
|
return goalentity;
|
||||||
}
|
}
|
||||||
|
|
||||||
string idEntity::GetTarget(void)
|
string idEntity::GetTarget( void ) {
|
||||||
{
|
|
||||||
return target;
|
return target;
|
||||||
}
|
}
|
||||||
|
|
||||||
string idEntity::GetTargetname(void)
|
string idEntity::GetTargetname( void ) {
|
||||||
{
|
|
||||||
return targetname;
|
return targetname;
|
||||||
}
|
}
|
||||||
|
|
||||||
entity idEntity::GetOwner(void)
|
entity idEntity::GetOwner( void ) {
|
||||||
{
|
|
||||||
return owner;
|
return owner;
|
||||||
}
|
}
|
||||||
|
|
||||||
vector idEntity::GetMovementDirection(void)
|
vector idEntity::GetMovementDirection( void ) {
|
||||||
{
|
|
||||||
return movedir;
|
return movedir;
|
||||||
}
|
}
|
||||||
|
|
||||||
string idEntity::GetTriggerMessage(void)
|
string idEntity::GetTriggerMessage( void ) {
|
||||||
{
|
|
||||||
return message;
|
return message;
|
||||||
}
|
}
|
||||||
|
|
||||||
float idEntity::GetSoundStyle(void)
|
float idEntity::GetSoundStyle( void ) {
|
||||||
{
|
|
||||||
return sounds;
|
return sounds;
|
||||||
}
|
}
|
||||||
|
|
||||||
string idEntity::GetNoiseValue1(void)
|
string idEntity::GetNoiseValue1( void ) {
|
||||||
{
|
|
||||||
return noise;
|
return noise;
|
||||||
}
|
}
|
||||||
|
|
||||||
string idEntity::GetNoiseValue2(void)
|
string idEntity::GetNoiseValue2( void ) {
|
||||||
{
|
|
||||||
return noise1;
|
return noise1;
|
||||||
}
|
}
|
||||||
|
|
||||||
string idEntity::GetNoiseValue3(void)
|
string idEntity::GetNoiseValue3( void ) {
|
||||||
{
|
|
||||||
return noise2;
|
return noise2;
|
||||||
}
|
}
|
||||||
|
|
||||||
string idEntity::GetNoiseValue4(void)
|
string idEntity::GetNoiseValue4( void ) {
|
||||||
{
|
|
||||||
return noise3;
|
return noise3;
|
||||||
}
|
}
|
|
@ -1,152 +1,187 @@
|
||||||
#define bool float
|
class idEntity {
|
||||||
|
void idEntity( void );
|
||||||
class idEntity
|
|
||||||
{
|
|
||||||
void idEntity(void);
|
|
||||||
|
|
||||||
/* core engine tracked fields */
|
/* core engine tracked fields */
|
||||||
|
|
||||||
/** Sets the model of the entity via a model id. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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) */
|
/** 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. */
|
/** 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. */
|
/** Sets the framegroup of the entity. */
|
||||||
nonvirtual void SetFrame(float);
|
nonvirtual void SetFrame( float );
|
||||||
/** Sets the model skin of the entity. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** Adds a frag to the entity its info. */
|
||||||
nonvirtual void AddFrags(float);
|
nonvirtual void AddFrags( float );
|
||||||
/** Removes a frag from the entity its info. */
|
/** 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. */
|
/** 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. */
|
/** Sets the active weapon of the entity. */
|
||||||
nonvirtual void SetWeapon(float);
|
nonvirtual void SetWeapon( float );
|
||||||
/** Sets the active weapon model of the entity. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** Sets the value for ammo type 1. */
|
||||||
nonvirtual void SetAmmoType1(float);
|
nonvirtual void SetAmmoType1( float );
|
||||||
/** Sets the value for ammo type 2. */
|
/** Sets the value for ammo type 2. */
|
||||||
nonvirtual void SetAmmoType2(float);
|
nonvirtual void SetAmmoType2( float );
|
||||||
/** Sets the value for ammo type 3. */
|
/** Sets the value for ammo type 3. */
|
||||||
nonvirtual void SetAmmoType3(float);
|
nonvirtual void SetAmmoType3( float );
|
||||||
/** Sets the value for ammo type 4. */
|
/** Sets the value for ammo type 4. */
|
||||||
nonvirtual void SetAmmoType4(float);
|
nonvirtual void SetAmmoType4( float );
|
||||||
/** TODO: This needs to be changed. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** 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. */
|
/** Sets the sound style of this entity. These can be variable and mean anything. */
|
||||||
nonvirtual void SetSoundStyle(float);
|
nonvirtual void SetSoundStyle( float );
|
||||||
nonvirtual void SetNoiseValue1(string);
|
nonvirtual void SetNoiseValue1( string );
|
||||||
nonvirtual void SetNoiseValue2(string);
|
nonvirtual void SetNoiseValue2( string );
|
||||||
nonvirtual void SetNoiseValue3(string);
|
nonvirtual void SetNoiseValue3( string );
|
||||||
nonvirtual void SetNoiseValue4(string);
|
nonvirtual void SetNoiseValue4( string );
|
||||||
|
|
||||||
nonvirtual float GetModelindex(void);
|
/** Returns the model id of the entity. */
|
||||||
nonvirtual movetype_t GetMovetype(void);
|
nonvirtual float GetModelindex( void );
|
||||||
nonvirtual solid_t GetSolid(void);
|
/** Returns the movetype of the entity. */
|
||||||
nonvirtual vector GetOrigin(void);
|
nonvirtual movetype_t GetMovetype( void );
|
||||||
nonvirtual vector GetVelocity(void);
|
/** Returns the solidity of the entity. */
|
||||||
nonvirtual vector GetAngles(void);
|
nonvirtual solid_t GetSolid( void );
|
||||||
nonvirtual vector GetAngularVelocity(void);
|
/** Returns the world position of the entity. */
|
||||||
nonvirtual vector GetPunchangle(void);
|
nonvirtual vector GetOrigin( void );
|
||||||
nonvirtual string GetModel(void);
|
/** Returns the velocity of the entity. */
|
||||||
nonvirtual float GetFrame(void);
|
nonvirtual vector GetVelocity( void );
|
||||||
nonvirtual float GetSkin(void);
|
/** Returns the direction of the entity in euler-angles. */
|
||||||
nonvirtual bool HasEffect(effects_t);
|
nonvirtual vector GetAngles( void );
|
||||||
nonvirtual vector GetSize(void);
|
/** Returns the angular velocity in units-per-second per axis. */
|
||||||
nonvirtual float GetHealth(void);
|
nonvirtual vector GetAngularVelocity( void );
|
||||||
nonvirtual float GetFrags(void);
|
/** Returns the current punchangle of the entity. */
|
||||||
nonvirtual float GetWeapon(void);
|
nonvirtual vector GetPunchangle( void );
|
||||||
nonvirtual string GetWeaponmodel(void);
|
/** Returns the entity its model path. */
|
||||||
nonvirtual float GetWeaponframe(void);
|
nonvirtual string GetModel( void );
|
||||||
nonvirtual float GetCurrentAmmo(void);
|
/** Returns the framegroup of the current entity its model. */
|
||||||
nonvirtual float GetAmmoType1(void);
|
nonvirtual float GetFrame( void );
|
||||||
nonvirtual float GetAmmoType2(void);
|
/** Returns the model skin of the entity. */
|
||||||
nonvirtual float GetAmmoType3(void);
|
nonvirtual float GetSkin( void );
|
||||||
nonvirtual float GetAmmoType4(void);
|
/** Returns either TRUE or FALSE if the entity has a given effect. */
|
||||||
nonvirtual float CanTakeDamage(void);
|
nonvirtual bool HasEffect( effects_t );
|
||||||
nonvirtual vector GetViewOffset(void);
|
/** Returns the size of the entity relative to its origin. */
|
||||||
nonvirtual bool HasFlag(flags_t);
|
nonvirtual vector GetSize( void );
|
||||||
nonvirtual float GetColormap(void);
|
/** Returns the current health of the entity. */
|
||||||
nonvirtual string GetDisplayname(void);
|
nonvirtual float GetHealth( void );
|
||||||
nonvirtual float GetMaxHealth(void);
|
/** Returns the number of frags this entity has had. */
|
||||||
nonvirtual float GetArmorType(void);
|
nonvirtual float GetFrags( void );
|
||||||
nonvirtual float GetArmor(void);
|
/** Returns the active weapon of the entity. */
|
||||||
nonvirtual entity GetAimEntity(void);
|
nonvirtual float GetWeapon( void );
|
||||||
nonvirtual entity GetGoalEntity(void);
|
/** Returns the weapon model of the entity. */
|
||||||
nonvirtual string GetTarget(void);
|
nonvirtual string GetWeaponmodel( void );
|
||||||
nonvirtual string GetTargetname(void);
|
/** Returns the weapon model frame group of the entity. */
|
||||||
nonvirtual entity GetOwner(void);
|
nonvirtual float GetWeaponframe( void );
|
||||||
nonvirtual vector GetMovementDirection(void);
|
/** Returns the currently held ammo of the entity. */
|
||||||
nonvirtual string GetTriggerMessage(void);
|
nonvirtual float GetCurrentAmmo( void );
|
||||||
nonvirtual float GetSoundStyle(void);
|
/** Returns the amount of ammo type 1. */
|
||||||
nonvirtual string GetNoiseValue1(void);
|
nonvirtual float GetAmmoType1( void );
|
||||||
nonvirtual string GetNoiseValue2(void);
|
/** Returns the amount of ammo type 2. */
|
||||||
nonvirtual string GetNoiseValue3(void);
|
nonvirtual float GetAmmoType2( void );
|
||||||
nonvirtual string GetNoiseValue4(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
|
class idPlayer:idEntity {
|
||||||
{
|
void idPlayer( void );
|
||||||
void idPlayer(void);
|
|
||||||
|
|
||||||
nonvirtual void PreThink(void);
|
nonvirtual void PreThink( void );
|
||||||
nonvirtual void PostThink(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)
|
void idRules::PlayerConnects( idPlayer pl ) {
|
||||||
{
|
g_idEngine.BPrint( "Player connected.\n" );
|
||||||
bprint("Player connected.\n");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void idRules::PlayerDisconnects(idPlayer pl)
|
void idRules::PlayerDisconnects( idPlayer pl ) {
|
||||||
{
|
g_idEngine.BPrint( "Player disconnected.\n" );
|
||||||
bprint("Player disconnected.\n");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void idRules::PlayerFinishesJoining(idPlayer pl)
|
void idRules::PlayerFinishesJoining( idPlayer player ) {
|
||||||
{
|
g_idEngine.BPrint( "Player joined the game fully.\n" );
|
||||||
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
|
class idRules {
|
||||||
{
|
void idRules( void );
|
||||||
void idRules(void);
|
|
||||||
|
|
||||||
nonvirtual void PlayerConnects(idPlayer);
|
nonvirtual void PlayerConnects( idPlayer );
|
||||||
nonvirtual void PlayerDisconnects(idPlayer);
|
nonvirtual void PlayerDisconnects( idPlayer );
|
||||||
nonvirtual void PlayerFinishesJoining(idPlayer);
|
nonvirtual void PlayerFinishesJoining( idPlayer );
|
||||||
};
|
};
|
||||||
|
|
||||||
idRules g_gameRules;
|
idRules g_gameRules;
|
|
@ -1,4 +1,5 @@
|
||||||
#includelist
|
#includelist
|
||||||
|
idEngine.qc
|
||||||
idEntity.qc
|
idEntity.qc
|
||||||
idPlayer.qc
|
idPlayer.qc
|
||||||
idRules.qc
|
idRules.qc
|
||||||
|
|
Loading…
Reference in a new issue