Document more of the constants and protocol related events.
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15 changed files with 968 additions and 595 deletions
200
src/constants.qh
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200
src/constants.qh
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//
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// constants
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//
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typedef enum
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{
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FALSE,
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TRUE,
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} bool;
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// edict.flags
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typedef enumflags
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{
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FL_FLY, /* is of movetype fly ??? */
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FL_SWIM, /* in water */
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FL_CONVEYOR, /* unused! */
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FL_CLIENT, /* set for all client edicts */
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FL_INWATER, /* for enter / leave water splash */
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FL_MONSTER, /* monster */
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FL_GODMODE, /* player cheat */
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FL_NOTARGET, /* player cheat */
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FL_ITEM, /* extra wide size for bonus items */
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FL_ONGROUND, /* standing on something */
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FL_PARTIALGROUND, /* not all corners are valid */
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FL_WATERJUMP, /* player jumping out of water */
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FL_JUMPRELEASED, /* for jump debouncing */
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} flags_t;
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typedef enum
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{
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MOVETYPE_NONE, /** not moving */
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MOVETYPE_ANGLENOCLIP, /** unused */
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MOVETYPE_ANGLECLIP, /** unused */
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MOVETYPE_WALK, /** player physics */
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MOVETYPE_STEP, /** walkmove optimised */
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MOVETYPE_FLY, /** flying with collision */
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MOVETYPE_TOSS, /** gravity, no bounce */
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MOVETYPE_PUSH, /** can't collide against world, triggers touch/block functions */
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MOVETYPE_NOCLIP, /** flying without collision */
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MOVETYPE_FLYMISSILE, /** basically movetype fly but for projectiles */
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MOVETYPE_BOUNCE, /** bouncey gravity */
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MOVETYPE_BOUNCEMISSILE /** bounce but for projectiles */
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} movetype_t;
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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_t;
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// range values
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typedef enum
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{
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RANGE_MELEE,
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RANGE_NEAR,
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RANGE_MID,
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RANGE_FAR
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} range_t;
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// deadflag values
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typedef enum
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{
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DEAD_NO,
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DEAD_DYING,
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DEAD_DEAD,
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DEAD_RESPAWNABLE
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} dead_t;
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// takedamage values
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typedef enum
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{
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DAMAGE_NO,
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DAMAGE_YES,
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DAMAGE_AIM
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} damage_t;
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// items
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typedef enum
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{
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IT_AXE = 4096,
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IT_SHOTGUN = 1,
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IT_SUPER_SHOTGUN = 2,
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IT_NAILGUN = 4,
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IT_SUPER_NAILGUN = 8,
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IT_GRENADE_LAUNCHER = 16,
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IT_ROCKET_LAUNCHER = 32,
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IT_LIGHTNING = 64,
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IT_EXTRA_WEAPON = 128,
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IT_SHELLS = 256,
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IT_NAILS = 512,
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IT_ROCKETS = 1024,
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IT_CELLS = 2048,
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IT_ARMOR1 = 8192,
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IT_ARMOR2 = 16384,
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IT_ARMOR3 = 32768,
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IT_SUPERHEALTH = 65536,
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IT_KEY1 = 131072,
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IT_KEY2 = 262144,
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IT_INVISIBILITY = 524288,
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IT_INVULNERABILITY = 1048576,
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IT_SUIT = 2097152,
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IT_QUAD = 4194304,
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} items_t;
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// point content values
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typedef enum
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{
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CONTENT_EMPTY,
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CONTENT_SOLID,
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CONTENT_WATER,
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CONTENT_SLIME,
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CONTENT_LAVA,
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CONTENT_SKY
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} content_t;
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typedef enum
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{
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STATE_TOP,
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STATE_BOTTOM,
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STATE_UP,
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STATE_DOWN
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} state_t;
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vector VEC_ORIGIN = '0 0 0';
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vector VEC_HULL_MIN = '-16 -16 -24';
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vector VEC_HULL_MAX = '16 16 32';
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vector VEC_HULL2_MIN = '-32 -32 -24';
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vector VEC_HULL2_MAX = '32 32 64';
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typedef enum
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{
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TE_SPIKE = 0,
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TE_SUPERSPIKE = 1,
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TE_GUNSHOT = 2,
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TE_EXPLOSION = 3,
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TE_TAREXPLOSION = 4,
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TE_LIGHTNING1 = 5,
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TE_LIGHTNING2 = 6,
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TE_WIZSPIKE = 7,
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TE_KNIGHTSPIKE = 8,
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TE_LIGHTNING3 = 9,
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TE_LAVASPLASH = 10,
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TE_TELEPORT = 11,
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} tempent_t;
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// sound channels
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// channel 0 never willingly overrides
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// other channels (1-7) allways override a playing sound on that channel
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typedef enum
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{
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CHAN_AUTO, /** next available channel */
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CHAN_WEAPON, /** weapon sound channel */
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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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} channel_t;
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/** attenuation */
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typedef enum
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{
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ATTN_NONE, /** heard everywhere */
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ATTN_NORM, /** loud noise */
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ATTN_IDLE, /** normal sound */
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ATTN_STATIC, /** quiet sound */
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} attn_t;
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// update types
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typedef enum
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{
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UPDATE_GENERAL,
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UPDATE_STATIC,
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UPDATE_BINARY,
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UPDATE_TEMP
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} update_t;
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// entity effects
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typedef enumflags
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{
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EF_BRIGHTFIELD,
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EF_MUZZLEFLASH,
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EF_BRIGHTLIGHT,
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EF_DIMLIGHT
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} effects_t;
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// messages
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typedef enum
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{
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MSG_BROADCAST, // unreliable to all
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MSG_ONE, // reliable to one (msg_entity)
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MSG_ALL, // reliable to all
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MSG_INIT, // write to the init string
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} msg_t;
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32
src/defs.qh
32
src/defs.qh
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entity self;
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entity other;
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entity world;
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/** Total time that's passed in seconds since the map started. */
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float time;
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/** Time in seconds since the last server frame was run. */
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float frametime;
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/** When set, will force all entities to retouch their surroundings (.touch() will be called if they are touching anything) */
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float force_retouch;
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/** Contains the name of the map we're currently on. */
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string mapname;
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/** Mirrors the 'deathmatch' cvar. */
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float deathmatch;
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/** Mirrors the 'coop' cvar. */
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float coop;
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/** Mirros the 'teamplay' cvar */
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float teamplay;
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/** A persistent value that's carried across map changes within a single campaign. */
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float serverflags;
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/** The amount of secrets that can be triggered within this level. */
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float total_secrets;
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/** The amount of monsters that can be found within this level. */
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float total_monsters;
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/** The count of secrets that players have found. */
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float found_secrets;
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/** The count of monsters that have been disposed of. */
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float killed_monsters;
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/* changelevel parameters, set for each player */
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@ -35,9 +48,14 @@ float parm14;
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float parm15;
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float parm16;
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/** Set by makevectors(). Gets the forward direction. */
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vector v_forward;
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/** Set by makevectors(). Gets the upward direction. */
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vector v_up;
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/** Set by makevectors(). Gets the right direction. */
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vector v_right;
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/** Set by traceline() */
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float trace_allsolid;
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float trace_startsolid;
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float trace_fraction;
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entity trace_ent;
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float trace_inopen;
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float trace_inwater;
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/** The entity that is casting a network message. */
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entity msg_entity;
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/* engine callbacks */
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/** Engine callback: Unused */
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void main(void);
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/** Engine callback: Called at the start of every server frame */
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void StartFrame(void);
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/** Engine callback: Called on every client entity before physics are run */
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void PlayerPreThink(void);
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/** Engine callback: Caled on every client entity after physics are run */
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void PlayerPostThink(void);
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/** Engine callback: Called when a client issues the 'kill' console command */
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void ClientKill(void);
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/** Engine callback: Called on every client when it first connects to the server, opr when the level starts. */
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void ClientConnect(void);
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/** Engine callback: Called on every client when they've fully joined the game. */
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void PutClientInServer(void);
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/** Engine callback: Called on every client when they're disconnecting from the server. */
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void ClientDisconnect(void);
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/** Engine callback: Called at the start of every new game on a player. Here the parmX globals are set for the player in question. */
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void SetNewParms(void);
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/** Engine callback: Called at the start of every map change. */
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void SetChangeParms(void);
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void end_sys_globals;
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/* edict_t fields */
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/* they are much better documented in idEntity */
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.float modelindex;
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.vector absmin;
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.vector absmax;
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22
src/entry.qc
22
src/entry.qc
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/* all standard game entry functions live here */
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/** Engine callback: Unused */
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void main(void)
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{
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}
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/** Engine callback: Called at the start of every server frame */
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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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}
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/** Engine callback: Called on every client entity before physics are run */
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void PlayerPreThink(void)
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{
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idPlayer pl = (idPlayer)self;
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pl.PreThink();
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}
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/** Engine callback: Caled on every client entity after physics are run */
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void PlayerPostThink(void)
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{
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idPlayer pl = (idPlayer)self;
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pl.PostThink();
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}
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/** Engine callback: Called when a client issues the 'kill' console command */
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void ClientKill(void)
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{
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}
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/** Engine callback: Called on every client when it first connects to the server, opr when the level starts. */
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void ClientConnect(void)
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{
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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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}
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/** Engine callback: Called on every client when they've fully joined the game. */
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void PutClientInServer(void)
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{
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g_gameRules.PlayerFinishesJoining((idPlayer)self);
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}
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/** Engine callback: Called on every client when they're disconnecting from the server. */
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void ClientDisconnect(void)
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{
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g_gameRules.PlayerDisconnects((idPlayer)self);
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}
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/** Engine callback: Called at the start of every new game on a player. Here the parmX globals are set for the player in question. */
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void SetNewParms(void)
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{
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}
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/** Engine callback: Called at the start of every map change. */
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void SetChangeParms(void)
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{
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}
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38
src/events.qh
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38
src/events.qh
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typedef enum
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{
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SVC_BAD,
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SVC_NOP,
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SVC_DISCONNECT,
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SVC_UPDATESTAT, /* byte, long */
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SVC_VERSION, /* long */
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SVC_SETVIEW, /* short */
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SVC_SOUND, /* TODO: document */
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SVC_TIME, /* float */
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SVC_PRINT, /* null terminated string */
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SVC_STUFFTEXT, /* newline terminated string */
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SVC_SETANGLE, /* byte, byte, byte */
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SVC_SERVERINFO, /* long, string, string, string */
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SVC_LIGHTSTYLE, /* byte, string */
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SVC_UPDATENAME, /* byte, string */
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SVC_UPDATEFRAGS, /* byte, short */
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SVC_CLIENTDATA, /* shortbits + data */
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SVC_STOPSOUND, /* TODO: document */
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SVC_UPDATECOLORS, /* byte, byte */
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SVC_PARTICLE, /* vector, ... */
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SVC_DAMAGE,
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SVC_SPAWNSTATIC,
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SVC_SPAWNBINARY, /* unused? */
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SVC_TEMP_ENTITY,
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SVC_SETPAUSE, /* byte */
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SVC_SIGNONNUM, /* byte */
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SVC_CENTERPRINT, /* string */
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SVC_KILLEDMONSTER,
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SVC_FOUNDSECRET,
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SVC_SPAWNSTATICSOUND, /* coord 3x, byte (sample), byte (volume), byte (attenuation) */
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SVC_INTERMISSION, /* string (music track) */
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SVC_FINALE, /* string (music track), string (finale text) */
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SVC_CDTRACK, /* byte (track), byte (loopflag) */
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SVC_SELLSCREEN,
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SVC_CUTSCENE
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} svc_t;
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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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void NSEntity::NSEntity(void)
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{
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}
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/* set functions */
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void NSEntity::SetModelindex(float value)
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{
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modelindex = value;
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}
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void NSEntity::SetMovetype(float value)
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{
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movetype = value;
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}
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void NSEntity::SetSolid(float value)
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{
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solid = value;
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}
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void NSEntity::SetOrigin(vector value)
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{
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setorigin(this, value);
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}
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void NSEntity::SetVelocity(vector value)
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{
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velocity = value;
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}
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void NSEntity::SetAngles(vector value)
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{
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angles = value;
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}
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void NSEntity::SetAngularVelocity(vector value)
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{
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avelocity = value;
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}
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void NSEntity::SetPunchangle(vector value)
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{
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punchangle = value;
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}
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void NSEntity::SetModel(string value)
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{
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setmodel(this, value);
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}
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void NSEntity::SetFrame(float value)
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{
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frame = value;
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}
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void NSEntity::SetSkin(float value)
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{
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skin = value;
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}
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void NSEntity::AddEffect(float value)
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{
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effects |= value;
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}
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void NSEntity::RemoveEffect(float value)
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{
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effects &= ~value;
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}
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void NSEntity::ClearEffects(void)
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{
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effects = 0;
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}
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void NSEntity::SetSize(vector min, vector max)
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{
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setsize(this, min, max);
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}
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void NSEntity::ScheduleThink(void(void) func, float timer)
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{
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}
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void NSEntity::SetHealth(float value)
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{
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health = value;
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if (health > max_health)
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health = max_health;
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}
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void NSEntity::AddFrags(float value)
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{
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frags += value;
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}
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void NSEntity::RemoveFrags(float value)
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{
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frags -= value;
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}
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void NSEntity::ClearFrags(void)
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{
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frags = 0;
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}
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void NSEntity::SetWeapon(float value)
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{
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weapon = value;
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}
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void NSEntity::SetWeaponmodel(string value)
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{
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weaponmodel = value;
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}
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void NSEntity::SetWeaponframe(float value)
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{
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weaponframe = value;
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}
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void NSEntity::SetCurrentAmmo(float value)
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{
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currentammo = value;
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}
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void NSEntity::SetAmmoType1(float value)
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{
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||||
ammo_shells = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetAmmoType2(float value)
|
||||
{
|
||||
ammo_nails = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetAmmoType3(float value)
|
||||
{
|
||||
ammo_rockets = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetAmmoType4(float value)
|
||||
{
|
||||
ammo_cells = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetTakedamage(float value)
|
||||
{
|
||||
takedamage = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetViewOffset(vector value)
|
||||
{
|
||||
view_ofs = value;
|
||||
}
|
||||
|
||||
void NSEntity::ForceUpdateClientAngle(void)
|
||||
{
|
||||
fixangle = 1;
|
||||
}
|
||||
|
||||
void NSEntity::AddFlags(float value)
|
||||
{
|
||||
flags |= value;
|
||||
}
|
||||
|
||||
void NSEntity::RemoveFlags(float value)
|
||||
{
|
||||
flags &= ~value;
|
||||
}
|
||||
|
||||
void NSEntity::ClearFlags(void)
|
||||
{
|
||||
flags = 0;
|
||||
}
|
||||
|
||||
void NSEntity::SetColormap(float value)
|
||||
{
|
||||
colormap = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetDisplayname(string value)
|
||||
{
|
||||
netname = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetMaxHealth(float value)
|
||||
{
|
||||
max_health = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetArmorType(float value)
|
||||
{
|
||||
armortype = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetArmor(float value)
|
||||
{
|
||||
armorvalue = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetAimEntity(entity value)
|
||||
{
|
||||
aiment = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetGoalEntity(entity value)
|
||||
{
|
||||
goalentity = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetTarget(string value)
|
||||
{
|
||||
target = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetTargetname(string value)
|
||||
{
|
||||
targetname = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetOwner(entity value)
|
||||
{
|
||||
owner = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetMovementDirection(vector value)
|
||||
{
|
||||
movedir = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetTriggerMessage(string value)
|
||||
{
|
||||
message = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetSoundStyle(float value)
|
||||
{
|
||||
sounds = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetNoiseValue1(string value)
|
||||
{
|
||||
noise = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetNoiseValue2(string value)
|
||||
{
|
||||
noise1 = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetNoiseValue3(string value)
|
||||
{
|
||||
noise2 = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetNoiseValue4(string value)
|
||||
{
|
||||
noise3 = value;
|
||||
}
|
||||
|
||||
|
||||
/* get functions */
|
||||
float NSEntity::GetModelindex(void)
|
||||
{
|
||||
return modelindex;
|
||||
}
|
||||
|
||||
float NSEntity::GetMovetype(void)
|
||||
{
|
||||
return movetype;
|
||||
}
|
||||
|
||||
float NSEntity::GetSolid(void)
|
||||
{
|
||||
return solid;
|
||||
}
|
||||
|
||||
vector NSEntity::GetOrigin(void)
|
||||
{
|
||||
return origin;
|
||||
}
|
||||
|
||||
vector NSEntity::GetVelocity(void)
|
||||
{
|
||||
return velocity;
|
||||
}
|
||||
|
||||
vector NSEntity::GetAngles(void)
|
||||
{
|
||||
return angles;
|
||||
}
|
||||
|
||||
vector NSEntity::GetAngularVelocity(void)
|
||||
{
|
||||
return avelocity;
|
||||
}
|
||||
|
||||
vector NSEntity::GetPunchangle(void)
|
||||
{
|
||||
return punchangle;
|
||||
}
|
||||
|
||||
string NSEntity::GetModel(void)
|
||||
{
|
||||
return model;
|
||||
}
|
||||
|
||||
float NSEntity::GetFrame(void)
|
||||
{
|
||||
return frame;
|
||||
}
|
||||
|
||||
float NSEntity::GetSkin(void)
|
||||
{
|
||||
return skin;
|
||||
}
|
||||
|
||||
bool NSEntity::HasEffect(float value)
|
||||
{
|
||||
return (effects & value) ? 1 : 0;
|
||||
}
|
||||
|
||||
vector NSEntity::GetSize(void)
|
||||
{
|
||||
return size;
|
||||
}
|
||||
|
||||
float NSEntity::GetHealth(void)
|
||||
{
|
||||
return health;
|
||||
}
|
||||
|
||||
float NSEntity::GetFrags(void)
|
||||
{
|
||||
return frags;
|
||||
}
|
||||
|
||||
float NSEntity::GetWeapon(void)
|
||||
{
|
||||
return weapon;
|
||||
}
|
||||
|
||||
string NSEntity::GetWeaponmodel(void)
|
||||
{
|
||||
return weaponmodel;
|
||||
}
|
||||
|
||||
float NSEntity::GetWeaponframe(void)
|
||||
{
|
||||
return weaponframe;
|
||||
}
|
||||
|
||||
float NSEntity::GetCurrentAmmo(void)
|
||||
{
|
||||
return currentammo;
|
||||
}
|
||||
|
||||
float NSEntity::GetAmmoType1(void)
|
||||
{
|
||||
return ammo_shells;
|
||||
}
|
||||
|
||||
float NSEntity::GetAmmoType2(void)
|
||||
{
|
||||
return ammo_nails;
|
||||
}
|
||||
|
||||
float NSEntity::GetAmmoType3(void)
|
||||
{
|
||||
return ammo_rockets;
|
||||
}
|
||||
|
||||
float NSEntity::GetAmmoType4(void)
|
||||
{
|
||||
return ammo_cells;
|
||||
}
|
||||
|
||||
float NSEntity::GetTakedamage(void)
|
||||
{
|
||||
return takedamage;
|
||||
}
|
||||
|
||||
vector NSEntity::GetViewOffset(void)
|
||||
{
|
||||
return view_ofs;
|
||||
}
|
||||
|
||||
bool NSEntity::HasFlag(float value)
|
||||
{
|
||||
return (flags & value) ? 1 : 0;
|
||||
}
|
||||
|
||||
float NSEntity::GetColormap(void)
|
||||
{
|
||||
return colormap;
|
||||
}
|
||||
|
||||
string NSEntity::GetDisplayname(void)
|
||||
{
|
||||
return netname;
|
||||
}
|
||||
|
||||
float NSEntity::GetMaxHealth(void)
|
||||
{
|
||||
return max_health;
|
||||
}
|
||||
|
||||
float NSEntity::GetArmorType(void)
|
||||
{
|
||||
return armortype;
|
||||
}
|
||||
|
||||
float NSEntity::GetArmor(void)
|
||||
{
|
||||
return armorvalue;
|
||||
}
|
||||
|
||||
entity NSEntity::GetAimEntity(void)
|
||||
{
|
||||
return aiment;
|
||||
}
|
||||
|
||||
entity NSEntity::GetGoalEntity(void)
|
||||
{
|
||||
return goalentity;
|
||||
}
|
||||
|
||||
string NSEntity::GetTarget(void)
|
||||
{
|
||||
return target;
|
||||
}
|
||||
|
||||
string NSEntity::GetTargetname(void)
|
||||
{
|
||||
return targetname;
|
||||
}
|
||||
|
||||
entity NSEntity::GetOwner(void)
|
||||
{
|
||||
return owner;
|
||||
}
|
||||
|
||||
vector NSEntity::GetMovementDirection(void)
|
||||
{
|
||||
return movedir;
|
||||
}
|
||||
|
||||
string NSEntity::GetTriggerMessage(void)
|
||||
{
|
||||
return message;
|
||||
}
|
||||
|
||||
float NSEntity::GetSoundStyle(void)
|
||||
{
|
||||
return sounds;
|
||||
}
|
||||
|
||||
string NSEntity::GetNoiseValue1(void)
|
||||
{
|
||||
return noise;
|
||||
}
|
||||
|
||||
string NSEntity::GetNoiseValue2(void)
|
||||
{
|
||||
return noise1;
|
||||
}
|
||||
|
||||
string NSEntity::GetNoiseValue3(void)
|
||||
{
|
||||
return noise2;
|
||||
}
|
||||
|
||||
string NSEntity::GetNoiseValue4(void)
|
||||
{
|
||||
return noise3;
|
||||
}
|
|
@ -1,104 +0,0 @@
|
|||
#define bool float
|
||||
|
||||
class NSEntity
|
||||
{
|
||||
void NSEntity(void);
|
||||
|
||||
/* core engine tracked fields */
|
||||
nonvirtual void SetModelindex(float);
|
||||
nonvirtual void SetMovetype(float);
|
||||
nonvirtual void SetSolid(float);
|
||||
nonvirtual void SetOrigin(vector);
|
||||
nonvirtual void SetVelocity(vector);
|
||||
nonvirtual void SetAngles(vector);
|
||||
nonvirtual void SetAngularVelocity(vector);
|
||||
nonvirtual void SetPunchangle(vector);
|
||||
nonvirtual void SetModel(string);
|
||||
nonvirtual void SetFrame(float);
|
||||
nonvirtual void SetSkin(float);
|
||||
nonvirtual void AddEffect(float);
|
||||
nonvirtual void RemoveEffect(float);
|
||||
nonvirtual void ClearEffects(void);
|
||||
nonvirtual void SetSize(vector, vector);
|
||||
nonvirtual void ScheduleThink(void(), float);
|
||||
nonvirtual void SetHealth(float);
|
||||
nonvirtual void AddFrags(float);
|
||||
nonvirtual void RemoveFrags(float);
|
||||
nonvirtual void ClearFrags(void);
|
||||
nonvirtual void SetWeapon(float);
|
||||
nonvirtual void SetWeaponmodel(string);
|
||||
nonvirtual void SetWeaponframe(float);
|
||||
nonvirtual void SetCurrentAmmo(float);
|
||||
nonvirtual void SetAmmoType1(float);
|
||||
nonvirtual void SetAmmoType2(float);
|
||||
nonvirtual void SetAmmoType3(float);
|
||||
nonvirtual void SetAmmoType4(float);
|
||||
nonvirtual void SetTakedamage(float);
|
||||
nonvirtual void SetViewOffset(vector);
|
||||
nonvirtual void ForceUpdateClientAngle(void);
|
||||
nonvirtual void AddFlags(float);
|
||||
nonvirtual void RemoveFlags(float);
|
||||
nonvirtual void ClearFlags(void);
|
||||
nonvirtual void SetColormap(float);
|
||||
nonvirtual void SetDisplayname(string);
|
||||
nonvirtual void SetMaxHealth(float);
|
||||
nonvirtual void SetArmorType(float);
|
||||
nonvirtual void SetArmor(float);
|
||||
nonvirtual void SetAimEntity(entity);
|
||||
nonvirtual void SetGoalEntity(entity);
|
||||
nonvirtual void SetTarget(string);
|
||||
nonvirtual void SetTargetname(string);
|
||||
nonvirtual void SetOwner(entity);
|
||||
nonvirtual void SetMovementDirection(vector);
|
||||
nonvirtual void SetTriggerMessage(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 float GetMovetype(void);
|
||||
nonvirtual float 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(float);
|
||||
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 GetTakedamage(void);
|
||||
nonvirtual vector GetViewOffset(void);
|
||||
nonvirtual bool HasFlag(float);
|
||||
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);
|
||||
};
|
||||
|
|
@ -1,3 +1,5 @@
|
|||
#includelist
|
||||
NSEntity.qh
|
||||
idEntity.qh
|
||||
idPlayer.qh
|
||||
idRules.qh
|
||||
#endlist
|
||||
|
|
479
src/system/idEntity.qc
Normal file
479
src/system/idEntity.qc
Normal file
|
@ -0,0 +1,479 @@
|
|||
|
||||
void idEntity::idEntity(void)
|
||||
{
|
||||
}
|
||||
|
||||
/* set functions */
|
||||
void idEntity::SetModelindex(float value)
|
||||
{
|
||||
modelindex = value;
|
||||
}
|
||||
|
||||
void idEntity::SetMovetype(movetype_t value)
|
||||
{
|
||||
movetype = value;
|
||||
}
|
||||
|
||||
void idEntity::SetSolid(solid_t value)
|
||||
{
|
||||
solid = value;
|
||||
}
|
||||
|
||||
void idEntity::SetOrigin(vector value)
|
||||
{
|
||||
setorigin(this, value);
|
||||
}
|
||||
|
||||
void idEntity::SetVelocity(vector value)
|
||||
{
|
||||
velocity = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAngles(vector value)
|
||||
{
|
||||
angles = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAngularVelocity(vector value)
|
||||
{
|
||||
avelocity = value;
|
||||
}
|
||||
|
||||
void idEntity::SetPunchangle(vector value)
|
||||
{
|
||||
punchangle = value;
|
||||
}
|
||||
|
||||
void idEntity::SetModel(string value)
|
||||
{
|
||||
setmodel(this, value);
|
||||
}
|
||||
|
||||
void idEntity::SetFrame(float value)
|
||||
{
|
||||
frame = value;
|
||||
}
|
||||
|
||||
void idEntity::SetSkin(float value)
|
||||
{
|
||||
skin = value;
|
||||
}
|
||||
|
||||
void idEntity::AddEffect(effects_t value)
|
||||
{
|
||||
effects |= value;
|
||||
}
|
||||
|
||||
void idEntity::RemoveEffect(effects_t value)
|
||||
{
|
||||
effects &= ~value;
|
||||
}
|
||||
|
||||
void idEntity::ClearEffects(void)
|
||||
{
|
||||
effects = 0;
|
||||
}
|
||||
|
||||
void idEntity::SetSize(vector min, vector max)
|
||||
{
|
||||
setsize(this, min, max);
|
||||
}
|
||||
|
||||
void idEntity::ScheduleThink(void(void) func, float timer)
|
||||
{
|
||||
}
|
||||
|
||||
void idEntity::SetHealth(float value)
|
||||
{
|
||||
health = value;
|
||||
|
||||
if (health > max_health)
|
||||
health = max_health;
|
||||
}
|
||||
|
||||
void idEntity::AddFrags(float value)
|
||||
{
|
||||
frags += value;
|
||||
}
|
||||
|
||||
void idEntity::RemoveFrags(float value)
|
||||
{
|
||||
frags -= value;
|
||||
}
|
||||
|
||||
void idEntity::ClearFrags(void)
|
||||
{
|
||||
frags = 0;
|
||||
}
|
||||
|
||||
void idEntity::SetWeapon(float value)
|
||||
{
|
||||
weapon = value;
|
||||
}
|
||||
|
||||
void idEntity::SetWeaponmodel(string value)
|
||||
{
|
||||
weaponmodel = value;
|
||||
}
|
||||
|
||||
void idEntity::SetWeaponframe(float value)
|
||||
{
|
||||
weaponframe = value;
|
||||
}
|
||||
|
||||
void idEntity::SetCurrentAmmo(float value)
|
||||
{
|
||||
currentammo = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAmmoType1(float value)
|
||||
{
|
||||
ammo_shells = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAmmoType2(float value)
|
||||
{
|
||||
ammo_nails = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAmmoType3(float value)
|
||||
{
|
||||
ammo_rockets = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAmmoType4(float value)
|
||||
{
|
||||
ammo_cells = value;
|
||||
}
|
||||
|
||||
void idEntity::SetTakedamage(damage_t value)
|
||||
{
|
||||
takedamage = value;
|
||||
}
|
||||
|
||||
void idEntity::SetViewOffset(vector value)
|
||||
{
|
||||
view_ofs = value;
|
||||
}
|
||||
|
||||
void idEntity::ForceUpdateClientAngle(void)
|
||||
{
|
||||
fixangle = 1;
|
||||
}
|
||||
|
||||
void idEntity::AddFlags(flags_t value)
|
||||
{
|
||||
flags |= value;
|
||||
}
|
||||
|
||||
void idEntity::RemoveFlags(flags_t value)
|
||||
{
|
||||
flags &= ~value;
|
||||
}
|
||||
|
||||
void idEntity::ClearFlags(void)
|
||||
{
|
||||
flags = 0;
|
||||
}
|
||||
|
||||
void idEntity::SetColormap(float value)
|
||||
{
|
||||
colormap = value;
|
||||
}
|
||||
|
||||
void idEntity::SetDisplayname(string value)
|
||||
{
|
||||
netname = value;
|
||||
}
|
||||
|
||||
void idEntity::SetMaxHealth(float value)
|
||||
{
|
||||
max_health = value;
|
||||
}
|
||||
|
||||
void idEntity::SetArmorType(float value)
|
||||
{
|
||||
armortype = value;
|
||||
}
|
||||
|
||||
void idEntity::SetArmor(float value)
|
||||
{
|
||||
armorvalue = value;
|
||||
}
|
||||
|
||||
void idEntity::SetAimEntity(entity value)
|
||||
{
|
||||
aiment = value;
|
||||
}
|
||||
|
||||
void idEntity::SetGoalEntity(entity value)
|
||||
{
|
||||
goalentity = value;
|
||||
}
|
||||
|
||||
void idEntity::SetTarget(string value)
|
||||
{
|
||||
target = value;
|
||||
}
|
||||
|
||||
void idEntity::SetTargetname(string value)
|
||||
{
|
||||
targetname = value;
|
||||
}
|
||||
|
||||
void idEntity::SetOwner(entity value)
|
||||
{
|
||||
owner = value;
|
||||
}
|
||||
|
||||
void idEntity::SetMovementDirection(vector value)
|
||||
{
|
||||
movedir = value;
|
||||
}
|
||||
|
||||
void idEntity::SetTriggerMessage(string value)
|
||||
{
|
||||
message = value;
|
||||
}
|
||||
|
||||
void idEntity::SetSoundStyle(float value)
|
||||
{
|
||||
sounds = value;
|
||||
}
|
||||
|
||||
void idEntity::SetNoiseValue1(string value)
|
||||
{
|
||||
noise = value;
|
||||
}
|
||||
|
||||
void idEntity::SetNoiseValue2(string value)
|
||||
{
|
||||
noise1 = value;
|
||||
}
|
||||
|
||||
void idEntity::SetNoiseValue3(string value)
|
||||
{
|
||||
noise2 = value;
|
||||
}
|
||||
|
||||
void idEntity::SetNoiseValue4(string value)
|
||||
{
|
||||
noise3 = value;
|
||||
}
|
||||
|
||||
|
||||
/* get functions */
|
||||
float idEntity::GetModelindex(void)
|
||||
{
|
||||
return modelindex;
|
||||
}
|
||||
|
||||
movetype_t idEntity::GetMovetype(void)
|
||||
{
|
||||
return (movetype_t)movetype;
|
||||
}
|
||||
|
||||
solid_t idEntity::GetSolid(void)
|
||||
{
|
||||
return (solid_t)solid;
|
||||
}
|
||||
|
||||
vector idEntity::GetOrigin(void)
|
||||
{
|
||||
return origin;
|
||||
}
|
||||
|
||||
vector idEntity::GetVelocity(void)
|
||||
{
|
||||
return velocity;
|
||||
}
|
||||
|
||||
vector idEntity::GetAngles(void)
|
||||
{
|
||||
return angles;
|
||||
}
|
||||
|
||||
vector idEntity::GetAngularVelocity(void)
|
||||
{
|
||||
return avelocity;
|
||||
}
|
||||
|
||||
vector idEntity::GetPunchangle(void)
|
||||
{
|
||||
return punchangle;
|
||||
}
|
||||
|
||||
string idEntity::GetModel(void)
|
||||
{
|
||||
return model;
|
||||
}
|
||||
|
||||
float idEntity::GetFrame(void)
|
||||
{
|
||||
return frame;
|
||||
}
|
||||
|
||||
float idEntity::GetSkin(void)
|
||||
{
|
||||
return skin;
|
||||
}
|
||||
|
||||
bool idEntity::HasEffect(effects_t value)
|
||||
{
|
||||
return (effects & value) ? 1 : 0;
|
||||
}
|
||||
|
||||
vector idEntity::GetSize(void)
|
||||
{
|
||||
return size;
|
||||
}
|
||||
|
||||
float idEntity::GetHealth(void)
|
||||
{
|
||||
return health;
|
||||
}
|
||||
|
||||
float idEntity::GetFrags(void)
|
||||
{
|
||||
return frags;
|
||||
}
|
||||
|
||||
float idEntity::GetWeapon(void)
|
||||
{
|
||||
return weapon;
|
||||
}
|
||||
|
||||
string idEntity::GetWeaponmodel(void)
|
||||
{
|
||||
return weaponmodel;
|
||||
}
|
||||
|
||||
float idEntity::GetWeaponframe(void)
|
||||
{
|
||||
return weaponframe;
|
||||
}
|
||||
|
||||
float idEntity::GetCurrentAmmo(void)
|
||||
{
|
||||
return currentammo;
|
||||
}
|
||||
|
||||
float idEntity::GetAmmoType1(void)
|
||||
{
|
||||
return ammo_shells;
|
||||
}
|
||||
|
||||
float idEntity::GetAmmoType2(void)
|
||||
{
|
||||
return ammo_nails;
|
||||
}
|
||||
|
||||
float idEntity::GetAmmoType3(void)
|
||||
{
|
||||
return ammo_rockets;
|
||||
}
|
||||
|
||||
float idEntity::GetAmmoType4(void)
|
||||
{
|
||||
return ammo_cells;
|
||||
}
|
||||
|
||||
float idEntity::CanTakeDamage(void)
|
||||
{
|
||||
return (takedamage != DAMAGE_NO) ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
vector idEntity::GetViewOffset(void)
|
||||
{
|
||||
return view_ofs;
|
||||
}
|
||||
|
||||
bool idEntity::HasFlag(flags_t value)
|
||||
{
|
||||
return (flags & value) ? 1 : 0;
|
||||
}
|
||||
|
||||
float idEntity::GetColormap(void)
|
||||
{
|
||||
return colormap;
|
||||
}
|
||||
|
||||
string idEntity::GetDisplayname(void)
|
||||
{
|
||||
return netname;
|
||||
}
|
||||
|
||||
float idEntity::GetMaxHealth(void)
|
||||
{
|
||||
return max_health;
|
||||
}
|
||||
|
||||
float idEntity::GetArmorType(void)
|
||||
{
|
||||
return armortype;
|
||||
}
|
||||
|
||||
float idEntity::GetArmor(void)
|
||||
{
|
||||
return armorvalue;
|
||||
}
|
||||
|
||||
entity idEntity::GetAimEntity(void)
|
||||
{
|
||||
return aiment;
|
||||
}
|
||||
|
||||
entity idEntity::GetGoalEntity(void)
|
||||
{
|
||||
return goalentity;
|
||||
}
|
||||
|
||||
string idEntity::GetTarget(void)
|
||||
{
|
||||
return target;
|
||||
}
|
||||
|
||||
string idEntity::GetTargetname(void)
|
||||
{
|
||||
return targetname;
|
||||
}
|
||||
|
||||
entity idEntity::GetOwner(void)
|
||||
{
|
||||
return owner;
|
||||
}
|
||||
|
||||
vector idEntity::GetMovementDirection(void)
|
||||
{
|
||||
return movedir;
|
||||
}
|
||||
|
||||
string idEntity::GetTriggerMessage(void)
|
||||
{
|
||||
return message;
|
||||
}
|
||||
|
||||
float idEntity::GetSoundStyle(void)
|
||||
{
|
||||
return sounds;
|
||||
}
|
||||
|
||||
string idEntity::GetNoiseValue1(void)
|
||||
{
|
||||
return noise;
|
||||
}
|
||||
|
||||
string idEntity::GetNoiseValue2(void)
|
||||
{
|
||||
return noise1;
|
||||
}
|
||||
|
||||
string idEntity::GetNoiseValue3(void)
|
||||
{
|
||||
return noise2;
|
||||
}
|
||||
|
||||
string idEntity::GetNoiseValue4(void)
|
||||
{
|
||||
return noise3;
|
||||
}
|
152
src/system/idEntity.qh
Normal file
152
src/system/idEntity.qh
Normal file
|
@ -0,0 +1,152 @@
|
|||
#define bool float
|
||||
|
||||
class idEntity
|
||||
{
|
||||
void idEntity(void);
|
||||
|
||||
/* core engine tracked fields */
|
||||
|
||||
/** Sets the model of the entity via a model id. */
|
||||
nonvirtual void SetModelindex(float);
|
||||
/** Sets the movetype of the entity. See movetype_t for avalable options. */
|
||||
nonvirtual void SetMovetype(movetype_t);
|
||||
/** Sets the solid property of the entity. See solid_t for available options. */
|
||||
nonvirtual void SetSolid(solid_t);
|
||||
/** Sets the absolute position of the entity within the world. */
|
||||
nonvirtual void SetOrigin(vector);
|
||||
/** Sets the velocity of the entity within the world at units-per-second. */
|
||||
nonvirtual void SetVelocity(vector);
|
||||
/** Sets the angles the direction is facing via euler angles. */
|
||||
nonvirtual void SetAngles(vector);
|
||||
/** Sets the angular velocity of the entity at units-per-second per axis. */
|
||||
nonvirtual void SetAngularVelocity(vector);
|
||||
/** Sets the punchangle of the entity (players only) */
|
||||
nonvirtual void SetPunchangle(vector);
|
||||
/** Sets the model of the entity via a full path pointing to a model. */
|
||||
nonvirtual void SetModel(string);
|
||||
/** Sets the framegroup of the entity. */
|
||||
nonvirtual void SetFrame(float);
|
||||
/** Sets the model skin of the entity. */
|
||||
nonvirtual void SetSkin(float);
|
||||
/** Applies an effect to the entity. See effects_t for available options. */
|
||||
nonvirtual void AddEffect(effects_t);
|
||||
/** Removes an effect from the entity. See effects_t for available options. */
|
||||
nonvirtual void RemoveEffect(effects_t);
|
||||
/** Clears all the effects that are tied to the entity. */
|
||||
nonvirtual void ClearEffects(void);
|
||||
/** Sets the size of the entity, relative to its pivot point/origin. */
|
||||
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);
|
||||
/** Sets the health of the entity. Will clamp to its maximum health. */
|
||||
nonvirtual void SetHealth(float);
|
||||
/** Adds a frag to the entity its info. */
|
||||
nonvirtual void AddFrags(float);
|
||||
/** Removes a frag from the entity its info. */
|
||||
nonvirtual void RemoveFrags(float);
|
||||
/** Removes all frags. Should be called when they enter the game anew. */
|
||||
nonvirtual void ClearFrags(void);
|
||||
/** Sets the active weapon of the entity. */
|
||||
nonvirtual void SetWeapon(float);
|
||||
/** Sets the active weapon model of the entity. */
|
||||
nonvirtual void SetWeaponmodel(string);
|
||||
/** Sets the active weapon model frame group of the entity. */
|
||||
nonvirtual void SetWeaponframe(float);
|
||||
/** Sets what the currently selected ammo on the heads up display. */
|
||||
nonvirtual void SetCurrentAmmo(float);
|
||||
/** Sets the value for ammo type 1. */
|
||||
nonvirtual void SetAmmoType1(float);
|
||||
/** Sets the value for ammo type 2. */
|
||||
nonvirtual void SetAmmoType2(float);
|
||||
/** Sets the value for ammo type 3. */
|
||||
nonvirtual void SetAmmoType3(float);
|
||||
/** Sets the value for ammo type 4. */
|
||||
nonvirtual void SetAmmoType4(float);
|
||||
/** TODO: This needs to be changed. */
|
||||
nonvirtual void SetTakedamage(damage_t);
|
||||
/** Sets the eye position of the entity. As an offset relative to its origin. */
|
||||
nonvirtual void SetViewOffset(vector);
|
||||
/** When called, will force the client to update its camera angles on the client-side. */
|
||||
nonvirtual void ForceUpdateClientAngle(void);
|
||||
/** Adds a flag to the entity. See flags_t for available options. */
|
||||
nonvirtual void AddFlags(flags_t);
|
||||
/** Removes a flag from the entity. See flags_t for available options. */
|
||||
nonvirtual void RemoveFlags(flags_t);
|
||||
/** Removes all flags from the entity. */
|
||||
nonvirtual void ClearFlags(void);
|
||||
/** Sets the colormap value to an entity, needed for palette swaps. */
|
||||
nonvirtual void SetColormap(float);
|
||||
/** Sets the display name of an entity. This is used for obituaries for example. */
|
||||
nonvirtual void SetDisplayname(string);
|
||||
/** Sets the maximum amount of health this entity can have. Default is 100. */
|
||||
nonvirtual void SetMaxHealth(float);
|
||||
/** Sets the armor type of an entity. This affects the HUD as well. */
|
||||
nonvirtual void SetArmorType(float);
|
||||
/** This sets the armor value of an entity. */
|
||||
nonvirtual void SetArmor(float);
|
||||
/** Sets the aim entity of this entity. AI uses this. */
|
||||
nonvirtual void SetAimEntity(entity);
|
||||
/** Sets the goal entity of this entity. AI uses this. */
|
||||
nonvirtual void SetGoalEntity(entity);
|
||||
/** Sets the target of this entity. It's referenced whenever we're being triggered. */
|
||||
nonvirtual void SetTarget(string);
|
||||
/** Sets the targetname of this entity. It's referenced when somebody targets us. */
|
||||
nonvirtual void SetTargetname(string);
|
||||
/** Sets the owner of this entity. Entities don't collide with their owner. */
|
||||
nonvirtual void SetOwner(entity);
|
||||
/** Sets the movement direction of this entity. This only affects movables. */
|
||||
nonvirtual void SetMovementDirection(vector);
|
||||
/** Sets the message to be display when this entity gets triggered. */
|
||||
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 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);
|
||||
};
|
||||
|
11
src/system/idPlayer.qc
Normal file
11
src/system/idPlayer.qc
Normal file
|
@ -0,0 +1,11 @@
|
|||
void idPlayer::idPlayer(void)
|
||||
{
|
||||
}
|
||||
|
||||
void idPlayer::PreThink(void)
|
||||
{
|
||||
}
|
||||
|
||||
void idPlayer::PostThink(void)
|
||||
{
|
||||
}
|
7
src/system/idPlayer.qh
Normal file
7
src/system/idPlayer.qh
Normal file
|
@ -0,0 +1,7 @@
|
|||
class idPlayer:idEntity
|
||||
{
|
||||
void idPlayer(void);
|
||||
|
||||
nonvirtual void PreThink(void);
|
||||
nonvirtual void PostThink(void);
|
||||
};
|
18
src/system/idRules.qc
Normal file
18
src/system/idRules.qc
Normal file
|
@ -0,0 +1,18 @@
|
|||
void idRules:: idRules(void)
|
||||
{
|
||||
}
|
||||
|
||||
void idRules::PlayerConnects(idPlayer pl)
|
||||
{
|
||||
bprint("Player connected.\n");
|
||||
}
|
||||
|
||||
void idRules::PlayerDisconnects(idPlayer pl)
|
||||
{
|
||||
bprint("Player disconnected.\n");
|
||||
}
|
||||
|
||||
void idRules::PlayerFinishesJoining(idPlayer pl)
|
||||
{
|
||||
bprint("Player joined the game fully.\n");
|
||||
}
|
10
src/system/idRules.qh
Normal file
10
src/system/idRules.qh
Normal file
|
@ -0,0 +1,10 @@
|
|||
class idRules
|
||||
{
|
||||
void idRules(void);
|
||||
|
||||
nonvirtual void PlayerConnects(idPlayer);
|
||||
nonvirtual void PlayerDisconnects(idPlayer);
|
||||
nonvirtual void PlayerFinishesJoining(idPlayer);
|
||||
};
|
||||
|
||||
idRules g_gameRules;
|
|
@ -1,3 +1,5 @@
|
|||
#includelist
|
||||
NSEntity.qc
|
||||
idEntity.qc
|
||||
idPlayer.qc
|
||||
idRules.qc
|
||||
#endlist
|
||||
|
|
Loading…
Reference in a new issue