add file documenting/defining quake engine builtins, as well as implement most get/set methods for the main entity class.
This commit is contained in:
parent
0389a55a0c
commit
8299bc16bd
8 changed files with 825 additions and 124 deletions
79
src/builtins.qh
Normal file
79
src/builtins.qh
Normal file
|
@ -0,0 +1,79 @@
|
|||
/* 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;
|
247
src/defs.qh
247
src/defs.qh
|
@ -1,115 +1,144 @@
|
|||
entity self;
|
||||
entity other;
|
||||
entity world;
|
||||
float time;
|
||||
float frametime;
|
||||
float force_retouch;
|
||||
string mapname;
|
||||
float deathmatch;
|
||||
float coop;
|
||||
float teamplay;
|
||||
float serverflags;
|
||||
float total_secrets;
|
||||
float total_monsters;
|
||||
float found_secrets;
|
||||
float killed_monsters;
|
||||
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
|
||||
/* these are all the globals/fields that are required for minimum operation */
|
||||
|
||||
vector v_forward, v_up, v_right;
|
||||
/* globals */
|
||||
entity self;
|
||||
entity other;
|
||||
entity world;
|
||||
float time;
|
||||
float frametime;
|
||||
float force_retouch;
|
||||
string mapname;
|
||||
float deathmatch;
|
||||
float coop;
|
||||
float teamplay;
|
||||
float serverflags;
|
||||
float total_secrets;
|
||||
float total_monsters;
|
||||
float found_secrets;
|
||||
float killed_monsters;
|
||||
|
||||
float trace_allsolid;
|
||||
float trace_startsolid;
|
||||
float trace_fraction;
|
||||
vector trace_endpos;
|
||||
vector trace_plane_normal;
|
||||
float trace_plane_dist;
|
||||
entity trace_ent;
|
||||
float trace_inopen;
|
||||
float trace_inwater;
|
||||
/* changelevel parameters, set for each player */
|
||||
float parm1;
|
||||
float parm2;
|
||||
float parm3;
|
||||
float parm4;
|
||||
float parm5;
|
||||
float parm6;
|
||||
float parm7;
|
||||
float parm8;
|
||||
float parm9;
|
||||
float parm10;
|
||||
float parm11;
|
||||
float parm12;
|
||||
float parm13;
|
||||
float parm14;
|
||||
float parm15;
|
||||
float parm16;
|
||||
|
||||
entity msg_entity;
|
||||
vector v_forward;
|
||||
vector v_up;
|
||||
vector v_right;
|
||||
float trace_allsolid;
|
||||
float trace_startsolid;
|
||||
float trace_fraction;
|
||||
vector trace_endpos;
|
||||
vector trace_plane_normal;
|
||||
float trace_plane_dist;
|
||||
entity trace_ent;
|
||||
float trace_inopen;
|
||||
float trace_inwater;
|
||||
entity msg_entity;
|
||||
|
||||
void() main;
|
||||
void() StartFrame;
|
||||
void() PlayerPreThink;
|
||||
void() PlayerPostThink;
|
||||
void() ClientKill;
|
||||
void() ClientConnect;
|
||||
void() PutClientInServer;
|
||||
void() ClientDisconnect;
|
||||
void() SetNewParms;
|
||||
void() SetChangeParms;
|
||||
/* engine callbacks */
|
||||
void main(void);
|
||||
void StartFrame(void);
|
||||
void PlayerPreThink(void);
|
||||
void PlayerPostThink(void);
|
||||
void ClientKill(void);
|
||||
void ClientConnect(void);
|
||||
void PutClientInServer(void);
|
||||
void ClientDisconnect(void);
|
||||
void SetNewParms(void);
|
||||
void SetChangeParms(void);
|
||||
|
||||
void end_sys_globals;
|
||||
|
||||
.float modelindex;
|
||||
.vector absmin, absmax;
|
||||
.float ltime;
|
||||
.float movetype;
|
||||
.float solid;
|
||||
.vector origin;
|
||||
.vector oldorigin;
|
||||
.vector velocity;
|
||||
.vector angles;
|
||||
.vector avelocity;
|
||||
.vector punchangle;
|
||||
.string classname;
|
||||
.string model;
|
||||
.float frame;
|
||||
.float skin;
|
||||
.float effects;
|
||||
.vector mins, maxs;
|
||||
.vector size;
|
||||
.void() touch;
|
||||
.void() use;
|
||||
.void() think;
|
||||
.void() blocked;
|
||||
.float nextthink;
|
||||
.entity groundentity;
|
||||
.float health;
|
||||
.float frags;
|
||||
.float weapon;
|
||||
.string weaponmodel;
|
||||
.float weaponframe;
|
||||
.float currentammo;
|
||||
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
|
||||
.float items;
|
||||
.float takedamage;
|
||||
.entity chain;
|
||||
.float deadflag;
|
||||
.vector view_ofs;
|
||||
.float button0;
|
||||
.float button1;
|
||||
.float button2;
|
||||
.float impulse;
|
||||
.float fixangle;
|
||||
.vector v_angle;
|
||||
.float idealpitch;
|
||||
.string netname;
|
||||
.entity enemy;
|
||||
.float flags;
|
||||
.float colormap;
|
||||
.float team;
|
||||
.float max_health;
|
||||
.float teleport_time;
|
||||
.float armortype;
|
||||
.float armorvalue;
|
||||
.float waterlevel;
|
||||
.float watertype;
|
||||
.float ideal_yaw;
|
||||
.float yaw_speed;
|
||||
.entity aiment;
|
||||
.entity goalentity;
|
||||
.float spawnflags;
|
||||
.string target;
|
||||
.string targetname;
|
||||
.float dmg_take;
|
||||
.float dmg_save;
|
||||
.entity dmg_inflictor;
|
||||
.entity owner;
|
||||
.vector movedir;
|
||||
.string message;
|
||||
.float sounds;
|
||||
.string noise, noise1, noise2, noise3;
|
||||
void end_sys_fields;
|
||||
void end_sys_globals;
|
||||
|
||||
/* edict_t fields */
|
||||
.float modelindex;
|
||||
.vector absmin;
|
||||
.vector absmax;
|
||||
.float ltime;
|
||||
.float movetype;
|
||||
.float solid;
|
||||
.vector origin;
|
||||
.vector oldorigin;
|
||||
.vector velocity;
|
||||
.vector angles;
|
||||
.vector avelocity;
|
||||
.vector punchangle;
|
||||
.string classname;
|
||||
.string model;
|
||||
.float frame;
|
||||
.float skin;
|
||||
.float effects;
|
||||
.vector mins;
|
||||
.vector maxs;
|
||||
.vector size;
|
||||
.void() touch;
|
||||
.void() use;
|
||||
.void() think;
|
||||
.void() blocked;
|
||||
.float nextthink;
|
||||
.entity groundentity;
|
||||
.float health;
|
||||
.float frags;
|
||||
.float weapon;
|
||||
.string weaponmodel;
|
||||
.float weaponframe;
|
||||
.float currentammo;
|
||||
.float ammo_shells;
|
||||
.float ammo_nails;
|
||||
.float ammo_rockets;
|
||||
.float ammo_cells;
|
||||
.float items;
|
||||
.float takedamage;
|
||||
.entity chain;
|
||||
.float deadflag;
|
||||
.vector view_ofs;
|
||||
.float button0;
|
||||
.float button1;
|
||||
.float button2;
|
||||
.float impulse;
|
||||
.float fixangle;
|
||||
.vector v_angle;
|
||||
.float idealpitch;
|
||||
.string netname;
|
||||
.entity enemy;
|
||||
.float flags;
|
||||
.float colormap;
|
||||
.float team;
|
||||
.float max_health;
|
||||
.float teleport_time;
|
||||
.float armortype;
|
||||
.float armorvalue;
|
||||
.float waterlevel;
|
||||
.float watertype;
|
||||
.float ideal_yaw;
|
||||
.float yaw_speed;
|
||||
.entity aiment;
|
||||
.entity goalentity;
|
||||
.float spawnflags;
|
||||
.string target;
|
||||
.string targetname;
|
||||
.float dmg_take;
|
||||
.float dmg_save;
|
||||
.entity dmg_inflictor;
|
||||
.entity owner;
|
||||
.vector movedir;
|
||||
.string message;
|
||||
.float sounds;
|
||||
.string noise;
|
||||
.string noise1;
|
||||
.string noise2;
|
||||
.string noise3;
|
||||
void end_sys_fields;
|
||||
|
|
30
src/entry.qc
30
src/entry.qc
|
@ -1,51 +1,51 @@
|
|||
/* all vanilla SSQC entry functions live here */
|
||||
/* all standard game entry functions live here */
|
||||
|
||||
/** Engine callback: Unused */
|
||||
void() main
|
||||
void main(void)
|
||||
{
|
||||
}
|
||||
|
||||
/** Engine callback: Called every frame */
|
||||
void() StartFrame
|
||||
/** Engine callback: Called at the start of every server frame */
|
||||
void StartFrame(void)
|
||||
{
|
||||
}
|
||||
|
||||
/** Engine callback: Called on every client entity before physics are run */
|
||||
void() PlayerPreThink
|
||||
void PlayerPreThink(void)
|
||||
{
|
||||
}
|
||||
|
||||
/** Engine callback: Caled on every client entity after physics are run */
|
||||
void() PlayerPostThink
|
||||
void PlayerPostThink(void)
|
||||
{
|
||||
}
|
||||
|
||||
/** Engine callback: Called when a client issues the 'kill' console command */
|
||||
void() ClientKill
|
||||
void ClientKill(void)
|
||||
{
|
||||
}
|
||||
|
||||
/** Engine callback: Called on every client when it first connects to the server. */
|
||||
void() ClientConnect
|
||||
/** Engine callback: Called on every client when it first connects to the server, opr when the level starts. */
|
||||
void ClientConnect(void)
|
||||
{
|
||||
}
|
||||
|
||||
/** Engine callback: Called on every client when they've fully connected to the server. */
|
||||
void() PutClientInServer
|
||||
/** Engine callback: Called on every client when they've fully joined the game. */
|
||||
void PutClientInServer(void)
|
||||
{
|
||||
}
|
||||
|
||||
/** Engine callback: Called on every client when they're disconnecting from the server. */
|
||||
void() ClientDisconnect
|
||||
void ClientDisconnect(void)
|
||||
{
|
||||
}
|
||||
|
||||
/** Engine callback: Called at the start of every new game. */
|
||||
void() SetNewParms
|
||||
/** Engine callback: Called at the start of every new game on a player. Here the parmX globals are set for the player in question. */
|
||||
void SetNewParms(void)
|
||||
{
|
||||
}
|
||||
|
||||
/** Engine callback: Called at the start of every map change. */
|
||||
void() SetChangeParms
|
||||
void SetChangeParms(void)
|
||||
{
|
||||
}
|
|
@ -3,5 +3,9 @@
|
|||
|
||||
#includelist
|
||||
defs.qh
|
||||
builtins.qh
|
||||
system/headers.src
|
||||
|
||||
entry.qc
|
||||
system/sources.src
|
||||
#endlist
|
479
src/system/NSEntity.qc
Normal file
479
src/system/NSEntity.qc
Normal file
|
@ -0,0 +1,479 @@
|
|||
|
||||
void NSEntity::NSEntity(void)
|
||||
{
|
||||
}
|
||||
|
||||
/* set functions */
|
||||
void NSEntity::SetModelindex(float value)
|
||||
{
|
||||
modelindex = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetMovetype(float value)
|
||||
{
|
||||
movetype = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetSolid(float value)
|
||||
{
|
||||
solid = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetOrigin(vector value)
|
||||
{
|
||||
setorigin(this, value);
|
||||
}
|
||||
|
||||
void NSEntity::SetVelocity(vector value)
|
||||
{
|
||||
velocity = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetAngles(vector value)
|
||||
{
|
||||
angles = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetAngularVelocity(vector value)
|
||||
{
|
||||
avelocity = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetPunchangle(vector value)
|
||||
{
|
||||
punchangle = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetModel(string value)
|
||||
{
|
||||
setmodel(this, value);
|
||||
}
|
||||
|
||||
void NSEntity::SetFrame(float value)
|
||||
{
|
||||
frame = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetSkin(float value)
|
||||
{
|
||||
skin = value;
|
||||
}
|
||||
|
||||
void NSEntity::AddEffect(float value)
|
||||
{
|
||||
effects |= value;
|
||||
}
|
||||
|
||||
void NSEntity::RemoveEffect(float value)
|
||||
{
|
||||
effects &= ~value;
|
||||
}
|
||||
|
||||
void NSEntity::ClearEffects(void)
|
||||
{
|
||||
effects = 0;
|
||||
}
|
||||
|
||||
void NSEntity::SetSize(vector min, vector max)
|
||||
{
|
||||
setsize(this, min, max);
|
||||
}
|
||||
|
||||
void NSEntity::ScheduleThink(void(void) func, float timer)
|
||||
{
|
||||
}
|
||||
|
||||
void NSEntity::SetHealth(float value)
|
||||
{
|
||||
health = value;
|
||||
|
||||
if (health > max_health)
|
||||
health = max_health;
|
||||
}
|
||||
|
||||
void NSEntity::AddFrags(float value)
|
||||
{
|
||||
frags += value;
|
||||
}
|
||||
|
||||
void NSEntity::RemoveFrags(float value)
|
||||
{
|
||||
frags -= value;
|
||||
}
|
||||
|
||||
void NSEntity::ClearFrags(void)
|
||||
{
|
||||
frags = 0;
|
||||
}
|
||||
|
||||
void NSEntity::SetWeapon(float value)
|
||||
{
|
||||
weapon = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetWeaponmodel(string value)
|
||||
{
|
||||
weaponmodel = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetWeaponframe(float value)
|
||||
{
|
||||
weaponframe = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetCurrentAmmo(float value)
|
||||
{
|
||||
currentammo = value;
|
||||
}
|
||||
|
||||
void NSEntity::SetAmmoType1(float value)
|
||||
{
|
||||
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;
|
||||
}
|
104
src/system/NSEntity.qh
Normal file
104
src/system/NSEntity.qh
Normal file
|
@ -0,0 +1,104 @@
|
|||
#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);
|
||||
};
|
||||
|
3
src/system/headers.src
Normal file
3
src/system/headers.src
Normal file
|
@ -0,0 +1,3 @@
|
|||
#includelist
|
||||
NSEntity.qh
|
||||
#endlist
|
3
src/system/sources.src
Normal file
3
src/system/sources.src
Normal file
|
@ -0,0 +1,3 @@
|
|||
#includelist
|
||||
NSEntity.qc
|
||||
#endlist
|
Loading…
Reference in a new issue