/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* file generated by qcc, do not modify */ typedef struct globalvars_s { int null; union { vec3_t vec; float f; int i; } ret; union { vec3_t vec; float f; int i; } param[8]; } globalvars_t; typedef struct nqglobalvars_s { int *pad[28]; int *self; int *other; int *world; float *time; float *frametime; int *newmis; float *force_retouch; string_t *mapname; float *deathmatch; float *coop; float *teamplay; float *serverflags; float *total_secrets; float *total_monsters; float *found_secrets; float *killed_monsters; 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; vec3_t *V_v_forward; vec3_t *V_v_up; vec3_t *V_v_right; float *trace_allsolid; float *trace_startsolid; float *trace_fraction; vec3_t *V_trace_endpos; vec3_t *V_trace_plane_normal; float *trace_plane_dist; int *trace_ent; float *trace_inopen; float *trace_inwater; int *msg_entity; func_t *main; func_t *StartFrame; func_t *PlayerPreThink; func_t *PlayerPostThink; func_t *ClientKill; func_t *ClientConnect; func_t *PutClientInServer; func_t *ClientDisconnect; func_t *SetNewParms; func_t *SetChangeParms; float *cycle_wrapped; float *dimension_send; } nqglobalvars_t; #define P_VEC(v) (pr_global_struct->V_##v) typedef struct entvars_s { float modelindex; vec3_t absmin; vec3_t absmax; float ltime; float lastruntime; float movetype; float solid; vec3_t origin; vec3_t oldorigin; vec3_t velocity; vec3_t angles; vec3_t avelocity; string_t classname; string_t model; float frame; float skin; float effects; vec3_t mins; vec3_t maxs; vec3_t size; func_t touch; func_t use; func_t think; func_t blocked; float nextthink; int groundentity; float health; float frags; float weapon; string_t weaponmodel; float weaponframe; float currentammo; float ammo_shells; float ammo_nails; float ammo_rockets; float ammo_cells; float items; float takedamage; int chain; float deadflag; vec3_t view_ofs; float button0; float button1; float button2; float button3; //3 and 1 are the same float button4; float button5; float button6; float button7; float button8; float impulse; float fixangle; vec3_t v_angle; string_t netname; int 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; int aiment; int goalentity; float spawnflags; string_t target; string_t targetname; float dmg_take; float dmg_save; int dmg_inflictor; int owner; vec3_t movedir; float sounds; string_t noise; string_t noise1; string_t noise2; string_t noise3; //extra vars. use these if you wish. float gravity; float maxspeed; float items2; vec3_t punchangle; float scale; float alpha; float fatness; int view2; float fteflags; vec3_t movement; float vweapmodelindex; //dp extra fields int nodrawtoclient; int drawonlytoclient; int viewmodelforclient; int exteriormodeltoclient; float glow_size; float glow_color; float glow_trail; //EXT_DIMENSION_VISIBLE float dimension_see; float dimension_seen; //EXT_DIMENSION_GHOST float dimension_ghost; float dimension_ghost_alpha; //EXT_DIMENSION_PHYSICS float dimension_solid; float dimension_hit; //udc_exeffect support. hacky I know. float seefcolour; float seefsizex; float seefsizey; float seefsizez; float seefoffset; //hexen2 stuff float playerclass; //hexen2 requirements float hull; float drawflags; int movechain; func_t chainmoved; float light_level;//hexen2's grabbing light level from client float abslight; //hexen2's force a lightlevel float hasted; //hexen2 uses this AS WELL as maxspeed //csqc stuph. func_t SendEntity; float Version; } entvars_t;