mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-10 07:22:06 +00:00
813 lines
23 KiB
C++
813 lines
23 KiB
C++
/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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/*
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==============================================================================
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SOURCE FOR GLOBALVARS_T C STRUCTURE
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==============================================================================
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*/
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//
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// system globals
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//
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entity self;
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entity other;
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entity world;
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float time;
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float frametime;
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float force_retouch; // force all entities to touch triggers
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// next frame. this is needed because
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// non-moving things don't normally scan
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// for triggers, and when a trigger is
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// created (like a teleport trigger), it
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// needs to catch everything.
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// decremented each frame, so set to 2
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// to guarantee everything is touched
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string mapname;
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float deathmatch;
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float coop;
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float teamplay;
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float serverflags; // propagated from level to level, used to
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// keep track of completed episodes
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float total_secrets;
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float total_monsters;
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float found_secrets; // number of secrets found
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float killed_monsters; // number of monsters killed
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// spawnparms are used to encode information about clients across server
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// level changes
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float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
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//
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// global variables set by built in functions
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//
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vector v_forward, v_up, v_right; // set by makevectors()
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// set by traceline / tracebox
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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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vector trace_endpos;
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vector trace_plane_normal;
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float trace_plane_dist;
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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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entity msg_entity; // destination of single entity writes
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//
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// required prog functions
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//
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void() main; // only for testing
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void() StartFrame;
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void() PlayerPreThink;
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void() PlayerPostThink;
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void() ClientKill;
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void() ClientConnect;
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void() PutClientInServer; // call after setting the parm1... parms
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void() ClientDisconnect;
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void() SetNewParms; // called when a client first connects to
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// a server. sets parms so they can be
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// saved off for restarts
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void() SetChangeParms; // call to set parms for self so they can
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// be saved for a level transition
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//================================================
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void end_sys_globals; // flag for structure dumping
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//================================================
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/*
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==============================================================================
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SOURCE FOR ENTVARS_T C STRUCTURE
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==============================================================================
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*/
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//
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// system fields (*** = do not set in prog code, maintained by C code)
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//
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.float modelindex; // *** model index in the precached list
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.vector absmin, absmax; // *** origin + mins / maxs
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.float ltime; // local time for entity
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.float movetype;
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.float solid;
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.vector origin; // ***
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.vector oldorigin; // ***
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.vector velocity;
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.vector angles;
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.vector avelocity;
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.vector punchangle; // temp angle adjust from damage or recoil
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.string classname; // spawn function
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.string model;
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.float frame;
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.float skin;
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.float effects;
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.vector mins, maxs; // bounding box extents reletive to origin
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.vector size; // maxs - mins
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.void() touch;
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.void() use;
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.void() think;
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.void() blocked; // for doors or plats, called when can't push other
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.float nextthink;
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.entity groundentity;
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// stats
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.float health;
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.float frags;
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.float weapon; // one of the IT_SHOTGUN, etc flags
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.string weaponmodel;
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.float weaponframe;
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.float currentammo;
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.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
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.float items; // bit flags
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.float takedamage;
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.entity chain;
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.float deadflag;
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.vector view_ofs; // add to origin to get eye point
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.float button0; // fire
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.float button1; // use
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.float button2; // jump
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.float impulse; // weapon changes
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.float fixangle;
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.vector v_angle; // view / targeting angle for players
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.float idealpitch; // calculated pitch angle for lookup up slopes
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.string netname;
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.entity enemy;
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.float flags;
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.float colormap;
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.float team;
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.float max_health; // players maximum health is stored here
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.float teleport_time; // don't back up
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.float armortype; // save this fraction of incoming damage
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.float armorvalue;
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.float waterlevel; // 0 = not in, 1 = feet, 2 = waist, 3 = eyes
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.float watertype; // a contents value
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.float ideal_yaw;
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.float yaw_speed;
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.entity aiment;
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.entity goalentity; // a movetarget or an enemy
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.float spawnflags;
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.string target;
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.string targetname;
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// damage is accumulated through a frame. and sent as one single
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// message, so the super shotgun doesn't generate huge messages
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.float dmg_take;
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.float dmg_save;
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.entity dmg_inflictor;
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.entity owner; // who launched a missile
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.vector movedir; // mostly for doors, but also used for waterjump
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.string message; // trigger messages
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.float sounds; // either a cd track number or sound number
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.string noise, noise1, noise2, noise3; // contains names of wavs to play
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//================================================
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void end_sys_fields; // flag for structure dumping
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//================================================
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/*
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==============================================================================
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VARS NOT REFERENCED BY C CODE
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==============================================================================
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*/
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//
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// constants
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//
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float FALSE = 0;
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float TRUE = 1;
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// edict.flags
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float FL_FLY = 1;
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float FL_SWIM = 2;
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float FL_CLIENT = 8; // set for all client edicts
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float FL_INWATER = 16; // for enter / leave water splash
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float FL_MONSTER = 32;
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float FL_GODMODE = 64; // player cheat
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float FL_NOTARGET = 128; // player cheat
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float FL_ITEM = 256; // extra wide size for bonus items
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float FL_ONGROUND = 512; // standing on something
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float FL_PARTIALGROUND = 1024; // not all corners are valid
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float FL_WATERJUMP = 2048; // player jumping out of water
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float FL_JUMPRELEASED = 4096; // for jump debouncing
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float FL_ISBOT = 8192; // mal: this will be set on bot players
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float FL_NO_PLAYERS = 16384; // mal: used by the spawn point editor
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float FL_NO_MONSTERS = 32768; // mal: used by the spawn point editor
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float FL_NO_BOTS = 65536; // mal: any item marked with this will be ignored by bots.
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float FL_OBJECTIVE = 131072; // mal: any item marked with this is an objective of some kind.
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// edict.movetype values
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float MOVETYPE_NONE = 0; // never moves
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//float MOVETYPE_ANGLENOCLIP = 1;
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//float MOVETYPE_ANGLECLIP = 2;
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float MOVETYPE_WALK = 3; // players only
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float MOVETYPE_STEP = 4; // discrete, not real time unless fall
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float MOVETYPE_FLY = 5;
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float MOVETYPE_TOSS = 6; // gravity
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float MOVETYPE_PUSH = 7; // no clip to world, push and crush
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float MOVETYPE_NOCLIP = 8;
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float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
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float MOVETYPE_BOUNCE = 10;
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float MOVETYPE_GIB = 11; // like MOVETYPE_BOUNCE, but with adjustable gravity
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// edict.solid values
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float SOLID_NOT = 0; // no interaction with other objects
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float SOLID_TRIGGER = 1; // touch on edge, but not blocking
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float SOLID_BBOX = 2; // touch on edge, block
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float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
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float SOLID_BSP = 4; // bsp clip, touch on edge, block
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float SOLID_CORPSE = 5; // reports touch and can shoot it, but not blocking otherwise.
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// range values
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float RANGE_MELEE = 0;
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float RANGE_NEAR = 1;
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float RANGE_MID = 2;
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float RANGE_FAR = 3;
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// deadflag values
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float DEAD_NO = 0;
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float DEAD_DYING = 1;
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float DEAD_DEAD = 2;
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float DEAD_RESPAWNABLE = 3;
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// takedamage values
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float DAMAGE_NO = 0;
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float DAMAGE_YES = 1;
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float DAMAGE_AIM = 2;
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// items
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float IT_AXE = 4096;
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float IT_SHOTGUN = 1;
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float IT_SUPER_SHOTGUN = 2;
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float IT_NAILGUN = 4;
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float IT_SUPER_NAILGUN = 8;
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float IT_GRENADE_LAUNCHER = 16;
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float IT_ROCKET_LAUNCHER = 32;
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float IT_LIGHTNING = 64;
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float IT_EXTRA_WEAPON = 128;
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float IT_SHELLS = 256;
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float IT_NAILS = 512;
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float IT_ROCKETS = 1024;
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float IT_CELLS = 2048;
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float IT_ARMOR1 = 8192;
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float IT_ARMOR2 = 16384;
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float IT_ARMOR3 = 32768;
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float IT_SUPERHEALTH = 65536;
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float IT_KEY1 = 131072;
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float IT_KEY2 = 262144;
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float IT_INVISIBILITY = 524288;
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float IT_INVULNERABILITY = 1048576;
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float IT_SUIT = 2097152;
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float IT_QUAD = 4194304;
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// point content values
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float CONTENT_EMPTY = -1;
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float CONTENT_SOLID = -2;
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float CONTENT_WATER = -3;
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float CONTENT_SLIME = -4;
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float CONTENT_LAVA = -5;
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float CONTENT_SKY = -6;
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float STATE_TOP = 0;
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float STATE_BOTTOM = 1;
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float STATE_UP = 2;
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float STATE_DOWN = 3;
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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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// protocol bytes
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float SVC_TEMPENTITY = 23;
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float SVC_KILLEDMONSTER = 27;
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float SVC_FOUNDSECRET = 28;
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float SVC_INTERMISSION = 30;
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float SVC_FINALE = 31;
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float SVC_CDTRACK = 32;
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float SVC_SELLSCREEN = 33;
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float SVC_SPAWNEDMONSTER = 39;
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float SVC_ACHIEVEMENT = 52;
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float SVC_CHAT = 53;
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float SVC_LEVELCOMPLETED = 54;
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float SVC_BACKTOLOBBY = 55;
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float SVC_LOCALSOUND = 56;
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float SVC_PROMPT = 57;
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float TE_SPIKE = 0;
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float TE_SUPERSPIKE = 1;
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float TE_GUNSHOT = 2;
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float TE_EXPLOSION = 3;
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float TE_TAREXPLOSION = 4;
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float TE_LIGHTNING1 = 5;
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float TE_LIGHTNING2 = 6;
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float TE_WIZSPIKE = 7;
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float TE_KNIGHTSPIKE = 8;
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float TE_LIGHTNING3 = 9;
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float TE_LAVASPLASH = 10;
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float TE_TELEPORT = 11;
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float TE_EXPLOSION2 = 12;
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float TE_BEAM = 13;
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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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float CHAN_AUTO = 0;
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float CHAN_WEAPON = 1;
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float CHAN_VOICE = 2;
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float CHAN_ITEM = 3;
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float CHAN_BODY = 4;
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float ATTN_NONE = 0;
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float ATTN_NORM = 1;
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float ATTN_IDLE = 2;
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float ATTN_STATIC = 3;
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// update types
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float UPDATE_GENERAL = 0;
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float UPDATE_STATIC = 1;
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float UPDATE_BINARY = 2;
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float UPDATE_TEMP = 3;
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// entity effects
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float EF_BRIGHTFIELD = 1;
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float EF_MUZZLEFLASH = 2;
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float EF_BRIGHTLIGHT = 4;
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float EF_DIMLIGHT = 8;
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float EF_QUADLIGHT = 16;
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float EF_PENTALIGHT = 32;
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float EF_CANDLELIGHT = 64;
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// messages
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float MSG_BROADCAST = 0; // unreliable to all
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float MSG_ONE = 1; // reliable to one (msg_entity)
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float MSG_ALL = 2; // reliable to all
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float MSG_INIT = 3; // write to the init string
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// team numbers
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float TEAM_NONE = -1;
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float TEAM_MONSTERS = 0;
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float TEAM_HUMANS = 1;
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// mal: basic colors - based on the Quake color palette.
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float COLOR_RED = 251;
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float COLOR_GREEN = 184;
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float COLOR_BLUE = 208;
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float COLOR_YELLOW = 192;
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float COLOR_WHITE = 254;
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float COLOR_BLACK = 0;
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float COLOR_CYAN = 244;
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float COLOR_ORANGE = 95;
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float DRAW_AI_SINGLE_FRAME = .1; // mal: use for AI that think every 10th of a second
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float DRAW_GAME_SINGLE_FRAME = -1; // mal: use in game code that updates every frame.
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// player expanded settings flags
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float PEF_CHANGEONLYNEW = 1;
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float PEF_CHANGENEVER = 2;
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// mal: codes that the QuakeC built-ins "bot_movetopoint" and "bot_followentity" will return each time they're called
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float BOT_GOAL_ERROR = 0; // can't do this goal for some reason.
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float BOT_GOAL_SUCCESS = 1; // goal as requested is complete.
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float BOT_GOAL_IN_PROGRESS = 2; // goal is in progress
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// mal: codes that the QuakeC built-in "walkpathtogoal" will return each time it's called
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float PATH_ERROR = 0; // something bad happened ( no nav nodes, no nearby nodes, no path, etc. ).
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float PATH_REACHED_GOAL = 1; // reached whatever we were trying to get to.
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float PATH_REACHED_PATH_END = 2; // reached the end of the path - can now move directly to target.
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float PATH_MOVE_BLOCKED = 3; // something ( or someone ) is in our way.
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float PATH_IN_PROGRESS = 4; // path was found, and we're following it.
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//================================================
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//
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// globals
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//
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float movedist;
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float gameover; // set when a rule exits
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string string_null; // null string, nothing should be held here
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entity newmis; // launch_spike sets this after spawning it
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entity activator; // the entity that activated a trigger or brush
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entity damage_attacker; // set by T_Damage
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float framecount;
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float skill;
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float campaign_valid;
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float campaign;
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float cheats_allowed; // mal: let's us run cheat commands in DM/Coop games.
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//================================================
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//
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// world fields (FIXME: make globals)
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//
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.string wad;
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.string map;
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float WORLDTYPE_MEDIEVAL = 0;
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float WORLDTYPE_METAL = 1;
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float WORLDTYPE_BASE = 2;
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.float worldtype;
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//================================================
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.string killtarget;
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//
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// quakeed fields
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//
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.float light_lev; // not used by game, but parsed by light util
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.float style;
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//
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// monster ai
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//
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.void() th_stand;
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.void() th_walk;
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.void() th_run;
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.void() th_missile;
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.void() th_melee;
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.void(entity attacker, float damage) th_pain;
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.void() th_die;
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.entity oldenemy; // mad at this player before taking damage
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.float speed;
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.float lefty;
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.float search_time;
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// Attack state ( not really used in Vanilla )
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.float attack_state;
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float AS_STRAIGHT = 1;
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float AS_SLIDING = 2;
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float AS_MELEE = 3;
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float AS_MISSILE = 4;
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.float allowPathFind; // not used in Vanilla, but added for demonstration purposes...
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// Combat style
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.float combat_style;
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float CS_NONE = 0; // default - used for bosses or other monsters that don't move
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float CS_RANGED = 1;
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float CS_MELEE = 2;
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float CS_MIXED = 3; // can do ranged or melee equally.
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//
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// player only fields
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//
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.float walkframe;
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.float attack_finished;
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.float pain_finished;
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.float invincible_finished;
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.float invisible_finished;
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.float super_damage_finished;
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.float radsuit_finished;
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.float invincible_time, invincible_sound;
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.float invisible_time, invisible_sound;
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.float super_time, super_sound;
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.float rad_time;
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.float fly_sound;
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.float healthrot_nextcheck; // if grabbed Mega-Health, the next time we'll rot the players health
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.float axhitme;
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.float show_hostile; // set to time+0.2 whenever a client fires a
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// weapon or takes damage. Used to alert
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// monsters that otherwise would let the player go
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.float jump_flag; // player jump flag
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.float swim_flag; // player swimming sound flag
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.float air_finished; // when time > air_finished, start drowning
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.float bubble_count; // keeps track of the number of bubbles
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.string deathtype; // keeps track of how the player died
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.float fired_weapon; // [NDS] haleyjd: if player has fired a weapon, for achievement
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.float took_damage; // [NDS] haleyjd: if player has taken damage, for achievement
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//
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// object stuff
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//
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.string mdl;
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.vector mangle; // angle at start
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.vector oldorigin; // only used by secret door
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.float t_length, t_width;
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//
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// doors, etc
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//
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.vector dest, dest1, dest2;
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.float wait; // time from firing to restarting
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.float delay; // time from activation to firing
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.entity trigger_field; // door's trigger entity
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.string noise4;
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//
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// monsters
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//
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.float pausetime;
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.entity movetarget;
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//
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// doors
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//
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.float aflag;
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.float dmg; // damage done by door when hit
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//
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// misc
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//
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.float cnt; // misc flag
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//
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// subs
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//
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.void() think1;
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.vector finaldest, finalangle;
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//
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// triggers
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//
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.float count; // for counting triggers
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//
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// plats / doors / buttons
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//
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.float lip;
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|
.float state;
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.vector pos1, pos2; // top and bottom positions
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|
.float height;
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|
|
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//
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// sounds
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//
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.float waitmin, waitmax;
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|
.float distance;
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|
.float volume;
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|
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.string killstring; // monster kill message
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|
|
.float spawn_deferred;
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|
|
|
void makevectorsfixed(vector ang);
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//===========================================================================
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|
|
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//
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|
// builtin functions
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|
//
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|
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void(vector ang) makevectors = #1; // sets v_forward, etc globals
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|
void(entity e, vector o) setorigin = #2;
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|
void(entity e, string m) setmodel = #3; // set movetype and solid first
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|
void(entity e, vector min, vector max) setsize = #4;
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|
// #5 was removed
|
|
void() break = #6;
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|
float() random = #7; // returns 0 - 1
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|
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
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|
vector(vector v) normalize = #9;
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|
void(string e) error = #10;
|
|
void(string e) objerror = #11;
|
|
float(vector v) vlen = #12;
|
|
float(vector v) vectoyaw = #13;
|
|
entity() spawn = #14;
|
|
void(entity e) remove = #15;
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|
|
|
// sets trace_* globals
|
|
// nomonsters can be:
|
|
// An entity will also be ignored for testing if forent == test,
|
|
// forent->owner == test, or test->owner == forent
|
|
// a forent of world is ignored
|
|
void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
|
|
|
|
entity() checkclient = #17; // returns a client to look for
|
|
entity(entity start, .string fld, string match) find = #18;
|
|
string(string s) precache_sound = #19;
|
|
string(string s) precache_model = #20;
|
|
void(entity client, string s)stuffcmd = #21;
|
|
entity(vector org, float rad) findradius = #22;
|
|
void(string s, ...) bprint = #0:ex_bprint;
|
|
void(entity client, string s, ...) sprint = #0:ex_sprint;
|
|
void(string s, ...) dprint = #25;
|
|
string(float f) ftos = #26;
|
|
string(vector v) vtos = #27;
|
|
void() coredump = #28; // prints all edicts
|
|
void() traceon = #29; // turns statment trace on
|
|
void() traceoff = #30;
|
|
void(entity e) eprint = #31; // prints an entire edict
|
|
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
|
|
// #33 was removed
|
|
float() droptofloor= #34; // TRUE if landed on floor
|
|
void(float style, string value) lightstyle = #35;
|
|
float(float v) rint = #36; // round to nearest int
|
|
float(float v) floor = #37; // largest integer <= v
|
|
float(float v) ceil = #38; // smallest integer >= v
|
|
// #39 was removed
|
|
float(entity e) checkbottom = #40; // true if self is on ground
|
|
float(vector v) pointcontents = #41; // returns a CONTENT_*
|
|
// #42 was removed
|
|
float(float f) fabs = #43;
|
|
vector(entity e, float speed) aim = #44; // returns the shooting vector
|
|
float(string s) cvar = #45; // return cvar.value
|
|
void(string s) localcmd = #46; // put string into local que
|
|
entity(entity e) nextent = #47; // for looping through all ents
|
|
void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
|
|
void() ChangeYaw = #49; // turn towards self.ideal_yaw
|
|
// at self.yaw_speed
|
|
// #50 was removed
|
|
vector(vector v) vectoangles = #51;
|
|
|
|
//
|
|
// direct client message generation
|
|
//
|
|
void(float to, float f) WriteByte = #52;
|
|
void(float to, float f) WriteChar = #53;
|
|
void(float to, float f) WriteShort = #54;
|
|
void(float to, float f) WriteLong = #55;
|
|
void(float to, float f) WriteCoord = #56;
|
|
void(float to, float f) WriteAngle = #57;
|
|
void(float to, string s) WriteString = #58;
|
|
void(float to, entity s) WriteEntity = #59;
|
|
|
|
//
|
|
// broadcast client message generation
|
|
//
|
|
|
|
// void(float f) bWriteByte = #59;
|
|
// void(float f) bWriteChar = #60;
|
|
// void(float f) bWriteShort = #61;
|
|
// void(float f) bWriteLong = #62;
|
|
// void(float f) bWriteCoord = #63;
|
|
// void(float f) bWriteAngle = #64;
|
|
// void(string s) bWriteString = #65;
|
|
// void(entity e) bWriteEntity = #66;
|
|
|
|
void(float step) movetogoal = #67;
|
|
|
|
string(string s) precache_file = #68; // no effect except for -copy
|
|
void(entity e) makestatic = #69;
|
|
void(string s) changelevel = #70;
|
|
|
|
//#71 was removed
|
|
|
|
void(string var, string val) cvar_set = #72; // sets cvar.value
|
|
|
|
void(entity client, string s, ...) centerprint = #0:ex_centerprint; // sprint, but in middle
|
|
|
|
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
|
|
|
|
string(string s) precache_model2 = #75; // registered version only
|
|
string(string s) precache_sound2 = #76; // registered version only
|
|
string(string s) precache_file2 = #77; // registered version only
|
|
|
|
void(entity e) setspawnparms = #78; // set parm1... to the
|
|
// values at level start
|
|
// for coop respawn
|
|
|
|
float() finaleFinished = #0:ex_finaleFinished;
|
|
|
|
// Plays a sound that only "client" can hear. Useful for announcers...
|
|
void localsound( entity client, string sample ) = #0:ex_localsound;
|
|
|
|
// Debug rendering functions.
|
|
void draw_point( vector point, float colormap, float lifetime, float depthtest ) = #0:ex_draw_point;
|
|
void draw_line( vector start, vector end, float colormap, float lifetime, float depthtest ) = #0:ex_draw_line;
|
|
void draw_arrow( vector start, vector end, float colormap, float size, float lifetime, float depthtest ) = #0:ex_draw_arrow;
|
|
void draw_ray( vector start, vector direction, float length, float colormap, float size, float lifetime, float depthtest ) = #0:ex_draw_ray;
|
|
void draw_circle( vector origin, float radius, float colormap, float lifetime, float depthtest ) = #0:ex_draw_circle;
|
|
void draw_bounds( vector min, vector max, float colormap, float lifetime, float depthtest ) = #0:ex_draw_bounds;
|
|
void draw_worldtext( string s, vector origin, float size, float lifetime, float depthtest ) = #0:ex_draw_worldtext;
|
|
void draw_sphere( vector origin, float radius, float colormap, float lifetime, float depthtest ) = #0:ex_draw_sphere;
|
|
void draw_cylinder( vector origin, float halfHeight, float radius, float colormap, float lifetime, float depthtest ) = #0:ex_draw_cylinder;
|
|
|
|
// Bot functions that return a value based on "BOT_GOAL_<X>", depending on the status of the goal.
|
|
float bot_movetopoint( entity bot, vector point ) = #0:ex_bot_movetopoint;
|
|
float bot_followentity( entity bot, entity goal ) = #0:ex_bot_followentity;
|
|
|
|
// Function for checking new player configured flags, such as weapon swap behaviour
|
|
float CheckPlayerEXFlags( entity playerEnt ) = #0:ex_CheckPlayerEXFlags;
|
|
|
|
// Path monsters to the goal using any available nav nodes on the map
|
|
float walkpathtogoal( float movedist, vector goal ) = #0:ex_walkpathtogoal;
|
|
|
|
float checkextension( string s ) = #99;
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
// subs.qc
|
|
//
|
|
void(vector tdest, float tspeed, void() func) SUB_CalcMove;
|
|
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
|
|
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
|
|
void() SUB_CalcMoveDone;
|
|
void() SUB_CalcAngleMoveDone;
|
|
void() SUB_Null;
|
|
void() SUB_UseTargets;
|
|
void() SUB_Remove;
|
|
|
|
//
|
|
// combat.qc
|
|
//
|
|
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
|
|
|
|
|
|
float (entity e, float healamount, float ignore) T_Heal; // health function
|
|
|
|
float(entity targ, entity inflictor) CanDamage;
|
|
|
|
|