dquakeplus/source/progdefs.h

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/* TODO: Use FTEQCC to autogenerate this. */
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typedef struct
{
int pad[28];
int self;
int other;
int world;
float time;
float frametime;
float force_retouch;
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string_t mapname;
float deathmatch;
float coop;
float teamplay;
float serverflags;
float rounds;
float rounds_change;
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_forward;
vec3_t v_up;
vec3_t v_right;
float trace_allsolid;
float trace_startsolid;
float trace_fraction;
vec3_t trace_endpos;
vec3_t 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 EndFrame;
func_t PlayerPreThink;
func_t PlayerPostThink;
func_t ClientKill;
func_t ClientConnect;
func_t PutClientInServer;
func_t ClientDisconnect;
func_t SetNewParms;
func_t SetChangeParms;
func_t ParseClientCommand; // special command calls
string_t CMD_STRING;
func_t Soft_Restart;
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} globalvars_t;
typedef struct
{
float modelindex;
vec3_t absmin;
vec3_t absmax;
float ltime;
float movetype;
float solid;
vec3_t origin;
vec3_t oldorigin;
vec3_t velocity;
vec3_t angles;
vec3_t avelocity;
vec3_t punchangle;
string_t classname;
string_t model;
float frame;
float skin;
float iframetime;
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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 points;
float kills;
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float weapon;
string_t weaponmodel;
string_t weapon2model;
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float weaponframe;
float weapon2frame;
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float currentammo;
float currentmag;
float zoom;
float weaponskin;
float weapon2skin;
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float primary_grenades;
float secondary_grenades;
float grenades;
float perks;
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float takedamage;
int chain;
float deadflag;
vec3_t view_ofs;
float button0;
float button1;
float button2;
float button3;
float button4;
float button5;
float button6;
float button7;
float button8;
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float impulse;
float fixangle;
vec3_t v_angle;
float idealpitch;
string_t netname;
int enemy;
float flags;
float colormap;
float team;
float max_health;
float teleport_time;
float waterlevel;
float watertype;
float ideal_yaw;
float yaw_speed;
int aiment;
int head;
int larm;
int rarm;
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int goalentity;
float spawnflags;
string_t target;
string_t targetname;
float bleed_out;
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float progress_bar;
int dmg_inflictor;
int owner;
vec3_t movedir;
string_t message;
float sounds;
string_t noise;
string_t noise1;
string_t noise2;
string_t noise3;
float x2_icon;
float insta_icon;
vec3_t ADS_Offset;
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vec3_t Flash_Offset;
float Flash_Size;
string_t Weapon_Name;
string_t Weapon_Name_Touch;
float currentmag2;
float maxspeed;
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float facingenemy;
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float scale;
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float light_lev;
} entvars_t;