mirror of
https://github.com/nzp-team/fteqw.git
synced 2025-03-09 18:11:00 +00:00
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3361 fc73d0e0-1445-4013-8a0c-d673dee63da5
210 lines
4.8 KiB
C++
210 lines
4.8 KiB
C++
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//NOTE: THIS IS AN INTERFACE FILE. DO NOT EDIT.
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//MODIFYING THIS FILE CAN RESULT IN CRC ERRORS.
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//YOU HAVE BEEN WARNED.
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//It is safe to edit below the end_sys_fields define,
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//but please don't report the engine rejecting due to
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//crc mismatches when you've modified above that line.
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//feel free to look though. :)
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#ifndef CSQC
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#define CSQC 1
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#endif
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#ifdef FTEQCC
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#pragma noref 1 //remove warnings about unreferenced variables.
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#endif
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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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#ifndef WORKINDP
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float cltime;
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#endif
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float frametime;
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float player_localentnum; //the entnum
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float player_localnum; //the playernum
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float maxclients; //a constant filled in by the engine. gah, portability eh?
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float clientcommandframe; //player movement
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float servercommandframe; //clientframe echoed off the server
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string mapname; //current brief map name
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#ifndef WORKINDP
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float intermission; //non-zero if the server sent an svc_intermission.
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#endif
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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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#ifndef WORKINDP
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vector view_angles;
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#endif
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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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#ifdef WORKINDP
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void() CSQC_Init;
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void() CSQC_Shutdown;
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float(float f, float t, float n) CSQC_InputEvent;
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void(float width, float height, float do2d) CSQC_UpdateView;
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float(string s) CSQC_ConsoleCommand;
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//these fields are read and set by the default player physics
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vector pmove_org;
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vector pmove_vel;
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vector pmove_mins;
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vector pmove_maxs;
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#endif
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//retrieved from the current movement commands (read by player physics)
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float input_timelength;
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vector input_angles;
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vector input_movevalues; //forwards, right, up.
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float input_buttons; //attack, use, jump (default physics only uses jump)
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#ifndef WORKINDP
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float input_impulse;
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#endif
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#ifdef WORKINDP
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float movevar_gravity;
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float movevar_stopspeed;
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float movevar_maxspeed;
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float movevar_spectatormaxspeed; //used by NOCLIP movetypes.
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float movevar_accelerate;
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float movevar_airaccelerate;
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float movevar_wateraccelerate;
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float movevar_friction;
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float movevar_waterfriction;
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float movevar_entgravity; //the local player's gravity field. Is a multiple (1 is the normal value)
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#endif
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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 entnum; // *** the ent number as on the server
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.float drawmask;
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.void() predraw;
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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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#ifndef WORKINDP
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.float pmove_flags;
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#endif
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.string classname; // spawn function
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#ifndef WORKINDP
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.float renderflags;
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#endif
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.string model;
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.float frame;
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#ifndef WORKINDP
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.float frame1time; //for automatic framegroups.
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.float frame2;
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.float frame2time;
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.float lerpfrac; //the ammount of frame2 to use.
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#endif
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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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#ifdef WORKINDP
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.void() use;
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#endif
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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 chain;
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#ifdef WORKINDP
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.string netname;
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#endif
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.entity enemy;
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.float flags;
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.float colormap;
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.entity owner; // who launched a missile
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//================================================
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void end_sys_fields; // flag for structure dumping
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//================================================
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#ifdef FTEQCC
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#pragma noref 0
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#endif
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#ifdef WORKINDP
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.float frame2;
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.float frame1time;
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.float frame2time;
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.float renderflags;
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.float lerpfrac;
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vector view_angles;
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#endif
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//optional extras
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.float alpha;
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.float scale;
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.float forceshader; //an fte extension, to force a q3 shader upon a model
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.float fatness; //an fte feature, to expand alias models along thier normals.
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