fteqw/quakec/csqctest/src/cs/system.qc
Spoike e164c7c7ad Work in DP didn't work in DP.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3361 fc73d0e0-1445-4013-8a0c-d673dee63da5
2009-08-29 18:59:48 +00:00

210 lines
4.8 KiB
C++

//NOTE: THIS IS AN INTERFACE FILE. DO NOT EDIT.
//MODIFYING THIS FILE CAN RESULT IN CRC ERRORS.
//YOU HAVE BEEN WARNED.
//It is safe to edit below the end_sys_fields define,
//but please don't report the engine rejecting due to
//crc mismatches when you've modified above that line.
//feel free to look though. :)
#ifndef CSQC
#define CSQC 1
#endif
#ifdef FTEQCC
#pragma noref 1 //remove warnings about unreferenced variables.
#endif
/*
==============================================================================
SOURCE FOR GLOBALVARS_T C STRUCTURE
==============================================================================
*/
//
// system globals
//
entity self;
entity other;
entity world;
float time;
#ifndef WORKINDP
float cltime;
#endif
float frametime;
float player_localentnum; //the entnum
float player_localnum; //the playernum
float maxclients; //a constant filled in by the engine. gah, portability eh?
float clientcommandframe; //player movement
float servercommandframe; //clientframe echoed off the server
string mapname; //current brief map name
#ifndef WORKINDP
float intermission; //non-zero if the server sent an svc_intermission.
#endif
//
// global variables set by built in functions
//
vector v_forward, v_up, v_right; // set by makevectors()
#ifndef WORKINDP
vector view_angles;
#endif
// set by traceline / tracebox
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;
#ifdef WORKINDP
void() CSQC_Init;
void() CSQC_Shutdown;
float(float f, float t, float n) CSQC_InputEvent;
void(float width, float height, float do2d) CSQC_UpdateView;
float(string s) CSQC_ConsoleCommand;
//these fields are read and set by the default player physics
vector pmove_org;
vector pmove_vel;
vector pmove_mins;
vector pmove_maxs;
#endif
//retrieved from the current movement commands (read by player physics)
float input_timelength;
vector input_angles;
vector input_movevalues; //forwards, right, up.
float input_buttons; //attack, use, jump (default physics only uses jump)
#ifndef WORKINDP
float input_impulse;
#endif
#ifdef WORKINDP
float movevar_gravity;
float movevar_stopspeed;
float movevar_maxspeed;
float movevar_spectatormaxspeed; //used by NOCLIP movetypes.
float movevar_accelerate;
float movevar_airaccelerate;
float movevar_wateraccelerate;
float movevar_friction;
float movevar_waterfriction;
float movevar_entgravity; //the local player's gravity field. Is a multiple (1 is the normal value)
#endif
//================================================
void end_sys_globals; // flag for structure dumping
//================================================
/*
==============================================================================
SOURCE FOR ENTVARS_T C STRUCTURE
==============================================================================
*/
//
// system fields (*** = do not set in prog code, maintained by C code)
//
.float modelindex; // *** model index in the precached list
.vector absmin, absmax; // *** origin + mins / maxs
.float entnum; // *** the ent number as on the server
.float drawmask;
.void() predraw;
.float movetype;
.float solid;
.vector origin; // ***
.vector oldorigin; // ***
.vector velocity;
.vector angles;
.vector avelocity;
#ifndef WORKINDP
.float pmove_flags;
#endif
.string classname; // spawn function
#ifndef WORKINDP
.float renderflags;
#endif
.string model;
.float frame;
#ifndef WORKINDP
.float frame1time; //for automatic framegroups.
.float frame2;
.float frame2time;
.float lerpfrac; //the ammount of frame2 to use.
#endif
.float skin;
.float effects;
.vector mins, maxs; // bounding box extents reletive to origin
.vector size; // maxs - mins
.void() touch;
#ifdef WORKINDP
.void() use;
#endif
.void() think;
.void() blocked; // for doors or plats, called when can't push other
.float nextthink;
.entity chain;
#ifdef WORKINDP
.string netname;
#endif
.entity enemy;
.float flags;
.float colormap;
.entity owner; // who launched a missile
//================================================
void end_sys_fields; // flag for structure dumping
//================================================
#ifdef FTEQCC
#pragma noref 0
#endif
#ifdef WORKINDP
.float frame2;
.float frame1time;
.float frame2time;
.float renderflags;
.float lerpfrac;
vector view_angles;
#endif
//optional extras
.float alpha;
.float scale;
.float forceshader; //an fte extension, to force a q3 shader upon a model
.float fatness; //an fte feature, to expand alias models along thier normals.