mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-11 21:11:08 +00:00
c69d233c71
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1144 fc73d0e0-1445-4013-8a0c-d673dee63da5
793 lines
25 KiB
C++
793 lines
25 KiB
C++
|
|
#define FALSE 0
|
|
#define TRUE 1
|
|
|
|
#ifdef FTE
|
|
// use real int if using FTE type progs
|
|
#define INTEGER int
|
|
#else
|
|
#define INTEGER float
|
|
#endif
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
SOURCE FOR GLOBALVARS_T C STRUCTURE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
//
|
|
// system globals
|
|
//
|
|
entity self;
|
|
entity other;
|
|
entity world;
|
|
float time;
|
|
float frametime;
|
|
|
|
#ifndef NETQUAKE
|
|
entity newmis; // if this is set, the entity that just
|
|
// run created a new missile that should
|
|
// be simulated immediately
|
|
#endif
|
|
|
|
float force_retouch; // force all entities to touch triggers
|
|
// next frame. this is needed because
|
|
// non-moving things don't normally scan
|
|
// for triggers, and when a trigger is
|
|
// created (like a teleport trigger), it
|
|
// needs to catch everything.
|
|
// decremented each frame, so set to 2
|
|
// to guarantee everything is touched
|
|
string mapname;
|
|
|
|
#ifdef NETQUAKE
|
|
float deathmatch;
|
|
float coop;
|
|
float teamplay;
|
|
#endif
|
|
|
|
float serverflags; // propagated from level to level, used to
|
|
// keep track of completed episodes
|
|
|
|
float total_secrets;
|
|
float total_monsters;
|
|
|
|
float found_secrets; // number of secrets found
|
|
float killed_monsters; // number of monsters killed
|
|
|
|
|
|
// spawnparms are used to encode information about clients across server
|
|
// level changes
|
|
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
|
|
|
|
//
|
|
// global variables set by built in functions
|
|
//
|
|
vector v_forward, v_up, v_right; // set by makevectors()
|
|
|
|
// 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;
|
|
|
|
entity msg_entity; // destination of single entity writes
|
|
|
|
//
|
|
// required prog functions
|
|
//
|
|
void() main; // only for testing
|
|
|
|
void() StartFrame;
|
|
|
|
void() PlayerPreThink;
|
|
void() PlayerPostThink;
|
|
|
|
void() ClientKill;
|
|
void() ClientConnect;
|
|
void() PutClientInServer; // call after setting the parm1... parms
|
|
void() ClientDisconnect;
|
|
|
|
void() SetNewParms; // called when a client first connects to
|
|
// a server. sets parms so they can be
|
|
// saved off for restarts
|
|
|
|
void() SetChangeParms; // call to set parms for self so they can
|
|
// be saved for a level transition
|
|
|
|
|
|
//================================================
|
|
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 ltime; // local time for entity
|
|
#ifndef NETQUAKE
|
|
.float lastruntime; // *** to allow entities to run out of sequence
|
|
#endif
|
|
|
|
.float movetype;
|
|
.float solid;
|
|
|
|
.vector origin; // ***
|
|
.vector oldorigin; // ***
|
|
.vector velocity;
|
|
.vector angles;
|
|
.vector avelocity;
|
|
|
|
#ifdef NETQUAKE
|
|
.vector punchangle;
|
|
#endif
|
|
|
|
.string classname; // spawn function
|
|
.string model;
|
|
.float frame;
|
|
.float skin;
|
|
.float effects;
|
|
|
|
.vector mins, maxs; // bounding box extents reletive to origin
|
|
.vector size; // maxs - mins
|
|
|
|
.void() touch;
|
|
.void() use;
|
|
.void() think;
|
|
.void() blocked; // for doors or plats, called when can't push other
|
|
|
|
.float nextthink;
|
|
.entity groundentity;
|
|
|
|
// stats
|
|
.float health;
|
|
.float frags;
|
|
.float weapon; // one of the IT_SHOTGUN, etc flags
|
|
.string weaponmodel;
|
|
.float weaponframe;
|
|
.float currentammo;
|
|
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
|
|
|
|
.float items; // bit flags
|
|
|
|
.float takedamage;
|
|
.entity chain;
|
|
.float deadflag;
|
|
|
|
.vector view_ofs; // add to origin to get eye point
|
|
|
|
|
|
.float button0; // fire
|
|
.float button1; // use
|
|
.float button2; // jump
|
|
|
|
.float impulse; // weapon changes
|
|
|
|
.float fixangle;
|
|
.vector v_angle; // view / targeting angle for players
|
|
|
|
#ifdef NETQUAKE
|
|
.float idealpitch;
|
|
#endif
|
|
|
|
.string netname;
|
|
|
|
.entity enemy;
|
|
|
|
.float flags;
|
|
|
|
.float colormap;
|
|
.float team;
|
|
|
|
.float max_health; // players maximum health is stored here
|
|
|
|
.float teleport_time; // don't back up
|
|
|
|
.float armortype; // save this fraction of incoming damage
|
|
.float armorvalue;
|
|
|
|
.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
|
|
.float watertype; // a contents value
|
|
|
|
.float ideal_yaw;
|
|
.float yaw_speed;
|
|
|
|
.entity aiment;
|
|
|
|
.entity goalentity; // a movetarget or an enemy
|
|
|
|
.float spawnflags;
|
|
|
|
.string target;
|
|
.string targetname;
|
|
|
|
// damage is accumulated through a frame. and sent as one single
|
|
// message, so the super shotgun doesn't generate huge messages
|
|
.float dmg_take;
|
|
.float dmg_save;
|
|
.entity dmg_inflictor;
|
|
|
|
.entity owner; // who launched a missile
|
|
.vector movedir; // mostly for doors, but also used for waterjump
|
|
|
|
.string message; // trigger messages
|
|
|
|
.float sounds; // either a cd track number or sound number
|
|
|
|
.string noise, noise1, noise2, noise3; // contains names of wavs to play
|
|
|
|
//================================================
|
|
void end_sys_fields; // flag for structure dumping
|
|
//================================================
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
VARS NOT REFERENCED BY C CODE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
|
|
//
|
|
// constants
|
|
//
|
|
|
|
// edict.flags
|
|
#define FL_FLY 1
|
|
#define FL_SWIM 2
|
|
#define FL_CLIENT 8 // set for all client edicts
|
|
#define FL_INWATER 16 // for enter / leave water splash
|
|
#define FL_MONSTER 32
|
|
#define FL_GODMODE 64 // player cheat
|
|
#define FL_NOTARGET 128 // player cheat
|
|
#define FL_ITEM 256 // extra wide size for bonus items
|
|
#define FL_ONGROUND 512 // standing on something
|
|
#define FL_PARTIALGROUND 1024 // not all corners are valid
|
|
#define FL_WATERJUMP 2048 // player jumping out of water
|
|
#define FL_JUMPRELEASED 4096 // for jump debouncing
|
|
|
|
// edict.movetype values
|
|
#define MOVETYPE_NONE 0 // never moves
|
|
#define MOVETYPE_WALK 3 // players only
|
|
#define MOVETYPE_STEP 4 // discrete, not real time unless fall
|
|
#define MOVETYPE_FLY 5
|
|
#define MOVETYPE_TOSS 6
|
|
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
|
|
#define MOVETYPE_NOCLIP 8
|
|
#define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters
|
|
#define MOVETYPE_BOUNCE 10
|
|
|
|
// edict.solid values
|
|
#define SOLID_NOT 0 // no interaction with other objects
|
|
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
|
|
#define SOLID_BBOX 2 // touch on edge, block
|
|
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
|
|
#define SOLID_BSP 4 // bsp clip, touch on edge, block
|
|
|
|
|
|
// deadflag values
|
|
#define DEAD_NO 0
|
|
#define DEAD_DYING 1
|
|
#define DEAD_DEAD 2
|
|
#define DEAD_RESPAWNABLE 3
|
|
|
|
// takedamage values
|
|
#define DAMAGE_NO 0
|
|
#define DAMAGE_YES 1
|
|
#define DAMAGE_AIM 2
|
|
|
|
// items
|
|
float IT_AXE = 4096;
|
|
float IT_SHOTGUN = 1;
|
|
float IT_SUPER_SHOTGUN = 2;
|
|
float IT_NAILGUN = 4;
|
|
float IT_SUPER_NAILGUN = 8;
|
|
float IT_GRENADE_LAUNCHER = 16;
|
|
float IT_ROCKET_LAUNCHER = 32;
|
|
float IT_LIGHTNING = 64;
|
|
float IT_EXTRA_WEAPON = 128;
|
|
|
|
float IT_SHELLS = 256;
|
|
float IT_NAILS = 512;
|
|
float IT_ROCKETS = 1024;
|
|
float IT_CELLS = 2048;
|
|
|
|
float IT_ARMOR1 = 8192;
|
|
float IT_ARMOR2 = 16384;
|
|
float IT_ARMOR3 = 32768;
|
|
float IT_SUPERHEALTH = 65536;
|
|
|
|
float IT_KEY1 = 131072;
|
|
float IT_KEY2 = 262144;
|
|
|
|
float IT_INVISIBILITY = 524288;
|
|
float IT_INVULNERABILITY = 1048576;
|
|
float IT_SUIT = 2097152;
|
|
float IT_QUAD = 4194304;
|
|
|
|
// point content values
|
|
|
|
float CONTENT_EMPTY = -1;
|
|
float CONTENT_SOLID = -2;
|
|
float CONTENT_WATER = -3;
|
|
float CONTENT_SLIME = -4;
|
|
float CONTENT_LAVA = -5;
|
|
float CONTENT_SKY = -6;
|
|
|
|
vector VEC_ORIGIN = '0 0 0';
|
|
vector VEC_HULL_MIN = '-16 -16 -24';
|
|
vector VEC_HULL_MAX = '16 16 32';
|
|
|
|
vector VEC_HULL2_MIN = '-32 -32 -24';
|
|
vector VEC_HULL2_MAX = '32 32 64';
|
|
|
|
// protocol bytes
|
|
float SVC_TEMPENTITY = 23;
|
|
float SVC_KILLEDMONSTER = 27;
|
|
float SVC_FOUNDSECRET = 28;
|
|
float SVC_INTERMISSION = 30;
|
|
float SVC_FINALE = 31;
|
|
float SVC_CDTRACK = 32;
|
|
float SVC_SELLSCREEN = 33;
|
|
float SVC_SMALLKICK = 34;
|
|
float SVC_BIGKICK = 35;
|
|
float SVC_MUZZLEFLASH = 39;
|
|
|
|
float TE_SPIKE = 0;
|
|
float TE_SUPERSPIKE = 1;
|
|
float TE_GUNSHOT = 2;
|
|
float TE_EXPLOSION = 3;
|
|
float TE_TAREXPLOSION = 4;
|
|
float TE_LIGHTNING1 = 5;
|
|
float TE_LIGHTNING2 = 6;
|
|
float TE_WIZSPIKE = 7;
|
|
float TE_KNIGHTSPIKE = 8;
|
|
float TE_LIGHTNING3 = 9;
|
|
float TE_LAVASPLASH = 10;
|
|
float TE_TELEPORT = 11;
|
|
float TE_BLOOD = 12;
|
|
float TE_LIGHTNINGBLOOD = 13;
|
|
|
|
// sound channels
|
|
// channel 0 never willingly overrides
|
|
// other channels (1-7) allways override a playing sound on that channel
|
|
#define CHAN_AUTO 0
|
|
#define CHAN_WEAPON 1
|
|
#define CHAN_VOICE 2
|
|
#define CHAN_ITEM 3
|
|
#define CHAN_BODY 4
|
|
// chan_no_phs_add is defined in engine.qc
|
|
|
|
#define ATTN_NONE 0.0 // no volume fall off due to range
|
|
#define ATTN_NORM 1.0 // small volume fall off (1000 range)
|
|
#define ATTN_IDLE 2.0 // medium volume fall off (500 range)
|
|
#define ATTN_STATIC 3.0 // large volume fall off (333 range)
|
|
|
|
// entity effects
|
|
|
|
//float EF_BRIGHTFIELD = 1;
|
|
float EF_MUZZLEFLASH = 2;
|
|
float EF_BRIGHTLIGHT = 4;
|
|
float EF_DIMLIGHT = 8;
|
|
float EF_FLAG1 = 16;
|
|
float EF_FLAG2 = 32;
|
|
// GLQuakeWorld Stuff
|
|
// float EF_BLUE = 64; // Blue Globe effect for Quad
|
|
// float EF_RED = 128; // Red Globe effect for Pentagram
|
|
|
|
// messages
|
|
#define MSG_BROADCAST 0 // unreliable to all
|
|
#define MSG_ONE 1 // reliable to one (msg_entity)
|
|
#define MSG_ALL 2 // reliable to all
|
|
#define MSG_INIT 3 // write to the init string
|
|
#define MSG_MULTICAST 4 // for multicast() call
|
|
|
|
// message levels
|
|
#define PRINT_LOW 0
|
|
#define PRINT_MEDIUM 1
|
|
#define PRINT_HIGH 2
|
|
#define PRINT_CHAT 3
|
|
|
|
// multicast sets
|
|
#define MULTICAST_ALL 0 // every client
|
|
#define MULTICAST_PHS 1 // within hearing
|
|
#define MULTICAST_PVS 2 // within sight
|
|
#define MULTICAST_ALL_R 3 // every client, reliable
|
|
#define MULTICAST_PHS_R 4 // within hearing, reliable
|
|
#define MULTICAST_PVS_R 5 // within sight, reliable
|
|
|
|
|
|
|
|
|
|
//================================================
|
|
|
|
//
|
|
// globals
|
|
//
|
|
// float movedist;
|
|
|
|
string string_null; // null string, nothing should be held here
|
|
float empty_float;
|
|
|
|
entity activator; // the entity that activated a trigger or brush
|
|
|
|
entity damage_attacker; // set by T_Damage
|
|
entity damage_inflictor; // set by T_Damage
|
|
INTEGER damage_mod; // set by T_Damage
|
|
|
|
float framecount;
|
|
|
|
//
|
|
// cvars checked each frame
|
|
//
|
|
float timelimit;
|
|
float fraglimit;
|
|
float rj;
|
|
|
|
#ifndef NETQUAKE
|
|
// these variables are not a part of QW's system fields
|
|
float deathmatch;
|
|
float coop;
|
|
float teamplay;
|
|
#endif
|
|
|
|
float skill;
|
|
|
|
// coop spawning globals
|
|
entity lastspawn;
|
|
float spotspawn;
|
|
|
|
entity shub; // boss entity
|
|
|
|
//================================================
|
|
|
|
#define WT_MEDIEVAL 0
|
|
#define WT_METAL 1
|
|
#define WT_BASE 2
|
|
|
|
//================================================
|
|
|
|
.string killtarget; // used by anything using SUB_UseTargets (items/triggers/etc)
|
|
|
|
.void(entity attacker, float damage) th_pain; // used by secret doors, monsters, players
|
|
.void() th_die; // used by anything damagable (doors/buttons/players/monsters/explobox/triggermultiple)
|
|
|
|
.float speed; // used with door/plats/fireball spawner, inherited
|
|
.string map; // used with world/trigger_changelevel, inherited
|
|
|
|
// used with monsters/players
|
|
.INTEGER ammo_shells_real; // real shells count
|
|
.INTEGER ammo_nails_real; // real nails count
|
|
.INTEGER ammo_rockets_real; // real rockets count
|
|
.INTEGER ammo_cells_real; // real cells count
|
|
|
|
// Zoid Additions
|
|
.float maxspeed; // Used to set Maxspeed on a player
|
|
.float gravity; // Gravity Multiplier (0 to 1.0)
|
|
|
|
.float attack_finished; // used with lots of stuff...
|
|
.float pain_finished; // used with monsters/players
|
|
|
|
.float invincible_finished; // only used for players but object check needed for T_Damage
|
|
.float super_damage_finished; // only used for players but object check needed for T_Damage
|
|
|
|
//
|
|
// misc
|
|
//
|
|
.float cnt; // misc flag used by trains/dropped pent and quad/monsters
|
|
|
|
// intermission
|
|
float intermission_running;
|
|
float intermission_exittime;
|
|
|
|
#ifdef NETQUAKE
|
|
entity newmis;
|
|
#endif
|
|
|
|
// extensions
|
|
.float alpha; // DP_ENT_ALPHA
|
|
|
|
// enums
|
|
// ai ranges
|
|
enum
|
|
{
|
|
RANGE_MELEE,
|
|
RANGE_NEAR,
|
|
RANGE_MID,
|
|
RANGE_FAR
|
|
};
|
|
|
|
// monster attack states
|
|
enum
|
|
{
|
|
AS_NONE,
|
|
AS_STRAIGHT,
|
|
AS_SLIDING,
|
|
AS_MELEE,
|
|
AS_MISSILE
|
|
};
|
|
|
|
// door/plat states
|
|
enum {
|
|
STATE_TOP,
|
|
STATE_BOTTOM,
|
|
STATE_UP,
|
|
STATE_DOWN
|
|
};
|
|
|
|
// heal defines
|
|
enumflags {
|
|
H_ROTTEN,
|
|
H_MEGA
|
|
};
|
|
|
|
// weaponstate defines
|
|
enum {
|
|
WS_IDLE,
|
|
WS_FIRING1,
|
|
WS_FIRING2 // used with nailgun
|
|
};
|
|
|
|
// ammo type defines
|
|
enum {
|
|
AT_NONE,
|
|
AT_SHELLS,
|
|
AT_NAILS,
|
|
AT_ROCKETS,
|
|
AT_CELLS
|
|
};
|
|
|
|
// unions
|
|
// DO NOT MIX UNION TYPES LIKE I AM DOING
|
|
.union {
|
|
struct { // fields used with world object
|
|
string wad;
|
|
float worldtype; // world type, 0=medieval 1=metal 2=base
|
|
};
|
|
struct { // fields used with triggers/doors/plats
|
|
float delay; // time from activation to firing
|
|
float wait; // time from firing to restarting
|
|
float t_length; // override length to move sideways
|
|
float t_width; // override length to move upwards/downwards
|
|
void() think1; // used with SUB_CalcMove
|
|
vector finaldest; // used with SUB_CalcMove
|
|
vector finalangle; // used with SUB_CalcMove
|
|
float count; // for counting triggers
|
|
float dmg; // damage done by door/train/trigger hurt
|
|
vector mangle; // initial angle (doors/teleporter/intermission)
|
|
float lip; // position adjustment (func_door/func_button)
|
|
float state; // object state (doors/buttons/plats)
|
|
vector pos1; // top position (doors/buttons/plats)
|
|
vector pos2; // bottom position (doors/buttons/plats)
|
|
float height; // height (plats/trigger_monsterjump)
|
|
string noise4; // extra sound (doors)
|
|
entity trigger_field; // used with linking (doors)
|
|
vector dest1; // passed to CalcMove (doors)
|
|
vector dest2; // passed to CalcMove (doors)
|
|
};
|
|
struct { // fields used with players
|
|
float weaponframe_time; // weapon frame advance time
|
|
INTEGER weaponstate; // firing state of current weapon
|
|
float suicide_time; // time to allow suicide after spawn
|
|
float healdecay; // time when health will decay
|
|
float show_hostile; // used to alert monsters
|
|
float lightning_sound; // used for lightning sound playback
|
|
float fly_sound; // used with trigger_push and maintaining wind sound
|
|
float invincible_time; // pentagram state
|
|
float invincible_sound; // pentagram sound playback
|
|
float invisible_time; // ring state
|
|
float invisible_sound; // ring sound playback
|
|
float invisible_finished; // ring current duration
|
|
float super_time; // quad state
|
|
float super_sound; // quad sound playback
|
|
float rad_time; // rad suit state
|
|
float radsuit_finished; // rad suit current duration
|
|
float dmgtime; // time slime/lava will damage
|
|
float swim_flag; // swim sound playback
|
|
float air_finished; // when time > air_finished, start drowning
|
|
float waterdmg; // damage water will deal when drowning
|
|
INTEGER walkframe; // used with walking animation
|
|
float jump_flag; // last z velocity used for falling damage
|
|
INTEGER ammo_type; // ammo type in use
|
|
};
|
|
struct { // fields used with bubbles spawned from drowning
|
|
INTEGER bubble_count; // keeps track of the number of bubbles
|
|
INTEGER bubble_state; // associated with bubble progression
|
|
};
|
|
struct { // fields used with items
|
|
float healamount; // amount healed with health item
|
|
INTEGER healtype; // type of health with health item
|
|
string mdl; // model used with SUB_regen
|
|
float ammo_count; // ammo amount
|
|
};
|
|
struct { // fields used with generic projectiles
|
|
float damage_direct; // damage done with a direct hit
|
|
float damage_exp; // damage done from radius damage
|
|
float radius_exp; // radius of radius damage
|
|
INTEGER mod_direct; // mod type for direct hit
|
|
INTEGER mod_exp; // mod type for radius damage
|
|
float expire_time; // time when projectile dies
|
|
void() proj_think; // extra think function used with projectile
|
|
float proj_think_time; // interval between thinks
|
|
INTEGER proj_effect; // effect used with projectile
|
|
INTEGER voided; // projectile has been voided
|
|
float() proj_touch; // extra touch function used with projectile
|
|
};
|
|
struct { // fields used with lights
|
|
float light_lev; // not used by game, but parsed by light util
|
|
float style; // lightstyle to use for light
|
|
};
|
|
struct { // fields used with monsters
|
|
float search_time; // search time intervals
|
|
float attack_state; // current AI attack state
|
|
void() th_stand; // standing animation
|
|
void() th_walk; // walking animation
|
|
void() th_run; // running animation
|
|
void() th_missile; // ranged animation
|
|
void() th_melee; // melee animation
|
|
entity oldenemy; // old enemy
|
|
entity movetarget; // target entity to move to
|
|
float pausetime; // time to pause for monsters
|
|
float hknightattack; // hell knight attack pattern
|
|
float lefty; // ai slide move
|
|
float wizardidle; // wizard idle sound timer
|
|
float inpain; // zombie in pain
|
|
};
|
|
// fields used with ambient sounds?
|
|
/*
|
|
struct {
|
|
float waitmin;
|
|
float waitmax;
|
|
float distance;
|
|
float volume;
|
|
};
|
|
*/
|
|
};
|
|
|
|
//===========================================================================
|
|
|
|
|
|
//
|
|
// builtin functions
|
|
//
|
|
|
|
void(vector ang) makevectors = #1; // sets v_forward, etc globals
|
|
void(entity e, vector o) setorigin = #2;
|
|
void(entity e, string m) setmodel = #3; // set movetype and solid first
|
|
void(entity e, vector min, vector max) setsize = #4;
|
|
// #5 was removed
|
|
// void() break = #6;
|
|
float() random = #7; // returns 0 - 1
|
|
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
|
|
vector(vector v) normalize = #9;
|
|
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;
|
|
|
|
// 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;
|
|
// bprint moved to engine.qc
|
|
// sprint moved to engine.qc
|
|
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
|
|
// cvar moved to engine.qc
|
|
void(string s) localcmd = #46; // put string into local que
|
|
entity(entity e) nextent = #47; // for looping through all ents
|
|
// #48 was removed
|
|
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;
|
|
|
|
// several removed
|
|
|
|
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 = #73; // 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
|
|
// logfrag moved to engine.qc
|
|
// infokey moved to engine.qc
|
|
// stof moved to engine.qc
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
// 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, INTEGER mod) T_Damage;
|
|
|
|
float (entity e, float healamount, float ignore) T_Heal; // health function
|
|
|
|
float(entity targ, entity inflictor) CanDamage;
|
|
|