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HANDHELD: fix defs
This commit is contained in:
parent
42c7edc89c
commit
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1 changed files with 465 additions and 389 deletions
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@ -16,451 +16,527 @@
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#define HANDHELD
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#define HANDHELD
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// These lines CANNOT be altered/moved
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// These lines CANNOT be altered/moved
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entity self;
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entity self;
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entity other;
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entity other;
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entity world;
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entity world;
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float time;
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float time;
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float frametime;
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float frametime;
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float force_retouch; // force all entities to touch triggers
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float force_retouch; // force all entities to touch triggers
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string mapname;
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string mapname;
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float deathmatch;
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float deathmatch;
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float coop;
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float coop;
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float teamplay;
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float teamplay;
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float serverflags; // propagated from level to level, used to
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float serverflags; // propagated from level to level, used to
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float rounds;
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float rounds;
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float rounds_change;
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float rounds_change;
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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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float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
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vector v_forward, v_up, v_right; // set by makevectors()
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vector v_forward, v_up, v_right; // set by makevectors()
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float trace_allsolid;
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float trace_allsolid;
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float trace_startsolid;
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float trace_startsolid;
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float trace_fraction;
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float trace_fraction;
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vector trace_endpos;
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vector trace_endpos;
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vector trace_plane_normal;
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vector trace_plane_normal;
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float trace_plane_dist;
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float trace_plane_dist;
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entity trace_ent;
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entity trace_ent;
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float trace_inopen;
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float trace_inopen;
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float trace_inwater;
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float trace_inwater;
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entity msg_entity; // destination of single entity writes
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void() main; // only for testing
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void() StartFrame;
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void() EndFrame;
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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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void() SetChangeParms; // call to set parms for self so they can
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void() ParseClientCommand; // special command calls
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string CMD_STRING;
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void() Soft_Restart;
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void end_sys_globals; // flag for structure dumping
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.float modelindex; // *** model index in the precached list
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entity msg_entity; // destination of single entity writes
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.vector absmin, absmax; // *** origin + mins / maxs
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void() main; // only for testing
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.float ltime; // local time for entity
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void() StartFrame;
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.float movetype;
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void() EndFrame;
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.float solid;
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void() PlayerPreThink;
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.vector origin; // ***
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void() PlayerPostThink;
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.vector oldorigin; // ***
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void() ClientKill;
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.vector velocity;
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void() ClientConnect;
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.vector angles;
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void() PutClientInServer; // call after setting the parm1... parms
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.vector avelocity;
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void() ClientDisconnect;
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.vector punchangle; // temp angle adjust from damage or recoil
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void() SetNewParms; // called when a client first connects to
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.string classname; // spawn function
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void() SetChangeParms; // call to set parms for self so they can
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.string model;
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void() ParseClientCommand; // special command calls
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.float frame;
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string CMD_STRING;
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.float skin;
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void() Soft_Restart;
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.float iframetime;
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void end_sys_globals; // flag for structure dumping
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.float effects;
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.vector mins, maxs; // bounding box extents reletive to origin
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.float modelindex; // *** model index in the precached list
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.vector size; // maxs - mins
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.vector absmin, absmax; // *** origin + mins / maxs
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.void() touch;
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.float ltime; // local time for entity
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.void() use;
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.float movetype;
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.void() think;
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.float solid;
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.void() blocked; // for doors or plats, called when can't push other
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.vector origin; // ***
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.float nextthink;
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.vector oldorigin; // ***
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.entity groundentity;
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.vector velocity;
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.float health;
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.vector angles;
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.float points;
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.vector avelocity;
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.float kills;
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.vector punchangle; // temp angle adjust from damage or recoil
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.float weapon; // one of the W_COLT, etc flags
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.string classname; // spawn function
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.string weaponmodel;
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.string model;
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.string weapon2model;
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.float frame;
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.float weaponframe;
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.float skin;
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.float weapon2frame;
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.float iframetime;
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.float currentammo;
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.float effects;
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.float currentmag;
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.vector mins, maxs; // bounding box extents reletive to origin
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.float zoom;
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.vector size; // maxs - mins
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.float weaponskin;
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.void() touch;
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.float weapon2skin;
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.void() use;
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.float primary_grenades;
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.void() think;
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.float secondary_grenades;
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.void() blocked; // for doors or plats, called when can't push other
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.float grenades;
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.float nextthink;
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.float perks; // bit flags
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.entity groundentity;
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.float takedamage;
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.float health;
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.entity chain;
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.float points;
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.float deadflag;
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.float kills;
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.vector view_ofs; // add to origin to get eye point
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.float weapon; // one of the W_COLT, etc flags
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.float button0; //
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.string weaponmodel;
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.float button1; //
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.string weapon2model;
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.float button2; //
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.float weaponframe;
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.float button3; //
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.float weapon2frame;
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.float button4; //
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.float currentammo;
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.float button5; //
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.float currentmag;
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.float button6; //
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.float zoom;
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.float button7; //
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.float weaponskin;
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.float button8; //
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.float weapon2skin;
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.float impulse; // weapon changes
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.float primary_grenades;
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.float fixangle;
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.float secondary_grenades;
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.vector v_angle; // view / targeting angle for players
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.float grenades;
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.float idealpitch; // calculated pitch angle for lookup up slopes
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.float perks; // bit flags
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.string netname;
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.float takedamage;
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.entity enemy;
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.entity chain;
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.float flags;
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.float deadflag;
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.float colormap;
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.vector view_ofs; // add to origin to get eye point
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.float team;
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.float button0; //
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.float max_health; // players maximum health is stored here
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.float button1; //
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.float teleport_time; // don't back up
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.float button2; //
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.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
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.float button3; //
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.float watertype; // a contents value
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.float button4; //
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.float ideal_yaw;
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.float button5; //
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.float yaw_speed;
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.float button6; //
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.entity aiment;
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.float button7; //
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.entity head;
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.float button8; //
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.entity larm;
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.float impulse; // weapon changes
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.entity rarm;
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.float fixangle;
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.entity goalentity; // a movetarget or an enemy
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.vector v_angle; // view / targeting angle for players
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//.entity goalorigin; // a movetarget location
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.float idealpitch; // calculated pitch angle for lookup up slopes
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.float spawnflags;
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.string netname;
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.string target;
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.entity enemy;
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.string targetname;
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.float flags;
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.float bleed_out;
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.float colormap;
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.float progress_bar;
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.float team;
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.entity dmg_inflictor;
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.float max_health; // players maximum health is stored here
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.entity owner; // who launched a missile
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.float teleport_time; // don't back up
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.vector movedir; // mostly for doors, but also used for waterjump
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.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
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.string message; // trigger messages
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.float watertype; // a contents value
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.float sounds; // either a cd track number or sound number
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.float ideal_yaw;
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.string noise, noise1, noise2, noise3; // contains names of wavs to play
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.float yaw_speed;
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.float x2_icon; // double points icon
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.entity aiment;
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.float insta_icon;
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.entity head;
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.vector ADS_Offset;
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.entity larm;
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.vector Flash_Offset;
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.entity rarm;
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.float Flash_Size;
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.entity goalentity; // a movetarget or an enemy
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.string Weapon_Name;
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//.entity goalorigin; // a movetarget location
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.string Weapon_Name_Touch;
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.float spawnflags;
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.float currentmag2;
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.string target;
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.float maxspeed;
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.string targetname;
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.float facingenemy;
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.float bleed_out;
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//.float scale;
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.float progress_bar;
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void end_sys_fields; // flag for structure dumping
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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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.float x2_icon; // double points icon
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.float insta_icon;
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.vector ADS_Offset;
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.vector Flash_Offset;
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.float Flash_Size;
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.string Weapon_Name;
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.string Weapon_Name_Touch;
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.float currentmag2;
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.float maxspeed;
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.float facingenemy;
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//.float scale;
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void end_sys_fields; // flag for structure dumping
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// End. Lines below this MAY be altered, to some extent
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// End. Lines below this MAY be altered, to some extent
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// Built In functions
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// Built In functions
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void (vector ang) makevectors = #1; // sets v_forward, etc globals
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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, 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, 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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void(entity e, vector min, vector max) setsize = #4;
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void () break = #6;
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void() break = #6;
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float () random = #7; // returns 0 - 1
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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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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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vector(vector v) normalize = #9;
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void (string e) error = #10;
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void(string e) error = #10;
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void (string e) objerror = #11;
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void(string e) objerror = #11;
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float (vector v) vlen = #12;
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float(vector v) vlen = #12;
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float (vector v) vectoyaw = #13;
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float(vector v) vectoyaw = #13;
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entity () spawn = #14;
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entity() spawn = #14;
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void (entity e) remove = #15;
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void(entity e) remove = #15;
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void (vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
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void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
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entity () checkclient = #17; // returns a client to look for
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entity() checkclient = #17; // returns a client to look for
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entity (entity start, .string fld, string match) find = #18;
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entity(entity start, .string fld, string match) find = #18;
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string (string s) precache_sound = #19;
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string(string s) precache_sound = #19;
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string (string s) precache_model = #20;
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string(string s) precache_model = #20;
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void (entity client, string s) stuffcmd = #21;
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void(entity client, string s)stuffcmd = #21;
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entity (vector org, float rad) findradius = #22;
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entity(vector org, float rad) findradius = #22;
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void (string s) bprint_psp = #23;
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void(string s) dprint = #25;
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void (entity client, string s) sprint_psp = #24;
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string(float f) ftos = #26;
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void (string s) dprint = #25;
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string(vector v) vtos = #27;
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string (float f) ftos = #26;
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void() coredump = #28; // prints all edicts
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string (vector v) vtos = #27;
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void() traceon = #29; // turns statment trace on
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void () coredump = #28; // prints all edicts
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void() traceoff = #30;
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void () traceon = #29; // turns statment trace on
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void(entity e) eprint = #31; // prints an entire edict
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void () traceoff = #30;
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float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
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void (entity e) eprint = #31; // prints an entire edict
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float(entity zombie, float which, entity limb) updateLimb = #33;
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float (float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
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float(float yaw, float dist) droptofloor = #34; // TRUE if landed on floor
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float (entity zombie, float which, entity limb) updateLimb = #33;
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void(float style, string value) lightstyle = #35;
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float (float yaw, float dist) droptofloor = #34; // TRUE if landed on floor
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float(float v) rint = #36; // round to nearest int
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void (float style, string value) lightstyle = #35;
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float(float v) floor = #37; // largest integer <= v
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float (float v) rint = #36; // round to nearest int
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float(float v) ceil = #38; // smallest integer >= v
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float (float v) floor = #37; // largest integer <= v
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float(entity e) checkbottom = #40; // true if self is on ground
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float (float v) ceil = #38; // smallest integer >= v
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float(vector v) pointcontents = #41; // returns a CONTENT_*
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float (entity e) checkbottom = #40; // true if self is on ground
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float(float f) fabs = #43;
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float (vector v) pointcontents = #41; // returns a CONTENT_*
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vector(entity e, float speed) aim = #44; // returns the shooting vector
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float (float f) fabs = #43;
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float(string s) cvar = #45; // return cvar.value
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vector (entity e, float speed) aim = #44; // returns the shooting vector
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void(string s) localcmd = #46; // put string into local que
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float (string s) cvar = #45; // return cvar.value
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entity(entity e) nextent = #47; // for looping through all ents
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void (string s) localcmd = #46; // put string into local que
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void() ChangeYaw = #49; // turn towards self.ideal_yaw
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entity (entity e) nextent = #47; // for looping through all ents
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float(string name) getSoundLen = #50;
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void (vector o, vector d, float color, float count) particle = #48; // start a particle effect
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vector(vector v) vectoangles = #51;
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void () ChangeYaw = #49; // turn towards self.ideal_yaw
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void(float to, float f) WriteByte = #52;
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float (string name) getSoundLen = #50;
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void(float to, float f) WriteChar = #53;
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vector (vector v) vectoangles = #51;
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void(float to, float f) WriteShort = #54;
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void (float to, float f) WriteByte = #52;
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void(float to, float f) WriteLong = #55;
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void (float to, float f) WriteChar = #53;
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void(float to, float f) WriteCoord = #56;
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void (float to, float f) WriteShort = #54;
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void(float to, float f) WriteAngle = #57;
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void (float to, float f) WriteLong = #55;
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void(float to, string s) WriteString = #58;
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void (float to, float f) WriteCoord = #56;
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void(float to, entity s) WriteEntity = #59;
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void (float to, float f) WriteAngle = #57;
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string(entity s) etos = #65;
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void (float to, string s) WriteString = #58;
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void(float step) movetogoal = #67;
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void (float to, entity s) WriteEntity = #59;
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string(string s) precache_file = #68; // no effect except for -copy
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string (entity s) etos = #65;
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void(entity e) makestatic = #69;
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void (float step) movetogoal = #67;
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void(string s) changelevel = #70;
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string (string s) precache_file = #68; // no effect except for -copy
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void(float step, vector origin) movetoorigin = #71;
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void (entity e) makestatic = #69;
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void(string var, string val) cvar_set = #72; // sets cvar.value
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void (string s) changelevel = #70;
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void(entity client, string s) centerprint = #73; // sprint, but in middle
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void (float step, vector origin) movetoorigin = #71;
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void(entity client, string s, string s) centerprint2 = #73;
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void (string var, string val) cvar_set = #72; // sets cvar.value
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void(entity client, string s, string s, string s) centerprint3 = #73;
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void (entity client, string s) centerprint = #73; // sprint, but in middle
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void(entity client, string s, string s, string s, string s) centerprint4 = #73;
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void (entity client, string s, string s) centerprint2 = #73;
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void(entity client, string s, string s, string s, string s, string s) centerprint5 = #73;
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void (entity client, string s, string s, string s) centerprint3 = #73;
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void(entity client, string s, string s, string s, string s, string s, string s) centerprint6 = #73;
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void (entity client, string s, string s, string s, string s) centerprint4 = #73;
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void(entity client, string s, string s, string s, string s, string s, string s, string s) centerprint7 = #73;
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void (entity client, string s, string s, string s, string s, string s) centerprint5 = #73;
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void(vector pos, string samp, float vol, float atten) ambientsound = #74;
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void (entity client, string s, string s, string s, string s, string s, string s) centerprint6 = #73;
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string(string s) precache_model2 = #75; // registered version only
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void (entity client, string s, string s, string s, string s, string s, string s, string s) centerprint7 = #73;
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string(string s) precache_sound2 = #76; // registered version only
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void (vector pos, string samp, float vol, float atten) ambientsound = #74;
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string(string s) precache_file2 = #77; // registered version only
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string (string s) precache_model2 = #75; // registered version only
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void(entity e) setspawnparms = #78; // set parm1... to the
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string (string s) precache_sound2 = #76; // registered version only
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void(vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracebox = #90;
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string (string s) precache_file2 = #77; // registered version only
|
float(vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracemove = #99;
|
||||||
void (entity e) setspawnparms = #78; // set parm1... to the
|
entity (entity start, .float field, float match) findfloat = #98;
|
||||||
void (entity plr, float achievement) achievement = #79;
|
float(string s) stof = #81; // 2001-09-20 QuakeC string manipulation by FrikaC
|
||||||
float (string s) stof = #81; // 2001-09-20 QuakeC string manipulation by FrikaC
|
vector(entity what) Get_Waypoint_Near = #83;
|
||||||
vector (entity what) Get_Waypoint_Near = #83;
|
float(entity zombie, entity target) Do_Pathfind_psp = #84;
|
||||||
float (entity zombie, entity target) Do_Pathfind_psp = #84;
|
void(string s) Open_Waypoint = #85;
|
||||||
void (string s) Open_Waypoint = #85;
|
vector(entity zombie,vector start,vector min, vector max) Get_Next_Waypoint = #86;
|
||||||
vector (entity zombie,vector start,vector min, vector max) Get_Next_Waypoint = #86;
|
void(entity client, float type, float cost, float weapon) useprint = #87;
|
||||||
void (entity client, float type, float cost, float weapon) useprint = #87;
|
vector(entity zombie,vector start,vector min, vector max) Get_First_Waypoint = #88;
|
||||||
vector (entity zombie,vector start,vector min, vector max) Get_First_Waypoint = #88;
|
void(string s) Close_Waypoint = #89;
|
||||||
void (string s) Close_Waypoint = #89;
|
|
||||||
void (vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracebox = #90;
|
void(entity plr, float achievement) achievement = #79;
|
||||||
entity (entity start, .float field, float match) findfloat = #98;
|
|
||||||
float (vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracemove = #99;
|
void(string trackname) songegg = #500;
|
||||||
|
void() nzp_maxammo = #501;
|
||||||
|
/*
|
||||||
|
type 0 = clear
|
||||||
|
type 1 = buy door
|
||||||
|
type 2 = buy debris
|
||||||
|
type 3 = Buy ammo
|
||||||
|
type 4 = buy weapon
|
||||||
|
type 5 = repair window
|
||||||
|
type 6 = use box
|
||||||
|
type 7 = use trap
|
||||||
|
type 8 = require power
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
// 2001-09-20 QuakeC file access by FrikaC start
|
// 2001-09-20 QuakeC file access by FrikaC start
|
||||||
float (string filename, float mode) fopen = #110;
|
float(string filename, float mode) fopen = #110;
|
||||||
void (float fhandle) fclose = #111;
|
void(float fhandle) fclose = #111;
|
||||||
string (float fhandle) fgets = #112;
|
string(float fhandle) fgets = #112;
|
||||||
void (float fhandle, string s) fputs = #113;
|
void(float fhandle, string s) fputs = #113;
|
||||||
float (string s) strlen = #114;
|
|
||||||
string (string s1, string s2) strcat = #115;
|
|
||||||
string (string s, float start, float length) substring = #116;
|
|
||||||
vector (string s) stov = #117;
|
|
||||||
string (string s) strzone = #118;
|
|
||||||
string (string s) strunzone = #119;
|
|
||||||
string (string s) strtrim = #120;
|
|
||||||
// 2001-09-20 QuakeC file access by FrikaC end
|
// 2001-09-20 QuakeC file access by FrikaC end
|
||||||
|
|
||||||
|
// 2001-09-20 QuakeC string manipulation by FrikaC start
|
||||||
|
float(string s) strlen = #114;
|
||||||
|
string(string s1, string s2) strcat = #115;
|
||||||
|
string(string s, float start, float length) substring = #116;
|
||||||
|
vector(string s) stov = #117;
|
||||||
|
string(string s) strzone = #118;
|
||||||
|
string(string s) strunzone = #119;
|
||||||
|
string(string s) strtrim = #120;
|
||||||
|
// 2001-09-20 QuakeC string manipulation by FrikaC end
|
||||||
|
|
||||||
// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc start
|
// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc start
|
||||||
float(string s) tokenize = #441;
|
float(string s) tokenize = #441;
|
||||||
string(float num) argv = #442;
|
string(float num) argv = #442;
|
||||||
// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc end
|
// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc end
|
||||||
void (string trackname) songegg = #500;
|
|
||||||
void () nzp_maxammo = #501;
|
|
||||||
|
|
||||||
//
|
//
|
||||||
// constants
|
// constants
|
||||||
//
|
//
|
||||||
|
|
||||||
#define FALSE 0
|
#define FALSE 0
|
||||||
#define TRUE 1
|
#define TRUE 1
|
||||||
|
|
||||||
// edict.flags
|
// edict.flags
|
||||||
#define FL_FLY 1
|
#define FL_FLY 1
|
||||||
#define FL_SWIM 2
|
#define FL_SWIM 2
|
||||||
#define FL_CLIENT 8 // set for all client edicts
|
#define FL_CLIENT 8 // set for all client edicts
|
||||||
#define FL_INWATER 16 // for enter / leave water splash
|
#define FL_INWATER 16 // for enter / leave water splash
|
||||||
#define FL_MONSTER 32
|
#define FL_MONSTER 32
|
||||||
#define FL_GODMODE 64 // player cheat
|
#define FL_GODMODE 64 // player cheat
|
||||||
#define FL_NOTARGET 128 // player cheat
|
#define FL_NOTARGET 128 // player cheat
|
||||||
#define FL_ITEM 256 // extra wide size for bonus items
|
#define FL_ITEM 256 // extra wide size for bonus items
|
||||||
#define FL_ONGROUND 512 // standing on something
|
#define FL_ONGROUND 512 // standing on something
|
||||||
#define FL_PARTIALGROUND 1024 // not all corners are valid
|
#define FL_PARTIALGROUND 1024 // not all corners are valid
|
||||||
#define FL_WATERJUMP 2048 // player jumping out of water
|
#define FL_WATERJUMP 2048 // player jumping out of water
|
||||||
|
//#define FL_JUMPRELEASED 4096 // for jump debouncing
|
||||||
|
|
||||||
// edict.movetype values
|
// edict.movetype values
|
||||||
#define MOVETYPE_NONE 0 // never moves
|
#define MOVETYPE_NONE 0 // never moves
|
||||||
#define MOVETYPE_ANGLENOCLIP 1
|
#define MOVETYPE_ANGLENOCLIP 1
|
||||||
#define MOVETYPE_ANGLECLIP 2
|
#define MOVETYPE_ANGLECLIP 2
|
||||||
#define MOVETYPE_WALK 3 // players only
|
#define MOVETYPE_WALK 3 // players only
|
||||||
#define MOVETYPE_STEP 4 // discrete, not real time unless fall
|
#define MOVETYPE_STEP 4 // discrete, not real time unless fall
|
||||||
#define MOVETYPE_FLY 5
|
#define MOVETYPE_FLY 5
|
||||||
#define MOVETYPE_TOSS 6 // gravity
|
#define MOVETYPE_TOSS 6 // gravity
|
||||||
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
|
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
|
||||||
#define MOVETYPE_NOCLIP 8
|
#define MOVETYPE_NOCLIP 8
|
||||||
#define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters
|
#define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters
|
||||||
#define MOVETYPE_BOUNCE 10
|
#define MOVETYPE_BOUNCE 10
|
||||||
#define MOVETYPE_BOUNCEMISSILE 11 // bounce with extra size
|
#define MOVETYPE_BOUNCEMISSILE 11 // bounce with extra size
|
||||||
#define MOVETYPE_FOLLOW 12
|
#define MOVETYPE_FOLLOW 12
|
||||||
|
|
||||||
#define MOVE_HITMODEL 0
|
|
||||||
|
|
||||||
// edict.solid values
|
// edict.solid values
|
||||||
#define SOLID_NOT 0 // no interaction with other objects
|
#define SOLID_NOT 0 // no interaction with other objects
|
||||||
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
|
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
|
||||||
#define SOLID_BBOX 2 // touch on edge, block
|
#define SOLID_BBOX 2 // touch on edge, block
|
||||||
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
|
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
|
||||||
#define SOLID_BSP 4 // bsp clip, touch on edge, block
|
#define SOLID_BSP 4 // bsp clip, touch on edge, block
|
||||||
#define SOLID_CORPSE 5 // bsp clip, touch on edge, block
|
#define SOLID_CORPSE 5 // bsp clip, touch on edge, block
|
||||||
|
|
||||||
// range values
|
// range values
|
||||||
#define RANGE_MELEE 0
|
#define RANGE_MELEE 0
|
||||||
#define RANGE_NEAR 1
|
#define RANGE_NEAR 1
|
||||||
#define RANGE_MID 2
|
#define RANGE_MID 2
|
||||||
#define RANGE_FAR 3
|
#define RANGE_FAR 3
|
||||||
|
|
||||||
// deadflag values
|
// deadflag values
|
||||||
#define DEAD_NO 0
|
|
||||||
#define DEAD_DYING 1
|
#define DEAD_NO 0
|
||||||
#define DEAD_DEAD 2
|
#define DEAD_DYING 1
|
||||||
#define DEAD_RESPAWNABLE 3
|
#define DEAD_DEAD 2
|
||||||
|
#define DEAD_RESPAWNABLE 3
|
||||||
|
|
||||||
// takedamage values
|
// takedamage values
|
||||||
#define DAMAGE_NO 0
|
|
||||||
#define DAMAGE_YES 1
|
#define DAMAGE_NO 0
|
||||||
#define DAMAGE_AIM 2
|
#define DAMAGE_YES 1
|
||||||
#define DAMAGE_NOMARKER 3
|
#define DAMAGE_AIM 2
|
||||||
|
#define DAMAGE_NOMARKER 3
|
||||||
|
|
||||||
|
/*.void() th_stand;
|
||||||
|
.void() th_walk;
|
||||||
|
.void() th_run;
|
||||||
|
.void(entity attacker, float damage) th_pain;*/
|
||||||
|
.void() th_die;
|
||||||
|
//.void() th_missile;
|
||||||
|
.void() th_melee;
|
||||||
|
|
||||||
// point content values
|
// point content values
|
||||||
#define CONTENT_EMPTY -1
|
|
||||||
#define CONTENT_SOLID -2
|
|
||||||
#define CONTENT_WATER -3
|
|
||||||
#define CONTENT_SLIME -4
|
|
||||||
#define CONTENT_LAVA -5
|
|
||||||
#define CONTENT_SKY -6
|
|
||||||
|
|
||||||
//doors
|
#define CONTENT_EMPTY -1
|
||||||
#define STATE_TOP 0
|
#define CONTENT_SOLID -2
|
||||||
#define STATE_BOTTOM 1
|
#define CONTENT_WATER -3
|
||||||
#define STATE_UP 2
|
#define CONTENT_SLIME -4
|
||||||
#define STATE_DOWN 3
|
#define CONTENT_LAVA -5
|
||||||
|
#define CONTENT_SKY -6
|
||||||
|
|
||||||
#define VEC_ORIGIN '0 0 0'
|
|
||||||
|
#define VEC_ORIGIN '0 0 0'
|
||||||
|
|
||||||
|
//Standard Quake View Offset
|
||||||
|
//vector VEC_VIEW_OFS = '0 0 22';
|
||||||
|
|
||||||
|
//Half Life View Offset is 64
|
||||||
|
//64 units above ground, for our purposes it's, 64 - (how low bounding box goes)
|
||||||
|
//vector VEC_VIEW_OFS = '0 0 32';
|
||||||
|
|
||||||
|
//Standard Quake Hull
|
||||||
|
//vector VEC_HULL_MIN = '-16 -16 -24';
|
||||||
|
//vector VEC_HULL_MAX = '16 16 32';
|
||||||
|
|
||||||
//Half Life 1 Hull Sizes ADDED BY BLUBS, COMMENTED ORIGINAL QUAKE BBOX SIZS OUT
|
//Half Life 1 Hull Sizes ADDED BY BLUBS, COMMENTED ORIGINAL QUAKE BBOX SIZS OUT
|
||||||
#define VEC_HULL_MIN '-16 -16 -32'
|
#define VEC_HULL_MIN '-16 -16 -32'
|
||||||
#define VEC_HULL_MAX '16 16 40'
|
#define VEC_HULL_MAX '16 16 40'
|
||||||
#define VEC_HULL2_MIN '-32 -32 -24'
|
|
||||||
#define VEC_HULL2_MAX '32 32 64'
|
#define VEC_HULL2_MIN '-32 -32 -24'
|
||||||
|
#define VEC_HULL2_MAX '32 32 64'
|
||||||
|
|
||||||
// protocol bytes
|
// protocol bytes
|
||||||
#define SVC_BAD 0
|
#define SVC_BAD 0
|
||||||
#define SVC_NOP 1
|
#define SVC_NOP 1
|
||||||
#define SVC_DISCONNECT 2
|
#define SVC_DISCONNECT 2
|
||||||
#define SVC_UPDATESTAT 3
|
#define SVC_UPDATESTAT 3
|
||||||
#define SVC_VERSION 4
|
#define SVC_VERSION 4
|
||||||
#define SVC_SETVIEW 5
|
#define SVC_SETVIEW 5
|
||||||
#define SVC_SOUND 6
|
#define SVC_SOUND 6
|
||||||
#define SVC_TIME 7
|
#define SVC_TIME 7
|
||||||
#define SVC_PRINT 8
|
#define SVC_PRINT 8
|
||||||
#define SVC_STUFFTEXT 9
|
#define SVC_STUFFTEXT 9
|
||||||
#define SVC_SETANGLE 10
|
#define SVC_SETANGLE 10
|
||||||
#define SVC_SERVERINFO 11
|
#define SVC_SERVERINFO 11
|
||||||
#define SVC_LIGHTSTYLE 12
|
#define SVC_LIGHTSTYLE 12
|
||||||
#define SVC_UPDATENAME 13
|
#define SVC_UPDATENAME 13
|
||||||
#define SVC_UPDATEPOINTS 14
|
#define SVC_UPDATEPOINTS 14
|
||||||
#define SVC_CLIENTDATA 15
|
#define SVC_CLIENTDATA 15
|
||||||
#define SVC_STOPSOUND 16
|
#define SVC_STOPSOUND 16
|
||||||
#define SVC_PARTICLE 18
|
#define SVC_PARTICLE 18
|
||||||
#define SVC_DAMAGE 19
|
#define SVC_DAMAGE 19
|
||||||
#define SVC_SPAWNSTATIC 20
|
#define SVC_SPAWNSTATIC 20
|
||||||
#define SVC_SPAWNBINARY 21
|
#define SVC_SPAWNBINARY 21
|
||||||
#define SVC_SPAWNBASELINE 22
|
#define SVC_SPAWNBASELINE 22
|
||||||
#define SVC_TEMPENTITY 23
|
#define SVC_TEMPENTITY 23
|
||||||
#define SVC_SETPAUSE 24
|
#define SVC_SETPAUSE 24
|
||||||
#define SVC_SIGNONNUM 25
|
#define SVC_SIGNONNUM 25
|
||||||
#define SVC_CENTERPRINT 26
|
#define SVC_CENTERPRINT 26
|
||||||
#define SVC_SPAWNSTATICSOUND 29 // 1998-08-08 Complete SVC list by Zhenga
|
#define SVC_SPAWNSTATICSOUND 29 // 1998-08-08 Complete SVC list by Zhenga
|
||||||
#define SVC_INTERMISSION 30
|
#define SVC_INTERMISSION 30
|
||||||
#define SVC_FINALE 31
|
#define SVC_FINALE 31
|
||||||
#define SVC_CDTRACK 32
|
#define SVC_CDTRACK 32
|
||||||
#define SVC_SELLSCREEN 33
|
#define SVC_SELLSCREEN 33
|
||||||
#define SVC_CUTSCENE 34 // 1998-08-08 Complete SVC list by Zhenga
|
#define SVC_CUTSCENE 34 // 1998-08-08 Complete SVC list by Zhenga
|
||||||
#define SVC_WEAPONFIRE 35
|
#define SVC_WEAPONFIRE 35
|
||||||
#define SVC_HITMARK 36
|
#define SVC_HITMARK 36
|
||||||
#define SVC_USEPRINT 38
|
#define SVC_USEPRINT 38
|
||||||
|
|
||||||
#define TE_SPIKE 0
|
#define TE_SPIKE 0
|
||||||
#define TE_SUPERSPIKE 1
|
#define TE_SUPERSPIKE 1
|
||||||
#define TE_GUNSHOT 2
|
#define TE_GUNSHOT 2
|
||||||
#define TE_EXPLOSION 3
|
#define TE_EXPLOSION 3
|
||||||
#define TE_TAREXPLOSION 4
|
#define TE_TAREXPLOSION 4
|
||||||
#define TE_LIGHTNING1 5
|
#define TE_LIGHTNING1 5
|
||||||
#define TE_LIGHTNING2 6
|
#define TE_LIGHTNING2 6
|
||||||
#define TE_WIZSPIKE 7
|
#define TE_WIZSPIKE 7
|
||||||
#define TE_KNIGHTSPIKE 8
|
#define TE_KNIGHTSPIKE 8
|
||||||
#define TE_LIGHTNING3 9
|
#define TE_LIGHTNING3 9
|
||||||
#define TE_LAVASPLASH 10
|
#define TE_LAVASPLASH 10
|
||||||
#define TE_TELEPORT 11
|
#define TE_TELEPORT 11
|
||||||
#define TE_RAYSPLASHGREEN 14
|
#define TE_RAYSPLASHGREEN 14
|
||||||
#define TE_RAYSPLASHRED 15
|
#define TE_RAYSPLASHRED 15
|
||||||
|
|
||||||
// sound channels
|
// sound channels
|
||||||
// channel 0 never willingly overrides
|
// channel 0 never willingly overrides
|
||||||
// other channels (1-7) allways override a playing sound on that channel
|
// other channels (1-7) allways override a playing sound on that channel
|
||||||
// Player uses channel 5 for all weapon reload sfx
|
#define CHAN_AUTO 0
|
||||||
#define CHAN_AUTO 0
|
#define CHAN_WEAPON 1
|
||||||
#define CHAN_WEAPON 1
|
#define CHAN_VOICE 2
|
||||||
#define CHAN_VOICE 2
|
#define CHAN_ITEM 3
|
||||||
#define CHAN_ITEM 3
|
#define CHAN_BODY 4
|
||||||
#define CHAN_BODY 4
|
//Player uses channel 5 for all weapon reload sfx
|
||||||
|
|
||||||
#define ATTN_NONE 0
|
#define ATTN_NONE 0
|
||||||
#define ATTN_NORM 1
|
#define ATTN_NORM 1
|
||||||
#define ATTN_IDLE 2
|
#define ATTN_IDLE 2
|
||||||
#define ATTN_STATIC 3
|
#define ATTN_STATIC 3
|
||||||
|
|
||||||
// update types
|
// update types
|
||||||
#define UPDATE_GENERAL 0
|
|
||||||
#define UPDATE_STATIC 1
|
#define UPDATE_GENERAL 0
|
||||||
#define UPDATE_BINARY 2
|
#define UPDATE_STATIC 1
|
||||||
#define UPDATE_TEMP 3
|
#define UPDATE_BINARY 2
|
||||||
|
#define UPDATE_TEMP 3
|
||||||
|
|
||||||
// entity effects
|
// entity effects
|
||||||
#define EF_BLUE 1
|
|
||||||
#define EF_MUZZLEFLASH 2
|
#define EF_BLUE 1
|
||||||
#define EF_BRIGHTLIGHT 4
|
#define EF_MUZZLEFLASH 2
|
||||||
#define EF_RED 8
|
#define EF_BRIGHTLIGHT 4
|
||||||
#define EF_ORANGELIGHT 16
|
#define EF_RED 8
|
||||||
#define EF_GREEN 32
|
#define EF_ORANGELIGHT 16
|
||||||
#define EF_LIGHT 64
|
#define EF_GREEN 32
|
||||||
#define EF_NODRAW 128
|
#define EF_LIGHT 64
|
||||||
#define EF_BRIGHTFIELD 256
|
#define EF_NODRAW 128
|
||||||
#define EF_FULLBRIGHT 512
|
#define EF_BRIGHTFIELD 256
|
||||||
#define EF_DARKLIGHT 1024
|
#define EF_FULLBRIGHT 512
|
||||||
#define EF_DARKFIELD 2048
|
#define EF_DARKLIGHT 1024
|
||||||
#define EF_PURPLELIGHT 4096
|
#define EF_DARKFIELD 2048
|
||||||
#define EF_RAYRED 8196
|
#define EF_PURPLELIGHT 4096
|
||||||
#define EF_RAYGREEN 16384
|
#define EF_RAYRED 8196
|
||||||
|
#define EF_RAYGREEN 16384
|
||||||
|
|
||||||
// messages
|
// messages
|
||||||
#define MSG_BROADCAST 0 // unreliable to all
|
#define MSG_BROADCAST 0 // unreliable to all
|
||||||
#define MSG_ONE 1 // reliable to one (msg_entity)
|
#define MSG_ONE 1 // reliable to one (msg_entity)
|
||||||
#define MSG_ALL 2 // reliable to all
|
#define MSG_ALL 2 // reliable to all
|
||||||
#define MSG_INIT 3 // write to the init string
|
#define MSG_INIT 3 // write to the init string
|
||||||
|
|
||||||
// message levels
|
#define AS_STRAIGHT 1
|
||||||
#define PRINT_HIGH 0
|
#define AS_SLIDING 2
|
||||||
|
#define AS_MELEE 3
|
||||||
|
#define AS_MISSILE 4
|
||||||
|
|
||||||
#define AS_STRAIGHT 1
|
// Quake assumes these are defined.
|
||||||
#define AS_SLIDING 2
|
|
||||||
#define AS_MELEE 3
|
|
||||||
#define AS_MISSILE 4
|
|
||||||
|
|
||||||
// file operations
|
//.string wad, map;
|
||||||
#define FILE_READ 0
|
.float /*worldtype,*/ delay, wait, lip, /*light_lev,*/ speed, style/*, skill*/;
|
||||||
#define FILE_APPEND 1
|
.string killtarget;
|
||||||
#define FILE_WRITE 2
|
.void() think1;
|
||||||
|
.vector finaldest;
|
||||||
|
.vector pos1, pos2/*, mangle*/;
|
||||||
|
|
||||||
|
void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
|
||||||
|
void(string s) bprint_psp = #23;
|
||||||
|
void(entity client, string s) sprint_psp = #24;
|
||||||
|
// End
|
||||||
|
|
||||||
void(string s) println = {bprint_psp(s);} //just when brain decided to think this is c
|
void(string s) println = {bprint_psp(s);} //just when brain decided to think this is c
|
||||||
void(float ignore, string s) bprint = {bprint_psp(s);};
|
void(float ignore, string s) bprint = {bprint_psp(s);};
|
||||||
void(entity client, float type, string s) sprint = {sprint_psp(client, s);};
|
void(entity client, float type, string s) sprint = {sprint_psp(client, s);};
|
||||||
void(string s) print = {bprint_psp(s);};
|
void(string s) print = {bprint_psp(s);};
|
||||||
|
|
||||||
|
//doors
|
||||||
|
.float state;
|
||||||
|
#define STATE_TOP 0
|
||||||
|
#define STATE_BOTTOM 1
|
||||||
|
#define STATE_UP 2
|
||||||
|
#define STATE_DOWN 3
|
||||||
|
|
||||||
|
string mappath;
|
||||||
|
#define PRINT_HIGH 0
|
||||||
|
|
||||||
|
.float isspec;
|
||||||
|
|
||||||
|
#define FILE_READ 0
|
||||||
|
#define FILE_APPEND 1
|
||||||
|
#define FILE_WRITE 2
|
||||||
|
|
||||||
|
#define MOVE_HITMODEL 0 // must be different for this engine!
|
||||||
|
|
||||||
|
.float recoil_delay;
|
||||||
|
.float gravity;
|
||||||
|
|
||||||
|
.float renderamt;
|
||||||
|
.float rendermode;
|
||||||
|
.vector rendercolor;
|
||||||
|
.string mapversion;
|
||||||
|
.float ammo;
|
||||||
|
|
||||||
|
void(string com) SV_ParseClientCommand;
|
||||||
|
|
||||||
|
.float currentHitBoxSetup;
|
||||||
|
.vector bbmins, bbmaxs; // Used for zombie hitboxes
|
||||||
|
|
||||||
|
.float achievements;
|
||||||
|
|
Loading…
Reference in a new issue