/* defs.qc global definitions Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ /* ============================================================================== SOURCE FOR GLOBALVARS_T C STRUCTURE ============================================================================== */ #define NX // // system globals // entity self; entity other; entity world; float time; float frametime; float force_retouch; string mapname; float deathmatch; float coop; float teamplay; float serverflags; float rounds; float rounds_change; float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16; vector v_forward, v_up, v_right; 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 void() main; // only for testing void() StartFrame; void() EndFrame; void() PlayerPreThink; void() PlayerPostThink; void() ClientKill; void() ClientConnect; void() PutClientInServer; void() ClientDisconnect; void() SetNewParms; void() SetChangeParms; void end_sys_globals; .float modelindex; .vector absmin, absmax; .float ltime; .float movetype; .float solid; .vector origin; .vector oldorigin; .vector velocity; .vector angles; .vector avelocity; .vector punchangle; .string classname; .string model; .float frame; .float skin; .float effects; .vector mins, maxs; .vector size; .void() touch; .void() use; .void() think; .void() blocked; .float nextthink; .entity groundentity; .float health; .float points; .float kills; .float weapon; .string weaponmodel; .string weapon2model; .float weaponframe; .float weapon2frame; .float currentammo; .float currentmag; .float zoom; .float weaponskin; .float weapon2skin; .float primary_grenades; .float secondary_grenades; .float grenades; .float perks; .float takedamage; .entity chain; .float deadflag; .vector view_ofs; .float button0; .float button1; .float button2; .float button3; .float button4; .float button5; .float button6; .float button7; .float button8; .float impulse; .float fixangle; .vector v_angle; .float idealpitch; // Naievil -- new .string netname; .entity enemy; .float flags; .float colormap; .float team; .float max_health; .float teleport_time; .float armortype; .float armorvalue; .float waterlevel; .float watertype; .float ideal_yaw; .float yaw_speed; .entity aiment; .entity head; .entity larm; .entity rarm; .entity goalentity; .float spawnflags; .string target; .string targetname; .float dmg_take; .float dmg_save; .float progress_bar; .entity dmg_inflictor; .entity owner; .vector movedir; .string message; .float sounds; .string noise, noise1, noise2, noise3; .float x2_icon; .float insta_icon; .string Weapon_Name_Touch; .vector ADS_Offset; .vector Flash_Offset; .float Flash_Size; .float currentmag2; .float maxspeed; .float renderGrayscale; void end_sys_fields; /* ============================================================================== VARS NOT REFERENCED BY C CODE ============================================================================== */ // // constants // float FALSE = 0; float TRUE = 1; // edict.flags float FL_FLY = 1; float FL_SWIM = 2; float FL_CLIENT = 8; // set for all client edicts float FL_INWATER = 16; // for enter / leave water splash float FL_MONSTER = 32; float FL_GODMODE = 64; // player cheat float FL_NOTARGET = 128; // player cheat float FL_ITEM = 256; // extra wide size for bonus items float FL_ONGROUND = 512; // standing on something float FL_PARTIALGROUND = 1024; // not all corners are valid float FL_WATERJUMP = 2048; // player jumping out of water float FL_JUMPRELEASED = 4096; // for jump debouncing // edict.movetype values float MOVETYPE_NONE = 0; // never moves //float MOVETYPE_ANGLENOCLIP = 1; //float MOVETYPE_ANGLECLIP = 2; float MOVETYPE_WALK = 3; // players only float MOVETYPE_STEP = 4; // discrete, not real time unless fall float MOVETYPE_FLY = 5; float MOVETYPE_TOSS = 6; // gravity float MOVETYPE_PUSH = 7; // no clip to world, push and crush float MOVETYPE_NOCLIP = 8; float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters float MOVETYPE_BOUNCE = 10; float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size // edict.solid values float SOLID_NOT = 0; // no interaction with other objects float SOLID_TRIGGER = 1; // touch on edge, but not blocking float SOLID_BBOX = 2; // touch on edge, block float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground float SOLID_BSP = 4; // bsp clip, touch on edge, block float DEAD_NO = 0; float DEAD_DYING = 1; float DEAD_DEAD = 2; float DEAD_RESPAWNABLE = 3; // takedamage values float DAMAGE_NO = 0; float DAMAGE_YES = 1; float DAMAGE_AIM = 2; // 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; float STATE_TOP = 0; float STATE_BOTTOM = 1; float STATE_UP = 2; float STATE_DOWN = 3; vector VEC_ORIGIN = '0 0 0'; // 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; // sound channels // channel 0 never willingly overrides // other channels (1-7) allways override a playing sound on that channel float CHAN_AUTO = 0; float CHAN_WEAPON = 1; float CHAN_VOICE = 2; float CHAN_ITEM = 3; float CHAN_BODY = 4; float CHAN_NO_PHS_ADD = 8; // ie: CHAN_BODY+CHAN_NO_PHS_ADD float ATTN_NONE = 0; float ATTN_NORM = 1; float ATTN_IDLE = 2; float ATTN_STATIC = 3; // entity effects #define EF_BLUE 1 #define EF_MUZZLEFLASH 2 #define EF_BRIGHTLIGHT 4 #define EF_RED 8 #define EF_ORANGELIGHT 16 #define EF_GREEN 32 #define EF_LIGHT 64 #define EF_NODRAW 128 #define EF_BRIGHTFIELD 256 #define EF_FULLBRIGHT 512 #define EF_DARKLIGHT 1024 #define EF_DARKFIELD 2048 #define EF_PURPLELIGHT 4096 #define EF_RAYRED 8196 #define EF_RAYGREEN 16384 // messages float MSG_BROADCAST = 0; // unreliable to all float MSG_ONE = 1; // reliable to one (msg_entity) float MSG_ALL = 2; // reliable to all float MSG_INIT = 3; // write to the init string float MSG_MULTICAST = 4; // for multicast() call // message levels float PRINT_LOW = 0; // pickup messages float PRINT_MEDIUM = 1; // death messages float PRINT_HIGH = 2; // critical messages float PRINT_CHAT = 3; // also goes to chat console // multicast sets float MULTICAST_ALL = 0; // every client float MULTICAST_PHS = 1; // within hearing float MULTICAST_PVS = 2; // within sight float MULTICAST_ALL_R = 3; // every client, reliable float MULTICAST_PHS_R = 4; // within hearing, reliable float MULTICAST_PVS_R = 5; // within sight, reliable //================================================ // // globals // string string_null; // null string, nothing should be held here entity activator; // the entity that activated a trigger or brush float framecount; // // cvars checked each frame // float teamplay; float deathmatch; //================================================ // // world fields (FIXME: make globals) // .string wad; .string map; .float worldtype; // 0=medieval 1=metal 2=base //================================================ .string killtarget; // // quakeed fields // .float light_lev; // not used by game, but parsed by light util .float style; // // monster ai // .void() th_stand; .void() th_walk; .void() th_run; .void() th_missile; .void() th_melee; .void(entity attacker, float damage) th_pain; .void() th_die; .entity oldenemy; // mad at this player before taking damage .float speed; .float lefty; .float search_time; .float attack_state; float AS_STRAIGHT = 1; float AS_SLIDING = 2; float AS_MELEE = 3; float AS_MISSILE = 4; // // player only fields // .float voided; .float walkframe; // Zoid Additions .float gravity; // Gravity Multiplier (0 to 1.0) .float attack_finished; .float pain_finished; .float invincible_finished; .float invisible_finished; .float super_damage_finished; .float radsuit_finished; .float invincible_time, invincible_sound; .float invisible_time, invisible_sound; .float super_time, super_sound; .float rad_time; .float fly_sound; .float axhitme; .float show_hostile; // set to time+0.2 whenever a client fires a // weapon or takes damage. Used to alert // monsters that otherwise would let the player go .float jump_flag; // player jump flag .float swim_flag; // player swimming sound flag .float air_finished; // when time > air_finished, start drowning .float bubble_count; // keeps track of the number of bubbles .string deathtype; // keeps track of how the player died // // object stuff // .string mdl; .vector mangle; // angle at start .vector oldorigin; // only used by secret door .float t_length, t_width; // // doors, etc // .vector dest, dest1, dest2; .float wait; // time from firing to restarting .float delay; // time from activation to firing .entity trigger_field; // door's trigger entity .string noise4; // // monsters // .float pausetime; .entity movetarget; // // doors // .float aflag; .float dmg; // damage done by door when hit // // misc // .float cnt; // misc flag // // subs // .void() think1; .vector finaldest, finalangle; // // triggers // .float count; // for counting triggers // // plats / doors / buttons // .float lip; .float state; .vector pos1, pos2; // top and bottom positions .float height; // // sounds // .float waitmin, waitmax; .float distance; .float volume; .float sprintflag; // // 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; 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; 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; void(float level, string s) bprint = #23; void(entity client, float level, string s) sprint = #24; 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 float(entity zombie, float which, entity limb) updateLimb = #33; float(float yaw, float dist) 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 float(entity e) checkbottom = #40; // true if self is on ground float(vector v) pointcontents = #41; // returns a CONTENT_* float(float f) fabs = #43; vector(entity e, float speed) aim = #44; // returns the shooting vector float(string s) cvar = #45; // return cvar.value void(string s) localcmd = #46; // put string into local que entity(entity e) nextent = #47; // for looping through all ents void() ChangeYaw = #49; // turn towards self.ideal_yaw vector(vector v) vectoangles = #51; 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; 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; 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 void(entity killer, entity killee) logfrag = #79; // add to stats string(entity e, string key) infokey = #80; // get a key value (world = serverinfo) float(string s) stof = #81; // convert string to float void(vector where, float set) multicast = #82; vector(entity what) Get_Waypoint_Near = #83; float(entity zombie, entity target) Do_Pathfind_psp = #84; void(string s) Open_Waypoint = #85; vector(entity zombie,vector start,vector min, vector max) Get_Next_Waypoint = #86; void(entity client, float type, float cost, float weapon) useprint = #87; vector(entity zombie,vector start,vector min, vector max) Get_First_Waypoint = #88; entity (entity start, .float field, float match) findfloat = #98; // New NZP custom ones float(string filename, float mode) fopen = #110; void(float fhandle) fclose = #111; string(float fhandle) fgets = #112; 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; float(string s) tokenize = #130; // Was #441 string(float num) argv = #131; // Was #442 float(entity targ, entity inflictor) CanDamage; #define FILE_READ 0 #define FILE_APPEND 1 #define FILE_WRITE 2 #define SVC_WEAPONFIRE 35 #define SVC_HITMARK 36 #define SVC_LIMBUPDATE 51 // naievil -- keep me #define SVC_BSPDECAL 50 // naievil -- keep me #define SVC_ACHIEVEMENT 52 #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 #define VEC_HULL_MIN '-16 -16 -32' #define VEC_HULL_MAX '16 16 40' #define VEC_HULL2_MIN '-32 -32 -24' #define VEC_HULL2_MAX '32 32 64' .string fog; //string world_fog; .float button3; .float button4; .float button5; .float button6; .float button7; .float button8; .float x2_icon; // double points icon .float insta_icon; .vector Flash_Offset; .float Flash_Size; .string Weapon_Name; .float currentHitBoxSetup; .vector bbmins, bbmaxs; // Used for zombie hitboxes .entity head; .entity larm; .entity rarm; #define SOLID_CORPSE 5 // bsp clip, touch on edge, block #define TE_EXPLOSION 3 #define TE_GUNSHOT 2 entity windows[32]; float wincnt; .float recoil_delay; float pow(float base, float n) = { float temp = base; if (n == 0) { return 1; } else { while (n > 0) { temp = temp * base; n = n - 1; } return temp; } return 0; }; void enableGrayscale(void) = { self.renderGrayscale = 1; } void disableGrayscale(void) = { self.renderGrayscale = 0; }