/* +----+ |Defs| +----+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ | Scratch Http://www.admdev.com/scratch | +=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ | This contains necessary definitions from the original V1.06 defs.qc file. | | This includes some basic constants, the built in function definitions, and | | some variable's used by the Quake Engine internally. | | Certain lines in this file are hardcoded into Quake engine, and -must- be | | present and unchanged, in the order they are shown. Otherwise Quake will | | refuse to run. | +=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ */ #define STANDARD // These lines CANNOT be altered/moved entity self; entity other; entity world; float time; float frametime; float force_retouch; // force all entities to touch triggers string mapname; float deathmatch; float coop; float teamplay; float serverflags; // propagated from level to level, used to 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; // set by makevectors() 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; // call after setting the parm1... parms void() ClientDisconnect; void() SetNewParms; // called when a client first connects to void() SetChangeParms; // call to set parms for self so they can void() ParseClientCommand; // special command calls string CMD_STRING; void() Soft_Restart; void end_sys_globals; // flag for structure dumping .float modelindex; // *** model index in the precached list .vector absmin, absmax; // *** origin + mins / maxs .float ltime; // local time for entity .float movetype; .float solid; .vector origin; // *** .vector oldorigin; // *** .vector velocity; .vector angles; .vector avelocity; .vector punchangle; // temp angle adjust from damage or recoil .string classname; // spawn function .string model; .float frame; .float skin; .float iframetime; .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; .float health; .float points; .float kills; .float weapon; // one of the W_COLT, etc flags .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; // bit flags .float takedamage; .entity chain; .float deadflag; .vector view_ofs; // add to origin to get eye point .float button0; // .float button1; // .float button2; // .float button3; // .float button4; // .float button5; // .float button6; // .float button7; // .float button8; // .float impulse; // weapon changes .float fixangle; .vector v_angle; // view / targeting angle for players .float idealpitch; // calculated pitch angle for lookup up slopes .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 waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes .float watertype; // a contents value .float ideal_yaw; .float yaw_speed; .entity aiment; .entity head; .entity larm; .entity rarm; .entity goalentity; // a movetarget or an enemy //.entity goalorigin; // a movetarget location .float spawnflags; .string target; .string targetname; .float bleed_out; .float progress_bar; .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 .float x2_icon; // double points icon .float insta_icon; .vector ADS_Offset; .vector Flash_Offset; .float Flash_Size; .string Weapon_Name; .string Weapon_Name_Touch; .float currentmag2; .float maxspeed; .float facingenemy; //.float scale; void end_sys_fields; // flag for structure dumping // End. Lines below this MAY be altered, to some extent // Built In 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 (vector o, vector d, float color, float count) particle = #48; // start a particle effect void () ChangeYaw = #49; // turn towards self.ideal_yaw float (string name) GetSoundLen = #50; 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; string (entity s) etos = #65; 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 (float step, vector origin) MoveToOrigin = #71; void (string var, string val) cvar_set = #72; // sets cvar.value void (entity client, string s) centerprint = #73; // sprint, but in middle void (entity client, string s, string s) centerprint2 = #73; void (entity client, string s, string s, string s) centerprint3 = #73; void (entity client, string s, string s, string s, string s) centerprint4 = #73; void (entity client, string s, string s, string s, string s, string s) centerprint5 = #73; void (entity client, string s, string s, string s, string s, string s, string s) centerprint6 = #73; void (entity client, string s, string s, string s, string s, string s, string s, string s) centerprint7 = #73; 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 plr, float achievement) achievement = #79; float (string s) stof = #81; // 2001-09-20 QuakeC string manipulation by FrikaC //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; void (string s) Close_Waypoint = #89; void (vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracebox = #90; entity (entity start, .float field, float match) findfloat = #98; float (vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracemove = #99; // 2001-09-20 QuakeC file access by FrikaC start 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; // 2001-09-20 QuakeC file access by FrikaC end // 2001-11-15 DarkPlaces general builtin functions by Lord Havoc start float(string s) tokenize = #441; string(float num) argv = #442; // 2001-11-15 DarkPlaces general builtin functions by Lord Havoc end void (string trackname) songegg = #500; void () nzp_maxammo = #501; void (entity who) grenade_pulse = #502; // // constants // #define FALSE 0 #define TRUE 1 // 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 // edict.movetype values #define MOVETYPE_NONE 0 // never moves #define MOVETYPE_ANGLENOCLIP 1 #define MOVETYPE_ANGLECLIP 2 #define MOVETYPE_WALK 3 // players only #define MOVETYPE_STEP 4 // discrete, not real time unless fall #define MOVETYPE_FLY 5 #define MOVETYPE_TOSS 6 // gravity #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 #define MOVETYPE_BOUNCEMISSILE 11 // bounce with extra size #define MOVETYPE_FOLLOW 12 #define MOVE_HITMODEL 0 // 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 #define SOLID_CORPSE 5 // bsp clip, touch on edge, block // range values #define RANGE_MELEE 0 #define RANGE_NEAR 1 #define RANGE_MID 2 #define RANGE_FAR 3 // 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 #define DAMAGE_NOMARKER 3 // 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 STATE_TOP 0 #define STATE_BOTTOM 1 #define STATE_UP 2 #define STATE_DOWN 3 #define VEC_ORIGIN '0 0 0' //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' // protocol bytes #define SVC_BAD 0 #define SVC_NOP 1 #define SVC_DISCONNECT 2 #define SVC_UPDATESTAT 3 #define SVC_VERSION 4 #define SVC_SETVIEW 5 #define SVC_SOUND 6 #define SVC_TIME 7 #define SVC_PRINT 8 #define SVC_STUFFTEXT 9 #define SVC_SETANGLE 10 #define SVC_SERVERINFO 11 #define SVC_LIGHTSTYLE 12 #define SVC_UPDATENAME 13 #define SVC_UPDATEPOINTS 14 #define SVC_CLIENTDATA 15 #define SVC_STOPSOUND 16 #define SVC_PARTICLE 18 #define SVC_DAMAGE 19 #define SVC_SPAWNSTATIC 20 #define SVC_SPAWNBINARY 21 #define SVC_SPAWNBASELINE 22 #define SVC_TEMPENTITY 23 #define SVC_SETPAUSE 24 #define SVC_SIGNONNUM 25 #define SVC_CENTERPRINT 26 #define SVC_SPAWNSTATICSOUND 29 // 1998-08-08 Complete SVC list by Zhenga #define SVC_INTERMISSION 30 #define SVC_FINALE 31 #define SVC_CDTRACK 32 #define SVC_SELLSCREEN 33 #define SVC_CUTSCENE 34 // 1998-08-08 Complete SVC list by Zhenga #define SVC_WEAPONFIRE 35 #define SVC_HITMARK 36 #define SVC_USEPRINT 38 #define SVC_LIMBUPDATE 51 // naievil -- keep me #define SVC_BSPDECAL 50 // naievil -- keep me #define SVC_ACHIEVEMENT 52 #define TE_SPIKE 0 #define TE_SUPERSPIKE 1 #define TE_GUNSHOT 2 #define TE_EXPLOSION 3 #define TE_TAREXPLOSION 4 #define TE_LIGHTNING1 5 #define TE_LIGHTNING2 6 #define TE_WIZSPIKE 7 #define TE_KNIGHTSPIKE 8 #define TE_LIGHTNING3 9 #define TE_LAVASPLASH 10 #define TE_TELEPORT 11 #define TE_RAYSPLASHGREEN 14 #define TE_RAYSPLASHRED 15 // sound channels // channel 0 never willingly overrides // 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_WEAPON 1 #define CHAN_VOICE 2 #define CHAN_ITEM 3 #define CHAN_BODY 4 #define CHAN_NO_PHS_ADD 8 // ie: CHAN_BODY+CHAN_NO_PHS_ADD #define ATTN_NONE 0 #define ATTN_NORM 1 #define ATTN_IDLE 2 #define ATTN_STATIC 3 // update types #define UPDATE_GENERAL 0 #define UPDATE_STATIC 1 #define UPDATE_BINARY 2 #define UPDATE_TEMP 3 // entity effects #define EF_BLUELIGHT 1 #define EF_MUZZLEFLASH 2 #define EF_BRIGHTLIGHT 4 #define EF_REDLIGHT 8 #define EF_ORANGELIGHT 16 #define EF_GREENLIGHT 32 #define EF_PINKLIGHT 64 // formerly EF_LIGHT #define EF_NODRAW 128 #define EF_LIMELIGHT 256 // formerly EF_BRIGHTFIELD #define EF_FULLBRIGHT 512 #define EF_CYANLIGHT 1024 // formerly EF_DARKLIGHT #define EF_YELLOWLIGHT 2048 // formerly EF_DARKFIELD #define EF_PURPLELIGHT 4096 #define EF_RAYRED 8196 // red trail for porter x2 #define EF_RAYGREEN 16384 // green trail for ray gun // 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_MULTICASE 4 // for multicast() call // message levels #define PRINT_LOW 0 // pickup messages #define PRINT_MEDIUM 1 // death messages #define PRINT_HIGH 2 // critical messages #define PRINT_CHAT 3 // also goes to chat console #define AS_STRAIGHT 1 #define AS_SLIDING 2 #define AS_MELEE 3 #define AS_MISSILE 4 // 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 // file operations #define FILE_READ 0 #define FILE_APPEND 1 #define FILE_WRITE 2