mirror of
https://github.com/nzp-team/quakec.git
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480 lines
28 KiB
C++
480 lines
28 KiB
C++
/*
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+----+
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|Defs|
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+----+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
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| Scratch Http://www.admdev.com/scratch |
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+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
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| This contains necessary definitions from the original V1.06 defs.qc file. |
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| This includes some basic constants, the built in function definitions, and |
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| some variable's used by the Quake Engine internally. |
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| Certain lines in this file are hardcoded into Quake engine, and -must- be |
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| present and unchanged, in the order they are shown. Otherwise Quake will |
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| refuse to run. |
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+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
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*/
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#define STANDARD
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// These lines CANNOT be altered/moved
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entity self;
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entity other;
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entity world;
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float time;
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float frametime;
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float force_retouch; // force all entities to touch triggers
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string mapname;
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float deathmatch;
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float coop;
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float teamplay;
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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_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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vector v_forward, v_up, v_right; // set by makevectors()
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float trace_allsolid;
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float trace_startsolid;
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float trace_fraction;
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vector trace_endpos;
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vector trace_plane_normal;
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float trace_plane_dist;
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entity trace_ent;
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float trace_inopen;
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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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.vector absmin, absmax; // *** origin + mins / maxs
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.float ltime; // local time for entity
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.float movetype;
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.float solid;
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.vector origin; // ***
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.vector oldorigin; // ***
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.vector velocity;
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.vector angles;
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.vector avelocity;
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.vector punchangle; // temp angle adjust from damage or recoil
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.string classname; // spawn function
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.string model;
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.float frame;
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.float skin;
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.float iframetime;
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.float effects;
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.vector mins, maxs; // bounding box extents reletive to origin
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.vector size; // maxs - mins
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.void() touch;
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.void() use;
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.void() think;
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.void() blocked; // for doors or plats, called when can't push other
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.float nextthink;
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.entity groundentity;
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.float health;
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.float points;
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.float kills;
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.float weapon; // one of the W_COLT, etc flags
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.string weaponmodel;
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.string weapon2model;
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.float weaponframe;
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.float weapon2frame;
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.float currentammo;
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.float currentmag;
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.float zoom;
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.float weaponskin;
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.float weapon2skin;
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.float primary_grenades;
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.float secondary_grenades;
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.float grenades;
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.float perks; // bit flags
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.float takedamage;
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.entity chain;
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.float deadflag;
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.vector view_ofs; // add to origin to get eye point
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.float button0; //
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.float button1; //
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.float button2; //
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.float button3; //
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.float button4; //
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.float button5; //
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.float button6; //
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.float button7; //
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.float button8; //
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.float impulse; // weapon changes
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.float fixangle;
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.vector v_angle; // view / targeting angle for players
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.float idealpitch; // calculated pitch angle for lookup up slopes
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.string netname;
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.entity enemy;
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.float flags;
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.float colormap;
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.float team;
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.float max_health; // players maximum health is stored here
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.float teleport_time; // don't back up
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.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
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.float watertype; // a contents value
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.float ideal_yaw;
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.float yaw_speed;
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.entity aiment;
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.entity head;
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.entity larm;
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.entity rarm;
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.entity goalentity; // a movetarget or an enemy
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//.entity goalorigin; // a movetarget location
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.float spawnflags;
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.string target;
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.string targetname;
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.float bleed_out;
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.float progress_bar;
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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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// Built In functions
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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, 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 () break = #6;
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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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vector (vector v) normalize = #9;
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void (string e) error = #10;
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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) vectoyaw = #13;
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entity () spawn = #14;
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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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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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string (string s) precache_sound = #19;
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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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entity (vector org, float rad) findradius = #22;
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void (float level, string s) bprint = #23;
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void (entity client, float level, string s) sprint = #24;
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void (string s) dprint = #25;
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string (float f) ftos = #26;
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string (vector v) vtos = #27;
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void () coredump = #28; // prints all edicts
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void () traceon = #29; // turns statment trace on
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void () traceoff = #30;
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void (entity e) eprint = #31; // prints an entire edict
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float (float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
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float (entity zombie, float which, entity limb) updateLimb = #33;
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float (float yaw, float dist) droptofloor = #34; // TRUE if landed on floor
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void (float style, string value) lightstyle = #35;
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float (float v) rint = #36; // round to nearest int
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float (float v) floor = #37; // largest integer <= v
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float (float v) ceil = #38; // smallest integer >= v
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float (entity e) checkbottom = #40; // true if self is on ground
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float (vector v) pointcontents = #41; // returns a CONTENT_*
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float (float f) fabs = #43;
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vector (entity e, float speed) aim = #44; // returns the shooting vector
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float (string s) cvar = #45; // return cvar.value
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void (string s) localcmd = #46; // put string into local que
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entity (entity e) nextent = #47; // for looping through all ents
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void (vector o, vector d, float color, float count) particle = #48; // start a particle effect
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void () ChangeYaw = #49; // turn towards self.ideal_yaw
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float (string name) GetSoundLen = #50;
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vector (vector v) vectoangles = #51;
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void (float to, float f) WriteByte = #52;
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void (float to, float f) WriteChar = #53;
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void (float to, float f) WriteShort = #54;
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void (float to, float f) WriteLong = #55;
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void (float to, float f) WriteCoord = #56;
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void (float to, float f) WriteAngle = #57;
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void (float to, string s) WriteString = #58;
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void (float to, entity s) WriteEntity = #59;
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string (entity s) etos = #65;
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void (float step) movetogoal = #67;
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string (string s) precache_file = #68; // no effect except for -copy
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void (entity e) makestatic = #69;
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void (string s) changelevel = #70;
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void (float step, vector origin) MoveToOrigin = #71;
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void (string var, string val) cvar_set = #72; // sets cvar.value
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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) centerprint2 = #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) centerprint4 = #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, string s, string s, string s) centerprint6 = #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 (vector pos, string samp, float vol, float atten) ambientsound = #74;
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string (string s) precache_model2 = #75; // registered version only
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string (string s) precache_sound2 = #76; // registered version only
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string (string s) precache_file2 = #77; // registered version only
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void (entity e) setspawnparms = #78; // set parm1... to the
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void (entity plr, float achievement) achievement = #79;
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float (string s) stof = #81; // 2001-09-20 QuakeC string manipulation by FrikaC
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//void (vector where, float set) multicast = #82;
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vector (entity what) Get_Waypoint_Near = #83;
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float (entity zombie, entity target) Do_Pathfind_psp = #84;
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void (string s) Open_Waypoint = #85;
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vector (entity zombie,vector start,vector min, vector max) Get_Next_Waypoint = #86;
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void (entity client, float type, float cost, float weapon) useprint = #87;
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vector (entity zombie,vector start,vector min, vector max) Get_First_Waypoint = #88;
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void (string s) Close_Waypoint = #89;
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void (vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracebox = #90;
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entity (entity start, .float field, float match) findfloat = #98;
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float (vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracemove = #99;
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// 2001-09-20 QuakeC file access by FrikaC start
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float (string filename, float mode) fopen = #110;
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void (float fhandle) fclose = #111;
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string (float fhandle) fgets = #112;
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void (float fhandle, string s) fputs = #113;
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float (string s) strlen = #114;
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string (string s1, string s2) strcat = #115;
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string (string s, float start, float length) substring = #116;
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vector (string s) stov = #117;
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string (string s) strzone = #118;
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string (string s) strunzone = #119;
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string (string s) strtrim = #120;
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// 2001-09-20 QuakeC file access by FrikaC end
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// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc start
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float(string s) tokenize = #441;
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string(float num) argv = #442;
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// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc end
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// DP_QC_STRING_CASE_FUNCTIONS
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string (string s) strtolower = #480;
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float (float caseinsensitive, string s) crc16 = #494;
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void (string trackname) songegg = #500;
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void () nzp_maxammo = #501;
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void (entity who) grenade_pulse = #502;
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float () nzp_maxai = #503;
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void (entity who) nzp_bettyprompt = #504;
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void (entity who, string name) nzp_setplayername = #505;
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void (entity who, float version) nzp_setdoubletapver = #506;
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void (entity who, float color, float duration, float type) nzp_screenflash = #507;
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//
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// constants
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//
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#define FALSE 0
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#define TRUE 1
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// edict.flags
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#define FL_FLY 1
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#define FL_SWIM 2
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#define FL_CLIENT 8 // set for all client edicts
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#define FL_INWATER 16 // for enter / leave water splash
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#define FL_MONSTER 32
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#define FL_GODMODE 64 // player cheat
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#define FL_NOTARGET 128 // player cheat
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#define FL_ITEM 256 // extra wide size for bonus items
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#define FL_ONGROUND 512 // standing on something
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#define FL_PARTIALGROUND 1024 // not all corners are valid
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#define FL_WATERJUMP 2048 // player jumping out of water
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// edict.movetype values
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#define MOVETYPE_NONE 0 // never moves
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#define MOVETYPE_ANGLENOCLIP 1
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#define MOVETYPE_ANGLECLIP 2
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#define MOVETYPE_WALK 3 // players only
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#define MOVETYPE_STEP 4 // discrete, not real time unless fall
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#define MOVETYPE_FLY 5
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#define MOVETYPE_TOSS 6 // gravity
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#define MOVETYPE_PUSH 7 // no clip to world, push and crush
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#define MOVETYPE_NOCLIP 8
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#define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters
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#define MOVETYPE_BOUNCE 10
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#define MOVETYPE_BOUNCEMISSILE 11 // bounce with extra size
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#define MOVETYPE_FOLLOW 12
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#define MOVE_HITMODEL 0
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// edict.solid values
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#define SOLID_NOT 0 // no interaction with other objects
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#define SOLID_TRIGGER 1 // touch on edge, but not blocking
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#define SOLID_BBOX 2 // touch on edge, block
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#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
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#define SOLID_BSP 4 // bsp clip, touch on edge, block
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#define SOLID_CORPSE 5 // bsp clip, touch on edge, block
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// range values
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#define RANGE_MELEE 0
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#define RANGE_NEAR 1
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#define RANGE_MID 2
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#define RANGE_FAR 3
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// deadflag values
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#define DEAD_NO 0
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#define DEAD_DYING 1
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#define DEAD_DEAD 2
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#define DEAD_RESPAWNABLE 3
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// takedamage values
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#define DAMAGE_NO 0
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#define DAMAGE_YES 1
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#define DAMAGE_AIM 2
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#define DAMAGE_NOMARKER 3
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// point content values
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#define CONTENT_EMPTY -1
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#define CONTENT_SOLID -2
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#define CONTENT_WATER -3
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#define CONTENT_SLIME -4
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#define CONTENT_LAVA -5
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#define CONTENT_SKY -6
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//doors
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#define STATE_TOP 0
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#define STATE_BOTTOM 1
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#define STATE_UP 2
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#define STATE_DOWN 3
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#define VEC_ORIGIN '0 0 0'
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// protocol bytes
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#define SVC_BAD 0
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#define SVC_NOP 1
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#define SVC_DISCONNECT 2
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#define SVC_UPDATESTAT 3
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#define SVC_VERSION 4
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#define SVC_SETVIEW 5
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#define SVC_SOUND 6
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#define SVC_TIME 7
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#define SVC_PRINT 8
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#define SVC_STUFFTEXT 9
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#define SVC_SETANGLE 10
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#define SVC_SERVERINFO 11
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#define SVC_LIGHTSTYLE 12
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#define SVC_UPDATENAME 13
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#define SVC_UPDATEPOINTS 14
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#define SVC_CLIENTDATA 15
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#define SVC_STOPSOUND 16
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#define SVC_PARTICLE 18
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#define SVC_DAMAGE 19
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#define SVC_SPAWNSTATIC 20
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#define SVC_SPAWNBINARY 21
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#define SVC_SPAWNBASELINE 22
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#define SVC_TEMPENTITY 23
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#define SVC_SETPAUSE 24
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#define SVC_SIGNONNUM 25
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#define SVC_CENTERPRINT 26
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#define SVC_SPAWNSTATICSOUND 29 // 1998-08-08 Complete SVC list by Zhenga
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#define SVC_INTERMISSION 30
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#define SVC_FINALE 31
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#define SVC_CDTRACK 32
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#define SVC_SELLSCREEN 33
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#define SVC_CUTSCENE 34 // 1998-08-08 Complete SVC list by Zhenga
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#define SVC_WEAPONFIRE 35
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#define SVC_HITMARK 36
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#define SVC_USEPRINT 38
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#define SVC_LIMBUPDATE 51 // naievil -- keep me
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#define SVC_BSPDECAL 50 // naievil -- keep me
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#define SVC_ACHIEVEMENT 52
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#define TE_SPIKE 0
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#define TE_SUPERSPIKE 1
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#define TE_GUNSHOT 2
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#define TE_EXPLOSION 3
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#define TE_TAREXPLOSION 4
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#define TE_LIGHTNING1 5
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#define TE_LIGHTNING2 6
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#define TE_WIZSPIKE 7
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#define TE_KNIGHTSPIKE 8
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#define TE_LIGHTNING3 9
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#define TE_LAVASPLASH 10
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#define TE_TELEPORT 11
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#define TE_RAYSPLASHGREEN 14
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#define TE_RAYSPLASHRED 15
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// sound channels
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// channel 0 never willingly overrides
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// other channels (1-7) allways override a playing sound on that channel
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// Player uses channel 5 for all weapon reload sfx
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#define CHAN_AUTO 0
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#define CHAN_WEAPON 1
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#define CHAN_VOICE 2
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#define CHAN_ITEM 3
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#define CHAN_BODY 4
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#define CHAN_NO_PHS_ADD 8 // ie: CHAN_BODY+CHAN_NO_PHS_ADD
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#define ATTN_NONE 0
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#define ATTN_NORM 1
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#define ATTN_IDLE 2
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#define ATTN_STATIC 3
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// update types
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#define UPDATE_GENERAL 0
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#define UPDATE_STATIC 1
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#define UPDATE_BINARY 2
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#define UPDATE_TEMP 3
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// entity effects
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#define EF_BLUELIGHT 1
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#define EF_MUZZLEFLASH 2
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#define EF_BRIGHTLIGHT 4
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#define EF_REDLIGHT 8
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#define EF_ORANGELIGHT 16
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#define EF_GREENLIGHT 32
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#define EF_PINKLIGHT 64 // formerly EF_LIGHT
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#define EF_NODRAW 128
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#define EF_LIMELIGHT 256 // formerly EF_BRIGHTFIELD
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#define EF_FULLBRIGHT 512
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#define EF_CYANLIGHT 1024 // formerly EF_DARKLIGHT
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#define EF_YELLOWLIGHT 2048 // formerly EF_DARKFIELD
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#define EF_PURPLELIGHT 4096
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#define EF_RAYRED 8196 // red trail for porter x2
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#define EF_RAYGREEN 16384 // green trail for ray gun
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// messages
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#define MSG_BROADCAST 0 // unreliable to all
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#define MSG_ONE 1 // reliable to one (msg_entity)
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#define MSG_ALL 2 // reliable to all
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#define MSG_INIT 3 // write to the init string
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#define MSG_MULTICASE 4 // for multicast() call
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// message levels
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#define PRINT_LOW 0 // pickup messages
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#define PRINT_MEDIUM 1 // death messages
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#define PRINT_HIGH 2 // critical messages
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#define PRINT_CHAT 3 // also goes to chat console
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#define AS_STRAIGHT 1
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#define AS_SLIDING 2
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#define AS_MELEE 3
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#define AS_MISSILE 4
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// multicast sets
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#define MULTICAST_ALL 0 // every client
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#define MULTICAST_PHS 1 // within hearing
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#define MULTICAST_PVS 2 // within sight
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#define MULTICAST_ALL_R 3 // every client, reliable
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#define MULTICAST_PHS_R 4 // within hearing, reliable
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#define MULTICAST_PVS_R 5 // within sight, reliable
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// file operations
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#define FILE_READ 0
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#define FILE_APPEND 1
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#define FILE_WRITE 2
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