yay, finally links

This commit is contained in:
Bill Currie 2003-10-28 21:20:34 +00:00
parent 60082be06f
commit 4f8c883bbd
21 changed files with 89 additions and 15 deletions

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@ -13,8 +13,8 @@ QFCCFLAGS=-q --warn all --code v6only $(CPPFLAGS)
###############################################
QW_SOURCES= $(prefix qw/, \
system.qc builtins.qc sz_watch.qc effect.qc \
QW_SOURCES= $(addprefix qw/, \
sys_defs.qc builtins.qc sz_watch.qc effect.qc \
)
WEAPONS_SOURCES=weapon.qc weapon_g.qc \
@ -33,6 +33,7 @@ MAPENTS_SOURCES=mapents_util.qc \
COMMON_SOURCES=system.qc \
\
equip.qc \
equipid.qc \
server.qc worldspawn.qc \
client.qc spectate.qc \

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@ -6,6 +6,10 @@
#include "mdl.qh"
#include "weapon.qh"
.void() prethink;
.void() actthink;
.void() postthink;
void() PlayerPreThink = {
if (is_cl(self))
PlayerStartFrame();

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@ -5,6 +5,30 @@
#include "server.qh"
.entity dmg_attacker;
.void() deathmsg;
.string deathmsg1, deathmsg2, deathmsg3, deathmsg4, deathmsg5, deathmsg6;
// You _MUST_ have th_takedamage if you .takedamage!
// Return TRUE if you were damaged, FALSE otherwise.
.float(float dmg) th_takedamage;
/* Allows you to globally override damage you deal */
/* self = you, other = target */
/* returns new amount of damage, or < 0 for don't */
.float(float dmg) th_dealdamage;
.void(entity missile) th_attack;
/* Update frags in these. */
.void() th_die;
.void() th_kill;
.float(entity missile) th_projectile;
entity ghost_inflictor;
void() damage_init = {
ghost_inflictor = spawn("GHOST_INFLICTOR");
};

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@ -2,6 +2,14 @@
#include "equip.qh"
#include "math.qh"
.float equip_state;
..float itemfield;
.float itemfield_1;
.float itemfield_2;
.float itemfield_3;
.float itemfield_4;
float(entity e, float eid) equip_flag = {
if (eid < 24) {
e.itemfield = itemfield_1;

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@ -5,6 +5,8 @@
#include "items.qh"
.float() th_takeitem;
void() _item_regen_think = {
self.solid = SOLID_TRIGGER;
setmodel(self, self.model);

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@ -15,7 +15,8 @@ megahealth will add 100 health, then
rot you down to your maximum health limit,
one point per second.
*/
void() item_megahealth;
@extern void() item_megahealth;
void() item_health = {
if (self.spawnflags & SPAWNFLAGS_HEALTH_ROTTEN) {
self.model = "maps/b_bh10.bsp";

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@ -1,7 +1,7 @@
#ifndef MAPENTS_ITEMS_qh
#define MAPENTS_ITEMS_qh 1
void() item_armor;
void() item_ammo;
@extern void() item_armor;
@extern void() item_ammo;
#endif

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@ -1,6 +1,6 @@
#ifndef MAPENTS_MOVEWALL_qh
#define MAPENTS_MOVEWALL_qh 1
void() func_train;
@extern void() func_train;
#endif

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@ -2,6 +2,6 @@
#define MAPENTS_TRIGGERS_qh 1
#define SPAWNFLAGS_TRIGGER_NOTOUCH 2
void() trigger_generic;
@extern void() trigger_generic;
#endif

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@ -4,6 +4,8 @@
#include "mapents_util.qh"
.void() th_activate;
void() util_map_entity_init = {
self.deadflag = DEAD_NONLIVING;

View file

@ -3,6 +3,13 @@
#include "bodyque.qh"
#include "mdl.qh"
.void(float func, float extra) mdl_func;
.float mdl_mod;
.void() mdl_think;
.float mdl_thought;
.float mdl_var;
void() _mdl_bodyque_think = {
if (!self.mdl_thought) self.mdl_think();
self.mdl_thought = FALSE;

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@ -1,7 +1,7 @@
#ifndef MDL_EYES_qh
#define MDL_EYES_qh 1
void() mdl_eyes_init;
void() mdl_setup_eyes;
@extern void() mdl_eyes_init;
@extern void() mdl_setup_eyes;
#endif

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@ -1,6 +1,6 @@
#ifndef MDL_VOID_qh
#define MDL_VOID_qh 1
void() mdl_setup_void;
@extern void() mdl_setup_void;
#endif

View file

@ -1,6 +1,10 @@
#include "common.qh"
#include "menu.qh"
.float menu_state;
.float menu_time;
.void() menu_think;
void(void() menu_func) menu_set = {
self.menu_state = 0;
self.menu_time = 0;

View file

@ -5,6 +5,8 @@
#include "teleport.qh"
#include "weapon.qh"
.float tl_notsolid;
// ===================================================================== //
entity(string clname) spawn = {

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@ -4,6 +4,8 @@
#include "protocol.qh"
#include "misc.qh"
float sv_spawning;
/*
All this crap is to make sure we don't overflow the signon
buffer or message buffer, since Quake doesn't bother to

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@ -17,6 +17,20 @@
#include "mapents.qh"
float max_clients;
// Various cvars [possibly] referenced by QC
float rocket_jump;
float sv_mintic, sv_maxtic;
float sv_gravity;
float sv_stopspeed, sv_maxspeed, sv_spectatormaxspeed;
float sv_accelerate, sv_airaccelerate, sv_wateraccelerate;
float sv_friction, sv_waterfriction;
float cl_rollangle, cl_rollspeed;
#define SV_FRAMES_BEFORE_SPAWN 3
void() main = {

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@ -1,7 +1,3 @@
#ifndef SYSTEM_qh
#include "sys_defs.qc"
#endif
void() NOTHING_function = {};
// ========================================================================== //

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@ -5,6 +5,8 @@
#include "misc.qh"
#include "teleport.qh"
.float(vector org) th_teleport;
void() _deathmsg_teleport = {
local string att_nname, def_nname;

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@ -4,6 +4,11 @@
#include "weapon.qh"
.void() w_think;
.float(float action) w_func;
.float attack_finished;
.float w_thought;
.float weapon_imp;
.float weapons; /* Alas, a bitfield. */

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@ -35,7 +35,7 @@ for i in "$@"; do
WEAPONS[$IMPULSE]="${WEAPONS[$IMPULSE]} $NAME"
cat << EOF
float(float action) w_${NAME};
@extern float(float action) w_${NAME};
EOF
done
done