/* ============================================================================== SOURCE FOR GLOBALVARS_T C STRUCTURE ============================================================================== */ // // system globals // entity other; entity world; float time; float frametime; entity newmis; // if this is set, the entity that just // run created a new missile that should // be simulated immediately float force_retouch; // force all entities to touch triggers // next frame. this is needed because // non-moving things don't normally scan // for triggers, and when a trigger is // created (like a teleport trigger), it // needs to catch everything. // decremented each frame, so set to 2 // to guarantee everything is touched string mapname; float serverflags; // propagated from level to level, used to // keep track of completed episodes float total_secrets; float total_monsters; float found_secrets; // number of secrets found float killed_monsters; // number of monsters killed // spawnparms are used to encode information about clients across server // level changes float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16; // // global variables set by built in functions // vector v_forward, v_up, v_right; // set by makevectors() // set by traceline / tracebox 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 // // required prog functions #if 0 void() main; // only for testing void() StartFrame; 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 // a server. sets parms so they can be // saved off for restarts void() SetChangeParms; // call to set parms for @self so they can // be saved for a level transition //================================================ void end_sys_globals; // flag for structure dumping //================================================ #endif /* ============================================================================== SOURCE FOR ENTVARS_T C STRUCTURE ============================================================================== */ // // system fields (*** = do not set in prog code, maintained by C code) // .float modelindex; // *** model index in the precached list .vector absmin, absmax; // *** origin + mins / maxs .float ltime; // local time for entity .float lastruntime; // *** to allow entities to run out of sequence .float movetype; .float solid; .vector origin; // *** .vector oldorigin; // *** .vector velocity; .vector angles; .vector avelocity; .string classname; // spawn function .string model; .float frame; .float skin; .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; // stats .float health; .float frags; .float weapon; // one of the IT_TSHOT, etc flags .string weaponmodel; .float weaponframe; .float currentammo; .float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; .float items; // bit flags .float takedamage; .entity chain; .float deadflag; .vector view_ofs; // add to origin to get eye point .float button0; // fire .float button1; // use .float button2; // jump .float impulse; // weapon changes .float fixangle; .vector v_angle; // view / targeting angle for players .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 armortype; // save this fraction of incoming damage .float armorvalue; .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 goalentity; // a movetarget or an enemy .float spawnflags; .string target; .string targetname; // damage is accumulated through a frame. and sent as one single // message, so the super shotgun doesn't generate huge messages .float dmg_take; .float dmg_save; .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 //================================================ void end_sys_fields; // flag for structure dumping //================================================ /* ============================================================================== VARS NOT REFERENCED BY C CODE ============================================================================== */ //================================================ // // globals // float movedist; string string_null; // null string, nothing should be held here float empty_float; entity activator; // the entity that activated a trigger or brush entity damage_attacker; // set by T_Damage entity damage_inflictor; float framecount; // // cvars checked each frame // float teamplay; float timelimit; float fraglimit; float deathmatch; float rj; //================================================ // // 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() th_pain; .void() th_die; .entity oldenemy; // mad at this player before taking damage .float speed; .float lefty; .float search_time; .float attack_state; // // player only fields // .float voided; .float walkframe; // Zoid Additions .float maxspeed; // Used to set Maxspeed on a player .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 // + POX - removed //.float swim_flag; // player swimming sound flag // - POX .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; //=========================================================================== // // builtin functions // void(string e) error = #10; void(string e) objerror = #11; // sets trace_* globals // nomonsters can be: // An entity will also be ignored for testing if forent == test, // forent->owner == test, or test->owner == forent // a forent of world is ignored 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; 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; float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE // #33 was removed float() droptofloor= #34; // TRUE if landed on floor void(float style, string value) lightstyle = #35; // #39 was removed float(entity e) checkbottom = #40; // true if @self is on ground float(vector v) pointcontents = #41; // returns a CONTENT_* // #42 was removed vector(entity e, float speed) aim = #44; // returns the shooting vector void(string s) localcmd = #46; // put string into local que entity(entity e) nextent = #47; // for looping through all ents // #48 was removed void() ChangeYaw = #49; // turn towards @self.ideal_yaw // at @self.yaw_speed // #50 was removed // // direct client message generation // 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; void(string s) changelevel = #70; //#71 was removed void(entity client, string s) centerprint = #73; // sprint, but in middle void(entity e, float chan, string samp, float vol, float atten) sound = #8; void(vector pos, string samp, float vol, float atten) ambientsound = #74; string(string s) precache_sound = #19; string(string s) precache_model = #20; string(string s) precache_file = #68; // no effect except for -copy 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 // values at level start // for coop respawn void(entity killer, entity killee) logfrag = #79; // add to stats float(string s) stof = #81; // convert string to float void(vector where, float set) multicast = #82; // sends the temp message to a set // of clients, possibly in PVS or PHS //============================================================================