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https://git.code.sf.net/p/quake/game-source
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88c055ea3c
<taniwha> zinx: thanks :) zinx' klik mod :)
73 lines
2 KiB
C++
73 lines
2 KiB
C++
#ifndef MISC_qh
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#define MISC_qh 1
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/* Random miscellaneous functions */
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@extern {
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entity(string clname) spawn;
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string(entity e) name; /* Returns the pretty entity name */
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#define crandom() (2.0*(random() - 0.5))
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void(entity e) makestatic;
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void(vector pos, string samp, float vol, float atten) ambientsound;
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void() SUB_remove;
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void(entity e) safe_remove;
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void() SUB_makestatic;
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void(entity e) safe_makestatic;
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void(vector org, string samp, float vol, float atten) sound_vector;
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entity(string clname, string mod, vector org, vector dir, float speed) spawn_missile;
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/* :) */
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void(.string fld, string match, void(entity e) func) foreach;
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void(.string fld, string match, .void() func) foreach_field;
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/* swaps self/other temporarily */
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float(entity newself, entity newother, float() func) switcheroo;
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/* Returns new value */
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float(float current, float increment, float max) increase_bound;
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/* Returns FALSE if not increased */
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float(.float fld, float increment, float max) increase_field;
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/* Calculate the player's current maximum speed, taking water/air in to account */
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float(entity e) calc_max_speed;
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/* sprint one string at a time, and get them all to the destination */
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void(entity client, float level) xprint_start;
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void(string str) xprint_str;
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#define is_activeplayer(e) (e.flags & FL_CLIENT)
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#define is_cl(e) (e.flags & FL_CLIENT)
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#define is_autothink(e) (e.flags & FL_AUTOTHINK)
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/* Return a random entity that matches, or world */
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entity(.string fld, string str) find_random;
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/* Return something from the .enemy chain */
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entity(entity ech) random_enemy_chain;
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#define vieworigin(e) (e.origin + e.view_ofs)
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#define center(e) ((e.absmin + e.absmax) * 0.5)
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/* FIXME: Make this an mdl func? */
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#define shootorigin(e) (vieworigin(e) - '0 0 6')
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/* Stuff for traceline "projectiles" to hit triggers like normal projectiles */
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void() tl_proj_begin;
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void() tl_proj_end;
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void(entity trigger, entity fake_proj) tl_touch;
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.float tl_notsolid;
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#define tl_issolid(ent) (!ent.tl_notsolid)
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};
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#endif
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