mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-12-01 16:12:08 +00:00
470 lines
11 KiB
R
470 lines
11 KiB
R
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/*
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==============================================================================
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SOURCE FOR GLOBALVARS_T C STRUCTURE
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==============================================================================
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*/
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//
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// system globals
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//
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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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entity newmis; // if this is set, the entity that just
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// run created a new missile that should
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// be simulated immediately
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float force_retouch; // force all entities to touch triggers
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// next frame. this is needed because
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// non-moving things don't normally scan
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// for triggers, and when a trigger is
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// created (like a teleport trigger), it
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// needs to catch everything.
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// decremented each frame, so set to 2
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// to guarantee everything is touched
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string mapname;
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float serverflags; // propagated from level to level, used to
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// keep track of completed episodes
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float total_secrets;
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float total_monsters;
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float found_secrets; // number of secrets found
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float killed_monsters; // number of monsters killed
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// spawnparms are used to encode information about clients across server
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// level changes
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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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//
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// global variables set by built in functions
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//
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vector v_forward, v_up, v_right; // set by makevectors()
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// set by traceline / tracebox
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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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//
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// required prog functions
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#if 0
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void() main; // only for testing
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void() StartFrame;
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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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// a server. sets parms so they can be
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// saved off for restarts
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void() SetChangeParms; // call to set parms for @self so they can
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// be saved for a level transition
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//================================================
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void end_sys_globals; // flag for structure dumping
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//================================================
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#endif
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/*
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==============================================================================
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SOURCE FOR ENTVARS_T C STRUCTURE
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==============================================================================
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*/
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//
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// system fields (*** = do not set in prog code, maintained by C code)
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//
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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 lastruntime; // *** to allow entities to run out of sequence
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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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.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 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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// stats
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.float health;
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.float frags;
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.float weapon; // one of the IT_TSHOT, etc flags
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.string weaponmodel;
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.float weaponframe;
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.float currentammo;
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.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
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.float items; // 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; // fire
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.float button1; // use
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.float button2; // jump
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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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.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 armortype; // save this fraction of incoming damage
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.float armorvalue;
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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 goalentity; // a movetarget or an enemy
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.float spawnflags;
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.string target;
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.string targetname;
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// damage is accumulated through a frame. and sent as one single
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// message, so the super shotgun doesn't generate huge messages
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.float dmg_take;
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.float dmg_save;
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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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//================================================
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void end_sys_fields; // flag for structure dumping
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//================================================
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/*
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==============================================================================
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VARS NOT REFERENCED BY C CODE
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==============================================================================
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*/
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//================================================
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//
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// globals
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//
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float movedist;
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string string_null; // null string, nothing should be held here
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float empty_float;
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entity activator; // the entity that activated a trigger or brush
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entity damage_attacker; // set by T_Damage
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entity damage_inflictor;
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float framecount;
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//
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// cvars checked each frame
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//
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float teamplay;
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float timelimit;
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float fraglimit;
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float deathmatch;
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float rj;
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//================================================
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//
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// world fields (FIXME: make globals)
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//
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.string wad;
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.string map;
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.float worldtype; // 0=medieval 1=metal 2=base
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//================================================
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.string killtarget;
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//
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// quakeed fields
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//
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.float light_lev; // not used by game, but parsed by light util
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.float style;
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//
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// monster ai
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//
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.void() th_stand;
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.void() th_walk;
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.void() th_run;
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.void() th_missile;
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.void() th_melee;
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.void() th_pain;
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.void() th_die;
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.entity oldenemy; // mad at this player before taking damage
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.float speed;
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.float lefty;
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.float search_time;
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.float attack_state;
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//
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// player only fields
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//
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.float voided;
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.float walkframe;
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// Zoid Additions
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.float maxspeed; // Used to set Maxspeed on a player
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.float gravity; // Gravity Multiplier (0 to 1.0)
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.float attack_finished;
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.float pain_finished;
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.float invincible_finished;
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.float invisible_finished;
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.float super_damage_finished;
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.float radsuit_finished;
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.float invincible_time, invincible_sound;
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.float invisible_time, invisible_sound;
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.float super_time, super_sound;
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.float rad_time;
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.float fly_sound;
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.float axhitme;
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.float show_hostile; // set to time+0.2 whenever a client fires a
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// weapon or takes damage. Used to alert
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// monsters that otherwise would let the player go
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.float jump_flag; // player jump flag
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// + POX - removed
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//.float swim_flag; // player swimming sound flag
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// - POX
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.float air_finished; // when time > air_finished, start drowning
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.float bubble_count; // keeps track of the number of bubbles
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.string deathtype; // keeps track of how the player died
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//
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// object stuff
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//
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.string mdl;
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.vector mangle; // angle at start
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.vector oldorigin; // only used by secret door
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.float t_length, t_width;
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//
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// doors, etc
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//
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.vector dest, dest1, dest2;
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.float wait; // time from firing to restarting
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.float delay; // time from activation to firing
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.entity trigger_field; // door's trigger entity
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.string noise4;
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//
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// monsters
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//
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.float pausetime;
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.entity movetarget;
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//
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// doors
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//
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.float aflag;
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.float dmg; // damage done by door when hit
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//
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// misc
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//
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.float cnt; // misc flag
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//
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// subs
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//
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.void() think1;
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.vector finaldest, finalangle;
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//
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// triggers
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//
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.float count; // for counting triggers
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//
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// plats / doors / buttons
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//
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.float lip;
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.float state;
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.vector pos1, pos2; // top and bottom positions
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.float height;
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//
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// sounds
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//
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.float waitmin, waitmax;
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.float distance;
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.float volume;
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//===========================================================================
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//
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// builtin functions
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//
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void(string e) error = #10;
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void(string e) objerror = #11;
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// sets trace_* globals
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// nomonsters can be:
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// An entity will also be ignored for testing if forent == test,
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// forent->owner == test, or test->owner == forent
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// a forent of world is ignored
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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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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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float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
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// #33 was removed
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float() droptofloor= #34; // TRUE if landed on floor
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void(float style, string value) lightstyle = #35;
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// #39 was removed
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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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// #42 was removed
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vector(entity e, float speed) aim = #44; // returns the shooting vector
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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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// #48 was removed
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void() ChangeYaw = #49; // turn towards @self.ideal_yaw
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// at @self.yaw_speed
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// #50 was removed
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//
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// direct client message generation
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//
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void(float to, ...) WriteBytes = #0;
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void(float to, vector v) WriteCoordV = #0;
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void(float to, vector v) WriteAngleV = #0;
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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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void(float step) movetogoal = #67;
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void(string s) changelevel = #70;
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//#71 was removed
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void(entity client, string s) centerprint = #73; // sprint, but in middle
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void(entity e, float chan, string samp, float vol, float atten) sound = #8;
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void(vector pos, string samp, float vol, float atten) ambientsound = #74;
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string(string s) precache_sound = #19;
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string(string s) precache_model = #20;
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string(string s) precache_file = #68; // no effect except for -copy
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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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// values at level start
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// for coop respawn
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void(entity killer, entity killee) logfrag = #79; // add to stats
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float(string s) stof = #81; // convert string to float
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void(vector where, float set) multicast = #82; // sends the temp message to a set
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// of clients, possibly in PVS or PHS
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//============================================================================
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