quakeforge/qw/include/sv_progs.h

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/*
sv_progs.h
server specific progs definitions
Copyright (C) 2000 Bill Currie
Author: Bill Currie
Date: 28 Feb 2001
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifndef __sv_progs_h
#define __sv_progs_h
#include "progs.h"
typedef struct {
int *self;
int *other;
int *world;
float *time;
float *frametime;
int *newmis;
float *force_retouch;
string_t *mapname;
float *serverflags;
float *total_secrets;
float *total_monsters;
float *found_secrets;
float *killed_monsters;
float *parms; // an actual array
vec3_t *v_forward;
vec3_t *v_up;
vec3_t *v_right;
float *trace_allsolid;
float *trace_startsolid;
float *trace_fraction;
vec3_t *trace_endpos;
vec3_t *trace_plane_normal;
float *trace_plane_dist;
int *trace_ent;
float *trace_inopen;
float *trace_inwater;
int *msg_entity;
} sv_globals_t;
extern sv_globals_t sv_globals;
typedef struct {
func_t main;
func_t StartFrame;
func_t PlayerPreThink;
func_t PlayerPostThink;
func_t ClientKill;
func_t ClientConnect;
func_t PutClientInServer;
func_t ClientDisconnect;
func_t SetNewParms;
func_t SetChangeParms;
} sv_funcs_t;
extern sv_funcs_t sv_funcs;
typedef struct
{
int modelindex; //float *
int absmin; //vec3_t * *
int absmax; //vec3_t *
int ltime; //float *
int lastruntime; //float *
int movetype; //float *
int solid; //float *
int origin; //vec3_t *
int oldorigin; //vec3_t *
int velocity; //vec3_t *
int angles; //vec3_t *
int avelocity; //vec3_t *
int classname; //string_t
int model; //string_t *
int frame; //float *
int skin; //float *
int effects; //float *
int mins; //vec3_t *
int maxs; //vec3_t *
int size; //vec3_t *
int touch; //func_t *
//int use; //func_t
int think; //func_t *
int blocked; //func_t *
int nextthink; //float *
int groundentity; //int *
int health; //float *
int frags; //float *
int weapon; //float *
int weaponmodel; //string_t *
int weaponframe; //float *
int currentammo; //float
int ammo_shells; //float *
int ammo_nails; //float *
int ammo_rockets; //float *
int ammo_cells; //float *
int items; //float *
int takedamage; //float
int chain; //int *
//int deadflag; //float
int view_ofs; //vec3_t *
int button0; //float *
int button1; //float *
int button2; //float *
int impulse; //float
int fixangle; //float *
int v_angle; //vec3_t *
int netname; //string_t *
int enemy; //int *
int flags; //float *
int colormap; //float *
int team; //float
//int max_health; //float
int teleport_time; //float *
//int armortype; //float
int armorvalue; //float *
int waterlevel; //float *
int watertype; //float *
int ideal_yaw; //float *
int yaw_speed; //float *
//int aiment; //int
int goalentity; //int *
int spawnflags; //float *
//int target; //string_t
//int targetname; //string_t
int dmg_take; //float *
int dmg_save; //float *
int dmg_inflictor; //int *
int owner; //int
//int movedir; //vec3_t
int message; //string_t
int sounds; //float
//int noise; //string_t
//int noise1; //string_t
//int noise2; //string_t
//int noise3; //string_t
} sv_fields_t;
extern sv_fields_t sv_fields;
#define SVFIELD(e,f,t) E_var (e, sv_fields.f, t)
#define PROGHEADER_CRC 54730
#endif // __sv_progs_h