/* 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 "QF/progs.h" #include "sv_pr_cmds.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; float *current_skill; } 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 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 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 teleport_time; //float int armorvalue; //float int waterlevel; //float int watertype; //float int ideal_yaw; //float int yaw_speed; //float int goalentity; //int int spawnflags; //float int dmg_take; //float int dmg_save; //float int dmg_inflictor; //int int owner; //int int message; //string_t int sounds; //float int rotated_bbox; //int int alpha; int scale; int glow_size; int glow_color; int colormod; int gravity; int maxspeed; } sv_fields_t; extern sv_fields_t sv_fields; #if TYPECHECK_PROGS #define SVFIELD(e,f,t) E_var (e, PR_AccessField (&sv_pr_state, #f, ev_##t, __FILE__, __LINE__), t) #else #define SVFIELD(e,f,t) E_var (e, sv_fields.f, t) #endif #define SVfloat(e,f) SVFIELD (e, f, float) #define SVstring(e,f) SVFIELD (e, f, string) #define SVfunc(e,f) SVFIELD (e, f, func) #define SVentity(e,f) SVFIELD (e, f, entity) #define SVvector(e,f) SVFIELD (e, f, vector) #define SVinteger(e,f) SVFIELD (e, f, integer) #define PROGHEADER_CRC 54730 extern func_t EndFrame; extern func_t SpectatorConnect; extern func_t SpectatorThink; extern func_t SpectatorDisconnect; extern func_t UserInfoCallback; #endif // __sv_progs_h