mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-18 10:41:40 +00:00
997102fea8
There are still a few iffy places (notably around certain prepositions), but the relevant sentences are now much easier to read.
724 lines
22 KiB
C
724 lines
22 KiB
C
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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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@extern entity other;
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@extern entity world;
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@extern float time;
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@extern float frametime;
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@extern 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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@extern 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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@extern string mapname;
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@extern float serverflags; // propagated from level to level, used to
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// keep track of completed episodes
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@extern float total_secrets;
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@extern float total_monsters;
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@extern float found_secrets; // number of secrets found
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@extern 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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@extern 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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@extern vector v_forward, v_up, v_right; // set by makevectors()
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// set by traceline / tracebox
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@extern float trace_allsolid;
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@extern float trace_startsolid;
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@extern float trace_fraction;
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@extern vector trace_endpos;
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@extern vector trace_plane_normal;
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@extern float trace_plane_dist;
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@extern entity trace_ent;
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@extern float trace_inopen;
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@extern float trace_inwater;
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@extern entity msg_entity; // destination of single entity writes
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//
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// required prog functions
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//
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@extern void() main; // only for testing
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@extern void() StartFrame;
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@extern void() PlayerPreThink;
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@extern void() PlayerPostThink;
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@extern void() ClientKill;
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@extern void() ClientConnect;
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@extern void() PutClientInServer; // call after setting the parm1... parms
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@extern void() ClientDisconnect;
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@extern 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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@extern 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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@extern void end_sys_globals; // flag for structure dumping
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//================================================
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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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@extern .float modelindex; // *** model index in the precached list
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@extern .vector absmin, absmax; // *** origin + mins / maxs
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@extern .float ltime; // local time for entity
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@extern .float lastruntime; // *** to allow entities to run out of sequence
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@extern .float movetype;
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@extern .float solid;
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@extern .vector origin; // ***
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@extern .vector oldorigin; // ***
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@extern .vector velocity;
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@extern .vector angles;
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@extern .vector avelocity;
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@extern .string classname; // spawn function
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@extern .string model;
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@extern .float frame;
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@extern .float skin;
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@extern .float effects;
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@extern .vector mins, maxs; // bounding box extents reletive to origin
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@extern .vector size; // maxs - mins
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@extern .void() touch;
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@extern .void() use;
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@extern .void() think;
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@extern .void() blocked; // for doors or plats, called when can't push other
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@extern .float nextthink;
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@extern .entity groundentity;
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// stats
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@extern .float health;
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@extern .float frags;
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@extern .float weapon; // one of the IT_SHOTGUN, etc flags
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@extern .string weaponmodel;
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@extern .float weaponframe;
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@extern .float currentammo;
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@extern .float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
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@extern .float items; // bit flags
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@extern .float takedamage;
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@extern .entity chain;
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@extern .float deadflag;
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@extern .vector view_ofs; // add to origin to get eye point
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@extern .float button0; // fire
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@extern .float button1; // use
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@extern .float button2; // jump
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@extern .float impulse; // weapon changes
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@extern .float fixangle;
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@extern .vector v_angle; // view / targeting angle for players
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@extern .string netname;
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@extern .entity enemy;
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@extern .float flags;
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@extern .float colormap;
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@extern .float team;
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@extern .float max_health; // players maximum health is stored here
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@extern .float teleport_time; // don't back up
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@extern .float armortype; // save this fraction of incoming damage
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@extern .float armorvalue;
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@extern .float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
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@extern .float watertype; // a contents value
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@extern .float ideal_yaw;
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@extern .float yaw_speed;
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@extern .entity aiment;
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@extern .entity goalentity; // a movetarget or an enemy
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@extern .float spawnflags;
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@extern .string target;
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@extern .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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@extern .float dmg_take;
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@extern .float dmg_save;
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@extern .entity dmg_inflictor;
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@extern .entity owner; // who launched a missile
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@extern .vector movedir; // mostly for doors, but also used for waterjump
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@extern .string message; // trigger messages
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@extern .float sounds; // either a cd track number or sound number
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@extern .string noise, noise1, noise2, noise3; // contains names of wavs to play
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//================================================
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@extern 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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// constants
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//
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// edict.flags
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@extern float FL_FLY;
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@extern float FL_SWIM;
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@extern float FL_CLIENT; // set for all client edicts
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@extern float FL_INWATER; // for enter / leave water splash
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@extern float FL_MONSTER;
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@extern float FL_GODMODE; // player cheat
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@extern float FL_NOTARGET; // player cheat
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@extern float FL_ITEM; // extra wide size for bonus items
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@extern float FL_ONGROUND; // standing on something
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@extern float FL_PARTIALGROUND; // not all corners are valid
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@extern float FL_WATERJUMP; // player jumping out of water
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@extern float FL_JUMPRELEASED; // for jump debouncing
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// edict.movetype values
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#define MOVETYPE_NONE 0 // never moves
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//#define MOVETYPE_ANGLENOCLIP 1
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//#define MOVETYPE_ANGLECLIP 2
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#define MOVETYPE_WALK 3 // players only
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#define MOVETYPE_STEP 4 // discrete, not real time unless fall
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#define MOVETYPE_FLY 5
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#define MOVETYPE_TOSS 6 // gravity
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#define MOVETYPE_PUSH 7 // no clip to world, push and crush
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#define MOVETYPE_NOCLIP 8
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#define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters
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#define MOVETYPE_BOUNCE 10
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#define MOVETYPE_BOUNCEMISSILE 11 // bounce with extra size
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// edict.solid values
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@extern float SOLID_NOT; // no interaction with other objects
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@extern float SOLID_TRIGGER; // touch on edge, but not blocking
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@extern float SOLID_BBOX; // touch on edge, block
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@extern float SOLID_SLIDEBOX; // touch on edge, but not an onground
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@extern float SOLID_BSP; // bsp clip, touch on edge, block
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// range values
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@extern float RANGE_MELEE;
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@extern float RANGE_NEAR;
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@extern float RANGE_MID;
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@extern float RANGE_FAR;
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// deadflag values
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@extern float DEAD_NO;
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@extern float DEAD_DYING;
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@extern float DEAD_DEAD;
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@extern float DEAD_RESPAWNABLE;
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// takedamage values
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@extern float DAMAGE_NO;
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@extern float DAMAGE_YES;
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@extern float DAMAGE_AIM;
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// items
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#define IT_AXE 0x001000
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#define IT_SHOTGUN 0x000001
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#define IT_SUPER_SHOTGUN 0x000002
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#define IT_NAILGUN 0x000004
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#define IT_SUPER_NAILGUN 0x000008
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#define IT_GRENADE_LAUNCHER 0x000010
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#define IT_ROCKET_LAUNCHER 0x000020
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#define IT_LIGHTNING 0x000040
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#define IT_EXTRA_WEAPON 0x000080
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#define IT_SHELLS 0x000100
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#define IT_NAILS 0x000200
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#define IT_ROCKETS 0x000400
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#define IT_CELLS 0x000800
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#define IT_ARMOR1 0x002000
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#define IT_ARMOR2 0x004000
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#define IT_ARMOR3 0x008000
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#define IT_SUPERHEALTH 0x010000
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#define IT_KEY1 0x020000
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#define IT_KEY2 0x040000
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#define IT_INVISIBILITY 0x080000
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#define IT_INVULNERABILITY 0x100000
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#define IT_SUIT 0x200000
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#define IT_QUAD 0x400000
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// point content values
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@extern float CONTENT_EMPTY;
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@extern float CONTENT_SOLID;
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@extern float CONTENT_WATER;
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@extern float CONTENT_SLIME;
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@extern float CONTENT_LAVA;
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@extern float CONTENT_SKY;
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@extern float STATE_TOP;
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@extern float STATE_BOTTOM;
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@extern float STATE_UP;
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@extern float STATE_DOWN;
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@extern vector VEC_ORIGIN;
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@extern vector VEC_HULL_MIN;
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@extern vector VEC_HULL_MAX;
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@extern vector VEC_HULL2_MIN;
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@extern vector VEC_HULL2_MAX;
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// protocol bytes
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@extern float SVC_TEMPENTITY;
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@extern float SVC_KILLEDMONSTER;
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@extern float SVC_FOUNDSECRET;
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@extern float SVC_INTERMISSION;
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@extern float SVC_FINALE;
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@extern float SVC_CDTRACK;
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@extern float SVC_SELLSCREEN;
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@extern float SVC_SMALLKICK;
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@extern float SVC_BIGKICK;
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@extern float SVC_MUZZLEFLASH;
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@extern float TE_SPIKE;
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@extern float TE_SUPERSPIKE;
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@extern float TE_GUNSHOT;
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@extern float TE_EXPLOSION;
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@extern float TE_TAREXPLOSION;
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@extern float TE_LIGHTNING1;
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@extern float TE_LIGHTNING2;
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@extern float TE_WIZSPIKE;
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@extern float TE_KNIGHTSPIKE;
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@extern float TE_LIGHTNING3;
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@extern float TE_LAVASPLASH;
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@extern float TE_TELEPORT;
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@extern float TE_BLOOD;
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@extern float TE_LIGHTNINGBLOOD;
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// sound channels
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// channel 0 never willingly overrides
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// other channels (1-7) allways override a playing sound on that channel
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@extern float CHAN_AUTO;
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@extern float CHAN_WEAPON;
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@extern float CHAN_VOICE;
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@extern float CHAN_ITEM;
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@extern float CHAN_BODY;
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@extern float CHAN_NO_PHS_ADD; // ie: CHAN_BODY+CHAN_NO_PHS_ADD
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@extern float ATTN_NONE;
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@extern float ATTN_NORM;
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@extern float ATTN_IDLE;
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@extern float ATTN_STATIC;
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// update types
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@extern float UPDATE_GENERAL;
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@extern float UPDATE_STATIC;
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@extern float UPDATE_BINARY;
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@extern float UPDATE_TEMP;
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// entity effects
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//float EF_BRIGHTFIELD;
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//float EF_MUZZLEFLASH;
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@extern float EF_BRIGHTLIGHT;
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@extern float EF_DIMLIGHT;
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@extern float EF_FLAG1;
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@extern float EF_FLAG2;
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// GLQuakeWorld Stuff
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@extern float EF_BLUE; // Blue Globe effect for Quad
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@extern float EF_RED; // Red Globe effect for Pentagram
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// messages
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@extern float MSG_BROADCAST; // unreliable to all
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@extern float MSG_ONE; // reliable to one (msg_entity)
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@extern float MSG_ALL; // reliable to all
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@extern float MSG_INIT; // write to the init string
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@extern float MSG_MULTICAST; // for multicast() call
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// message levels
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@extern float PRINT_LOW; // pickup messages
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@extern float PRINT_MEDIUM; // death messages
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@extern float PRINT_HIGH; // critical messages
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@extern float PRINT_CHAT; // also goes to chat console
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// multicast sets
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@extern float MULTICAST_ALL; // every client
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@extern float MULTICAST_PHS; // within hearing
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@extern float MULTICAST_PVS; // within sight
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@extern float MULTICAST_ALL_R; // every client, reliable
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@extern float MULTICAST_PHS_R; // within hearing, reliable
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@extern float MULTICAST_PVS_R; // within sight, reliable
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//================================================
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//
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// globals
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//
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@extern float movedist;
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@extern string string_null; // null string, nothing should be held here
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@extern float empty_float;
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@extern entity activator; // the entity that activated a trigger or brush
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@extern entity damage_attacker; // set by T_Damage
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@extern entity damage_inflictor;
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@extern float framecount;
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//
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// cvars checked each frame
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//
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@extern float teamplay;
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@extern float timelimit;
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@extern float fraglimit;
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@extern float deathmatch;
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@extern float rj;
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//================================================
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//
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// world fields
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//
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@extern .string wad;
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@extern .string map;
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@extern .float worldtype; // 0=medieval 1=metal 2=base
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//================================================
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@extern .string killtarget;
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//
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// quakeed fields
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//
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@extern .float light_lev; // not used by game, but parsed by light util
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@extern .float style;
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//
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// monster ai
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//
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@extern .void() th_stand;
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@extern .void() th_walk;
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@extern .void() th_run;
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@extern .void() th_missile;
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@extern .void() th_melee;
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@extern .void(entity attacker, float damage) th_pain;
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@extern .void() th_die;
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@extern .entity oldenemy; // mad at this player before taking damage
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@extern .float speed;
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@extern .float lefty;
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@extern .float search_time;
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@extern .float attack_state;
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@extern float AS_STRAIGHT;
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@extern float AS_SLIDING;
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@extern float AS_MELEE;
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@extern float AS_MISSILE;
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//
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// player only fields
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//
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@extern .float voided;
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@extern .float walkframe;
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// Zoid Additions
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@extern .float maxspeed; // Used to set Maxspeed on a player
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@extern .float gravity; // Gravity Multiplier (0 to 1.0)
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@extern .float attack_finished;
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@extern .float pain_finished;
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@extern .float invincible_finished;
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@extern .float invisible_finished;
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@extern .float super_damage_finished;
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@extern .float radsuit_finished;
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@extern .float invincible_time, invincible_sound;
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@extern .float invisible_time, invisible_sound;
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@extern .float super_time, super_sound;
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@extern .float rad_time;
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@extern .float fly_sound;
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@extern .float axhitme;
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@extern .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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@extern .float jump_flag; // player jump flag
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@extern .float swim_flag; // player swimming sound flag
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@extern .float air_finished; // when time > air_finished, start drowning
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@extern .float bubble_count; // keeps track of the number of bubbles
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@extern .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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@extern .string mdl;
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@extern .vector mangle; // angle at start
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@extern .vector oldorigin; // used by only secret doors
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@extern .float t_length, t_width;
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//
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// doors, etc
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//
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@extern .vector dest, dest1, dest2;
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@extern .float wait; // time from firing to restarting
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@extern .float delay; // time from activation to firing
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@extern .entity trigger_field; // door's trigger entity
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@extern .string noise4;
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//
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// monsters
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//
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@extern .float pausetime;
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@extern .entity movetarget;
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//
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// doors
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//
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@extern .float aflag;
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@extern .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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@extern .float cnt; // misc flag
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//
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// subs
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//
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@extern .void() think1;
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@extern .vector finaldest, finalangle;
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//
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// triggers
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//
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@extern .float count; // for counting triggers
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//
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// plats / doors / buttons
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//
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@extern .float lip;
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@extern .float state;
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@extern .vector pos1, pos2; // top and bottom positions
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@extern .float height;
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//
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// sounds
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//
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@extern .float waitmin, waitmax;
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@extern .float distance;
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@extern .float volume;
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//===========================================================================
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//
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// builtin functions
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//
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@extern void(vector ang) makevectors; // sets v_forward, etc globals
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@extern void(entity e, vector o) setorigin;
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@extern void(entity e, string m) setmodel; // set movetype and solid first
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@extern void(entity e, vector min, vector max) setsize;
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// #5 was removed
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//void() break;
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@extern float() random; // returns 0 - 1
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@extern void(entity e, float chan, string samp, float vol, float atten) sound;
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@extern vector(vector v) normalize;
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@extern void(string e) error;
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@extern void(string e) objerror;
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@extern float(vector v) vlen;
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@extern float(vector v) vectoyaw;
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@extern entity() spawn;
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@extern void(entity e) remove;
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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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@extern void(vector v1, vector v2, float nomonsters, entity forent) traceline;
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@extern entity() checkclient; // returns a client to look for
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@extern entity(entity start, .string fld, string match) find;
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@extern string(string s) precache_sound;
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@extern string(string s) precache_model;
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@extern void(entity client, string s)stuffcmd;
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@extern entity(vector org, float rad) findradius;
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@extern void(float level, string s) bprint;
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@extern void(entity client, float level, string s) sprint;
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@extern void(string s) dprint;
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@extern string(float f) ftos;
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@extern string(vector v) vtos;
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@extern void() coredump; // prints all edicts
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@extern void() traceon; // turns statment trace on
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@extern void() traceoff;
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@extern void(entity e) eprint; // prints an entire edict
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@extern float(float yaw, float dist) walkmove; // returns TRUE or FALSE
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// #33 was removed
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@extern float() droptofloor; // TRUE if landed on floor
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@extern void(float style, string value) lightstyle;
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@extern float(float v) rint; // round to nearest int
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@extern float(float v) floor; // largest integer <= v
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@extern float(float v) ceil; // smallest integer >= v
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// #39 was removed
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@extern float(entity e) checkbottom; // true if self is on ground
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@extern float(vector v) pointcontents; // returns a CONTENT_*
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// #42 was removed
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@extern float(float f) fabs;
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@extern vector(entity e, float speed) aim; // returns the shooting vector
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@extern float(string s) cvar; // return cvar.value
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@extern void(string s) localcmd; // put string into local que
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@extern entity(entity e) nextent; // for looping through all ents
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// #48 was removed
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@extern void() ChangeYaw; // turn towards self.ideal_yaw
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// at self.yaw_speed
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// #50 was removed
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@extern vector(vector v) vectoangles;
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//
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// direct client message generation
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//
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@extern void(float to, float f) WriteByte;
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@extern void(float to, float f) WriteChar;
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@extern void(float to, float f) WriteShort;
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@extern void(float to, float f) WriteLong;
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@extern void(float to, float f) WriteCoord;
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@extern void(float to, float f) WriteAngle;
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@extern void(float to, string s) WriteString;
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@extern void(float to, entity s) WriteEntity;
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// several removed
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@extern void(float step) movetogoal;
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@extern string(string s) precache_file; // no effect except for -copy
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@extern void(entity e) makestatic;
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@extern void(string s) changelevel;
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//#71 was removed
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@extern void(string var, string val) cvar_set; // sets cvar.value
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@extern void(entity client, string s) centerprint; // sprint, but in middle
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@extern void(vector pos, string samp, float vol, float atten) ambientsound;
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@extern string(string s) precache_model2; // registered version only
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@extern string(string s) precache_sound2; // registered version only
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@extern string(string s) precache_file2; // registered version only
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@extern void(entity e) setspawnparms; // set parm1... to the
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// values at level start
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// for coop respawn
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@extern void(entity killer, entity killee) logfrag; // add to stats
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@extern string(entity e, string key) infokey; // get a key value (world = serverinfo)
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@extern float(string s) stof; // convert string to float
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@extern void(vector where, float set) multicast; // 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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//
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// subs.qc
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//
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@extern void(vector tdest, float tspeed, void() func) SUB_CalcMove;
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@extern void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
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@extern void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
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@extern void() SUB_CalcMoveDone;
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@extern void() SUB_CalcAngleMoveDone;
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@extern void() SUB_Null;
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@extern void() SUB_UseTargets;
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@extern void() SUB_Remove;
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//
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// combat.qc
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//
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@extern void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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@extern float (entity e, float healamount, float ignore) T_Heal; // health function
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@extern float(entity targ, entity inflictor) CanDamage;
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