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https://git.code.sf.net/p/quake/quakeforge
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fb42199637
easier to read.
183 lines
4.5 KiB
C
183 lines
4.5 KiB
C
/*
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sv_progs.h
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server specific progs definitions
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Copyright (C) 2000 Bill Currie
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Author: Bill Currie
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Date: 28 Feb 2001
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef __sv_progs_h
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#define __sv_progs_h
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#include "QF/progs.h"
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typedef struct {
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int *self;
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int *other;
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int *world;
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float *time;
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float *frametime;
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int *newmis;
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float *force_retouch;
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string_t *mapname;
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float *serverflags;
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float *total_secrets;
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float *total_monsters;
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float *found_secrets;
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float *killed_monsters;
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float *parms; // an actual array
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vec3_t *v_forward;
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vec3_t *v_up;
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vec3_t *v_right;
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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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vec3_t *trace_endpos;
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vec3_t *trace_plane_normal;
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float *trace_plane_dist;
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int *trace_ent;
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float *trace_inopen;
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float *trace_inwater;
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int *msg_entity;
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float *current_skill;
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} sv_globals_t;
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extern sv_globals_t sv_globals;
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typedef struct {
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func_t main;
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func_t StartFrame;
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func_t PlayerPreThink;
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func_t PlayerPostThink;
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func_t ClientKill;
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func_t ClientConnect;
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func_t PutClientInServer;
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func_t ClientDisconnect;
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func_t SetNewParms;
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func_t SetChangeParms;
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} sv_funcs_t;
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extern sv_funcs_t sv_funcs;
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typedef struct
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{
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int modelindex; //float
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int absmin; //vec3_t
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int absmax; //vec3_t
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int ltime; //float
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int lastruntime; //float
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int movetype; //float
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int solid; //float
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int origin; //vec3_t
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int oldorigin; //vec3_t
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int velocity; //vec3_t
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int angles; //vec3_t
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int avelocity; //vec3_t
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int classname; //string_t
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int model; //string_t
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int frame; //float
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int skin; //float
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int effects; //float
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int mins; //vec3_t
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int maxs; //vec3_t
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int size; //vec3_t
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int touch; //func_t
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int think; //func_t
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int blocked; //func_t
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int nextthink; //float
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int groundentity; //int
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int health; //float
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int frags; //float
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int weapon; //float
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int weaponmodel; //string_t
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int weaponframe; //float
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int currentammo; //float
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int ammo_shells; //float
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int ammo_nails; //float
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int ammo_rockets; //float
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int ammo_cells; //float
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int items; //float
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int takedamage; //float
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int chain; //int
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int view_ofs; //vec3_t
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int button0; //float
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int button1; //float
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int button2; //float
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int impulse; //float
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int fixangle; //float
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int v_angle; //vec3_t
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int netname; //string_t
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int enemy; //int
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int flags; //float
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int colormap; //float
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int team; //float
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int teleport_time; //float
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int armorvalue; //float
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int waterlevel; //float
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int watertype; //float
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int ideal_yaw; //float
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int yaw_speed; //float
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int goalentity; //int
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int spawnflags; //float
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int dmg_take; //float
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int dmg_save; //float
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int dmg_inflictor; //int
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int owner; //int
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int message; //string_t
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int sounds; //float
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int rotated_bbox; //int
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int alpha;
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int scale;
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int glow_size;
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int glow_color;
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int colormod;
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} sv_fields_t;
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extern sv_fields_t sv_fields;
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#if TYPECHECK_PROGS
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#define SVFIELD(e,f,t) E_var (e, PR_AccessField (&sv_pr_state, #f, ev_##t, __FILE__, __LINE__), t)
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#else
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#define SVFIELD(e,f,t) E_var (e, sv_fields.f, t)
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#endif
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#define SVfloat(e,f) SVFIELD (e, f, float)
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#define SVstring(e,f) SVFIELD (e, f, string)
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#define SVfunc(e,f) SVFIELD (e, f, func)
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#define SVentity(e,f) SVFIELD (e, f, entity)
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#define SVvector(e,f) SVFIELD (e, f, vector)
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#define SVinteger(e,f) SVFIELD (e, f, integer)
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#define PROGHEADER_CRC 54730
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extern func_t EndFrame;
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extern func_t SpectatorConnect;
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extern func_t SpectatorThink;
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extern func_t SpectatorDisconnect;
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extern func_t UserInfoCallback;
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#endif // __sv_progs_h
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