239 lines
7.1 KiB
C++
239 lines
7.1 KiB
C++
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//**************************************************************************
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//**
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//** builtin.hc
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//**
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//** $Header: /HexenWorld/Siege/builtin.hc 19 5/25/98 1:38p Mgummelt $
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//**
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//**************************************************************************
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// Sets v_forward, etc.
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void makevectors(vector ang) : 1;
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void setorigin(entity e, vector o) : 2;
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// Set movetype and solid before calling.
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void setmodel(entity e, string m) : 3;
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void setsize(entity e, vector min, vector max) : 4;
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void lightstylestatic(float style, float value) : 5;
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void debugbreak(void) : 6;
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// Returns 0 - 1.
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float random(void) : 7;
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void sound(entity e, float chan, string samp, float vol, float atten) : 8;
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vector normalize(vector v) : 9;
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void error(string e) : 10;
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void objerror(string e) : 11;
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float vlen(vector v) : 12;
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float vectoyaw(vector v) : 13;
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entity spawn(void) : 14;
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void remove(entity e) : 15;
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// Sets trace_* globals.
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void traceline(vector v1, vector v2, float nomonsters,
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entity forent) : 16;
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// Returns a client to look for.
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entity checkclient(void) : 17;
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entity find(entity start, .string fld, string match) : 18;
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// For sounds in demo and retail version.
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string precache_sound(string s) : 19;
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// For models in demo and retail version.
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string precache_model(string s) : 20;
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void stuffcmd(entity client, string s) : 21;
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entity findradius(vector org, float rad) : 22;
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void bprint(float level, string s) : 23;
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void sprint(entity client, float level, string s) : 24;
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void dprint(string s) : 25;
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string ftos(float f) : 26;
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string vtos(vector v) : 27;
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// Prints all edicts.
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void coredump(void) : 28;
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void traceon(void) : 29;
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void traceoff(void) : 30;
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// Prints an entire edict.
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void eprint(entity e) : 31;
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// Returns TRUE or FALSE.
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float walkmove (float yaw, float dist, float set_trace) : 32;
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float tracearea(vector v1, vector v2, vector mins, vector maxs,
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float nomonsters, entity forent) : 33;
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// TRUE if landed on floor.
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float droptofloor(void) : 34;
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void lightstyle(float style, string value) : 35;
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// Round to nearest int.
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float rint(float v) : 36;
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// Largest integer <= v.
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float floor(float v) : 37;
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// Smallest integer >= v.
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float ceil(float v) : 38;
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// Award experience to player.
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//void AwardExperience(entity ToEnt, entity FromEnt, float Amount) : 39;
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// TRUE if self is on ground.
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float checkbottom(entity e) : 40;
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// Returns a CONTENT_*.
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float pointcontents(vector v) : 41;
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// Start a particle effect.
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void particle2(vector o, vector dmin, vector dmax, float color,
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float type, float count) : 42;
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float fabs(float f) : 43;
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// Returns a shooting vector.
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vector aim(entity e,vector d,float speed) : 44;
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// Returns the cvar value.
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float cvar(string s) : 45;
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// Put a string into local que.
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void localcmd(string s) : 46;
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// For looping through all ents.
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entity nextent(entity e) : 47;
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// Start a particle effect.
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void particle(vector o, vector d, float color, float count) : 48;
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// Turn towards self.ideal_yaw at self.yaw_speed.
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float ChangeYaw(void) : 49;
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// Calculate distance, ignoring z.
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float vhlen(vector v) : 50;
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vector vectoangles(vector v) : 51;
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void WriteByte(float to, float f) : 52;
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void WriteChar(float to, float f) : 53;
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void WriteShort(float to, float f) : 54;
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void WriteLong(float to, float f) : 55;
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void WriteCoord(float to, float f) : 56;
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void WriteAngle(float to, float f) : 57;
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void WriteString(float to, string s) : 58;
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void WriteEntity(float to, entity s) : 59;
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void dprintf(string s, float num) : 60;
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float cos(float angle) : 61;
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float sin(float angle) : 62;
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float AdvanceFrame(float start, float end) : 63;
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void dprintv(string s, vector vec) : 64;
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float RewindFrame(float start, float end) : 65;
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void setclass(entity e, float value) : 66;
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void movetogoal(float step) : 67;
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// For files in demo and retail version.
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string precache_file(string s) : 68;
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void makestatic(entity e) : 69;
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void changelevel(string level, string spot) : 70;
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// Returns the current value of a light style.
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float lightstylevalue(float style) : 71;
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// Sets a cvar value.
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void cvar_set(string var, string val) : 72;
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// Same as sprint(), but centered.
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void centerprint(entity client, string s) : 73;
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void ambientsound(vector pos, string samp, float vol, float atten) : 74;
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// For models only in retail version.
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string precache_model2(string s) : 75;
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// For sounds only in retail version.
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string precache_sound2(string s) : 76;
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// For files only in retail version.
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string precache_file2(string s) : 77;
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// Sets parm1... to the values at level start for coop respawn.
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void setspawnparms(entity e) : 78;
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void plaque_draw(float to, float index) : 79;
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// Create rain.
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void rain_go(vector v1, vector v2, vector e_size, vector dir,
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float color, float count) : 80;
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// Particle explosion.
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void particleexplosion(vector v,float f,float c,float s) : 81;
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// Move a step.
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float movestep(float x, float y, float z, float set_trace) : 82;
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// Returns TRUE or FALSE (move other).
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float advanceweaponframe(float startframe, float endframe) : 83;
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float sqrt(float num1) : 84;
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void particle3(vector o, vector box, float color, float type, float count) : 85;
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void particle4(vector o, float radius, float color, float type, float count) : 86;
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// m will used as: models/puzzle/m.mdl
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void setpuzzlemodel(entity e, string m) : 87;
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//float starteffect(float to, float effect) : 88;
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float starteffect(...) : 88;
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float endeffect(float to, float effect_id) : 89;
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string precache_puzzle_model(string s) : 90;
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vector concatv(vector in, vector limit) : 91;
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string getstring(float id) : 92;
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entity spawn_temp(void) : 93;
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vector v_factor(vector factor) : 94;
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// returns (v_right * factor_x) + (v_forward * factor_y) + (v_up * factor_z)
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vector v_factorrange(vector start, vector end) : 95;
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string precache_sound3(string s) : 96;
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string precache_model3(string s) : 97;
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string precache_file3(string s) : 98;
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void logfrag(entity killer, entity killee) : 99; // add to stats
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string infokey(entity e, string key) : 100; // get a key value (world = serverinfo)
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float stof(string s) : 101; // convert string to float
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void multicast(vector where, float set) : 102; // sends the temp message to a set
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void turneffect(float effect_id, vector pos, vector dir) : 103;
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void updateeffect(...) : 104; //have server send an update message (type-specific) to clients
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// format: updateeffect(<effect index>, <effect type>, <type-specific extra info>);
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void setseed(float seed) : 105; //seed is really a short int
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float seedrand(void) : 106;
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void multieffect(...) : 107;
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float getmeid(void) : 108;
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void weapon_sound(entity e, string s) : 109; //net efficient weapon sound on entity
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void bcenterprint2(string s, string s) : 110; // center prints two concated strings to all clients
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void print_indexed(float to, float level, float index): 111;//print string in strings.txt indicated by index
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void centerprint2(entity e, string s, string s) : 112;
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void print_name(float to, float level, entity who) : 113;//print name of who
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void stopSound(entity e, float chan) : 114;
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void updateSoundPos(entity e, float chan) : 115;
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string precache_sound5(string s) : 116;
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string precache_model5(string s) : 117;
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string precache_file5(string s) : 118;
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void setsiegeteam(entity who, float s_team) : 119;
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void updateSiegeInfo(void) : 120;
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