/* ============================================================================== SOURCE FOR GLOBALVARS_T C STRUCTURE ============================================================================== */ // // system globals // entity self; entity other; entity world; float time; float frametime; float force_retouch; // force all entities to touch triggers // next frame. this is needed because // non-moving things don't normally scan // for triggers, and when a trigger is // created (like a teleport trigger), it // needs to catch everything. // decremented each frame, so set to 2 // to guarantee everything is touched string mapname; float deathmatch; float coop; float teamplay; float serverflags; // propagated from level to level, used to // keep track of completed episodes float total_secrets; float total_monsters; float found_secrets; // number of secrets found float killed_monsters; // number of monsters killed // spawnparms are used to encode information about clients across server // level changes float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16; // // global variables set by built in functions // vector v_forward, v_up, v_right; // set by makevectors() // set by traceline / tracebox float trace_allsolid; float trace_startsolid; float trace_fraction; vector trace_endpos; vector trace_plane_normal; float trace_plane_dist; entity trace_ent; float trace_inopen; float trace_inwater; entity msg_entity; // destination of single entity writes // // required prog functions // void() main; // only for testing void() StartFrame; void() PlayerPreThink; void() PlayerPostThink; void() ClientKill; void() ClientConnect; void() PutClientInServer; // call after setting the parm1... parms void() ClientDisconnect; void() SetNewParms; // called when a client first connects to // a server. sets parms so they can be // saved off for restarts void() SetChangeParms; // call to set parms for self so they can // be saved for a level transition //================================================ void end_sys_globals; // flag for structure dumping //================================================ /* ============================================================================== SOURCE FOR ENTVARS_T C STRUCTURE ============================================================================== */ // // system fields (*** = do not set in prog code, maintained by C code) // .float modelindex; // *** model index in the precached list .vector absmin, absmax; // *** origin + mins / maxs .float ltime; // local time for entity .float movetype; .float solid; .vector origin; // *** .vector oldorigin; // *** .vector velocity; .vector angles; .vector avelocity; .vector punchangle; // temp angle adjust from damage or recoil .string classname; // spawn function .string model; .float frame; .float skin; .float effects; .vector mins, maxs; // bounding box extents reletive to origin .vector size; // maxs - mins .void() touch; .void() use; .void() think; .void() blocked; // for doors or plats, called when can't push other .float nextthink; .entity groundentity; // stats .float health; .float frags; .float weapon; // one of the IT_SHOTGUN, etc flags .string weaponmodel; .float weaponframe; .float currentammo; .float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; .float items; // bit flags .float takedamage; .entity chain; .float deadflag; .vector view_ofs; // add to origin to get eye point .float button0; // fire .float button1; // use .float button2; // jump .float impulse; // weapon changes .float fixangle; .vector v_angle; // view / targeting angle for players .float idealpitch; // calculated pitch angle for lookup up slopes .string netname; .entity enemy; .float flags; .float colormap; .float team; .float max_health; // players maximum health is stored here .float teleport_time; // don't back up .float armortype; // save this fraction of incoming damage .float armorvalue; .float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes .float watertype; // a contents value .float ideal_yaw; .float yaw_speed; .entity aiment; .entity goalentity; // a movetarget or an enemy .float spawnflags; .string target; .string targetname; // damage is accumulated through a frame. and sent as one single // message, so the super shotgun doesn't generate huge messages .float dmg_take; .float dmg_save; .entity dmg_inflictor; .entity owner; // who launched a missile .vector movedir; // mostly for doors, but also used for waterjump .string message; // trigger messages .float sounds; // either a cd track number or sound number .string noise, noise1, noise2, noise3; // contains names of wavs to play //================================================ void end_sys_fields; // flag for structure dumping //================================================ /* ============================================================================== VARS NOT REFERENCED BY C CODE ============================================================================== */ // // constants // // range values float RANGE_MELEE = 0; float RANGE_NEAR = 1; float RANGE_MID = 2; float RANGE_FAR = 3; // deadflag values float DEAD_NO = 0; float DEAD_DYING = 1; float DEAD_DEAD = 2; float DEAD_RESPAWNABLE = 3; // takedamage values float DAMAGE_NO = 0; float DAMAGE_YES = 1; float DAMAGE_AIM = 2; // point content values float CONTENT_EMPTY = -1; float CONTENT_SOLID = -2; float CONTENT_WATER = -3; float CONTENT_SLIME = -4; float CONTENT_LAVA = -5; float CONTENT_SKY = -6; float STATE_TOP = 0; float STATE_BOTTOM = 1; float STATE_UP = 2; float STATE_DOWN = 3; // protocol bytes float SVC_TEMPENTITY = 23; float SVC_KILLEDMONSTER = 27; float SVC_FOUNDSECRET = 28; float SVC_INTERMISSION = 30; float SVC_FINALE = 31; float SVC_CDTRACK = 32; float SVC_SELLSCREEN = 33; float TE_SPIKE = 0; float TE_SUPERSPIKE = 1; float TE_GUNSHOT = 2; float TE_EXPLOSION = 3; float TE_TAREXPLOSION = 4; float TE_LIGHTNING1 = 5; float TE_LIGHTNING2 = 6; float TE_WIZSPIKE = 7; float TE_KNIGHTSPIKE = 8; float TE_LIGHTNING3 = 9; float TE_LAVASPLASH = 10; float TE_TELEPORT = 11; // sound channels // channel 0 never willingly overrides // other channels (1-7) allways override a playing sound on that channel float CHAN_AUTO = 0; float CHAN_WEAPON = 1; float CHAN_VOICE = 2; float CHAN_ITEM = 3; float CHAN_BODY = 4; float ATTN_NONE = 0; float ATTN_NORM = 1; float ATTN_IDLE = 2; float ATTN_STATIC = 3; // update types float UPDATE_GENERAL = 0; float UPDATE_STATIC = 1; float UPDATE_BINARY = 2; float UPDATE_TEMP = 3; // entity effects float EF_BRIGHTFIELD = 1; float EF_MUZZLEFLASH = 2; float EF_BRIGHTLIGHT = 4; float EF_DIMLIGHT = 8; // messages float MSG_BROADCAST = 0; // unreliable to all float MSG_ONE = 1; // reliable to one (msg_entity) float MSG_ALL = 2; // reliable to all float MSG_INIT = 3; // write to the init string //================================================ // // globals // float movedist; float gameover; // set when a rule exits string string_null; // null string, nothing should be held here entity newmis; // launch_spike sets this after spawning it entity activator; // the entity that activated a trigger or brush entity damage_attacker; // set by T_Damage float framecount; float skill; //================================================ // // world fields (FIXME: make globals) // noref .string wad; .string map; .float worldtype; // 0=medieval 1=metal 2=base //================================================ .string killtarget; // // quakeed fields // noref .float light_lev; // not used by game, but parsed by light util .float style; // // monster ai // .void() th_stand; .void() th_walk; .void() th_run; .void() th_missile; .void() th_melee; .void(entity attacker, float damage) th_pain; .void() th_die; .entity oldenemy; // mad at this player before taking damage .float speed; .float lefty; .float search_time; .float attack_state; float AS_STRAIGHT = 1; float AS_SLIDING = 2; float AS_MELEE = 3; float AS_MISSILE = 4; // // player only fields // .float walkframe; .float attack_finished; .float pain_finished; .float invincible_finished; .float invisible_finished; .float super_damage_finished; .float radsuit_finished; .float invincible_time, invincible_sound; .float invisible_time, invisible_sound; .float super_time, super_sound; .float rad_time; .float fly_sound; .float axhitme; .float show_hostile; // set to time+0.2 whenever a client fires a // weapon or takes damage. Used to alert // monsters that otherwise would let the player go .float jump_flag; // player jump flag .float swim_flag; // player swimming sound flag .float air_finished; // when time > air_finished, start drowning .float bubble_count; // keeps track of the number of bubbles .string deathtype; // keeps track of how the player died // // object stuff // .string mdl; .vector mangle; // angle at start .vector oldorigin; // only used by secret door .float t_length, t_width; // // doors, etc // .vector dest1, dest2; .float wait; // time from firing to restarting .float delay; // time from activation to firing .entity trigger_field; // door's trigger entity .string noise4; // // monsters // .float pausetime; .entity movetarget; // // doors // .float aflag; .float dmg; // damage done by door when hit // // misc // .float cnt; // misc flag // // subs // .void() think1; .vector finaldest, finalangle; // // triggers // .float count; // for counting triggers // // plats / doors / buttons // .float lip; .float state; .vector pos1, pos2; // top and bottom positions .float height; // // sounds // .float waitmin; //============================================================================ // // subs.qc // void(vector tdest, float tspeed, void() func) SUB_CalcMove; void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt; void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove; void() SUB_CalcMoveDone; void() SUB_CalcAngleMoveDone; void() SUB_Null; void() SUB_UseTargets; void() SUB_Remove; // // combat.qc // void(entity targ, entity inflictor, entity attacker, float damage) T_Damage; float (entity e, float healamount, float ignore) T_Heal; // health function float(entity targ, entity inflictor) CanDamage; float serverusingcsqc; float isdp; #define FULLSEND 0xffffff #ifdef QWSSQC #define sprint(pl,...) sprint(pl, PRINT_HIGH, __VA_ARGS__) #define bprint(...) bprint(PRINT_HIGH, __VA_ARGS__) #endif #define DIMENSION_NOCSQC 1 #define DIMENSION_HASCSQC 2 #define DIMENSION_DEFAULT 255