fteqw/quakec/csqctest/src/cs/defs.qc

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float chasecam; //chasecam active
entity player_local; //handle to the local player entity
float isdp; //if we're running under DP
string levelname;
//q3playerm
.entity headent;
.entity torsoent;
.entity legsent;
.entity weaponent;
.float modelnum;
.float animnum;
.float framechangetime;
//player
.float lerptime;
.void() removefunc;
.vector lastorg;
.vector lastvel;
.float haddied;
.float modelstyle;
.string oldskin;
//the genders you can have.
//we're generous with three.
enum {
GENDER_NEUTER,
GENDER_MALE,
GENDER_FEMALE
};
//
.float ideal_yaw;
.float yaw_speed;
.float tag_index;
.float sveffects; //lower 4 is weapon, next is nopred, upper 3 is powerups
#define SVE_INVIS 128
#define SVE_GOD 64
#define SVE_QUAD 32
#define SVE_NOPRED 16
#define SVE_WEAPONSMASK 15
.float removetime;
.float gibbable;
//q3playerm
float(string newmodelskin) Anim_SetModel;
void() Anim_Draw;
void() Anim_UnsetModel;
entity() Anim_DupModel;
float(string fname) Anim_ReadAnimationFile;
float() Anim_GetGender;
float(string skinname) Anim_GetHeadModelIndex;
float(string skinname) Anim_GetHeadSkinNumber;
vector(string skinname) Anim_GetHeadOffset;
//prediction
void(entity ent) Pred_PlayerUpdated;
void(entity ent) Pred_UpdateLocalMovement;
vector vieworg;
//menu
void(void(float, float, float, float) fnc) Menu_Activate;
void() Menu_Main;
void() Menu_Think;
var void(float event, float button, float mousex, float mousey) MenuEventFunc;
void() Movetype_Bounce;