503 lines
15 KiB
C
503 lines
15 KiB
C
/*
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+----+
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|Defs|
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+----+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
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| Scratch Http://www.admdev.com/scratch |
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+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
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| This contains necessary definitions from the original V1.06 defs.qc file. |
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| This includes some basic constants, the built in function definitions, and |
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| some variable's used by the Quake Engine internally. |
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| Certain lines in this file are hardcoded into Quake engine, and -must- be |
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| present and unchanged, in the order they are shown. Otherwise Quake will |
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| refuse to run. |
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+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
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*/
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// These lines CANNOT be altered/moved
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// pointers to ents
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entity pev; // Pointer EntVars (same as self)
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entity other;
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entity world;
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// timer
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float time;
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float frametime;
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// map global info
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string mapname;
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string startspot;
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vector spotoffset;
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// gameplay modes
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float deathmatch;
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float coop;
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float teamplay;
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float serverflags; // propagated from level to level, used to
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// game info
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float total_secrets;
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float total_monsters;
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float found_secrets; // number of secrets found
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float killed_monsters; // number of monsters killed
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// MakeVectors result
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vector v_forward;
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vector v_right;
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vector v_up;
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// SV_trace result
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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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vector trace_endpos;
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vector trace_plane_normal;
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float trace_plane_dist;
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float trace_hitgroup;
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float trace_contents;
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entity trace_ent;
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float trace_flags;
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void() main; // only for testing
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void() StartFrame;
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void() EndFrame;
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void() PlayerPreThink;
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void() PlayerPostThink;
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void() ClientKill;
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void() ClientConnect;
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void() PutClientInServer; // call after setting the parm1... parms
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void() ClientDisconnect;
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void() SetNewParms; // called when a client first connects to
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void() SetChangeParms; // call to set parms for self so they can
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void end_sys_globals; // flag for structure dumping
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// base entity info
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.string classname;
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.string globalname;
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.float modelindex;
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// physics description
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.vector origin;
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.vector angles;
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.vector velocity;
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.vector avelocity;
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.vector post_origin;
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.vector post_angles;
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.vector post_velocity;
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.vector post_avelocity;
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.vector origin_offset;
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.vector angles_offset;
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.float bouncetype;
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.float movetype;
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.float solid;
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.vector absmin, absmax;
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.vector mins, maxs;
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.vector size;
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// entity base description
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.entity chain; // dynamic list of all ents
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.string model;
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.float frame;
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.float sequence;
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.float renderfx;
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.float effects;
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.float skin;
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.float body;
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.string weaponmodel;
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.float weaponframe;
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// base generic funcs
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.void() use;
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.void() touch;
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.void() think;
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.void() blocked;
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.void() activate;
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// npc generic funcs
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.void() walk;
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.void() jump;
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.void() duck;
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// flags
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.float flags;
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.float aiflags;
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.float spawnflags;
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// other variables
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.entity groundentity;
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.float nextthink;
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.float takedamage;
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.float health;
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.float frags;
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.float weapon;
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.float items;
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.string target;
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.string parent;
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.string targetname;
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.entity aiment; // attachment edict
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.entity goalentity;
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.vector punchangle;
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.float deadflag;
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.vector view_ofs; //.entity viewheight;
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.float button0;
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.float button1;
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.float button2;
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.float impulse;
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.float fixangle;
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.vector v_angle;
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.float idealpitch;
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.string netname;
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.entity enemy;
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.float colormap;
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.float team;
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.float max_health;
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.float teleport_time;
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.float armortype;
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.float armorvalue;
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.float waterlevel;
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.float watertype;
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.float ideal_yaw;
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.float yaw_speed;
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.float dmg_take;
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.float dmg_save;
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.entity dmg_inflictor;
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.entity owner;
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.vector movedir;
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.string message;
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.float sounds;
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.string noise;
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.string noise1;
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.string noise2;
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.string noise3;
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.float jumpup;
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.float jumpdn;
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.entity movetarget;
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.float mass;
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.float density;
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.float gravity;
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.float dmg;
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.float dmgtime;
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.float speed;
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void end_sys_fields; // flag for structure dumping
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// End. Lines below this MAY be altered, to some extent
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// Built In functions
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void(vector ang) makevectors = #1; // sets v_forward, etc globals
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void(entity e, vector o) setorigin = #2;
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void(entity e, string m) setmodel = #3; // set movetype and solid first
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void(entity e, vector min, vector max) setsize = #4;
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void() break = #6;
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float() random = #7; // returns 0 - 1
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void(entity e, float chan, string samp, float vol, float atten) sound = #8;
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vector(vector v) normalize = #9;
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void(string e) error = #10;
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void(string e) objerror = #11;
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float(vector v) vlen = #12;
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float(vector v) vectoyaw = #13;
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entity() spawn = #14;
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void(entity e) remove = #15;
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void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
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entity() checkclient = #17; // returns a client to look for
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entity(entity start, .string fld, string match) find = #18;
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string(string s) precache_sound = #19;
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string(string s) precache_model = #20;
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void(entity client, string s)stuffcmd = #21;
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entity(vector org, float rad) findradius = #22;
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void(string s) dprint = #25;
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string(float f) ftos = #26;
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string(vector v) vtos = #27;
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void() coredump = #28; // prints all edicts
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void() traceon = #29; // turns statment trace on
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void() traceoff = #30;
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void(entity e) eprint = #31; // prints an entire edict
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float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
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float() droptofloor = #34; // TRUE if landed on floor
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void(float style, string value) lightstyle = #35;
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float(float v) rint = #36; // round to nearest int
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float(float v) floor = #37; // largest integer <= v
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float(float v) ceil = #38; // smallest integer >= v
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void(entity e, float f, string stats) setstats = #39;
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float(entity e) checkbottom = #40; // true if self is on ground
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float(vector v) pointcontents = #41; // returns a CONTENT_*
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float(float f) fabs = #43;
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vector(entity e, float speed) aim = #44; // returns the shooting vector
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float(string s) cvar = #45; // return cvar.value
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void(string s) localcmd = #46; // put string into local que
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entity(entity e) nextent = #47; // for looping through all ents
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void() ChangeYaw = #49; // turn towards self.ideal_yaw
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vector(vector v) vectoangles = #51;
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void(float f) WriteByte = #52;
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void(float f) WriteChar = #53;
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void(float f) WriteShort = #54;
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void(float f) WriteWord = #55;
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void(float f) WriteLong = #56;
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void(vector v) WriteCoord = #57;
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void(float f) WriteAngle = #58;
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void(string s) WriteString = #59;
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void(entity s) WriteEntity = #60;
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void(entity s) WriteFloat = #61;
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void(float dest) MsgBegin = #63;
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void(float to, vector v, entity e) MsgEnd = #64;
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void(float num, string s) configstring = #65;
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string(string s) precache_file = #68; // no effect except for -copy
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void(entity e) makestatic = #69;
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void(string s) changelevel = #70;
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void(string var, string val) cvar_set = #72; // sets cvar.value
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void(entity client, string s) centerprint = #73; // sprint, but in middle
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void(entity client, string s, string s) centerprint2 = #73;
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void(entity client, string s, string s, string s) centerprint3 = #73;
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void(entity client, string s, string s, string s, string s) centerprint4 = #73;
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void(entity client, string s, string s, string s, string s, string s) centerprint5 = #73;
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void(entity client, string s, string s, string s, string s, string s, string s) centerprint6 = #73;
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void(entity client, string s, string s, string s, string s, string s, string s, string s) centerprint7 = #73;
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void(vector pos, string samp, float vol, float atten) ambientsound = #74;
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string(string s) precache_model2 = #75; // registered version only
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string(string s) precache_sound2 = #76; // registered version only
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string(string s) precache_file2 = #77; // registered version only
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void(entity e) setspawnparms = #78; // set parm1... to the
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//
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// constants
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//
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float FALSE = 0;
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float TRUE = 1;
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// newdefines
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#define CS_STATUSBAR 5
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#define CS_MAXCLIENTS 30
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#define STAT_HEALTH_ICON 0
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#define STAT_HEALTH 1.0
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#define STAT_AMMO_ICON 2
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#define STAT_AMMO 3
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#define STAT_ARMOR_ICON 4
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#define STAT_ARMOR 5
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#define STAT_SELECTED_ICON 6
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#define STAT_PICKUP_ICON 7
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#define STAT_PICKUP_STRING 8
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#define STAT_TIMER_ICON 9
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#define STAT_TIMER 10
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#define STAT_HELPICON 11
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#define STAT_SELECTED_ITEM 12
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#define STAT_LAYOUTS 13
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#define STAT_FRAGS 14
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#define STAT_FLASHES 15 // cleared each frame, 1 = health, 2 = armor
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#define STAT_CHASE 16
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#define STAT_SPECTATOR 17
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#define STAT_SPEED 22
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#define STAT_ZOOM 23
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#define MAX_STATS 32
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// edict.aiflags
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#define AI_FLY 1 // monster is flying
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#define AI_SWIM 2 // swimming monster
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#define AI_ONGROUND 4 // monster is onground
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#define AI_PARTIALONGROUND 8 // monster is partially onground
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#define AI_GODMODE 16 // monster don't give damage at all
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#define AI_NOTARGET 32 // monster will no searching enemy's
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#define AI_NOSTEP 64 // Lazarus stuff
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#define AI_DUCKED 128 // monster (or player) is ducked
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#define AI_JUMPING 256 // monster (or player) is jumping
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#define AI_FROZEN 512 // stop moving, but continue thinking
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#define AI_ACTOR 1024 // disable ai for actor
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#define AI_DRIVER 2048 // npc or player driving vehcicle or train
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#define AI_SPECTATOR 4096 // spectator mode for clients
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// edict.flags
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#define FL_CLIENT 1 // this is client
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#define FL_MONSTER 2 // this is npc
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#define FL_DEADMONSTER 4
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#define FL_WORLDBRUSH 8 // Not moveable/removeable brush entity
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#define FL_DORMANT 16 // Entity is dormant, no updates to client
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#define FL_FRAMETHINK 32 // entity will be thinking every frame
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#define FL_GRAPHED 64 // ainode list member
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#define FL_FLOAT 128 // this entity can be floating. FIXME: remove this ?
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#define FL_TRACKTRAIN 256 // this is tracktrain entity
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// edict.movetype values
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float MOVETYPE_NONE = 0; // never moves
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float MOVETYPE_NOCLIP = 1;
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float MOVETYPE_PUSH = 2; // no clip to world, push and crush
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float MOVETYPE_WALK = 3; // players only
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float MOVETYPE_STEP = 4; // discrete, not real time unless fall
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float MOVETYPE_FLY = 5;
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float MOVETYPE_TOSS = 6; // gravity
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float MOVETYPE_BOUNCE = 7;
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float MOVETYPE_FOLLOW = 8; // attached models
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// edict.solid values
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float SOLID_NOT = 0; // no interaction with other objects
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float SOLID_TRIGGER = 1; // touch on edge, but not blocking
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float SOLID_BBOX = 2; // touch on edge, block
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float SOLID_BSP = 3; // bsp clip, touch on edge, block
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// range values
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float RANGE_MELEE = 0;
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float RANGE_NEAR = 1;
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float RANGE_MID = 2;
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float RANGE_FAR = 3;
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// deadflag values
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float DEAD_NO = 0;
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float DEAD_DYING = 1;
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float DEAD_DEAD = 2;
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float DEAD_RESPAWNABLE = 3;
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// takedamage values
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float DAMAGE_NO = 0;
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float DAMAGE_YES = 1;
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float DAMAGE_AIM = 2;
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.void() th_stand;
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.void() th_walk;
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.void() th_run;
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.void(entity attacker, float damage) th_pain;
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.void() th_die;
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.void() th_missile;
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.void() th_melee;
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// point content values
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float CONTENT_EMPTY = -1;
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float CONTENT_SOLID = -2;
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float CONTENT_WATER = -3;
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float CONTENT_SLIME = -4;
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float CONTENT_LAVA = -5;
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float CONTENT_SKY = -6;
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float STATE_RAISED = 0;
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float STATE_LOWERED = 1;
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float STATE_UP = 2;
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float STATE_DOWN = 3;
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vector VEC_ORIGIN = '0 0 0';
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vector VEC_HULL_MIN = '-16 -16 -24';
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vector VEC_HULL_MAX = '16 16 32';
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vector VEC_HULL2_MIN = '-32 -32 -24';
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vector VEC_HULL2_MAX = '32 32 64';
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// protocol bytes
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float SVC_BAD = 0;
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float SVC_NOP = 1;
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float SVC_DISCONNECT = 2;
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float SVC_UPDATESTAT = 3;
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float SVC_VERSION = 4;
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float SVC_SETVIEW = 5;
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float SVC_SOUND = 6;
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float SVC_TIME = 7;
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float SVC_PRINT = 8;
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float SVC_STUFFTEXT = 9;
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float SVC_SETANGLE = 10;
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float SVC_SERVERINFO = 11;
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float SVC_LIGHTSTYLE = 12;
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float SVC_UPDATENAME = 13;
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float SVC_UPDATEFRAGS = 14;
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float SVC_CLIENTDATA = 15;
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float SVC_STOPSOUND = 16;
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float SVC_UPDATECOLORS = 17;
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float SVC_PARTICLE = 18;
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float SVC_DAMAGE = 19;
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float SVC_SPAWNSTATIC = 20;
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float SVC_SPAWNBINARY = 21;
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float SVC_SPAWNBASELINE = 22;
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float SVC_TEMPENTITY = 23;
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float SVC_SETPAUSE = 24;
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float SVC_SIGNONNUM = 25;
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float SVC_CENTERPRINT = 26;
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float SVC_KILLEDMONSTER = 27;
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float SVC_FOUNDSECRET = 28;
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float SVC_SPAWNSTATICSOUND = 29; // 1998-08-08 Complete SVC list by Zhenga
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float SVC_INTERMISSION = 30;
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float SVC_FINALE = 31;
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float SVC_CDTRACK = 32;
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float SVC_SELLSCREEN = 33;
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float SVC_CUTSCENE = 34; // 1998-08-08 Complete SVC list by Zhenga
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float TE_SPIKE = 0;
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float TE_SUPERSPIKE = 1;
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float TE_GUNSHOT = 2;
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float TE_EXPLOSION = 3;
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float TE_TAREXPLOSION = 4;
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float TE_LIGHTNING1 = 5;
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float TE_LIGHTNING2 = 6;
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float TE_WIZSPIKE = 7;
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float TE_KNIGHTSPIKE = 8;
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float TE_LIGHTNING3 = 9;
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float TE_LAVASPLASH = 10;
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float TE_TELEPORT = 11;
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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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float CHAN_AUTO = 0;
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float CHAN_WEAPON = 1;
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float CHAN_VOICE = 2;
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float CHAN_ITEM = 3;
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float CHAN_BODY = 4;
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float ATTN_NONE = 0;
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float ATTN_NORM = 1;
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float ATTN_IDLE = 2;
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float ATTN_STATIC = 3;
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// update types
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float UPDATE_GENERAL = 0;
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float UPDATE_STATIC = 1;
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float UPDATE_BINARY = 2;
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float UPDATE_TEMP = 3;
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// entity effects
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float EF_BRIGHTFIELD = 1;
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float EF_MUZZLEFLASH = 2;
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float EF_BRIGHTLIGHT = 4;
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float EF_DIMLIGHT = 8;
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// messages
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float MSG_BROADCAST = 0; // unreliable to all
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float MSG_ONE = 1; // reliable to one (msg_entity)
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float MSG_ALL = 2; // reliable to all
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float MSG_INIT = 3; // write to the init string
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float AS_STRAIGHT = 1;
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float AS_SLIDING = 2;
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float AS_MELEE = 3;
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float AS_MISSILE = 4;
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void() SUB_Null = {};
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void() SUB_Null2 = {};
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// Quake assumes these are defined.
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entity activator;
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string string_null; // null string, nothing should be held here
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.string wad, map;
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.float worldtype, delay, wait, lip, light_lev, speed, style, skill;
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.string killtarget;
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.vector pos1, pos2, mangle;
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void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
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void(string s) bprint = #23;
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void(entity client, string s) sprint = #24;
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void() SUB_Remove = {remove(pev);};
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// End
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// Damage.qc
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entity damage_attacker;
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.float pain_finished, air_finished, dmg, dmgtime;
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//ChaseCAm
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.vector camview;
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.float aflag;
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.entity trigger_field;
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