5 ==============================================================================
7 SOURCE FOR GLOBALVARS_T C STRUCTURE
8 MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR
10 ==============================================================================
22 float force_retouch; // force all entities to touch triggers
23 // next frame. this is needed because
24 // non-moving things don't normally scan
25 // for triggers, and when a trigger is
26 // created (like a teleport trigger), it
27 // needs to catch everything.
28 // decremented each frame, so set to 2
29 // to guarantee everything is touched
36 int serverflags; // propagated from level to level, used to
37 // keep track of completed episodes
42 float found_secrets; // number of secrets found
43 float killed_monsters; // number of monsters killed
46 // spawnparms are used to encode information about clients across server
48 float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
51 // global variables set by built in functions
53 vector v_forward, v_up, v_right; // set by makevectors()
55 // set by traceline / tracebox
57 float trace_startsolid;
60 vector trace_plane_normal;
61 float trace_plane_dist;
66 entity msg_entity; // destination of single entity writes
69 // required prog functions
71 void() main; // only for testing
75 void() PlayerPreThink;
76 void() PlayerPostThink;
80 void() PutClientInServer; // call after setting the parm1... parms
81 void() ClientDisconnect;
83 void() SetNewParms; // called when a client first connects to
84 // a server. sets parms so they can be
85 // saved off for restarts
87 void() SetChangeParms; // call to set parms for self so they can
88 // be saved for a level transition
91 //================================================
92 void end_sys_globals; // flag for structure dumping
93 //================================================
96 ==============================================================================
98 SOURCE FOR ENTVARS_T C STRUCTURE
99 MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR
101 ==============================================================================
105 // system fields (*** = do not set in prog code, maintained by C code)
107 .int modelindex; // *** model index in the precached list
108 .vector absmin, absmax; // *** origin + mins / maxs
110 .float ltime; // local time for entity
114 .vector origin; // ***
115 .vector oldorigin; // ***
120 .vector punchangle; // temp angle adjust from damage or recoil
122 .string classname; // spawn function
128 .vector mins, maxs; // bounding box extents reletive to origin
129 .vector size; // maxs - mins
134 .void() blocked; // for doors or plats, called when can't push other
137 .entity groundentity;
142 .int weapon; // one of the IT_SHOTGUN, etc flags
146 .float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
148 .int items; // bit flags
154 .vector view_ofs; // add to origin to get eye point
157 .float button0; // fire
158 .float button1; // use
159 .float button2; // jump
161 .float impulse; // weapon changes
164 .vector v_angle; // view / targeting angle for players
165 .float idealpitch; // calculated pitch angle for lookup up slopes
177 .float max_health; // players maximum health is stored here
179 .float teleport_time; // don't back up
181 .float armortype; // save this fraction of incoming damage
184 .float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
185 .float watertype; // a contents value
192 .entity goalentity; // a movetarget or an enemy
199 // damage is accumulated through a frame. and sent as one single
200 // message, so the super shotgun doesn't generate huge messages
203 .entity dmg_inflictor;
205 .entity owner; // who launched a missile
206 .vector movedir; // mostly for doors, but also used for waterjump
208 .string message; // trigger messages
210 .float sounds; // either a cd track number or sound number
212 .string noise, noise1, noise2, noise3; // contains names of wavs to play
214 //================================================
215 void end_sys_fields; // flag for structure dumping
216 //================================================
219 ==============================================================================
223 ==============================================================================
232 const int FL_FLY = 1;
233 const int FL_SWIM = 2;
234 const int FL_CLIENT = 8; // set for all client edicts
235 const int FL_INWATER = 16; // for enter / leave water splash
236 const int FL_MONSTER = 32;
237 const int FL_GODMODE = 64; // player cheat
238 const int FL_NOTARGET = 128; // player cheat
239 const int FL_ITEM = 256; // extra wide size for bonus items
240 const int FL_ONGROUND = 512; // standing on something
241 const int FL_PARTIALGROUND = 1024; // not all corners are valid
242 const int FL_WATERJUMP = 2048; // player jumping out of water
243 const int FL_JUMPRELEASED = 4096; // for jump debouncing
245 // edict.movetype values
246 const int MOVETYPE_NONE = 0; // never moves
247 //const int MOVETYPE_ANGLENOCLIP= 1;
248 //const int MOVETYPE_ANGLECLIP = 2;
249 const int MOVETYPE_WALK = 3; // players only
250 const int MOVETYPE_STEP = 4; // discrete, not real time unless fall
251 const int MOVETYPE_FLY = 5;
252 const int MOVETYPE_TOSS = 6; // gravity
253 const int MOVETYPE_PUSH = 7; // no clip to world, push and crush
254 const int MOVETYPE_NOCLIP = 8;
255 const int MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
256 const int MOVETYPE_BOUNCE = 10;
257 const int MOVETYPE_BOUNCEMISSILE= 11; // bounce with extra size
259 // edict.solid values
260 const int SOLID_NOT = 0; // no interaction with other objects
261 const int SOLID_TRIGGER = 1; // touch on edge, but not blocking
262 const int SOLID_BBOX = 2; // touch on edge, block
263 const int SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
264 const int SOLID_BSP = 4; // bsp clip, touch on edge, block
267 const int RANGE_MELEE = 0;
268 const int RANGE_NEAR = 1;
269 const int RANGE_MID = 2;
270 const int RANGE_FAR = 3;
274 const int DEAD_NO = 0;
275 const int DEAD_DYING = 1;
276 const int DEAD_DEAD = 2;
277 const int DEAD_RESPAWNABLE = 3;
278 const int DEAD_RESPAWNING = 4; // dead, waiting for buttons to be released
282 const int DAMAGE_NO = 0;
283 const int DAMAGE_YES = 1;
284 const int DAMAGE_AIM = 2;
287 const int IT_AXE = 4096;
288 const int IT_SHOTGUN = 1;
289 const int IT_SUPER_SHOTGUN = 2;
290 const int IT_NAILGUN = 4;
291 const int IT_SUPER_NAILGUN = 8;
292 const int IT_GRENADE_LAUNCHER = 16;
293 const int IT_ROCKET_LAUNCHER = 32;
294 const int IT_LIGHTNING = 64;
295 const int IT_EXTRA_WEAPON = 128;
297 //const int IT_SHELLS = 256;
298 //const int IT_NAILS = 512;
299 //const int IT_ROCKETS = 1024;
300 //const int IT_CELLS = 2048;
302 const int IT_ARMOR1 = 8192;
303 const int IT_ARMOR2 = 16384;
304 const int IT_ARMOR3 = 32768;
305 const int IT_SUPERHEALTH = 65536;
307 //const int IT_KEY1 = 131072;
308 //const int IT_KEY2 = 262144;
310 const int IT_INVISIBILITY = 524288;
311 const int IT_INVULNERABILITY = 1048576;
312 const int IT_SUIT = 2097152;
313 const int IT_QUAD = 4194304;
315 // point content values
317 const int CONTENT_EMPTY = -1;
318 const int CONTENT_SOLID = -2;
319 const int CONTENT_WATER = -3;
320 const int CONTENT_SLIME = -4;
321 const int CONTENT_LAVA = -5;
322 const int CONTENT_SKY = -6;
324 const int STATE_TOP = 0;
325 const int STATE_BOTTOM = 1;
326 const int STATE_UP = 2;
327 const int STATE_DOWN = 3;
329 const vector VEC_ORIGIN = '0 0 0';
330 const vector VEC_HULL_MIN = '-16 -16 -24';
331 const vector VEC_HULL_MAX = '16 16 32';
333 const vector VEC_HULL2_MIN = '-32 -32 -24';
334 const vector VEC_HULL2_MAX = '32 32 64';
337 const int SVC_TEMPENTITY = 23;
338 const int SVC_KILLEDMONSTER = 27;
339 const int SVC_FOUNDSECRET = 28;
340 const int SVC_INTERMISSION = 30;
341 const int SVC_FINALE = 31;
342 const int SVC_CDTRACK = 32;
343 const int SVC_SELLSCREEN = 33;
346 const int TE_SPIKE = 0;
347 const int TE_SUPERSPIKE = 1;
348 const int TE_GUNSHOT = 2;
349 const int TE_EXPLOSION = 3;
350 const int TE_TAREXPLOSION = 4;
351 const int TE_LIGHTNING1 = 5;
352 const int TE_LIGHTNING2 = 6;
353 const int TE_WIZSPIKE = 7;
354 const int TE_KNIGHTSPIKE = 8;
355 const int TE_LIGHTNING3 = 9;
356 const int TE_LAVASPLASH = 10;
357 const int TE_TELEPORT = 11;
360 // channel 0 never willingly overrides
361 // other channels (1-7) allways override a playing sound on that channel
362 const int CHAN_AUTO = 0;
363 const int CHAN_WEAPON = 1;
364 const int CHAN_VOICE = 2;
365 const int CHAN_ITEM = 3;
366 const int CHAN_BODY = 4;
368 const int ATTN_NONE = 0;
369 const int ATTN_NORM = 1;
370 const int ATTN_IDLE = 2;
371 const int ATTN_STATIC = 3;
375 const int UPDATE_GENERAL = 0;
376 const int UPDATE_STATIC = 1;
377 const int UPDATE_BINARY = 2;
378 const int UPDATE_TEMP = 3;
382 const int EF_BRIGHTFIELD = 1;
383 const int EF_MUZZLEFLASH = 2;
384 const int EF_BRIGHTLIGHT = 4;
385 const int EF_DIMLIGHT = 8;
389 const int MSG_BROADCAST = 0; // unreliable to all
390 const int MSG_ONE = 1; // reliable to one (msg_entity)
391 const int MSG_ALL = 2; // reliable to all
392 const int MSG_INIT = 3; // write to the init string
394 //===========================================================================
400 void(vector ang) makevectors = #1; // sets v_forward, etc globals
401 void(entity e, vector o) setorigin = #2;
402 void(entity e, string m) setmodel = #3; // set movetype and solid first
403 void(entity e, vector min, vector max) setsize = #4;
405 void() break_to_debugger = #6;
406 float() random = #7; // returns 0 - 1
407 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
408 vector(vector v) normalize = #9;
409 void(string e, ...) error = #10;
410 void(string e, ...) objerror = #11;
411 float(vector v) vlen = #12;
412 float(vector v) vectoyaw = #13;
413 entity() spawn = #14;
414 void(entity e) remove = #15;
416 // sets trace_* globals
417 // nomonsters can be:
418 // An entity will also be ignored for testing if forent == test,
419 // forent->owner == test, or test->owner == forent
420 // a forent of world is ignored
421 void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
423 entity() checkclient = #17; // returns a client to look for
424 entity(entity start, .string fld, string match) find = #18;
425 string(string s) precache_sound = #19;
426 string(string s) precache_model = #20;
427 void(entity client, string s, ...)stuffcmd = #21;
428 entity(vector org, float rad) findradius = #22;
429 void(string s, ...) bprint = #23;
430 void(entity client, string s, ...) sprint = #24;
431 void(string s, ...) dprint = #25;
432 string(float f) ftos = #26;
433 string(vector v) vtos = #27;
434 void() coredump = #28; // prints all edicts
435 void() traceon = #29; // turns statment trace on
436 void() traceoff = #30;
437 void(entity e) eprint = #31; // prints an entire edict
438 float(float yaw, float dist) walkmove = #32; // returns true or false
440 float() droptofloor= #34; // true if landed on floor
441 void(float style, string value) lightstyle = #35;
442 float(float v) rint = #36; // round to nearest int
443 float(float v) floor = #37; // largest integer <= v
444 float(float v) ceil = #38; // smallest integer >= v
446 float(entity e) checkbottom = #40; // true if self is on ground
447 float(vector v) pointcontents = #41; // returns a CONTENT_*
449 float(float f) fabs = #43;
450 vector(entity e, float speed) aim = #44; // returns the shooting vector
451 float(string s) cvar = #45; // return cvar.value
452 void(string s, ...) localcmd = #46; // put string into local que
453 entity(entity e) nextent = #47; // for looping through all ents
454 void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
455 void() ChangeYaw = #49; // turn towards self.ideal_yaw
458 vector(vector v) vectoangles = #51;
461 // direct client message generation
463 void(float to, float f) WriteByte = #52;
464 void(float to, float f) WriteChar = #53;
465 void(float to, float f) WriteShort = #54;
466 void(float to, float f) WriteLong = #55;
467 void(float to, float f) WriteCoord = #56;
468 void(float to, float f) WriteAngle = #57;
469 void(float to, string s, ...) WriteString = #58;
470 void(float to, entity s) WriteEntity = #59;
473 // broadcast client message generation
476 // void(float f) bWriteByte = #59;
477 // void(float f) bWriteChar = #60;
478 // void(float f) bWriteShort = #61;
479 // void(float f) bWriteLong = #62;
480 // void(float f) bWriteCoord = #63;
481 // void(float f) bWriteAngle = #64;
482 // void(string s) bWriteString = #65;
483 // void(entity e) bWriteEntity = #66;
485 void(float step) movetogoal = #67;
487 string(string s) precache_file = #68; // no effect except for -copy
488 void(entity e) makestatic = #69;
489 void(string s) changelevel = #70;
493 void(string name, string value) cvar_set = #72; // sets cvar.value
495 void(entity client, string s, ...) centerprint = #73; // sprint, but in middle
497 void(vector pos, string samp, float vol, float atten) ambientsound = #74;
499 string(string s) precache_model2 = #75; // registered version only
500 string(string s) precache_sound2 = #76; // registered version only
501 string(string s) precache_file2 = #77; // registered version only
503 void(entity e) setspawnparms = #78; // set parm1... to the
504 // values at level start
507 //============================================================================