X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fdpdefs%2Fprogsdefs.qh;h=bffacafddc59a928ac76441e89fe284579bb173a;hp=fe632ce8d97b8be2bc2aed7b87dc9581407f688a;hb=b272480aa87f05e4118dd91a9434f13c8984f594;hpb=b24dabd36554f22b7b62525fe58c5022584461f5 diff --git a/qcsrc/dpdefs/progsdefs.qh b/qcsrc/dpdefs/progsdefs.qh index fe632ce8d..bffacafdd 100644 --- a/qcsrc/dpdefs/progsdefs.qh +++ b/qcsrc/dpdefs/progsdefs.qh @@ -1,511 +1,20 @@ #ifndef PROGSDEFS_H #define PROGSDEFS_H -/* -============================================================================== +#pragma noref 1 - SOURCE FOR GLOBALVARS_T C STRUCTURE - MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR +#define true _true +#define false _false +#define TRUE _TRUE +#define FALSE _FALSE -============================================================================== -*/ +#include "upstream/progsdefs.qc" -// -// system globals -// -entity self; -entity other; -entity world; -float time; -float frametime; +#undef true +#undef false +#undef TRUE +#undef FALSE -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; +#pragma noref 0 -float deathmatch; -float coop; -float teamplay; - -int 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; -#ifdef DP_EXT_PRECONNECT -void() ClientPreConnect; -#endif -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 - MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR - -============================================================================== -*/ - -// -// system fields (*** = do not set in prog code, maintained by C code) -// -.int 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; -.int frame; -.int skin; -.int 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; -.int weapon; // one of the IT_SHOTGUN, etc flags -.string weaponmodel; -.float weaponframe; -.float currentammo; -.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; - -.int 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; - -.int flags; - -.int 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 - -.int 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 -//================================================ - -/* -============================================================================== - - CONSTANT DEFINITIONS - -============================================================================== -*/ - - -// -// constants -// - -// edict.flags -const int FL_FLY = 1; -const int FL_SWIM = 2; -const int FL_CLIENT = 8; // set for all client edicts -const int FL_INWATER = 16; // for enter / leave water splash -const int FL_MONSTER = 32; -const int FL_GODMODE = 64; // player cheat -const int FL_NOTARGET = 128; // player cheat -const int FL_ITEM = 256; // extra wide size for bonus items -const int FL_ONGROUND = 512; // standing on something -const int FL_PARTIALGROUND = 1024; // not all corners are valid -const int FL_WATERJUMP = 2048; // player jumping out of water -const int FL_JUMPRELEASED = 4096; // for jump debouncing - -// edict.movetype values -const int MOVETYPE_NONE = 0; // never moves -//const int MOVETYPE_ANGLENOCLIP= 1; -//const int MOVETYPE_ANGLECLIP = 2; -const int MOVETYPE_WALK = 3; // players only -const int MOVETYPE_STEP = 4; // discrete, not real time unless fall -const int MOVETYPE_FLY = 5; -const int MOVETYPE_TOSS = 6; // gravity -const int MOVETYPE_PUSH = 7; // no clip to world, push and crush -const int MOVETYPE_NOCLIP = 8; -const int MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters -const int MOVETYPE_BOUNCE = 10; -const int MOVETYPE_BOUNCEMISSILE= 11; // bounce with extra size - -// edict.solid values -const int SOLID_NOT = 0; // no interaction with other objects -const int SOLID_TRIGGER = 1; // touch on edge, but not blocking -const int SOLID_BBOX = 2; // touch on edge, block -const int SOLID_SLIDEBOX = 3; // touch on edge, but not an onground -const int SOLID_BSP = 4; // bsp clip, touch on edge, block - -// range values -const int RANGE_MELEE = 0; -const int RANGE_NEAR = 1; -const int RANGE_MID = 2; -const int RANGE_FAR = 3; - -// deadflag values - -const int DEAD_NO = 0; -const int DEAD_DYING = 1; -const int DEAD_DEAD = 2; -const int DEAD_RESPAWNABLE = 3; -const int DEAD_RESPAWNING = 4; // dead, waiting for buttons to be released - -// takedamage values - -const int DAMAGE_NO = 0; -const int DAMAGE_YES = 1; -const int DAMAGE_AIM = 2; - -// items -const int IT_AXE = 4096; -const int IT_SHOTGUN = 1; -const int IT_SUPER_SHOTGUN = 2; -const int IT_NAILGUN = 4; -const int IT_SUPER_NAILGUN = 8; -const int IT_GRENADE_LAUNCHER = 16; -const int IT_ROCKET_LAUNCHER = 32; -const int IT_LIGHTNING = 64; -const int IT_EXTRA_WEAPON = 128; - -//const int IT_SHELLS = 256; -//const int IT_NAILS = 512; -//const int IT_ROCKETS = 1024; -//const int IT_CELLS = 2048; - -const int IT_ARMOR1 = 8192; -const int IT_ARMOR2 = 16384; -const int IT_ARMOR3 = 32768; -const int IT_SUPERHEALTH = 65536; - -//const int IT_KEY1 = 131072; -//const int IT_KEY2 = 262144; - -const int IT_INVISIBILITY = 524288; -const int IT_INVULNERABILITY = 1048576; -const int IT_SUIT = 2097152; -const int IT_QUAD = 4194304; - -// point content values - -const int CONTENT_EMPTY = -1; -const int CONTENT_SOLID = -2; -const int CONTENT_WATER = -3; -const int CONTENT_SLIME = -4; -const int CONTENT_LAVA = -5; -const int CONTENT_SKY = -6; - -const int STATE_TOP = 0; -const int STATE_BOTTOM = 1; -const int STATE_UP = 2; -const int STATE_DOWN = 3; - -const vector VEC_ORIGIN = '0 0 0'; -const vector VEC_HULL_MIN = '-16 -16 -24'; -const vector VEC_HULL_MAX = '16 16 32'; - -const vector VEC_HULL2_MIN = '-32 -32 -24'; -const vector VEC_HULL2_MAX = '32 32 64'; - -// protocol bytes -const int SVC_TEMPENTITY = 23; -const int SVC_KILLEDMONSTER = 27; -const int SVC_FOUNDSECRET = 28; -const int SVC_INTERMISSION = 30; -const int SVC_FINALE = 31; -const int SVC_CDTRACK = 32; -const int SVC_SELLSCREEN = 33; - - -const int TE_SPIKE = 0; -const int TE_SUPERSPIKE = 1; -const int TE_GUNSHOT = 2; -const int TE_EXPLOSION = 3; -const int TE_TAREXPLOSION = 4; -const int TE_LIGHTNING1 = 5; -const int TE_LIGHTNING2 = 6; -const int TE_WIZSPIKE = 7; -const int TE_KNIGHTSPIKE = 8; -const int TE_LIGHTNING3 = 9; -const int TE_LAVASPLASH = 10; -const int TE_TELEPORT = 11; - -// sound channels -// channel 0 never willingly overrides -// other channels (1-7) allways override a playing sound on that channel -const int CHAN_AUTO = 0; -const int CHAN_WEAPON = 1; -const int CHAN_VOICE = 2; -const int CHAN_ITEM = 3; -const int CHAN_BODY = 4; - -const int ATTN_NONE = 0; -const int ATTN_NORM = 1; -const int ATTN_IDLE = 2; -const int ATTN_STATIC = 3; - -// update types - -const int UPDATE_GENERAL = 0; -const int UPDATE_STATIC = 1; -const int UPDATE_BINARY = 2; -const int UPDATE_TEMP = 3; - -// entity effects - -const int EF_BRIGHTFIELD = 1; -const int EF_MUZZLEFLASH = 2; -const int EF_BRIGHTLIGHT = 4; -const int EF_DIMLIGHT = 8; - - -// messages -const int MSG_BROADCAST = 0; // unreliable to all -const int MSG_ONE = 1; // reliable to one (msg_entity) -const int MSG_ALL = 2; // reliable to all -const int MSG_INIT = 3; // write to the init string - -//=========================================================================== - -// -// builtin functions -// - -void(vector ang) makevectors = #1; // sets v_forward, etc globals -void(entity e, vector o) setorigin = #2; -void(entity e, string m) setmodel = #3; // set movetype and solid first -void(entity e, vector min, vector max) setsize = #4; -// #5 was removed -void() break_to_debugger = #6; -float() random = #7; // returns 0 - 1 -void(entity e, float chan, string samp, float vol, float atten) sound = #8; -vector(vector v) normalize = #9; -void(string e, ...) error = #10; -void(string e, ...) objerror = #11; -float(vector v) vlen = #12; -float(vector v) vectoyaw = #13; -entity() spawn = #14; -void(entity e) remove = #15; - -// sets trace_* globals -// nomonsters can be: -// An entity will also be ignored for testing if forent == test, -// forent->owner == test, or test->owner == forent -// a forent of world is ignored -void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16; - -entity() checkclient = #17; // returns a client to look for -entity(entity start, .string fld, string match) find = #18; -string(string s) precache_sound = #19; -string(string s) precache_model = #20; -void(entity client, string s, ...)stuffcmd = #21; -entity(vector org, float rad) findradius = #22; -void(string s, ...) bprint = #23; -void(entity client, string s, ...) sprint = #24; -void(string s, ...) dprint = #25; -string(float f) ftos = #26; -string(vector v) vtos = #27; -void() coredump = #28; // prints all edicts -void() traceon = #29; // turns statment trace on -void() traceoff = #30; -void(entity e) eprint = #31; // prints an entire edict -float(float yaw, float dist) walkmove = #32; // returns true or false -// #33 was removed -float() droptofloor= #34; // true if landed on floor -void(float style, string value) lightstyle = #35; -float(float v) rint = #36; // round to nearest int -float(float v) floor = #37; // largest integer <= v -float(float v) ceil = #38; // smallest integer >= v -// #39 was removed -float(entity e) checkbottom = #40; // true if self is on ground -float(vector v) pointcontents = #41; // returns a CONTENT_* -// #42 was removed -float(float f) fabs = #43; -vector(entity e, float speed) aim = #44; // returns the shooting vector -float(string s) cvar = #45; // return cvar.value -void(string s, ...) localcmd = #46; // put string into local que -entity(entity e) nextent = #47; // for looping through all ents -void(vector o, vector d, float color, float count) particle = #48;// start a particle effect -void() ChangeYaw = #49; // turn towards self.ideal_yaw - // at self.yaw_speed -// #50 was removed -vector(vector v) vectoangles = #51; - -// -// direct client message generation -// -void(float to, float f) WriteByte = #52; -void(float to, float f) WriteChar = #53; -void(float to, float f) WriteShort = #54; -void(float to, float f) WriteLong = #55; -void(float to, float f) WriteCoord = #56; -void(float to, float f) WriteAngle = #57; -void(float to, string s, ...) WriteString = #58; -void(float to, entity s) WriteEntity = #59; - -// -// broadcast client message generation -// - -// void(float f) bWriteByte = #59; -// void(float f) bWriteChar = #60; -// void(float f) bWriteShort = #61; -// void(float f) bWriteLong = #62; -// void(float f) bWriteCoord = #63; -// void(float f) bWriteAngle = #64; -// void(string s) bWriteString = #65; -// void(entity e) bWriteEntity = #66; - -void(float step) movetogoal = #67; - -string(string s) precache_file = #68; // no effect except for -copy -void(entity e) makestatic = #69; -void(string s) changelevel = #70; - -//#71 was removed - -void(string name, string value) cvar_set = #72; // sets cvar.value - -void(entity client, string s, ...) centerprint = #73; // sprint, but in middle - -void(vector pos, string samp, float vol, float atten) ambientsound = #74; - -string(string s) precache_model2 = #75; // registered version only -string(string s) precache_sound2 = #76; // registered version only -string(string s) precache_file2 = #77; // registered version only - -void(entity e) setspawnparms = #78; // set parm1... to the - // values at level start - // for coop respawn - -//============================================================================ #endif