/* ============================================================================== SOURCE FOR GLOBALVARS_T C STRUCTURE MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR ============================================================================== */ // // 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 MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR ============================================================================== */ // // 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 //================================================ /* ============================================================================== CONSTANT DEFINITIONS ============================================================================== */ // // constants // float FALSE = 0; float TRUE = 1; // edict.flags float FL_FLY = 1; float FL_SWIM = 2; float FL_CLIENT = 8; // set for all client edicts float FL_INWATER = 16; // for enter / leave water splash float FL_MONSTER = 32; float FL_GODMODE = 64; // player cheat float FL_NOTARGET = 128; // player cheat float FL_ITEM = 256; // extra wide size for bonus items float FL_ONGROUND = 512; // standing on something float FL_PARTIALGROUND = 1024; // not all corners are valid float FL_WATERJUMP = 2048; // player jumping out of water float FL_JUMPRELEASED = 4096; // for jump debouncing // edict.movetype values float MOVETYPE_NONE = 0; // never moves //float MOVETYPE_ANGLENOCLIP = 1; //float MOVETYPE_ANGLECLIP = 2; float MOVETYPE_WALK = 3; // players only float MOVETYPE_STEP = 4; // discrete, not real time unless fall float MOVETYPE_FLY = 5; float MOVETYPE_TOSS = 6; // gravity float MOVETYPE_PUSH = 7; // no clip to world, push and crush float MOVETYPE_NOCLIP = 8; float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters float MOVETYPE_BOUNCE = 10; float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size // edict.solid values float SOLID_NOT = 0; // no interaction with other objects float SOLID_TRIGGER = 1; // touch on edge, but not blocking float SOLID_BBOX = 2; // touch on edge, block float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground float SOLID_BSP = 4; // bsp clip, touch on edge, block // 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; float DEAD_RESPAWNING = 4; // dead, waiting for buttons to be released // takedamage values float DAMAGE_NO = 0; float DAMAGE_YES = 1; float DAMAGE_AIM = 2; // items float IT_AXE = 4096; float IT_SHOTGUN = 1; float IT_SUPER_SHOTGUN = 2; float IT_NAILGUN = 4; float IT_SUPER_NAILGUN = 8; float IT_GRENADE_LAUNCHER = 16; float IT_ROCKET_LAUNCHER = 32; float IT_LIGHTNING = 64; float IT_EXTRA_WEAPON = 128; float IT_SHELLS = 256; float IT_NAILS = 512; float IT_ROCKETS = 1024; float IT_CELLS = 2048; float IT_ARMOR1 = 8192; float IT_ARMOR2 = 16384; float IT_ARMOR3 = 32768; float IT_SUPERHEALTH = 65536; float IT_KEY1 = 131072; float IT_KEY2 = 262144; float IT_INVISIBILITY = 524288; float IT_INVULNERABILITY = 1048576; float IT_SUIT = 2097152; float IT_QUAD = 4194304; // 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; vector VEC_ORIGIN = '0 0 0'; vector VEC_HULL_MIN = '-16 -16 -24'; vector VEC_HULL_MAX = '16 16 32'; vector VEC_HULL2_MIN = '-32 -32 -24'; vector VEC_HULL2_MAX = '32 32 64'; // 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 //float empty_float; 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) // //.string wad; .string map; .float worldtype; // 0=medieval 1=metal 2=base //================================================ .string killtarget; // // quakeed fields // .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; .float() th_missile; // LordHavoc: changed from void() to float(), returns true if attacking .void() th_melee; .void(entity attacker, float damage, float damgtype, string dethtype) 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 spawnshieldtime; .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 dest, 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, waitmax; //.float distance; //.float volume; //=========================================================================== // // 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 = #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 var, string val) 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 //============================================================================ // // 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 // float(entity targ, entity inflictor) CanDamage; //void(vector org, entity en, vector dir, float holetype) newbullethole; //void(float msg, vector a) WriteVec = //{ // WriteCoord(msg, a_x); // WriteCoord(msg, a_y); // WriteCoord(msg, a_z); //}; float() crandom = { return 2*(random() - 0.5); }; vector(vector m1, vector m2) randompos = { local vector v; m2 = m2 - m1; v_x = m2_x * random() + m1_x; v_y = m2_y * random() + m1_y; v_z = m2_z * random() + m1_z; return v; }; // LordHavoc: made this a builtin function /* vector() randomvec = { local vector v; do { v_x = random() - 0.5; // scaled up in the return() v_y = random() - 0.5; v_z = random() - 0.5; } while (vlen(v) > 0.25); return(v * 2); }; */ vector() randomvec2 = { local vector v; v_x = random() - 0.5; // scale doesn't matter because it's normalized v_y = random() - 0.5; v_z = random() - 0.5; v = normalize(v); return(v); }; vector() randomdirvec = { local vector v; do { do { v_x = random() - 0.5; v_y = random() - 0.5; v_z = random() - 0.5; } while (vlen(v) > 0.25); } while (vlen(v) < 0.1); return normalize(v); }; /* float(float a) sqrt = // now this IS silly (using vlen to do square root) { local vector v; v_x = a; return (vlen(v)); }; */ // returns an empty point near the location if it's in a solid // (useful for explosions) vector (vector org) findbetterlocation = { local vector v; local float c; if (pointcontents(org) != CONTENT_SOLID) return org; c = 0; while (c < 20) { c = c + 1; // 4.1 to get it to choose +2 occasionally (rather than a 1 in 32768 chance) v_x = org_x + random() * 4.1 - 2; v_y = org_y + random() * 4.1 - 2; v_z = org_z + random() * 4.1 - 2; if (pointcontents(v) != CONTENT_SOLID) return v; } return org; // failed to find an empty point }; // adjusts the entity's origin to move it out of a solid // (useful for projectiles with no size, so they explode in open air) // note this is mostly useless on entities bigger than that // (unless they happen to have their origin on the surface of a wall) void (entity e) findbetterlocation2 = { local vector v, org; local float c; if (pointcontents(e.origin) != CONTENT_SOLID) return; org = e.origin; c = 0; while (c < 20) { c = c + 1; // 4.1 to get it to choose 4 occasionally (rather than a 1 in 32768 chance) v_x = org_x + random() * 4.1 - 2; v_y = org_y + random() * 4.1 - 2; v_z = org_z + random() * 4.1 - 2; if (pointcontents(v) != CONTENT_SOLID) { setorigin(e, v); return; } } return; // failed to find an empty point }; // returns a point at least 12 units away from walls // (useful for explosion animations, although the blast is performed where it really happened) vector (vector org) findbetterlocation3 = { local vector v2; traceline(org, org - '12 0 0' , TRUE, world);if (trace_fraction < 1) {v2 = trace_endpos;traceline(v2, v2 + '12 0 0' , TRUE, world);if (trace_fraction >= 1) org = v2 + '12 0 0' ;} traceline(org, org - '-12 0 0', TRUE, world);if (trace_fraction < 1) {v2 = trace_endpos;traceline(v2, v2 + '-12 0 0', TRUE, world);if (trace_fraction >= 1) org = v2 + '-12 0 0';} traceline(org, org - '0 12 0' , TRUE, world);if (trace_fraction < 1) {v2 = trace_endpos;traceline(v2, v2 + '0 12 0' , TRUE, world);if (trace_fraction >= 1) org = v2 + '0 12 0' ;} traceline(org, org - '0 -12 0', TRUE, world);if (trace_fraction < 1) {v2 = trace_endpos;traceline(v2, v2 + '0 -12 0', TRUE, world);if (trace_fraction >= 1) org = v2 + '0 -12 0';} traceline(org, org - '0 0 12' , TRUE, world);if (trace_fraction < 1) {v2 = trace_endpos;traceline(v2, v2 + '0 0 12' , TRUE, world);if (trace_fraction >= 1) org = v2 + '0 0 12' ;} traceline(org, org - '0 0 -12', TRUE, world);if (trace_fraction < 1) {v2 = trace_endpos;traceline(v2, v2 + '0 0 -12', TRUE, world);if (trace_fraction >= 1) org = v2 + '0 0 -12';} return org; }; vector (vector org) findbetterlocation4 = { local vector v2; traceline(org, org - '5 0 0' , TRUE, world);if (trace_fraction < 1) {v2 = trace_endpos;traceline(v2, v2 + '5 0 0' , TRUE, world);if (trace_fraction >= 1) org = v2 + '5 0 0' ;} traceline(org, org - '-5 0 0', TRUE, world);if (trace_fraction < 1) {v2 = trace_endpos;traceline(v2, v2 + '-5 0 0', TRUE, world);if (trace_fraction >= 1) org = v2 + '-5 0 0';} traceline(org, org - '0 5 0' , TRUE, world);if (trace_fraction < 1) {v2 = trace_endpos;traceline(v2, v2 + '0 5 0' , TRUE, world);if (trace_fraction >= 1) org = v2 + '0 5 0' ;} traceline(org, org - '0 -5 0', TRUE, world);if (trace_fraction < 1) {v2 = trace_endpos;traceline(v2, v2 + '0 -5 0', TRUE, world);if (trace_fraction >= 1) org = v2 + '0 -5 0';} traceline(org, org - '0 0 5' , TRUE, world);if (trace_fraction < 1) {v2 = trace_endpos;traceline(v2, v2 + '0 0 5' , TRUE, world);if (trace_fraction >= 1) org = v2 + '0 0 5' ;} traceline(org, org - '0 0 -5', TRUE, world);if (trace_fraction < 1) {v2 = trace_endpos;traceline(v2, v2 + '0 0 -5', TRUE, world);if (trace_fraction >= 1) org = v2 + '0 0 -5';} return org; }; /* void(vector v1, vector v2, vector m1, vector m2) lh_traceagainstbox = { local vector b, dir, delta, dironx, dirony, dironz; local float completedist, r; trace_endpos = v2; trace_fraction = 1; if (vlen(v2 - v1) < 0.1) // too short, might do a divide by zero return; // throw out the complete misses if (v1_x <= m1_x) if (v2_x <= m1_x) return; if (v1_x >= m2_x) if (v2_x >= m2_x) return; if (v1_y <= m1_y) if (v2_y <= m1_y) return; if (v1_y >= m2_y) if (v2_y >= m2_y) return; if (v1_z <= m1_z) if (v2_z <= m1_z) return; if (v1_z >= m2_z) if (v2_z >= m2_z) return; // starting inside the box? if (v1_x >= m1_x) if (v1_x < m2_x) if (v1_y >= m1_y) if (v1_y < m2_y) if (v1_z >= m1_z) if (v1_z < m2_z) return; delta = v2 - v1; dir = normalize(delta); completedist = vlen(v2 - v1); if (delta_x < -0.001 || delta_x > 0.001) { dironx_x = 1;if (delta_x < 0) dironx_x = -1; dironx_y = delta_y / delta_x; dironx_z = delta_z / delta_x; } else { dironx_x = 1;if (delta_x < 0) dironx_x = -1; dironx_y = 0; dironx_z = 0; } if (delta_y < -0.001 || delta_y > 0.001) { dirony_x = delta_x / delta_y; dirony_y = 1;if (delta_y < 0) dirony_y = -1; dirony_z = delta_z / delta_y; } else { dirony_x = 0; dirony_y = 1;if (delta_y < 0) dirony_y = -1; dirony_z = 0; } if (delta_z < -0.001 || delta_z > 0.001) { dironz_x = delta_x / delta_z; dironz_y = delta_y / delta_z; dironz_z = 1;if (delta_z < 0) dironz_z = -1; } else { dironz_x = 0; dironz_y = 0; dironz_z = 1;if (delta_z < 0) dironz_z = -1; } b = v1; r = floor(random() * 1000); if (dir_x > 0) { if (b_x < m1_x) { b = b + dironx * (m1_x - b_x); trace_fraction = vlen(b - v1) / completedist; } } else { if (b_x > m2_x) { b = b - dironx * (m2_x - b_x); trace_fraction = vlen(b - v1) / completedist; } } trace_endpos = b; if (trace_fraction > 1) trace_fraction = 1; if (dir_y > 0) { if (b_y < m1_y) { b = b + dirony * (m1_y - b_y); trace_fraction = vlen(b - v1) / completedist; } } else { if (b_y > m2_y) { b = b - dirony * (m2_y - b_y); trace_fraction = vlen(b - v1) / completedist; } } trace_endpos = b; if (trace_fraction > 1) trace_fraction = 1; if (dir_z > 0) { if (b_z < m1_z) { b = b + dironz * (m1_z - b_z); trace_fraction = vlen(b - v1) / completedist; } } else { if (b_z > m2_z) { b = b - dironz * (m2_z - b_z); trace_fraction = vlen(b - v1) / completedist; } } trace_endpos = b; if (trace_fraction > 1) trace_fraction = 1; }; */ .float cantrigger; void(float n) bprintfloat = { local string s; s = ftos(n); bprint(s); }; void(vector n) bprintvector = { local string s; s = vtos(n); bprint(s); }; void(float n) dprintfloat = { local string s; s = ftos(n); dprint(s); }; void(vector n) dprintvector = { local string s; s = vtos(n); dprint(s); }; string deathstring1, deathstring2, deathstring3, deathstring4; float DTYPE_OTHER = 0; float DTYPE_PLAYER = 1; float DTYPE_WORLD = 2; float DTYPE_TEAMKILL = 3; float DTYPE_SUICIDE = 4; void(entity targ, entity attacker, string dmsg, float dtype) Obituary_Generic = { deathstring1 = targ.netname; deathstring2 = dmsg; deathstring3 = ""; deathstring4 = ""; }; // called by various obit functions to give a generic message for cases they do not handle void(entity targ, entity attacker, string dmsg, float dtype) Obituary_Fallback = { if (dtype == DTYPE_OTHER) { deathstring1 = targ.netname; deathstring2 = dmsg; deathstring3 = ""; deathstring4 = ""; } else if (dtype == DTYPE_SUICIDE) { deathstring1 = targ.netname; deathstring2 = " became bored with life"; deathstring3 = ""; deathstring4 = ""; } else if (dtype == DTYPE_PLAYER) { deathstring1 = targ.netname; deathstring2 = " was killed by "; deathstring3 = attacker.netname; deathstring4 = ""; } else if (dtype == DTYPE_TEAMKILL) { deathstring1 = targ.netname; deathstring2 = " was mowed down by his teammate "; deathstring3 = attacker.netname; deathstring4 = ""; } else if (dtype == DTYPE_WORLD) { deathstring1 = targ.netname; deathstring2 = " died of unknown causes"; deathstring3 = ""; deathstring4 = ""; } }; float GAME_QUAKE = 0; float GAME_NEXUIZ = 1; float game; float darkmode; float IT_WEAPON1 = 4096; float IT_WEAPON2 = 1; float IT_WEAPON3 = 2; float IT_WEAPON4 = 4; float IT_WEAPON5 = 8; float IT_WEAPON6 = 16; float IT_WEAPON7 = 32; float IT_WEAPON8 = 64; float IT_WEAPON9 = 128; float IT_WEAPON10 = 8388608; // see modecheck.qc for deathmatch and teamplay settings // added for Dark Places float CHAN_SPEECH = 5; float CHAN_FOOT = 6; float CHAN_WEAPON2 = 7; // .gravity field added in Quake 1.07 (Scourge of Armagon) .float gravity; .float bodyhealth; // used by corpse code .float iscorpse; // used by corpse code .vector dest, dest1, dest2, dest3, dest4;//, dest5; .entity flame; // the flame burning this thing .float doobits; // set if this should do obit on death //.vector bodymins, bodymaxs, headmins, headmaxs; .vector rotate; .string group; // counts of how many keys this player/bot has .float keys_silver; .float keys_gold; .float havocattack; .float havocpickup; .float(entity player, entity item) pickupevalfunc; // returns rating for item considering player's condition (don't pick up health if it's not needed, etc) .float shoulddodge; .float dangerrating; // called whenever damage is done, if not supplied there is no visible effect. .void(vector org, float bodydamage, float armordamage, vector vel, float damgtype) bleedfunc; // several counters .float count1, count2, count3, count4, count5, count6, cnt1, cnt2; .void(entity t, entity a, string m, float dtyp) obitfunc1; .entity realowner; float maxclients; // set by worldspawn code float numdecors; float maxdecors; .float createdtime; .void() th_gib; //void(vector org, entity en, vector dir, float splattype, float importance) newbloodsplat; void(vector org, float bodydamage, float armordamage, vector vel, float damgtype) genericbleedfunc; // damage stuff void(entity targ, entity inflictor, entity attacker, float damage, float bdamage, string dt, float damgtype, vector damgpoint, vector force, void(entity t, entity a, string m, float dtyp) obitfunc) T_Damage; void(entity inflictor, entity attacker, float damage, float force, float radius, entity ignore, string dethtype, float damgtype, void(entity t, entity a, string m, float dtyp) obitfunc) T_RadiusDamage; // resistances to 4 kinds of damage: .float resist_bullet, resist_explosive, resist_energy, resist_fire, resist_ice, resist_axe; // every monster can have resistances // note: -1 means immune, as 0.0 can't be used // kill message .string deathtype; // copied from .deathtype for the attacker // a map entity can gain alot of meaning by // adding a kill message in the deathtype key // such as ' was chopped to bits' // or ' fell into the abyss' // if you set a deathtype for a monster // in a map key it will override the normal // kill message for that monster // so you could have some hell knights that // say ' was slain by one of the palace guards' // and many other ways to add meaning to a map .string deathmsg; .float regenthink; // next time player will regen some health .float isdecor; .float radiusdamage_amount; // damage counter .vector radiusdamage_force; // direction and power of blast kick .float radiusdamage_hit; // 1 if it was hit, reset to 0 afterward .vector radiusdamage_lasthit; // location .float radiusdamage_ownerdamagescale; // if set on inflictor this will scale damage to owner (overriding default of 0.5) vector raddamage_lasthit; .float frozen; .float thawtime; .float thawedeffects; .void() thawedtouch; .float thawedmovetype; .void() thawedthink; .float thawedthinkdelay; .void() knockedloosefunc; // called when kinetically disturbed .float forcescale; // used for damage force calculations (shambler has lower forcescale than player for instance) // how much bleeding 'matters' to this entity, a percentage between // bodydamage (-1 = 0% as 0 doesn't work) and healthdamage (1.0 = 100%) // for instance a player is 100% and a zombie is 0% (bleeding doesn't matter) .float bleedratio; .float(entity e, float healthdamage, float damage, float damgtype, string dethtype) damagemodifier; .void() th_gib; .float health; // if this goes below 1 the thing is dead .float bodyhealth; // used for gibbing .float healthregen; // regenerate this much health per second .float healthlostthisframe; // reset by iscreature code each frame // adjustable monster damage settings float monsterdamagescale; float monsterresistancescale; // adjustable player damage settings float playerdamagescale; void(entity targ, entity attacker, string dmsg, float dtype, void(entity t, entity a, string m, float dtyp) obitfunc) ClientObituary; void() monster_death_use;