// These lines CANNOT be altered/moved entity self; entity other; entity world; float time; float frametime; float force_retouch; // force all entities to touch triggers string mapname; float deathmatch; float coop; float teamplay; float serverflags; // propagated from level to level, used to float total_secrets; float total_monsters; float found_secrets; // number of secrets found float killed_monsters; // number of monsters killed float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16; vector v_forward, v_up, v_right; // set by makevectors() 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 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 void() SetChangeParms; // call to set parms for self so they can void end_sys_globals; // flag for structure dumping .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; .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; .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 // End. Lines below this MAY be altered, to some extent // Built In 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; 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; 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) 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 float(float yaw, float dist) 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 float(entity e) checkbottom = #40; // true if self is on ground float(vector v) pointcontents = #41; // returns a CONTENT_* 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() ChangeYaw = #49; // turn towards self.ideal_yaw vector(vector v) vectoangles = #51; 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; 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; void(string var, string val) cvar_set = #72; // sets cvar.value void(entity client, string s) centerprint = #73; // sprint, but in middle void(entity client, string s, string s) centerprint2 = #73; void(entity client, string s, string s, string s) centerprint3 = #73; void(entity client, string s, string s, string s, string s) centerprint4 = #73; void(entity client, string s, string s, string s, string s, string s) centerprint5 = #73; void(entity client, string s, string s, string s, string s, string s, string s) centerprint6 = #73; void(entity client, string s, string s, string s, string s, string s, string s, string s) centerprint7 = #73; 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 // // 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; // takedamage values float DAMAGE_NO = 0; float DAMAGE_YES = 1; float DAMAGE_AIM = 2; .void() th_stand; .void() th_walk; .void() th_run; .void(entity attacker, float damage) th_pain; .void() th_die; .void() th_missile; .void() th_melee; .void() th_gib; // 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_RAISED = 0; float STATE_LOWERED = 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_BAD = 0; float SVC_NOP = 1; float SVC_DISCONNECT = 2; float SVC_UPDATESTAT = 3; float SVC_VERSION = 4; float SVC_SETVIEW = 5; float SVC_SOUND = 6; float SVC_TIME = 7; float SVC_PRINT = 8; float SVC_STUFFTEXT = 9; float SVC_SETANGLE = 10; float SVC_SERVERINFO = 11; float SVC_LIGHTSTYLE = 12; float SVC_UPDATENAME = 13; float SVC_UPDATEFRAGS = 14; float SVC_CLIENTDATA = 15; float SVC_STOPSOUND = 16; float SVC_UPDATECOLORS = 17; float SVC_PARTICLE = 18; float SVC_DAMAGE = 19; float SVC_SPAWNSTATIC = 20; float SVC_SPAWNBINARY = 21; float SVC_SPAWNBASELINE = 22; float SVC_TEMPENTITY = 23; float SVC_SETPAUSE = 24; float SVC_SIGNONNUM = 25; float SVC_CENTERPRINT = 26; float SVC_KILLEDMONSTER = 27; float SVC_FOUNDSECRET = 28; float SVC_SPAWNSTATICSOUND = 29; // 1998-08-08 Complete SVC list by Zhenga float SVC_INTERMISSION = 30; float SVC_FINALE = 31; float SVC_CDTRACK = 32; float SVC_SELLSCREEN = 33; float SVC_CUTSCENE = 34; // 1998-08-08 Complete SVC list by Zhenga /* 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 CHAN_MUSIC = 5; 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 float AS_STRAIGHT = 1; float AS_SLIDING = 2; float AS_MELEE = 3; float AS_MISSILE = 4; void() SUB_Null = {}; float(float null) SUB_Null2 = {return FALSE;}; // Quake assumes these are defined. entity activator; string string_null; // null string, nothing should be held here .string wad, map; .float worldtype, delay, wait, lip, light_lev, speed, style, skill; .string killtarget; .vector pos1, pos2, mangle; void(vector o, vector d, float color, float count) particle = #48;// start a particle effect void(string s) bprint = #23; void(entity client, string s) sprint = #24; void() SUB_Remove = {remove(self);}; // End entity newmis; float sv_gravity; float sv_maxspeed; float sv_friction; float sv_accelerate; float sv_stopspeed; float visibleneighbours; .float ltntime; .float confirm, confirm_ignore; .entity current_navnode, other_navnode; entity navnode_chain; .entity list, link0, link1, link2, link3, link4, link5, link6, link7, link8, link9; .entity link10, link11, link12, link13, link14, link15, link16, link17, link18, link19; .float sflags; .float lflags0, lflags1, lflags2, lflags3, lflags4, lflags5, lflags6, lflags7, lflags8, lflags9; .float lflags10, lflags11, lflags12, lflags13, lflags14, lflags15, lflags16, lflags17, lflags18, lflags19; float navnodes; float S_TELEPORT = 1; float S_DOOR = 2; float S_TOUCH = 4; float LF_NOLINK = 1; float LF_NOWALK = 2; float LF_BAD = 4; float LF_BIGDROP = 8; float LF_REMOTE = 16; float C_DELETE_NAVNODE = 1; float C_DELETE_PLANE = 2; float C_SAVE = 3; .float buttonflag; float B_FLAG0 = 1; float B_FLAG2 = 2; .float axis, lockselection; .entity plane_chain, plane_next, plane_prev; .entity current_plane; float M_CLOSEST = 0; float M_OVERLAP = 1; .float selmode; .float gridsize; vector nullvector; .float menu_time; entity tracewalkent; // invisible entity that is reused for all tracewalks .entity current_clippoint, clippoint1, clippoint2, clippoint3; .entity navorg1, navorg2; void(float beamtype, vector bmins, vector bmaxs) BeamBox;