Xonotic
progsdefs.qc
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1 /*
2 ==============================================================================
3 
4  SOURCE FOR GLOBALVARS_T C STRUCTURE
5  MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR
6 
7 ==============================================================================
8 */
9 
10 //
11 // system globals
12 //
13 entity self;
16 float time;
17 float frametime;
18 
19 float force_retouch; // force all entities to touch triggers
20  // next frame. this is needed because
21  // non-moving things don't normally scan
22  // for triggers, and when a trigger is
23  // created (like a teleport trigger), it
24  // needs to catch everything.
25  // decremented each frame, so set to 2
26  // to guarantee everything is touched
27 string mapname;
28 
29 float deathmatch;
30 float coop;
31 float teamplay;
32 
33 float serverflags; // propagated from level to level, used to
34  // keep track of completed episodes
35 
38 
39 float found_secrets; // number of secrets found
40 float killed_monsters; // number of monsters killed
41 
42 
43 // spawnparms are used to encode information about clients across server
44 // level changes
46 
47 //
48 // global variables set by built in functions
49 //
50 vector v_forward, v_up, v_right; // set by makevectors()
51 
52 // set by traceline / tracebox
62 
63 entity msg_entity; // destination of single entity writes
64 
65 //
66 // required prog functions
67 //
68 void() main; // only for testing
69 
70 void() StartFrame;
71 
72 void() PlayerPreThink;
73 void() PlayerPostThink;
74 
75 void() ClientKill;
76 void() ClientConnect;
77 void() PutClientInServer; // call after setting the parm1... parms
78 void() ClientDisconnect;
79 
80 void() SetNewParms; // called when a client first connects to
81  // a server. sets parms so they can be
82  // saved off for restarts
83 
84 void() SetChangeParms; // call to set parms for self so they can
85  // be saved for a level transition
86 
87 
88 //================================================
89 void end_sys_globals; // flag for structure dumping
90 //================================================
91 
92 /*
93 ==============================================================================
94 
95  SOURCE FOR ENTVARS_T C STRUCTURE
96  MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR
97 
98 ==============================================================================
99 */
100 
101 //
102 // system fields (*** = do not set in prog code, maintained by C code)
103 //
104 .float modelindex; // *** model index in the precached list
105 .vector absmin, absmax; // *** origin + mins / maxs
106 
107 .float ltime; // local time for entity
108 .float movetype;
109 .float solid;
110 
111 .vector origin; // ***
116 
117 .vector punchangle; // temp angle adjust from damage or recoil
118 
119 .string classname; // spawn function
120 .string model;
121 .float frame;
122 .float skin;
123 .float effects;
124 
125 .vector mins, maxs; // bounding box extents reletive to origin
126 .vector size; // maxs - mins
127 
128 .void() touch;
129 .void() use;
130 .void() think;
131 .void() blocked; // for doors or plats, called when can't push other
132 
133 .float nextthink;
135 
136 // stats
137 .float health;
138 .float frags;
139 .float weapon; // one of the IT_SHOTGUN, etc flags
140 .string weaponmodel;
141 .float weaponframe;
142 .float currentammo;
144 
145 .float items; // bit flags
146 
147 .float takedamage;
149 .float deadflag;
150 
151 .vector view_ofs; // add to origin to get eye point
152 
153 
154 .float button0; // fire
155 .float button1; // use
156 .float button2; // jump
157 
158 .float impulse; // weapon changes
159 
160 .float fixangle;
161 .vector v_angle; // view / targeting angle for players
162 .float idealpitch; // calculated pitch angle for lookup up slopes
163 
164 
165 .string netname;
166 
168 
169 .float flags;
170 
171 .float colormap;
172 .float team;
173 
174 .float max_health; // players maximum health is stored here
175 
176 .float teleport_time; // don't back up
177 
178 .float armortype; // save this fraction of incoming damage
179 .float armorvalue;
180 
181 .float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
182 .float watertype; // a contents value
183 
184 .float ideal_yaw;
185 .float yaw_speed;
186 
188 
189 .entity goalentity; // a movetarget or an enemy
190 
191 .float spawnflags;
192 
193 .string target;
194 .string targetname;
195 
196 // damage is accumulated through a frame. and sent as one single
197 // message, so the super shotgun doesn't generate huge messages
198 .float dmg_take;
199 .float dmg_save;
201 
202 .entity owner; // who launched a missile
203 .vector movedir; // mostly for doors, but also used for waterjump
204 
205 .string message; // trigger messages
206 
207 .float sounds; // either a cd track number or sound number
208 
209 .string noise, noise1, noise2, noise3; // contains names of wavs to play
210 
211 //================================================
212 void end_sys_fields; // flag for structure dumping
213 //================================================
214 
215 /*
216 ==============================================================================
217 
218  CONSTANT DEFINITIONS
219 
220 ==============================================================================
221 */
222 
223 
224 //
225 // constants
226 //
227 
228 float FALSE = 0;
229 float TRUE = 1;
230 
231 // edict.flags
232 float FL_FLY = 1;
233 float FL_SWIM = 2;
234 float FL_CLIENT = 8; // set for all client edicts
235 float FL_INWATER = 16; // for enter / leave water splash
236 float FL_MONSTER = 32;
237 float FL_GODMODE = 64; // player cheat
238 float FL_NOTARGET = 128; // player cheat
239 float FL_ITEM = 256; // extra wide size for bonus items
240 float FL_ONGROUND = 512; // standing on something
241 float FL_PARTIALGROUND = 1024; // not all corners are valid
242 float FL_WATERJUMP = 2048; // player jumping out of water
243 float FL_JUMPRELEASED = 4096; // for jump debouncing
244 
245 // edict.movetype values
246 float MOVETYPE_NONE = 0; // never moves
247 //float MOVETYPE_ANGLENOCLIP = 1;
248 //float MOVETYPE_ANGLECLIP = 2;
249 float MOVETYPE_WALK = 3; // players only
250 float MOVETYPE_STEP = 4; // discrete, not real time unless fall
251 float MOVETYPE_FLY = 5;
252 float MOVETYPE_TOSS = 6; // gravity
253 float MOVETYPE_PUSH = 7; // no clip to world, push and crush
254 float MOVETYPE_NOCLIP = 8;
255 float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
256 float MOVETYPE_BOUNCE = 10;
257 float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
258 
259 // edict.solid values
260 float SOLID_NOT = 0; // no interaction with other objects
261 float SOLID_TRIGGER = 1; // touch on edge, but not blocking
262 float SOLID_BBOX = 2; // touch on edge, block
263 float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
264 float SOLID_BSP = 4; // bsp clip, touch on edge, block
265 
266 // range values
267 float RANGE_MELEE = 0;
268 float RANGE_NEAR = 1;
269 float RANGE_MID = 2;
270 float RANGE_FAR = 3;
271 
272 // deadflag values
273 
274 float DEAD_NO = 0;
275 float DEAD_DYING = 1;
276 float DEAD_DEAD = 2;
278 float DEAD_RESPAWNING = 4; // dead, waiting for buttons to be released
279 
280 // takedamage values
281 
282 float DAMAGE_NO = 0;
283 float DAMAGE_YES = 1;
284 float DAMAGE_AIM = 2;
285 
286 // items
287 float IT_AXE = 4096;
288 float IT_SHOTGUN = 1;
290 float IT_NAILGUN = 4;
294 float IT_LIGHTNING = 64;
295 float IT_EXTRA_WEAPON = 128;
296 
297 float IT_SHELLS = 256;
298 float IT_NAILS = 512;
299 float IT_ROCKETS = 1024;
300 float IT_CELLS = 2048;
301 
302 float IT_ARMOR1 = 8192;
303 float IT_ARMOR2 = 16384;
304 float IT_ARMOR3 = 32768;
305 float IT_SUPERHEALTH = 65536;
306 
307 float IT_KEY1 = 131072;
308 float IT_KEY2 = 262144;
309 
310 float IT_INVISIBILITY = 524288;
311 float IT_INVULNERABILITY = 1048576;
312 float IT_SUIT = 2097152;
313 float IT_QUAD = 4194304;
314 
315 // point content values
316 
317 float CONTENT_EMPTY = -1;
318 float CONTENT_SOLID = -2;
319 float CONTENT_WATER = -3;
320 float CONTENT_SLIME = -4;
321 float CONTENT_LAVA = -5;
322 float CONTENT_SKY = -6;
323 
324 float STATE_TOP = 0;
325 float STATE_BOTTOM = 1;
326 float STATE_UP = 2;
327 float STATE_DOWN = 3;
328 
329 vector VEC_ORIGIN = '0 0 0';
330 vector VEC_HULL_MIN = '-16 -16 -24';
331 vector VEC_HULL_MAX = '16 16 32';
332 
333 vector VEC_HULL2_MIN = '-32 -32 -24';
334 vector VEC_HULL2_MAX = '32 32 64';
335 
336 // protocol bytes
337 float SVC_TEMPENTITY = 23;
338 float SVC_KILLEDMONSTER = 27;
339 float SVC_FOUNDSECRET = 28;
340 float SVC_INTERMISSION = 30;
341 float SVC_FINALE = 31;
342 float SVC_CDTRACK = 32;
343 float SVC_SELLSCREEN = 33;
344 
345 
346 float TE_SPIKE = 0;
347 float TE_SUPERSPIKE = 1;
348 float TE_GUNSHOT = 2;
349 float TE_EXPLOSION = 3;
350 float TE_TAREXPLOSION = 4;
351 float TE_LIGHTNING1 = 5;
352 float TE_LIGHTNING2 = 6;
353 float TE_WIZSPIKE = 7;
354 float TE_KNIGHTSPIKE = 8;
355 float TE_LIGHTNING3 = 9;
356 float TE_LAVASPLASH = 10;
357 float TE_TELEPORT = 11;
358 
359 // sound channels
360 // channel 0 never willingly overrides
361 // other channels (1-7) allways override a playing sound on that channel
362 float CHAN_AUTO = 0;
363 float CHAN_WEAPON = 1;
364 float CHAN_VOICE = 2;
365 float CHAN_ITEM = 3;
366 float CHAN_BODY = 4;
367 
368 float ATTN_NONE = 0;
369 float ATTN_NORM = 1;
370 float ATTN_IDLE = 2;
371 float ATTN_STATIC = 3;
372 
373 // update types
374 
375 float UPDATE_GENERAL = 0;
376 float UPDATE_STATIC = 1;
377 float UPDATE_BINARY = 2;
378 float UPDATE_TEMP = 3;
379 
380 // entity effects
381 
382 float EF_BRIGHTFIELD = 1;
383 float EF_MUZZLEFLASH = 2;
384 float EF_BRIGHTLIGHT = 4;
385 float EF_DIMLIGHT = 8;
386 
387 
388 // messages
389 float MSG_BROADCAST = 0; // unreliable to all
390 float MSG_ONE = 1; // reliable to one (msg_entity)
391 float MSG_ALL = 2; // reliable to all
392 float MSG_INIT = 3; // write to the init string
393 
394 //===========================================================================
395 
396 //
397 // builtin functions
398 //
399 
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;
404 // #5 was removed
405 void() break_to_debugger = #6;
406 float() random = #7; // returns 0 - 1
407 void(entity e, float chan, string samp, float volume, ...) 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;
415 
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;
422 
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
439 // #33 was removed
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
445 // #39 was removed
446 float(entity e) checkbottom = #40; // true if self is on ground
447 float(vector v) pointcontents = #41; // returns a CONTENT_*
448 // #42 was removed
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
456  // at self.yaw_speed
457 // #50 was removed
458 vector(vector v) vectoangles = #51;
459 
460 //
461 // direct client message generation
462 //
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;
471 
472 //
473 // broadcast client message generation
474 //
475 
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;
484 
485 void(float step) movetogoal = #67;
486 
487 string(string s) precache_file = #68; // no effect except for -copy
488 void(entity e) makestatic = #69;
489 void(string s) changelevel = #70;
490 
491 //#71 was removed
492 
493 void(string var, string val) cvar_set = #72; // sets cvar.value
494 
495 void(entity client, string s, ...) centerprint = #73; // sprint, but in middle
496 
497 void(vector pos, string samp, float vol, float atten) ambientsound = #74;
498 
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
502 
503 void(entity e) setspawnparms = #78; // set parm1... to the
504  // values at level start
505  // for coop respawn
506 
507 //============================================================================
float MSG_ALL
Definition: progsdefs.qc:391
vector color
float DEAD_DYING
Definition: progsdefs.qc:275
float IT_ROCKETS
Definition: progsdefs.qc:299
float MOVETYPE_NONE
Definition: progsdefs.qc:246
float CHAN_ITEM
Definition: progsdefs.qc:365
float SVC_KILLEDMONSTER
Definition: progsdefs.qc:338
float parm13
Definition: progsdefs.qc:45
#define checkclient
Definition: pre.qh:4
float MOVETYPE_WALK
Definition: progsdefs.qc:249
float ideal_yaw
Definition: progsdefs.qc:184
float speed
Definition: subs.qh:41
float TE_WIZSPIKE
Definition: progsdefs.qc:353
float IT_KEY2
Definition: progsdefs.qc:308
float weaponframe
Definition: progsdefs.qc:141
float TE_LAVASPLASH
Definition: progsdefs.qc:356
float watertype
Definition: progsdefs.qc:182
void ClientConnect(entity this)
ClientConnect
Definition: client.qc:1096
vector view_ofs
Definition: progsdefs.qc:151
float RANGE_MID
Definition: progsdefs.qc:269
string noise
Definition: progsdefs.qc:209
float IT_EXTRA_WEAPON
Definition: progsdefs.qc:295
float SOLID_BSP
Definition: progsdefs.qc:264
float RANGE_NEAR
Definition: progsdefs.qc:268
float button1
Definition: progsdefs.qc:155
vector punchangle
Definition: progsdefs.qc:117
string mapname
Definition: progsdefs.qc:27
float currentammo
Definition: progsdefs.qc:142
float ammo_shells
Definition: progsdefs.qc:143
float teleport_time
Definition: progsdefs.qc:176
float idealpitch
Definition: progsdefs.qc:162
float waterlevel
Definition: progsdefs.qc:181
float time
Definition: progsdefs.qc:16
float parm16
Definition: progsdefs.qc:45
float MOVETYPE_STEP
Definition: progsdefs.qc:250
void() main
float TE_LIGHTNING1
Definition: progsdefs.qc:351
float FL_ONGROUND
Definition: progsdefs.qc:240
string netname
Definition: progsdefs.qc:165
float MOVETYPE_TOSS
Definition: progsdefs.qc:252
float UPDATE_STATIC
Definition: progsdefs.qc:376
float ATTN_NONE
Definition: progsdefs.qc:368
float trace_inwater
Definition: progsdefs.qc:61
void ClientKill(entity this)
Definition: clientkill.qc:208
void SetChangeParms(entity this)
Definition: client.qc:921
entity chain
Definition: progsdefs.qc:148
entity other
Definition: progsdefs.qc:14
void PlayerPostThink(entity this)
Definition: client.qc:2651
float IT_NAILGUN
Definition: progsdefs.qc:290
float IT_GRENADE_LAUNCHER
Definition: progsdefs.qc:292
float DAMAGE_AIM
Definition: progsdefs.qc:284
float parm10
Definition: progsdefs.qc:45
void StartFrame()
Definition: main.qc:274
float MOVETYPE_BOUNCEMISSILE
Definition: progsdefs.qc:257
float parm11
Definition: progsdefs.qc:45
vector v_angle
Definition: progsdefs.qc:161
float trace_fraction
Definition: progsdefs.qc:55
float coop
Definition: progsdefs.qc:30
vector VEC_HULL_MIN
Definition: progsdefs.qc:330
float MSG_INIT
Definition: progsdefs.qc:392
float sounds
Definition: progsdefs.qc:207
float IT_INVULNERABILITY
Definition: progsdefs.qc:311
entity groundentity
Definition: progsdefs.qc:134
float style
float SOLID_SLIDEBOX
Definition: progsdefs.qc:263
float atten
Definition: triggers.qh:47
string model
Definition: progsdefs.qc:120
float parm5
Definition: progsdefs.qc:45
string noise2
Definition: progsdefs.qc:209
void end_sys_fields
Definition: progsdefs.qc:212
float parm14
Definition: progsdefs.qc:45
float TE_TELEPORT
Definition: progsdefs.qc:357
float SOLID_NOT
Definition: progsdefs.qc:260
entity to
Definition: self.qh:96
vector mins
Definition: progsdefs.qc:125
vector v_up
Definition: progsdefs.qc:50
float IT_ARMOR3
Definition: progsdefs.qc:304
float parm3
Definition: progsdefs.qc:45
vector VEC_HULL_MAX
Definition: progsdefs.qc:331
float IT_LIGHTNING
Definition: progsdefs.qc:294
#define droptofloor
Definition: pre.qh:5
float MSG_BROADCAST
Definition: progsdefs.qc:389
float FL_GODMODE
Definition: progsdefs.qc:237
float FL_PARTIALGROUND
Definition: progsdefs.qc:241
float MOVETYPE_BOUNCE
Definition: progsdefs.qc:256
float CONTENT_WATER
Definition: progsdefs.qc:319
float dmg_take
Definition: progsdefs.qc:198
float FL_ITEM
Definition: progsdefs.qc:239
float FL_FLY
Definition: progsdefs.qc:232
float ltime
Definition: progsdefs.qc:107
float found_secrets
Definition: progsdefs.qc:39
void PlayerPreThink(entity this)
Definition: client.qc:2402
float skin
Definition: progsdefs.qc:122
float impulse
Definition: progsdefs.qc:158
vector size
Definition: progsdefs.qc:126
float MSG_ONE
Definition: progsdefs.qc:390
float parm2
Definition: progsdefs.qc:45
float IT_CELLS
Definition: progsdefs.qc:300
float spawnflags
Definition: progsdefs.qc:191
float armorvalue
Definition: progsdefs.qc:179
float nextthink
Definition: progsdefs.qc:133
ClientDisconnect(this)
float CONTENT_SOLID
Definition: progsdefs.qc:318
string classname
Definition: progsdefs.qc:119
entity world
Definition: progsdefs.qc:15
float DEAD_DEAD
Definition: progsdefs.qc:276
string noise3
Definition: progsdefs.qc:209
string message
Definition: progsdefs.qc:205
float EF_BRIGHTFIELD
Definition: progsdefs.qc:382
float EF_MUZZLEFLASH
Definition: progsdefs.qc:383
float frame
Definition: progsdefs.qc:121
float FALSE
Definition: progsdefs.qc:228
#define setmodel(this, m)
Definition: model.qh:26
float yaw_speed
Definition: progsdefs.qc:185
float SVC_CDTRACK
Definition: progsdefs.qc:342
string weaponmodel
Definition: progsdefs.qc:140
float parm7
Definition: progsdefs.qc:45
float modelindex
Definition: progsdefs.qc:104
float TE_SPIKE
Definition: progsdefs.qc:346
float STATE_TOP
Definition: progsdefs.qc:324
float deathmatch
Definition: progsdefs.qc:29
float parm4
Definition: progsdefs.qc:45
float CONTENT_SKY
Definition: progsdefs.qc:322
float IT_QUAD
Definition: progsdefs.qc:313
vector movedir
Definition: progsdefs.qc:203
float() random
entity msg_entity
Definition: progsdefs.qc:63
float trace_inopen
Definition: progsdefs.qc:60
float dmg_save
Definition: progsdefs.qc:199
entity aiment
Definition: progsdefs.qc:187
float weapon
Definition: progsdefs.qc:139
float flags
Definition: progsdefs.qc:169
entity dmg_inflictor
Definition: progsdefs.qc:200
vector avelocity
Definition: progsdefs.qc:115
string(string s) precache_sound
float RANGE_MELEE
Definition: progsdefs.qc:267
float parm6
Definition: progsdefs.qc:45
vector trace_endpos
Definition: progsdefs.qc:56
float CONTENT_SLIME
Definition: progsdefs.qc:320
entity owner
Definition: progsdefs.qc:202
float armortype
Definition: progsdefs.qc:178
float IT_INVISIBILITY
Definition: progsdefs.qc:310
float fixangle
Definition: progsdefs.qc:160
float RANGE_FAR
Definition: progsdefs.qc:270
float MOVETYPE_PUSH
Definition: progsdefs.qc:253
entity goalentity
Definition: progsdefs.qc:189
float IT_AXE
Definition: progsdefs.qc:287
float TE_TAREXPLOSION
Definition: progsdefs.qc:350
vector absmin
Definition: progsdefs.qc:105
string noise1
Definition: progsdefs.qc:209
float effects
Definition: progsdefs.qc:123
float SVC_TEMPENTITY
Definition: progsdefs.qc:337
float team
Definition: progsdefs.qc:172
float FL_JUMPRELEASED
Definition: progsdefs.qc:243
float total_secrets
Definition: progsdefs.qc:36
float SOLID_BBOX
Definition: progsdefs.qc:262
vector VEC_HULL2_MIN
Definition: progsdefs.qc:333
float IT_KEY1
Definition: progsdefs.qc:307
float trace_plane_dist
Definition: progsdefs.qc:58
float CHAN_BODY
Definition: progsdefs.qc:366
#define walkmove
Definition: pre.qh:10
float CHAN_WEAPON
Definition: progsdefs.qc:363
float IT_SUPER_NAILGUN
Definition: progsdefs.qc:291
entity() spawn
float ATTN_STATIC
Definition: progsdefs.qc:371
float takedamage
Definition: progsdefs.qc:147
float frametime
Definition: progsdefs.qc:17
float ATTN_IDLE
Definition: progsdefs.qc:370
float TE_SUPERSPIKE
Definition: progsdefs.qc:347
float teamplay
Definition: progsdefs.qc:31
float colormap
Definition: progsdefs.qc:171
vector VEC_HULL2_MAX
Definition: progsdefs.qc:334
float EF_BRIGHTLIGHT
Definition: progsdefs.qc:384
float DEAD_RESPAWNING
Definition: progsdefs.qc:278
float IT_SUIT
Definition: progsdefs.qc:312
#define stuffcmd(cl,...)
Definition: progsdefs.qh:23
float ATTN_NORM
Definition: progsdefs.qc:369
float ammo_nails
Definition: progsdefs.qc:143
#define movetogoal
Definition: pre.qh:7
float IT_SHOTGUN
Definition: progsdefs.qc:288
float trace_startsolid
Definition: progsdefs.qc:54
float solid
Definition: progsdefs.qc:109
float IT_ARMOR2
Definition: progsdefs.qc:303
float MOVETYPE_FLYMISSILE
Definition: progsdefs.qc:255
float TE_EXPLOSION
Definition: progsdefs.qc:349
float MOVETYPE_NOCLIP
Definition: progsdefs.qc:254
vector v
Definition: ent_cs.qc:116
float deadflag
Definition: progsdefs.qc:149
float SVC_SELLSCREEN
Definition: progsdefs.qc:343
float killed_monsters
Definition: progsdefs.qc:40
float TE_GUNSHOT
Definition: progsdefs.qc:348
float EF_DIMLIGHT
Definition: progsdefs.qc:385
float IT_ROCKET_LAUNCHER
Definition: progsdefs.qc:293
float IT_SHELLS
Definition: progsdefs.qc:297
float count
Definition: powerups.qc:22
float STATE_BOTTOM
Definition: progsdefs.qc:325
entity enemy
Definition: progsdefs.qc:167
#define aim
Definition: post.qh:22
float button0
Definition: progsdefs.qc:154
vector v_right
Definition: progsdefs.qc:50
float trace_allsolid
Definition: progsdefs.qc:53
float parm15
Definition: progsdefs.qc:45
float button2
Definition: progsdefs.qc:156
float parm12
Definition: progsdefs.qc:45
float health
Definition: progsdefs.qc:137
float ammo_cells
Definition: progsdefs.qc:143
float items
Definition: progsdefs.qc:145
float parm8
Definition: progsdefs.qc:45
float parm1
Definition: progsdefs.qc:45
#define ChangeYaw
Definition: pre.qh:3
string targetname
Definition: progsdefs.qc:194
vector absmax
Definition: progsdefs.qc:105
float TE_KNIGHTSPIKE
Definition: progsdefs.qc:354
vector maxs
Definition: progsdefs.qc:125
float ammo_rockets
Definition: progsdefs.qc:143
setorigin(ent, v)
float SVC_FOUNDSECRET
Definition: progsdefs.qc:339
float TE_LIGHTNING2
Definition: progsdefs.qc:352
float DEAD_NO
Definition: progsdefs.qc:274
float FL_SWIM
Definition: progsdefs.qc:233
float max_health
Definition: progsdefs.qc:174
float CONTENT_LAVA
Definition: progsdefs.qc:321
float IT_SUPERHEALTH
Definition: progsdefs.qc:305
PutClientInServer(this)
float SVC_INTERMISSION
Definition: progsdefs.qc:340
vector angles
Definition: progsdefs.qc:114
#define use
Definition: csprogsdefs.qh:50
vector trace_plane_normal
Definition: progsdefs.qc:57
float FL_NOTARGET
Definition: progsdefs.qc:238
float UPDATE_BINARY
Definition: progsdefs.qc:377
float parm9
Definition: progsdefs.qc:45
float movetype
Definition: progsdefs.qc:108
float FL_MONSTER
Definition: progsdefs.qc:236
string target
Definition: progsdefs.qc:193
#define sound(e, c, s, v, a)
Definition: sound.qh:52
float CHAN_VOICE
Definition: progsdefs.qc:364
float SOLID_TRIGGER
Definition: progsdefs.qc:261
vector origin
Definition: progsdefs.qc:111
vector velocity
Definition: progsdefs.qc:113
float IT_SUPER_SHOTGUN
Definition: progsdefs.qc:289
float STATE_UP
Definition: progsdefs.qc:326
vector VEC_ORIGIN
Definition: progsdefs.qc:329
float serverflags
Definition: progsdefs.qc:33
float STATE_DOWN
Definition: progsdefs.qc:327
float DEAD_RESPAWNABLE
Definition: progsdefs.qc:277
float IT_ARMOR1
Definition: progsdefs.qc:302
vector(vector v) normalize
vector oldorigin
Definition: progsdefs.qc:112
float total_monsters
Definition: progsdefs.qc:37
float force_retouch
Definition: progsdefs.qc:19
#define makevectors
Definition: post.qh:21
float SVC_FINALE
Definition: progsdefs.qc:341
float TRUE
Definition: progsdefs.qc:229
vector v_forward
Definition: progsdefs.qc:50
#define makestatic
Definition: post.qh:23
float IT_NAILS
Definition: progsdefs.qc:298
float DAMAGE_NO
Definition: progsdefs.qc:282
float MOVETYPE_FLY
Definition: progsdefs.qc:251
float CHAN_AUTO
Definition: progsdefs.qc:362
entity trace_ent
Definition: progsdefs.qc:59
float UPDATE_TEMP
Definition: progsdefs.qc:378
float FL_CLIENT
Definition: progsdefs.qc:234
float volume
Definition: triggers.qh:47
float UPDATE_GENERAL
Definition: progsdefs.qc:375
float FL_WATERJUMP
Definition: progsdefs.qc:242
float CONTENT_EMPTY
Definition: progsdefs.qc:317
float DAMAGE_YES
Definition: progsdefs.qc:283
float frags
Definition: progsdefs.qc:138
float TE_LIGHTNING3
Definition: progsdefs.qc:355
void end_sys_globals
Definition: progsdefs.qc:89
float FL_INWATER
Definition: progsdefs.qc:235
void SetNewParms()
Definition: client.qc:908