Browse Source

general clean up and standards adhering

master
Alison Watson 2 years ago
parent
commit
b088bebe45
15 changed files with 373 additions and 408 deletions
  1. +1
    -0
      .gitignore
  2. +51
    -1
      gmqcc.ini
  3. +2
    -2
      source/ai.qc
  4. +283
    -367
      source/defs.qc
  5. +10
    -10
      source/doors.qc
  6. +9
    -9
      source/items.qc
  7. +5
    -7
      source/misc.qc
  8. +1
    -1
      source/ogre.qc
  9. +1
    -1
      source/plats.qc
  10. +1
    -1
      source/subs.qc
  11. +5
    -5
      source/triggers.qc
  12. +1
    -1
      source/weapons.qc
  13. +1
    -1
      source/wizard.qc
  14. +1
    -1
      source/zombie.qc
  15. +1
    -1
      todo

+ 1
- 0
.gitignore View File

@@ -1,3 +1,4 @@
config.cfg
errors.txt
progs.dat
progs.lno

+ 51
- 1
gmqcc.ini View File

@@ -1,2 +1,52 @@
[flags]
ASSIGN_FUNCTION_TYPES = true
ADJUST_VECTOR_FIELDS = true
ARITHMETIC_EXCEPTIONS = true
ASSIGN_FUNCTION_TYPES = true
BAIL_ON_WERROR = true
CORRECT_LOGIC = true
CORRECT_TERNARY = true
DARKPLACES_STRING_TABLE_BUG = true
DEFAULT_ERASEABLE = false
EMULATE_STATE = false
EXPRESSIONS_FOR_BUILTINS = false
FALSE_EMPTY_STRINGS = true
FTEPP = true
FTEPP_INDIRECT_EXPANSION = true
FTEPP_MATHDEFS = true
FTEPP_PREDEFS = true
INITIALIZED_NONCONSTANTS = false
LEGACY_VECTOR_MATHS = false
LNO = true
LOOP_LABELS = true
PERL_LOGIC = false
PERMISSIVE = false
RELAXED_SWITCH = false
RETURN_ASSIGNMENTS = false
SHORT_LOGIC = true
SINGLE_VECTOR_DEFS = false
SORT_OPERANDS = false
SPLIT_VECTOR_PARAMETERS = false
TRANSLATABLE_STRINGS = true
TRUE_EMPTY_STRINGS = false
TYPELESS_STORES = false
UNSAFE_VARARGS = false
UNTYPED_NIL = false
UTF8 = true
VARIADIC_ARGS = true

[warnings]
ALL = true

[optimizations]
PEEPHOLE = true
TAIL_RECURSION = true
OVERLAP_LOCALS = true
LOCAL_TEMPS = true
GLOBAL_TEMPS = true
STRIP_CONSTANT_NAMES = true
OVERLAP_STRINGS = true
CALL_STORES = true
VOID_RETURN = true
VECTOR_COMPONENTS = true
CONST_FOLD_DCE = true
CONST_FOLD = true

+ 2
- 2
source/ai.qc View File

@@ -361,7 +361,7 @@ float() FindTarget = {
if(sight_entity_time >= time - 0.1 && !(self.spawnflags & 3)) {
client = sight_entity;
if(client.enemy == self.enemy) {
return;
return FALSE;
}
} else {
client = checkclient();
@@ -572,7 +572,7 @@ float() DogCheckAttack;

float() CheckAnyAttack = {
if(!enemy_vis) {
return;
return 0;
}
if(self.classname == "monster_army") {
return SoldierCheckAttack();


+ 283
- 367
source/defs.qc View File

@@ -1,29 +1,17 @@
// system globals ------------------------------------------------------------|

/*
==============================================================================

SOURCE FOR GLOBALVARS_T C STRUCTURE

==============================================================================
*/

//
// 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
/* 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
*/
float force_retouch;
string mapname;

float deathmatch;
@@ -39,14 +27,11 @@ 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
@@ -62,9 +47,7 @@ float trace_inwater;

entity msg_entity; // destination of single entity writes

//
// required prog functions
//
void() main; // only for testing

void() StartFrame;
@@ -77,38 +60,27 @@ 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
/* called when a client first connects to a server. sets parms so they can be
* saved off for restarts
*/
void() SetNewParms;

// call to set parms for self so they can be saved for a level transition
void() SetChangeParms;

//================================================
void end_sys_globals; // flag for structure dumping
//================================================

/*
==============================================================================

SOURCE FOR ENTVARS_T C STRUCTURE
// system fields -------------------------------------------------------------|

==============================================================================
*/

//
// 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 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 origin;
.vector oldorigin;
.vector velocity;
.vector angles;
.vector avelocity;
@@ -149,7 +121,6 @@ void end_sys_globals; // flag for structure dumping

.vector view_ofs; // add to origin to get eye point


.float button0; // fire
.float button1; // use
.float button2; // jump
@@ -160,7 +131,6 @@ void end_sys_globals; // flag for structure dumping
.vector v_angle; // view / targeting angle for players
.float idealpitch; // calculated pitch angle for lookup up slopes


.string netname;

.entity enemy;
@@ -207,193 +177,299 @@ void end_sys_globals; // flag for structure dumping

.string noise, noise1, noise2, noise3; // contains names of wavs to play

//================================================
void end_sys_fields; // flag for structure dumping
//================================================

/*
==============================================================================
// builtin functions ---------------------------------------------------------|

VARS NOT REFERENCED BY C CODE
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;
[[noreturn]] void(string e) error = #10;
[[noreturn]] 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
// start a particle effect
void(vector o, vector d, float color, float count) particle = #48;
void() ChangeYaw = #49; // turn towards self.ideal_yaw at self.yaw_speed
// #50 was removed
vector(vector v) vectoangles = #51;

//
// constants
//
// 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;

float FALSE = 0;
float TRUE = 1;
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

// set parm1... to the values at level start for coop respawn
void(entity e) setspawnparms = #78;

// constants -----------------------------------------------------------------|

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';

enum {
FALSE,
TRUE
};

// 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
enum {
FL_FLY = 1,
FL_SWIM = 2,
FL_CLIENT = 8, // set for all client edicts
FL_INWATER = 16, // for enter / leave water splash
FL_MONSTER = 32,
FL_GODMODE = 64, // player cheat
FL_NOTARGET = 128, // player cheat
FL_ITEM = 256, // extra wide size for bonus items
FL_ONGROUND = 512, // standing on something
FL_PARTIALGROUND = 1024, // not all corners are valid
FL_WATERJUMP = 2048, // player jumping out of water
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
enum {
MOVETYPE_NONE, // never moves
//MOVETYPE_ANGLENOCLIP,
//MOVETYPE_ANGLECLIP,
MOVETYPE_WALK = 3, // players only
MOVETYPE_STEP, // discrete, not real time unless fall
MOVETYPE_FLY,
MOVETYPE_TOSS, // gravity
MOVETYPE_PUSH, // no clip to world, push and crush
MOVETYPE_NOCLIP,
MOVETYPE_FLYMISSILE, // fly with extra size against monsters
MOVETYPE_BOUNCE,
MOVETYPE_BOUNCEMISSILE, // 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
enum {
SOLID_NOT, // no interaction with other objects
SOLID_TRIGGER, // touch on edge, but not blocking
SOLID_BBOX, // touch on edge, block
SOLID_SLIDEBOX, // touch on edge, but not an onground
SOLID_BSP, // bsp clip, touch on edge, block
};

// range values
float RANGE_MELEE = 0;
float RANGE_NEAR = 1;
float RANGE_MID = 2;
float RANGE_FAR = 3;
enum {
RANGE_MELEE,
RANGE_NEAR,
RANGE_MID,
RANGE_FAR,
};

// deadflag values

float DEAD_NO = 0;
float DEAD_DYING = 1;
float DEAD_DEAD = 2;
float DEAD_RESPAWNABLE = 3;
enum {
DEAD_NO,
DEAD_DYING,
DEAD_DEAD,
DEAD_RESPAWNABLE,
};

// takedamage values

float DAMAGE_NO = 0;
float DAMAGE_YES = 1;
float DAMAGE_AIM = 2;
enum {
DAMAGE_NO,
DAMAGE_YES,
DAMAGE_AIM,
};

// 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;
enum {
IT_SHOTGUN = 1,
IT_SUPER_SHOTGUN = 2,
IT_NAILGUN = 4,
IT_SUPER_NAILGUN = 8,
IT_GRENADE_LAUNCHER = 16,
IT_ROCKET_LAUNCHER = 32,
IT_LIGHTNING = 64,
IT_EXTRA_WEAPON = 128,
IT_AXE = 4096,

IT_SHELLS = 256,
IT_NAILS = 512,
IT_ROCKETS = 1024,
IT_CELLS = 2048,

IT_ARMOR1 = 8192,
IT_ARMOR2 = 16384,
IT_ARMOR3 = 32768,
IT_SUPERHEALTH = 65536,

IT_KEY1 = 131072,
IT_KEY2 = 262144,

IT_INVISIBILITY = 524288,
IT_INVULNERABILITY = 1048576,
IT_SUIT = 2097152,
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';
enum {
CONTENT_SKY = -6,
CONTENT_LAVA,
CONTENT_SLIME,
CONTENT_WATER,
CONTENT_SOLID,
CONTENT_EMPTY,

STATE_TOP,
STATE_BOTTOM,
STATE_UP,
STATE_DOWN,
};

// 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;
enum {
SVC_TEMPENTITY = 23,
SVC_KILLEDMONSTER = 27,
SVC_FOUNDSECRET = 28,
SVC_INTERMISSION = 30,
SVC_FINALE = 31,
SVC_CDTRACK = 32,
SVC_SELLSCREEN = 33,
};

enum {
TE_SPIKE,
TE_SUPERSPIKE,
TE_GUNSHOT,
TE_EXPLOSION,
TE_TAREXPLOSION,
TE_LIGHTNING1,
TE_LIGHTNING2,
TE_WIZSPIKE,
TE_KNIGHTSPIKE,
TE_LIGHTNING3,
TE_LAVASPLASH,
TE_TELEPORT,
};

// 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;
enum {
CHAN_AUTO,
CHAN_WEAPON,
CHAN_VOICE,
CHAN_ITEM,
CHAN_BODY,
};

enum {
ATTN_NONE,
ATTN_NORM,
ATTN_IDLE,
ATTN_STATIC,
};

// update types

float UPDATE_GENERAL = 0;
float UPDATE_STATIC = 1;
float UPDATE_BINARY = 2;
float UPDATE_TEMP = 3;
enum {
UPDATE_GENERAL,
UPDATE_STATIC,
UPDATE_BINARY,
UPDATE_TEMP,
};

// entity effects
float EF_BRIGHTFIELD = 1;
float EF_MUZZLEFLASH = 2;
float EF_BRIGHTLIGHT = 4;
float EF_DIMLIGHT = 8;
enum {
EF_BRIGHTFIELD = 1,
EF_MUZZLEFLASH = 2,
EF_BRIGHTLIGHT = 4,
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

//================================================
enum {
MSG_BROADCAST, // unreliable to all
MSG_ONE, // reliable to one(msg_entity)
MSG_ALL, // reliable to all
MSG_INIT, // write to the init string
};

enum {
AS_STRAIGHT = 1,
AS_SLIDING,
AS_MELEE,
AS_MISSILE,
};

// globals -------------------------------------------------------------------|

//
// globals
//
float movedist;
float gameover; // set when a rule exits

@@ -409,29 +485,20 @@ float framecount;

float skill;

//================================================
// fields --------------------------------------------------------------------|

//
// world fields(FIXME: make globals)
//
// world fields
.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;
@@ -449,14 +516,7 @@ float skill;
.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;
@@ -475,18 +535,17 @@ float AS_MISSILE = 4;

.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
/* 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 show_hostile;
.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

@@ -494,183 +553,45 @@ float AS_MISSILE = 4;

.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;

// functions -----------------------------------------------------------------|



//===========================================================================


//
// 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(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
// #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;
@@ -680,14 +601,9 @@ void() SUB_Null;
void() SUB_UseTargets;
void() SUB_Remove;

//
// combat.qc
//
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;


float(entity e, float healamount, float ignore) T_Heal; // health function

float(entity targ, entity inflictor) CanDamage;

// EOF

+ 10
- 10
source/doors.qc View File

@@ -1,9 +1,9 @@

float DOOR_START_OPEN = 1;
float DOOR_DONT_LINK = 4;
float DOOR_GOLD_KEY = 8;
float DOOR_SILVER_KEY = 16;
float DOOR_TOGGLE = 32;
const float DOOR_START_OPEN = 1;
const float DOOR_DONT_LINK = 4;
const float DOOR_GOLD_KEY = 8;
const float DOOR_SILVER_KEY = 16;
const float DOOR_TOGGLE = 32;

/*

@@ -531,11 +531,11 @@ void() fd_secret_move5;
void() fd_secret_move6;
void() fd_secret_done;

float SECRET_OPEN_ONCE = 1; // stays open
float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
float SECRET_NO_SHOOT = 8; // only opened by trigger
float SECRET_YES_SHOOT = 16; // shootable even if targeted
const float SECRET_OPEN_ONCE = 1; // stays open
const float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
const float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
const float SECRET_NO_SHOOT = 8; // only opened by trigger
const float SECRET_YES_SHOOT = 16; // shootable even if targeted


void() fd_secret_use = {


+ 9
- 9
source/items.qc View File

@@ -101,8 +101,8 @@ rot you down to your maximum health limit,
one point per second.
*/
float H_ROTTEN = 1;
float H_MEGA = 2;
const float H_ROTTEN = 1;
const float H_MEGA = 2;
.float healamount, healtype;
void() health_touch;
void() item_megahealth_rot;
@@ -387,7 +387,7 @@ void() weapon_touch = {
return;
}
// if the player was using his best weapon, change up to the new one if better
// if the player was using their best weapon, change up to the new one if better
stemp = self;
self = other;
best = W_BestWeapon();
@@ -587,7 +587,7 @@ void() ammo_touch = {
return;
}
// if the player was using his best weapon, change up to the new one if better
// if the player was using their best weapon, change up to the new one if better
stemp = self;
self = other;
best = W_BestWeapon();
@@ -666,7 +666,7 @@ void() ammo_touch = {
float WEAPON_BIG2 = 1;
const float WEAPON_BIG2 = 1;
/*QUAKED item_shells(0 .5 .8) (0 0 0) (32 32 32) big
*/
@@ -758,10 +758,10 @@ void() item_cells = {
DO NOT USE THIS!!!! IT WILL BE REMOVED!
*/
float WEAPON_SHOTGUN = 1;
float WEAPON_ROCKET = 2;
float WEAPON_SPIKES = 4;
float WEAPON_BIG = 8;
const float WEAPON_SHOTGUN = 1;
const float WEAPON_ROCKET = 2;
const float WEAPON_SPIKES = 4;
const float WEAPON_BIG = 8;
void() item_weapon = {
self.touch = ammo_touch;


+ 5
- 7
source/misc.qc View File

@@ -14,7 +14,7 @@ void() info_notnull = {

//============================================================================

float START_OFF = 1;
const float START_OFF = 1;

void() light_use = {
if(self.spawnflags & START_OFF) {
@@ -269,8 +269,8 @@ void() misc_explobox2 = {

//============================================================================

float SPAWNFLAG_SUPERSPIKE = 1;
float SPAWNFLAG_LASER = 2;
const float SPAWNFLAG_SUPERSPIKE = 1;
const float SPAWNFLAG_LASER = 2;

void(vector org, vector vec) LaunchLaser;

@@ -500,14 +500,12 @@ void() func_wall = {
/*QUAKED func_illusionary(0 .5 .8) ?
A simple entity that looks solid but lets you walk through it.
*/
void() func_illusionary =

{
void() func_illusionary = {
self.angles = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel(self, self.model);
makestatic();
makestatic(self);
};

/*QUAKED func_episodegate(0 .5 .8) ? E1 E2 E3 E4


+ 1
- 1
source/ogre.qc View File

@@ -252,7 +252,7 @@ void() ogre_smash11 = [ $smash11, ogre_smash12 ] {ai_charge(2);
chainsaw(0);
self.nextthink = self.nextthink + random() * 0.2;
}; // slight variation
void() ogre_smash12 = [ $smash12, ogre_smash13 ] {ai_charge();};
void() ogre_smash12 = [ $smash12, ogre_smash13 ] {ai_charge(0);};
void() ogre_smash13 = [ $smash13, ogre_smash14 ] {ai_charge(4);};
void() ogre_smash14 = [ $smash14, ogre_run1 ] {ai_charge(12);};



+ 1
- 1
source/plats.qc View File

@@ -6,7 +6,7 @@ void() plat_trigger_use;
void() plat_go_up;
void() plat_go_down;
void() plat_crush;
float PLAT_LOW_TRIGGER = 1;
const float PLAT_LOW_TRIGGER = 1;

void() plat_spawn_inside_trigger = {
local entity trigger;


+ 1
- 1
source/subs.qc View File

@@ -9,7 +9,7 @@ void() SUB_Remove = {remove(self);};
QuakeEd only writes a single float for angles(bad idea), so up and down are
just constant angles.
*/
vector() SetMovedir = {
void() SetMovedir = {
if(self.angles == '0 -1 0') {
self.movedir = '0 0 1';
} else if(self.angles == '0 -2 0') {


+ 5
- 5
source/triggers.qc View File

@@ -8,8 +8,8 @@ void() trigger_reactivate = {

//=============================================================================

float SPAWNFLAG_NOMESSAGE = 1;
float SPAWNFLAG_NOTOUCH = 1;
const float SPAWNFLAG_NOMESSAGE = 1;
const float SPAWNFLAG_NOTOUCH = 1;

// the wait time has passed, so set back up for another activation
void() multi_wait = {
@@ -256,8 +256,8 @@ TELEPORT TRIGGERS
==============================================================================
*/

float PLAYER_ONLY = 1;
float SILENT = 2;
const float PLAYER_ONLY = 1;
const float SILENT = 2;

void() play_teleport = {
local float v;
@@ -533,7 +533,7 @@ void() trigger_hurt = {

//============================================================================

float PUSH_ONCE = 1;
const float PUSH_ONCE = 1;

void() trigger_push_touch = {
if(other.classname == "grenade") {


+ 1
- 1
source/weapons.qc View File

@@ -982,7 +982,7 @@ void() CycleWeaponCommand = {
it = self.items;
self.impulse = 0;

while(1) {
for(;;) {
am = 0;
if(self.weapon == IT_LIGHTNING) {
self.weapon = IT_AXE;


+ 1
- 1
source/wizard.qc View File

@@ -157,7 +157,7 @@ float() WizardCheckAttack = {
WizardAttackFinished
=================
*/
float() WizardAttackFinished = {
void() WizardAttackFinished = {
if(enemy_range >= RANGE_MID || !enemy_vis) {
self.attack_state = AS_STRAIGHT;
self.think = wiz_run1;


+ 1
- 1
source/zombie.qc View File

@@ -50,7 +50,7 @@ $frame paine29 paine30

$frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6

float SPAWN_CRUCIFIED = 1;
const float SPAWN_CRUCIFIED = 1;

//=============================================================================



+ 1
- 1
todo View File

@@ -1,9 +1,9 @@
core features:

all players keep starting weapons
corpse pickups have keys
custom pronouns
distributed ammo
lives counting
no friendly fire by default

useful features:


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