general clean up and standards adhering

master
an 2019-09-15 18:45:31 -04:00
rodzic 7b9ee7e8c1
commit b088bebe45
15 zmienionych plików z 445 dodań i 480 usunięć

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

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@ -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

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@ -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();

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@ -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
/* called when a client first connects to a server. sets parms so they can be
* saved off for restarts
*/
void() SetNewParms;
void() SetChangeParms; // call to set parms for self so they can
// be saved for a level transition
// 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
//================================================
/*
==============================================================================
// system fields -------------------------------------------------------------|
SOURCE FOR ENTVARS_T C STRUCTURE
==============================================================================
*/
//
// 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;
@ -207,357 +177,9 @@ 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
//================================================
/*
==============================================================================
VARS NOT REFERENCED BY C CODE
==============================================================================
*/
//
// 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;
// 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;
.void() th_missile;
.void() th_melee;
.void(entity attacker, float damage) 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 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
//
// builtin functions ---------------------------------------------------------|
void(vector ang) makevectors = #1; // sets v_forward, etc globals
void(entity e, vector o) setorigin = #2;
@ -568,18 +190,19 @@ 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;
[[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
/* 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
@ -599,7 +222,7 @@ 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
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
@ -613,15 +236,13 @@ 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
// 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;
//
// 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;
@ -631,46 +252,346 @@ 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
// 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
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
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
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
enum {
RANGE_MELEE,
RANGE_NEAR,
RANGE_MID,
RANGE_FAR,
};
// deadflag values
enum {
DEAD_NO,
DEAD_DYING,
DEAD_DEAD,
DEAD_RESPAWNABLE,
};
// takedamage values
enum {
DAMAGE_NO,
DAMAGE_YES,
DAMAGE_AIM,
};
// items
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
enum {
CONTENT_SKY = -6,
CONTENT_LAVA,
CONTENT_SLIME,
CONTENT_WATER,
CONTENT_SOLID,
CONTENT_EMPTY,
STATE_TOP,
STATE_BOTTOM,
STATE_UP,
STATE_DOWN,
};
// protocol bytes
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
enum {
CHAN_AUTO,
CHAN_WEAPON,
CHAN_VOICE,
CHAN_ITEM,
CHAN_BODY,
};
enum {
ATTN_NONE,
ATTN_NORM,
ATTN_IDLE,
ATTN_STATIC,
};
// update types
enum {
UPDATE_GENERAL,
UPDATE_STATIC,
UPDATE_BINARY,
UPDATE_TEMP,
};
// entity effects
enum {
EF_BRIGHTFIELD = 1,
EF_MUZZLEFLASH = 2,
EF_BRIGHTLIGHT = 4,
EF_DIMLIGHT = 8,
};
// messages
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 -------------------------------------------------------------------|
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;
// fields --------------------------------------------------------------------|
// 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;
.void() th_missile;
.void() th_melee;
.void(entity attacker, float damage) th_pain;
.void() th_die;
.entity oldenemy; // mad at this player before taking damage
.float speed;
.float lefty;
.float search_time;
.float attack_state;
// 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 invincible_time, invincible_sound;
.float invisible_time, invisible_sound;
.float super_time, super_sound;
.float rad_time;
.float fly_sound;
.float axhitme;
/* 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
.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;
// functions -----------------------------------------------------------------|
//
// 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

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@ -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 = {

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@ -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;

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@ -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

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@ -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);};

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@ -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;

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@ -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') {

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@ -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") {

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@ -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;

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@ -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;

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@ -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;
//=============================================================================

2
todo
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@ -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: