general clean up and standards adhering

master
an 2019-09-15 18:45:31 -04:00
parent 7b9ee7e8c1
commit b088bebe45
15 changed files with 445 additions and 480 deletions

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

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@ -1,2 +1,52 @@
[flags] [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)) { if(sight_entity_time >= time - 0.1 && !(self.spawnflags & 3)) {
client = sight_entity; client = sight_entity;
if(client.enemy == self.enemy) { if(client.enemy == self.enemy) {
return; return FALSE;
} }
} else { } else {
client = checkclient(); client = checkclient();
@ -572,7 +572,7 @@ float() DogCheckAttack;
float() CheckAnyAttack = { float() CheckAnyAttack = {
if(!enemy_vis) { if(!enemy_vis) {
return; return 0;
} }
if(self.classname == "monster_army") { if(self.classname == "monster_army") {
return SoldierCheckAttack(); return SoldierCheckAttack();

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@ -1,29 +1,17 @@
// system globals ------------------------------------------------------------|
/*
==============================================================================
SOURCE FOR GLOBALVARS_T C STRUCTURE
==============================================================================
*/
//
// system globals
//
entity self; entity self;
entity other; entity other;
entity world; entity world;
float time; float time;
float frametime; float frametime;
float force_retouch; // force all entities to touch triggers /* force all entities to touch triggers next frame. this is needed because
// next frame. this is needed because * non-moving things don't normally scan for triggers, and when a trigger is
// non-moving things don't normally scan * created(like a teleport trigger), it needs to catch everything. decremented
// for triggers, and when a trigger is * each frame, so set to 2 to guarantee everything is touched
// created(like a teleport trigger), it */
// needs to catch everything. float force_retouch;
// decremented each frame, so set to 2
// to guarantee everything is touched
string mapname; string mapname;
float deathmatch; float deathmatch;
@ -39,14 +27,11 @@ float total_monsters;
float found_secrets; // number of secrets found float found_secrets; // number of secrets found
float killed_monsters; // number of monsters killed float killed_monsters; // number of monsters killed
// spawnparms are used to encode information about clients across server // spawnparms are used to encode information about clients across server
// level changes // level changes
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16; float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
//
// global variables set by built in functions // global variables set by built in functions
//
vector v_forward, v_up, v_right; // set by makevectors() vector v_forward, v_up, v_right; // set by makevectors()
// set by traceline / tracebox // set by traceline / tracebox
@ -62,9 +47,7 @@ float trace_inwater;
entity msg_entity; // destination of single entity writes entity msg_entity; // destination of single entity writes
//
// required prog functions // required prog functions
//
void() main; // only for testing void() main; // only for testing
void() StartFrame; void() StartFrame;
@ -77,38 +60,27 @@ void() ClientConnect;
void() PutClientInServer; // call after setting the parm1... parms void() PutClientInServer; // call after setting the parm1... parms
void() ClientDisconnect; void() ClientDisconnect;
void() SetNewParms; // called when a client first connects to /* called when a client first connects to a server. sets parms so they can be
// a server. sets parms so they can be * saved off for restarts
// saved off for restarts */
void() SetNewParms;
void() SetChangeParms; // call to set parms for self so they can // call to set parms for self so they can be saved for a level transition
// be saved for a level transition void() SetChangeParms;
//================================================
void end_sys_globals; // flag for structure dumping void end_sys_globals; // flag for structure dumping
//================================================
/* // system fields -------------------------------------------------------------|
==============================================================================
SOURCE FOR ENTVARS_T C STRUCTURE .float modelindex; // model index in the precached list
.vector absmin, absmax; // origin + mins / maxs
==============================================================================
*/
//
// system fields(*** = do not set in prog code, maintained by C code)
//
.float modelindex; // *** model index in the precached list
.vector absmin, absmax; // *** origin + mins / maxs
.float ltime; // local time for entity .float ltime; // local time for entity
.float movetype; .float movetype;
.float solid; .float solid;
.vector origin; // *** .vector origin;
.vector oldorigin; // *** .vector oldorigin;
.vector velocity; .vector velocity;
.vector angles; .vector angles;
.vector avelocity; .vector avelocity;
@ -149,7 +121,6 @@ void end_sys_globals; // flag for structure dumping
.vector view_ofs; // add to origin to get eye point .vector view_ofs; // add to origin to get eye point
.float button0; // fire .float button0; // fire
.float button1; // use .float button1; // use
.float button2; // jump .float button2; // jump
@ -160,7 +131,6 @@ void end_sys_globals; // flag for structure dumping
.vector v_angle; // view / targeting angle for players .vector v_angle; // view / targeting angle for players
.float idealpitch; // calculated pitch angle for lookup up slopes .float idealpitch; // calculated pitch angle for lookup up slopes
.string netname; .string netname;
.entity enemy; .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 .string noise, noise1, noise2, noise3; // contains names of wavs to play
//================================================
void end_sys_fields; // flag for structure dumping void end_sys_fields; // flag for structure dumping
//================================================
/* // builtin functions ---------------------------------------------------------|
==============================================================================
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
//
void(vector ang) makevectors = #1; // sets v_forward, etc globals void(vector ang) makevectors = #1; // sets v_forward, etc globals
void(entity e, vector o) setorigin = #2; void(entity e, vector o) setorigin = #2;
@ -568,18 +190,19 @@ void() break = #6;
float() random = #7; // returns 0 - 1 float() random = #7; // returns 0 - 1
void(entity e, float chan, string samp, float vol, float atten) sound = #8; void(entity e, float chan, string samp, float vol, float atten) sound = #8;
vector(vector v) normalize = #9; vector(vector v) normalize = #9;
void(string e) error = #10; [[noreturn]] void(string e) error = #10;
void(string e) objerror = #11; [[noreturn]] void(string e) objerror = #11;
float(vector v) vlen = #12; float(vector v) vlen = #12;
float(vector v) vectoyaw = #13; float(vector v) vectoyaw = #13;
entity() spawn = #14; entity() spawn = #14;
void(entity e) remove = #15; void(entity e) remove = #15;
// sets trace_* globals /* sets trace_* globals
// nomonsters can be: * nomonsters can be:
// An entity will also be ignored for testing if forent == test, * An entity will also be ignored for testing if forent == test,
// forent->owner == test, or test->owner == forent * forent->owner == test, or test->owner == forent
// a forent of world is ignored * a forent of world is ignored
*/
void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16; void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
entity() checkclient = #17; // returns a client to look for 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 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) walkmove = #32; // returns TRUE or FALSE
// #33 was removed // #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; void(float style, string value) lightstyle = #35;
float(float v) rint = #36; // round to nearest int float(float v) rint = #36; // round to nearest int
float(float v) floor = #37; // largest integer <= v 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 float(string s) cvar = #45; // return cvar.value
void(string s) localcmd = #46; // put string into local que void(string s) localcmd = #46; // put string into local que
entity(entity e) nextent = #47; // for looping through all ents 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 // start a particle effect
void() ChangeYaw = #49; // turn towards self.ideal_yaw void(vector o, vector d, float color, float count) particle = #48;
// at self.yaw_speed void() ChangeYaw = #49; // turn towards self.ideal_yaw at self.yaw_speed
// #50 was removed // #50 was removed
vector(vector v) vectoangles = #51; vector(vector v) vectoangles = #51;
//
// direct client message generation // direct client message generation
//
void(float to, float f) WriteByte = #52; void(float to, float f) WriteByte = #52;
void(float to, float f) WriteChar = #53; void(float to, float f) WriteChar = #53;
void(float to, float f) WriteShort = #54; 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, string s) WriteString = #58;
void(float to, entity s) WriteEntity = #59; 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; void(float step) movetogoal = #67;
string(string s) precache_file = #68; // no effect except for -copy string(string s) precache_file = #68; // no effect except for -copy
void(entity e) makestatic = #69; void(entity e) makestatic = #69;
void(string s) changelevel = #70; void(string s) changelevel = #70;
//#71 was removed //#71 was removed
void(string var, string val) cvar_set = #72; // sets cvar.value 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) centerprint = #73; // sprint, but in middle
void(vector pos, string samp, float vol, float atten) ambientsound = #74; void(vector pos, string samp, float vol, float atten) ambientsound = #74;
string(string s) precache_model2 = #75; // registered version only string(string s) precache_model2 = #75; // registered version only
string(string s) precache_sound2 = #76; // registered version only string(string s) precache_sound2 = #76; // registered version only
string(string s) precache_file2 = #77; // registered version only string(string s) precache_file2 = #77; // registered version only
void(entity e) setspawnparms = #78; // set parm1... to the // set parm1... to the values at level start for coop respawn
// values at level start void(entity e) setspawnparms = #78;
// for coop respawn
//============================================================================ // 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 // subs.qc
//
void(vector tdest, float tspeed, void() func) SUB_CalcMove; void(vector tdest, float tspeed, void() func) SUB_CalcMove;
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt; void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove; void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
@ -680,14 +601,9 @@ void() SUB_Null;
void() SUB_UseTargets; void() SUB_UseTargets;
void() SUB_Remove; void() SUB_Remove;
//
// combat.qc // combat.qc
//
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage; void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
float(entity e, float healamount, float ignore) T_Heal; // health function float(entity e, float healamount, float ignore) T_Heal; // health function
float(entity targ, entity inflictor) CanDamage; float(entity targ, entity inflictor) CanDamage;
// EOF

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@ -1,9 +1,9 @@
float DOOR_START_OPEN = 1; const float DOOR_START_OPEN = 1;
float DOOR_DONT_LINK = 4; const float DOOR_DONT_LINK = 4;
float DOOR_GOLD_KEY = 8; const float DOOR_GOLD_KEY = 8;
float DOOR_SILVER_KEY = 16; const float DOOR_SILVER_KEY = 16;
float DOOR_TOGGLE = 32; const float DOOR_TOGGLE = 32;
/* /*
@ -531,11 +531,11 @@ void() fd_secret_move5;
void() fd_secret_move6; void() fd_secret_move6;
void() fd_secret_done; void() fd_secret_done;
float SECRET_OPEN_ONCE = 1; // stays open const float SECRET_OPEN_ONCE = 1; // stays open
float SECRET_1ST_LEFT = 2; // 1st move is left of arrow const float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
float SECRET_1ST_DOWN = 4; // 1st move is down from arrow const float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
float SECRET_NO_SHOOT = 8; // only opened by trigger const float SECRET_NO_SHOOT = 8; // only opened by trigger
float SECRET_YES_SHOOT = 16; // shootable even if targeted const float SECRET_YES_SHOOT = 16; // shootable even if targeted
void() fd_secret_use = { void() fd_secret_use = {

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@ -101,8 +101,8 @@ rot you down to your maximum health limit,
one point per second. one point per second.
*/ */
float H_ROTTEN = 1; const float H_ROTTEN = 1;
float H_MEGA = 2; const float H_MEGA = 2;
.float healamount, healtype; .float healamount, healtype;
void() health_touch; void() health_touch;
void() item_megahealth_rot; void() item_megahealth_rot;
@ -387,7 +387,7 @@ void() weapon_touch = {
return; 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; stemp = self;
self = other; self = other;
best = W_BestWeapon(); best = W_BestWeapon();
@ -587,7 +587,7 @@ void() ammo_touch = {
return; 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; stemp = self;
self = other; self = other;
best = W_BestWeapon(); 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 /*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! DO NOT USE THIS!!!! IT WILL BE REMOVED!
*/ */
float WEAPON_SHOTGUN = 1; const float WEAPON_SHOTGUN = 1;
float WEAPON_ROCKET = 2; const float WEAPON_ROCKET = 2;
float WEAPON_SPIKES = 4; const float WEAPON_SPIKES = 4;
float WEAPON_BIG = 8; const float WEAPON_BIG = 8;
void() item_weapon = { void() item_weapon = {
self.touch = ammo_touch; 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 = { void() light_use = {
if(self.spawnflags & START_OFF) { if(self.spawnflags & START_OFF) {
@ -269,8 +269,8 @@ void() misc_explobox2 = {
//============================================================================ //============================================================================
float SPAWNFLAG_SUPERSPIKE = 1; const float SPAWNFLAG_SUPERSPIKE = 1;
float SPAWNFLAG_LASER = 2; const float SPAWNFLAG_LASER = 2;
void(vector org, vector vec) LaunchLaser; void(vector org, vector vec) LaunchLaser;
@ -500,14 +500,12 @@ void() func_wall = {
/*QUAKED func_illusionary(0 .5 .8) ? /*QUAKED func_illusionary(0 .5 .8) ?
A simple entity that looks solid but lets you walk through it. A simple entity that looks solid but lets you walk through it.
*/ */
void() func_illusionary = void() func_illusionary = {
{
self.angles = '0 0 0'; self.angles = '0 0 0';
self.movetype = MOVETYPE_NONE; self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT; self.solid = SOLID_NOT;
setmodel(self, self.model); setmodel(self, self.model);
makestatic(); makestatic(self);
}; };
/*QUAKED func_episodegate(0 .5 .8) ? E1 E2 E3 E4 /*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); chainsaw(0);
self.nextthink = self.nextthink + random() * 0.2; self.nextthink = self.nextthink + random() * 0.2;
}; // slight variation }; // 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_smash13 = [ $smash13, ogre_smash14 ] {ai_charge(4);};
void() ogre_smash14 = [ $smash14, ogre_run1 ] {ai_charge(12);}; 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_up;
void() plat_go_down; void() plat_go_down;
void() plat_crush; void() plat_crush;
float PLAT_LOW_TRIGGER = 1; const float PLAT_LOW_TRIGGER = 1;
void() plat_spawn_inside_trigger = { void() plat_spawn_inside_trigger = {
local entity 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 QuakeEd only writes a single float for angles(bad idea), so up and down are
just constant angles. just constant angles.
*/ */
vector() SetMovedir = { void() SetMovedir = {
if(self.angles == '0 -1 0') { if(self.angles == '0 -1 0') {
self.movedir = '0 0 1'; self.movedir = '0 0 1';
} else if(self.angles == '0 -2 0') { } else if(self.angles == '0 -2 0') {

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@ -8,8 +8,8 @@ void() trigger_reactivate = {
//============================================================================= //=============================================================================
float SPAWNFLAG_NOMESSAGE = 1; const float SPAWNFLAG_NOMESSAGE = 1;
float SPAWNFLAG_NOTOUCH = 1; const float SPAWNFLAG_NOTOUCH = 1;
// the wait time has passed, so set back up for another activation // the wait time has passed, so set back up for another activation
void() multi_wait = { void() multi_wait = {
@ -256,8 +256,8 @@ TELEPORT TRIGGERS
============================================================================== ==============================================================================
*/ */
float PLAYER_ONLY = 1; const float PLAYER_ONLY = 1;
float SILENT = 2; const float SILENT = 2;
void() play_teleport = { void() play_teleport = {
local float v; local float v;
@ -533,7 +533,7 @@ void() trigger_hurt = {
//============================================================================ //============================================================================
float PUSH_ONCE = 1; const float PUSH_ONCE = 1;
void() trigger_push_touch = { void() trigger_push_touch = {
if(other.classname == "grenade") { if(other.classname == "grenade") {

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@ -982,7 +982,7 @@ void() CycleWeaponCommand = {
it = self.items; it = self.items;
self.impulse = 0; self.impulse = 0;
while(1) { for(;;) {
am = 0; am = 0;
if(self.weapon == IT_LIGHTNING) { if(self.weapon == IT_LIGHTNING) {
self.weapon = IT_AXE; self.weapon = IT_AXE;

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@ -157,7 +157,7 @@ float() WizardCheckAttack = {
WizardAttackFinished WizardAttackFinished
================= =================
*/ */
float() WizardAttackFinished = { void() WizardAttackFinished = {
if(enemy_range >= RANGE_MID || !enemy_vis) { if(enemy_range >= RANGE_MID || !enemy_vis) {
self.attack_state = AS_STRAIGHT; self.attack_state = AS_STRAIGHT;
self.think = wiz_run1; 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 $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: core features:
all players keep starting weapons
corpse pickups have keys corpse pickups have keys
custom pronouns custom pronouns
distributed ammo distributed ammo
lives counting
no friendly fire by default no friendly fire by default
useful features: useful features: