general clean up and standards adhering
This commit is contained in:
parent
7b9ee7e8c1
commit
b088bebe45
1
.gitignore
vendored
1
.gitignore
vendored
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@ -1,3 +1,4 @@
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config.cfg
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errors.txt
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progs.dat
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progs.lno
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52
gmqcc.ini
52
gmqcc.ini
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@ -1,2 +1,52 @@
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[flags]
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ASSIGN_FUNCTION_TYPES = true
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ADJUST_VECTOR_FIELDS = true
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ARITHMETIC_EXCEPTIONS = true
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ASSIGN_FUNCTION_TYPES = true
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BAIL_ON_WERROR = true
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CORRECT_LOGIC = true
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CORRECT_TERNARY = true
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DARKPLACES_STRING_TABLE_BUG = true
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DEFAULT_ERASEABLE = false
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EMULATE_STATE = false
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EXPRESSIONS_FOR_BUILTINS = false
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FALSE_EMPTY_STRINGS = true
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FTEPP = true
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FTEPP_INDIRECT_EXPANSION = true
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FTEPP_MATHDEFS = true
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FTEPP_PREDEFS = true
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INITIALIZED_NONCONSTANTS = false
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LEGACY_VECTOR_MATHS = false
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LNO = true
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LOOP_LABELS = true
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PERL_LOGIC = false
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PERMISSIVE = false
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RELAXED_SWITCH = false
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RETURN_ASSIGNMENTS = false
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SHORT_LOGIC = true
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SINGLE_VECTOR_DEFS = false
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SORT_OPERANDS = false
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SPLIT_VECTOR_PARAMETERS = false
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TRANSLATABLE_STRINGS = true
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TRUE_EMPTY_STRINGS = false
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TYPELESS_STORES = false
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UNSAFE_VARARGS = false
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UNTYPED_NIL = false
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UTF8 = true
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VARIADIC_ARGS = true
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[warnings]
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ALL = true
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[optimizations]
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PEEPHOLE = true
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TAIL_RECURSION = true
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OVERLAP_LOCALS = true
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LOCAL_TEMPS = true
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GLOBAL_TEMPS = true
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STRIP_CONSTANT_NAMES = true
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OVERLAP_STRINGS = true
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CALL_STORES = true
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VOID_RETURN = true
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VECTOR_COMPONENTS = true
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CONST_FOLD_DCE = true
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CONST_FOLD = true
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@ -361,7 +361,7 @@ float() FindTarget = {
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if(sight_entity_time >= time - 0.1 && !(self.spawnflags & 3)) {
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client = sight_entity;
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if(client.enemy == self.enemy) {
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return;
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return FALSE;
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}
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} else {
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client = checkclient();
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@ -572,7 +572,7 @@ float() DogCheckAttack;
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float() CheckAnyAttack = {
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if(!enemy_vis) {
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return;
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return 0;
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}
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if(self.classname == "monster_army") {
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return SoldierCheckAttack();
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794
source/defs.qc
794
source/defs.qc
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@ -1,29 +1,17 @@
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// system globals ------------------------------------------------------------|
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/*
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==============================================================================
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SOURCE FOR GLOBALVARS_T C STRUCTURE
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==============================================================================
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*/
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//
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// system globals
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//
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entity self;
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entity other;
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entity world;
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float time;
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float frametime;
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float force_retouch; // force all entities to touch triggers
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// next frame. this is needed because
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// non-moving things don't normally scan
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// for triggers, and when a trigger is
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// created(like a teleport trigger), it
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// needs to catch everything.
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// decremented each frame, so set to 2
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// to guarantee everything is touched
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/* force all entities to touch triggers next frame. this is needed because
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* non-moving things don't normally scan for triggers, and when a trigger is
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* created(like a teleport trigger), it needs to catch everything. decremented
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* each frame, so set to 2 to guarantee everything is touched
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*/
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float force_retouch;
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string mapname;
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float deathmatch;
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@ -39,14 +27,11 @@ float total_monsters;
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float found_secrets; // number of secrets found
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float killed_monsters; // number of monsters killed
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// spawnparms are used to encode information about clients across server
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// level changes
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float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
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//
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// global variables set by built in functions
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//
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vector v_forward, v_up, v_right; // set by makevectors()
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// set by traceline / tracebox
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@ -62,9 +47,7 @@ float trace_inwater;
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entity msg_entity; // destination of single entity writes
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//
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// required prog functions
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//
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void() main; // only for testing
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void() StartFrame;
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@ -77,38 +60,27 @@ void() ClientConnect;
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void() PutClientInServer; // call after setting the parm1... parms
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void() ClientDisconnect;
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void() SetNewParms; // called when a client first connects to
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// a server. sets parms so they can be
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// saved off for restarts
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/* called when a client first connects to a server. sets parms so they can be
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* saved off for restarts
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*/
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void() SetNewParms;
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void() SetChangeParms; // call to set parms for self so they can
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// be saved for a level transition
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// call to set parms for self so they can be saved for a level transition
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void() SetChangeParms;
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//================================================
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void end_sys_globals; // flag for structure dumping
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//================================================
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/*
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==============================================================================
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// system fields -------------------------------------------------------------|
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SOURCE FOR ENTVARS_T C STRUCTURE
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==============================================================================
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*/
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//
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// system fields(*** = do not set in prog code, maintained by C code)
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//
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.float modelindex; // *** model index in the precached list
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.vector absmin, absmax; // *** origin + mins / maxs
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.float modelindex; // model index in the precached list
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.vector absmin, absmax; // origin + mins / maxs
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.float ltime; // local time for entity
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.float movetype;
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.float solid;
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.vector origin; // ***
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.vector oldorigin; // ***
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.vector origin;
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.vector oldorigin;
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.vector velocity;
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.vector angles;
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.vector avelocity;
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.vector view_ofs; // add to origin to get eye point
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.float button0; // fire
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.float button1; // use
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.float button2; // jump
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.vector v_angle; // view / targeting angle for players
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.float idealpitch; // calculated pitch angle for lookup up slopes
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.string netname;
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.entity enemy;
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@ -207,357 +177,9 @@ void end_sys_globals; // flag for structure dumping
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.string noise, noise1, noise2, noise3; // contains names of wavs to play
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//================================================
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void end_sys_fields; // flag for structure dumping
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//================================================
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/*
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==============================================================================
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VARS NOT REFERENCED BY C CODE
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==============================================================================
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*/
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//
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// constants
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//
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float FALSE = 0;
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float TRUE = 1;
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// edict.flags
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float FL_FLY = 1;
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float FL_SWIM = 2;
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float FL_CLIENT = 8; // set for all client edicts
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float FL_INWATER = 16; // for enter / leave water splash
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float FL_MONSTER = 32;
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float FL_GODMODE = 64; // player cheat
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float FL_NOTARGET = 128; // player cheat
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float FL_ITEM = 256; // extra wide size for bonus items
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float FL_ONGROUND = 512; // standing on something
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float FL_PARTIALGROUND = 1024; // not all corners are valid
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float FL_WATERJUMP = 2048; // player jumping out of water
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float FL_JUMPRELEASED = 4096; // for jump debouncing
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// edict.movetype values
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float MOVETYPE_NONE = 0; // never moves
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//float MOVETYPE_ANGLENOCLIP = 1;
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//float MOVETYPE_ANGLECLIP = 2;
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float MOVETYPE_WALK = 3; // players only
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float MOVETYPE_STEP = 4; // discrete, not real time unless fall
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float MOVETYPE_FLY = 5;
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float MOVETYPE_TOSS = 6; // gravity
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float MOVETYPE_PUSH = 7; // no clip to world, push and crush
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float MOVETYPE_NOCLIP = 8;
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float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
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float MOVETYPE_BOUNCE = 10;
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float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
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// edict.solid values
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float SOLID_NOT = 0; // no interaction with other objects
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float SOLID_TRIGGER = 1; // touch on edge, but not blocking
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float SOLID_BBOX = 2; // touch on edge, block
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float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
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float SOLID_BSP = 4; // bsp clip, touch on edge, block
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// range values
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float RANGE_MELEE = 0;
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float RANGE_NEAR = 1;
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float RANGE_MID = 2;
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float RANGE_FAR = 3;
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// deadflag values
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float DEAD_NO = 0;
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float DEAD_DYING = 1;
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float DEAD_DEAD = 2;
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float DEAD_RESPAWNABLE = 3;
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// takedamage values
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float DAMAGE_NO = 0;
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float DAMAGE_YES = 1;
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float DAMAGE_AIM = 2;
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// items
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float IT_AXE = 4096;
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float IT_SHOTGUN = 1;
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float IT_SUPER_SHOTGUN = 2;
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float IT_NAILGUN = 4;
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float IT_SUPER_NAILGUN = 8;
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float IT_GRENADE_LAUNCHER = 16;
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float IT_ROCKET_LAUNCHER = 32;
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float IT_LIGHTNING = 64;
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float IT_EXTRA_WEAPON = 128;
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float IT_SHELLS = 256;
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float IT_NAILS = 512;
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float IT_ROCKETS = 1024;
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float IT_CELLS = 2048;
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float IT_ARMOR1 = 8192;
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float IT_ARMOR2 = 16384;
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float IT_ARMOR3 = 32768;
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float IT_SUPERHEALTH = 65536;
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float IT_KEY1 = 131072;
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float IT_KEY2 = 262144;
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float IT_INVISIBILITY = 524288;
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float IT_INVULNERABILITY = 1048576;
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float IT_SUIT = 2097152;
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float IT_QUAD = 4194304;
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// point content values
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float CONTENT_EMPTY = -1;
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float CONTENT_SOLID = -2;
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float CONTENT_WATER = -3;
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float CONTENT_SLIME = -4;
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float CONTENT_LAVA = -5;
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float CONTENT_SKY = -6;
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float STATE_TOP = 0;
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float STATE_BOTTOM = 1;
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float STATE_UP = 2;
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float STATE_DOWN = 3;
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vector VEC_ORIGIN = '0 0 0';
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vector VEC_HULL_MIN = '-16 -16 -24';
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vector VEC_HULL_MAX = '16 16 32';
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vector VEC_HULL2_MIN = '-32 -32 -24';
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vector VEC_HULL2_MAX = '32 32 64';
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// protocol bytes
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float SVC_TEMPENTITY = 23;
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float SVC_KILLEDMONSTER = 27;
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float SVC_FOUNDSECRET = 28;
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float SVC_INTERMISSION = 30;
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float SVC_FINALE = 31;
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float SVC_CDTRACK = 32;
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float SVC_SELLSCREEN = 33;
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float TE_SPIKE = 0;
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float TE_SUPERSPIKE = 1;
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float TE_GUNSHOT = 2;
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float TE_EXPLOSION = 3;
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float TE_TAREXPLOSION = 4;
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float TE_LIGHTNING1 = 5;
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float TE_LIGHTNING2 = 6;
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float TE_WIZSPIKE = 7;
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float TE_KNIGHTSPIKE = 8;
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float TE_LIGHTNING3 = 9;
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float TE_LAVASPLASH = 10;
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float TE_TELEPORT = 11;
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// sound channels
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// channel 0 never willingly overrides
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// other channels(1-7) allways override a playing sound on that channel
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float CHAN_AUTO = 0;
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float CHAN_WEAPON = 1;
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float CHAN_VOICE = 2;
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float CHAN_ITEM = 3;
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float CHAN_BODY = 4;
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float ATTN_NONE = 0;
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float ATTN_NORM = 1;
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float ATTN_IDLE = 2;
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float ATTN_STATIC = 3;
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// update types
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float UPDATE_GENERAL = 0;
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float UPDATE_STATIC = 1;
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float UPDATE_BINARY = 2;
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float UPDATE_TEMP = 3;
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// entity effects
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float EF_BRIGHTFIELD = 1;
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float EF_MUZZLEFLASH = 2;
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float EF_BRIGHTLIGHT = 4;
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float EF_DIMLIGHT = 8;
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// messages
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float MSG_BROADCAST = 0; // unreliable to all
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float MSG_ONE = 1; // reliable to one(msg_entity)
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float MSG_ALL = 2; // reliable to all
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float MSG_INIT = 3; // write to the init string
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//================================================
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//
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// globals
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//
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float movedist;
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float gameover; // set when a rule exits
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|
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string string_null; // null string, nothing should be held here
|
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float empty_float;
|
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|
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entity newmis; // launch_spike sets this after spawning it
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entity activator; // the entity that activated a trigger or brush
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|
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entity damage_attacker; // set by T_Damage
|
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float framecount;
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|
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float skill;
|
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//================================================
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||||
|
||||
//
|
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// world fields(FIXME: make globals)
|
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//
|
||||
.string wad;
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.string map;
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.float worldtype; // 0=medieval 1=metal 2=base
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//================================================
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.string killtarget;
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|
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//
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// quakeed fields
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//
|
||||
.float light_lev; // not used by game, but parsed by light util
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.float style;
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//
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// monster ai
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//
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||||
.void() th_stand;
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.void() th_walk;
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.void() th_run;
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.void() th_missile;
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.void() th_melee;
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.void(entity attacker, float damage) th_pain;
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.void() th_die;
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||||
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||||
.entity oldenemy; // mad at this player before taking damage
|
||||
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||||
.float speed;
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||||
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||||
.float lefty;
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||||
|
||||
.float search_time;
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.float attack_state;
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float AS_STRAIGHT = 1;
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float AS_SLIDING = 2;
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float AS_MELEE = 3;
|
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float AS_MISSILE = 4;
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||||
|
||||
//
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// player only fields
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||||
//
|
||||
.float walkframe;
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||||
|
||||
.float attack_finished;
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||||
.float pain_finished;
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.float invincible_finished;
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.float invisible_finished;
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.float super_damage_finished;
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.float radsuit_finished;
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.float invincible_time, invincible_sound;
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.float invisible_time, invisible_sound;
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.float super_time, super_sound;
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.float rad_time;
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.float fly_sound;
|
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|
||||
.float axhitme;
|
||||
|
||||
.float show_hostile; // set to time+0.2 whenever a client fires a
|
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// 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;
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||||
.entity movetarget;
|
||||
|
||||
|
||||
//
|
||||
// doors
|
||||
//
|
||||
.float aflag;
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||||
.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
|
||||
|
|
|
@ -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 = {
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);};
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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') {
|
||||
|
|
|
@ -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") {
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
||||
//=============================================================================
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user