822 lines
19 KiB
Plaintext
822 lines
19 KiB
Plaintext
// defs.qc: global definitions
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// system globals ------------------------------------------------------------|
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#pragma noref 1
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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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/* 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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float coop;
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float teamplay;
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float serverflags; // propagated from level to level, used to
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// keep track of completed episodes
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float total_secrets;
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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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// global variables set by built in functions
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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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float trace_allsolid;
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float trace_startsolid;
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float trace_fraction;
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vector trace_endpos;
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vector trace_plane_normal;
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float trace_plane_dist;
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entity trace_ent;
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float trace_inopen;
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float trace_inwater;
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entity msg_entity; // destination of single entity writes
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// required prog functions
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void() main; // only for testing
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void() StartFrame;
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void() PlayerPreThink;
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void() PlayerPostThink;
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void() ClientKill;
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void() ClientConnect;
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void() PutClientInServer; // call after setting the parm1... parms
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void() ClientDisconnect;
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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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// 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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void end_sys_globals; // flag for structure dumping
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// system fields -------------------------------------------------------------|
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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; // 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; // only used by secret door
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.vector velocity;
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.vector angles;
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.vector avelocity;
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.vector punchangle; // temp angle adjust from damage or recoil
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.string classname; // spawn function
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.string model;
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.float frame;
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.float skin;
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.float effects;
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.vector mins, maxs; // bounding box extents reletive to origin
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.vector size; // maxs - mins
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.void() touch;
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.void() use;
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.void() think;
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.void() blocked; // for doors or plats, called when can't push other
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.float nextthink;
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.entity groundentity;
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// stats
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.float health;
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.float frags;
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.float weapon; // one of the IT_SHOTGUN, etc flags
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.string weaponmodel;
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.float weaponframe;
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.float currentammo;
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.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
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.float items; // bit flags
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.float takedamage;
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.entity chain;
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.float deadflag;
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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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.float impulse; // user commands
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.float fixangle;
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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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// Will be world if not currently angry at anyone.
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.entity enemy;
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.float flags;
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.float colormap;
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.float team;
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.float max_health; // players maximum health is stored here
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.float teleport_time; // don't back up
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.float armortype; // save this fraction of incoming damage
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.float armorvalue;
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.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
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.float watertype; // a contents value
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// A yaw angle of the intended direction, which will be turned towards at up
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// to 45 deg / state. If the enemy is in view and hunt_time is not active,
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// this will be the exact line towards the enemy.
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.float ideal_yaw;
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.float yaw_speed;
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.entity aiment;
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.entity goalentity; // a movetarget or an enemy
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.float spawnflags;
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.string target;
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.string targetname;
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// damage is accumulated through a frame. and sent as one single
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// message, so the super shotgun doesn't generate huge messages
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.float dmg_take;
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.float dmg_save;
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.entity dmg_inflictor;
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.entity owner; // who launched a missile
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.vector movedir; // mostly for doors, but also used for waterjump
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.string message; // trigger messages
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.float sounds; // either a cd track number or sound number
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.string noise, noise1, noise2, noise3; // contains names of wavs to play
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void end_sys_fields; // flag for structure dumping
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// builtin functions ---------------------------------------------------------|
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void(vector ang) makevectors = #1; // sets v_forward, etc globals
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void(entity e, vector o) setorigin = #2;
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void(entity e, string m) setmodel = #3; // set movetype and solid first
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void(entity e, vector min, vector max) setsize = #4;
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float() random = #7; // returns 0 - 1
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void(entity e, float chan, string samp, float vol, float atten) sound = #8;
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vector(vector v) normalize = #9;
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[[noreturn]] void(string e) error = #10;
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[[noreturn]] void(string e) objerror = #11;
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float(vector v) vlen = #12;
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float(vector v) vectoyaw = #13;
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entity() spawn = #14;
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void(entity e) remove = #15;
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/* sets trace_* globals
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* nomonsters can be:
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* An entity will also be ignored for testing if forent == test,
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* forent->owner == test, or test->owner == forent
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* a forent of world is ignored
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*/
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void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
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entity() checkclient = #17; // returns a client to look for
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entity(entity start, .string fld, string match) find = #18;
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string(string s) precache_sound = #19;
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string(string s) precache_model = #20;
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void(entity client, string s) stuffcmd = #21;
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entity(vector org, float rad) findradius = #22;
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void(string... s) bprint = #23;
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void(entity client, string... s) sprint = #24;
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void(string... s) dprint = #25;
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string(float f) ftos = #26;
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string(vector v) vtos = #27;
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void() coredump = #28; // prints all edicts
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void() traceon = #29; // turns statment trace on
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void() traceoff = #30;
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void(entity e) eprint = #31; // prints an entire edict
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float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
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float() droptofloor = #34; // TRUE if landed on floor
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void(float style, string value) lightstyle = #35;
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float(float v) rint = #36; // round to nearest int
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float(float v) floor = #37; // largest integer <= v
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float(float v) ceil = #38; // smallest integer >= v
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float(entity e) checkbottom = #40; // true if self is on ground
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float(vector v) pointcontents = #41; // returns a CONTENT_*
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float(float f) fabs = #43;
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vector(entity e, float speed) aim = #44; // returns the shooting vector
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float(string s) cvar = #45; // return cvar.value
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void(string s) localcmd = #46; // put string into que
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entity(entity e) nextent = #47; // for looping through all ents
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// start a particle effect
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void(vector o, vector d, float color, float count) particle = #48;
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void() ChangeYaw = #49; // turn towards self.ideal_yaw at self.yaw_speed
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vector(vector v) vectoangles = #51;
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// direct client message generation
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void(float to, float f) WriteByte = #52;
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void(float to, float f) WriteChar = #53;
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void(float to, float f) WriteShort = #54;
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void(float to, float f) WriteLong = #55;
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void(float to, float f) WriteCoord = #56;
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void(float to, float f) WriteAngle = #57;
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void(float to, string s) WriteString = #58;
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void(float to, entity s) WriteEntity = #59;
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void(float step) movetogoal = #67;
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string(string s) precache_file = #68; // no effect except for -copy
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void(entity e) makestatic = #69;
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void(string s) changelevel = #70;
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void(string var, string val) cvar_set = #72; // sets cvar.value
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void(entity client, string... s) centerprint = #73; // sprint, but in middle
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void(vector pos, string samp, float vol, float atten) ambientsound = #74;
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string(string s) precache_model2 = #75; // registered version only
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string(string s) precache_sound2 = #76; // registered version only
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string(string s) precache_file2 = #77; // registered version only
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// set parm1... to the values at level start for coop respawn
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void(entity e) setspawnparms = #78;
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// constants -----------------------------------------------------------------|
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const vector VEC_ORIGIN = '0 0 0';
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const vector VEC_HULL_MIN = '-16 -16 -24';
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const vector VEC_HULL_MAX = '16 16 32';
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const vector VEC_HULL2_MIN = '-32 -32 -24';
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const vector VEC_HULL2_MAX = '32 32 64';
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enum {
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FALSE,
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TRUE
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};
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// edict.flags
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enum {
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FL_FLY = 1,
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FL_SWIM = 2,
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FL_CLIENT = 8, // set for all client edicts
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FL_INWATER = 16, // for enter / leave water splash
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FL_MONSTER = 32,
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FL_GODMODE = 64, // player cheat
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FL_NOTARGET = 128, // player cheat
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FL_ITEM = 256, // extra wide size for bonus items
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FL_ONGROUND = 512, // standing on something
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FL_PARTIALGROUND = 1024, // not all corners are valid
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FL_WATERJUMP = 2048, // player jumping out of water
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FL_JUMPRELEASED = 4096, // for jump debouncing
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};
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// edict.movetype values
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enum {
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MOVETYPE_NONE, // never moves
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//MOVETYPE_ANGLENOCLIP,
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//MOVETYPE_ANGLECLIP,
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MOVETYPE_WALK = 3, // players only
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MOVETYPE_STEP, // discrete, not real time unless fall
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MOVETYPE_FLY,
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MOVETYPE_TOSS, // gravity
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MOVETYPE_PUSH, // no clip to world, push and crush
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MOVETYPE_NOCLIP,
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MOVETYPE_FLYMISSILE, // fly with extra size against monsters
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MOVETYPE_BOUNCE,
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MOVETYPE_BOUNCEMISSILE, // bounce with extra size
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};
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// edict.solid values
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enum {
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SOLID_NOT, // no interaction with other objects
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SOLID_TRIGGER, // touch on edge, but not blocking
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SOLID_BBOX, // touch on edge, block
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SOLID_SLIDEBOX, // touch on edge, but not an onground
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SOLID_BSP, // bsp clip, touch on edge, block
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};
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// range values
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enum {
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RANGE_MELEE,
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RANGE_NEAR,
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RANGE_MID,
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RANGE_FAR,
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};
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// deadflag values
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enum {
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DEAD_NO,
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DEAD_DYING,
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DEAD_DEAD,
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DEAD_RESPAWNABLE,
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};
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// takedamage values
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enum {
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DAMAGE_NO,
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DAMAGE_YES,
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DAMAGE_AIM,
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};
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// items
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enum {
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IT_SHOTGUN = 1,
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IT_SUPER_SHOTGUN = 2,
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IT_NAILGUN = 4,
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IT_SUPER_NAILGUN = 8,
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IT_GRENADE_LAUNCHER = 16,
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IT_ROCKET_LAUNCHER = 32,
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IT_LIGHTNING = 64,
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IT_EXTRA_WEAPON = 128,
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IT_AXE = 4096,
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IT_SHELLS = 256,
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IT_NAILS = 512,
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IT_ROCKETS = 1024,
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IT_CELLS = 2048,
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IT_ARMOR1 = 8192,
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IT_ARMOR2 = 16384,
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IT_ARMOR3 = 32768,
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IT_SUPERHEALTH = 65536,
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IT_KEY1 = 131072,
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IT_KEY2 = 262144,
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IT_INVISIBILITY = 524288,
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IT_INVULNERABILITY = 1048576,
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IT_SUIT = 2097152,
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IT_QUAD = 4194304,
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};
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// point content values
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enum {
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CONTENT_SKY = -6,
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CONTENT_LAVA,
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CONTENT_SLIME,
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CONTENT_WATER,
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CONTENT_SOLID,
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CONTENT_EMPTY,
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STATE_TOP,
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STATE_BOTTOM,
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STATE_UP,
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STATE_DOWN,
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};
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// protocol bytes
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enum {
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SVC_TEMPENTITY = 23,
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SVC_KILLEDMONSTER = 27,
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SVC_FOUNDSECRET = 28,
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SVC_INTERMISSION = 30,
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SVC_FINALE = 31,
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SVC_CDTRACK = 32,
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SVC_SELLSCREEN = 33,
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};
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enum {
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TE_SPIKE,
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TE_SUPERSPIKE,
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TE_GUNSHOT,
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TE_EXPLOSION,
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TE_TAREXPLOSION,
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TE_LIGHTNING1,
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TE_LIGHTNING2,
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TE_WIZSPIKE,
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TE_KNIGHTSPIKE,
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TE_LIGHTNING3,
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TE_LAVASPLASH,
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TE_TELEPORT,
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};
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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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enum {
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CHAN_AUTO,
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CHAN_WEAPON,
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CHAN_VOICE,
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CHAN_ITEM,
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CHAN_BODY,
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};
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enum {
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ATTN_NONE,
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ATTN_NORM,
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ATTN_IDLE,
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ATTN_STATIC,
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};
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// update types
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enum {
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UPDATE_GENERAL,
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UPDATE_STATIC,
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UPDATE_BINARY,
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UPDATE_TEMP,
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};
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// entity effects
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enum {
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EF_BRIGHTFIELD = 1,
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EF_MUZZLEFLASH = 2,
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EF_BRIGHTLIGHT = 4,
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EF_DIMLIGHT = 8,
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};
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// messages
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enum {
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MSG_BROADCAST, // unreliable to all
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MSG_ONE, // reliable to one(msg_entity)
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MSG_ALL, // reliable to all
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MSG_INIT, // write to the init string
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};
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enum {
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AS_STRAIGHT = 1,
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AS_SLIDING,
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AS_MELEE,
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AS_MISSILE,
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};
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enum {
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WORLD_MEDIEVAL,
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WORLD_METAL,
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WORLD_BASE,
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};
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enum {
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PRO_NONE,
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// alphabetically sorted, based on pronoun.is and what i've seen used
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PRO_FAE,
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PRO_HE,
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PRO_IT,
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PRO_SHE,
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PRO_THEY,
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PRO_XEY,
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PRO_ZE_H,
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PRO_ZE_Z,
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PRO_MAX,
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};
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#pragma noref 0
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// globals -------------------------------------------------------------------|
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float movedist;
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float gameover; // set when a rule exits
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string string_null; // null string, nothing should be held here
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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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entity damage_attacker; // set by T_Damage
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float framecount;
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float skill;
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float enemy_vis, enemy_infront, enemy_range;
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float enemy_yaw;
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entity lastspawn;
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entity multi_ent;
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float multi_damage;
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entity shub;
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entity le1, le2;
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float lightning_end;
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float hknight_type;
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entity bodyque_head;
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float modelindex_eyes, modelindex_player;
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float intermission_running;
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float intermission_exittime;
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string nextmap;
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entity sight_entity;
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float sight_entity_time;
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// fields --------------------------------------------------------------------|
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// world fields
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.string wad;
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.string map;
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.float worldtype;
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.string killtarget;
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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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// monster ai
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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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.entity oldenemy; // mad at this player before taking damage
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.float speed;
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.float lefty;
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.float search_time;
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.float attack_state;
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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;
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/* set to time+0.2 whenever a client fires a weapon or takes damage. Used to
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* alert monsters that otherwise would let the player go
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*/
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.float show_hostile;
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.float jump_flag; // player jump flag
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.float swim_flag; // player swimming sound flag
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.float air_finished; // when time > air_finished, start drowning
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.float bubble_count; // keeps track of the number of bubbles
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.string deathtype; // keeps track of how the player died
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// object stuff
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.string mdl;
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.vector mangle; // angle at start
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.float t_length, t_width;
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// doors, etc
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.vector dest, dest1, dest2;
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.float wait; // time from firing to restarting
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.float delay; // time from activation to firing
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.entity trigger_field; // door's trigger entity
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.string noise4;
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// A monster will leave its stand state and head towards it's .movetarget when
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// time > .pausetime.
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.float pausetime;
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// The next path spot to walk toward. If .enemy, ignore .movetarget.
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// When an enemy is killed, the monster will try to return to it's path.
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.entity movetarget;
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// doors
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.float aflag;
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.float dmg; // damage done by door when hit
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// misc
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.float cnt; // misc flag
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// subs
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.void() think1;
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.vector finaldest, finalangle;
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// triggers
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.float count; // for counting triggers
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// plats / doors / buttons
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.float lip;
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.float state;
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.vector pos1, pos2; // top and bottom positions
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.float height;
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// sounds
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.float waitmin, waitmax;
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.float distance;
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.float volume;
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.float hit_z;
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.float dmgtime;
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.float inpain;
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.float healamount, healtype;
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|
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// super co-op additions
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.float pronoun;
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// functions -----------------------------------------------------------------|
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// subs.qc
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void(float normal) SUB_AttackFinished;
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void(vector tdest, float tspeed, void() func) SUB_CalcMove;
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void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
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void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
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void() SUB_CalcMoveDone;
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|
void() SUB_CalcAngleMoveDone;
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|
void(void() thinkst) SUB_CheckRefire;
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|
void() SUB_Null;
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|
void(entity attacker, float damage) SUB_PainNull;
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|
void() SUB_UseTargets;
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|
void() SUB_Remove;
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|
|
|
// combat.qc
|
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float(entity e, float healamount, float ignore) T_Heal; // health function
|
|
float(entity targ, entity inflictor) CanDamage;
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|
void() T_MissileTouch;
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|
void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
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|
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
|
|
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
|
|
|
|
// weapons.qc
|
|
void(float wep) W_ChangeWeapon;
|
|
void() W_CycleWeaponReverse;
|
|
void() W_CycleWeapon;
|
|
void() W_FireAxe;
|
|
void() W_FireShotgun;
|
|
void() W_FireSuperShotgun;
|
|
void() W_FireRocket;
|
|
void() W_FireLightning;
|
|
void() W_FireGrenade;
|
|
void(float ox) W_FireSpikes;
|
|
void() W_FireSuperSpikes;
|
|
float() W_BestWeapon;
|
|
void() W_SetCurrentAmmo;
|
|
void() W_WeaponFrame;
|
|
|
|
// items.qc
|
|
string() Key1Name;
|
|
string() Key2Name;
|
|
|
|
void() army_fire;
|
|
|
|
float() DemonCheckAttack;
|
|
void() Demon_JumpTouch;
|
|
void(float side) Demon_Melee;
|
|
|
|
float() DogCheckAttack;
|
|
void() dog_leap1;
|
|
void() dog_run1;
|
|
|
|
void() ShalHome;
|
|
void() ShalMissile;
|
|
void() ShalMissileTouch;
|
|
|
|
float(entity targ, entity attacker) SameTeam;
|
|
void() DecodeLevelParms;
|
|
void(entity ent) CopyToBodyQue;
|
|
void() InitBodyQue;
|
|
void() SuperDamageSound;
|
|
void() ai_face;
|
|
void() armor_touch;
|
|
void() bubble_bob;
|
|
void() bubble_remove;
|
|
void() button_return;
|
|
void() button_wait;
|
|
void() door_go_down;
|
|
void() door_go_up;
|
|
void() fd_secret_done;
|
|
void() fd_secret_move1;
|
|
void() fd_secret_move2;
|
|
void() fd_secret_move3;
|
|
void() fd_secret_move4;
|
|
void() fd_secret_move5;
|
|
void() fd_secret_move6;
|
|
void() finale_1;
|
|
void() finale_2;
|
|
void() finale_3;
|
|
void() finale_4;
|
|
void() fire_fly;
|
|
void() fire_touch;
|
|
void() health_touch;
|
|
void() item_megahealth_rot;
|
|
void() make_bubbles;
|
|
void() monster_death_use;
|
|
void() movetarget_f;
|
|
|
|
void() powerup_touch;
|
|
void() set_suicide_frame;
|
|
void(vector org, vector dir) launch_spike;
|
|
|
|
void() spike_touch;
|
|
void() superspike_touch;
|
|
void() swimmonster_start;
|
|
void() t_movetarget;
|
|
|
|
void() train_next;
|
|
|
|
void(entity targ, entity attacker) ClientObituary;
|
|
void(float num_bubbles) DeathBubbles;
|
|
void(vector dest) ChooseTurn;
|
|
void(vector org, vector vec) LaunchLaser;
|
|
void(vector org, vector vel, float damage) SpawnBlood;
|
|
void() BecomeExplosion;
|
|
|
|
void() hknight_char_a1;
|
|
void() hknight_run1;
|
|
|
|
void() ogre_smash1;
|
|
void() ogre_swing1;
|
|
|
|
void() plat_center_touch;
|
|
void() plat_crush;
|
|
void() plat_go_down;
|
|
void() plat_go_up;
|
|
void() plat_outside_touch;
|
|
void() plat_trigger_use;
|
|
|
|
void() knight_atk1;
|
|
void() knight_bow1;
|
|
void() knight_bow6;
|
|
void() knight_runatk1;
|
|
void() knight_walk1;
|
|
|
|
void() PlayerDie;
|
|
void() player_axe1;
|
|
void() player_axeb1;
|
|
void() player_axec1;
|
|
void() player_axed1;
|
|
void() player_die_ax1;
|
|
void() player_diea1;
|
|
void() player_dieb1;
|
|
void() player_diec1;
|
|
void() player_died1;
|
|
void() player_diee1;
|
|
void() player_light1;
|
|
void() player_nail1;
|
|
void(entity attacker, float damage) player_pain;
|
|
void() player_rocket1;
|
|
void() player_run;
|
|
void() player_run;
|
|
void() player_shot1;
|
|
void() player_stand1;
|
|
|
|
void() sham_smash1;
|
|
void() sham_swingl1;
|
|
void() sham_swingr1;
|
|
void() sham_swingr1;
|
|
|
|
void() tbaby_jump1;
|
|
void() tbaby_jump5;
|
|
|
|
float() WizardCheckAttack;
|
|
void() wiz_run1;
|
|
void() wiz_side1;
|
|
|
|
void(vector org) spawn_tfog;
|
|
void(vector org, entity death_owner) spawn_tdeath;
|
|
|
|
void() info_player_start;
|
|
|
|
void() func_train_find;
|
|
|
|
void(vector p) boss_missile;
|
|
|
|
// EOF
|