-#ifndef PROGSDEFS_H
-#define PROGSDEFS_H
+#pragma once
-/*
-==============================================================================
+#pragma noref 1
- SOURCE FOR GLOBALVARS_T C STRUCTURE
- MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR
+#define true _true
+#define false _false
+#define TRUE _TRUE
+#define FALSE _FALSE
-==============================================================================
-*/
+#define spawn _spawn
+#define setmodel _setmodel
-//
-// system globals
-//
-entity self;
-entity other;
-entity world;
-float time;
-float frametime;
+#include "upstream/progsdefs.qc"
-float force_retouch; // force all entities to touch triggers
- // next frame. this is needed because
- // non-moving things don't normally scan
- // for triggers, and when a trigger is
- // created (like a teleport trigger), it
- // needs to catch everything.
- // decremented each frame, so set to 2
- // to guarantee everything is touched
-string mapname;
+#undef true
+#undef false
+#undef TRUE
+#undef FALSE
-float deathmatch;
-float coop;
-float teamplay;
+#undef spawn
+#undef setmodel
-int serverflags; // propagated from level to level, used to
- // keep track of completed episodes
+#define stuffcmd(cl, ...) MACRO_BEGIN \
+ entity _cl = (cl); \
+ if (IS_REAL_CLIENT(_cl)) stuffcmd(_cl, __VA_ARGS__); \
+MACRO_END
-float total_secrets;
-float total_monsters;
+#pragma noref 0
-float found_secrets; // number of secrets found
-float killed_monsters; // number of monsters killed
-
-
-// spawnparms are used to encode information about clients across server
-// level changes
-float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
-
-//
-// global variables set by built in functions
-//
-vector v_forward, v_up, v_right; // set by makevectors()
-
-// set by traceline / tracebox
-float trace_allsolid;
-float trace_startsolid;
-float trace_fraction;
-vector trace_endpos;
-vector trace_plane_normal;
-float trace_plane_dist;
-entity trace_ent;
-float trace_inopen;
-float trace_inwater;
-
-entity msg_entity; // destination of single entity writes
-
-//
-// required prog functions
-//
-void() main; // only for testing
-
-void() StartFrame;
-
-void() PlayerPreThink;
-void() PlayerPostThink;
-
-void() ClientKill;
-#ifdef DP_EXT_PRECONNECT
-void() ClientPreConnect;
-#endif
-void() ClientConnect;
-void() PutClientInServer; // call after setting the parm1... parms
-void() ClientDisconnect;
-
-void() SetNewParms; // called when a client first connects to
- // a server. sets parms so they can be
- // saved off for restarts
-
-void() SetChangeParms; // call to set parms for self so they can
- // be saved for a level transition
-
-
-//================================================
-void end_sys_globals; // flag for structure dumping
-//================================================
-
-/*
-==============================================================================
-
- SOURCE FOR ENTVARS_T C STRUCTURE
- MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR
-
-==============================================================================
-*/
-
-//
-// system fields (*** = do not set in prog code, maintained by C code)
-//
-.int modelindex; // *** model index in the precached list
-.vector absmin, absmax; // *** origin + mins / maxs
-
-.float ltime; // local time for entity
-.float movetype;
-.float solid;
-
-.vector origin; // ***
-.vector oldorigin; // ***
-.vector velocity;
-.vector angles;
-.vector avelocity;
-
-.vector punchangle; // temp angle adjust from damage or recoil
-
-.string classname; // spawn function
-.string model;
-.int frame;
-.int skin;
-.int effects;
-
-.vector mins, maxs; // bounding box extents reletive to origin
-.vector size; // maxs - mins
-
-.void() touch;
-.void() use;
-.void() think;
-.void() blocked; // for doors or plats, called when can't push other
-
-.float nextthink;
-.entity groundentity;
-
-// stats
-.float health;
-.float frags;
-.int weapon; // one of the IT_SHOTGUN, etc flags
-.string weaponmodel;
-.float weaponframe;
-.float currentammo;
-.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
-
-.int items; // bit flags
-
-.float takedamage;
-.entity chain;
-.float deadflag;
-
-.vector view_ofs; // add to origin to get eye point
-
-
-.float button0; // fire
-.float button1; // use
-.float button2; // jump
-
-.float impulse; // weapon changes
-
-.float fixangle;
-.vector v_angle; // view / targeting angle for players
-.float idealpitch; // calculated pitch angle for lookup up slopes
-
-
-.string netname;
-
-.entity enemy;
-
-.int flags;
-
-.int colormap;
-.float team;
-
-.float max_health; // players maximum health is stored here
-
-.float teleport_time; // don't back up
-
-.float armortype; // save this fraction of incoming damage
-.float armorvalue;
-
-.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
-.float watertype; // a contents value
-
-.float ideal_yaw;
-.float yaw_speed;
-
-.entity aiment;
-
-.entity goalentity; // a movetarget or an enemy
-
-.int spawnflags;
-
-.string target;
-.string targetname;
-
-// damage is accumulated through a frame. and sent as one single
-// message, so the super shotgun doesn't generate huge messages
-.float dmg_take;
-.float dmg_save;
-.entity dmg_inflictor;
-
-.entity owner; // who launched a missile
-.vector movedir; // mostly for doors, but also used for waterjump
-
-.string message; // trigger messages
-
-.float sounds; // either a cd track number or sound number
-
-.string noise, noise1, noise2, noise3; // contains names of wavs to play
-
-//================================================
-void end_sys_fields; // flag for structure dumping
-//================================================
-
-/*
-==============================================================================
-
- CONSTANT DEFINITIONS
-
-==============================================================================
-*/
-
-
-//
-// constants
-//
-
-// edict.flags
-const int FL_FLY = 1;
-const int FL_SWIM = 2;
-const int FL_CLIENT = 8; // set for all client edicts
-const int FL_INWATER = 16; // for enter / leave water splash
-const int FL_MONSTER = 32;
-const int FL_GODMODE = 64; // player cheat
-const int FL_NOTARGET = 128; // player cheat
-const int FL_ITEM = 256; // extra wide size for bonus items
-const int FL_ONGROUND = 512; // standing on something
-const int FL_PARTIALGROUND = 1024; // not all corners are valid
-const int FL_WATERJUMP = 2048; // player jumping out of water
-const int FL_JUMPRELEASED = 4096; // for jump debouncing
-
-// edict.movetype values
-const int MOVETYPE_NONE = 0; // never moves
-//const int MOVETYPE_ANGLENOCLIP= 1;
-//const int MOVETYPE_ANGLECLIP = 2;
-const int MOVETYPE_WALK = 3; // players only
-const int MOVETYPE_STEP = 4; // discrete, not real time unless fall
-const int MOVETYPE_FLY = 5;
-const int MOVETYPE_TOSS = 6; // gravity
-const int MOVETYPE_PUSH = 7; // no clip to world, push and crush
-const int MOVETYPE_NOCLIP = 8;
-const int MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
-const int MOVETYPE_BOUNCE = 10;
-const int MOVETYPE_BOUNCEMISSILE= 11; // bounce with extra size
-
-// edict.solid values
-const int SOLID_NOT = 0; // no interaction with other objects
-const int SOLID_TRIGGER = 1; // touch on edge, but not blocking
-const int SOLID_BBOX = 2; // touch on edge, block
-const int SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
-const int SOLID_BSP = 4; // bsp clip, touch on edge, block
-
-// range values
-const int RANGE_MELEE = 0;
-const int RANGE_NEAR = 1;
-const int RANGE_MID = 2;
-const int RANGE_FAR = 3;
-
-// deadflag values
-
-const int DEAD_NO = 0;
-const int DEAD_DYING = 1;
-const int DEAD_DEAD = 2;
-const int DEAD_RESPAWNABLE = 3;
-const int DEAD_RESPAWNING = 4; // dead, waiting for buttons to be released
-
-// takedamage values
-
-const int DAMAGE_NO = 0;
-const int DAMAGE_YES = 1;
-const int DAMAGE_AIM = 2;
-
-// items
-const int IT_AXE = 4096;
-const int IT_SHOTGUN = 1;
-const int IT_SUPER_SHOTGUN = 2;
-const int IT_NAILGUN = 4;
-const int IT_SUPER_NAILGUN = 8;
-const int IT_GRENADE_LAUNCHER = 16;
-const int IT_ROCKET_LAUNCHER = 32;
-const int IT_LIGHTNING = 64;
-const int IT_EXTRA_WEAPON = 128;
-
-//const int IT_SHELLS = 256;
-//const int IT_NAILS = 512;
-//const int IT_ROCKETS = 1024;
-//const int IT_CELLS = 2048;
-
-const int IT_ARMOR1 = 8192;
-const int IT_ARMOR2 = 16384;
-const int IT_ARMOR3 = 32768;
-const int IT_SUPERHEALTH = 65536;
-
-//const int IT_KEY1 = 131072;
-//const int IT_KEY2 = 262144;
-
-const int IT_INVISIBILITY = 524288;
-const int IT_INVULNERABILITY = 1048576;
-const int IT_SUIT = 2097152;
-const int IT_QUAD = 4194304;
-
-// point content values
-
-const int CONTENT_EMPTY = -1;
-const int CONTENT_SOLID = -2;
-const int CONTENT_WATER = -3;
-const int CONTENT_SLIME = -4;
-const int CONTENT_LAVA = -5;
-const int CONTENT_SKY = -6;
-
-const int STATE_TOP = 0;
-const int STATE_BOTTOM = 1;
-const int STATE_UP = 2;
-const int STATE_DOWN = 3;
-
-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';
-
-// protocol bytes
-const int SVC_TEMPENTITY = 23;
-const int SVC_KILLEDMONSTER = 27;
-const int SVC_FOUNDSECRET = 28;
-const int SVC_INTERMISSION = 30;
-const int SVC_FINALE = 31;
-const int SVC_CDTRACK = 32;
-const int SVC_SELLSCREEN = 33;
-
-
-const int TE_SPIKE = 0;
-const int TE_SUPERSPIKE = 1;
-const int TE_GUNSHOT = 2;
-const int TE_EXPLOSION = 3;
-const int TE_TAREXPLOSION = 4;
-const int TE_LIGHTNING1 = 5;
-const int TE_LIGHTNING2 = 6;
-const int TE_WIZSPIKE = 7;
-const int TE_KNIGHTSPIKE = 8;
-const int TE_LIGHTNING3 = 9;
-const int TE_LAVASPLASH = 10;
-const int TE_TELEPORT = 11;
-
-// sound channels
-// channel 0 never willingly overrides
-// other channels (1-7) allways override a playing sound on that channel
-const int CHAN_AUTO = 0;
-const int CHAN_WEAPON = 1;
-const int CHAN_VOICE = 2;
-const int CHAN_ITEM = 3;
-const int CHAN_BODY = 4;
-
-const int ATTN_NONE = 0;
-const int ATTN_NORM = 1;
-const int ATTN_IDLE = 2;
-const int ATTN_STATIC = 3;
-
-// update types
-
-const int UPDATE_GENERAL = 0;
-const int UPDATE_STATIC = 1;
-const int UPDATE_BINARY = 2;
-const int UPDATE_TEMP = 3;
-
-// entity effects
-
-const int EF_BRIGHTFIELD = 1;
-const int EF_MUZZLEFLASH = 2;
-const int EF_BRIGHTLIGHT = 4;
-const int EF_DIMLIGHT = 8;
-
-
-// messages
-const int MSG_BROADCAST = 0; // unreliable to all
-const int MSG_ONE = 1; // reliable to one (msg_entity)
-const int MSG_ALL = 2; // reliable to all
-const int MSG_INIT = 3; // write to the init string
-
-//===========================================================================
-
-//
-// builtin functions
-//
-
-void(vector ang) makevectors = #1; // sets v_forward, etc globals
-void(entity e, vector o) setorigin = #2;
-void(entity e, string m) setmodel = #3; // set movetype and solid first
-void(entity e, vector min, vector max) setsize = #4;
-// #5 was removed
-void() break_to_debugger = #6;
-float() random = #7; // returns 0 - 1
-void(entity e, float chan, string samp, float vol, float atten) sound = #8;
-vector(vector v) normalize = #9;
-void(string e, ...) error = #10;
-void(string e, ...) objerror = #11;
-float(vector v) vlen = #12;
-float(vector v) vectoyaw = #13;
-entity() spawn = #14;
-void(entity e) remove = #15;
-
-// sets trace_* globals
-// nomonsters can be:
-// An entity will also be ignored for testing if forent == test,
-// forent->owner == test, or test->owner == forent
-// a forent of world is ignored
-void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
-
-entity() checkclient = #17; // returns a client to look for
-entity(entity start, .string fld, string match) find = #18;
-string(string s) precache_sound = #19;
-string(string s) precache_model = #20;
-void(entity client, string s, ...)stuffcmd = #21;
-entity(vector org, float rad) findradius = #22;
-void(string s, ...) bprint = #23;
-void(entity client, string s, ...) sprint = #24;
-void(string s, ...) dprint = #25;
-string(float f) ftos = #26;
-string(vector v) vtos = #27;
-void() coredump = #28; // prints all edicts
-void() traceon = #29; // turns statment trace on
-void() traceoff = #30;
-void(entity e) eprint = #31; // prints an entire edict
-float(float yaw, float dist) walkmove = #32; // returns true or false
-// #33 was removed
-float() droptofloor= #34; // true if landed on floor
-void(float style, string value) lightstyle = #35;
-float(float v) rint = #36; // round to nearest int
-float(float v) floor = #37; // largest integer <= v
-float(float v) ceil = #38; // smallest integer >= v
-// #39 was removed
-float(entity e) checkbottom = #40; // true if self is on ground
-float(vector v) pointcontents = #41; // returns a CONTENT_*
-// #42 was removed
-float(float f) fabs = #43;
-vector(entity e, float speed) aim = #44; // returns the shooting vector
-float(string s) cvar = #45; // return cvar.value
-void(string s, ...) localcmd = #46; // put string into local que
-entity(entity e) nextent = #47; // for looping through all ents
-void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
-void() ChangeYaw = #49; // turn towards self.ideal_yaw
- // at self.yaw_speed
-// #50 was removed
-vector(vector v) vectoangles = #51;
-
-//
-// direct client message generation
-//
-void(float to, float f) WriteByte = #52;
-void(float to, float f) WriteChar = #53;
-void(float to, float f) WriteShort = #54;
-void(float to, float f) WriteLong = #55;
-void(float to, float f) WriteCoord = #56;
-void(float to, float f) WriteAngle = #57;
-void(float to, string s, ...) WriteString = #58;
-void(float to, entity s) WriteEntity = #59;
-
-//
-// broadcast client message generation
-//
-
-// void(float f) bWriteByte = #59;
-// void(float f) bWriteChar = #60;
-// void(float f) bWriteShort = #61;
-// void(float f) bWriteLong = #62;
-// void(float f) bWriteCoord = #63;
-// void(float f) bWriteAngle = #64;
-// void(string s) bWriteString = #65;
-// void(entity e) bWriteEntity = #66;
-
-void(float step) movetogoal = #67;
-
-string(string s) precache_file = #68; // no effect except for -copy
-void(entity e) makestatic = #69;
-void(string s) changelevel = #70;
-
-//#71 was removed
-
-void(string name, string value) 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
-
-//============================================================================
-#endif
+#define use use1
+.void(entity this, entity actor, entity trigger) use;