#pragma flag off fastarrays // make dp behave with new fteqcc versions. remove when dp bug with fteqcc fastarrays is fixed //NOTE: THIS IS AN INTERFACE FILE. DO NOT EDIT. //MODIFYING THIS FILE CAN RESULT IN CRC ERRORS. //YOU HAVE BEEN WARNED. //feel free to look though. :) /* ============================================================================== SOURCE FOR GLOBALVARS_T C STRUCTURE ============================================================================== */ // // system globals // entity self; entity other; entity world; float time; float frametime; float player_localentnum; //the entnum float player_localnum; //the playernum float maxclients; //a constant filled in by the engine. gah, portability eh? float clientcommandframe; //player movement float servercommandframe; //clientframe echoed off the server string mapname; // // 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; // // required prog functions // void() CSQC_Init; void() CSQC_Shutdown; float(float f, float t, float n) CSQC_InputEvent; void(float w, float h) CSQC_UpdateView; float(string s) CSQC_ConsoleCommand; //these fields are read and set by the default player physics vector pmove_org; vector pmove_vel; vector pmove_mins; vector pmove_maxs; //retrieved from the current movement commands (read by player physics) float input_timelength; vector input_angles; vector input_movevalues; //forwards, right, up. float input_buttons; //attack, use, jump (default physics only uses jump) float movevar_gravity; float movevar_stopspeed; float movevar_maxspeed; float movevar_spectatormaxspeed; //used by NOCLIP movetypes. float movevar_accelerate; float movevar_airaccelerate; float movevar_wateraccelerate; float movevar_friction; float movevar_waterfriction; float movevar_entgravity; //the local player's gravity field. Is a multiple (1 is the normal value) //================================================ void end_sys_globals; // flag for structure dumping //================================================ /* ============================================================================== SOURCE FOR ENTVARS_T C STRUCTURE ============================================================================== */ // // system fields (*** = do not set in prog code, maintained by C code) // .float modelindex; // *** model index in the precached list .vector absmin, absmax; // *** origin + mins / maxs .float entnum; // *** the ent number as on the server .float drawmask; .void() predraw; .float movetype; .float solid; .vector origin; // *** .vector oldorigin; // *** .vector velocity; .vector angles; .vector avelocity; .string classname; // spawn function .string model; .float frame; .float skin; .float 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 chain; .string netname; .entity enemy; .float flags; .float colormap; .entity owner; // who launched a missile //================================================ void end_sys_fields; // flag for structure dumping //================================================ // Additional OPTIONAL Fields and Globals float intermission; float scoreboard_showscores; float scoreboard_showaccuracy; .string message; .float renderflags; // float coop; // float deathmatch; // float dmg_take; // float dmg_save; // vector dmg_origin; // Darkplaces Render Modifications #if 0 .float alpha; .float renderflags; .vector colormod; .float scale; #endif // Basic variables .float enttype; // entity type sent from server .float sv_entnum; // entity number sent from server .float team; .float team_size; float vid_conwidth, vid_conheight; float binddb; // Announcer string announce_snd; // QUALIFYING float race_checkpoint; float race_time; float race_laptime; float race_checkpointtime; float race_previousbesttime; string race_previousbestname; float race_nextcheckpoint; float race_nextbesttime; string race_nextbestname; float race_penaltyaccumulator; // qualifying: total penalty time in tenths float race_penaltyeventtime; // time when the player got the penalty float race_penaltytime; // duration of penalty time, in tenths string race_penaltyreason; // reason for penalty float race_server_record; // server record float race_speedaward; string race_speedaward_holder; float race_speedaward_alltimebest; string race_speedaward_alltimebest_holder; // RACE float race_mycheckpoint; float race_mycheckpointtime; float race_mycheckpointdelta; float race_mycheckpointlapsdelta; string race_mycheckpointenemy; float race_othercheckpoint; float race_othercheckpointtime; float race_othercheckpointdelta; float race_othercheckpointlapsdelta; string race_othercheckpointenemy; float scoreboard_showscores_force; float race_status; string race_status_name; float race_myrank; // Nexball float nb_pb_period; // Spectating float spectatee_status; // short mapname string shortmapname; //remaining maptime announcer sounds, true when sound was already played float announcer_1min; float announcer_5min; // database for misc stuff float tempdb; float ClientProgsDB; vector hook_shotorigin; #ifdef BLURTEST float blurtest_time0, blurtest_time1, blurtest_radius, blurtest_power; #endif float servertime, serverprevtime, serverdeltatime; float ticrate; .float damageforcescale; .void(float thisdmg, float hittype, vector org, vector thisforce) event_damage; // only for Porto float angles_held_status; vector angles_held; // weapons .float silent; float w_deathtype, w_issilent, w_random; string w_deathtypestring; vector w_org, w_backoff;