#ifndef PROGSDEFS_H #define PROGSDEFS_H /* ============================================================================== SOURCE FOR GLOBALVARS_T C STRUCTURE MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR ============================================================================== */ // // system globals // entity self; entity other; entity world; float time; float frametime; 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; float deathmatch; float coop; float teamplay; int serverflags; // propagated from level to level, used to // keep track of completed episodes float total_secrets; float total_monsters; 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