general clean up and standards adhering
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							| 
						 | 
					@ -1,3 +1,4 @@
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config.cfg
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					config.cfg
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errors.txt
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					errors.txt
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progs.dat
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					progs.dat
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					progs.lno
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						 | 
					
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			||||||
							
								
								
									
										52
									
								
								gmqcc.ini
									
									
									
									
									
								
							
							
						
						
									
										52
									
								
								gmqcc.ini
									
									
									
									
									
								
							| 
						 | 
					@ -1,2 +1,52 @@
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[flags]
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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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						 | 
					
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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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						if(sight_entity_time >= time - 0.1 && !(self.spawnflags & 3)) {
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		client = sight_entity;
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							client = sight_entity;
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		if(client.enemy == self.enemy) {
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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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							}
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	} else {
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						} else {
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		client = checkclient();
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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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					float() CheckAnyAttack = {
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	if(!enemy_vis) {
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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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						}
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	if(self.classname == "monster_army") {
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						if(self.classname == "monster_army") {
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		return SoldierCheckAttack();
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							return SoldierCheckAttack();
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| 
						 | 
					
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			||||||
							
								
								
									
										794
									
								
								source/defs.qc
									
									
									
									
									
								
							
							
						
						
									
										794
									
								
								source/defs.qc
									
									
									
									
									
								
							| 
						 | 
					@ -1,29 +1,17 @@
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					// system globals ------------------------------------------------------------|
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/*
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					 | 
				
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==============================================================================
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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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					 | 
				
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*/
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					 | 
				
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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 self;
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entity other;
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					entity other;
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entity world;
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					entity world;
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float time;
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					float time;
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float frametime;
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					float frametime;
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float force_retouch; // force all entities to touch triggers
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					/* force all entities to touch triggers next frame. this is needed because
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// 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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// non-moving things don't normally scan
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					 * created(like a teleport trigger), it needs to catch everything. decremented
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// for triggers, and when a trigger is
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					 * each frame, so set to 2 to guarantee everything is touched
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// created(like a teleport trigger), it
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					 */
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// needs to catch everything.
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					float force_retouch;
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// decremented each frame, so set to 2
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// to guarantee everything is touched
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string mapname;
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					string mapname;
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float deathmatch;
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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 found_secrets; // number of secrets found
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float killed_monsters; // number of monsters killed
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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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					// spawnparms are used to encode information about clients across server
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// level changes
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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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					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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					 | 
				
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// global variables set by built in functions
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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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					vector v_forward, v_up, v_right; // set by makevectors()
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// set by traceline / tracebox
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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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					entity msg_entity; // destination of single entity writes
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//
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					 | 
				
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// required prog functions
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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() main; // only for testing
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void() StartFrame;
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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() PutClientInServer; // call after setting the parm1... parms
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void() ClientDisconnect;
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					void() ClientDisconnect;
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void() SetNewParms; // called when a client first connects to
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					/* called when a client first connects to a server. sets parms so they can be
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// a server. sets parms so they can be
 | 
					 * saved off for restarts
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// saved off for restarts
 | 
					 */
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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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					// call to set parms for self so they can be saved for a level transition
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// be saved for a level transition
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					void() SetChangeParms;
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					 | 
				
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//================================================
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					 | 
				
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void end_sys_globals; // flag for structure dumping
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					void end_sys_globals; // flag for structure dumping
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//================================================
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/*
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					// system fields -------------------------------------------------------------|
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==============================================================================
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					 | 
				
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			SOURCE FOR ENTVARS_T C STRUCTURE
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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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==============================================================================
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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 ltime; // local time for entity
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					.float ltime; // local time for entity
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.float movetype;
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					.float movetype;
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.float solid;
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					.float solid;
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.vector origin; // ***
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					.vector origin;
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.vector oldorigin; // ***
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					.vector oldorigin;
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.vector velocity;
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					.vector velocity;
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.vector angles;
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					.vector angles;
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.vector avelocity;
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					.vector avelocity;
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						 | 
					@ -149,7 +121,6 @@ void end_sys_globals; // flag for structure dumping
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.vector view_ofs; // add to origin to get eye point
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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 button0; // fire
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.float button1; // use
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					.float button1; // use
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.float button2; // jump
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					.float button2; // jump
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						 | 
					@ -160,7 +131,6 @@ void end_sys_globals; // flag for structure dumping
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.vector v_angle; // view / targeting angle for players
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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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					.float idealpitch; // calculated pitch angle for lookup up slopes
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.string netname;
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					.string netname;
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.entity enemy;
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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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					.string noise, noise1, noise2, noise3; // contains names of wavs to play
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 | 
					
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//================================================
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					 | 
				
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void end_sys_fields; // flag for structure dumping
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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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/*
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					// builtin functions ---------------------------------------------------------|
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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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					 | 
				
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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;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// edict.flags
 | 
					 | 
				
			||||||
float FL_FLY = 1;
 | 
					 | 
				
			||||||
float FL_SWIM = 2;
 | 
					 | 
				
			||||||
float FL_CLIENT = 8; // set for all client edicts
 | 
					 | 
				
			||||||
float FL_INWATER = 16; // for enter / leave water splash
 | 
					 | 
				
			||||||
float FL_MONSTER = 32;
 | 
					 | 
				
			||||||
float FL_GODMODE = 64; // player cheat
 | 
					 | 
				
			||||||
float FL_NOTARGET = 128; // player cheat
 | 
					 | 
				
			||||||
float FL_ITEM = 256; // extra wide size for bonus items
 | 
					 | 
				
			||||||
float FL_ONGROUND = 512; // standing on something
 | 
					 | 
				
			||||||
float FL_PARTIALGROUND = 1024; // not all corners are valid
 | 
					 | 
				
			||||||
float FL_WATERJUMP = 2048; // player jumping out of water
 | 
					 | 
				
			||||||
float FL_JUMPRELEASED = 4096; // for jump debouncing
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// edict.movetype values
 | 
					 | 
				
			||||||
float MOVETYPE_NONE = 0; // never moves
 | 
					 | 
				
			||||||
//float MOVETYPE_ANGLENOCLIP = 1;
 | 
					 | 
				
			||||||
//float MOVETYPE_ANGLECLIP = 2;
 | 
					 | 
				
			||||||
float MOVETYPE_WALK = 3; // players only
 | 
					 | 
				
			||||||
float MOVETYPE_STEP = 4; // discrete, not real time unless fall
 | 
					 | 
				
			||||||
float MOVETYPE_FLY = 5;
 | 
					 | 
				
			||||||
float MOVETYPE_TOSS = 6; // gravity
 | 
					 | 
				
			||||||
float MOVETYPE_PUSH = 7; // no clip to world, push and crush
 | 
					 | 
				
			||||||
float MOVETYPE_NOCLIP = 8;
 | 
					 | 
				
			||||||
float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
 | 
					 | 
				
			||||||
float MOVETYPE_BOUNCE = 10;
 | 
					 | 
				
			||||||
float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// edict.solid values
 | 
					 | 
				
			||||||
float SOLID_NOT = 0; // no interaction with other objects
 | 
					 | 
				
			||||||
float SOLID_TRIGGER = 1; // touch on edge, but not blocking
 | 
					 | 
				
			||||||
float SOLID_BBOX = 2; // touch on edge, block
 | 
					 | 
				
			||||||
float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
 | 
					 | 
				
			||||||
float SOLID_BSP = 4; // bsp clip, touch on edge, block
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// range values
 | 
					 | 
				
			||||||
float RANGE_MELEE = 0;
 | 
					 | 
				
			||||||
float RANGE_NEAR = 1;
 | 
					 | 
				
			||||||
float RANGE_MID = 2;
 | 
					 | 
				
			||||||
float RANGE_FAR = 3;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// deadflag values
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float DEAD_NO = 0;
 | 
					 | 
				
			||||||
float DEAD_DYING = 1;
 | 
					 | 
				
			||||||
float DEAD_DEAD = 2;
 | 
					 | 
				
			||||||
float DEAD_RESPAWNABLE = 3;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// takedamage values
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float DAMAGE_NO = 0;
 | 
					 | 
				
			||||||
float DAMAGE_YES = 1;
 | 
					 | 
				
			||||||
float DAMAGE_AIM = 2;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// items
 | 
					 | 
				
			||||||
float IT_AXE = 4096;
 | 
					 | 
				
			||||||
float IT_SHOTGUN = 1;
 | 
					 | 
				
			||||||
float IT_SUPER_SHOTGUN = 2;
 | 
					 | 
				
			||||||
float IT_NAILGUN = 4;
 | 
					 | 
				
			||||||
float IT_SUPER_NAILGUN = 8;
 | 
					 | 
				
			||||||
float IT_GRENADE_LAUNCHER = 16;
 | 
					 | 
				
			||||||
float IT_ROCKET_LAUNCHER = 32;
 | 
					 | 
				
			||||||
float IT_LIGHTNING = 64;
 | 
					 | 
				
			||||||
float IT_EXTRA_WEAPON = 128;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float IT_SHELLS = 256;
 | 
					 | 
				
			||||||
float IT_NAILS = 512;
 | 
					 | 
				
			||||||
float IT_ROCKETS = 1024;
 | 
					 | 
				
			||||||
float IT_CELLS = 2048;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float IT_ARMOR1 = 8192;
 | 
					 | 
				
			||||||
float IT_ARMOR2 = 16384;
 | 
					 | 
				
			||||||
float IT_ARMOR3 = 32768;
 | 
					 | 
				
			||||||
float IT_SUPERHEALTH = 65536;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float IT_KEY1 = 131072;
 | 
					 | 
				
			||||||
float IT_KEY2 = 262144;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float IT_INVISIBILITY = 524288;
 | 
					 | 
				
			||||||
float IT_INVULNERABILITY = 1048576;
 | 
					 | 
				
			||||||
float IT_SUIT = 2097152;
 | 
					 | 
				
			||||||
float IT_QUAD = 4194304;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// point content values
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float CONTENT_EMPTY = -1;
 | 
					 | 
				
			||||||
float CONTENT_SOLID = -2;
 | 
					 | 
				
			||||||
float CONTENT_WATER = -3;
 | 
					 | 
				
			||||||
float CONTENT_SLIME = -4;
 | 
					 | 
				
			||||||
float CONTENT_LAVA = -5;
 | 
					 | 
				
			||||||
float CONTENT_SKY = -6;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float STATE_TOP = 0;
 | 
					 | 
				
			||||||
float STATE_BOTTOM = 1;
 | 
					 | 
				
			||||||
float STATE_UP = 2;
 | 
					 | 
				
			||||||
float STATE_DOWN = 3;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
vector VEC_ORIGIN = '0 0 0';
 | 
					 | 
				
			||||||
vector VEC_HULL_MIN = '-16 -16 -24';
 | 
					 | 
				
			||||||
vector VEC_HULL_MAX = '16 16 32';
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
vector VEC_HULL2_MIN = '-32 -32 -24';
 | 
					 | 
				
			||||||
vector VEC_HULL2_MAX = '32 32 64';
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// protocol bytes
 | 
					 | 
				
			||||||
float SVC_TEMPENTITY = 23;
 | 
					 | 
				
			||||||
float SVC_KILLEDMONSTER = 27;
 | 
					 | 
				
			||||||
float SVC_FOUNDSECRET = 28;
 | 
					 | 
				
			||||||
float SVC_INTERMISSION = 30;
 | 
					 | 
				
			||||||
float SVC_FINALE = 31;
 | 
					 | 
				
			||||||
float SVC_CDTRACK = 32;
 | 
					 | 
				
			||||||
float SVC_SELLSCREEN = 33;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float TE_SPIKE = 0;
 | 
					 | 
				
			||||||
float TE_SUPERSPIKE = 1;
 | 
					 | 
				
			||||||
float TE_GUNSHOT = 2;
 | 
					 | 
				
			||||||
float TE_EXPLOSION = 3;
 | 
					 | 
				
			||||||
float TE_TAREXPLOSION = 4;
 | 
					 | 
				
			||||||
float TE_LIGHTNING1 = 5;
 | 
					 | 
				
			||||||
float TE_LIGHTNING2 = 6;
 | 
					 | 
				
			||||||
float TE_WIZSPIKE = 7;
 | 
					 | 
				
			||||||
float TE_KNIGHTSPIKE = 8;
 | 
					 | 
				
			||||||
float TE_LIGHTNING3 = 9;
 | 
					 | 
				
			||||||
float TE_LAVASPLASH = 10;
 | 
					 | 
				
			||||||
float TE_TELEPORT = 11;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// sound channels
 | 
					 | 
				
			||||||
// channel 0 never willingly overrides
 | 
					 | 
				
			||||||
// other channels(1-7) allways override a playing sound on that channel
 | 
					 | 
				
			||||||
float CHAN_AUTO = 0;
 | 
					 | 
				
			||||||
float CHAN_WEAPON = 1;
 | 
					 | 
				
			||||||
float CHAN_VOICE = 2;
 | 
					 | 
				
			||||||
float CHAN_ITEM = 3;
 | 
					 | 
				
			||||||
float CHAN_BODY = 4;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float ATTN_NONE = 0;
 | 
					 | 
				
			||||||
float ATTN_NORM = 1;
 | 
					 | 
				
			||||||
float ATTN_IDLE = 2;
 | 
					 | 
				
			||||||
float ATTN_STATIC = 3;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// update types
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float UPDATE_GENERAL = 0;
 | 
					 | 
				
			||||||
float UPDATE_STATIC = 1;
 | 
					 | 
				
			||||||
float UPDATE_BINARY = 2;
 | 
					 | 
				
			||||||
float UPDATE_TEMP = 3;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// entity effects
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float EF_BRIGHTFIELD = 1;
 | 
					 | 
				
			||||||
float EF_MUZZLEFLASH = 2;
 | 
					 | 
				
			||||||
float EF_BRIGHTLIGHT = 4;
 | 
					 | 
				
			||||||
float EF_DIMLIGHT = 8;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// messages
 | 
					 | 
				
			||||||
float MSG_BROADCAST = 0; // unreliable to all
 | 
					 | 
				
			||||||
float MSG_ONE = 1; // reliable to one(msg_entity)
 | 
					 | 
				
			||||||
float MSG_ALL = 2; // reliable to all
 | 
					 | 
				
			||||||
float MSG_INIT = 3; // write to the init string
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
//================================================
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
//
 | 
					 | 
				
			||||||
// 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;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
//================================================
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
//
 | 
					 | 
				
			||||||
// world fields(FIXME: make globals)
 | 
					 | 
				
			||||||
//
 | 
					 | 
				
			||||||
.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;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float AS_STRAIGHT = 1;
 | 
					 | 
				
			||||||
float AS_SLIDING = 2;
 | 
					 | 
				
			||||||
float AS_MELEE = 3;
 | 
					 | 
				
			||||||
float AS_MISSILE = 4;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
//
 | 
					 | 
				
			||||||
// 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;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
.float show_hostile; // 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 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;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
//===========================================================================
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
//
 | 
					 | 
				
			||||||
// builtin functions
 | 
					 | 
				
			||||||
//
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
void(vector ang) makevectors = #1; // sets v_forward, etc globals
 | 
					void(vector ang) makevectors = #1; // sets v_forward, etc globals
 | 
				
			||||||
void(entity e, vector o) setorigin = #2;
 | 
					void(entity e, vector o) setorigin = #2;
 | 
				
			||||||
| 
						 | 
					@ -568,18 +190,19 @@ void() break = #6;
 | 
				
			||||||
float() random = #7; // returns 0 - 1
 | 
					float() random = #7; // returns 0 - 1
 | 
				
			||||||
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
 | 
					void(entity e, float chan, string samp, float vol, float atten) sound = #8;
 | 
				
			||||||
vector(vector v) normalize = #9;
 | 
					vector(vector v) normalize = #9;
 | 
				
			||||||
void(string e) error = #10;
 | 
					[[noreturn]] void(string e) error = #10;
 | 
				
			||||||
void(string e) objerror = #11;
 | 
					[[noreturn]] void(string e) objerror = #11;
 | 
				
			||||||
float(vector v) vlen = #12;
 | 
					float(vector v) vlen = #12;
 | 
				
			||||||
float(vector v) vectoyaw = #13;
 | 
					float(vector v) vectoyaw = #13;
 | 
				
			||||||
entity() spawn = #14;
 | 
					entity() spawn = #14;
 | 
				
			||||||
void(entity e) remove = #15;
 | 
					void(entity e) remove = #15;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// sets trace_* globals
 | 
					/* sets trace_* globals
 | 
				
			||||||
// nomonsters can be:
 | 
					 * nomonsters can be:
 | 
				
			||||||
// An entity will also be ignored for testing if forent == test,
 | 
					 * An entity will also be ignored for testing if forent == test,
 | 
				
			||||||
// forent->owner == test, or test->owner == forent
 | 
					 * forent->owner == test, or test->owner == forent
 | 
				
			||||||
// a forent of world is ignored
 | 
					 * a forent of world is ignored
 | 
				
			||||||
 | 
					 */
 | 
				
			||||||
void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
 | 
					void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
entity() checkclient = #17; // returns a client to look for
 | 
					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
 | 
					void(entity e) eprint = #31; // prints an entire edict
 | 
				
			||||||
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
 | 
					float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
 | 
				
			||||||
// #33 was removed
 | 
					// #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;
 | 
					void(float style, string value) lightstyle = #35;
 | 
				
			||||||
float(float v) rint = #36; // round to nearest int
 | 
					float(float v) rint = #36; // round to nearest int
 | 
				
			||||||
float(float v) floor = #37; // largest integer <= v
 | 
					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
 | 
					float(string s) cvar = #45; // return cvar.value
 | 
				
			||||||
void(string s) localcmd = #46; // put string into local que
 | 
					void(string s) localcmd = #46; // put string into local que
 | 
				
			||||||
entity(entity e) nextent = #47; // for looping through all ents
 | 
					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
 | 
					// start a particle effect
 | 
				
			||||||
void() ChangeYaw = #49; // turn towards self.ideal_yaw
 | 
					void(vector o, vector d, float color, float count) particle = #48;
 | 
				
			||||||
// at self.yaw_speed
 | 
					void() ChangeYaw = #49; // turn towards self.ideal_yaw at self.yaw_speed
 | 
				
			||||||
// #50 was removed
 | 
					// #50 was removed
 | 
				
			||||||
vector(vector v) vectoangles = #51;
 | 
					vector(vector v) vectoangles = #51;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//
 | 
					 | 
				
			||||||
// direct client message generation
 | 
					// direct client message generation
 | 
				
			||||||
//
 | 
					 | 
				
			||||||
void(float to, float f) WriteByte = #52;
 | 
					void(float to, float f) WriteByte = #52;
 | 
				
			||||||
void(float to, float f) WriteChar = #53;
 | 
					void(float to, float f) WriteChar = #53;
 | 
				
			||||||
void(float to, float f) WriteShort = #54;
 | 
					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, string s) WriteString = #58;
 | 
				
			||||||
void(float to, entity s) WriteEntity = #59;
 | 
					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;
 | 
					void(float step) movetogoal = #67;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
string(string s) precache_file = #68; // no effect except for -copy
 | 
					string(string s) precache_file = #68; // no effect except for -copy
 | 
				
			||||||
void(entity e) makestatic = #69;
 | 
					void(entity e) makestatic = #69;
 | 
				
			||||||
void(string s) changelevel = #70;
 | 
					void(string s) changelevel = #70;
 | 
				
			||||||
 | 
					 | 
				
			||||||
//#71 was removed
 | 
					//#71 was removed
 | 
				
			||||||
 | 
					 | 
				
			||||||
void(string var, string val) cvar_set = #72; // sets cvar.value
 | 
					void(string var, string val) cvar_set = #72; // sets cvar.value
 | 
				
			||||||
 | 
					 | 
				
			||||||
void(entity client, string s) centerprint = #73; // sprint, but in middle
 | 
					void(entity client, string s) centerprint = #73; // sprint, but in middle
 | 
				
			||||||
 | 
					 | 
				
			||||||
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
 | 
					void(vector pos, string samp, float vol, float atten) ambientsound = #74;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
string(string s) precache_model2 = #75; // registered version only
 | 
					string(string s) precache_model2 = #75; // registered version only
 | 
				
			||||||
string(string s) precache_sound2 = #76; // registered version only
 | 
					string(string s) precache_sound2 = #76; // registered version only
 | 
				
			||||||
string(string s) precache_file2 = #77; // registered version only
 | 
					string(string s) precache_file2 = #77; // registered version only
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void(entity e) setspawnparms = #78; // set parm1... to the
 | 
					// set parm1... to the values at level start for coop respawn
 | 
				
			||||||
// values at level start
 | 
					void(entity e) setspawnparms = #78;
 | 
				
			||||||
// for coop respawn
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
//============================================================================
 | 
					// 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
 | 
					// subs.qc
 | 
				
			||||||
//
 | 
					 | 
				
			||||||
void(vector tdest, float tspeed, void() func) SUB_CalcMove;
 | 
					void(vector tdest, float tspeed, void() func) SUB_CalcMove;
 | 
				
			||||||
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
 | 
					void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
 | 
				
			||||||
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
 | 
					void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
 | 
				
			||||||
| 
						 | 
					@ -680,14 +601,9 @@ void() SUB_Null;
 | 
				
			||||||
void() SUB_UseTargets;
 | 
					void() SUB_UseTargets;
 | 
				
			||||||
void() SUB_Remove;
 | 
					void() SUB_Remove;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//
 | 
					 | 
				
			||||||
// combat.qc
 | 
					// combat.qc
 | 
				
			||||||
//
 | 
					 | 
				
			||||||
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
 | 
					void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
 | 
				
			||||||
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
float(entity e, float healamount, float ignore) T_Heal; // health function
 | 
					float(entity e, float healamount, float ignore) T_Heal; // health function
 | 
				
			||||||
 | 
					 | 
				
			||||||
float(entity targ, entity inflictor) CanDamage;
 | 
					float(entity targ, entity inflictor) CanDamage;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// EOF
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -1,9 +1,9 @@
 | 
				
			||||||
 | 
					
 | 
				
			||||||
float DOOR_START_OPEN = 1;
 | 
					const float DOOR_START_OPEN = 1;
 | 
				
			||||||
float DOOR_DONT_LINK = 4;
 | 
					const float DOOR_DONT_LINK = 4;
 | 
				
			||||||
float DOOR_GOLD_KEY = 8;
 | 
					const float DOOR_GOLD_KEY = 8;
 | 
				
			||||||
float DOOR_SILVER_KEY = 16;
 | 
					const float DOOR_SILVER_KEY = 16;
 | 
				
			||||||
float DOOR_TOGGLE = 32;
 | 
					const float DOOR_TOGGLE = 32;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
/*
 | 
					/*
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					@ -531,11 +531,11 @@ void() fd_secret_move5;
 | 
				
			||||||
void() fd_secret_move6;
 | 
					void() fd_secret_move6;
 | 
				
			||||||
void() fd_secret_done;
 | 
					void() fd_secret_done;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
float SECRET_OPEN_ONCE = 1; // stays open
 | 
					const float SECRET_OPEN_ONCE = 1; // stays open
 | 
				
			||||||
float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
 | 
					const float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
 | 
				
			||||||
float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
 | 
					const float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
 | 
				
			||||||
float SECRET_NO_SHOOT = 8; // only opened by trigger
 | 
					const float SECRET_NO_SHOOT = 8; // only opened by trigger
 | 
				
			||||||
float SECRET_YES_SHOOT = 16; // shootable even if targeted
 | 
					const float SECRET_YES_SHOOT = 16; // shootable even if targeted
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void() fd_secret_use = {
 | 
					void() fd_secret_use = {
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -101,8 +101,8 @@ rot you down to your maximum health limit,
 | 
				
			||||||
one point per second.
 | 
					one point per second.
 | 
				
			||||||
*/
 | 
					*/
 | 
				
			||||||
 | 
					
 | 
				
			||||||
float H_ROTTEN = 1;
 | 
					const float H_ROTTEN = 1;
 | 
				
			||||||
float H_MEGA = 2;
 | 
					const float H_MEGA = 2;
 | 
				
			||||||
.float healamount, healtype;
 | 
					.float healamount, healtype;
 | 
				
			||||||
void() health_touch;
 | 
					void() health_touch;
 | 
				
			||||||
void() item_megahealth_rot;
 | 
					void() item_megahealth_rot;
 | 
				
			||||||
| 
						 | 
					@ -387,7 +387,7 @@ void() weapon_touch = {
 | 
				
			||||||
		return;
 | 
							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;
 | 
						stemp = self;
 | 
				
			||||||
	self = other;
 | 
						self = other;
 | 
				
			||||||
	best = W_BestWeapon();
 | 
						best = W_BestWeapon();
 | 
				
			||||||
| 
						 | 
					@ -587,7 +587,7 @@ void() ammo_touch = {
 | 
				
			||||||
		return;
 | 
							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;
 | 
						stemp = self;
 | 
				
			||||||
	self = other;
 | 
						self = other;
 | 
				
			||||||
	best = W_BestWeapon();
 | 
						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
 | 
					/*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!
 | 
					DO NOT USE THIS!!!! IT WILL BE REMOVED!
 | 
				
			||||||
*/
 | 
					*/
 | 
				
			||||||
 | 
					
 | 
				
			||||||
float WEAPON_SHOTGUN = 1;
 | 
					const float WEAPON_SHOTGUN = 1;
 | 
				
			||||||
float WEAPON_ROCKET = 2;
 | 
					const float WEAPON_ROCKET = 2;
 | 
				
			||||||
float WEAPON_SPIKES = 4;
 | 
					const float WEAPON_SPIKES = 4;
 | 
				
			||||||
float WEAPON_BIG = 8;
 | 
					const float WEAPON_BIG = 8;
 | 
				
			||||||
void() item_weapon = {
 | 
					void() item_weapon = {
 | 
				
			||||||
	self.touch = ammo_touch;
 | 
						self.touch = ammo_touch;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -14,7 +14,7 @@ void() info_notnull = {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//============================================================================
 | 
					//============================================================================
 | 
				
			||||||
 | 
					
 | 
				
			||||||
float START_OFF = 1;
 | 
					const float START_OFF = 1;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void() light_use = {
 | 
					void() light_use = {
 | 
				
			||||||
	if(self.spawnflags & START_OFF) {
 | 
						if(self.spawnflags & START_OFF) {
 | 
				
			||||||
| 
						 | 
					@ -269,8 +269,8 @@ void() misc_explobox2 = {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//============================================================================
 | 
					//============================================================================
 | 
				
			||||||
 | 
					
 | 
				
			||||||
float SPAWNFLAG_SUPERSPIKE = 1;
 | 
					const float SPAWNFLAG_SUPERSPIKE = 1;
 | 
				
			||||||
float SPAWNFLAG_LASER = 2;
 | 
					const float SPAWNFLAG_LASER = 2;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void(vector org, vector vec) LaunchLaser;
 | 
					void(vector org, vector vec) LaunchLaser;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					@ -500,14 +500,12 @@ void() func_wall = {
 | 
				
			||||||
/*QUAKED func_illusionary(0 .5 .8) ?
 | 
					/*QUAKED func_illusionary(0 .5 .8) ?
 | 
				
			||||||
A simple entity that looks solid but lets you walk through it.
 | 
					A simple entity that looks solid but lets you walk through it.
 | 
				
			||||||
*/
 | 
					*/
 | 
				
			||||||
void() func_illusionary =
 | 
					void() func_illusionary = {
 | 
				
			||||||
 | 
					 | 
				
			||||||
{
 | 
					 | 
				
			||||||
	self.angles = '0 0 0';
 | 
						self.angles = '0 0 0';
 | 
				
			||||||
	self.movetype = MOVETYPE_NONE;
 | 
						self.movetype = MOVETYPE_NONE;
 | 
				
			||||||
	self.solid = SOLID_NOT;
 | 
						self.solid = SOLID_NOT;
 | 
				
			||||||
	setmodel(self, self.model);
 | 
						setmodel(self, self.model);
 | 
				
			||||||
	makestatic();
 | 
						makestatic(self);
 | 
				
			||||||
};
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
/*QUAKED func_episodegate(0 .5 .8) ? E1 E2 E3 E4
 | 
					/*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);
 | 
								 chainsaw(0);
 | 
				
			||||||
			 self.nextthink = self.nextthink + random() * 0.2;
 | 
								 self.nextthink = self.nextthink + random() * 0.2;
 | 
				
			||||||
									}; // slight variation
 | 
														}; // 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_smash13 = [ $smash13, ogre_smash14 ] {ai_charge(4);};
 | 
				
			||||||
void() ogre_smash14 = [ $smash14, ogre_run1 ] {ai_charge(12);};
 | 
					void() ogre_smash14 = [ $smash14, ogre_run1 ] {ai_charge(12);};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -6,7 +6,7 @@ void() plat_trigger_use;
 | 
				
			||||||
void() plat_go_up;
 | 
					void() plat_go_up;
 | 
				
			||||||
void() plat_go_down;
 | 
					void() plat_go_down;
 | 
				
			||||||
void() plat_crush;
 | 
					void() plat_crush;
 | 
				
			||||||
float PLAT_LOW_TRIGGER = 1;
 | 
					const float PLAT_LOW_TRIGGER = 1;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void() plat_spawn_inside_trigger = {
 | 
					void() plat_spawn_inside_trigger = {
 | 
				
			||||||
	local entity 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
 | 
					QuakeEd only writes a single float for angles(bad idea), so up and down are
 | 
				
			||||||
just constant angles.
 | 
					just constant angles.
 | 
				
			||||||
*/
 | 
					*/
 | 
				
			||||||
vector() SetMovedir = {
 | 
					void() SetMovedir = {
 | 
				
			||||||
	if(self.angles == '0 -1 0') {
 | 
						if(self.angles == '0 -1 0') {
 | 
				
			||||||
		self.movedir = '0 0 1';
 | 
							self.movedir = '0 0 1';
 | 
				
			||||||
	} else if(self.angles == '0 -2 0') {
 | 
						} else if(self.angles == '0 -2 0') {
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -8,8 +8,8 @@ void() trigger_reactivate = {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//=============================================================================
 | 
					//=============================================================================
 | 
				
			||||||
 | 
					
 | 
				
			||||||
float SPAWNFLAG_NOMESSAGE = 1;
 | 
					const float SPAWNFLAG_NOMESSAGE = 1;
 | 
				
			||||||
float SPAWNFLAG_NOTOUCH = 1;
 | 
					const float SPAWNFLAG_NOTOUCH = 1;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// the wait time has passed, so set back up for another activation
 | 
					// the wait time has passed, so set back up for another activation
 | 
				
			||||||
void() multi_wait = {
 | 
					void() multi_wait = {
 | 
				
			||||||
| 
						 | 
					@ -256,8 +256,8 @@ TELEPORT TRIGGERS
 | 
				
			||||||
==============================================================================
 | 
					==============================================================================
 | 
				
			||||||
*/
 | 
					*/
 | 
				
			||||||
 | 
					
 | 
				
			||||||
float PLAYER_ONLY = 1;
 | 
					const float PLAYER_ONLY = 1;
 | 
				
			||||||
float SILENT = 2;
 | 
					const float SILENT = 2;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void() play_teleport = {
 | 
					void() play_teleport = {
 | 
				
			||||||
	local float v;
 | 
						local float v;
 | 
				
			||||||
| 
						 | 
					@ -533,7 +533,7 @@ void() trigger_hurt = {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//============================================================================
 | 
					//============================================================================
 | 
				
			||||||
 | 
					
 | 
				
			||||||
float PUSH_ONCE = 1;
 | 
					const float PUSH_ONCE = 1;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void() trigger_push_touch = {
 | 
					void() trigger_push_touch = {
 | 
				
			||||||
	if(other.classname == "grenade") {
 | 
						if(other.classname == "grenade") {
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -982,7 +982,7 @@ void() CycleWeaponCommand = {
 | 
				
			||||||
	it = self.items;
 | 
						it = self.items;
 | 
				
			||||||
	self.impulse = 0;
 | 
						self.impulse = 0;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	while(1) {
 | 
						for(;;) {
 | 
				
			||||||
		am = 0;
 | 
							am = 0;
 | 
				
			||||||
		if(self.weapon == IT_LIGHTNING) {
 | 
							if(self.weapon == IT_LIGHTNING) {
 | 
				
			||||||
			self.weapon = IT_AXE;
 | 
								self.weapon = IT_AXE;
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -157,7 +157,7 @@ float() WizardCheckAttack = {
 | 
				
			||||||
WizardAttackFinished
 | 
					WizardAttackFinished
 | 
				
			||||||
=================
 | 
					=================
 | 
				
			||||||
*/
 | 
					*/
 | 
				
			||||||
float() WizardAttackFinished = {
 | 
					void() WizardAttackFinished = {
 | 
				
			||||||
	if(enemy_range >= RANGE_MID || !enemy_vis) {
 | 
						if(enemy_range >= RANGE_MID || !enemy_vis) {
 | 
				
			||||||
		self.attack_state = AS_STRAIGHT;
 | 
							self.attack_state = AS_STRAIGHT;
 | 
				
			||||||
		self.think = wiz_run1;
 | 
							self.think = wiz_run1;
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -50,7 +50,7 @@ $frame paine29 paine30
 | 
				
			||||||
 | 
					
 | 
				
			||||||
$frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6
 | 
					$frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6
 | 
				
			||||||
 | 
					
 | 
				
			||||||
float SPAWN_CRUCIFIED = 1;
 | 
					const float SPAWN_CRUCIFIED = 1;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//=============================================================================
 | 
					//=============================================================================
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
							
								
								
									
										2
									
								
								todo
									
									
									
									
									
								
							
							
						
						
									
										2
									
								
								todo
									
									
									
									
									
								
							| 
						 | 
					@ -1,9 +1,9 @@
 | 
				
			||||||
core features:
 | 
					core features:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
all players keep starting weapons
 | 
					 | 
				
			||||||
corpse pickups have keys
 | 
					corpse pickups have keys
 | 
				
			||||||
custom pronouns
 | 
					custom pronouns
 | 
				
			||||||
distributed ammo
 | 
					distributed ammo
 | 
				
			||||||
 | 
					lives counting
 | 
				
			||||||
no friendly fire by default
 | 
					no friendly fire by default
 | 
				
			||||||
 | 
					
 | 
				
			||||||
useful features:
 | 
					useful features:
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
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		Reference in New Issue
	
	Block a user