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techforce

Defs.qc

Oct 14th, 2011
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  1. entity self;
  2. entity other;
  3. entity world;
  4. //entity progs;
  5. float time    = 0;
  6. float frametime    = 0;
  7. float force_retouch;
  8. string mapname    = "";
  9. float deathmatch    = 0;
  10. float coop    = 0;
  11. float teamplay;
  12. float serverflags;
  13. float total_secrets    = 0;
  14. float total_monsters    = 0;
  15. float found_secrets;
  16. float killed_monsters;
  17. float       parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
  18. vector      v_forward, v_up, v_right;
  19.  
  20. float trace_allsolid    = 0;
  21. float trace_startsolid    = 0;
  22. float trace_fraction;
  23. vector trace_endpos;
  24. vector trace_plane_normal    = '0 0 0';
  25. float trace_plane_dist    = 0;
  26. entity trace_ent;
  27. float trace_inopen    = 0;
  28. float trace_inwater    = 0;
  29. entity msg_entity;
  30. void () main;
  31. void () StartFrame;
  32. void () PlayerPreThink;
  33. void () PlayerPostThink;
  34. void () ClientKill;
  35. void () ClientConnect;
  36. void () PutClientInServer;
  37. void () ClientDisconnect;
  38. void () SetNewParms;
  39. void () SetChangeParms;
  40.  
  41. //++++++++++++++++++
  42. void end_sys_globals;
  43. //++++++++++++++++++
  44. void (string s) dprint2 = #25;
  45. .float modelindex;
  46. .vector absmin;
  47. .vector absmax;
  48.  
  49. .float ltime;
  50. .float movetype;
  51. .float solid;
  52.  
  53. .vector origin;
  54. .vector oldorigin;
  55. .vector velocity;
  56. .vector angles;
  57. .vector avelocity;
  58.  
  59. .vector punchangle;
  60.  
  61. .string classname;
  62. .string model;
  63. .float frame;
  64. .float skin;
  65. .float effects;
  66.  
  67. .vector mins;
  68. .vector maxs;
  69. .vector size;
  70. .void() touch;
  71. .void() use;
  72. .void() think;
  73. .void() blocked;
  74.  
  75. .float nextthink;
  76. .entity groundentity;
  77.  
  78. .float health;
  79. .float frags;
  80.  
  81. .float weapon;
  82. .string weaponmodel;
  83. .float weaponframe;
  84. .float currentammo;
  85. .float ammo_shells;
  86. .float ammo_nails;
  87. .float ammo_rockets;
  88. .float ammo_cells;
  89.  
  90. .float items;
  91. .float takedamage;
  92. .entity chain;
  93. .float deadflag;
  94.  
  95. .vector view_ofs;
  96. .float button0;
  97. .float button1;
  98. .float button2;
  99. .float impulse;
  100. .float fixangle;
  101. .vector v_angle;
  102. .float idealpitch;
  103.  
  104. .string netname;
  105. .entity enemy;
  106. .float flags;
  107. .float colormap;
  108. .float team;
  109. .float max_health;
  110. .float teleport_time;
  111. .float armortype;
  112. .float armorvalue;
  113. .float waterlevel;
  114. .float watertype;
  115. .float ideal_yaw;
  116. .float yaw_speed;
  117. .entity aiment;
  118. .entity goalentity;
  119. .float spawnflags;
  120. .string target;
  121. .string targetname;
  122. .float dmg_take;
  123. .float dmg_save;
  124. .entity dmg_inflictor;
  125. .entity owner;
  126. .vector movedir;
  127. .string message;
  128. .float sounds;
  129. .string noise;
  130. .string noise1;
  131. .string noise2;
  132. .string noise3;
  133.  
  134. //+++++++++++++++
  135. void end_sys_fields;
  136. //+++++++++++++++
  137.  
  138.  
  139. float FALSE    = 0;
  140. float TRUE    = 1;
  141. float FL_FLY    = 1;
  142. float FL_SWIM    = 2;
  143. float FL_CLIENT    = 8;
  144. float FL_INWATER    = 16;
  145. float FL_MONSTER    = 32;
  146. float FL_GODMODE    = 64;
  147. float FL_NOTARGET    = 128;
  148. float FL_ITEM    = 256;
  149. float FL_ONGROUND    = 512;
  150. float FL_PARTIALGROUND    = 1024;
  151. float FL_WATERJUMP    = 2048;
  152. float FL_JUMPRELEASED    = 4096;
  153. float MOVETYPE_NONE    = 0;
  154. float MOVETYPE_WALK    = 3;
  155. float MOVETYPE_STEP    = 4;
  156. float MOVETYPE_FLY    = 5;
  157. float MOVETYPE_TOSS    = 6;
  158. float MOVETYPE_PUSH    = 7;
  159. float MOVETYPE_NOCLIP    = 8;
  160. float MOVETYPE_FLYMISSILE    = 9;
  161. float MOVETYPE_BOUNCE    = 10;
  162. float MOVETYPE_BOUNCEMISSILE    = 11;
  163. float SOLID_NOT    = 0;
  164. float SOLID_TRIGGER    = 1;
  165. float SOLID_BBOX    = 2;
  166. float SOLID_SLIDEBOX    = 3;
  167. float SOLID_BSP    = 4;
  168. float RANGE_MELEE    = 0;
  169. float RANGE_NEAR    = 1;
  170. float RANGE_MID    = 2;
  171. float RANGE_FAR    = 3;
  172. float DEAD_NO    = 0;
  173. float DEAD_DYING    = 1;
  174. float DEAD_DEAD    = 2;
  175. float DEAD_RESPAWNABLE    = 3;
  176. float DAMAGE_NO    = 0;
  177. float DAMAGE_YES    = 1;
  178. float DAMAGE_AIM    = 2;
  179. float IT_AXE    = 4096;
  180. float IT_SHOTGUN    = 1;
  181. float IT_SUPER_SHOTGUN    = 2;
  182. float IT_NAILGUN    = 4;
  183. float IT_SUPER_NAILGUN    = 8;
  184. float IT_GRENADE_LAUNCHER    = 16;
  185. float IT_ROCKET_LAUNCHER    = 32;
  186. float IT_LIGHTNING    = 64;
  187. float IT_HOOK    = 0;
  188. float IT_BLAZE_GUN = 128;
  189. float IT_SHELLS    = 256;
  190. float IT_NAILS    = 512;
  191. float IT_ROCKETS    = 1024;
  192. float IT_CELLS    = 2048;
  193. float IT_ARMOR1    = 8192;
  194. float IT_ARMOR2    = 16384;
  195. float IT_ARMOR3    = 32768;
  196. float IT_SUPERHEALTH    = 65536;
  197. float IT_KEY1    = 131072;
  198. float IT_KEY2    = 262144;
  199. float IT_INVISIBILITY    = 524288;
  200. float IT_INVULNERABILITY    = 1048576;
  201. float IT_SUIT    = 2097152;
  202. float IT_QUAD    = 4194304;
  203. float IT_MINE_LAYER    = 8388608;
  204. float CONTENT_EMPTY    = -1;
  205. float CONTENT_SOLID    = -2;
  206. float CONTENT_WATER    = -3;
  207. float CONTENT_SLIME    = -4;
  208. float CONTENT_LAVA    = -5;
  209. float CONTENT_SKY    = -6;
  210. float STATE_TOP    = 0;
  211. float STATE_BOTTOM    = 1;
  212. float STATE_UP    = 2;
  213. float STATE_DOWN    = 3;
  214. vector VEC_ORIGIN    = '0 0 0';
  215. vector VEC_HULL_MIN    = '-16 -16 -24';
  216. vector VEC_HULL_MAX    = '16 16 32';
  217. vector VEC_HULL2_MIN    = '-32 -32 -24';
  218. vector VEC_HULL2_MAX    = '32 32 64';
  219. float SVC_TEMPENTITY    = 23;
  220. float SVC_KILLEDMONSTER    = 27;
  221. float SVC_FOUNDSECRET    = 28;
  222. float SVC_INTERMISSION    = 30;
  223. float SVC_FINALE    = 31;
  224. float SVC_CDTRACK    = 32;
  225. float SVC_SELLSCREEN    = 33;
  226. float TE_SPIKE    = 0;
  227. float TE_SUPERSPIKE    = 1;
  228. float TE_GUNSHOT    = 2;
  229. float TE_EXPLOSION    = 3;
  230. float TE_TAREXPLOSION    = 4;
  231. float TE_LIGHTNING1    = 5;
  232. float TE_LIGHTNING2    = 6;
  233. float TE_WIZSPIKE    = 7;
  234. float TE_KNIGHTSPIKE    = 8;
  235. float TE_LIGHTNING3    = 9;
  236. float TE_LAVASPLASH    = 10;
  237. float TE_TELEPORT    = 11;
  238. float CHAN_AUTO    = 0;
  239. float CHAN_WEAPON    = 1;
  240. float CHAN_VOICE    = 2;
  241. float CHAN_ITEM    = 3;
  242. float CHAN_BODY    = 4;
  243. float CHAN_DEV  = 5;
  244. float CHAN_RUNE = 6;
  245. float ATTN_NONE    = 0;
  246. float ATTN_NORM    = 1;
  247. float ATTN_IDLE    = 2;
  248. float ATTN_STATIC    = 3;
  249. float UPDATE_GENERAL    = 0;
  250. float UPDATE_STATIC    = 1;
  251. float UPDATE_BINARY    = 2;
  252. float UPDATE_TEMP    = 3;
  253. float EF_BRIGHTFIELD    = 1;
  254. float EF_MUZZLEFLASH    = 2;
  255. float EF_BRIGHTLIGHT    = 4;
  256. float EF_DIMLIGHT    = 8;
  257. float MSG_BROADCAST    = 0;
  258. float MSG_ONE    = 1;
  259. float MSG_ALL    = 2;
  260. float MSG_INIT    = 3;
  261. float movedist;
  262. float gameover    = 0;
  263. string string_null    = "";
  264. float empty_float    = 0;
  265. entity newmis;
  266. entity activator;
  267. entity damage_attacker;
  268. float framecount;
  269. float skill;
  270. entity runespawn; // Place rune will be spawned into
  271. float runespawned;
  272. float capturespawned;
  273. float teamscored;
  274. .string map;
  275. .float worldtype;
  276. .string killtarget;
  277. .float style;
  278. .void() th_stand;
  279. .void() th_walk;
  280. .void() th_run;
  281. .void() th_missile;
  282. .void() th_melee;
  283. .void(entity attacker, float damage) th_pain;
  284. .void() th_die;
  285. .float speed;
  286. .float lefty;
  287. float AS_STRAIGHT    = 1;
  288. float AS_SLIDING    = 2;
  289. float AS_MELEE    = 3;
  290. float AS_MISSILE    = 4;
  291. .float walkframe;
  292. .float attack_finished;
  293. .float pain_finished;
  294. .float hook_out;
  295. .float invincible_finished;
  296. .float invisible_finished;
  297. .float super_damage_finished;
  298. .float radsuit_finished;
  299. .float invincible_time;
  300. .float invincible_sound;
  301. .float invisible_time;
  302. .float invisible_sound;
  303. .float super_time;
  304. .float super_sound;
  305. .float regeneration_sound;
  306. .float haste_sound;
  307. .float rad_time;
  308. .float fly_sound;
  309. .float axhitme;
  310. .float show_hostile;
  311. .float jump_flag;
  312. .float swim_flag;
  313. .float air_finished;
  314. .float bubble_count;
  315. .string deathtype;
  316. .float player_flag;
  317. .float staydeadtime;
  318. .float regen_time;
  319. .float rune_notice_time;
  320. .string mdl;
  321. .vector mangle;
  322. .float t_length;
  323. .float t_width;
  324. .vector dest;
  325. .vector dest1;
  326. .vector dest2;
  327. .float wait;
  328. .float delay;
  329. .entity trigger_field;
  330. .string noise4;
  331. .float pausetime;
  332. .entity movetarget;
  333. .float aflag;
  334. .float dmg;
  335. .float cnt;
  336. .void() think1;
  337. .vector finaldest;
  338. .vector finalangle;
  339. .float count;
  340. .float lip;
  341. .float state;
  342. .vector pos1;
  343. .vector pos2;
  344. .float height;
  345. .float distance;
  346. .float accesslvl;
  347. .float viewzoom;
  348.  
  349. void (entity e) eprint = #31;
  350. void (entity client, string s, ...) centerprint2 = #73;
  351. void (entity client, string s, ...) centerprint3 = #73;
  352. void (entity client, string s, ...) centerprint4 = #73;
  353. void (entity client, string s, ...) centerprint5 = #73;
  354. void (entity client, string s, ...) centerprint6 = #73;
  355. void (entity client, string s, ...) centerprint7 = #73;
  356. void (vector ang) makevectors = #1;
  357. void (entity e, vector o) setorigin = #2;
  358. void (entity e, string m) setmodel = #3;
  359. void (entity e, vector min, vector max) setsize = #4;
  360. void () break = #6;
  361. float () random = #7;
  362. void (entity e, float chan, string samp, float vol, float atten) sound = #8;
  363. void(entity e, float chan, string samp, float vol, float atten, float speedpct) soundpitch = #8;
  364.  
  365. vector (vector v) normalize = #9;
  366. void (string e) error = #10;
  367. void (string e) objerror = #11;
  368. float (vector v) vlen = #12;
  369. float (vector v) vectoyaw = #13;
  370. entity () spawn = #14;
  371. void (entity e) remove = #15;
  372. void (vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
  373. entity () checkclient = #17;
  374. entity (entity start, .string fld, string match) find = #18;
  375. string (string s) precache_sound = #19;
  376. string (string s) precache_model = #20;
  377. void (entity client, string s) stuffcmd = #21;
  378. entity (vector org, float rad) findradius = #22;
  379. //void (string s) bprint = #23;
  380. //void (entity client, string s) sprint = #24;
  381. void (string s,...) bprint = #23; //<-- fix
  382. void (entity client, string s,...) sprint = #24; //--fix
  383.  
  384. void (string dp) dprint =
  385. {
  386.     if (self.classname == "player")
  387.     {
  388.         dprint2 (dp);
  389.     }
  390.     else
  391.     {
  392.         bprint (dp);
  393.     }
  394. };
  395.  
  396.  
  397.  
  398. string (float f) ftos = #26;
  399. string (vector v) vtos = #27;
  400. void () coredump = #28;
  401. void () traceon = #29;
  402. void () traceoff = #30;
  403. float (float yaw, float dist) walkmove = #32;
  404. float () droptofloor = #34;
  405. void (float style, string value) lightstyle = #35;
  406. float (float v) rint = #36;
  407. float (float v) floor = #37;
  408. float (float v) ceil = #38;
  409. float (entity e) checkbottom = #40;
  410. float (vector v) pointcontents = #41;
  411. float (float f) fabs = #43;
  412. vector (entity e, float speed) aim = #44;
  413. float (string s) cvar = #45;
  414. void (string s) localcmd = #46;
  415. entity (entity e) nextent = #47;
  416. void (vector o, vector d, float color, float count) particle = #48;
  417. void () ChangeYaw = #49;
  418. vector (vector v) vectoangles = #51;
  419. void (float to, float f) WriteByte = #52;
  420. void (float to, float f) WriteChar = #53;
  421. void (float to, float f) WriteShort = #54;
  422. void (float to, float f) WriteLong = #55;
  423. void (float to, float f) WriteCoord = #56;
  424. void (float to, float f) WriteAngle = #57;
  425. void (float to, string s) WriteString = #58;
  426. void (float to, entity s) WriteEntity = #59;
  427. void (float step) movetogoal = #67;
  428. string (string s) precache_file = #68;
  429. void (entity e) makestatic = #69;
  430. void (string s) changelevel = #70;
  431. //void (string var, string val) cvar_set = #72;
  432. void(string var, string val, ...) cvar_set = #72;
  433. void (entity client, string s, ...) centerprint = #73;
  434. void (vector pos, string samp, float vol, float atten) ambientsound = #74;
  435. string (string s) precache_model2 = #75;
  436. string (string s) precache_sound2 = #76;
  437. string (string s) precache_file2 = #77;
  438. void (entity e) setspawnparms = #78;
  439. void (string s) bprintcat = #23;
  440. void (entity client, string s) sprintcat = #24;
  441. void (string s) dprintcat = #25;
  442. void (entity client, string s, ...) centerprintcat = #73;
  443. //void(string s, ...) dprint            = #25;
  444. entity () MultiSelectSpawnPoint ;
  445. float SPAWNFLAG_SUPERSPIKE    = 1;
  446. float SPAWNFLAG_LASER    = 2;
  447. float SPAWNS; // check map for spawn positions
  448. float BLUESPAWNS;
  449. float REDSPAWNS;
  450. float COPPSPAWNS;
  451. float STARTSPAWNS;
  452. float DMSPAWNS;
  453. float TELESPAWNS;
  454. float CD_INT; // CD music intermission
  455. float CD_BGMS; // CD Music start track for map
  456. float CD_BGME; // CD Music end track for map
  457.  
  458. float LIGHTNING_FREQUENCY;
  459. float GUST_SPEED;
  460. float RAIN_LEVEL;
  461. float WEATHER_MOOD;
  462. float STATIC_WEATHER;
  463.  
  464. string tname1;
  465. string tname2;
  466. string tname3;
  467. string tname4;
  468. string tname5;
  469. string tname6;
  470. string tname7;
  471. string tname8;
  472. string tname9;
  473. string tname_a;
  474. string tname_b;
  475. string tname_c;
  476. string tname_d;
  477. string tname_e;
  478. string tname_f;
  479.  
  480.  
  481.  
  482.  
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