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470
mod_slipgate/source/server/defs.qc
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470
mod_slipgate/source/server/defs.qc
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@@ -0,0 +1,470 @@
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/*========================================
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defs.qc
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========================================*/
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/*==========
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System Globals
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==========*/
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entity self, other, world;
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float time, frametime, force_retouch;
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string mapname;
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float deathmatch, coop, teamplay, serverflags;
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float total_secrets, total_monsters, found_secrets, killed_monsters;
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float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8,
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parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
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vector v_forward, v_up, v_right;
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float trace_allsolid, trace_startsolid, trace_fraction;
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vector trace_endpos, trace_plane_normal;
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float trace_plane_dist;
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entity trace_ent;
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float trace_inopen, trace_inwater;
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entity msg_entity;
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void() main, StartFrame, PlayerPreThink, PlayerPostThink, ClientKill, ClientConnect,
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PutClientInServer, ClientDisconnect, SetNewParms, SetChangeParms;
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void end_sys_globals;
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/*==========
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System Fields
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==========*/
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.float modelindex;
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.vector absmin, absmax;
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.float ltime;
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.float movetype;
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.float solid;
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.vector origin;
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.vector oldorigin;
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.vector velocity;
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.vector angles;
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.vector avelocity;
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.vector punchangle;
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.string classname;
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.string model;
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.float frame;
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.float skin;
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.float effects;
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.vector mins, maxs;
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.vector size;
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.void() touch;
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.void() use;
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.void() think;
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.void() blocked;
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.float nextthink;
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.entity groundentity;
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.float health;
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.float frags;
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.float weapon;
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.string weaponmodel;
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.float weaponframe;
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.float currentammo;
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.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
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.float items;
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.float takedamage;
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.entity chain;
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.float deadflag;
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.vector view_ofs;
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.float button0;
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.float button1;
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.float button2;
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.float impulse;
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.float fixangle;
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.vector v_angle;
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.float idealpitch;
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.string netname;
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.entity enemy;
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.float flags;
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.float colormap;
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.float team;
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.float max_health;
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.float teleport_time;
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.float armortype;
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.float armorvalue;
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.float waterlevel;
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.float watertype;
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.float ideal_yaw;
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.float yaw_speed;
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.entity aiment;
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.entity goalentity;
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.float spawnflags;
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.string target;
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.string targetname;
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.float dmg_take;
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.float dmg_save;
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.entity dmg_inflictor;
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.entity owner;
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.vector movedir;
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.string message;
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.float sounds;
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.string noise, noise1, noise2, noise3;
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void end_sys_fields;
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/*==========
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Builtins
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==========*/
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__used void(vector ang) makevectors = #1;
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__used void(entity e, vector o) setorigin = #2;
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__used void(entity e, string m) setmodel = #3;
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__used void(entity e, vector min, vector max) setsize = #4;
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__used void() break = #6;
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__used float() random = #7;
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__used void(entity e, float chan, string samp, float vol, float atten) sound = #8;
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__used vector(vector v) normalize = #9;
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__used void(string e) error = #10;
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__used void(string e) objerror = #11;
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__used float(vector v) vlen = #12;
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__used float(vector v) vectoyaw = #13;
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__used entity() spawn = #14;
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__used void(entity e) remove = #15;
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__used void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
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__used entity() checkclient = #17;
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__used entity(entity start, .string fld, string match) find = #18;
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__used string(string s) precache_sound = #19;
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__used string(string s) precache_model = #20;
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__used void(entity client, string s) stuffcmd = #21;
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__used entity(vector org, float rad) findradius = #22;
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__used void(string s) bprint = #23;
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__used void(entity client, string s, optional string s2) sprint = #24;
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__used void(string s) dprint = #25;
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__used string(float f) ftos = #26;
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__used string(vector v) vtos = #27;
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__used void() coredump = #28;
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__used void() traceon = #29;
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__used void() traceoff = #30;
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__used void(entity e) eprint = #31;
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__used float(float yaw, float dist) walkmove = #32;
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__used float() droptofloor= #34;
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__used void(float style, string value) lightstyle = #35;
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__used float(float v) rint = #36;
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__used float(float v) floor = #37;
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__used float(float v) ceil = #38;
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__used float(entity e) checkbottom = #40;
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__used float(vector v) pointcontents = #41;
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__used float(float f) fabs = #43;
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__used vector(entity e, float speed) aim = #44;
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__used float(string s) cvar = #45;
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__used void(string s) localcmd = #46;
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__used entity(entity e) nextent = #47;
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__used void particle(vector o, vector d, float color, float count) = #48;
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__used void() changeyaw = #49;
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__used vector(vector v) vectoangles = #51;
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__used void(float to, float f) WriteByte = #52;
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__used void(float to, float f) WriteChar = #53;
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__used void(float to, float f) WriteShort = #54;
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__used void(float to, float f) WriteLong = #55;
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__used void(float to, float f) WriteCoord = #56;
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__used void(float to, float f) WriteAngle = #57;
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__used void(float to, string s) WriteString = #58;
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__used void(float to, entity s) WriteEntity = #59;
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__used void(float step) movetogoal = #67;
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__used string(string s) precache_file = #68;
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__used void(entity e) makestatic = #69;
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__used void(string s) changelevel = #70;
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__used void(string var, string val) cvar_set = #72;
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__used void(entity client, string s1, optional string s2, optional string s3,
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optional string s4, optional string s5, optional string s6, optional string s7) centerprint = #73;
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__used void(vector pos, string samp, float vol, float atten) ambientsound = #74;
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__used string(string s) precache_model2 = #75;
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__used string(string s) precache_sound2 = #76;
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__used string(string s) precache_file2 = #77;
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__used void(entity e) setspawnparms = #78;
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/*==========
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Constants
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==========*/
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// booleans
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const float FALSE = 0;
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const float TRUE = 1;
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// flags
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float FL_FLY = 1;
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float FL_SWIM = 2;
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// 4 is unused
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float FL_CLIENT = 8;
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float FL_INWATER = 16;
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float FL_MONSTER = 32;
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float FL_GODMODE = 64;
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float FL_NOTARGET = 128;
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float FL_ITEM = 256;
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float FL_ONGROUND = 512;
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float FL_PARTIALGROUND = 1024;
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float FL_WATERJUMP = 2048;
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float FL_JUMPRELEASED = 4096;
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// movetype
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float MOVETYPE_NONE = 0;
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float MOVETYPE_WALK = 3;
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float MOVETYPE_STEP = 4;
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float MOVETYPE_FLY = 5;
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float MOVETYPE_TOSS = 6;
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float MOVETYPE_PUSH = 7;
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float MOVETYPE_NOCLIP = 8;
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float MOVETYPE_FLYMISSILE = 9;
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float MOVETYPE_BOUNCE = 10;
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// solid
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float SOLID_NOT = 0;
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float SOLID_TRIGGER = 1;
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float SOLID_BBOX = 2;
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float SOLID_SLIDEBOX = 3;
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float SOLID_BSP = 4;
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// range
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float RANGE_MELEE = 0;
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float RANGE_NEAR = 1;
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float RANGE_MID = 2;
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float RANGE_FAR = 3;
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// deadflag
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float DEAD_NO = 0;
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float DEAD_DYING = 1;
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float DEAD_DEAD = 2;
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float DEAD_RESPAWNABLE = 4;
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// takedamage
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float DAMAGE_NO = 0;
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float DAMAGE_YES = 1;
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float DAMAGE_AIM = 2;
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// items
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float IT_SHOTGUN = 1;
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float IT_SUPER_SHOTGUN = 2;
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float IT_NAILGUN = 4;
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float IT_SUPER_NAILGUN = 8;
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float IT_GRENADE_LAUNCHER = 16;
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float IT_ROCKET_LAUNCHER = 32;
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float IT_LIGHTNING = 64;
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float IT_EXTRA_WEAPON = 128;
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float IT_SHELLS = 256;
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float IT_NAILS = 512;
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float IT_ROCKETS = 1024;
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float IT_CELLS = 2048;
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float IT_AXE = 4096;
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float IT_ARMOR1 = 8192;
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float IT_ARMOR2 = 16384;
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float IT_ARMOR3 = 32768;
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float IT_SUPERHEALTH = 65536;
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float IT_KEY1 = 131072;
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float IT_KEY2 = 262144;
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float IT_INVISIBILITY = 524288;
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float IT_INVULNERABILITY = 1048576;
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float IT_SUIT = 2097152;
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float IT_QUAD = 4194304;
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// content
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float CONTENT_EMPTY = -1;
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float CONTENT_SOLID = -2;
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float CONTENT_WATER = -3;
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float CONTENT_SLIME = -4;
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float CONTENT_LAVA = -5;
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float CONTENT_SKY = -6;
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// state
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float STATE_TOP = 0;
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float STATE_BOTTOM = 1;
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float STATE_UP = 2;
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float STATE_DOWN = 3;
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// hull sizes
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vector VEC_ORIGIN = '0 0 0';
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vector VEC_HULL_MIN = '-16 -16 -24';
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vector VEC_HULL_MAX = '16 16 32';
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vector VEC_HULL2_MIN = '-32 -32 -24';
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vector VEC_HULL2_MAX = '32 32 64';
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// protocol bytes
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float SVC_BAD = 0;
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float SVC_NOP = 1;
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float SVC_DISCONNECT = 2;
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float SVC_UPDATESTAT = 3;
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float SVC_VERSION = 4;
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float SVC_SETVIEW = 5;
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float SVC_SOUND = 6;
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float SVC_TIME = 7;
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float SVC_PRINT = 8;
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float SVC_STUFFTEXT = 9;
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float SVC_SETANGLE = 10;
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float SVC_SERVERINFO = 11;
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float SVC_LIGHTSTYLE = 12;
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float SVC_UPDATENAME = 13;
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float SVC_UPDATEFRAGS = 14;
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float SVC_CLIENTDATA = 15;
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float SVC_STOPSOUND = 16;
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float SVC_UPDATECOLORS = 17;
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float SVC_PARTICLE = 18;
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float SVC_DAMAGE = 19;
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float SVC_SPAWNSTATIC = 20;
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float SVC_SPAWNBINARY = 21;
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float SVC_SPAWNBASELINE = 22;
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float SVC_TEMPENTITY = 23;
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float SVC_SETPAUSE = 24;
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float SVC_SIGNONNUM = 25;
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float SVC_CENTERPRINT = 26;
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float SVC_KILLEDMONSTER = 27;
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float SVC_FOUNDSECRET = 28;
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float SVC_SPAWNSTATICSOUND= 29;
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float SVC_INTERMISSION = 30;
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float SVC_FINALE = 31;
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float SVC_CDTRACK = 32;
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float SVC_SELLSCREEN = 33;
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float SVC_CUTSCENE = 34;
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// stats
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float STAT_HEALTH = 0;
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float STAT_FRAGS = 1;
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float STAT_WEAPON = 2;
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float STAT_AMMO = 3;
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float STAT_ARMOR = 4;
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float STAT_WEAPONFRAME = 5;
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float STAT_SHELLS = 6;
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float STAT_NAILS = 7;
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float STAT_ROCKETS = 8;
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float STAT_CELLS = 9;
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float STAT_ACTIVEWEAPON = 10;
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float STAT_TOTALSECRETS = 11;
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float STAT_TOTALMONSTERS = 12;
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float STAT_SECRETS = 13;
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float STAT_MONSTERS = 14;
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// temp ents
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float TE_SPIKE = 0;
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float TE_SUPERSPIKE = 1;
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float TE_GUNSHOT = 2;
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float TE_EXPLOSION = 3;
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float TE_TAREXPLOSION = 4;
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float TE_LIGHTNING1 = 5;
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float TE_LIGHTNING2 = 6;
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float TE_WIZSPIKE = 7;
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float TE_KNIGHTSPIKE = 8;
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float TE_LIGHTNING3 = 9;
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float TE_LAVASPLASH = 10;
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float TE_TELEPORT = 11;
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float TE_EXPLOSION2 = 12;
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float TE_BEAM = 13;
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// sound channels
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float CHAN_AUTO = 0;
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float CHAN_WEAPON = 1;
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float CHAN_VOICE = 2;
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float CHAN_ITEM = 3;
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float CHAN_BODY = 4;
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// sound attenuation
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float ATTN_NONE = 0;
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float ATTN_NORM = 1;
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float ATTN_IDLE = 2;
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float ATTN_STATIC = 3;
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// update types
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float UPDATE_GENERAL = 0;
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float UPDATE_STATIC = 1;
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float UPDATE_BINARY = 2;
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float UPDATE_TEMP = 3;
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// effects
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float EF_BRIGHTFIELD = 1;
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float EF_MUZZLEFLASH = 2;
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float EF_BRIGHTLIGHT = 4;
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float EF_DIMLIGHT = 8;
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// messages
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float MSG_BROADCAST = 0;
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float MSG_ONE = 1;
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float MSG_ALL = 2;
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float MSG_INIT = 3;
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// attack styles
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float AS_STRAIGHT = 1;
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float AS_SLIDING = 2;
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float AS_MELEE = 3;
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float AS_MISSILE = 4;
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float AS_SPAM = 5;
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// traceline flags
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float MOVE_NORMAL = 0;
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float MOVE_NOMONSTERS = 1;
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float MOVE_MISSILE = 2;
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// flags2
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float FL2_ONLADDER = 1;
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float FL2_PROJECTILE = 2;
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/*==========
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Globals
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==========*/
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string string_null;
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entity newmis;
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entity activator;
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float framecount;
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float skill;
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entity lastspawn;
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float developer;
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float sv_gravity;
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float gameover, intermission_running, intermission_exittime;
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string nextmap;
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/*==========
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Fields
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==========*/
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// not used by gamecode, but used by map compiling utilities, so included to stop console warnings
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__used .float light_lev;
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__used .string wad;
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// pain and death
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.void(entity inflictor, entity attacker) th_die;
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.void(entity attacker, float damage) th_pain;
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// monster AI
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.void() th_stand;
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.void() th_walk;
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.void() th_run;
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.void() th_missile;
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.void() th_melee;
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.void() th_spam;
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.float alpha;
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.vector finaldest;
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.float gravity;
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.string killtarget;
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.string map;
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.float style;
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.float style2;
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.float switchshadstyle;
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.void() think1;
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.float worldtype;
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.entity trigger_field;
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.float cnt, colour, count, delay, distance, dmg, height, lip, pausetime, speed, state, volume, wait;
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.float t_length, t_width;
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.string mdl, mdl1, mdl2, mdl3, headmodel;
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.string noise4;
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.vector dest1, dest2;
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.vector pos1, pos2;
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.vector mangle, oldorigin;
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.float attack_finished, pain_finished;
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.float attack_state;
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.entity movetarget, oldenemy;
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.float lefty;
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.float search_time;
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.float show_hostile;
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.float air_finished, fly_sound, health_rot_time, hurt_time, jump_flag, swim_flag, walkframe;
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.string deathtype;
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.float flags2;
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// powerups
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||||
.float invincible_finished, invincible_time, invincible_sound;
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.float invisible_finished, invisible_time, invisible_sound;
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.float super_damage_finished, super_time, super_sound;
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||||
.float radsuit_finished, rad_time;
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||||
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||||
/*==========
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||||
Prototypes
|
||||
==========*/
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||||
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||||
void() monster_death_use;
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||||
void() FoundTarget;
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||||
void(vector org, entity who) spawn_tdeath;
|
||||
void(vector org) spawn_tfog;
|
||||
Reference in New Issue
Block a user