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2019-12-30 22:24:44 +01:00

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/*==============================================================================
SOURCE FOR GLOBALVARS_T C STRUCTURE
==============================================================================*/
//
// system globals
//
entity self;
entity other;
entity world;
float time;
float frametime;
float force_retouch; // force all entities to touch triggers
// next frame. this is needed because
// non-moving things don't normally scan
// for triggers, and when a trigger is
// created (like a teleport trigger), it
// needs to catch everything.
// decremented each frame, so set to 2
// to guarantee everything is touched
string mapname;
float deathmatch;
float coop;
float teamplay;
float serverflags; // propagated from level to level, used to
// keep track of completed episodes
float total_secrets;
float total_monsters;
float found_secrets; // number of secrets found
float killed_monsters; // number of monsters killed
// spawnparms are used to encode information about clients across server
// level changes
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
//
// global variables set by built in functions
//
vector v_forward, v_up, v_right; // set by makevectors()
// set by traceline / tracebox
float trace_allsolid; // both start and end vectors were in a solid (in the void)
float trace_startsolid; // the start point was in a solid
float trace_fraction; // how much of the vector (% from 0 to 1) was traced before it hit something
vector trace_endpos; // the final position (if it didn't hit anything, then this is the same as vec2, otherwise it's the impact point
vector trace_plane_normal; // the normal of the surface it hit
float trace_plane_dist; // used for angled surfaces
entity trace_ent; // the entity it hit (or world if it hit nothing)
float trace_inopen; // if some portion of the trace is in the air
float trace_inwater; // if some portion of the trace is in water (if it's in both air and water, both are set)
entity msg_entity; // destination of single entity writes
//
// required prog functions
//
void() main; // only for testing
void() StartFrame;
void() PlayerPreThink;
void() PlayerPostThink;
void() ClientKill;
void() ClientConnect;
void() PutClientInServer; // call after setting the parm1... parms
void() ClientDisconnect;
void() SetNewParms; // called when a client first connects to
// a server. sets parms so they can be
// saved off for restarts
void() SetChangeParms; // call to set parms for self so they can
// be saved for a level transition
//================================================
void end_sys_globals; // flag for structure dumping
//================================================
/*==============================================================================
SOURCE FOR ENTVARS_T C STRUCTURE
==============================================================================*/
//
// system fields (*** = do not set in prog code, maintained by C code)
//
.float modelindex; // *** model index in the precached list
.vector absmin, absmax; // *** origin + mins / maxs
.float ltime; // local time for entity
.float movetype;
.float solid;
.vector origin; // ***
.vector oldorigin; // ***
.vector velocity;
.vector angles;
.vector avelocity;
.vector punchangle; // temp angle adjust from damage or recoil
.string classname; // spawn function
.string model;
.float frame;
.float skin;
.float effects;
.vector mins, maxs; // bounding box extents reletive to origin
.vector size; // maxs - mins
.void() touch;
.void() use;
.void() think; // Next function to execute
.void() blocked; // for doors or plats, called when can't push other
.float nextthink;
.entity groundentity; // Do not re-use, engine resets value all the time
// stats
.float health;
.float frags; // Used mostly for MP
.float weapon; // one of the IT_SHOTGUN, etc flags
.string weaponmodel;
.float weaponframe;
.float currentammo;
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
.float items; // bit flags
.float takedamage; // Check by many functions for damage
.entity chain; // Can be overwritten by find command
.float deadflag; // Used by client functions
.vector view_ofs; // add to origin to get eye point
.float button0; // fire
.float button1; // use
.float button2; // jump
.float impulse; // weapon changes
.float fixangle; // Make an entity instantly turn
.vector v_angle; // view / targeting angle for players
.float idealpitch; // calculated pitch angle for lookup up slopes
.string netname; // Used mostly for MP
.entity enemy; // Pointer to current entity enemy
.float flags; // FL bitflag operations
.float colormap;
.float team; // Used mostly for Coop
.float max_health; // players maximum health is stored here
.float teleport_time; // don't back up
.float armortype; // save this fraction of incoming damage
.float armorvalue;
.float waterlevel; // 0 = not in, 1 = feet, 2 = waist, 3 = eyes
.float watertype; // a contents value
.float ideal_yaw; // Ideal direction for entity to face
.float yaw_speed; // Speed (in degrees) turning towards ideal
.entity aiment;
.entity goalentity; // a movetarget or an enemy
.float spawnflags; // Mostly custom options for each entity
.string target;
.string targetname;
// damage is accumulated through a frame. and sent as one single
// message, so the super shotgun doesn't generate huge messages
.float dmg_take;
.float dmg_save;
.entity dmg_inflictor;
.entity owner; // who launched a missile
.vector movedir; // mostly for doors, but also used for waterjump
.string message; // trigger messages
.float sounds; // either a cd track number or sound number
.string noise, noise1, noise2, noise3; // contains names of wavs to play
//================================================
void end_sys_fields; // flag for structure dumping
//================================================
/*==============================================================================
VARS NOT REFERENCED BY C CODE
==============================================================================*/
float FALSE = 0;
float TRUE = 1;
float NEGATIVE = -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;
float DEAD_REMOVE = 4;
float DEAD_EXPLODE = 5;
float DEAD_FINISHED = 6;
// 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;
// Used by the engine to update the Sbar with gfx type
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;
float STATE_DISABLED = 4;
float STATE_ENABLED = 5;
float STATE_DELETE = 6;
float STATE_MOVING = 7;
float STATE_ONE = 1;
float STATE_TWO = 2;
vector VEC_ORIGIN = '0 0 0';
// Minion Eggs = Scorpions, Spiders and Voreling
vector VEC_HULLE_MIN = '-2 -2 -2';
vector VEC_HULLE_MAX = '2 2 2';
vector VEC_HULLT_MIN = '-24 -24 0';
vector VEC_HULLT_MAX = '24 24 40';
// Player
vector VEC_HULLSHORT_MIN = '-16 -16 -24';
vector VEC_HULLSHORT_MAX = '16 16 32';
// Original ID Ogre, Shalrath, Demon, Shambler
vector VEC_HULL2_MIN = '-32 -32 -24';
vector VEC_HULL2_MAX = '32 32 64';
// protocol bytes
//----------------------------------------------------------------------
float SVC_DISCONNECT = 2; // Mainly used in client.qc
float SVC_UPDATESTAT = 3; // Force update of stats
float SVC_SETVIEW = 5; // Set camera viewpoint entity
float STAT_TOTALSECRETS = 11; //added total monster message
float STAT_TOTALMONSTERS = 12;
float SVC_TEMPENTITY = 23;
float SVC_SETPAUSE = 24;
float SVC_CENTERPRINT = 26;
float SVC_KILLEDMONSTER = 27;
float SVC_FOUNDSECRET = 28;
float SVC_SPAWNSTATICSOUND= 29;
float SVC_INTERMISSION = 30;
float SVC_FINALE = 31;
float SVC_CDTRACK = 32;
float SVC_SELLSCREEN = 33;
float SVC_CUTSCENE = 34;
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;
float TE_EXPLOSION2 = 12;
float TE_BEAM = 13;
/*------------------------------------------------------------------
New particle types added by (rogue software)
TE_EXPLOSION2 (coloured version of TE_EXPLOSION)
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION2);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
WriteByte (MSG_BROADCAST, 228); // 247
WriteByte (MSG_BROADCAST, 5);
TE_BEAM used to draw a line between two points (grapple hook)
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_BEAM);
WriteEntity (MSG_BROADCAST, h);
WriteCoord (MSG_BROADCAST, h.origin_x);
WriteCoord (MSG_BROADCAST, h.origin_y);
WriteCoord (MSG_BROADCAST, h.origin_z);
WriteCoord (MSG_BROADCAST, player.origin_x);
WriteCoord (MSG_BROADCAST, player.origin_y);
WriteCoord (MSG_BROADCAST, player.origin_z + 16);
------------------------------------------------------------------*/
// 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 CHAN_FEET = 5;
float CHAN_EXTRA1 = 6;
float CHAN_EXTRA2 = 7;
float ATTN_NONE = 0;
float ATTN_NORM = 1;
float ATTN_FEETL = 1.5;
float ATTN_FEET = 2;
float ATTN_IDLE = 2;
float ATTN_ARMOUR = 2;
float ATTN_GIB = 2;
float ATTN_BREAK = 2;
float ATTN_WEAPON = 2.3;
float ATTN_LOW = 3;
float ATTN_STATIC = 3;
float ATTN_QUIET = 3.99;
// 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;
/* Stuff added by DP/community
// Fitz/QS protocol only supports effects up 256
// defined in dpextensions.qc (here for quick reference)
float EF_NODRAW = 16;
float EF_ADDITIVE = 32;
float EF_BLUE = 64;
float EF_RED = 128;
float EF_NOGUNBOB = 256;
float EF_FULLBRIGHT = 512;
float EF_FLAME = 1024;
float EF_STARDUST = 2048;
float EF_NOSHADOW = 4096;
float EF_NODEPTHTEST = 8192;
float EF_DOUBLESIDED = 32768;
float EF_RESTARTANIM_BIT = 1048576;
float EF_TELEPORT_BIT = 2097152;
*/
// 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
// make sure string_null remains NULL even after save/loading
// #define string_null __NULL__
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;
float developer;
//======================================================================
// 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 inflictor, 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_RUNNING = 0; // Hunt mode (find player)
float AS_STRAIGHT = 1; // Running at player
float AS_SLIDING = 2; // Straft attack
float AS_MELEE = 3; // Melee attack
float AS_MISSILE = 4; // Range attack
float AS_JUMP = 5; // Jumping attack
float AS_TURRET = 6; // Turret Range attack
float AS_SIDESTEP = 7; // Turn 90 degrees and move to the side
float AS_BACKWARD = 8; // Turn 180 degrees and move backwards
//======================================================================
// 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
.float t_length, t_width;
//======================================================================
// doors, etc
.vector dest0, 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;
.float dmg; // damage done by door when hit
//======================================================================
// monsters
.float pausetime;
.entity movetarget;
.float inpain; // Originally defined in zombie.qc
//======================================================================
// items
.float aflag; // Ammo quantity stored on items
//======================================================================
// 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, pos3; // top and bottom positions
.float height;
//======================================================================
// sounds
.float waitmin, waitmin2; /*, waitmax*/
.float distance;
.float volume;
//======================================================================
// builtin functions
//======================================================================
void(vector ang) makevectors = #1; // sets v_forward, etc globals
void(entity e, vector o) setorigin = #2;
void(entity e, string m) setmodel = #3; // set movetype and solid first
void(entity e, vector min, vector max) setsize = #4;
// #5 was removed
void() break = #6;
float() random = #7; // returns 0 - 1
void(string s) dprint;
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
/*-------------------------------------------------------------------------
// A wrapper for the sound command, to help track down precache errors
//---------------------------------------------------------------------
void(entity e, float chan, string samp, float vol, float atten) sound_builtin = #8;
void(entity e, float chan, string samp, float vol, float atten) sound = {
if (samp == "") {
dprint("\b[SOUND]\b Entity ("); dprint(e.classname);
dprint(") missing sound!\n");
}
else sound_builtin (e, chan, samp, vol, atten);
}; */
vector(vector v) normalize = #9;
void(string e) error = #10;
void(string e) objerror = #11;
float(vector v) vlen = #12;
float(vector v) vectoyaw = #13;
entity() spawn = #14;
void(entity e) remove = #15;
//----------------------------------------------------------------------
// sets trace_* globals
// nomonsters can be:
// An entity will also be ignored for testing if forent == test,
// forent->owner == test, or test->owner == forent
// a forent of world is ignored
//----------------------------------------------------------------------
void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
entity() checkclient = #17; // returns a client to look for
entity(entity start, .string fld, string match) find = #18;
string(string s) precache_sound = #19;
string(string s) precache_model = #20;
void(entity client, string s)stuffcmd = #21;
entity(vector org, float rad) findradius = #22;
void(string s) bprint = #23;
void(entity client, string s) sprint = #24;
void(string s) dprint = #25;
string(float f) ftos = #26;
string(vector v) vtos = #27;
void() coredump = #28; // prints all edicts
void() traceon = #29; // turns statment trace on
void() traceoff = #30;
void(entity e) eprint = #31; // prints an entire edict
//----------------------------------------------------------------------
.float movespeed; // Movement speed (linked to skill)
.float tetherlock; // Is the monster locked from movement
float(float yaw, float dist) walkmove_builtin = #32; // returns TRUE or FALSE
float(float yaw, float dist) walkmove = {
if (self.attack_state == AS_TURRET) return FALSE;
if (self.movespeed < 0) return FALSE;
if (self.tetherlock == TRUE) return FALSE;
return walkmove_builtin(yaw,dist);
};
//----------------------------------------------------------------------
// #33 was removed
float() droptofloor= #34; // TRUE if landed on floor
void(float style, string value) lightstyle = #35;
float(float v) rint = #36; // round to nearest int
float(float v) floor = #37; // largest integer <= v
float(float v) ceil = #38; // smallest integer >= v
// #39 was removed
float(entity e) checkbottom = #40; // true if self is on ground
float(vector v) pointcontents = #41; // returns a CONTENT_*
// #42 was removed
float(float f) fabs = #43;
vector(entity e, float speed) aim = #44; // returns the shooting vector
float(string s) cvar = #45; // return cvar.value
void(string s) localcmd = #46; // put string into local que
entity(entity e) nextent = #47; // for looping through all ents
void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
void() ChangeYaw = #49; // turn towards self.ideal_yaw at self.yaw_speed
// #50 was removed
vector(vector v) vectoangles = #51;
//----------------------------------------------------------------------
// direct client message generation
void(float to, float f) WriteByte = #52;
void(float to, float f) WriteChar = #53;
void(float to, float f) WriteShort = #54;
void(float to, float f) WriteLong = #55;
void(float to, float f) WriteCoord = #56;
void(float to, float f) WriteAngle = #57;
void(float to, string s) WriteString = #58;
void(float to, entity s) WriteEntity = #59;
//----------------------------------------------------------------------
// broadcast client message generation
// void(float f) bWriteByte = #59;
// void(float f) bWriteChar = #60;
// void(float f) bWriteShort = #61;
// void(float f) bWriteLong = #62;
// void(float f) bWriteCoord = #63;
// void(float f) bWriteAngle = #64;
// void(string s) bWriteString = #65;
// void(entity e) bWriteEntity = #66;
//----------------------------------------------------------------------
void(float step) movetogoal_builtin = #67;
void(float step) movetogoal = {
if (self.attack_state == AS_TURRET) return;
if (self.movespeed < 0) return;
if (self.tetherlock == TRUE) return;
movetogoal_builtin(step);
};
//----------------------------------------------------------------------
string(string s) precache_file = #68; // no effect except for -copy
void(entity e) makestatic = #69;
void(string s) changelevel = #70;
//#71 was removed
void(string var, string val) cvar_set = #72; // sets cvar.value
void(string var, string s, string s) cvar_setlong = #72; // sets cvar.value
//----------------------------------------------------------------------
.float suppressCenterPrint;
void(entity client, string s1) centerprint_builtin = #73;
void(entity client, string s1, string s2) centerprint_msg = #73;
void(entity client, string s1) centerprint = {
// Is the centerprint message being used by something else?
if (!client.suppressCenterPrint)
centerprint_builtin(client, s1);
else {
// Send message to client console instead
sprint(client, "(centerprint) ");
sprint(client, s1);
sprint(client, "\n");
}
}
void(entity client, string s1, string s2, string s3) centerprint_msg3 = #73;
void(entity client, string s1, string s2, string s3) centerprint3 = {
// Is the centerprint message being used by something else?
if (!client.suppressCenterPrint)
centerprint_msg3(client, s1, s2, s3);
else {
// Send message to client console instead
sprint(client, "(centerprint) ");
sprint(client, s1);
sprint(client, s2);
sprint(client, s3);
sprint(client, "\n");
}
}
void(entity client, string s1, string s2, string s3, string s4) centerprint_msg4 = #73;
void(entity client, string s1, string s2, string s3, string s4, string s5, string s6, string s7) centerprint_msg7 = #73;
void(entity client, string s1, string s2, string s3, string s4, string s5, string s6, string s7) centerprint7 = {
// Is the centerprint message being used by something else?
if (!client.suppressCenterPrint)
centerprint_msg7(client, s1, s2, s3, s4, s5, s6, s7);
else {
// Send message to client console instead
sprint(client, "(centerprint) ");
sprint(client, s1);
sprint(client, s2);
sprint(client, s3);
sprint(client, s4);
sprint(client, s5);
sprint(client, s6);
sprint(client, s7);
sprint(client, "\n");
}
}
//----------------------------------------------------------------------
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
string(string s) precache_model2 = #75; // not used anymore
string(string s) precache_sound2 = #76; // registered version only
string(string s) precache_file2 = #77; // not used anymore
void(entity e) setspawnparms = #78; // set parm1... to the values at level start for coop respawn
/*======================================================================
All global variables and func definitions from all other QC files
======================================================================*/
// ai.qc
entity sight_entity; // Highlight an angry monster
float sight_entity_time; // Time got angry
float(entity targ) infront;
float (entity targ) visible;
float(entity targ, float flat2d) range_distance;
float(float attackdist) ai_checkmelee;
float(entity targ) visblocked;
float(entity targ, vector s_offset, vector t_offset, float nomonsters) visxray;
float (entity targ, vector s_ofset, vector t_ofset) visblocked_wide;
float() FacingIdeal;
float(entity source, entity targ, float ignorenoshoot) ai_foundbreakable;
// client.qc
float modelindex_eyes, modelindex_player;
float intermission_running;
float intermission_exittime;
string nextmap; // Used by GotoNextMap()
.float dmgtime; // Used by WaterMove()
.float poisonous; // A monster with poisonous attack
void(entity targ) BleedDeBuff;
void(entity targ) BurnDeBuff;
void(entity targ) PoisonDeBuff;
// combat.qc
float DAMARMOR = 1;
float NOARMOR = 2;
float DAMAGEALL = 4;
float IGNORECLASS = 8;
void(entity targ, entity inflictor, entity attacker, float damage, float checkarmor) T_Damage;
void(entity inflictor, entity attacker, float damage, entity ignore, float checkclass) T_RadiusDamage;
float(entity targ, entity inflictor) CanDamage;
// fight.qc
float enemy_vis, enemy_infront, enemy_range;
float enemy_yaw;
// items.qc
.float healamount, healtype;
float (entity e, float healamount, float ignore) T_Heal;
// monsters.qc
void() monster_sightsound;
void() monster_liquid_check;
void() monster_death_use;
void(float gib_no, float gib_qty) ThrowGib;
void() monster_ThrowGib;
// subs.qc
void() SUB_Null;
void() SUB_UseTargets;
void() SUB_Remove;
// triggers_state.qc
void() trigger_bmodel_sounds;
void() trigger_bmodel_setup;
// weapon.qc
entity multi_ent;
float multi_damage;
void(entity targ) W_ChangeWeapon;
void(entity targ) W_SetCurrentAmmo;
float(entity targ) W_BestWeapon;
void() W_WeaponFrame;
// ai_explosion.qc
void(float sprite_type, vector org, string expl_sound) SpawnExplosion;
void(vector org, float velrnd, float upbase, float uprnd) SpawnProjectileSmoke;
void(entity source, entity targ, float side) SpawnMeatSpray;
void(entity targ, vector org, vector vel, float part_qty) SpawnBlood;
//======================================================================
void() DummyFunction = //gets rid of the last compiler warnings ; - )
{
local string w;
local float l;
w = self.wad;
l = self.light_lev;
}