DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
progsdefs.qc
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1/*
2==============================================================================
3
4 SOURCE FOR GLOBALVARS_T C STRUCTURE
5 MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR
6
7==============================================================================
8*/
9
10//
11// system globals
12//
16float time;
18
19float force_retouch; // force all entities to touch triggers
20 // next frame. this is needed because
21 // non-moving things don't normally scan
22 // for triggers, and when a trigger is
23 // created (like a teleport trigger), it
24 // needs to catch everything.
25 // decremented each frame, so set to 2
26 // to guarantee everything is touched
27string mapname;
28
30float coop;
32
33float serverflags; // propagated from level to level, used to
34 // keep track of completed episodes
35
38
39float found_secrets; // number of secrets found
40float killed_monsters; // number of monsters killed
41
42
43// spawnparms are used to encode information about clients across server
44// level changes
46
47//
48// global variables set by built in functions
49//
50vector v_forward, v_up, v_right; // set by makevectors()
51
52// set by traceline / tracebox
62
63entity msg_entity; // destination of single entity writes
64
65//
66// required prog functions
67//
68void() main; // only for testing
69
70void() StartFrame;
71
72void() PlayerPreThink;
73void() PlayerPostThink;
74
75void() ClientKill;
76void() ClientConnect;
77void() PutClientInServer; // call after setting the parm1... parms
78void() ClientDisconnect;
79
80void() SetNewParms; // called when a client first connects to
81 // a server. sets parms so they can be
82 // saved off for restarts
83
84void() SetChangeParms; // call to set parms for self so they can
85 // be saved for a level transition
86
87
88//================================================
89void end_sys_globals; // flag for structure dumping
90//================================================
91
92/*
93==============================================================================
94
95 SOURCE FOR ENTVARS_T C STRUCTURE
96 MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR
97
98==============================================================================
99*/
100
101//
102// system fields (*** = do not set in prog code, maintained by C code)
103//
104.float modelindex; // *** model index in the precached list
105.vector absmin, absmax; // *** origin + mins / maxs
106
107.float ltime; // local time for entity
108.float movetype;
109.float solid;
110
116
117.vector punchangle; // temp angle adjust from damage or recoil
118
119.string classname; // spawn function
120.string model;
121.float frame;
122.float skin;
123.float effects;
124
125.vector mins, maxs; // bounding box extents reletive to origin
126.vector size; // maxs - mins
127
128.void() touch;
129.void() use;
130.void() think;
131.void() blocked; // for doors or plats, called when can't push other
132
135
136// stats
137.float health;
138.float frags;
139.float weapon; // one of the IT_SHOTGUN, etc flags
144
145.float items; // bit flags
146
149.float deadflag;
150
151.vector view_ofs; // add to origin to get eye point
152
153
154.float button0; // fire
155.float button1; // use
156.float button2; // jump
157
158.float impulse; // weapon changes
159
160.float fixangle;
161.vector v_angle; // view / targeting angle for players
162.float idealpitch; // calculated pitch angle for lookup up slopes
163
164
165.string netname;
166
168
169.float flags;
170
171.float colormap;
172.float team;
173
174.float max_health; // players maximum health is stored here
175
176.float teleport_time; // don't back up
177
178.float armortype; // save this fraction of incoming damage
180
181.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
182.float watertype; // a contents value
183
186
188
189.entity goalentity; // a movetarget or an enemy
190
192
193.string target;
195
196// damage is accumulated through a frame. and sent as one single
197// message, so the super shotgun doesn't generate huge messages
198.float dmg_take;
199.float dmg_save;
201
202.entity owner; // who launched a missile
203.vector movedir; // mostly for doors, but also used for waterjump
204
205.string message; // trigger messages
206
207.float sounds; // either a cd track number or sound number
208
209.string noise, noise1, noise2, noise3; // contains names of wavs to play
210
211//================================================
212void end_sys_fields; // flag for structure dumping
213//================================================
214
215/*
216==============================================================================
217
218 CONSTANT DEFINITIONS
219
220==============================================================================
221*/
222
223
224//
225// constants
226//
227
228float FALSE = 0;
229float TRUE = 1;
230
231// edict.flags
232float FL_FLY = 1;
233float FL_SWIM = 2;
234float FL_CLIENT = 8; // set for all client edicts
235float FL_INWATER = 16; // for enter / leave water splash
236float FL_MONSTER = 32; // movement is smoothed on the client side by step based interpolation
237float FL_GODMODE = 64; // player cheat
238float FL_NOTARGET = 128; // player cheat
239float FL_ITEM = 256; // extra wide size for bonus items IF sv_legacy_bbox_expand is 1
240float FL_ONGROUND = 512; // standing on something
241float FL_PARTIALGROUND = 1024; // not all corners are valid
242float FL_WATERJUMP = 2048; // player jumping out of water
243float FL_JUMPRELEASED = 4096; // for jump debouncing
244
245// edict.movetype values
246float MOVETYPE_NONE = 0; // never moves
247//float MOVETYPE_ANGLENOCLIP = 1;
248//float MOVETYPE_ANGLECLIP = 2;
249float MOVETYPE_WALK = 3; // players only
250float MOVETYPE_STEP = 4; // discrete, not real time unless fall, client side interpolates in steps
251float MOVETYPE_FLY = 5;
252float MOVETYPE_TOSS = 6; // gravity
253float MOVETYPE_PUSH = 7; // no clip to world, push and crush
255float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
257float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
258
259// edict.solid values
260float SOLID_NOT = 0; // no interaction with other objects
261float SOLID_TRIGGER = 1; // touch on edge, but not blocking
262float SOLID_BBOX = 2; // touch on edge, block
263float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
264float SOLID_BSP = 4; // bsp clip, touch on edge, block
265
266// range values
267float RANGE_MELEE = 0;
268float RANGE_NEAR = 1;
269float RANGE_MID = 2;
270float RANGE_FAR = 3;
271
272// deadflag values
273
274float DEAD_NO = 0;
275float DEAD_DYING = 1;
276float DEAD_DEAD = 2;
278float DEAD_RESPAWNING = 4; // dead, waiting for buttons to be released
279
280// takedamage values
281
282float DAMAGE_NO = 0;
283float DAMAGE_YES = 1;
284float DAMAGE_AIM = 2;
285
286// items
287float IT_AXE = 4096;
288float IT_SHOTGUN = 1;
290float IT_NAILGUN = 4;
294float IT_LIGHTNING = 64;
295float IT_EXTRA_WEAPON = 128;
296
297float IT_SHELLS = 256;
298float IT_NAILS = 512;
299float IT_ROCKETS = 1024;
300float IT_CELLS = 2048;
301
302float IT_ARMOR1 = 8192;
303float IT_ARMOR2 = 16384;
304float IT_ARMOR3 = 32768;
305float IT_SUPERHEALTH = 65536;
306
307float IT_KEY1 = 131072;
308float IT_KEY2 = 262144;
309
310float IT_INVISIBILITY = 524288;
311float IT_INVULNERABILITY = 1048576;
312float IT_SUIT = 2097152;
313float IT_QUAD = 4194304;
314
315// point content values
316
317float CONTENT_EMPTY = -1;
318float CONTENT_SOLID = -2;
319float CONTENT_WATER = -3;
320float CONTENT_SLIME = -4;
321float CONTENT_LAVA = -5;
322float CONTENT_SKY = -6;
323
324float STATE_TOP = 0;
325float STATE_BOTTOM = 1;
326float STATE_UP = 2;
327float STATE_DOWN = 3;
328
330vector VEC_HULL_MIN = '-16 -16 -24';
331vector VEC_HULL_MAX = '16 16 32';
332
333vector VEC_HULL2_MIN = '-32 -32 -24';
335
336// protocol bytes
337float SVC_TEMPENTITY = 23;
341float SVC_FINALE = 31;
342float SVC_CDTRACK = 32;
343float SVC_SELLSCREEN = 33;
344
345
346float TE_SPIKE = 0;
348float TE_GUNSHOT = 2;
349float TE_EXPLOSION = 3;
353float TE_WIZSPIKE = 7;
356float TE_LAVASPLASH = 10;
357float TE_TELEPORT = 11;
358
359// sound channels
360// channel 0 never willingly overrides
361// other channels (1-7) allways override a playing sound on that channel
362float CHAN_AUTO = 0;
363float CHAN_WEAPON = 1;
364float CHAN_VOICE = 2;
365float CHAN_ITEM = 3;
366float CHAN_BODY = 4;
367
368float ATTN_NONE = 0;
369float ATTN_NORM = 1;
370float ATTN_IDLE = 2;
371float ATTN_STATIC = 3;
372
373// update types
374
378float UPDATE_TEMP = 3;
379
380// entity effects
381
385float EF_DIMLIGHT = 8;
386
387
388// messages
389float MSG_BROADCAST = 0; // unreliable to all
390float MSG_ONE = 1; // reliable to one (msg_entity)
391float MSG_ALL = 2; // reliable to all
392float MSG_INIT = 3; // write to the init string
393
394//===========================================================================
395
396//
397// builtin functions
398//
399
400void(vector ang) makevectors = #1; // sets v_forward, etc globals
401void(entity e, vector o) setorigin = #2;
402void(entity e, string m) setmodel = #3; // set movetype and solid first
403void(entity e, vector min, vector max) setsize = #4;
404// #5 was removed
405void() break_to_debugger = #6;
406float() random = #7; // Returns a random number > 0 and < 1
407void(entity e, float chan, string samp, float volume, ...) sound = #8;
409void(string e, ...) error = #10;
410void(string e, ...) objerror = #11;
412float(vector v) vectoyaw = #13;
413entity() spawn = #14;
415
416// sets trace_* globals
417// nomonsters can be:
418// An entity will also be ignored for testing if forent == test,
419// forent->owner == test, or test->owner == forent
420// a forent of world is ignored
421void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
422
423entity() checkclient = #17; // returns a client to look for
424entity(entity start, .string fld, string match) find = #18;
425string(string s) precache_sound = #19;
426string(string s) precache_model = #20;
427void(entity client, string s, ...)stuffcmd = #21;
428entity(vector org, float rad) findradius = #22;
429void(string s, ...) bprint = #23;
430void(entity client, string s, ...) sprint = #24;
431void(string s, ...) dprint = #25;
432string(float f) ftos = #26;
434void() coredump = #28; // prints all edicts
435void() traceon = #29; // turns statment trace on
436void() traceoff = #30;
437void(entity e) eprint = #31; // prints an entire edict
438float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
439// #33 was removed
440float() droptofloor= #34; // TRUE if landed on floor
441void(float style, string value) lightstyle = #35;
442float(float v) rint = #36; // round to nearest int
443float(float v) floor = #37; // largest integer <= v
444float(float v) ceil = #38; // smallest integer >= v
445// #39 was removed
446float(entity e) checkbottom = #40; // true if self is on ground
447float(vector v) pointcontents = #41; // returns a CONTENT_*
448// #42 was removed
449float(float f) fabs = #43;
450vector(entity e, float speed) aim = #44; // returns the shooting vector
451float(string s) cvar = #45; // return cvar.value
452void(string s, ...) localcmd = #46; // put string into local que
453entity(entity e) nextent = #47; // for looping through all ents
454void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
455void() ChangeYaw = #49; // turn towards self.ideal_yaw
456 // at self.yaw_speed
457// #50 was removed
459
460//
461// direct client message generation
462//
463void(float to, float f) WriteByte = #52;
464void(float to, float f) WriteChar = #53;
465void(float to, float f) WriteShort = #54;
466void(float to, float f) WriteLong = #55;
467void(float to, float f) WriteCoord = #56;
468void(float to, float f) WriteAngle = #57;
469void(float to, string s, ...) WriteString = #58;
470void(float to, entity s) WriteEntity = #59;
471
472//
473// broadcast client message generation
474//
475
476// void(float f) bWriteByte = #59;
477// void(float f) bWriteChar = #60;
478// void(float f) bWriteShort = #61;
479// void(float f) bWriteLong = #62;
480// void(float f) bWriteCoord = #63;
481// void(float f) bWriteAngle = #64;
482// void(string s) bWriteString = #65;
483// void(entity e) bWriteEntity = #66;
484
485void(float step) movetogoal = #67;
486
487string(string s) precache_file = #68; // no effect except for -copy
488void(entity e) makestatic = #69;
489void(string s) changelevel = #70;
490
491//#71 was removed
492
493void(string var, string val) cvar_set = #72; // sets cvar.value
494
495void(entity client, string s, ...) centerprint = #73; // sprint, but in middle
496
497void(vector pos, string samp, float vol, float atten) ambientsound = #74;
498
499string(string s) precache_model2 = #75; // registered version only
500string(string s) precache_sound2 = #76; // registered version only
501string(string s) precache_file2 = #77; // registered version only
502
503void(entity e) setspawnparms = #78; // set parm1... to the
504 // values at level start
505 // for coop respawn
506
507//============================================================================
int main(int argc, char **argv)
vector v_up
vector size
string classname
float movetype
float flags
entity trace_ent
entity other
const float CONTENT_SKY
const float CHAN_AUTO
const float ATTN_NONE
float modelindex
entity self
string netname
vector VEC_HULL_MAX
const float CONTENT_SOLID
vector avelocity
float frametime
entity owner
vector(vector v) normalize
string mapname
vector VEC_HULL_MIN
vector mins
const float FALSE
const float CHAN_BODY
vector velocity
const float CONTENT_WATER
entity world
entity chain
float effects
float skin
float time
vector v_right
void end_sys_globals
vector trace_endpos
float trace_startsolid
vector maxs
const float CHAN_ITEM
entity enemy
float nextthink
float trace_inopen
vector angles
const float CHAN_VOICE
float colormap
vector() randomvec
vector absmax
vector v_forward
vector origin
void end_sys_fields
string model
float trace_fraction
entity() spawn
vector oldorigin
float solid
vector absmin
const float TRUE
const float ATTN_NORM
const float CONTENT_LAVA
float frame
float trace_allsolid
const float CONTENT_EMPTY
const float CHAN_WEAPON
const float ATTN_STATIC
vector trace_plane_normal
float trace_plane_dist
float trace_inwater
const float ATTN_IDLE
const float CONTENT_SLIME
float style
vector color
float idealpitch
GLfloat GLfloat GLfloat v2
Definition glquake.h:747
GLsizei const GLfloat * value
Definition glquake.h:740
GLsizei const GLchar ** string
Definition glquake.h:728
const GLdouble * v
Definition glquake.h:762
GLenum GLenum GLsizei count
Definition glquake.h:656
GLfloat GLfloat v1
Definition glquake.h:743
#define max(A, B)
Definition mathlib.h:38
#define min(A, B)
Definition mathlib.h:37
string precache_file(string file)
void localcmd(string command,...)
void cvar_set(string name, string value)
float ceil(float f)
entity nextent(entity e)
void traceon(void)
void WriteLong(float data, float dest, float desto)
void WriteString(string data, float dest, float desto)
float cvar(string name)
void sprint(float clientnum, string text,...)
void WriteChar(float data, float dest, float desto)
entity find(entity start,.string field, string match)
void error(string err,...)
float vectoyaw(vector v)
entity spawn(void)
float random(void)
void bprint(string text,...)
float vlen(vector v)
void WriteShort(float data, float dest, float desto)
vector vectoangles(vector v)
void dprint(string text,...)
void objerror(string err,...)
void coredump(void)
string precache_sound(string sample)
void WriteEntity(entity data, float dest, float desto)
void changelevel(string map)
void WriteCoord(float data, float dest, float desto)
void centerprint(string text,...)
string vtos(vector v)
float rint(float f)
vector normalize(vector v)
string ftos(float f)
void eprint(entity e)
void WriteByte(float data, float dest, float desto)
float fabs(float f)
float floor(float f)
void traceoff(void)
void WriteAngle(float data, float dest, float desto)
void remove(entity e)
#define MSG_ALL
Definition mvm_cmds.c:690
#define MSG_INIT
Definition mvm_cmds.c:691
#define MSG_ONE
Definition mvm_cmds.c:689
#define MSG_BROADCAST
Definition mvm_cmds.c:688
float STATE_UP
Definition progsdefs.qc:326
float parm6
Definition progsdefs.qc:45
float max_health
Definition progsdefs.qc:174
float parm1
Definition progsdefs.qc:45
string noise
Definition progsdefs.qc:209
float button2
Definition progsdefs.qc:156
float ammo_rockets
Definition progsdefs.qc:143
float ideal_yaw
Definition progsdefs.qc:184
float UPDATE_TEMP
Definition progsdefs.qc:378
float parm5
Definition progsdefs.qc:45
float frags
Definition progsdefs.qc:138
float RANGE_FAR
Definition progsdefs.qc:270
float serverflags
Definition progsdefs.qc:33
float parm4
Definition progsdefs.qc:45
float UPDATE_BINARY
Definition progsdefs.qc:377
string noise1
Definition progsdefs.qc:209
vector VEC_HULL2_MAX
Definition progsdefs.qc:334
float killed_monsters
Definition progsdefs.qc:40
vector punchangle
Definition progsdefs.qc:117
float weapon
Definition progsdefs.qc:139
float ammo_shells
Definition progsdefs.qc:143
float team
Definition progsdefs.qc:172
float button0
Definition progsdefs.qc:154
float deathmatch
Definition progsdefs.qc:29
float parm14
Definition progsdefs.qc:45
entity msg_entity
Definition progsdefs.qc:63
float parm11
Definition progsdefs.qc:45
float SVC_CDTRACK
Definition progsdefs.qc:342
float dmg_take
Definition progsdefs.qc:198
float total_secrets
Definition progsdefs.qc:36
float SVC_INTERMISSION
Definition progsdefs.qc:340
float SVC_FOUNDSECRET
Definition progsdefs.qc:339
float IT_EXTRA_WEAPON
Definition progsdefs.qc:295
vector v_angle
Definition progsdefs.qc:161
entity goalentity
Definition progsdefs.qc:189
float teleport_time
Definition progsdefs.qc:176
vector view_ofs
Definition progsdefs.qc:151
string targetname
Definition progsdefs.qc:194
float UPDATE_GENERAL
Definition progsdefs.qc:375
float parm8
Definition progsdefs.qc:45
float yaw_speed
Definition progsdefs.qc:185
float health
Definition progsdefs.qc:137
float STATE_TOP
Definition progsdefs.qc:324
float watertype
Definition progsdefs.qc:182
float waterlevel
Definition progsdefs.qc:181
float parm10
Definition progsdefs.qc:45
float RANGE_NEAR
Definition progsdefs.qc:268
float force_retouch
Definition progsdefs.qc:19
float sounds
Definition progsdefs.qc:207
vector VEC_HULL2_MIN
Definition progsdefs.qc:333
entity groundentity
Definition progsdefs.qc:134
float weaponframe
Definition progsdefs.qc:141
float items
Definition progsdefs.qc:145
float armorvalue
Definition progsdefs.qc:179
float parm2
Definition progsdefs.qc:45
float parm15
Definition progsdefs.qc:45
entity aiment
Definition progsdefs.qc:187
float fixangle
Definition progsdefs.qc:160
void() main
vector movedir
Definition progsdefs.qc:203
float total_monsters
Definition progsdefs.qc:37
float STATE_BOTTOM
Definition progsdefs.qc:325
float ammo_nails
Definition progsdefs.qc:143
float parm16
Definition progsdefs.qc:45
vector VEC_ORIGIN
Definition progsdefs.qc:329
float RANGE_MELEE
Definition progsdefs.qc:267
string noise3
Definition progsdefs.qc:209
float UPDATE_STATIC
Definition progsdefs.qc:376
float deadflag
Definition progsdefs.qc:149
float coop
Definition progsdefs.qc:30
float STATE_DOWN
Definition progsdefs.qc:327
float DEAD_RESPAWNABLE
Definition progsdefs.qc:277
float impulse
Definition progsdefs.qc:158
entity() spawn
float SVC_SELLSCREEN
Definition progsdefs.qc:343
float currentammo
Definition progsdefs.qc:142
float teamplay
Definition progsdefs.qc:31
float parm9
Definition progsdefs.qc:45
float parm7
Definition progsdefs.qc:45
float spawnflags
Definition progsdefs.qc:191
string noise2
Definition progsdefs.qc:209
float parm12
Definition progsdefs.qc:45
float button1
Definition progsdefs.qc:155
float ammo_cells
Definition progsdefs.qc:143
float DEAD_RESPAWNING
Definition progsdefs.qc:278
float SVC_FINALE
Definition progsdefs.qc:341
float parm3
Definition progsdefs.qc:45
string weaponmodel
Definition progsdefs.qc:140
float dmg_save
Definition progsdefs.qc:199
string message
Definition progsdefs.qc:205
float() random
Definition shader_glsl.h:53
float SVC_TEMPENTITY
Definition progsdefs.qc:337
float SVC_KILLEDMONSTER
Definition progsdefs.qc:338
float parm13
Definition progsdefs.qc:45
float found_secrets
Definition progsdefs.qc:39
float armortype
Definition progsdefs.qc:178
float RANGE_MID
Definition progsdefs.qc:269
float ltime
Definition progsdefs.qc:107
entity dmg_inflictor
Definition progsdefs.qc:200
string target
Definition progsdefs.qc:193
float takedamage
Definition progsdefs.qc:147
#define TE_EXPLOSION
Definition protocol.h:311
#define TE_WIZSPIKE
Definition protocol.h:315
#define EF_BRIGHTFIELD
Definition protocol.h:68
#define TE_TAREXPLOSION
Definition protocol.h:312
#define TE_GUNSHOT
Definition protocol.h:310
#define TE_LAVASPLASH
Definition protocol.h:318
#define TE_TELEPORT
Definition protocol.h:319
#define EF_BRIGHTLIGHT
Definition protocol.h:70
#define TE_LIGHTNING2
Definition protocol.h:314
#define TE_KNIGHTSPIKE
Definition protocol.h:316
#define TE_LIGHTNING1
Definition protocol.h:313
#define TE_SUPERSPIKE
Definition protocol.h:309
#define TE_LIGHTNING3
Definition protocol.h:317
#define TE_SPIKE
Definition protocol.h:308
#define EF_MUZZLEFLASH
Definition protocol.h:69
#define EF_DIMLIGHT
Definition protocol.h:71
#define IT_NAILS
Definition quakedef.h:47
#define IT_KEY1
Definition quakedef.h:55
#define IT_LIGHTNING
Definition quakedef.h:44
#define IT_GRENADE_LAUNCHER
Definition quakedef.h:42
#define IT_SUIT
Definition quakedef.h:59
#define IT_SHELLS
Definition quakedef.h:46
#define IT_ARMOR3
Definition quakedef.h:53
#define IT_AXE
Definition quakedef.h:50
#define IT_SHOTGUN
Definition quakedef.h:38
#define IT_ROCKETS
Definition quakedef.h:48
#define IT_SUPER_SHOTGUN
Definition quakedef.h:39
#define IT_NAILGUN
Definition quakedef.h:40
#define IT_INVISIBILITY
Definition quakedef.h:57
#define IT_ROCKET_LAUNCHER
Definition quakedef.h:43
#define IT_INVULNERABILITY
Definition quakedef.h:58
#define IT_ARMOR2
Definition quakedef.h:52
#define IT_SUPER_NAILGUN
Definition quakedef.h:41
#define IT_QUAD
Definition quakedef.h:60
#define IT_ARMOR1
Definition quakedef.h:51
#define IT_KEY2
Definition quakedef.h:56
#define IT_CELLS
Definition quakedef.h:49
#define IT_SUPERHEALTH
Definition quakedef.h:54
#define FL_WATERJUMP
player jumping out of water
Definition server.h:368
#define FL_JUMPRELEASED
for jump debouncing
Definition server.h:369
#define FL_MONSTER
movement is smoothed on the client side by step based interpolation
Definition server.h:362
#define DAMAGE_NO
Definition server.h:352
#define SOLID_BBOX
touch on edge, block
Definition server.h:334
#define SOLID_SLIDEBOX
touch on edge, but not an onground
Definition server.h:335
#define MOVETYPE_TOSS
gravity
Definition server.h:318
#define MOVETYPE_NOCLIP
Definition server.h:320
#define DEAD_DYING
Definition server.h:349
#define MOVETYPE_BOUNCE
Definition server.h:322
#define FL_FLY
Definition server.h:357
cvar_t nomonsters
Definition sv_main.c:48
#define DAMAGE_AIM
Definition server.h:354
#define MOVETYPE_WALK
gravity
Definition server.h:315
#define MOVETYPE_NONE
never moves
Definition server.h:312
#define FL_INWATER
Definition server.h:361
#define DEAD_DEAD
Definition server.h:350
#define FL_CLIENT
Definition server.h:360
#define MOVETYPE_BOUNCEMISSILE
bounce w/o gravity
Definition server.h:323
#define MOVETYPE_FLY
Definition server.h:317
#define FL_PARTIALGROUND
not all corners are valid
Definition server.h:367
#define SOLID_NOT
no interaction with other objects
Definition server.h:332
#define FL_ITEM
Definition server.h:365
#define FL_NOTARGET
Definition server.h:364
#define MOVETYPE_PUSH
no clip to world, push and crush
Definition server.h:319
#define FL_ONGROUND
Definition server.h:366
#define MOVETYPE_STEP
gravity, special edge handling, special step based client side interpolation
Definition server.h:316
#define SOLID_TRIGGER
touch on edge, but not blocking
Definition server.h:333
#define MOVETYPE_FLYMISSILE
extra size to monsters
Definition server.h:321
#define DAMAGE_YES
Definition server.h:353
#define SOLID_BSP
bsp clip, touch on edge, block
Definition server.h:336
#define FL_GODMODE
Definition server.h:363
#define FL_SWIM
Definition server.h:358
#define DEAD_NO
Definition server.h:348
float f
cvar_t volume
Definition snd_main.c:166