Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
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;
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
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
458vector(vector v) vectoangles = #51;
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//============================================================================
float frame
primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
Definition anim.qh:6
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float max_health
vector punchangle
string() ReadString_Raw
string netname
Definition powerups.qc:20
string message
Definition powerups.qc:19
float count
Definition powerups.qc:22
entity owner
Definition main.qh:87
int serverflags
Definition main.qh:211
int team
Definition main.qh:188
int spawnflags
Definition ammo.qh:15
#define setmodel(this, m)
Definition model.qh:26
int items
Definition player.qh:227
vector v_angle
Definition player.qh:237
float teleport_time
Definition player.qh:216
float watertype
Definition player.qh:225
float waterlevel
Definition player.qh:226
const int FL_CLIENT
Definition constants.qh:72
const int FL_ONGROUND
Definition constants.qh:78
const int FL_SWIM
Definition constants.qh:71
const int FL_WATERJUMP
Definition constants.qh:80
const int FL_NOTARGET
Definition constants.qh:76
const int FL_JUMPRELEASED
Definition constants.qh:81
const int FL_GODMODE
Definition constants.qh:75
const int FL_PARTIALGROUND
Definition constants.qh:79
const int FL_MONSTER
Definition constants.qh:74
const int FL_INWATER
Definition constants.qh:73
const int FL_FLY
Definition constants.qh:70
const int FL_ITEM
Definition constants.qh:77
vector v_up
string classname
float movetype
float flags
const float TE_TAREXPLOSION
const float SOLID_SLIDEBOX
const float TE_KNIGHTSPIKE
entity trace_ent
entity other
const float CONTENT_SKY
const float SOLID_TRIGGER
const float CHAN_AUTO
const float ATTN_NONE
float modelindex
vector VEC_HULL_MAX
const float TE_LIGHTNING3
const float CONTENT_SOLID
vector avelocity
float frametime
const float TE_SPIKE
string mapname
const float TE_EXPLOSION
vector VEC_HULL_MIN
vector mins
const float TE_LIGHTNING2
const float TE_SUPERSPIKE
const float CHAN_BODY
vector velocity
const float SOLID_BBOX
const float CONTENT_WATER
entity chain
const float SOLID_NOT
float effects
float skin
float time
vector v_right
void end_sys_globals
const float TE_TELEPORT
vector trace_endpos
float trace_startsolid
vector maxs
vector size
const float CHAN_ITEM
float nextthink
const float TE_GUNSHOT
float trace_inopen
const float CHAN_VOICE
float colormap
vector absmax
vector v_forward
vector origin
void end_sys_fields
float trace_fraction
vector oldorigin
vector absmin
const float ATTN_NORM
const float CONTENT_LAVA
const float TE_LAVASPLASH
float trace_allsolid
const float CONTENT_EMPTY
const float CHAN_WEAPON
const float TE_LIGHTNING1
const float ATTN_STATIC
const float SOLID_BSP
vector trace_plane_normal
const float TE_WIZSPIKE
float trace_plane_dist
float trace_inwater
const float ATTN_IDLE
const float CONTENT_SLIME
#define TRUE
Definition csprogsdefs.qh:7
#define FALSE
Definition csprogsdefs.qh:8
#define spawn
#define use
const int EF_BRIGHTFIELD
const int EF_BRIGHTLIGHT
const int EF_DIMLIGHT
float style
float idealpitch
vector color
Definition dynlight.qc:15
float speed
Definition dynlight.qc:9
ent angles
Definition ent_cs.qc:121
model
Definition ent_cs.qc:139
solid
Definition ent_cs.qc:165
int frags
Definition ent_cs.qh:71
#define PlayerPostThink
Definition _all.inc:258
#define ClientConnect
Definition _all.inc:238
#define main
Definition _all.inc:202
#define StartFrame
Definition _all.inc:212
#define ClientKill
Definition _all.inc:250
#define PlayerPreThink
Definition _all.inc:254
#define SetChangeParms
Definition _all.inc:228
#define PutClientInServer
Definition _all.inc:246
#define ClientDisconnect
Definition _all.inc:242
#define SetNewParms
Definition _all.inc:224
entity goalentity
Definition viewloc.qh:16
vector movedir
Definition viewloc.qh:18
string precache_file(string file)
void localcmd(string command,...)
void cvar_set(string name, string value)
float ceil(float f)
float MSG_ONE
Definition menudefs.qc:56
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)
float vectoyaw(vector v)
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 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 min(float f,...)
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 MSG_INIT
Definition menudefs.qc:58
float floor(float f)
void traceoff(void)
void WriteAngle(float data, float dest, float desto)
float MSG_BROADCAST
Definition menudefs.qc:55
float MSG_ALL
Definition menudefs.qc:57
float max(float f,...)
const int MOVETYPE_STEP
Definition movetypes.qh:133
const int MOVETYPE_WALK
Definition movetypes.qh:132
const int MOVETYPE_NONE
Definition movetypes.qh:129
const int MOVETYPE_PUSH
Definition movetypes.qh:136
const int MOVETYPE_FLYMISSILE
Definition movetypes.qh:138
entity groundentity
Definition movetypes.qh:93
entity aiment
Definition movetypes.qh:90
const int MOVETYPE_BOUNCEMISSILE
Definition movetypes.qh:140
const int MOVETYPE_NOCLIP
Definition movetypes.qh:137
const int MOVETYPE_FLY
Definition movetypes.qh:134
const int MOVETYPE_TOSS
Definition movetypes.qh:135
const int MOVETYPE_BOUNCE
Definition movetypes.qh:139
float ltime
Definition net.qc:10
#define world
Definition post.qh:15
#define aim
Definition post.qh:22
#define makevectors
Definition post.qh:21
#define makestatic
Definition post.qh:23
#define error
Definition pre.qh:6
#define movetogoal
Definition pre.qh:7
#define objerror
Definition pre.qh:8
#define droptofloor
Definition pre.qh:5
#define remove
Definition pre.qh:9
#define checkclient
Definition pre.qh:4
#define ChangeYaw
Definition pre.qh:3
#define walkmove
Definition pre.qh:10
float parm6
Definition progsdefs.qc:45
float DEAD_DYING
Definition progsdefs.qc:275
float parm1
Definition progsdefs.qc:45
float button2
Definition progsdefs.qc:156
float ideal_yaw
Definition progsdefs.qc:184
float UPDATE_TEMP
Definition progsdefs.qc:378
float parm5
Definition progsdefs.qc:45
float RANGE_FAR
Definition progsdefs.qc:270
float parm4
Definition progsdefs.qc:45
float UPDATE_BINARY
Definition progsdefs.qc:377
vector VEC_HULL2_MAX
Definition progsdefs.qc:334
float killed_monsters
Definition progsdefs.qc:40
float weapon
Definition progsdefs.qc:139
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 total_secrets
Definition progsdefs.qc:36
float SVC_INTERMISSION
Definition progsdefs.qc:340
float SVC_FOUNDSECRET
Definition progsdefs.qc:339
vector view_ofs
Definition progsdefs.qc:151
float UPDATE_GENERAL
Definition progsdefs.qc:375
float parm8
Definition progsdefs.qc:45
float yaw_speed
Definition progsdefs.qc:185
float DEAD_NO
Definition progsdefs.qc:274
float parm10
Definition progsdefs.qc:45
float RANGE_NEAR
Definition progsdefs.qc:268
float force_retouch
Definition progsdefs.qc:19
vector VEC_HULL2_MIN
Definition progsdefs.qc:333
float weaponframe
Definition progsdefs.qc:141
float parm2
Definition progsdefs.qc:45
float parm15
Definition progsdefs.qc:45
float fixangle
Definition progsdefs.qc:160
void() main
Definition self.qh:72
float total_monsters
Definition progsdefs.qc:37
float parm16
Definition progsdefs.qc:45
vector VEC_ORIGIN
Definition progsdefs.qc:329
float EF_MUZZLEFLASH
Definition progsdefs.qc:383
float RANGE_MELEE
Definition progsdefs.qc:267
float UPDATE_STATIC
Definition progsdefs.qc:376
float deadflag
Definition progsdefs.qc:149
float coop
Definition progsdefs.qc:30
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 parm9
Definition progsdefs.qc:45
float parm7
Definition progsdefs.qc:45
float parm12
Definition progsdefs.qc:45
float button1
Definition progsdefs.qc:155
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
float() random
float SVC_TEMPENTITY
Definition progsdefs.qc:337
float SVC_KILLEDMONSTER
Definition progsdefs.qc:338
float DEAD_DEAD
Definition progsdefs.qc:276
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
entity dmg_inflictor
Definition progsdefs.qc:200
#define stuffcmd(cl,...)
Definition progsdefs.qh:23
int ammo_nails
Definition resources.qh:16
int ammo_cells
Definition resources.qh:18
float health
Legacy fields for the resources. To be removed.
Definition resources.qh:9
int ammo_shells
Definition resources.qh:15
float armorvalue
Definition resources.qh:10
int ammo_rockets
Definition resources.qh:17
#define self
Definition self.qh:14
vector
Definition self.qh:92
vector org
Definition self.qh:92
vector vector ang
Definition self.qh:92
#define sound(e, c, s, v, a)
Definition sound.qh:52
string noise
Definition subs.qh:83
const int DAMAGE_YES
Definition subs.qh:80
string noise1
Definition subs.qh:83
const int DAMAGE_NO
Definition subs.qh:79
float sounds
Definition subs.qh:42
string noise3
Definition subs.qh:83
const int DAMAGE_AIM
Definition subs.qh:81
string noise2
Definition subs.qh:83
float takedamage
Definition subs.qh:78
entity enemy
Definition sv_ctf.qh:153
#define IT_NAILS
Definition sys-pre.qh:12
#define IT_KEY1
Definition sys-pre.qh:20
#define IT_LIGHTNING
Definition sys-pre.qh:9
#define IT_GRENADE_LAUNCHER
Definition sys-pre.qh:7
#define STATE_UP
Definition sys-pre.qh:30
#define IT_SUIT
Definition sys-pre.qh:25
#define IT_SHELLS
Definition sys-pre.qh:11
#define IT_ARMOR3
Definition sys-pre.qh:18
#define IT_AXE
Definition sys-pre.qh:15
#define IT_SHOTGUN
Definition sys-pre.qh:3
#define IT_ROCKETS
Definition sys-pre.qh:13
#define IT_SUPER_SHOTGUN
Definition sys-pre.qh:4
#define IT_NAILGUN
Definition sys-pre.qh:5
#define IT_INVISIBILITY
Definition sys-pre.qh:23
#define STATE_DOWN
Definition sys-pre.qh:31
#define IT_ROCKET_LAUNCHER
Definition sys-pre.qh:8
#define IT_INVULNERABILITY
Definition sys-pre.qh:24
#define IT_ARMOR2
Definition sys-pre.qh:17
#define IT_SUPER_NAILGUN
Definition sys-pre.qh:6
#define IT_QUAD
Definition sys-pre.qh:26
#define STATE_TOP
Definition sys-pre.qh:28
#define STATE_BOTTOM
Definition sys-pre.qh:29
#define IT_ARMOR1
Definition sys-pre.qh:16
#define IT_KEY2
Definition sys-pre.qh:21
#define IT_CELLS
Definition sys-pre.qh:14
#define IT_SUPERHEALTH
Definition sys-pre.qh:19
#define IT_EXTRA_WEAPON
Definition sys-pre.qh:10
bool teamplay
Definition teams.qh:59
float volume
Definition triggers.qh:47
float atten
Definition triggers.qh:47
string targetname
Definition triggers.qh:56
string target
Definition triggers.qh:55
float dmg_take
Definition view.qh:123