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<i>/*
==============================================================================
SOURCE FOR GLOBALVARS_T C STRUCTURE
==============================================================================
*/</i>
<i>//</i>
<i>// system globals</i>
<i>//</i>
<a href="qc-types.htm#entity">entity</a> <b><a href="qc-glob.htm#self">self</a></b>;
<a href="qc-types.htm#entity">entity</a> <b><a href="qc-glob.htm#other">other</a></b>;
<a href="qc-types.htm#entity">entity</a> <b><a href="qc-glob.htm#world">world</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-glob.htm#time">time</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-glob.htm#frametime">frametime</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-glob.htm#force_retouch">force_retouch</a></b>; <i>// force all entities to touch triggers</i>
<i>// next frame. this is needed because</i>
<i>// non-moving things don't normally scan</i>
<i>// for triggers, and when a trigger is</i>
<i>// created (like a teleport trigger), it</i>
<i>// needs to catch everything.</i>
<i>// decremented each frame, so set to 2</i>
<i>// to guarantee everything is touched</i>
<a href="qc-types.htm#string">string</a> <b><a href="qc-glob.htm#mapname">mapname</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-glob.htm#deathmatch">deathmatch</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-glob.htm#coop">coop</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-glob.htm#teamplay">teamplay</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-glob.htm#serverflags">serverflags</a></b>; <i>// propagated from level to level, used to</i>
<i>// keep track of completed episodes</i>
<a href="qc-types.htm#float">float</a> <b><a href="qc-glob.htm#total_secrets">total_secrets</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-glob.htm#total_monsters">total_monsters</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-glob.htm#found_secrets">found_secrets</a></b>; <i>// number of secrets found</i>
<a href="qc-types.htm#float">float</a> <b><a href="qc-glob.htm#killed_monsters">killed_monsters</a></b>; <i>// number of monsters killed</i>
<i>// spawnparms are used to encode information about clients across server</i>
<i>// level changes</i>
<a href="qc-types.htm#float">float</a> <a href="qc-glob.htm#parm1">parm1</a>, <a href="qc-glob.htm#parm2">parm2</a>, <a href="qc-glob.htm#parm3">parm3</a>, parm4, parm5, parm6, parm7, <a href="qc-glob.htm#parm8">parm8</a>, <a href="qc-glob.htm#parm9">parm9</a>, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
<i>//</i>
<i>// global variables set by built in functions</i>
<i>// </i>
<a href="qc-types.htm#vector">vector</a> <a href="qc-built.htm#v_forward">v_forward</a>, <a href="qc-built.htm#v_up">v_up</a>, <a href="qc-built.htm#v_right">v_right</a>; <i>// set by makevectors()</i>
<i>// set by traceline / tracebox</i>
<a href="qc-types.htm#float">float</a> <b><a href="qc-built.htm#trace_allsolid">trace_allsolid</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-built.htm#trace_startsolid">trace_startsolid</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-built.htm#trace_fraction">trace_fraction</a></b>;
<a href="qc-types.htm#vector">vector</a> <b><a href="qc-built.htm#trace_endpos">trace_endpos</a></b>;
<a href="qc-types.htm#vector">vector</a> <b><a href="qc-built.htm#trace_plane_normal">trace_plane_normal</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-built.htm#trace_plane_dist">trace_plane_dist</a></b>;
<a href="qc-types.htm#entity">entity</a> <b><a href="qc-built.htm#trace_ent">trace_ent</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-built.htm#trace_inopen">trace_inopen</a></b>;
<a href="qc-types.htm#float">float</a> <b><a href="qc-built.htm#trace_inwater">trace_inwater</a></b>;
<a href="qc-types.htm#entity">entity</a> <b><a href="qc-netf.htm#msg_entity">msg_entity</a></b>; <i>// destination of single entity writes</i>
<i>//</i>
<i>// required prog functions</i>
<i>//</i>
<a href="qc-types.htm#void">void</a>() <a href="world.htm#main">main</a>; <i>// only for testing</i>
<a href="qc-types.htm#void">void</a>() <a href="world.htm#StartFrame">StartFrame</a>;
<a href="qc-types.htm#void">void</a>() <a href="client.htm#PlayerPreThink">PlayerPreThink</a>;
<a href="qc-types.htm#void">void</a>() <a href="client.htm#PlayerPostThink">PlayerPostThink</a>;
<a href="qc-types.htm#void">void</a>() <a href="client.htm#ClientKill">ClientKill</a>;
<a href="qc-types.htm#void">void</a>() <a href="client.htm#ClientConnect">ClientConnect</a>;
<a href="qc-types.htm#void">void</a>() <a href="client.htm#PutClientInServer">PutClientInServer</a>; <i>// call after setting the parm1... parms</i>
<a href="qc-types.htm#void">void</a>() <a href="client.htm#ClientDisconnect">ClientDisconnect</a>;
<a href="qc-types.htm#void">void</a>() <a href="client.htm#SetNewParms">SetNewParms</a>; <i>// called when a client first connects to</i>
<i>// a server. sets parms so they can be</i>
<i>// saved off for restarts</i>
<a href="qc-types.htm#void">void</a>() <a href="client.htm#SetChangeParms">SetChangeParms</a>; <i>// call to set parms for self so they can</i>
<i>// be saved for a level transition</i>
<i>//================================================</i>
<a href="qc-types.htm#void">void</a> <b><a name="end_sys_globals">end_sys_globals</a></b>; <i>// flag for structure dumping</i>
<i>//================================================</i>
<i>/*
==============================================================================
SOURCE FOR ENTVARS_T C STRUCTURE
==============================================================================
*/</i>
<i>//</i>
<i>// system fields (*** = do not set in prog code, maintained by C code)</i>
<i>//</i>
.<a href="qc-types.htm#dot_float">float</a> modelindex; <i>// *** model index in the precached list</i>
.<a href="qc-types.htm#dot_vector">vector</a> absmin, absmax; <i>// *** origin + mins / maxs</i>
.<a href="qc-types.htm#dot_float">float</a> ltime; <i>// local time for entity</i>
.<a href="qc-types.htm#dot_float">float</a> movetype;
.<a href="qc-types.htm#dot_float">float</a> solid;
.<a href="qc-types.htm#dot_vector">vector</a> origin; <i>// ***</i>
.<a href="qc-types.htm#dot_vector">vector</a> oldorigin; <i>// ***</i>
.<a href="qc-types.htm#dot_vector">vector</a> velocity;
.<a href="qc-types.htm#dot_vector">vector</a> angles;
.<a href="qc-types.htm#dot_vector">vector</a> avelocity;
.<a href="qc-types.htm#dot_vector">vector</a> punchangle; <i>// temp angle adjust from damage or recoil</i>
.<a href="qc-types.htm#dot_string">string</a> classname; <i>// spawn function</i>
.<a href="qc-types.htm#dot_string">string</a> model;
.<a href="qc-types.htm#dot_float">float</a> frame;
.<a href="qc-types.htm#dot_float">float</a> skin;
.<a href="qc-types.htm#dot_float">float</a> effects;
.<a href="qc-types.htm#dot_vector">vector</a> mins, maxs; <i>// bounding box extents reletive to origin</i>
.<a href="qc-types.htm#dot_vector">vector</a> size; <i>// maxs - mins</i>
.void() touch;
.void() use;
.void() think;
.void() blocked; <i>// for doors or plats, called when can't push other</i>
.<a href="qc-types.htm#dot_float">float</a> nextthink;
.<a href="qc-types.htm#dot_entity">entity</a> groundentity;
<i>// stats</i>
.<a href="qc-types.htm#dot_float">float</a> health;
.<a href="qc-types.htm#dot_float">float</a> frags;
.<a href="qc-types.htm#dot_float">float</a> weapon; <i>// one of the IT_SHOTGUN, etc flags</i>
.<a href="qc-types.htm#dot_string">string</a> weaponmodel;
.<a href="qc-types.htm#dot_float">float</a> weaponframe;
.<a href="qc-types.htm#dot_float">float</a> currentammo;
.<a href="qc-types.htm#dot_float">float</a> ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
.<a href="qc-types.htm#dot_float">float</a> items; <i>// bit flags</i>
.<a href="qc-types.htm#dot_float">float</a> takedamage;
.<a href="qc-types.htm#dot_entity">entity</a> chain;
.<a href="qc-types.htm#dot_float">float</a> deadflag;
.<a href="qc-types.htm#dot_vector">vector</a> view_ofs; <i>// add to origin to get eye point</i>
.<a href="qc-types.htm#dot_float">float</a> button0; <i>// fire</i>
.<a href="qc-types.htm#dot_float">float</a> button1; <i>// use</i>
.<a href="qc-types.htm#dot_float">float</a> button2; <i>// jump</i>
.<a href="qc-types.htm#dot_float">float</a> impulse; <i>// weapon changes</i>
.<a href="qc-types.htm#dot_float">float</a> fixangle;
.<a href="qc-types.htm#dot_vector">vector</a> v_angle; <i>// view / targeting angle for players</i>
.<a href="qc-types.htm#dot_float">float</a> idealpitch; <i>// calculated pitch angle for lookup up slopes</i>
.<a href="qc-types.htm#dot_string">string</a> netname;
.<a href="qc-types.htm#dot_entity">entity</a> enemy;
.<a href="qc-types.htm#dot_float">float</a> flags;
.<a href="qc-types.htm#dot_float">float</a> colormap;
.<a href="qc-types.htm#dot_float">float</a> team;
.<a href="qc-types.htm#dot_float">float</a> max_health; <i>// players maximum health is stored here</i>
.<a href="qc-types.htm#dot_float">float</a> teleport_time; <i>// don't back up</i>
.<a href="qc-types.htm#dot_float">float</a> armortype; <i>// save this fraction of incoming damage</i>
.<a href="qc-types.htm#dot_float">float</a> armorvalue;
.<a href="qc-types.htm#dot_float">float</a> waterlevel; <i>// 0 = not in, 1 = feet, 2 = wast, 3 = eyes</i>
.<a href="qc-types.htm#dot_float">float</a> watertype; <i>// a contents value</i>
.<a href="qc-types.htm#dot_float">float</a> ideal_yaw;
.<a href="qc-types.htm#dot_float">float</a> yaw_speed;
.<a href="qc-types.htm#dot_entity">entity</a> aiment;
.<a href="qc-types.htm#dot_entity">entity</a> goalentity; <i>// a movetarget or an enemy</i>
.<a href="qc-types.htm#dot_float">float</a> spawnflags;
.<a href="qc-types.htm#dot_string">string</a> target;
.<a href="qc-types.htm#dot_string">string</a> targetname;
<i>// damage is accumulated through a frame. and sent as one single</i>
<i>// message, so the super shotgun doesn't generate huge messages</i>
.<a href="qc-types.htm#dot_float">float</a> dmg_take;
.<a href="qc-types.htm#dot_float">float</a> dmg_save;
.<a href="qc-types.htm#dot_entity">entity</a> dmg_inflictor;
.<a href="qc-types.htm#dot_entity">entity</a> owner; <i>// who launched a missile</i>
.<a href="qc-types.htm#dot_vector">vector</a> movedir; <i>// mostly for doors, but also used for waterjump</i>
.<a href="qc-types.htm#dot_string">string</a> message; <i>// trigger messages</i>
.<a href="qc-types.htm#dot_float">float</a> sounds; <i>// either a cd track number or sound number</i>
.<a href="qc-types.htm#dot_string">string</a> noise, noise1, noise2, noise3; <i>// contains names of wavs to play</i>
<i>//================================================</i>
<a href="qc-types.htm#void">void</a> <b><a name="end_sys_fields">end_sys_fields</a></b>; <i>// flag for structure dumping</i>
<i>//================================================</i>
<i>/*
==============================================================================
VARS NOT REFERENCED BY C CODE
==============================================================================
*/</i>
<i>//</i>
<i>// constants</i>
<i>//</i>
<a href="qc-types.htm#float">float</a> <b><a name="FALSE">FALSE</a></b> = 0;
<a href="qc-types.htm#float">float</a> <b><a name="TRUE">TRUE</a></b> = 1;
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