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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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