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<i>// edict.flags</i>
<a href="qc-types.htm#float">float</a> <b><a name="FL_FLY">FL_FLY</a></b> = 1;
<a href="qc-types.htm#float">float</a> <b><a name="FL_SWIM">FL_SWIM</a></b> = 2;
<a href="qc-types.htm#float">float</a> <b><a name="FL_CLIENT">FL_CLIENT</a></b> = 8; <i>// set for all client edicts</i>
<a href="qc-types.htm#float">float</a> <b><a name="FL_INWATER">FL_INWATER</a></b> = 16; <i>// for enter / leave water splash</i>
<a href="qc-types.htm#float">float</a> <b><a name="FL_MONSTER">FL_MONSTER</a></b> = 32;
<a href="qc-types.htm#float">float</a> <b><a name="FL_GODMODE">FL_GODMODE</a></b> = 64; <i>// player cheat</i>
<a href="qc-types.htm#float">float</a> <b><a name="FL_NOTARGET">FL_NOTARGET</a></b> = 128; <i>// player cheat</i>
<a href="qc-types.htm#float">float</a> <b><a name="FL_ITEM">FL_ITEM</a></b> = 256; <i>// extra wide size for bonus items</i>
<a href="qc-types.htm#float">float</a> <b><a name="FL_ONGROUND">FL_ONGROUND</a></b> = 512; <i>// standing on something</i>
<a href="qc-types.htm#float">float</a> <b><a name="FL_PARTIALGROUND">FL_PARTIALGROUND</a></b> = 1024; <i>// not all corners are valid</i>
<a href="qc-types.htm#float">float</a> <b><a name="FL_WATERJUMP">FL_WATERJUMP</a></b> = 2048; <i>// player jumping out of water</i>
<a href="qc-types.htm#float">float</a> <b><a name="FL_JUMPRELEASED">FL_JUMPRELEASED</a></b> = 4096; <i>// for jump debouncing</i>
<i>// edict.movetype values</i>
<a href="qc-types.htm#float">float</a> <b>MOVETYPE_NONE</b> = 0; <i>// never moves</i>
<i>//float MOVETYPE_ANGLENOCLIP = 1;</i>
<i>//float MOVETYPE_ANGLECLIP = 2;</i>
<a href="qc-types.htm#float">float</a> <b>MOVETYPE_WALK</b> = 3; <i>// players only</i>
<a href="qc-types.htm#float">float</a> <b>MOVETYPE_STEP</b> = 4; <i>// discrete, not real time unless fall</i>
<a href="qc-types.htm#float">float</a> <b>MOVETYPE_FLY</b> = 5;
<a href="qc-types.htm#float">float</a> <b>MOVETYPE_TOSS</b> = 6; <i>// gravity</i>
<a href="qc-types.htm#float">float</a> <b>MOVETYPE_PUSH</b> = 7; <i>// no clip to world, push and crush</i>
<a href="qc-types.htm#float">float</a> <b>MOVETYPE_NOCLIP</b> = 8;
<a href="qc-types.htm#float">float</a> <b>MOVETYPE_FLYMISSILE</b> = 9; <i>// fly with extra size against monsters</i>
<a href="qc-types.htm#float">float</a> <b>MOVETYPE_BOUNCE</b> = 10;
<a href="qc-types.htm#float">float</a> <b>MOVETYPE_BOUNCEMISSILE</b> = 11; <i>// bounce with extra size</i>
<i>// edict.solid values</i>
<a href="qc-types.htm#float">float</a> <b>SOLID_NOT</b> = 0; <i>// no interaction with other objects</i>
<a href="qc-types.htm#float">float</a> <b>SOLID_TRIGGER</b> = 1; <i>// touch on edge, but not blocking</i>
<a href="qc-types.htm#float">float</a> <b>SOLID_BBOX</b> = 2; <i>// touch on edge, block</i>
<a href="qc-types.htm#float">float</a> <b>SOLID_SLIDEBOX</b> = 3; <i>// touch on edge, but not an onground</i>
<a href="qc-types.htm#float">float</a> <b>SOLID_BSP</b> = 4; <i>// bsp clip, touch on edge, block</i>
<i>// range values</i>
<a href="qc-types.htm#float">float</a> <b><a name="RANGE_MELEE">RANGE_MELEE</a></b> = 0;
<a href="qc-types.htm#float">float</a> <b><a name="RANGE_NEAR">RANGE_NEAR</a></b> = 1;
<a href="qc-types.htm#float">float</a> <b><a name="RANGE_MID">RANGE_MID</a></b> = 2;
<a href="qc-types.htm#float">float</a> <b><a name="RANGE_FAR">RANGE_FAR</a></b> = 3;
<i>// deadflag values</i>
<a href="qc-types.htm#float">float</a> <b>DEAD_NO</b> = 0;
<a href="qc-types.htm#float">float</a> <b>DEAD_DYING</b> = 1;
<a href="qc-types.htm#float">float</a> <b>DEAD_DEAD</b> = 2;
<a href="qc-types.htm#float">float</a> <b>DEAD_RESPAWNABLE</b> = 3;
<i>// takedamage values</i>
<a href="qc-types.htm#float">float</a> <b>DAMAGE_NO</b> = 0;
<a href="qc-types.htm#float">float</a> <b>DAMAGE_YES</b> = 1;
<a href="qc-types.htm#float">float</a> <b>DAMAGE_AIM</b> = 2;
<i>// items</i>
<a href="qc-types.htm#float">float</a> <b>IT_AXE</b> = 4096;
<a href="qc-types.htm#float">float</a> <b>IT_SHOTGUN</b> = 1;
<a href="qc-types.htm#float">float</a> <b>IT_SUPER_SHOTGUN</b> = 2;
<a href="qc-types.htm#float">float</a> <b>IT_NAILGUN</b> = 4;
<a href="qc-types.htm#float">float</a> <b>IT_SUPER_NAILGUN</b> = 8;
<a href="qc-types.htm#float">float</a> <b>IT_GRENADE_LAUNCHER</b> = 16;
<a href="qc-types.htm#float">float</a> <b>IT_ROCKET_LAUNCHER</b> = 32;
<a href="qc-types.htm#float">float</a> <b>IT_LIGHTNING</b> = 64;
<a href="qc-types.htm#float">float</a> <b>IT_EXTRA_WEAPON</b> = 128;
<a href="qc-types.htm#float">float</a> <b>IT_SHELLS</b> = 256;
<a href="qc-types.htm#float">float</a> <b>IT_NAILS</b> = 512;
<a href="qc-types.htm#float">float</a> <b>IT_ROCKETS</b> = 1024;
<a href="qc-types.htm#float">float</a> <b>IT_CELLS</b> = 2048;
<a href="qc-types.htm#float">float</a> <b>IT_ARMOR1</b> = 8192;
<a href="qc-types.htm#float">float</a> <b>IT_ARMOR2</b> = 16384;
<a href="qc-types.htm#float">float</a> <b>IT_ARMOR3</b> = 32768;
<a href="qc-types.htm#float">float</a> <b>IT_SUPERHEALTH</b> = 65536;
<a href="qc-types.htm#float">float</a> <b>IT_KEY1</b> = 131072;
<a href="qc-types.htm#float">float</a> <b>IT_KEY2</b> = 262144;
<a href="qc-types.htm#float">float</a> <b>IT_INVISIBILITY</b> = 524288;
<a href="qc-types.htm#float">float</a> <b>IT_INVULNERABILITY</b> = 1048576;
<a href="qc-types.htm#float">float</a> <b>IT_SUIT</b> = 2097152;
<a href="qc-types.htm#float">float</a> <b>IT_QUAD</b> = 4194304;
<i>// point content values</i>
<a href="qc-types.htm#float">float</a> <b>CONTENT_EMPTY</b> = -1;
<a href="qc-types.htm#float">float</a> <b>CONTENT_SOLID</b> = -2;
<a href="qc-types.htm#float">float</a> <b>CONTENT_WATER</b> = -3;
<a href="qc-types.htm#float">float</a> <b>CONTENT_SLIME</b> = -4;
<a href="qc-types.htm#float">float</a> <b>CONTENT_LAVA</b> = -5;
<a href="qc-types.htm#float">float</a> <b>CONTENT_SKY</b> = -6;
<a href="qc-types.htm#float">float</a> <b><a name="STATE_TOP">STATE_TOP</a></b> = 0;
<a href="qc-types.htm#float">float</a> <b><a name="STATE_BOTTOM">STATE_BOTTOM</a></b> = 1;
<a href="qc-types.htm#float">float</a> <b><a name="STATE_UP">STATE_UP</a></b> = 2;
<a href="qc-types.htm#float">float</a> <b><a name="STATE_DOWN">STATE_DOWN</a></b> = 3;
<a href="qc-types.htm#vector">vector</a> <b><a name="VEC_ORIGIN">VEC_ORIGIN</a></b> = '0 0 0';
<a href="qc-types.htm#vector">vector</a> <b><a name="VEC_HULL_MIN">VEC_HULL_MIN</a></b> = '-16 -16 -24';
<a href="qc-types.htm#vector">vector</a> <b><a name="VEC_HULL_MAX">VEC_HULL_MAX</a></b> = '16 16 32';
<a href="qc-types.htm#vector">vector</a> <b><a name="VEC_HULL2_MIN">VEC_HULL2_MIN</a></b> = '-32 -32 -24';
<a href="qc-types.htm#vector">vector</a> <b><a name="VEC_HULL2_MAX">VEC_HULL2_MAX</a></b> = '32 32 64';
<i>// protocol bytes</i>
<a href="qc-types.htm#float">float</a> <b>SVC_TEMPENTITY</b> = 23;
<a href="qc-types.htm#float">float</a> <b>SVC_KILLEDMONSTER</b> = 27;
<a href="qc-types.htm#float">float</a> <b>SVC_FOUNDSECRET</b> = 28;
<a href="qc-types.htm#float">float</a> <b>SVC_INTERMISSION</b> = 30;
<a href="qc-types.htm#float">float</a> <b>SVC_FINALE</b> = 31;
<a href="qc-types.htm#float">float</a> <b>SVC_CDTRACK</b> = 32;
<a href="qc-types.htm#float">float</a> <b>SVC_SELLSCREEN</b> = 33;
<a href="qc-types.htm#float">float</a> <b><a name="TE_SPIKE">TE_SPIKE</a></b> = 0;
<a href="qc-types.htm#float">float</a> <b><a name="TE_SUPERSPIKE">TE_SUPERSPIKE</a></b> = 1;
<a href="qc-types.htm#float">float</a> <b><a name="TE_GUNSHOT">TE_GUNSHOT</a></b> = 2;
<a href="qc-types.htm#float">float</a> <b><a name="TE_EXPLOSION">TE_EXPLOSION</a></b> = 3;
<a href="qc-types.htm#float">float</a> <b><a name="TE_TAREXPLOSION">TE_TAREXPLOSION</a></b> = 4;
<a href="qc-types.htm#float">float</a> <b><a name="TE_LIGHTNING1">TE_LIGHTNING1</a></b> = 5;
<a href="qc-types.htm#float">float</a> <b><a name="TE_LIGHTNING2">TE_LIGHTNING2</a></b> = 6;
<a href="qc-types.htm#float">float</a> <b><a name="TE_WIZSPIKE">TE_WIZSPIKE</a></b> = 7;
<a href="qc-types.htm#float">float</a> <b><a name="TE_KNIGHTSPIKE">TE_KNIGHTSPIKE</a></b> = 8;
<a href="qc-types.htm#float">float</a> <b><a name="TE_LIGHTNING3">TE_LIGHTNING3</a></b> = 9;
<a href="qc-types.htm#float">float</a> <b><a name="TE_LAVASPLASH">TE_LAVASPLASH</a></b> = 10;
<a href="qc-types.htm#float">float</a> <b><a name="TE_TELEPORT">TE_TELEPORT</a></b> = 11;
<i>// sound channels</i>
<i>// channel 0 never willingly overrides</i>
<i>// other channels (1-7) allways override a playing sound on that channel</i>
<a href="qc-types.htm#float">float</a> <b>CHAN_AUTO</b> = 0;
<a href="qc-types.htm#float">float</a> <b>CHAN_WEAPON</b> = 1;
<a href="qc-types.htm#float">float</a> <b>CHAN_VOICE</b> = 2;
<a href="qc-types.htm#float">float</a> <b>CHAN_ITEM</b> = 3;
<a href="qc-types.htm#float">float</a> <b>CHAN_BODY</b> = 4;
<a href="qc-types.htm#float">float</a> <b>ATTN_NONE</b> = 0;
<a href="qc-types.htm#float">float</a> <b>ATTN_NORM</b> = 1;
<a href="qc-types.htm#float">float</a> <b>ATTN_IDLE</b> = 2;
<a href="qc-types.htm#float">float</a> <b>ATTN_STATIC</b> = 3;
<i>// update types</i>
<a href="qc-types.htm#float">float</a> <b><a name="UPDATE_GENERAL">UPDATE_GENERAL</a></b> = 0;
<a href="qc-types.htm#float">float</a> <b><a name="UPDATE_STATIC">UPDATE_STATIC</a></b> = 1;
<a href="qc-types.htm#float">float</a> <b><a name="UPDATE_BINARY">UPDATE_BINARY</a></b> = 2;
<a href="qc-types.htm#float">float</a> <b><a name="UPDATE_TEMP">UPDATE_TEMP</a></b> = 3;
<i>// entity effects</i>
<a href="qc-types.htm#float">float</a> <b>EF_BRIGHTFIELD</b> = 1;
<a href="qc-types.htm#float">float</a> <b>EF_MUZZLEFLASH</b> = 2;
<a href="qc-types.htm#float">float</a> <b>EF_BRIGHTLIGHT</b> = 4;
<a href="qc-types.htm#float">float</a> <b>EF_DIMLIGHT</b> = 8;
<i>// messages</i>
<a href="qc-types.htm#float">float</a> <b>MSG_BROADCAST</b> = 0; <i>// unreliable to all</i>
<a href="qc-types.htm#float">float</a> <b>MSG_ONE</b> = 1; <i>// reliable to one (msg_entity)</i>
<a href="qc-types.htm#float">float</a> <b>MSG_ALL</b> = 2; <i>// reliable to all</i>
<a href="qc-types.htm#float">float</a> <b>MSG_INIT</b> = 3; <i>// write to the init string</i>
<i>//================================================</i>
<i>//</i>
<i>// globals</i>
<i>//</i>
<a href="qc-types.htm#float">float</a> <b><a name="movedist">movedist</a></b>;
<a href="qc-types.htm#float">float</a> <b><a name="gameover">gameover</a></b>; <i>// set when a rule exits</i>
<a href="qc-types.htm#string">string</a> <b><a name="string_null">string_null</a></b>; <i>// null string, nothing should be held here</i>
<a href="qc-types.htm#float">float</a> <b><a name="empty_float">empty_float</a></b>;
<a href="qc-types.htm#entity">entity</a> <b><a name="newmis">newmis</a></b>; <i>// launch_spike sets this after spawning it</i>
<a href="qc-types.htm#entity">entity</a> <b><a name="activator">activator</a></b>; <i>// the entity that activated a trigger or brush</i>
<a href="qc-types.htm#entity">entity</a> <b><a name="damage_attacker">damage_attacker</a></b>; <i>// set by T_Damage</i>
<a href="qc-types.htm#float">float</a> <b><a name="framecount">framecount</a></b>;
<a href="qc-types.htm#float">float</a> <b><a name="skill">skill</a></b>;
<i>//================================================</i>
<i>//</i>
<i>// world fields (FIXME: make globals)</i>
<i>//</i>
.<a href="qc-types.htm#dot_string">string</a> wad;
.<a href="qc-types.htm#dot_string">string</a> map;
.<a href="qc-types.htm#dot_float">float</a> worldtype; <i>// 0=medieval 1=metal 2=base</i>
<i>//================================================</i>
.<a href="qc-types.htm#dot_string">string</a> killtarget;
<i>//</i>
<i>// quakeed fields</i>
<i>//</i>
.<a href="qc-types.htm#dot_float">float</a> light_lev; <i>// not used by game, but parsed by light util</i>
.<a href="qc-types.htm#dot_float">float</a> style;
<i>//</i>
<i>// monster ai</i>
<i>//</i>
.void() th_stand;
.void() th_walk;
.void() th_run;
.void() th_missile;
.void() th_melee;
.void(<a href="qc-types.htm#entity">entity</a> attacker, <a href="qc-types.htm#float">float</a> damage) <a href=".htm#th_pain">th_pain</a>;
.void() th_die;
.<a href="qc-types.htm#dot_entity">entity</a> oldenemy; <i>// mad at this player before taking damage</i>
.<a href="qc-types.htm#dot_float">float</a> speed;
.<a href="qc-types.htm#dot_float">float</a> lefty;
.<a href="qc-types.htm#dot_float">float</a> search_time;
.<a href="qc-types.htm#dot_float">float</a> attack_state;
<a href="qc-types.htm#float">float</a> <b><a name="AS_STRAIGHT">AS_STRAIGHT</a></b> = 1;
<a href="qc-types.htm#float">float</a> <b><a name="AS_SLIDING">AS_SLIDING</a></b> = 2;
<a href="qc-types.htm#float">float</a> <b><a name="AS_MELEE">AS_MELEE</a></b> = 3;
<a href="qc-types.htm#float">float</a> <b><a name="AS_MISSILE">AS_MISSILE</a></b> = 4;
<i>//</i>
<i>// player only fields</i>
<i>//</i>
.<a href="qc-types.htm#dot_float">float</a> walkframe;
.<a href="qc-types.htm#dot_float">float</a> attack_finished;
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