fangflecked-old

old project. ive since repurposed the name
git clone git://moonbender.net/fangflecked-old
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ss_customdefs.qc (1789B)


      1 //defs used by Fangflecked, rather
      2 //than the engine
      3 
      4 //ENT PROPERTIES==================
      5 
      6 //firing states
      7 .float attack_finished;
      8 
      9 //ammo types
     10 .float ammo_mg;
     11 .float ammo_pistol;
     12 
     13 //for worldspawn
     14 .string strack; //music track
     15 
     16 //for trigger_mapend entity
     17 .string map; //destination
     18 
     19 //technically used by players,
     20 //but it's for the mapend entity.
     21 //this gets set to true if a player
     22 //is inside the mapend trigger
     23 .float mapend; 
     24 
     25 //for monster ai
     26 .void()		th_stand;
     27 .void()		th_walk;
     28 .void()		th_run;
     29 .void()		th_missile;
     30 .void()		th_melee;
     31 .void(entity attacker, float damage)		th_pain;
     32 .void()		th_die;
     33 .entity		oldenemy;		// mad at this player before taking damage
     34 .float 		pausetime;
     35 .entity 	movetarget;
     36 .float	search_time;
     37 
     38 //for buttons and doors and such
     39 .float movestate;
     40 
     41 //for player gunfire states
     42 .float ready;
     43 .float readystate;
     44 
     45 //don't remember what these do, but
     46 //they're used in player.qc.
     47 //TODO: Figure it out!
     48 .float isspec;
     49 .float lastsound_time;
     50 .vector oldvelocity;
     51 
     52 //DEFINES==========================
     53 
     54 //csqc events
     55 //any additions should also be added to
     56 //client/customdefs.qc
     57 #define EVENT_PLAYERDEATH 		0
     58 #define EVENT_WEAPONCHANGE 		1
     59 #define EVENT_PISTOLFIRE 		2
     60 #define EVENT_MGFIRE 			3
     61 #define EVENT_EMITPARTICLES		4
     62 
     63 //TODO: figure out what this is
     64 #define FL_JUMPRELEASED 4096
     65 
     66 #define IT_PISTOL 	1
     67 #define IT_MG 		2
     68 
     69 //weapon ammo. move this to weapons.qc?
     70 #define MAXAMMO_PISTOL	50
     71 #define MAXAMMO_MG 		200
     72 
     73 //player states I think? TODO: Confirm
     74 #define DEAD_NO 	0
     75 #define DEAD_DYING 	1
     76 #define DEAD_DEAD 	2
     77 
     78 //gun firing states
     79 //stored in .float readystate
     80 #define READY 		1
     81 #define FIRING_SEMI 2
     82 #define FIRING 		3
     83 #define SWITCHING 	4
     84 
     85 //states for buttons and doors
     86 //(they go in .float movestate)
     87 #define MST_REST 	0
     88 #define MST_CLICK 	1