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