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EXT CSQC System Globals Fields and Builtins List
From Quake Wiki
System Globals
entity self;<br> entity other;<br> entity world;<br> float time;<br> float frametime;<br> <br> float player_localentnum; //the entnum<br> float player_localnum; //the playernum<br> float maxclients; //a constant filled in by the engine<br> <br> float clientcommandframe; //player movement<br> float servercommandframe; //clientframe echoed off the server<br> string mapname;<br> <br> //<br> // global variables set by built in functions<br> //<br> vector v_forward, v_up, v_right; // set by makevectors()<br> <br> // set by traceline / tracebox<br> float trace_allsolid;<br> float trace_startsolid;<br> float trace_fraction;<br> vector trace_endpos;<br> vector trace_plane_normal;<br> float trace_plane_dist;<br> entity trace_ent;<br> float trace_inopen;<br> float trace_inwater;<br> <br> //<br> // required prog functions<br> //<br> void() CSQC_Init;<br> void() CSQC_Shutdown;<br> float(float f, float t) CSQC_InputEvent;<br> void() CSQC_UpdateView;<br> float(string s) CSQC_ConsoleCommand;<br> <br> //these fields are read and set by the default player physics<br> vector pmove_org;<br> vector pmove_vel;<br> vector pmove_mins;<br> vector pmove_maxs;<br> //retrieved from the current movement commands (read by player physics)<br> float input_timelength;<br> vector input_angles;<br> vector input_movevalues; //forwards, right, up.<br> float input_buttons; //attack, use, jump (default physics only uses jump)<br> <br> float movevar_gravity;<br> float movevar_stopspeed;<br> float movevar_maxspeed;<br> float movevar_spectatormaxspeed; //used by NOCLIP movetypes.<br> float movevar_accelerate;<br> float movevar_airaccelerate;<br> float movevar_wateraccelerate;<br> float movevar_friction;<br> float movevar_waterfriction;<br> float movevar_entgravity; //the local player's gravity field. Is a multiple (1 is the normal value)<br>
System Fields
.float modelindex; // *** model index in the precached list<br> .vector absmin, absmax; // *** origin + mins / maxs<br> <br> .float entnum; // *** the ent number as on the server<br> .float drawmask;<br> .void() predraw;<br> .float movetype;<br> .float solid;<br> <br> .vector origin; // ***<br> .vector oldorigin; // ***<br> .vector velocity;<br> .vector angles;<br> .vector avelocity;<br> <br> .string classname; // spawn function<br> .string model;<br> .float frame;<br> .float skin;<br> .float effects;<br> <br> .vector mins, maxs; // bounding box extents reletive to origin<br> .vector size; // maxs - mins<br> <br> .void() touch;<br> .void() use;<br> .void() think;<br> .void() blocked; // for doors or plats, called when can't push other<br> <br> .float nextthink;<br> .entity chain;<br> .string netname;<br> .entity enemy;<br> .float flags;<br> .float colormap;<br> .entity owner;<br>