Hosting and domain costs until October 2024 have been generously sponsored by dumptruck_ds. Thank you!
Difference between revisions of "EXT CSQC System Globals Fields and Builtins List"
From Quake Wiki
(New page: ==System Globals== <code> entity self; entity other; entity world; float time; float frametime; float player_localentnum; //the entnum float player_localnum; //the pla...) |
|||
Line 1: | Line 1: | ||
==System Globals== | ==System Globals== | ||
− | |||
entity self; | entity self; | ||
entity other; | entity other; | ||
Line 61: | Line 60: | ||
float movevar_waterfriction; | float movevar_waterfriction; | ||
float movevar_entgravity; //the local player's gravity field. Is a multiple (1 is the normal value) | float movevar_entgravity; //the local player's gravity field. Is a multiple (1 is the normal value) | ||
− | |||
==System Fields== | ==System Fields== | ||
− | |||
.float modelindex; // *** model index in the precached list | .float modelindex; // *** model index in the precached list | ||
.vector absmin, absmax; // *** origin + mins / maxs | .vector absmin, absmax; // *** origin + mins / maxs | ||
Line 100: | Line 97: | ||
.float colormap; | .float colormap; | ||
.entity owner; | .entity owner; | ||
− | |||
==Builtins== | ==Builtins== |
Revision as of 17:13, 17 January 2008
System Globals
entity self; entity other; entity world; float time; float frametime;
float player_localentnum; //the entnum float player_localnum; //the playernum float maxclients; //a constant filled in by the engine. gah, portability eh?
float clientcommandframe; //player movement float servercommandframe; //clientframe echoed off the server string mapname;
// // global variables set by built in functions // vector v_forward, v_up, v_right; // set by makevectors()
// set by traceline / tracebox float trace_allsolid; float trace_startsolid; float trace_fraction; vector trace_endpos; vector trace_plane_normal; float trace_plane_dist; entity trace_ent; float trace_inopen; float trace_inwater;
// // required prog functions // void() CSQC_Init; void() CSQC_Shutdown; float(float f, float t) CSQC_InputEvent; void() CSQC_UpdateView; float(string s) CSQC_ConsoleCommand;
//these fields are read and set by the default player physics vector pmove_org; vector pmove_vel; vector pmove_mins; vector pmove_maxs; //retrieved from the current movement commands (read by player physics) float input_timelength; vector input_angles; vector input_movevalues; //forwards, right, up. float input_buttons; //attack, use, jump (default physics only uses jump)
float movevar_gravity; float movevar_stopspeed; float movevar_maxspeed; float movevar_spectatormaxspeed; //used by NOCLIP movetypes. float movevar_accelerate; float movevar_airaccelerate; float movevar_wateraccelerate; float movevar_friction; float movevar_waterfriction; float movevar_entgravity; //the local player's gravity field. Is a multiple (1 is the normal value)
System Fields
.float modelindex; // *** model index in the precached list .vector absmin, absmax; // *** origin + mins / maxs
.float entnum; // *** the ent number as on the server .float drawmask; .void() predraw; .float movetype; .float solid;
.vector origin; // *** .vector oldorigin; // *** .vector velocity; .vector angles; .vector avelocity;
.string classname; // spawn function .string model; .float frame; .float skin; .float effects;
.vector mins, maxs; // bounding box extents reletive to origin .vector size; // maxs - mins
.void() touch; .void() use; .void() think; .void() blocked; // for doors or plats, called when can't push other
.float nextthink; .entity chain; .string netname; .entity enemy; .float flags; .float colormap; .entity owner;