Difference between revisions of "EXT CSQC System Globals Fields and Builtins List"

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(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...)
 
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==System Globals==
 
==System Globals==
<code>
 
 
entity self;
 
entity self;
 
entity other;
 
entity other;
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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)
</code>
 
 
==System Fields==
 
==System Fields==
<code>
 
 
.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
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.float colormap;
 
.float colormap;
 
.entity owner;
 
.entity owner;
</code>
 
 
==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;

Builtins