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