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

From Quake Wiki

Line 1: Line 1:
 
==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. gah, portability eh?
+
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>

Builtins