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

From Quake Wiki

(Builtins)
Line 102: Line 102:
 
</pre>
 
</pre>
 
==Builtins==
 
==Builtins==
 +
<pre>
 +
void(vector ang) makevectors = #1;
 +
void(entity e, vector o) setorigin = #2;
 +
void(entity e, string m) setmodel = #3;
 +
void(entity e, vector min, vector max) setsize = #4;
 +
void(entity e, vector min, vector max) setabssize = #5;
 +
void() break = #6;
 +
float() random = #7;
 +
void(entity e, float chan, string samp) sound = #8;
 +
vector(vector v) normalize = #9;
 +
void(string e) error = #10;
 +
void(string e) objerror = #11;
 +
float(vector v) vlen = #12;
 +
float(vector v) vectoyaw = #13;
 +
entity() spawn = #14;
 +
void(entity e) remove = #15;
 +
float(vector v1, vector v2, float tryents) traceline = #16;
 +
entity() checkclient = #17;
 +
entity(entity start, .string fld, string match) find = #18;
 +
void(string s) precache_sound = #19;
 +
void(string s) precache_model = #20;
 +
void(entity client, string s, ...) stuffcmd = #21;
 +
entity(vector org, float rad) findradius = #22;
 +
 +
string(float f) ftos = #26;
 +
string(vector v) vtos = #27;
 +
void() coredump = #28;
 +
void() traceon = #29;
 +
void() traceoff = #30;
 +
void(entity e) eprint = #31;
 +
float(float yaw, float dist) walkmove = #32;
 +
 +
float() droptofloor = #34;
 +
void(float style, string value) lightstyle = #35;
 +
float(float v) rint = #36;
 +
float(float v) floor = #37;
 +
float(float v) ceil = #38;
 +
 +
float(entity e) checkbottom = #40;
 +
float(vector v) pointcontents = #41;
 +
 +
float(float f) fabs = #43;
 +
float(string s) cvar = #45;
 +
void(string s) localcmd = #46;
 +
entity(entity e) nextent = #47;
 +
void(vector o, vector d, float color, float count) particle = #48;
 +
void() ChangeYaw = #49;
 +
 +
vector(vector v) vectoangles = #51;
 +
 +
string(string s) precache_file = #68;
 +
void(entity e) makestatic = #69;
 +
 +
void(string var, string val) cvar_set = #72;
 +
 +
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
 +
string(string s) precache_model2 = #75;
 +
string(string s) precache_sound2 = #76;
 +
string(string s) precache_file2 = #77;
 +
</pre>

Revision as of 17:37, 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;

Builtins

void(vector ang) makevectors = #1;
void(entity e, vector o) setorigin = #2;
void(entity e, string m) setmodel = #3;
void(entity e, vector min, vector max) setsize = #4;
void(entity e, vector min, vector max) setabssize = #5;
void() break = #6;
float() random = #7;
void(entity e, float chan, string samp) sound = #8;
vector(vector v) normalize = #9;
void(string e) error = #10;
void(string e) objerror = #11;
float(vector v) vlen = #12;
float(vector v) vectoyaw = #13;
entity() spawn = #14;
void(entity e) remove = #15;
float(vector v1, vector v2, float tryents) traceline = #16;
entity() checkclient = #17;
entity(entity start, .string fld, string match) find = #18;
void(string s) precache_sound = #19;
void(string s) precache_model = #20;
void(entity client, string s, ...) stuffcmd = #21;
entity(vector org, float rad) findradius = #22;

string(float f) ftos = #26;
string(vector v) vtos = #27;
void() coredump = #28;
void() traceon = #29;
void() traceoff = #30;
void(entity e) eprint = #31;
float(float yaw, float dist) walkmove = #32;

float() droptofloor = #34;
void(float style, string value) lightstyle = #35;
float(float v) rint = #36;
float(float v) floor = #37;
float(float v) ceil = #38;

float(entity e) checkbottom = #40;
float(vector v) pointcontents = #41;

float(float f) fabs = #43;
float(string s) cvar = #45;
void(string s) localcmd = #46;
entity(entity e) nextent = #47;
void(vector o, vector d, float color, float count) particle = #48;
void() ChangeYaw = #49;

vector(vector v) vectoangles = #51;

string(string s) precache_file = #68;
void(entity e) makestatic = #69;

void(string var, string val) cvar_set = #72;

void(vector pos, string samp, float vol, float atten) ambientsound = #74;
string(string s) precache_model2 = #75;
string(string s) precache_sound2 = #76;
string(string s) precache_file2 = #77;