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Git Repos / fte_dogmode / qc / defs_fields.qc

Last update to this file was on 2024-03-24 at 02:40.

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//==============================================================================
// SOURCE FOR ENTVARS_T C STRUCTURE
//==============================================================================

//======================================================================
// system fields (*** = do not set in prog code, maintained by C code)
//======================================================================
.float modelindex; // *** model index in the precached list
.vector absmin, absmax; // *** origin + mins / maxs

.float ltime; // local time for entity
.float movetype;
.float solid;

.vector origin; // *** only some of the time -- CEV
.vector oldorigin; // ***
.vector velocity;
.vector angles;
.vector avelocity;

.vector punchangle; // temp angle adjust from dmg or recoil

.string classname; // spawn function
.string model;
.float frame;
.float skin;
.float effects;

.vector mins, maxs; // bounding box extents relative to org
.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 groundentity;

// stats
.float health;
.float frags;
.float weapon; // one of the IT_SHOTGUN, etc flags
.string weaponmodel;
.float weaponframe;
.float currentammo;
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;

.float items; // bit flags
// next three comments from AD
.float takedamage; // Check by many functions for damage
.entity chain; // Can be overwritten by find command
.float deadflag; // Used by client functions

.vector view_ofs; // add to origin to get eye point

.float button0; // fire
.float button1; // use
.float button2; // jump

.float impulse; // weapon changes

.float fixangle; // Make an entity instantly turn
.vector v_angle; // view / targeting angle for players
.float idealpitch; // calc pitch angle for lookup up slopes

.string netname;

.entity enemy; // current entity enemy

.float flags; // FL bitflag operations

.float colormap;
.float team;

.float max_health; // players maximum health is stored here

.float teleport_time; // teleport exit +back timer

.float armortype; // save this fraction of incoming damage
.float armorvalue;

.float waterlevel; // 0: none, 1: feet, 2: waist, 3: eyes
.float watertype; // a contents value

.float ideal_yaw; // ideal direction for entity to face
.float yaw_speed; // speed (in degrees) turning towards

.entity aiment;

.entity goalentity; // a movetarget or an enemy

.float spawnflags; // mostly custom options for each entity

.string target;
.string targetname;

// damage is accumulated through a frame. and sent as one single
// message, so the super shotgun doesn't generate huge messages
.float dmg_take;
.float dmg_save;
.entity dmg_inflictor;

.entity owner; // who launched a missile
.vector movedir; // mostly for doors, but also
// used for waterjump
.string message; // trigger messages

.float sounds; // a cd track number or sound number

.string noise, noise1, noise2, noise3; // contains names of wavs to play

//======================================================================
void end_sys_fields; // flag for structure dumping
//======================================================================

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Log defs_fields.qc

Date Commit Message Author + -
2024-03-24 2nd pass refactor, rework QC class structure cev +115  

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