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globals.qc
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globals.qc
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// this struct houses special globals designed to mirror
// the original Q2 code; they aren't synced with Q2
// and must be synced manually via gi
struct
{
int num_edicts;
} globals;
const entity world;
// this is a special value that can be used to distinguish the world
// from a literal null entity. The only place this is used in Quake2C
// is for groundentity, which may be null *or* world (or other entity).
const entity null_entity = itoe(-1);
int snd_fry;
int sm_meat_index;
// global cvars
#ifdef SINGLE_PLAYER
cvar_t deathmatch;
cvar_t coop;
cvar_t skill;
#endif
cvar_t dmflags;
cvar_t fraglimit;
cvar_t timelimit;
#ifdef CTF
cvar_t ctf;
cvar_t capturelimit;
cvar_t instantweap;
#endif
cvar_t password;
cvar_t spectator_password;
cvar_t needpass;
cvar_t maxspectators;
cvar_t maxentities;
cvar_t g_select_empty;
cvar_t dedicated;
cvar_t filterban;
cvar_t sv_maxvelocity;
cvar_t sv_gravity;
cvar_t sv_rollspeed;
cvar_t sv_rollangle;
cvar_t run_pitch;
cvar_t run_roll;
cvar_t bob_up;
cvar_t bob_pitch;
cvar_t bob_roll;
cvar_t sv_cheats;
cvar_t flood_msgs;
cvar_t flood_persecond;
cvar_t flood_waitdelay;
cvar_t sv_maplist;
cvar_t sv_features;
// spawn_temp_t is only used to hold entity field values that
// can be set from the editor, but aren't actualy present
// in edict_t during gameplay
struct spawn_temp_t
{
// world vars
string sky;
float skyrotate;
vector skyaxis;
string nextmap;
int lip;
int distance;
int height;
string noise;
float pausetime;
string item;
string gravity;
float minyaw;
float maxyaw;
float minpitch;
float maxpitch;
float angle;
} st;