Table of Contents
Know thy Engine!
Table of contents
General
Functions, Macros
- _DotProduct Multiply two vectors, inner product, function
- _VectorAdd Add two vectors, vecc=veca+vecb, function
- _VectorCopy Assignment, out=in, function
- _VectorSubtract Subtract, vecc=veca-vecb, function
- AddPointToBounds Expand a Bounding Box
- anglemod Clamp an angle
- AngleVectors Create an orthonormal set of vectors
- BigFloat Big Endian 32bit floating point, swaps
- BigLong Big Endian 32bit, swaps all LSB/MSB
- BigShort Big Endian 16bit, swaps LSB/MSB
- BoxOnPlaneSide Check AABB against a BSP plane
- BoxOnPlaneSide2 Check AABB against a BSP plane
- ClearBounds Reset Bounding Box
- ClipVelocity Collision response
- Cmd_Help_f Display the current help message
- Cmd_Score_f Display the scoreboard
- COM_DefaultExtension Dunno???
- COM_FileBase Dunno???
- COM_FilePath Dunno???
- Com_PageInMemory Dunno???
- COM_Parse Dunno???
- COM_SkipPath Dunno???
- Com_sprintf Dunno???
- COM_StripExtension Dunno?
- CrossProduct Calculate the outer product of two 3-vectors,
cross= v1 x v2 (does not commute)
- G_RunEntity Move an entity
- GetGameAPI Server/GameSubsystem Interface
- Hunk_Alloc Block stack allocation, one hunk
- Hunk_Begin Block stack allocation, dunno???:
- Hunk_End Block stack allocation, dunno???
- Hunk_Free Block stack handling, free a hunk
- Info_RemoveKey Removes a key/value entry from a userinfo string
- Info_SetValueForKey (Re)sets a value for a key in a userinfo string
- Info_Validate Validates an info string (checking for correct syntax)
- Info_ValueForKey Retrieves a value substring
- LerpAngle Linear interpolation of an angle, single step
- LittleFloat Little Endian 32bit floating point, pass through
- LittleLong Little Endian 32bit, pass through
- LittleShort Little Endian 16bit, pass through
- PerpendicularVector Creates one possible dst perpendicular to src
- ProjectPointOnPlane Returns projection dst of p, given normal of plane
- Q_ftol Float to long int conversion
- Q_log2 Log2
- Q_strcasecmp Portable case insensitive compare, duplicate???
- Q_stricmp Portable case insensitive compare
- Q_strncasecmp Portable case insensitive compare, multiple occurence
- R_ConcatRotations Calculate 3x3 rotation matrix
- R_ConcatTransforms Calculate 3x4 transformation matrix
- RotatePointAroundVector Angular displacement of point, in dst
- ServerCommand Handle "sv" commands
- SV_AddGravity Add velocity by gravity
- SV_AddRotationalFriction Slow down rotation
- SV_CheckVelocity Bounds velocity in the world
- SV_FlyMove Basic collision response
- SV_Impact Collision response
- SV_Physics_Noclip Second most simple physics - movement only
- SV_Physics_None Simplest Physics
- SV_Physics_Pusher Dunno???
- SV_Physics_Step Monster (walk) movement
- SV_Physics_Toss Toss, bounce, and fly movement
- SV_Push Dunno???
- SV_PushEntity Move entity
- SV_RunThink Animation, check think
- SV_TestEntityPosition Check an entity
- Swap_Init Setup endian sensitive I/O
- Sys_FindClose Dunno???
- Sys_FindFirst First occurence of file with specified SFF attributes
- Sys_FindNext Next occurence of gile with specificed SFF attributes
- Sys_Milliseconds Get real time from OS
- Sys_Mkdir Create a directory, parent???
- va Handle variable argument list
- VectorCompare Compare two vectors, returns???
- VectorInverse Invert a vector???
- VectorLength Return eucledian length (square root of inner product)
- VectorMA Multiply-Add, vecc= veca + scale*vecb
- VectorNormalize Normalize, return previous vector length
- VectorNormalize2 Normalize a copy, return previous vector length
- VectorScale Scale vector with value
Variables
- bob_pitch Weapon bobbing, dunno???
- bob_roll Weapon bobbing, dunno???
- bob_up Weapon bobbing, dunno???
- body_armor_index Dunno???
- combat_armor_index Dunno???
- coop Coop game mode????
- curtime Real time returned by last Sys_Milliseconds
- deathmatch Deathmatch mode???
- dedicated Dedicated server, not running a client
- dmflags Deathmatch flags - nohealth???
- fields Fields (associated to spawn_temp_t/savegames)
- fraglimit DM, maximum numbers of frags, to force exit
- g_edicts The edicts list (array, really)
- g_select_empty Dunno???
- game Store per game data
- gi Import from main engine
- globals Export to server (main engine)
- gun_x Development
- gun_y Development
- gun_z Development
- itemlist Item list (dunno???)
- jacket_armor_index Dunno???
- level Store per level data
- maxclients Number of players???
- maxentities Limit of edict??? table
- meansOfDeath Global variable for???
- monster_flash_offset Monster muzzle flash offset LUT
- obstacle Dunno???, used by SV_Push
- password Server side password, access control???
- pushed Dunno???, used by SV_Push
- pushed_p Dunno???, used by SV_Push
- run_pitch Dunno???
- run_roll Dunno???
- skill Skill level, single player
- sm_meat_index Dunno???
- snd_fry Dunno???
- st More per level data not stored elsewhere
- sv_cheats Dunno???
- sv_gravity Global, per level gravity value
- sv_maxvelocity Dunno???
- sv_rollangle View roll angle (maximum) for strafing???
- sv_rollspeed View roll limitation???
- timelimit DM, maximum time on this level, force exit
- vec3_origin Global origin, is set to (0,0,0)
Macros
- AI_BRUTAL Dunno???
- AI_COMBAT_POINT Dunno???
- AI_DUCKED Dunno???, is ducked
- AI_GOOD_GUY Dunno???, friendly fire interdict
- AI_HOLD_FRAME Dunno???, (weapon) animation
- AI_LOST_SIGHT Dunno???, no LOS to target
- AI_MEDIC Dunno???, indicates resurrect capability
- AI_NOSTEP Dunno???, does not climb stairs
- AI_PURSUE_NEXT Dunno???, moving to next trail point
- AI_PURSUE_TEMP Dunno???
- AI_PURSUIT_LAST_SEEN Dunno???, approaching trail point
- AI_RESURRECTING Dunno???, resurrection in progress
- AI_SOUND_TARGET Dunno???, heard something
- AI_STAND_GROUND Dunno???, default state
- AI_TEMP_STAND_GROUND Dunno???
- ANGLE2SHORT Convert 0 to 360 degree float to 16bit short
- AREA_SOLID A solid entity found by BoxEdicts()
- AREA_TRIGGERS A trigger entity found by BoxEdicts()
- ARMOR_BODY Armor type, full body armor
- ARMOR_COMBAT Armor type, combat armor
- ARMOR_JACKET Armor type, simple flak jacket
- ARMOR_NONE Armor type, none
- ARMOR_SHARD Armor type, single plate/shard
- AS_MELEE Attack Flag, close combat/melee
- AS_MISSILE Attack Flag, as ???missile (flying skull???)
- AS_SLIDING Attack Flag, ???in passing/movement
- AS_STRAIGHT Attack Flag, straight frontal attack
- ATTN_IDLE Sound attenuation control, dunno
- ATTN_NONE Sound attenuation control, full volume the entire level
- ATTN_NORM Sound attentuation control, default mode
- ATTN_STATIC Sound attenuation control, diminish very rapidly with distance
- BODY_QUEUE_SIZE List of dead bodies
- BOX_ON_PLANE_SIDE Pre-check AABB against a BSP plane, inline
- BUTTON_ANY Button bit, any other key whatsoever
- BUTTON_ATTACK Button bit, fire/shoot button
- BUTTON_USE Button bit, use button -huh???
- CENTER_HANDED Handedness, no weapon displayed???
- CHAN_AUTO Sound channel, never override
- CHAN_BODY Breathing/jump???
- CHAN_ITEM Sound channel, item pickup indicator???
- CHAN_NO_PHS_ADD Sound modifier flag, send to all
- CHAN_RELIABLE Sound modifier flag, send by reliable message, not datagram
- CHAN_VOICE Sound channel, voice effects
- CHAN_WEAPON Sound channel, weapon sounds
- CLOFS Savegame conversion, gclient struct
- CONTENTS_AREAPORTAL Areaportal, door states, PHS clipping
- CONTENTS_AUX Dunno???
- CONTENTS_CURRENT_0 Towards East
- CONTENTS_CURRENT_180 Towards West
- CONTENTS_CURRENT_270 Towards South
- CONTENTS_CURRENT_90 Towards North
- CONTENTS_CURRENT_DOWN Downward, follows gravity
- CONTENTS_CURRENT_UP Upward, against gravity
- CONTENTS_DEADMONSTER Bodies
- CONTENTS_DETAIL Detail (non-occluding) rushes to be added after vis leafs
- CONTENTS_LADDER Ladder space, jump/move is climb
- CONTENTS_LAVA Lava, warping and lethal
- CONTENTS_MIST Dunno, UNUSED???
- CONTENTS_MONSTER Dunno???, should never be on a brush, only in game
- CONTENTS_MONSTERCLIP Monster off limits
- CONTENTS_ORIGIN Dunno???, removed before BSPing an entity
- CONTENTS_PLAYERCLIP Player does not pass here
- CONTENTS_SLIME Slime, less damaging
- CONTENTS_SOLID A POV/an eye is never valid in a solid
- CONTENTS_TRANSLUCENT Is auto set if any surface has translucency
- CONTENTS_WATER Water, warping, will eventually drown you
- CONTENTS_WINDOW Translucent, but not watery (warping)
- CPLANE_DIST Offset of distance along normal, for assembler
- CPLANE_NORMAL_X Offset of normal vector x component, for assembler
- CPLANE_NORMAL_Y Offset of normal vector y component, for assembler
- CPLANE_NORMAL_Z Offset of normal vector z component, for assembler
- CPLANE_PAD0 Offset of padding entry
- CPLANE_PAD1 Offset of padding entry
- CPLANE_SIGNBITS Offset of orientation sign bits, for assembler
- CPLANE_TYPE Offset of axial type, for assembler
- crandom Random function (macro)
- CS_CDTRACK Config string, CD soundtrack name
- CS_IMAGES Dunno???
- CS_ITEMS Dunno???
- CS_LIGHTS Dunno???
- CS_MAPCHECKSUM Config string, checksum of map, for catching cheater maps
- CS_MAXCLIENTS Config string, maximum number of clients/players
- CS_MODELS Dunno???
- CS_NAME Config string, player name???
- CS_PLAYERSKINS Dunno???
- CS_SKY Config string, sky texture name
- CS_SKYAXIS Config string, sky rotation axis, in sscanf("%f %f %f") format
- CS_SKYROTATE Config string, sky rotation as angular velocity in degree/second
- CS_SOUNDS Dunno???
- CS_STATUSBAR Config string, ???display program string
- CVAR Console variable, dunno???
- CVAR_ARCHIVE Archive Flag
- CVAR_LATCH Set to save changes until server restart
- CVAR_NOSET Set to prohibit changes
- CVAR_SERVERINFO Set to have cvar added to serverinfo when changed
- CVAR_USERINFO Set to have cvar added to userinfo when changed
- DAMAGE_TIME View pitching time
- DEAD_DEAD Deadflag, is deceased fur sure???
- DEAD_DYING Deadflag, not yet dead, but inevitably soon
- DEAD_NO Deadflag, not dead
- DEAD_RESPAWNABLE Deadflag, dead but ready to respawn
- DotProduct Multiply two vectors, inner product, inline
- EF_ANIM01 Automatically cycle between frames 0 and 1 at 2 Hz
- EF_ANIM23 Automatically cycle between frames 2 and 3 at 2 Hz
- EF_ANIM_ALL Automatically cycle through all frames at 2 Hz
- EF_ANIM_ALLFAST Automatically cycle through all frames at 10Hz
- EF_BFG Dunno???
- EF_BLASTER Dynamic red light plus (laser???) trail
- EF_BOOMER Dunno???
- EF_COLOR_SHELL Dunno???
- EF_FLAG1 Dunno, CTF???
- EF_FLAG2 Dunno, CTF???
- EF_FLIES Flies swarming a dead body/flocking particles
- EF_GIB Leave a (blood???) trail
- EF_GREENGIB Dunno, green blood???
- EF_GRENADE Dunno???
- EF_HYPERBLASTER Dunno???
- EF_PENT Pentagramm effects (which???)
- EF_POWERSCREEN Dunno???
- EF_QUAD Quad effects (which???)
- EF_ROCKET Dynamic red light plus (???) trail
- EF_ROTATE Rotate around Z axis (bonus items)
- EF_TELEPORTER Teleport exhibits ???particle fountain
- ERR_DISCONNECT Error level, ???do not kill server
- ERR_DROP Error level, print to console and disconnect from game
- ERR_FATAL Error level, exit the entire game with a popup window
- FALL_TIME View pitching time
- FFL_SPAWNTEMP Field flag, see g_save
- FL_FLY A floater???, not affected by gravity???
- FL_GODMODE Invulnerability cheat
- FL_IMMUNE_LASER Vulnerability flag
- FL_IMMUNE_LAVA Vulnerability flag, not damaged by lava
- FL_IMMUNE_SLIME Vulnerability flag, not damaged by slime
- FL_INWATER Dunno???
- FL_NO_KNOCKBACK Weapon recoil???
- FL_NOTARGET Dunno???
- FL_PARTIALGROUND Dunno???, not all corners are valid
- FL_POWER_ARMOR Power armor (if any) is active
- FL_RESPAWN Dunno???, used for item respawning
- FL_SWIM A swimmer???, implied immunity to drowining
- FL_TEAMSLAVE Teamed items, not the first on the team
- FL_WATERJUMP Movement flag???, player jumping out of water
- FOFS Savegame conversion, edcits
- FRAMETIME Game tick duration
- GAME_INCLUDE Control shared struct visibility
- GAMEVERSION Base dirctory/game version
- GIB_METALLIC Mechanic scrap, machinery remains
- GIB_ORGANIC Bloody remains of living body
- IS_NAN NAN checking (not a number), masks bit
- IT_AMMO Item, is ammo
- IT_ARMOR Item, is armor
- IT_KEY Item, is key (door/access control)
- IT_POWERUP Item, special item doing strange things to player
- IT_STAY_COOP Item, now what??? weird
- IT_WEAPON Item, is weapon - ???use makes active weapon
- ITEM_TRIGGER_SPAWN Item spawnflag, dunno???
- LAST_VISIBLE_CONTENTS This one marks the flags indicating visible content
- LEFT_HANDED Handedness, left handed (mirrored)
- LLOFS Savegame conversion, level_locals struct
- M_PI Define if not provided
- MASK_ALL All Contents have to be considered
- MASK_CURRENT All the current flags
- MASK_DEADSOLID Purpose???
- MASK_MONSTERSOLID Everything that stops a monster
- MASK_OPAQUE All that is not translucent
- MASK_PLAYERSOLID Everything that stops a player
- MASK_SHOT All that can be shot???
- MASK_SOLID Purpose???
- MASK_WATER All that warps
- MAX_CLIENTS Absolute limit, per level
- MAX_CONFIGSTRINGS Maximum number of config strings stored
- MAX_EDICTS Absolute limit per level
- MAX_IMAGES Maximum images per level
- MAX_INFO_KEY Key/value userinfo string, maximum length of a key substring
- MAX_INFO_STRING Key/value userinfo string, maximum length of entire string
- MAX_INFO_VALUE Key/value userinfo string, maximum length of a value substring
- MAX_ITEMS Maximum items per level
- MAX_LIGHTSTYLES Maximum lightstyles per level
- MAX_MODELS Maximum models per level
- MAX_OSPATH Max length of a filesystem pathname
- MAX_QPATH Max length of a quake game pathname
- MAX_SOUNDS Maximum sounds per level
- MAX_STATS Maximum possible entries in stats field
- MAX_STRING_CHARS Max length of a string passed to Cmd_TokenizeString
- MAX_STRING_TOKENS Max tokens resulting from Cmd_TokenizeString
- MAX_TOKEN_CHARS Max length of an individual token
- MAXTOUCH Number of entities stored as "touched" in pmove_t
- MELEE_DISTANCE Close combat range, in Q2 units
- nanmask NAN checking (not a number)
- NULL If not available, set to ((void*)0)
- PITCH Angle Index, for "up / down"
- PMF_DUCKED Player is currently ducked
- PMF_JUMP_HELD Player keeps jumping
- PMF_NO_PREDICTION Prediction disabled for unlimited time
- PMF_ON_GROUND Player is on ground (and thus could jump
- PMF_TIME_LAND Player is ???in fall
- PMF_TIME_TELEPORT Player in transit
- PMF_TIME_WATERJUMP Player ???jumped out of water
- PNOISE_IMPACT Player Noise type, physics (falling)
- PNOISE_SELF Player Noise type, avatar??? noise (breathing)
- PNOISE_WEAPON Player Noise type, weapon fire
- POWER_ARMOR_NONE Power armor type, none
- POWER_ARMOR_SCREEN Power armor type, screen
- POWER_ARMOR_SHIELD Power armor type, shield
- PRINT_ALERT ???
- PRINT_ALL ???
- PRINT_CHAT Print priotity level, chat messages
- PRINT_DEVELOPER Debug, only print when "developer 1"???
- PRINT_HIGH Print priority level, critical messages
- PRINT_LOW Print priority level, pickup messages
- PRINT_MEDIUM Print priority level, death messages
- random Random function (macro)
- RANGE_FAR Too far away for???
- RANGE_MELEE Close combat range
- RANGE_MID Mid range???
- RANGE_NEAR Near attack range
- RDF_NOWORLDMODEL Now scene rendering, used for player configuration screen
- RDF_UNDERWATER Warp the screen as apropriate (just blend in GL)
- RF_BEAM Dunno???
- RF_CUSTOMSKIN Skin is an index in image_precache
- RF_DEPTHHACK Dunno???, for view weapon Z crunching/scaling???
- RF_FRAMELERP Subject to linear interpolation if refresh > 10Hz
- RF_FULLBRIGHT Always draw full intensity
- RF_GLOW Pulse lighting for bonus items
- RF_MINLIGHT Always have some light (viewmodel)
- RF_SHELL_BLUE Dunno???
- RF_SHELL_GREEN Dunno???
- RF_SHELL_RED Dunno???
- RF_TRANSLUCENT Dunno???:
- RF_VIEWERMODEL Player avatar, do not draw through eyes, only in mirrors
- RF_WEAPONMODEL Player view on weapon, only draw through eyes
- RIGHT_HANDED Handedness, right handed (default)
- ROLL Agle Index, "fall over"
- SFF_ARCH Archive File attribute
- SFF_HIDDEN Hidden File attribute
- SFF_RDONLY Read-Only File attribute
- SFF_SUBDIR Subdirectory
- SFF_SYSTEM System File attribute
- SFL_CROSS_TRIGGER_MASK Server flags, cross trigger 1-8 mask
- SHORT2ANGLE Convert 16bit short to 0
- SPAWNFLAG_NOT_COOP Edict spawnflag (mode)
- SPAWNFLAG_NOT_DEATHMATCH Edict spawnflag (mode)
- SPAWNFLAG_NOT_EASY Edict spawnflag (skill)
- SPAWNFLAG_NOT_HARD Edict spawnflag (skill)
- SPAWNFLAG_NOT_MEDIUM Edict spawnflag (skill)
- STAT_FLASHES Cleared each frame, 1 = health, 2 = armor
- STOFS Savegame conversion, spawn_temp struct
- SURF_FLOWING Moving surface, scroll towards angle
- SURF_LIGHT Light source, value will hold the light strength/intensity
- SURF_NODRAW Not drawn, do not bother referencing the texture
- SURF_SKY Do not draw as is, but add to skybox pass
- SURF_SLICK Slippery, mark for effects game physics
- SURF_TRANS33 Translucency (in non-GL mode 33%)
- SURF_TRANS66 Translucency (in non-GL mode 66%)
- SURF_WARP The turbulent water/lava/slime warp
- TAG_GAME Memory tag, clear when unloading DLL
- TAG_LEVEL Memory tag, clear when loading a new level
- VectorAdd Add two vectors, c=a+b, inline
- VectorClear Initialize, reset to zero, inline
- VectorCopy Assignment, b=a, inline
- VectorNegate Inverse, b = -a, inline
- VectorSet Initialize, set all components to value v, inline
- VectorSubtract Subtract, c=a-b, inline
- world Convenience macro, point to edict table
- YAW Angle Index, for "left / right"
Enums, Unions, Structs
hierarchy of classes
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