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Values used for entity field .movetype.
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MOVETYPE_NONE = 0; // never moves
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//float MOVETYPE_ANGLENOCLIP = 1;
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//float MOVETYPE_ANGLECLIP = 2;
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MOVETYPE_WALK = 3; // walking players only
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MOVETYPE_STEP = 4; // walking monster
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MOVETYPE_FLY = 5; // hovering flight: meant for flying monsters (and players)
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MOVETYPE_TOSS = 6; ballistic flight: meant for gibs and the like
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MOVETYPE_PUSH = 7; not blocked by the world, push and crush meant for doors, spikes and crushing platforms
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MOVETYPE_NOCLIP = 8; // not blocked by the world
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MOVETYPE_FLYMISSILE = 9; // like fly, but size enlarged against monsters: meant for rockets
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MOVETYPE_BOUNCE = 10; // bounce off walls
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MOVETYPE_BOUNCEMISSILE = 11 // bounce off walls, but size enlarged against monsters: meant for grenades"</s>
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<s>[INST] There's more predefined constants in QuakeC, right?[/INST]
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" Yes, of course. Like for example: Entity Damage Types:
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Values used for entity field .takedamage. Most damageable entities have DAMAGE_AIM, so that when
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they chew on a grenade, it explodes. If you make an entity DAMAGE_YES, the grenades will bounce off it.
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DAMAGE_NO = 0; // Can't be damaged
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DAMAGE_YES = 1; // Grenades don't explode when touching entity
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DAMAGE_AIM = 2; // Grenades explode when touching entity
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Entity Dead Flag:
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Values used for the entity field .deadflag.
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DEAD_NO = 0; // still living
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DEAD_DYING = 1; // dying (helpless)
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DEAD_DEAD = 2; // really dead
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DEAD_RESPAWNABLE = 3; // dead, but can respawn"</s>
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<s>[INST] What about predefined constants such as Spawnflags in QuakeC?[/INST]
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" Spawnflags:
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The entity field .spawnflags is a bit field, whose interpretation depend on the concerned entity. There is
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quite a bit of a hack here that could cause unexpected problems with QuakeC code that does not pay
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particular attention to the context in which the value of this field is evaluated.
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DOOR_START_OPEN = 1; // allow entity to be lighted in closed position
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SPAWN_CRUCIFIED= 1; // for zombie
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PLAT_LOW_TRIGGER = 1; // for func_plat()
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SPAWNFLAG_NOTOUCH= 1;
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SPAWNFLAG_NOMESSAGE= 1;
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PLAYER_ONLY = 1;
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SPAWNFLAG_SUPERSPIKE = 1; // for spike shooter
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SECRET_OPEN_ONCE = 1; // secret door, stays open
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PUSH_ONCE = 1;
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WEAPON_SHOTGUN = 1; // weapon, shotgun
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H_ROTTEN = 1; // health, rotten (5-10 points)
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WEAPON_BIG2 = 1; // items
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START_OFF = 1; // light, is off at start.
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SILENT = 2;
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SPAWNFLAG_LASER = 2; // for spike shooter
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SECRET_1ST_LEFT = 2; // secret door, 1st move is left of arrow
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WEAPON_ROCKET = 2; // weapon, rocket
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H_MEGA = 2; // health, mega (100 points)
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DOOR_DONT_LINK = 4;
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SECRET_1ST_DOWN = 4; // secret door, 1st move is down from arrow
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WEAPON_SPIKES = 4; // weapon, nailgun
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DOOR_GOLD_KEY = 8;
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SECRET_NO_SHOOT = 8; // secret door, only opened by trigger
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WEAPON_BIG = 8; // weapon, super model
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DOOR_SILVER_KEY = 16;SECRET_YES_SHOOT = 16; // secret door, shootable even if targeted
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DOOR_TOGGLE = 32;"</s>
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<s>[INST] What about predefined constants such as Light Effects, and Point Contents?[/INST]
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" Of course! Here they are: Light Effects: Values used by the entity field .effects.
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EF_BRIGHTFIELD = 1; // glowing field of dots
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EF_MUZZLEFLASH = 2;
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EF_BRIGHTLIGHT = 4;
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EF_DIMLIGHT = 8;
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Point Contents:
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CONTENT_EMPTY = -1; // empty area
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CONTENT_SOLID = -2; // totally solid area (rock)
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CONTENT_WATER = -3; // pool of water
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CONTENT_SLIME = -4; // pool of slime
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CONTENT_LAVA = -5; // lava
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CONTENT_SKY = -6; // sky"</s>
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<s>[INST] What about Predefined Constants in regards to Sound?[/INST]
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" Of course, here they are: Sound:
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Attenuation:
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Those values are meant to be used with the functions sound() and ambientsound() as values for the
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parameter attenuation.
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ATTN_NONE = 0; // full volume everywhere in the level
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ATTN_NORM = 1; // normal
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ATTN_IDLE = 2; // [FIXME]
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ATTN_STATIC = 3; // [FIXME]
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Channel
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These values are meant to be used with the function sound()as values for the parameter channel.
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CHAN_AUTO = 0; // create a new sound
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CHAN_WEAPON = 1 // replace entity’s weapon noise
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CHAN_VOICE = 2; // replace entity’s voice
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CHAN_ITEM = 3; // replace entity’s item noise
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CHAN_BODY = 4; // replace entity’s body noise"</s>
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<s>[INST]Any predefined global variables in QuakeC?[/INST]
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"Predefined Global Variables in QuakeC - part 1:
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These variables are accessible in every function. QuakeC functions are not intended to modify them
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directly.
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coop:
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float coop; // a Boolean value, 0 or 1
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TRUE if playing cooperative.
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deathmatch:
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float deathmatch; // a Boolean value, 0 or 1
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