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