Minor documentation enhancements, QuakeEd entity comment color changes

This commit is contained in:
Marco Cawthorne 2023-03-13 01:29:18 -07:00
parent 8a9823a207
commit 7709c579c3
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
62 changed files with 133 additions and 107 deletions

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@ -22,7 +22,7 @@ float g_dCubeSize;
void CMap_Check(void);
void CMap_Shoot(void);
/*!QUAKED env_cubemap (0 0 1) (-8 -8 -8) (8 8 8)
/*!QUAKED env_cubemap (1 .5 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Specifies a location for which a cubemap will be generated when the
buildcubemaps console command is executed.

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@ -17,7 +17,7 @@
var int autocvar_r_skipGlows = 0;
var int autocvar_r_skipLensFlares = 0;
/*!QUAKED env_glow (0 0.5 1) (-8 -8 -8) (8 8 8) EVGLOW_ORIENT
/*!QUAKED env_glow (1 .5 0) (-8 -8 -8) (8 8 8) EVGLOW_ORIENT
# OVERVIEW
Client-side glare/glow orb effect like the flares in 1997's Unreal.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED env_particle (1 0 0) (-8 -8 -8) (8 8 8)
/*!QUAKED env_particle (1 .5 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Client-side particle effect. Active at runtime, fully client-side.
Cannot be triggered. Repeats automatically.

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@ -49,7 +49,7 @@ static string g_hlefx[] = {
"gs_weirdo3"
};
/*!QUAKED env_sound (0 1 0.5) (-8 -8 -8) (8 8 8)
/*!QUAKED env_sound (1 .5 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Client-side environmental reverb modifier.

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@ -18,7 +18,7 @@ var int autocvar_dsp_soundscapes = TRUE;
int g_scapes;
/*!QUAKED env_soundscape (0 1 0.3) (-8 -8 -8) (8 8 8)
/*!QUAKED env_soundscape (1 .5 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Client-side environmental soundscape modifier.

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@ -32,7 +32,7 @@ Util_IsSky(vector pos)
return (0);
}
/*!QUAKED env_sun (1 0 0) (-8 -8 -8) (8 8 8)
/*!QUAKED env_sun (1 .5 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Visual representation of where the sun is positioned in the sky.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED light_environment (1 0 0) (-8 -8 -8) (8 8 8) ?
/*!QUAKED light_environment (0 1 0) (-8 -8 -8) (8 8 8) ?
# OVERVIEW
Defines the overall ambient skylight in the map.

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@ -35,7 +35,7 @@ Non-moving button that can either be used by hand, or shot.
- BUTTA_TEXON (2) : Texture choices will be inverted in case multiple frames exist.
# TRIVIA
This entity was introduced in Quake (1996).
This entity was introduced in Half-Life (1998).
*/
class
button_target:NSSurfacePropEntity

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@ -28,7 +28,7 @@ typedef enum
SKIN_RANDOM
} sodaskin_t;
/*!QUAKED env_beverage (1 0 0) (-8 -8 -8) (8 8 8)
/*!QUAKED env_beverage (1 .5 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Upon being triggered, the entity will spawn item_food in its place in
the shape of a soda can.

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@ -24,7 +24,7 @@ enumflags
ENVEXPLO_NOSPARKS
};
/*!QUAKED env_explosion (1 0 0) (-8 -8 -8) (8 8 8) ENVEXPLO_NODAMAGE ENVEXPLO_REPEATABLE ENVEXPLO_NOBALL ENVEXPLO_NOSMOKE ENVEXPLO_NODECAL ENVEXPLO_NOSPARKS
/*!QUAKED env_explosion (1 .5 0) (-8 -8 -8) (8 8 8) ENVEXPLO_NODAMAGE ENVEXPLO_REPEATABLE ENVEXPLO_NOBALL ENVEXPLO_NOSMOKE ENVEXPLO_NODECAL ENVEXPLO_NOSPARKS
# OVERVIEW
When triggered, creates an explosion at its location.

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@ -21,7 +21,7 @@ enumflags
EVF_ONLYUSER
};
/*!QUAKED env_fade (0 0 0) (-8 -8 -8) (8 8 8) EVF_FADEDROM EVF_MODULATE EVF_ONLYUSER
/*!QUAKED env_fade (1 .5 0) (-8 -8 -8) (8 8 8) EVF_FADEDROM EVF_MODULATE EVF_ONLYUSER
# OVERVIEW
Overlay that blinds/obscures players vision when triggered.

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@ -16,7 +16,7 @@
#define GLOBAL_SETSPAWN 1
/*!QUAKED env_global (1 0 0) (-8 -8 -8) (8 8 8) GLOBAL_SETSPAWN
/*!QUAKED env_global (1 .5 0) (-8 -8 -8) (8 8 8) GLOBAL_SETSPAWN
# OVERVIEW
Persistent storage for variables that carry over level changes.

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@ -21,7 +21,7 @@ enumflags
EHH_ALLPLAYERS
};
/*!QUAKED env_hudhint (0 0 0) (-8 -8 -8) (8 8 8) EHH_ALLPLAYERS
/*!QUAKED env_hudhint (1 .5 0) (-8 -8 -8) (8 8 8) EHH_ALLPLAYERS
# OVERVIEW
Will display a hint message to the client who activates it.

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@ -20,7 +20,7 @@ enumflags
EMF_ALLPLAYERS
};
/*!QUAKED env_message (1 0 0) (-8 -8 -8) (8 8 8) EMF_ONCE EMF_ALLPLAYERS
/*!QUAKED env_message (1 .5 0) (-8 -8 -8) (8 8 8) EMF_ONCE EMF_ALLPLAYERS
# OVERVIEW
Displays a basic message or titles.txt entry.

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@ -22,7 +22,7 @@ enumflags
SF_NORENDERCOLOR
};
/*!QUAKED env_render (1 0 0) (-8 -8 -8) (8 8 8) SF_NORENDERFX SF_NORENDERAMT SF_NORENDERMODE SF_NORENDERCOLOR
/*!QUAKED env_render (1 .5 0) (-8 -8 -8) (8 8 8) SF_NORENDERFX SF_NORENDERAMT SF_NORENDERMODE SF_NORENDERCOLOR
# OVERVIEW
Changes the visual appearance of a target.

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@ -16,7 +16,7 @@
#define EVS_GLOBAL 1
/*!QUAKED env_shake (1 0.5 0) (-8 -8 -8) (8 8 8) EVS_GLOBAL
/*!QUAKED env_shake (1 .5 0) (-8 -8 -8) (8 8 8) EVS_GLOBAL
# OVERVIEW
Causes an earthquake/shaking effect when triggered.

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@ -16,7 +16,7 @@
#define EVSHOOTER_REPEATABLE 1
/*!QUAKED env_shooter (1 0 0) (-8 -8 -8) (8 8 8) EVSHOOTER_REPEATABLE
/*!QUAKED env_shooter (1 .5 0) (-8 -8 -8) (8 8 8) EVSHOOTER_REPEATABLE
# OVERVIEW
Shoots model entities from its location.

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@ -25,7 +25,7 @@ enumflags
EVSPARK_STARTON
};
/*!QUAKED env_spark (1 0 0) (-8 -8 -8) (8 8 8) x x x x x EVSPARK_TOGGLE EVSPARK_STARTON
/*!QUAKED env_spark (1 .5 0) (-8 -8 -8) (8 8 8) x x x x x EVSPARK_TOGGLE EVSPARK_STARTON
# OVERVIEW
Creates a series (or just one) spark effect with sound when triggered.

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@ -31,7 +31,7 @@ A conveyor belt entity. Texture will move along in the direction and speed of th
- SF_CONVEYOR_NOTSOLID (2) : This conveyor is non-solid.
# TRIVIA
This entity was introduced in Half-Life (1998).
This entity was introduced in Quake II (1997).
*/
class
func_conveyor:NSRenderableEntity

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED func_group (0 .5 .8) ?
/*!QUAKED func_group (0 0 0) ?
# OVERVIEW
A "fake" entity for level editors, used to group together patches and
brushes for easy moving. All geometry in the group will become
@ -25,5 +25,5 @@ worldspawn upon compile.
"_cs" : Specifies if the geometry will cast shadows (RAD lighting).
# TRIVIA
This entity was introduced in Quake III Arena (1999).
This entity was introduced in Quake II (1997).
*/

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@ -61,7 +61,7 @@ Rotating brush object. Useful for fans, etc.
Please include an origin brush so that a pivot point will be defined.
# TRIVIA
This entity was introduced in Half-Life (1998).
This entity was introduced in Quake II (1997).
*/
class
func_rotating:NSRenderableEntity

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED info_notnull (1 0 0) (-8 -8 -8) (8 8 8)
/*!QUAKED info_notnull (0 0.5 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Helper entity for the game-logic its vast array of entities.
It is most commonly used to aim active in-game entities towards a specific

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED info_null (1 0 0) (-8 -8 -8) (8 8 8)
/*!QUAKED info_null (0 0.5 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Helper entity for the map creation process only.
It is supposed to be removed after compilation of a .bsp file.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED light (1 0 0) (-8 -8 -8) (8 8 8) LFL_LINEAR x LFL_DARK LFL_NOGRID x x
/*!QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) LFL_LINEAR x LFL_DARK LFL_NOGRID x x
# OVERVIEW
Infinitely small point of light illuminating the scene.
@ -238,7 +238,7 @@ light::Trigger(entity act, triggermode_t state)
CLASSEXPORT(light_spot, light)
CLASSEXPORT(light_environment, light)
/*!QUAKED light_surface (1 0 0) (-8 -8 -8) (8 8 8)
/*!QUAKED light_surface (0 1 0) (-8 -8 -8) (8 8 8)
Material property modifier related to lighting.
# KEYS

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED path_corner (1 0 0) (-8 -8 -8) (8 8 8) PC_WAIT PC_TELEPORT PC_FIREONCE
/*!QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) PC_WAIT PC_TELEPORT PC_FIREONCE
# OVERVIEW
Node entities used for func_trains and func_guntargets.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED path_track (1 0 0) (-8 -8 -8) (8 8 8)
/*!QUAKED path_track (.5 .3 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Node entities used for func_tracktrains.
It's like a path_corner, but for tracktrains.

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@ -16,7 +16,7 @@
#define PRPDYN_NONSOLID 256
/*!QUAKED prop_dynamic (0 0.2 1) (-8 -8 -8) (8 8 8) x x x x x x x x PRPDYN_NONSOLID
/*!QUAKED prop_dynamic (1 0 0) (-8 -8 -8) (8 8 8) x x x x x x x x PRPDYN_NONSOLID
# OVERVIEW
Client-side decorative model entity.

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@ -17,7 +17,7 @@
#ifndef PHYSICS_STATIC
#define PRPPHYS_ASLEEP 1
/*!QUAKED prop_physics (0 0 0.8) (-16 -16 -16) (16 16 16) PRPPHYS_ASLEEP
/*!QUAKED prop_physics (1 0 0) (-16 -16 -16) (16 16 16) PRPPHYS_ASLEEP
# OVERVIEW
Physics model

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED prop_static (0 0.2 1) (-8 -8 -8) (8 8 8) SF_BASIC_COL
/*!QUAKED prop_static (1 0 0) (-8 -8 -8) (8 8 8) SF_BASIC_COL
# OVERVIEW
Decorative model entity that gets baked into the level file.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED info_player_start (1 1 1) (-16 -16 -36) (16 16 36)
/*!QUAKED info_player_start (1 0 0) (-16 -16 -36) (16 16 36)
# OVERVIEW
Player spawn position for single-player games.
@ -35,7 +35,7 @@ of the entity, keep that in mind.
This entity was introduced in Quake (1996).
*/
/*!QUAKED info_player_deathmatch (1 1 1) (-16 -16 -36) (16 16 36)
/*!QUAKED info_player_deathmatch (1 0 1) (-16 -16 -36) (16 16 36)
# OVERVIEW
Player spawn position for deathmatch games.
@ -57,7 +57,7 @@ of the entity, keep that in mind.
This entity was introduced in Quake (1996).
*/
/*!QUAKED info_player_coop (1 1 1) (-16 -16 -36) (16 16 36)
/*!QUAKED info_player_coop (1 0 1) (-16 -16 -36) (16 16 36)
# OVERVIEW
Player spawn position for cooperative games.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED trigger_auto (1 0 0) (-8 -8 -8) (8 8 8) TA_USEONCE
/*!QUAKED trigger_auto (.5 .5 .5) (-8 -8 -8) (8 8 8) TA_USEONCE
# OVERVIEW
Will automatically trigger its target when the level has spawned.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED trigger_autosave (0 .5 .8) ?
/*!QUAKED trigger_autosave (.5 .5 .5) ?
# OVERVIEW
Volume that'll save the current game when a client enters its bounds.
This entity does not work in multiplayer.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED trigger_cdaudio (0 .5 .8) ?
/*!QUAKED trigger_cdaudio (.5 .5 .5) ?
# OVERVIEW
Switches the background music track when triggered.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED trigger_changelevel (0 .5 .8) ? LC_NOINTERMISSION LC_USEONLY
/*!QUAKED trigger_changelevel (.5 .5 .5) ? LC_NOINTERMISSION LC_USEONLY
# OVERVIEW
When a Landmark is specified, you will have to position two info_landmark
entities across your two levels with the same name. They'll mark a translation

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED trigger_changetarget (1 0 0) (-8 -8 -8) (8 8 8)
/*!QUAKED trigger_changetarget (.5 .5 .5) (-8 -8 -8) (8 8 8)
# OVERVIEW
When triggered, trigger_changetarget changes the 'target' value of any entity
to something else.

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@ -21,7 +21,7 @@ enumflags
TRCNT_PUSHABLES
};
/*!QUAKED trigger_counter (0 .5 .8) ? TRCNT_SILENT TRCNT_NOCLIENTS TRCNT_PUSHABLES
/*!QUAKED trigger_counter (.5 .5 .5) ? TRCNT_SILENT TRCNT_NOCLIENTS TRCNT_PUSHABLES
# OVERVIEW
This entity counts the number of times it has been triggered and activates its
target when it reaches a specified number.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED trigger_endsection (0 .5 .8) ?
/*!QUAKED trigger_endsection (.5 .5 .5) ?
# OVERVIEW
This trigger shuts down the server.
Useful for when a singleplayer game ends, as it takes you to the main menu.

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@ -44,7 +44,7 @@
#define SF_HURT_FIREONPLAYER 16 // Only call UseTarget functions when it's a player
#define SF_HURT_TOUCHPLAYER 32 // Only hurt players
/*!QUAKED trigger_hurt (0 .5 .8) ? SF_HURT_ONCE SF_HURT_OFF x SF_HURT_NOPLAYERS SF_HURT_FIREONPLAYER SF_HURT_TOUCHPLAYER
/*!QUAKED trigger_hurt (.5 .5 .5) ? SF_HURT_ONCE SF_HURT_OFF x SF_HURT_NOPLAYERS SF_HURT_FIREONPLAYER SF_HURT_TOUCHPLAYER
# OVERVIEW
Trigger volume that damages everything it touches.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED trigger_look (0 .5 .8) ?
/*!QUAKED trigger_look (.5 .5 .5) ?
# OVERVIEW
Triggers itself when a player is inside its volume and is looking at a
specific entity within a specified field-of-view cone.

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@ -21,7 +21,7 @@ enumflags
TM_PUSHABLES
};
/*!QUAKED trigger_multiple (0 .5 .8) ? TM_MONSTERS TM_NOCLIENTS TM_PUSHABLES
/*!QUAKED trigger_multiple (.5 .5 .5) ? TM_MONSTERS TM_NOCLIENTS TM_PUSHABLES
# OVERVIEW
A trigger volume which works more than once.

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@ -21,7 +21,7 @@ enumflags
TO_PUSHABLES
};
/*!QUAKED trigger_once (0 .5 .8) ? TO_MONSTERS TO_NOCLIENTS TO_PUSHABLES
/*!QUAKED trigger_once (.5 .5 .5) ? TO_MONSTERS TO_NOCLIENTS TO_PUSHABLES
# OVERVIEW
A trigger volume which works only once.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED trigger_playerfreeze (1 0 0) (-8 -8 -8) (8 8 8)
/*!QUAKED trigger_playerfreeze (.5 .5 .5) (-8 -8 -8) (8 8 8)
# OVERVIEW
Trigger that freezes all clients, until it is triggered again.
Freezing a player means they're unable to move, they can still look around.

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@ -20,7 +20,7 @@ enumflags
TP_STARTOFF
};
/*!QUAKED trigger_push (0 .5 .8) ? TP_ONCE TP_STARTOFF
/*!QUAKED trigger_push (.5 .5 .5) ? TP_ONCE TP_STARTOFF
# OVERVIEW
Pushes anything in its volume into a direction of your choosing.

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@ -19,7 +19,7 @@ enumflags
TRLY_ONCE,
};
/*!QUAKED trigger_relay (0 .5 .8) ? TRLY_ONCE
/*!QUAKED trigger_relay (.5 .5 .5) ? TRLY_ONCE
# OVERVIEW
This is an inbetween trigger that forces a desired output state
instead of toggling e.g. a door open.

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@ -20,7 +20,7 @@ enumflags
TRIGTELE_NOCLIENTS
};
/*!QUAKED trigger_teleport (0 .5 .8) ?
/*!QUAKED trigger_teleport (.5 .5 .5) ?
# OVERVIEW
Teleportation volume. Teleports anything it touches to the position of
any entity set as the "target". Works best with info_teleport_destination.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED trigger_transition (0 .5 .8) ?
/*!QUAKED trigger_transition (.5 .5 .5) ?
# OVERVIEW
Currently unused. This is meant for defining level transition regions.
All entities touching this volume would carry across to the next level.

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@ -34,7 +34,7 @@ enumflags
AMBIENT_ENABLED
};
/*!QUAKED ambient_generic (1 1 1) (-8 -8 -8) (8 8 8) AS_ARADIUS AS_SRADIUS AS_MRADIUS AS_LRADIUS AS_SILENT AS_NOTTOGGLED
/*!QUAKED ambient_generic (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) AS_ARADIUS AS_SRADIUS AS_MRADIUS AS_LRADIUS AS_SILENT AS_NOTTOGGLED
# OVERVIEW
Plays a sound sample of whatever format the engine is configured to support.

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@ -43,7 +43,7 @@ enumflags
BEAM_SHADEEND
};
/*!QUAKED env_beam (1 0 0) (-8 -8 -8) (8 8 8) BEAM_STARTON BEAM_TOGGLE BEAM_RANDOMSTRIKE BEAM_RING BEAM_STARTSPARKS BEAM_ENDSPARKS BEAM_DECAL BEAM_SHADESTART BEAM_SHADEEND
/*!QUAKED env_beam (1 .5 0) (-8 -8 -8) (8 8 8) BEAM_STARTON BEAM_TOGGLE BEAM_RANDOMSTRIKE BEAM_RING BEAM_STARTSPARKS BEAM_ENDSPARKS BEAM_DECAL BEAM_SHADESTART BEAM_SHADEEND
# OVERVIEW
Controllable beam effect, akin to lightning. Also known as env_lightning.

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@ -26,7 +26,7 @@ enumflags
#define BUBFL_STARTOFF 1
/*!QUAKED env_bubbles (1 0 0) ? BUBFL_STARTOFF
/*!QUAKED env_bubbles (1 .5 0) ? BUBFL_STARTOFF
# OVERVIEW
Brush volume that emits rising bubbles.

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@ -27,7 +27,7 @@ enumflags
ENVFOG_CHANGED_DIR
};
/*!QUAKED env_fog_controller (1 0 0) (-8 -8 -8) (8 8 8) EVFOGCTL_MASTER
/*!QUAKED env_fog_controller (1 .5 0) (-8 -8 -8) (8 8 8) EVFOGCTL_MASTER
# OVERVIEW
Textured light projected. This is the type of lighting that's used for
flashlights, lamp spotlights and so on.

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@ -41,7 +41,7 @@ enumflags
LASER_DECAL
};
/*!QUAKED env_laser (1 0 0) (-8 -8 -8) (8 8 8) LASER_STARTON x x x LASER_STARTSPARKS LASER_ENDSPARKS LASER_DECAL
/*!QUAKED env_laser (1 .5 0) (-8 -8 -8) (8 8 8) LASER_STARTON x x x LASER_STARTSPARKS LASER_ENDSPARKS LASER_DECAL
# OVERVIEW
Controllable laser effect. More or less a stripped-down version of env_beam.

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@ -29,7 +29,7 @@ enumflags
PRTEXFL_CHANGED_PATTERN
};
/*!QUAKED env_projectedtexture (1 0 0) (-8 -8 -8) (8 8 8) PRTEXSF_STARTON
/*!QUAKED env_projectedtexture (1 .5 0) (-8 -8 -8) (8 8 8) PRTEXSF_STARTON
# OVERVIEW
Textured light projected. This is the type of lighting that's used for
flashlights, lamp spotlights and so on.

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@ -33,7 +33,7 @@ enumflags
ENVS_PLAYONCE
};
/*!QUAKED env_sprite (1 0 0) (-8 -8 -8) (8 8 8) ENVS_STARTON ENVS_PLAYONCE
/*!QUAKED env_sprite (1 .5 0) (-8 -8 -8) (8 8 8) ENVS_STARTON ENVS_PLAYONCE
# OVERVIEW
A sprite entity manager with fancy overrides.

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@ -31,7 +31,7 @@ enumflags
DLIGHTFL_CHANGED_PATTERN
};
/*!QUAKED light_dynamic (1 0 0) (-8 -8 -8) (8 8 8)
/*!QUAKED light_dynamic (0 1 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Dynamic light entity. Can be parented to things, it even has some inputs that
may be interesting.

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@ -17,7 +17,7 @@
#ifndef PHYSICS_STATIC
#define PRPPHYS_ASLEEP 1
/*!QUAKED prop_physics_multiplayer (0 0 0.8) (-16 -16 -16) (16 16 16) PRPPHYS_ASLEEP
/*!QUAKED prop_physics_multiplayer (1 0 0) (-16 -16 -16) (16 16 16) PRPPHYS_ASLEEP
# OVERVIEW
Physics prop that is optimised for netplay.
It either pushes the player away, or gets pushed away by the player.

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@ -33,7 +33,7 @@ var float autocvar_rope_swing = 2.0;
var bool autocvar_rope_fast = TRUE;
var int autocvar_rope_maxsegments = -1;
/*!QUAKED prop_rope (1 1 0.5) (-8 -8 -8) (8 8 8) ROPE_VERTICAL
/*!QUAKED prop_rope (1 0 0) (-8 -8 -8) (8 8 8) ROPE_VERTICAL
# OVERVIEW
Client-side decorative rope entity.
Connect the entity to a named info_notnull and watch it swing around.

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@ -57,7 +57,7 @@ public:
virtual void Physics(float,float);
};
/*!QUAKED prop_vehicle_driveable (0 0 1) (-50 -50 0) (50 50 70)
/*!QUAKED prop_vehicle_driveable (1 0 0) (-50 -50 0) (50 50 70)
# OVERVIEW
Point entity defining a 4-wheel vehicle that you can drive.

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@ -22,7 +22,7 @@ enumflags
OCAMFL_CHANGED_VIEWER
};
/*!QUAKED trigger_camera (1 0 0) (-8 -8 -8) (8 8 8)
/*!QUAKED trigger_camera (.5 .5 .5) (-8 -8 -8) (8 8 8)
# OVERVIEW
Forces a camera change when triggered.

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED trigger_gravity (0 .5 .8) ?
/*!QUAKED trigger_gravity (.5 .5 .5) ?
# OVERVIEW
Volume that will, when an entity enters it, permanently alters how it
experiences gravity.

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@ -28,13 +28,13 @@ var int g_iHDREnabled = 0;
Only used for the world.
# KEYS
- "message" : Full name of the map.
- "message" : Full title of the map. (e.g. "Barbie's Domain")
- "author" : Author of the map.
- "chaptertitle" : Titles entry to display when entering the level.
- "sounds" : CD track to play.
- "chaptertitle" : Titles.txt entry to display when entering the level.
- "sounds" : CD track to play. Numerical value. Most likely starts at '2'.
- "_fog" : Fog in the playable area. Format: (density red green blue alpha depthbias)
- "_skyroomfog" : Fog in the skybox area. Format: (density red green blue alpha depthbias)
- "skyname" : Which skybox to use. (e.g. textures/skies/sundown)
- "skyname" : Which skybox to use. (e.g. "textures/skies/sundown")
- "ambientsound" : Sound shader to play in the background (looping) for when other env_soundscape entities are NOT active.
- "startdark" : Starts the level with a fade in similar to using an env_fade, which lasts for nine seconds.
- "hdr_iris_minvalue" : Minimum HDR brightness adjustment. Default is "0.0".
@ -58,14 +58,20 @@ public:
virtual void SpawnKey(string,string);
virtual void Spawned(void);
};
void
worldspawn::worldspawn(void)
{
}
void
worldspawn::Spawned(void)
{
g_vecSunDir = [90,0];
super::Spawned();
if (g_iHDREnabled)
cvar_set("r_hdr_irisadaptation", "1");
else
@ -125,9 +131,4 @@ worldspawn::SpawnKey(string strField, string strKey)
break;
}
}
void
worldspawn::worldspawn(void)
{
}
#endif

View File

@ -14,40 +14,56 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*! @file sound.h
@brief SoundDef system functions.
Anything concerned with soundDef scripting happens here.
They're the primary system with which you should be messing
with the sound system. It allows modders to override/expand
on the audio experience without having to edit the source code.
Read [Sound: soundDef](Documentation/Sound/SoundDefs.md) for more information.
*/
.float maxspeed;
.float flags;
/** Global hash table for name > soundDef id lookup. */
var hashtable g_hashsounds;
/** Enumeration of valid sound flags. */
typedef enumflags
{
SNDFL_LOOPING, /* forceloop */
SNDFL_NODUPS, /* don't random the samples */
SNDFL_GLOBAL, /* no attenuation */
SNDFL_NOREVERB, /* skip reverb */
SNDFL_OMNI, /* volume on all channels is equal */
SNDFL_PRIVATE, /* only play on target */
SNDFL_STEP, /* volume is calculated from entity speed */
SNDFL_FOLLOW,
SNDFL_ALERTS /* this sounds alerts AI, takes distance into account */
SNDFL_LOOPING, /**< forceloop */
SNDFL_NODUPS, /**< don't random the samples */
SNDFL_GLOBAL, /**< no attenuation */
SNDFL_NOREVERB, /**< skip reverb */
SNDFL_OMNI, /**< volume on all channels is equal */
SNDFL_PRIVATE, /**< only play on target */
SNDFL_STEP, /**< volume is calculated from entity speed */
SNDFL_FOLLOW, /**< sample follows entity as it plays */
SNDFL_ALERTS /**< this sounds alerts AI, takes distance into account */
} soundFlag_t;
/** A soundDef aka 'sound shader' type. */
typedef struct
{
float dist_min;
float dist_max;
float offset;
float pitch_min;
float pitch_max;
float shakes;
float volume;
soundFlag_t flags;
int playc;
int sample_count;
string samples;
string name;
string distshader;
float dist_min; /**< Minimum playback distance. Default is 0. */
float dist_max; /**< Maximum playback distance. */
float offset; /**< Sound sample offset. Will start playback this many seconds in. */
float pitch_min; /**< Minimum sound pitch. */
float pitch_max; /**< Maximum sound pitch. */
float shakes; /**< Earthquake/Shake amplifier. Default is 0. */
float volume; /**< Desired playback volume. */
soundFlag_t flags; /**< Sound flags that are applied to this soundDef. */
int playc; /**< Number of plays. */
int sample_count; /**< Total amount of samples within this soundDef. */
string samples; /**< Separated list of samples. */
string name; /**< Name of the soundDef. */
string distshader; /**< soundDef to play where this soundDef is not audible. */
} snd_t;
/** A sound sample of a sentences.txt word sequence. */
typedef struct
{
string m_strSnd;
@ -55,20 +71,28 @@ typedef struct
float m_flPitch;
} sound_t;
/** Pointer to the global soundDef table. */
snd_t *g_sounds;
/** Total amount of registered soundDef entries. */
int g_sounds_count;
/** Called by the client inside CSQC_Init(), and on the server inside init(). */
void Sound_Init(void);
/** Called by CSQC_Shutdown() and in theory, somewhere on the server. */
void Sound_Shutdown(void);
void Sound_ParseField(int i, int a);
int Sound_Parse(int i, string line, string shader);
int Sound_Precache(string shader);
void Sound_Play(entity target, int chan, string shader);
void Sound_PlayAt(vector pos, string shader);
/** Force the precache of a soundDef file. */
int Sound_Precache(string sndDef);
/** Play a soundDef on a given target entity. */
void Sound_Play(entity targetEntity, int sndChannel, string sndDef);
/** Play a soundDef a a given location. */
void Sound_PlayAt(vector worldPos, string sndDef);
#ifdef CLIENT
/** Client-side only: Play a sound locally, outside the game world. */
void Sound_PlayLocal(string shader);
void Sound_Update(entity target, int channel, int sample, float volume);
/** Client-side only: Update the sound parameters on a given entity. */
void Sound_Update(entity targetEntity, int sndChannel, int sndSample, float desiredVolume);
#else
void Sound_Speak(entity target, string shader);
/** Server-side only: Play a sentences.txt entry on a given entity. */
void Sound_Speak(entity targetEntity, string sentencesEntry);
#endif

View File

@ -14,10 +14,11 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void(vector origin, string sample, float volume, float attenuation, float pitch) pointsound_proper = #483;
static void pointsound_proper(vector origin, string sample, float volume, float attenuation, float pitch) = #483;
#ifndef SOUNDSHADER_DYNAMIC
#ifndef SOUNDSHADER_MAX
/** The max amount of soundDef entries. Can override this in your progs.src. */
#define SOUNDSHADER_MAX 512
#endif
#endif
@ -65,7 +66,7 @@ Sound_Init(void)
print("SoundDef initialized.\n");
}
void
static void
Sound_ParseField(int i, int a)
{
switch (argv(0)) {
@ -197,7 +198,7 @@ Sound_GetAttenuation(int i)
return cvar("s_nominaldistance") / g_sounds[i].dist_max;
}
int
static int
Sound_Parse(int i, string line, string shader)
{
int c;
@ -332,7 +333,7 @@ Sound_Precache(string shader)
return -1;
}
void
static void
Sound_Distance(entity target, string shader)
{
int r;
@ -395,7 +396,7 @@ Sound_Distance(entity target, string shader)
);
}
void
static void
Sound_DistancePos(vector pos, string shader)
{
int r;