00001 #ifndef __Q3_INTERFACE__ 00002 #define __Q3_INTERFACE__ 00003 00004 //NOTENOTE: The enums and tables in this file will obviously bitch if they are included multiple times, don't do that 00005 00006 typedef enum //# setType_e 00007 { 00008 //# #sep Parm strings 00009 SET_PARM1 = 0,//## %s="" # Set entity parm1 00010 SET_PARM2,//## %s="" # Set entity parm2 00011 SET_PARM3,//## %s="" # Set entity parm3 00012 SET_PARM4,//## %s="" # Set entity parm4 00013 SET_PARM5,//## %s="" # Set entity parm5 00014 SET_PARM6,//## %s="" # Set entity parm6 00015 SET_PARM7,//## %s="" # Set entity parm7 00016 SET_PARM8,//## %s="" # Set entity parm8 00017 SET_PARM9,//## %s="" # Set entity parm9 00018 SET_PARM10,//## %s="" # Set entity parm10 00019 SET_PARM11,//## %s="" # Set entity parm11 00020 SET_PARM12,//## %s="" # Set entity parm12 00021 SET_PARM13,//## %s="" # Set entity parm13 00022 SET_PARM14,//## %s="" # Set entity parm14 00023 SET_PARM15,//## %s="" # Set entity parm15 00024 SET_PARM16,//## %s="" # Set entity parm16 00025 00026 // NOTE!!! If you add any other SET_xxxxxxSCRIPT types, make sure you update the 'case' statements in 00027 // ICARUS_InterrogateScript() (game/g_ICARUS.cpp), or the script-precacher won't find them. 00028 00029 //# #sep Scripts and other file paths 00030 SET_SPAWNSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when spawned //0 - do not change these, these are equal to BSET_SPAWN, etc 00031 SET_USESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when used 00032 SET_AWAKESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when startled 00033 SET_ANGERSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script run when find an enemy for the first time 00034 SET_ATTACKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you shoot 00035 SET_VICTORYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed someone 00036 SET_LOSTENEMYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you can't find your enemy 00037 SET_PAINSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit 00038 SET_FLEESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit and low health 00039 SET_DEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed 00040 SET_DELAYEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run after a delay 00041 SET_BLOCKEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when blocked by teammate 00042 SET_FFIRESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player has shot own team repeatedly 00043 SET_FFDEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate 00044 SET_MINDTRICKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate 00045 SET_VIDEO_PLAY,//## %s="filename" !!"W:\game\base\video\!!#*.roq" # Play a video (inGame) 00046 SET_CINEMATIC_SKIPSCRIPT, //## %s="filename" !!"W:\game\base\scripts\!!#*.txt" # Script to run when skipping the running cinematic 00047 00048 //# #sep Standard strings 00049 SET_ENEMY,//## %s="NULL" # Set enemy by targetname 00050 SET_LEADER,//## %s="NULL" # Set for BS_FOLLOW_LEADER 00051 SET_NAVGOAL,//## %s="NULL" # *Move to this navgoal then continue script 00052 SET_CAPTURE,//## %s="NULL" # Set captureGoal by targetname 00053 SET_VIEWTARGET,//## %s="NULL" # Set angles toward ent by targetname 00054 SET_WATCHTARGET,//## %s="NULL" # Set angles toward ent by targetname, will *continue* to face them... only in BS_CINEMATIC 00055 SET_TARGETNAME,//## %s="NULL" # Set/change your targetname 00056 SET_PAINTARGET,//## %s="NULL" # Set/change what to use when hit 00057 SET_CAMERA_GROUP,//## %s="NULL" # all ents with this cameraGroup will be focused on 00058 SET_CAMERA_GROUP_TAG,//## %s="NULL" # What tag on all clients to try to track 00059 SET_LOOK_TARGET,//## %s="NULL" # object for NPC to look at 00060 SET_ADDRHANDBOLT_MODEL, //## %s="NULL" # object to place on NPC right hand bolt 00061 SET_REMOVERHANDBOLT_MODEL, //## %s="NULL" # object to remove from NPC right hand bolt 00062 SET_ADDLHANDBOLT_MODEL, //## %s="NULL" # object to place on NPC left hand bolt 00063 SET_REMOVELHANDBOLT_MODEL, //## %s="NULL" # object to remove from NPC left hand bolt 00064 SET_CAPTIONTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW 00065 SET_CENTERTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW 00066 SET_SCROLLTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW 00067 SET_COPY_ORIGIN,//## %s="targetname" # Copy the origin of the ent with targetname to your origin 00068 SET_DEFEND_TARGET,//## %s="targetname" # This NPC will attack the target NPC's enemies 00069 SET_TARGET,//## %s="NULL" # Set/change your target 00070 SET_TARGET2,//## %s="NULL" # Set/change your target2, on NPC's, this fires when they're knocked out by the red hypo 00071 SET_LOCATION,//## %s="INVALID" # What trigger_location you're in - Can only be gotten, not set! 00072 SET_REMOVE_TARGET,//## %s="NULL" # Target that is fired when someone completes the BS_REMOVE behaviorState 00073 SET_LOADGAME,//## %s="exitholodeck" # Load the savegame that was auto-saved when you started the holodeck 00074 SET_LOCKYAW,//## %s="off" # Lock legs to a certain yaw angle (or "off" or "auto" uses current) 00075 SET_FULLNAME,//## %s="NULL" # This name will appear when ent is scanned by tricorder 00076 SET_VIEWENTITY,//## %s="NULL" # Make the player look through this ent's eyes - also shunts player movement control to this ent 00077 SET_LOOPSOUND,//## %s="FILENAME" !!"W:\game\base\!!#sound\*.*" # Looping sound to play on entity 00078 SET_ICARUS_FREEZE,//## %s="NULL" # Specify name of entity to freeze - !!!NOTE!!! since the ent is frozen, it cannot unfreeze itself, you must have some other entity unfreeze a frozen ent!!! 00079 SET_ICARUS_UNFREEZE,//## %s="NULL" # Specify name of entity to unfreeze - !!!NOTE!!! since the ent is frozen, it cannot unfreeze itself, you must have some other entity unfreeze a frozen ent!!! 00080 00081 SET_SCROLLTEXT, //## %s="" # key of text string to print 00082 SET_LCARSTEXT, //## %s="" # key of text string to print in LCARS frame 00083 00084 //# #sep vectors 00085 SET_ORIGIN,//## %v="0.0 0.0 0.0" # Set origin explicitly or with TAG 00086 SET_ANGLES,//## %v="0.0 0.0 0.0" # Set angles explicitly or with TAG 00087 SET_TELEPORT_DEST,//## %v="0.0 0.0 0.0" # Set origin here as soon as the area is clear 00088 00089 //# #sep floats 00090 SET_XVELOCITY,//## %f="0.0" # Velocity along X axis 00091 SET_YVELOCITY,//## %f="0.0" # Velocity along Y axis 00092 SET_ZVELOCITY,//## %f="0.0" # Velocity along Z axis 00093 SET_Z_OFFSET,//## %f="0.0" # Vertical offset from original origin... offset/ent's speed * 1000ms is duration 00094 SET_DPITCH,//## %f="0.0" # Pitch for NPC to turn to 00095 SET_DYAW,//## %f="0.0" # Yaw for NPC to turn to 00096 SET_TIMESCALE,//## %f="0.0" # Speed-up slow down game (0 - 1.0) 00097 SET_CAMERA_GROUP_Z_OFS,//## %s="NULL" # when following an ent with the camera, apply this z ofs 00098 SET_VISRANGE,//## %f="0.0" # How far away NPC can see 00099 SET_EARSHOT,//## %f="0.0" # How far an NPC can hear 00100 SET_VIGILANCE,//## %f="0.0" # How often to look for enemies (0 - 1.0) 00101 SET_GRAVITY,//## %f="0.0" # Change this ent's gravity - 800 default 00102 SET_FACEAUX, //## %f="0.0" # Set face to Aux expression for number of seconds 00103 SET_FACEBLINK, //## %f="0.0" # Set face to Blink expression for number of seconds 00104 SET_FACEBLINKFROWN, //## %f="0.0" # Set face to Blinkfrown expression for number of seconds 00105 SET_FACEFROWN, //## %f="0.0" # Set face to Frown expression for number of seconds 00106 SET_FACENORMAL, //## %f="0.0" # Set face to Normal expression for number of seconds 00107 SET_FACEEYESCLOSED, //## %f="0.0" # Set face to Eyes closed 00108 SET_FACEEYESOPENED, //## %f="0.0" # Set face to Eyes open 00109 SET_WAIT, //## %f="0.0" # Change an entity's wait field 00110 SET_FOLLOWDIST, //## %f="0.0" # How far away to stay from leader in BS_FOLLOW_LEADER 00111 SET_SCALE, //## %f="0.0" # Scale the entity model 00112 00113 //# #sep ints 00114 SET_ANIM_HOLDTIME_LOWER,//## %d="0" # Hold lower anim for number of milliseconds 00115 SET_ANIM_HOLDTIME_UPPER,//## %d="0" # Hold upper anim for number of milliseconds 00116 SET_ANIM_HOLDTIME_BOTH,//## %d="0" # Hold lower and upper anims for number of milliseconds 00117 SET_HEALTH,//## %d="0" # Change health 00118 SET_ARMOR,//## %d="0" # Change armor 00119 SET_WALKSPEED,//## %d="0" # Change walkSpeed 00120 SET_RUNSPEED,//## %d="0" # Change runSpeed 00121 SET_YAWSPEED,//## %d="0" # Change yawSpeed 00122 SET_AGGRESSION,//## %d="0" # Change aggression 1-5 00123 SET_AIM,//## %d="0" # Change aim 1-5 00124 SET_FRICTION,//## %d="0" # Change ent's friction - 6 default 00125 SET_SHOOTDIST,//## %d="0" # How far the ent can shoot - 0 uses weapon 00126 SET_HFOV,//## %d="0" # Horizontal field of view 00127 SET_VFOV,//## %d="0" # Vertical field of view 00128 SET_DELAYSCRIPTTIME,//## %d="0" # How many milliseconds to wait before running delayscript 00129 SET_FORWARDMOVE,//## %d="0" # NPC move forward -127(back) to 127 00130 SET_RIGHTMOVE,//## %d="0" # NPC move right -127(left) to 127 00131 SET_STARTFRAME, //## %d="0" # frame to start animation sequence on 00132 SET_ENDFRAME, //## %d="0" # frame to end animation sequence on 00133 SET_ANIMFRAME, //## %d="0" # frame to set animation sequence to 00134 SET_COUNT, //## %d="0" # Change an entity's count field 00135 SET_SHOT_SPACING,//## %d="1000" # Time between shots for an NPC - reset to defaults when changes weapon 00136 SET_MISSIONSTATUSTIME,//## %d="0" # Amount of time until Mission Status should be shown after death 00137 SET_WIDTH,//## %d="0.0" # Width of NPC bounding box. 00138 00139 //# #sep booleans 00140 SET_IGNOREPAIN,//## %t="BOOL_TYPES" # Do not react to pain 00141 SET_IGNOREENEMIES,//## %t="BOOL_TYPES" # Do not acquire enemies 00142 SET_IGNOREALERTS,//## %t="BOOL_TYPES" # Do not get enemy set by allies in area(ambush) 00143 SET_DONTSHOOT,//## %t="BOOL_TYPES" # Others won't shoot you 00144 SET_NOTARGET,//## %t="BOOL_TYPES" # Others won't pick you as enemy 00145 SET_DONTFIRE,//## %t="BOOL_TYPES" # Don't fire your weapon 00146 SET_LOCKED_ENEMY,//## %t="BOOL_TYPES" # Keep current enemy until dead 00147 SET_CROUCHED,//## %t="BOOL_TYPES" # Force NPC to crouch 00148 SET_WALKING,//## %t="BOOL_TYPES" # Force NPC to move at walkSpeed 00149 SET_RUNNING,//## %t="BOOL_TYPES" # Force NPC to move at runSpeed 00150 SET_CHASE_ENEMIES,//## %t="BOOL_TYPES" # NPC will chase after enemies 00151 SET_LOOK_FOR_ENEMIES,//## %t="BOOL_TYPES" # NPC will be on the lookout for enemies 00152 SET_FACE_MOVE_DIR,//## %t="BOOL_TYPES" # NPC will face in the direction it's moving 00153 SET_DONT_FLEE,//## %t="BOOL_TYPES" # NPC will not run from danger 00154 SET_FORCED_MARCH,//## %t="BOOL_TYPES" # NPC will not move unless you aim at him 00155 SET_UNDYING,//## %t="BOOL_TYPES" # Can take damage down to 1 but not die 00156 SET_NOAVOID,//## %t="BOOL_TYPES" # Will not avoid other NPCs or architecture 00157 SET_SOLID,//## %t="BOOL_TYPES" # Make yourself notsolid or solid 00158 SET_PLAYER_USABLE,//## %t="BOOL_TYPES" # Can be activateby the player's "use" button 00159 SET_LOOP_ANIM,//## %t="BOOL_TYPES" # For non-NPCs, loop your animation sequence 00160 SET_INTERFACE,//## %t="BOOL_TYPES" # Player interface on/off 00161 SET_SHIELDS,//## %t="BOOL_TYPES" # NPC has no shields (Borg do not adapt) 00162 SET_INVISIBLE,//## %t="BOOL_TYPES" # Makes an NPC not solid and not visible 00163 SET_VAMPIRE,//## %t="BOOL_TYPES" # Draws only in mirrors/portals 00164 SET_FORCE_INVINCIBLE,//## %t="BOOL_TYPES" # Force Invincibility effect, also godmode 00165 SET_GREET_ALLIES,//## %t="BOOL_TYPES" # Makes an NPC greet teammates 00166 SET_VIDEO_FADE_IN,//## %t="BOOL_TYPES" # Makes video playback fade in 00167 SET_VIDEO_FADE_OUT,//## %t="BOOL_TYPES" # Makes video playback fade out 00168 SET_PLAYER_LOCKED,//## %t="BOOL_TYPES" # Makes it so player cannot move 00169 SET_LOCK_PLAYER_WEAPONS,//## %t="BOOL_TYPES" # Makes it so player cannot switch weapons 00170 SET_NO_IMPACT_DAMAGE,//## %t="BOOL_TYPES" # Stops this ent from taking impact damage 00171 SET_NO_KNOCKBACK,//## %t="BOOL_TYPES" # Stops this ent from taking knockback from weapons 00172 SET_ALT_FIRE,//## %t="BOOL_TYPES" # Force NPC to use altfire when shooting 00173 SET_NO_RESPONSE,//## %t="BOOL_TYPES" # NPCs will do generic responses when this is on (usescripts override generic responses as well) 00174 SET_INVINCIBLE,//## %t="BOOL_TYPES" # Completely unkillable 00175 SET_MISSIONSTATUSACTIVE, //# Turns on Mission Status Screen 00176 SET_NO_COMBAT_TALK,//## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on 00177 SET_NO_ALERT_TALK,//## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on 00178 SET_TREASONED,//## %t="BOOL_TYPES" # Player has turned on his own- scripts will stop, NPCs will turn on him and level changes load the brig 00179 SET_DISABLE_SHADER_ANIM,//## %t="BOOL_TYPES" # Allows turning off an animating shader in a script 00180 SET_SHADER_ANIM,//## %t="BOOL_TYPES" # Sets a shader with an image map to be under frame control 00181 SET_SABERACTIVE,//## %t="BOOL_TYPES" # Turns saber on/off 00182 SET_ADJUST_AREA_PORTALS,//## %t="BOOL_TYPES" # Only set this on things you move with script commands that you *want* to open/close area portals. Default is off. 00183 SET_DMG_BY_HEAVY_WEAP_ONLY,//## %t="BOOL_TYPES" # When true, only a heavy weapon class missile/laser can damage this ent. 00184 SET_SHIELDED,//## %t="BOOL_TYPES" # When true, ion_cannon is shielded from any kind of damage. 00185 SET_NO_GROUPS,//## %t="BOOL_TYPES" # This NPC cannot alert groups or be part of a group 00186 SET_FIRE_WEAPON,//## %t="BOOL_TYPES" # Makes NPC will hold down the fire button, until this is set to false 00187 SET_NO_MINDTRICK,//## %t="BOOL_TYPES" # Makes NPC immune to jedi mind-trick 00188 SET_INACTIVE,//## %t="BOOL_TYPES" # in lieu of using a target_activate or target_deactivate 00189 SET_FUNC_USABLE_VISIBLE,//## %t="BOOL_TYPES" # provides an alternate way of changing func_usable to be visible or not, DOES NOT AFFECT SOLID 00190 SET_SECRET_AREA_FOUND,//## %t="BOOL_TYPES" # Increment secret areas found counter 00191 SET_MISSION_STATUS_SCREEN,//## %t="BOOL_TYPES" # Display Mission Status screen before advancing to next level 00192 SET_END_SCREENDISSOLVE,//## %t="BOOL_TYPES" # End of game dissolve into star background and credits 00193 SET_USE_CP_NEAREST,//## %t="BOOL_TYPES" # NPCs will use their closest combat points, not try and find ones next to the player, or flank player 00194 SET_MORELIGHT,//## %t="BOOL_TYPES" # NPC will have a minlight of 96 00195 SET_NO_FORCE,//## %t="BOOL_TYPES" # NPC will not be affected by force powers 00196 SET_NO_FALLTODEATH,//## %t="BOOL_TYPES" # NPC will not scream and tumble and fall to hit death over large drops 00197 SET_DISMEMBERABLE,//## %t="BOOL_TYPES" # NPC will not be dismemberable if you set this to false (default is true) 00198 SET_NO_ACROBATICS,//## %t="BOOL_TYPES" # Jedi won't jump, roll or cartwheel 00199 SET_USE_SUBTITLES,//## %t="BOOL_TYPES" # When true NPC will always display subtitle regardless of subtitle setting 00200 SET_CLEAN_DAMAGING_ENTS,//## %t="BOOL_TYPES" # Removes entities that could muck up cinematics, explosives, turrets, seekers. 00201 SET_HUD,//## %t="BOOL_TYPES" # Turns on/off HUD 00202 00203 //# #sep calls 00204 SET_SKILL,//## %r%d="0" # Cannot set this, only get it - valid values are 0 through 3 00205 00206 //# #sep Special tables 00207 SET_ANIM_UPPER,//## %t="ANIM_NAMES" # Torso and head anim 00208 SET_ANIM_LOWER,//## %t="ANIM_NAMES" # Legs anim 00209 SET_ANIM_BOTH,//## %t="ANIM_NAMES" # Set same anim on torso and legs 00210 SET_PLAYER_TEAM,//## %t="TEAM_NAMES" # Your team 00211 SET_ENEMY_TEAM,//## %t="TEAM_NAMES" # Team in which to look for enemies 00212 SET_BEHAVIOR_STATE,//## %t="BSTATE_STRINGS" # Change current bState 00213 SET_DEFAULT_BSTATE,//## %t="BSTATE_STRINGS" # Change fallback bState 00214 SET_TEMP_BSTATE,//## %t="BSTATE_STRINGS" # Set/Chang a temp bState 00215 SET_EVENT,//## %t="EVENT_NAMES" # Events you can initiate 00216 SET_WEAPON,//## %t="WEAPON_NAMES" # Change/Stow/Drop weapon 00217 SET_ITEM,//## %t="ITEM_NAMES" # Give items 00218 SET_MUSIC_STATE,//## %t="MUSIC_STATES" # Set the state of the dynamic music 00219 00220 SET_FORCE_HEAL_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 00221 SET_FORCE_JUMP_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 00222 SET_FORCE_SPEED_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 00223 SET_FORCE_PUSH_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 00224 SET_FORCE_PULL_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 00225 SET_FORCE_MINDTRICK_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 00226 SET_FORCE_GRIP_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 00227 SET_FORCE_LIGHTNING_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 00228 SET_SABER_THROW,//## %t="FORCE_LEVELS" # Change force power level 00229 SET_SABER_DEFENSE,//## %t="FORCE_LEVELS" # Change force power level 00230 SET_SABER_OFFENSE,//## %t="FORCE_LEVELS" # Change force power level 00231 00232 SET_OBJECTIVE_SHOW, //## %t="OBJECTIVES" # Show objective on mission screen 00233 SET_OBJECTIVE_HIDE, //## %t="OBJECTIVES" # Hide objective from mission screen 00234 SET_OBJECTIVE_SUCCEEDED,//## %t="OBJECTIVES" # Mark objective as completed 00235 SET_OBJECTIVE_FAILED, //## %t="OBJECTIVES" # Mark objective as failed 00236 00237 SET_MISSIONFAILED, //## %t="MISSIONFAILED" # Mission failed screen activates 00238 00239 SET_TACTICAL_SHOW, //## %t="TACTICAL" # Show tactical info on mission objectives screen 00240 SET_TACTICAL_HIDE, //## %t="TACTICAL" # Hide tactical info on mission objectives screen 00241 SET_OBJECTIVE_CLEARALL, //## # Force all objectives to be hidden 00242 /* 00243 SET_OBJECTIVEFOSTER, 00244 */ 00245 SET_MISSIONSTATUSTEXT, //## %t="STATUSTEXT" # Text to appear in mission status screen 00246 SET_MENU_SCREEN,//## %t="MENUSCREENS" # Brings up specified menu screen 00247 00248 SET_CLOSINGCREDITS, //## # Show closing credits 00249 00250 //in-bhc tables 00251 SET_LEAN,//## %t="LEAN_TYPES" # Lean left, right or stop leaning 00252 00253 //# #eol 00254 SET_ 00255 } setType_t; 00256 00257 #ifdef __cplusplus 00258 00259 // this enum isn't used directly by the game, it's mainly for BehavEd to scan for... 00260 // 00261 typedef enum //# playType_e 00262 { 00263 //# #sep Types of file to play 00264 PLAY_ROFF = 0,//## %s="filename" !!"W:\game\base\scripts\!!#*.rof" # Play a ROFF file 00265 00266 //# #eol 00267 PLAY_NUMBEROF 00268 00269 } playType_t; 00270 00271 00272 const int Q3_TIME_SCALE = 1; //MILLISECONDS 00273 00274 extern char cinematicSkipScript[1024]; 00275 00276 //General 00277 extern void Q3_TaskIDClear( int *taskID ); 00278 extern qboolean Q3_TaskIDPending( sharedEntity_t *ent, taskID_t taskType ); 00279 extern void Q3_TaskIDComplete( sharedEntity_t *ent, taskID_t taskType ); 00280 extern void Q3_DPrintf( const char *, ... ); 00281 00282 extern void Q3_CameraRoll( float angle, float duration ); 00283 extern void Q3_CameraFollow( const char *name, float speed, float initLerp ); 00284 extern void Q3_CameraTrack( const char *name, float speed, float initLerp ); 00285 extern void Q3_CameraDistance( float distance, float initLerp ); 00286 00287 //Not referenced directly as script function - all are called through Q3_Set 00288 extern void Q3_SetAnimBoth( int entID, const char *anim_name ); 00289 extern void Q3_SetVelocity( int entID, vec3_t angles ); 00290 00291 extern void Q3_DeclareVariable ( int type, const char *name ); 00292 extern void Q3_FreeVariable( const char *name ); 00293 00294 extern void Q3_DebugPrint( int level, const char *format, ... ); 00295 #endif //__cplusplus 00296 00297 #endif //__Q3_INTERFACE__