codemp/icarus/Q3_Interface.h

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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__