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Graphics Interchange Format  |  1997-10-25  |  94KB  |  603x361  |  4-bit (16 colors)
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OCR: Name Type Description world The server's global object that holds everything, for example deathmatch flags. The current game time. It is possible for the current game time for different entities in Quake to be different - but the difference is limited to 0.1 of a second which is also the limit of the resolution of time. Time is normally used to tell the Quake engine that in a certain amount of time from the current time you wish a particular function to be called, Sort of a hacked alternative to threads! Framet ine float Only used when jumping in watos. Self entity This is the entity that is the subject of the function that was called. This is sort of the equivalent of C++'s this, other entity Go on - guess! When an impact occurs between a player and a wall, for example, then self would be set to the player and other to the wall, In Quake's monster Al when a monster was considering who to target then self would be the monster and other the target (usually but not always the player). forcenretouch This is treated sort of like a boolean in that if it is non-zero then it forces all entities to touch triggers. If is decremented each frame (and thus is usually set to 2 to ensure it catches everything). This is needed for entities that wouldn't normally touch triggers (eg non-moving one: ) when something like a teleport is activated. Rapname Name of the current map og start'or 'end'or dm4' or ctf1" Deathmatch float Actually a boolean ie 1 = playing deathmatch, 0 = nol. Actually a boolean te 1 = can hurt team members (players with the same colour pants) 0 - can't Requires deathmatch = 1 Actually a boolean ie 1 - co-operative, le there are monsters and the players are trying to work together to kill them. 0 = not. Serverflagz Used to keep track of completed episodes It server (tags $ (1 << et is true then episode e has been completed. The number of secrets in the current level found_secrets The number of secrets found The number of monsters in the level.Or rather the total number of monsters spawned since the level started. (le the sum of all the monsters currently In the level plus those that have been killed) Table 2 - The globally defined variables.