1 /* 2 =========================================================================== 3 Copyright (C) 2000 - 2013, Raven Software, Inc. 4 Copyright (C) 2001 - 2013, Activision, Inc. 5 Copyright (C) 2013 - 2015, OpenJK contributors 6 7 This file is part of the OpenJK source code. 8 9 OpenJK is free software; you can redistribute it and/or modify it 10 under the terms of the GNU General Public License version 2 as 11 published by the Free Software Foundation. 12 13 This program is distributed in the hope that it will be useful, 14 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 GNU General Public License for more details. 17 18 You should have received a copy of the GNU General Public License 19 along with this program; if not, see <http://www.gnu.org/licenses/>. 20 =========================================================================== 21 */ 22 23 #pragma once 24 25 //NOTENOTE: The enums and tables in this file will obviously bitch if they are included multiple times, don't do that 26 27 typedef enum //# setType_e 28 { 29 //# #sep Parm strings 30 SET_PARM1 = 0,//## %s="" # Set entity parm1 31 SET_PARM2,//## %s="" # Set entity parm2 32 SET_PARM3,//## %s="" # Set entity parm3 33 SET_PARM4,//## %s="" # Set entity parm4 34 SET_PARM5,//## %s="" # Set entity parm5 35 SET_PARM6,//## %s="" # Set entity parm6 36 SET_PARM7,//## %s="" # Set entity parm7 37 SET_PARM8,//## %s="" # Set entity parm8 38 SET_PARM9,//## %s="" # Set entity parm9 39 SET_PARM10,//## %s="" # Set entity parm10 40 SET_PARM11,//## %s="" # Set entity parm11 41 SET_PARM12,//## %s="" # Set entity parm12 42 SET_PARM13,//## %s="" # Set entity parm13 43 SET_PARM14,//## %s="" # Set entity parm14 44 SET_PARM15,//## %s="" # Set entity parm15 45 SET_PARM16,//## %s="" # Set entity parm16 46 47 // NOTE!!! If you add any other SET_xxxxxxSCRIPT types, make sure you update the 'case' statements in 48 // ICARUS_InterrogateScript() (game/g_ICARUS.cpp), or the script-precacher won't find them. 49 50 //# #sep Scripts and other file paths 51 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 52 SET_USESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when used 53 SET_AWAKESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when startled 54 SET_ANGERSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script run when find an enemy for the first time 55 SET_ATTACKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you shoot 56 SET_VICTORYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed someone 57 SET_LOSTENEMYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you can't find your enemy 58 SET_PAINSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit 59 SET_FLEESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit and low health 60 SET_DEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed 61 SET_DELAYEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run after a delay 62 SET_BLOCKEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when blocked by teammate 63 SET_FFIRESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player has shot own team repeatedly 64 SET_FFDEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate 65 SET_MINDTRICKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate 66 SET_VIDEO_PLAY,//## %s="filename" !!"W:\game\base\video\!!#*.roq" # Play a video (inGame) 67 SET_CINEMATIC_SKIPSCRIPT, //## %s="filename" !!"W:\game\base\scripts\!!#*.txt" # Script to run when skipping the running cinematic 68 69 //# #sep Standard strings 70 SET_ENEMY,//## %s="NULL" # Set enemy by targetname 71 SET_LEADER,//## %s="NULL" # Set for BS_FOLLOW_LEADER 72 SET_NAVGOAL,//## %s="NULL" # *Move to this navgoal then continue script 73 SET_CAPTURE,//## %s="NULL" # Set captureGoal by targetname 74 SET_VIEWTARGET,//## %s="NULL" # Set angles toward ent by targetname 75 SET_WATCHTARGET,//## %s="NULL" # Set angles toward ent by targetname, will *continue* to face them... only in BS_CINEMATIC 76 SET_TARGETNAME,//## %s="NULL" # Set/change your targetname 77 SET_PAINTARGET,//## %s="NULL" # Set/change what to use when hit 78 SET_CAMERA_GROUP,//## %s="NULL" # all ents with this cameraGroup will be focused on 79 SET_CAMERA_GROUP_TAG,//## %s="NULL" # What tag on all clients to try to track 80 SET_LOOK_TARGET,//## %s="NULL" # object for NPC to look at 81 SET_ADDRHANDBOLT_MODEL, //## %s="NULL" # object to place on NPC right hand bolt 82 SET_REMOVERHANDBOLT_MODEL, //## %s="NULL" # object to remove from NPC right hand bolt 83 SET_ADDLHANDBOLT_MODEL, //## %s="NULL" # object to place on NPC left hand bolt 84 SET_REMOVELHANDBOLT_MODEL, //## %s="NULL" # object to remove from NPC left hand bolt 85 SET_CAPTIONTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW 86 SET_CENTERTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW 87 SET_SCROLLTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW 88 SET_COPY_ORIGIN,//## %s="targetname" # Copy the origin of the ent with targetname to your origin 89 SET_DEFEND_TARGET,//## %s="targetname" # This NPC will attack the target NPC's enemies 90 SET_TARGET,//## %s="NULL" # Set/change your target 91 SET_TARGET2,//## %s="NULL" # Set/change your target2, on NPC's, this fires when they're knocked out by the red hypo 92 SET_LOCATION,//## %s="INVALID" # What trigger_location you're in - Can only be gotten, not set! 93 SET_REMOVE_TARGET,//## %s="NULL" # Target that is fired when someone completes the BS_REMOVE behaviorState 94 SET_LOADGAME,//## %s="exitholodeck" # Load the savegame that was auto-saved when you started the holodeck 95 SET_LOCKYAW,//## %s="off" # Lock legs to a certain yaw angle (or "off" or "auto" uses current) 96 SET_FULLNAME,//## %s="NULL" # This name will appear when ent is scanned by tricorder 97 SET_VIEWENTITY,//## %s="NULL" # Make the player look through this ent's eyes - also shunts player movement control to this ent 98 SET_LOOPSOUND,//## %s="FILENAME" !!"W:\game\base\!!#sound\*.*" # Looping sound to play on entity 99 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!!! 100 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!!! 101 102 SET_SCROLLTEXT, //## %s="" # key of text string to print 103 SET_LCARSTEXT, //## %s="" # key of text string to print in LCARS frame 104 105 //# #sep vectors 106 SET_ORIGIN,//## %v="0.0 0.0 0.0" # Set origin explicitly or with TAG 107 SET_ANGLES,//## %v="0.0 0.0 0.0" # Set angles explicitly or with TAG 108 SET_TELEPORT_DEST,//## %v="0.0 0.0 0.0" # Set origin here as soon as the area is clear 109 110 //# #sep floats 111 SET_XVELOCITY,//## %f="0.0" # Velocity along X axis 112 SET_YVELOCITY,//## %f="0.0" # Velocity along Y axis 113 SET_ZVELOCITY,//## %f="0.0" # Velocity along Z axis 114 SET_Z_OFFSET,//## %f="0.0" # Vertical offset from original origin... offset/ent's speed * 1000ms is duration 115 SET_DPITCH,//## %f="0.0" # Pitch for NPC to turn to 116 SET_DYAW,//## %f="0.0" # Yaw for NPC to turn to 117 SET_TIMESCALE,//## %f="0.0" # Speed-up slow down game (0 - 1.0) 118 SET_CAMERA_GROUP_Z_OFS,//## %s="NULL" # when following an ent with the camera, apply this z ofs 119 SET_VISRANGE,//## %f="0.0" # How far away NPC can see 120 SET_EARSHOT,//## %f="0.0" # How far an NPC can hear 121 SET_VIGILANCE,//## %f="0.0" # How often to look for enemies (0 - 1.0) 122 SET_GRAVITY,//## %f="0.0" # Change this ent's gravity - 800 default 123 SET_FACEAUX, //## %f="0.0" # Set face to Aux expression for number of seconds 124 SET_FACEBLINK, //## %f="0.0" # Set face to Blink expression for number of seconds 125 SET_FACEBLINKFROWN, //## %f="0.0" # Set face to Blinkfrown expression for number of seconds 126 SET_FACEFROWN, //## %f="0.0" # Set face to Frown expression for number of seconds 127 SET_FACENORMAL, //## %f="0.0" # Set face to Normal expression for number of seconds 128 SET_FACEEYESCLOSED, //## %f="0.0" # Set face to Eyes closed 129 SET_FACEEYESOPENED, //## %f="0.0" # Set face to Eyes open 130 SET_WAIT, //## %f="0.0" # Change an entity's wait field 131 SET_FOLLOWDIST, //## %f="0.0" # How far away to stay from leader in BS_FOLLOW_LEADER 132 SET_SCALE, //## %f="0.0" # Scale the entity model 133 134 //# #sep ints 135 SET_ANIM_HOLDTIME_LOWER,//## %d="0" # Hold lower anim for number of milliseconds 136 SET_ANIM_HOLDTIME_UPPER,//## %d="0" # Hold upper anim for number of milliseconds 137 SET_ANIM_HOLDTIME_BOTH,//## %d="0" # Hold lower and upper anims for number of milliseconds 138 SET_HEALTH,//## %d="0" # Change health 139 SET_ARMOR,//## %d="0" # Change armor 140 SET_WALKSPEED,//## %d="0" # Change walkSpeed 141 SET_RUNSPEED,//## %d="0" # Change runSpeed 142 SET_YAWSPEED,//## %d="0" # Change yawSpeed 143 SET_AGGRESSION,//## %d="0" # Change aggression 1-5 144 SET_AIM,//## %d="0" # Change aim 1-5 145 SET_FRICTION,//## %d="0" # Change ent's friction - 6 default 146 SET_SHOOTDIST,//## %d="0" # How far the ent can shoot - 0 uses weapon 147 SET_HFOV,//## %d="0" # Horizontal field of view 148 SET_VFOV,//## %d="0" # Vertical field of view 149 SET_DELAYSCRIPTTIME,//## %d="0" # How many milliseconds to wait before running delayscript 150 SET_FORWARDMOVE,//## %d="0" # NPC move forward -127(back) to 127 151 SET_RIGHTMOVE,//## %d="0" # NPC move right -127(left) to 127 152 SET_STARTFRAME, //## %d="0" # frame to start animation sequence on 153 SET_ENDFRAME, //## %d="0" # frame to end animation sequence on 154 SET_ANIMFRAME, //## %d="0" # frame to set animation sequence to 155 SET_COUNT, //## %d="0" # Change an entity's count field 156 SET_SHOT_SPACING,//## %d="1000" # Time between shots for an NPC - reset to defaults when changes weapon 157 SET_MISSIONSTATUSTIME,//## %d="0" # Amount of time until Mission Status should be shown after death 158 SET_WIDTH,//## %d="0.0" # Width of NPC bounding box. 159 160 //# #sep booleans 161 SET_IGNOREPAIN,//## %t="BOOL_TYPES" # Do not react to pain 162 SET_IGNOREENEMIES,//## %t="BOOL_TYPES" # Do not acquire enemies 163 SET_IGNOREALERTS,//## %t="BOOL_TYPES" # Do not get enemy set by allies in area(ambush) 164 SET_DONTSHOOT,//## %t="BOOL_TYPES" # Others won't shoot you 165 SET_NOTARGET,//## %t="BOOL_TYPES" # Others won't pick you as enemy 166 SET_DONTFIRE,//## %t="BOOL_TYPES" # Don't fire your weapon 167 SET_LOCKED_ENEMY,//## %t="BOOL_TYPES" # Keep current enemy until dead 168 SET_CROUCHED,//## %t="BOOL_TYPES" # Force NPC to crouch 169 SET_WALKING,//## %t="BOOL_TYPES" # Force NPC to move at walkSpeed 170 SET_RUNNING,//## %t="BOOL_TYPES" # Force NPC to move at runSpeed 171 SET_CHASE_ENEMIES,//## %t="BOOL_TYPES" # NPC will chase after enemies 172 SET_LOOK_FOR_ENEMIES,//## %t="BOOL_TYPES" # NPC will be on the lookout for enemies 173 SET_FACE_MOVE_DIR,//## %t="BOOL_TYPES" # NPC will face in the direction it's moving 174 SET_DONT_FLEE,//## %t="BOOL_TYPES" # NPC will not run from danger 175 SET_FORCED_MARCH,//## %t="BOOL_TYPES" # NPC will not move unless you aim at him 176 SET_UNDYING,//## %t="BOOL_TYPES" # Can take damage down to 1 but not die 177 SET_NOAVOID,//## %t="BOOL_TYPES" # Will not avoid other NPCs or architecture 178 SET_SOLID,//## %t="BOOL_TYPES" # Make yourself notsolid or solid 179 SET_PLAYER_USABLE,//## %t="BOOL_TYPES" # Can be activateby the player's "use" button 180 SET_LOOP_ANIM,//## %t="BOOL_TYPES" # For non-NPCs, loop your animation sequence 181 SET_INTERFACE,//## %t="BOOL_TYPES" # Player interface on/off 182 SET_SHIELDS,//## %t="BOOL_TYPES" # NPC has no shields (Borg do not adapt) 183 SET_INVISIBLE,//## %t="BOOL_TYPES" # Makes an NPC not solid and not visible 184 SET_VAMPIRE,//## %t="BOOL_TYPES" # Draws only in mirrors/portals 185 SET_FORCE_INVINCIBLE,//## %t="BOOL_TYPES" # Force Invincibility effect, also godmode 186 SET_GREET_ALLIES,//## %t="BOOL_TYPES" # Makes an NPC greet teammates 187 SET_VIDEO_FADE_IN,//## %t="BOOL_TYPES" # Makes video playback fade in 188 SET_VIDEO_FADE_OUT,//## %t="BOOL_TYPES" # Makes video playback fade out 189 SET_PLAYER_LOCKED,//## %t="BOOL_TYPES" # Makes it so player cannot move 190 SET_LOCK_PLAYER_WEAPONS,//## %t="BOOL_TYPES" # Makes it so player cannot switch weapons 191 SET_NO_IMPACT_DAMAGE,//## %t="BOOL_TYPES" # Stops this ent from taking impact damage 192 SET_NO_KNOCKBACK,//## %t="BOOL_TYPES" # Stops this ent from taking knockback from weapons 193 SET_ALT_FIRE,//## %t="BOOL_TYPES" # Force NPC to use altfire when shooting 194 SET_NO_RESPONSE,//## %t="BOOL_TYPES" # NPCs will do generic responses when this is on (usescripts override generic responses as well) 195 SET_INVINCIBLE,//## %t="BOOL_TYPES" # Completely unkillable 196 SET_MISSIONSTATUSACTIVE, //# Turns on Mission Status Screen 197 SET_NO_COMBAT_TALK,//## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on 198 SET_NO_ALERT_TALK,//## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on 199 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 200 SET_DISABLE_SHADER_ANIM,//## %t="BOOL_TYPES" # Allows turning off an animating shader in a script 201 SET_SHADER_ANIM,//## %t="BOOL_TYPES" # Sets a shader with an image map to be under frame control 202 SET_SABERACTIVE,//## %t="BOOL_TYPES" # Turns saber on/off 203 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. 204 SET_DMG_BY_HEAVY_WEAP_ONLY,//## %t="BOOL_TYPES" # When true, only a heavy weapon class missile/laser can damage this ent. 205 SET_SHIELDED,//## %t="BOOL_TYPES" # When true, ion_cannon is shielded from any kind of damage. 206 SET_NO_GROUPS,//## %t="BOOL_TYPES" # This NPC cannot alert groups or be part of a group 207 SET_FIRE_WEAPON,//## %t="BOOL_TYPES" # Makes NPC will hold down the fire button, until this is set to false 208 SET_NO_MINDTRICK,//## %t="BOOL_TYPES" # Makes NPC immune to jedi mind-trick 209 SET_INACTIVE,//## %t="BOOL_TYPES" # in lieu of using a target_activate or target_deactivate 210 SET_FUNC_USABLE_VISIBLE,//## %t="BOOL_TYPES" # provides an alternate way of changing func_usable to be visible or not, DOES NOT AFFECT SOLID 211 SET_SECRET_AREA_FOUND,//## %t="BOOL_TYPES" # Increment secret areas found counter 212 SET_MISSION_STATUS_SCREEN,//## %t="BOOL_TYPES" # Display Mission Status screen before advancing to next level 213 SET_END_SCREENDISSOLVE,//## %t="BOOL_TYPES" # End of game dissolve into star background and credits 214 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 215 SET_MORELIGHT,//## %t="BOOL_TYPES" # NPC will have a minlight of 96 216 SET_NO_FORCE,//## %t="BOOL_TYPES" # NPC will not be affected by force powers 217 SET_NO_FALLTODEATH,//## %t="BOOL_TYPES" # NPC will not scream and tumble and fall to hit death over large drops 218 SET_DISMEMBERABLE,//## %t="BOOL_TYPES" # NPC will not be dismemberable if you set this to false (default is true) 219 SET_NO_ACROBATICS,//## %t="BOOL_TYPES" # Jedi won't jump, roll or cartwheel 220 SET_USE_SUBTITLES,//## %t="BOOL_TYPES" # When true NPC will always display subtitle regardless of subtitle setting 221 SET_CLEAN_DAMAGING_ENTS,//## %t="BOOL_TYPES" # Removes entities that could muck up cinematics, explosives, turrets, seekers. 222 SET_HUD,//## %t="BOOL_TYPES" # Turns on/off HUD 223 224 //# #sep calls 225 SET_SKILL,//## %r%d="0" # Cannot set this, only get it - valid values are 0 through 3 226 227 //# #sep Special tables 228 SET_ANIM_UPPER,//## %t="ANIM_NAMES" # Torso and head anim 229 SET_ANIM_LOWER,//## %t="ANIM_NAMES" # Legs anim 230 SET_ANIM_BOTH,//## %t="ANIM_NAMES" # Set same anim on torso and legs 231 SET_PLAYER_TEAM,//## %t="TEAM_NAMES" # Your team 232 SET_ENEMY_TEAM,//## %t="TEAM_NAMES" # Team in which to look for enemies 233 SET_BEHAVIOR_STATE,//## %t="BSTATE_STRINGS" # Change current bState 234 SET_DEFAULT_BSTATE,//## %t="BSTATE_STRINGS" # Change fallback bState 235 SET_TEMP_BSTATE,//## %t="BSTATE_STRINGS" # Set/Chang a temp bState 236 SET_EVENT,//## %t="EVENT_NAMES" # Events you can initiate 237 SET_WEAPON,//## %t="WEAPON_NAMES" # Change/Stow/Drop weapon 238 SET_ITEM,//## %t="ITEM_NAMES" # Give items 239 SET_MUSIC_STATE,//## %t="MUSIC_STATES" # Set the state of the dynamic music 240 241 SET_FORCE_HEAL_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 242 SET_FORCE_JUMP_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 243 SET_FORCE_SPEED_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 244 SET_FORCE_PUSH_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 245 SET_FORCE_PULL_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 246 SET_FORCE_MINDTRICK_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 247 SET_FORCE_GRIP_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 248 SET_FORCE_LIGHTNING_LEVEL,//## %t="FORCE_LEVELS" # Change force power level 249 SET_SABER_THROW,//## %t="FORCE_LEVELS" # Change force power level 250 SET_SABER_DEFENSE,//## %t="FORCE_LEVELS" # Change force power level 251 SET_SABER_OFFENSE,//## %t="FORCE_LEVELS" # Change force power level 252 253 SET_OBJECTIVE_SHOW, //## %t="OBJECTIVES" # Show objective on mission screen 254 SET_OBJECTIVE_HIDE, //## %t="OBJECTIVES" # Hide objective from mission screen 255 SET_OBJECTIVE_SUCCEEDED,//## %t="OBJECTIVES" # Mark objective as completed 256 SET_OBJECTIVE_FAILED, //## %t="OBJECTIVES" # Mark objective as failed 257 258 SET_MISSIONFAILED, //## %t="MISSIONFAILED" # Mission failed screen activates 259 260 SET_TACTICAL_SHOW, //## %t="TACTICAL" # Show tactical info on mission objectives screen 261 SET_TACTICAL_HIDE, //## %t="TACTICAL" # Hide tactical info on mission objectives screen 262 SET_OBJECTIVE_CLEARALL, //## # Force all objectives to be hidden 263 /* 264 SET_OBJECTIVEFOSTER, 265 */ 266 SET_MISSIONSTATUSTEXT, //## %t="STATUSTEXT" # Text to appear in mission status screen 267 SET_MENU_SCREEN,//## %t="MENUSCREENS" # Brings up specified menu screen 268 269 SET_CLOSINGCREDITS, //## # Show closing credits 270 271 //in-bhc tables 272 SET_LEAN,//## %t="LEAN_TYPES" # Lean left, right or stop leaning 273 274 //# #eol 275 SET_ 276 } setType_t; 277 278 #ifdef __cplusplus 279 280 // this enum isn't used directly by the game, it's mainly for BehavEd to scan for... 281 // 282 typedef enum //# playType_e 283 { 284 //# #sep Types of file to play 285 PLAY_ROFF = 0,//## %s="filename" !!"W:\game\base\scripts\!!#*.rof" # Play a ROFF file 286 287 //# #eol 288 PLAY_NUMBEROF 289 290 } playType_t; 291 292 293 const int Q3_TIME_SCALE = 1; //MILLISECONDS 294 295 extern char cinematicSkipScript[1024]; 296 297 //General 298 extern void Q3_TaskIDClear( int *taskID ); 299 extern qboolean Q3_TaskIDPending( sharedEntity_t *ent, taskID_t taskType ); 300 extern void Q3_TaskIDComplete( sharedEntity_t *ent, taskID_t taskType ); 301 extern void Q3_DPrintf( const char *, ... ); 302 303 extern void Q3_CameraRoll( float angle, float duration ); 304 extern void Q3_CameraFollow( const char *name, float speed, float initLerp ); 305 extern void Q3_CameraTrack( const char *name, float speed, float initLerp ); 306 extern void Q3_CameraDistance( float distance, float initLerp ); 307 308 //Not referenced directly as script function - all are called through Q3_Set 309 extern void Q3_SetAnimBoth( int entID, const char *anim_name ); 310 extern void Q3_SetVelocity( int entID, vec3_t angles ); 311 312 extern void Q3_DeclareVariable ( int type, const char *name ); 313 extern void Q3_FreeVariable( const char *name ); 314 315 extern void Q3_DebugPrint( int level, const char *format, ... ); 316 #endif //__cplusplus 317