defs.qc 24 KB

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  1. /*
  2. defs.qc
  3. global definitions
  4. Copyright (C) 1996-1997 Id Software, Inc.
  5. This program is free software; you can redistribute it and/or
  6. modify it under the terms of the GNU General Public License
  7. as published by the Free Software Foundation; either version 2
  8. of the License, or (at your option) any later version.
  9. This program is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
  12. See the GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with this program; if not, write to:
  15. Free Software Foundation, Inc.
  16. 59 Temple Place - Suite 330
  17. Boston, MA 02111-1307, USA
  18. */
  19. /*
  20. ==============================================================================
  21. SOURCE FOR GLOBALVARS_T C STRUCTURE
  22. ==============================================================================
  23. */
  24. //
  25. // system globals
  26. //
  27. entity self;
  28. entity other;
  29. entity world;
  30. float time;
  31. float frametime;
  32. entity newmis; // if this is set, the entity that just
  33. // run created a new missile that should
  34. // be simulated immediately
  35. float force_retouch; // force all entities to touch triggers
  36. // next frame. this is needed because
  37. // non-moving things don't normally scan
  38. // for triggers, and when a trigger is
  39. // created (like a teleport trigger), it
  40. // needs to catch everything.
  41. // decremented each frame, so set to 2
  42. // to guarantee everything is touched
  43. string mapname;
  44. float serverflags; // propagated from level to level, used to
  45. // keep track of completed episodes
  46. float total_secrets;
  47. float total_monsters;
  48. float found_secrets; // number of secrets found
  49. float killed_monsters; // number of monsters killed
  50. // spawnparms are used to encode information about clients across server
  51. // level changes
  52. float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
  53. //
  54. // global variables set by built in functions
  55. //
  56. vector v_forward, v_up, v_right; // set by makevectors()
  57. // set by traceline / tracebox
  58. float trace_allsolid;
  59. float trace_startsolid;
  60. float trace_fraction;
  61. vector trace_endpos;
  62. vector trace_plane_normal;
  63. float trace_plane_dist;
  64. entity trace_ent;
  65. float trace_inopen;
  66. float trace_inwater;
  67. entity msg_entity; // destination of single entity writes
  68. //
  69. // required prog functions
  70. //
  71. void() main; // only for testing
  72. void() StartFrame;
  73. void() PlayerPreThink;
  74. void() PlayerPostThink;
  75. void() ClientKill;
  76. void() ClientConnect;
  77. void() PutClientInServer; // call after setting the parm1... parms
  78. void() ClientDisconnect;
  79. void() SetNewParms; // called when a client first connects to
  80. // a server. sets parms so they can be
  81. // saved off for restarts
  82. void() SetChangeParms; // call to set parms for self so they can
  83. // be saved for a level transition
  84. //================================================
  85. void end_sys_globals; // flag for structure dumping
  86. //================================================
  87. /*
  88. ==============================================================================
  89. SOURCE FOR ENTVARS_T C STRUCTURE
  90. ==============================================================================
  91. */
  92. //
  93. // system fields (*** = do not set in prog code, maintained by C code)
  94. //
  95. .float modelindex; // *** model index in the precached list
  96. .vector absmin, absmax; // *** origin + mins / maxs
  97. .float ltime; // local time for entity
  98. .float lastruntime; // *** to allow entities to run out of sequence
  99. .float movetype;
  100. .float solid;
  101. .vector origin; // ***
  102. .vector oldorigin; // ***
  103. .vector velocity;
  104. .vector angles;
  105. .vector avelocity;
  106. .string classname; // spawn function
  107. .string model;
  108. .float frame;
  109. .float skin;
  110. .float effects;
  111. .vector mins, maxs; // bounding box extents reletive to origin
  112. .vector size; // maxs - mins
  113. .void() touch;
  114. .void() use;
  115. .void() think;
  116. .void() blocked; // for doors or plats, called when can't push other
  117. .float nextthink;
  118. .entity groundentity;
  119. // stats
  120. .float health;
  121. .float frags;
  122. .float weapon; // one of the IT_SHOTGUN, etc flags
  123. .string weaponmodel;
  124. .float weaponframe;
  125. .float currentammo;
  126. .float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
  127. .float items; // bit flags
  128. .float takedamage;
  129. .entity chain;
  130. .float deadflag;
  131. .vector view_ofs; // add to origin to get eye point
  132. .float button0; // fire
  133. .float button1; // use
  134. .float button2; // jump
  135. .float impulse; // weapon changes
  136. .float fixangle;
  137. .vector v_angle; // view / targeting angle for players
  138. .string netname;
  139. .entity enemy;
  140. .float flags;
  141. .float colormap;
  142. .float team;
  143. .float max_health; // players maximum health is stored here
  144. .float teleport_time; // don't back up
  145. .float armortype; // save this fraction of incoming damage
  146. .float armorvalue;
  147. .float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
  148. .float watertype; // a contents value
  149. .float ideal_yaw;
  150. .float yaw_speed;
  151. .entity aiment;
  152. .entity goalentity; // a movetarget or an enemy
  153. .float spawnflags;
  154. .string target;
  155. .string targetname;
  156. // damage is accumulated through a frame. and sent as one single
  157. // message, so the super shotgun doesn't generate huge messages
  158. .float dmg_take;
  159. .float dmg_save;
  160. .entity dmg_inflictor;
  161. .entity owner; // who launched a missile
  162. .vector movedir; // mostly for doors, but also used for waterjump
  163. .string message; // trigger messages
  164. .float sounds; // either a cd track number or sound number
  165. .string noise, noise1, noise2, noise3; // contains names of wavs to play
  166. //================================================
  167. void end_sys_fields; // flag for structure dumping
  168. //================================================
  169. /*
  170. ==============================================================================
  171. VARS NOT REFERENCED BY C CODE
  172. ==============================================================================
  173. */
  174. //
  175. // constants
  176. //
  177. float FALSE = 0;
  178. float TRUE = 1;
  179. // edict.flags
  180. float FL_FLY = 1;
  181. float FL_SWIM = 2;
  182. float FL_CLIENT = 8; // set for all client edicts
  183. float FL_INWATER = 16; // for enter / leave water splash
  184. float FL_MONSTER = 32;
  185. float FL_GODMODE = 64; // player cheat
  186. float FL_NOTARGET = 128; // player cheat
  187. float FL_ITEM = 256; // extra wide size for bonus items
  188. float FL_ONGROUND = 512; // standing on something
  189. float FL_PARTIALGROUND = 1024; // not all corners are valid
  190. float FL_WATERJUMP = 2048; // player jumping out of water
  191. float FL_JUMPRELEASED = 4096; // for jump debouncing
  192. // edict.movetype values
  193. float MOVETYPE_NONE = 0; // never moves
  194. //float MOVETYPE_ANGLENOCLIP = 1;
  195. //float MOVETYPE_ANGLECLIP = 2;
  196. float MOVETYPE_WALK = 3; // players only
  197. float MOVETYPE_STEP = 4; // discrete, not real time unless fall
  198. float MOVETYPE_FLY = 5;
  199. float MOVETYPE_TOSS = 6; // gravity
  200. float MOVETYPE_PUSH = 7; // no clip to world, push and crush
  201. float MOVETYPE_NOCLIP = 8;
  202. float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
  203. float MOVETYPE_BOUNCE = 10;
  204. float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
  205. // edict.solid values
  206. float SOLID_NOT = 0; // no interaction with other objects
  207. float SOLID_TRIGGER = 1; // touch on edge, but not blocking
  208. float SOLID_BBOX = 2; // touch on edge, block
  209. float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
  210. float SOLID_BSP = 4; // bsp clip, touch on edge, block
  211. // range values
  212. float RANGE_MELEE = 0;
  213. float RANGE_NEAR = 1;
  214. float RANGE_MID = 2;
  215. float RANGE_FAR = 3;
  216. // deadflag values
  217. float DEAD_NO = 0;
  218. float DEAD_DYING = 1;
  219. float DEAD_DEAD = 2;
  220. float DEAD_RESPAWNABLE = 3;
  221. // takedamage values
  222. float DAMAGE_NO = 0;
  223. float DAMAGE_YES = 1;
  224. float DAMAGE_AIM = 2;
  225. // items
  226. float IT_AXE = 4096;
  227. float IT_SHOTGUN = 1;
  228. float IT_SUPER_SHOTGUN = 2;
  229. float IT_NAILGUN = 4;
  230. float IT_SUPER_NAILGUN = 8;
  231. float IT_GRENADE_LAUNCHER = 16;
  232. float IT_ROCKET_LAUNCHER = 32;
  233. float IT_LIGHTNING = 64;
  234. float IT_EXTRA_WEAPON = 128;
  235. float IT_SHELLS = 256;
  236. float IT_NAILS = 512;
  237. float IT_ROCKETS = 1024;
  238. float IT_CELLS = 2048;
  239. float IT_ARMOR1 = 8192;
  240. float IT_ARMOR2 = 16384;
  241. float IT_ARMOR3 = 32768;
  242. float IT_SUPERHEALTH = 65536;
  243. float IT_KEY1 = 131072;
  244. float IT_KEY2 = 262144;
  245. float IT_INVISIBILITY = 524288;
  246. float IT_INVULNERABILITY = 1048576;
  247. float IT_SUIT = 2097152;
  248. float IT_QUAD = 4194304;
  249. // point content values
  250. float CONTENT_EMPTY = -1;
  251. float CONTENT_SOLID = -2;
  252. float CONTENT_WATER = -3;
  253. float CONTENT_SLIME = -4;
  254. float CONTENT_LAVA = -5;
  255. float CONTENT_SKY = -6;
  256. float STATE_TOP = 0;
  257. float STATE_BOTTOM = 1;
  258. float STATE_UP = 2;
  259. float STATE_DOWN = 3;
  260. vector VEC_ORIGIN = '0 0 0';
  261. vector VEC_HULL_MIN = '-16 -16 -24';
  262. vector VEC_HULL_MAX = '16 16 32';
  263. vector VEC_HULL2_MIN = '-32 -32 -24';
  264. vector VEC_HULL2_MAX = '32 32 64';
  265. // protocol bytes
  266. float SVC_TEMPENTITY = 23;
  267. float SVC_KILLEDMONSTER = 27;
  268. float SVC_FOUNDSECRET = 28;
  269. float SVC_INTERMISSION = 30;
  270. float SVC_FINALE = 31;
  271. float SVC_CDTRACK = 32;
  272. float SVC_SELLSCREEN = 33;
  273. float SVC_SMALLKICK = 34;
  274. float SVC_BIGKICK = 35;
  275. float SVC_MUZZLEFLASH = 39;
  276. float TE_SPIKE = 0;
  277. float TE_SUPERSPIKE = 1;
  278. float TE_GUNSHOT = 2;
  279. float TE_EXPLOSION = 3;
  280. float TE_TAREXPLOSION = 4;
  281. float TE_LIGHTNING1 = 5;
  282. float TE_LIGHTNING2 = 6;
  283. float TE_WIZSPIKE = 7;
  284. float TE_KNIGHTSPIKE = 8;
  285. float TE_LIGHTNING3 = 9;
  286. float TE_LAVASPLASH = 10;
  287. float TE_TELEPORT = 11;
  288. float TE_BLOOD = 12;
  289. float TE_LIGHTNINGBLOOD = 13;
  290. // sound channels
  291. // channel 0 never willingly overrides
  292. // other channels (1-7) allways override a playing sound on that channel
  293. float CHAN_AUTO = 0;
  294. float CHAN_WEAPON = 1;
  295. float CHAN_VOICE = 2;
  296. float CHAN_ITEM = 3;
  297. float CHAN_BODY = 4;
  298. float CHAN_NO_PHS_ADD = 8; // ie: CHAN_BODY+CHAN_NO_PHS_ADD
  299. float ATTN_NONE = 0;
  300. float ATTN_NORM = 1;
  301. float ATTN_IDLE = 2;
  302. float ATTN_STATIC = 3;
  303. // update types
  304. float UPDATE_GENERAL = 0;
  305. float UPDATE_STATIC = 1;
  306. float UPDATE_BINARY = 2;
  307. float UPDATE_TEMP = 3;
  308. // entity effects
  309. //float EF_BRIGHTFIELD = 1;
  310. //float EF_MUZZLEFLASH = 2;
  311. float EF_BRIGHTLIGHT = 4;
  312. float EF_DIMLIGHT = 8;
  313. float EF_FLAG1 = 16;
  314. float EF_FLAG2 = 32;
  315. // GLQuakeWorld Stuff
  316. float EF_BLUE = 64; // Blue Globe effect for Quad
  317. float EF_RED = 128; // Red Globe effect for Pentagram
  318. // messages
  319. float MSG_BROADCAST = 0; // unreliable to all
  320. float MSG_ONE = 1; // reliable to one (msg_entity)
  321. float MSG_ALL = 2; // reliable to all
  322. float MSG_INIT = 3; // write to the init string
  323. float MSG_MULTICAST = 4; // for multicast() call
  324. // message levels
  325. float PRINT_LOW = 0; // pickup messages
  326. float PRINT_MEDIUM = 1; // death messages
  327. float PRINT_HIGH = 2; // critical messages
  328. float PRINT_CHAT = 3; // also goes to chat console
  329. // multicast sets
  330. float MULTICAST_ALL = 0; // every client
  331. float MULTICAST_PHS = 1; // within hearing
  332. float MULTICAST_PVS = 2; // within sight
  333. float MULTICAST_ALL_R = 3; // every client, reliable
  334. float MULTICAST_PHS_R = 4; // within hearing, reliable
  335. float MULTICAST_PVS_R = 5; // within sight, reliable
  336. //================================================
  337. //
  338. // globals
  339. //
  340. float movedist;
  341. string string_null; // null string, nothing should be held here
  342. float empty_float;
  343. entity activator; // the entity that activated a trigger or brush
  344. entity damage_attacker; // set by T_Damage
  345. entity damage_inflictor;
  346. float framecount;
  347. //
  348. // cvars checked each frame
  349. //
  350. float teamplay;
  351. float timelimit;
  352. float fraglimit;
  353. float deathmatch;
  354. float rj = 1;
  355. //================================================
  356. //
  357. // world fields (FIXME: make globals)
  358. //
  359. .string wad;
  360. .string map;
  361. .float worldtype; // 0=medieval 1=metal 2=base
  362. //================================================
  363. .string killtarget;
  364. //
  365. // quakeed fields
  366. //
  367. .float light_lev; // not used by game, but parsed by light util
  368. .float style;
  369. //
  370. // monster ai
  371. //
  372. .void() th_stand;
  373. .void() th_walk;
  374. .void() th_run;
  375. .void() th_missile;
  376. .void() th_melee;
  377. .void(entity attacker, float damage) th_pain;
  378. .void() th_die;
  379. .entity oldenemy; // mad at this player before taking damage
  380. .float speed;
  381. .float lefty;
  382. .float search_time;
  383. .float attack_state;
  384. float AS_STRAIGHT = 1;
  385. float AS_SLIDING = 2;
  386. float AS_MELEE = 3;
  387. float AS_MISSILE = 4;
  388. //
  389. // player only fields
  390. //
  391. .float voided;
  392. .float walkframe;
  393. // Zoid Additions
  394. .float maxspeed; // Used to set Maxspeed on a player
  395. .float gravity; // Gravity Multiplier (0 to 1.0)
  396. .float attack_finished;
  397. .float pain_finished;
  398. .float invincible_finished;
  399. .float invisible_finished;
  400. .float super_damage_finished;
  401. .float radsuit_finished;
  402. .float invincible_time, invincible_sound;
  403. .float invisible_time, invisible_sound;
  404. .float super_time, super_sound;
  405. .float rad_time;
  406. .float fly_sound;
  407. .float axhitme;
  408. .float show_hostile; // set to time+0.2 whenever a client fires a
  409. // weapon or takes damage. Used to alert
  410. // monsters that otherwise would let the player go
  411. .float jump_flag; // player jump flag
  412. .float swim_flag; // player swimming sound flag
  413. .float air_finished; // when time > air_finished, start drowning
  414. .float bubble_count; // keeps track of the number of bubbles
  415. .string deathtype; // keeps track of how the player died
  416. //
  417. // object stuff
  418. //
  419. .string mdl;
  420. .vector mangle; // angle at start
  421. .vector oldorigin; // only used by secret door
  422. .float t_length, t_width;
  423. //
  424. // doors, etc
  425. //
  426. .vector dest, dest1, dest2;
  427. .float wait; // time from firing to restarting
  428. .float delay; // time from activation to firing
  429. .entity trigger_field; // door's trigger entity
  430. .string noise4;
  431. //
  432. // monsters
  433. //
  434. .float pausetime;
  435. .entity movetarget;
  436. //
  437. // doors
  438. //
  439. .float aflag;
  440. .float dmg; // damage done by door when hit
  441. //
  442. // misc
  443. //
  444. .float cnt; // misc flag
  445. //
  446. // subs
  447. //
  448. .void() think1;
  449. .vector finaldest, finalangle;
  450. //
  451. // triggers
  452. //
  453. .float count; // for counting triggers
  454. //
  455. // plats / doors / buttons
  456. //
  457. .float lip;
  458. .float state;
  459. .vector pos1, pos2; // top and bottom positions
  460. .float height;
  461. //
  462. // sounds
  463. //
  464. .float waitmin, waitmax;
  465. .float distance;
  466. .float volume;
  467. //===========================================================================
  468. //
  469. // builtin functions
  470. //
  471. void(vector ang) makevectors = #1; // sets v_forward, etc globals
  472. void(entity e, vector o) setorigin = #2;
  473. void(entity e, string m) setmodel = #3; // set movetype and solid first
  474. void(entity e, vector min, vector max) setsize = #4;
  475. // #5 was removed
  476. void() break = #6;
  477. float() random = #7; // returns 0 - 1
  478. void(entity e, float chan, string samp, float vol, float atten) sound = #8;
  479. vector(vector v) normalize = #9;
  480. void(string e) error = #10;
  481. void(string e) objerror = #11;
  482. float(vector v) vlen = #12;
  483. float(vector v) vectoyaw = #13;
  484. entity() spawn = #14;
  485. void(entity e) remove = #15;
  486. // sets trace_* globals
  487. // nomonsters can be:
  488. // An entity will also be ignored for testing if forent == test,
  489. // forent->owner == test, or test->owner == forent
  490. // a forent of world is ignored
  491. void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
  492. entity() checkclient = #17; // returns a client to look for
  493. entity(entity start, .string fld, string match) find = #18;
  494. string(string s) precache_sound = #19;
  495. string(string s) precache_model = #20;
  496. void(entity client, string s)stuffcmd = #21;
  497. entity(vector org, float rad) findradius = #22;
  498. void(float level, string s) bprint = #23;
  499. void(entity client, float level, string s) sprint = #24;
  500. void(string s) dprint = #25;
  501. string(float f) ftos = #26;
  502. string(vector v) vtos = #27;
  503. void() coredump = #28; // prints all edicts
  504. void() traceon = #29; // turns statment trace on
  505. void() traceoff = #30;
  506. void(entity e) eprint = #31; // prints an entire edict
  507. float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
  508. // #33 was removed
  509. float(float yaw, float dist) droptofloor= #34; // TRUE if landed on floor
  510. void(float style, string value) lightstyle = #35;
  511. float(float v) rint = #36; // round to nearest int
  512. float(float v) floor = #37; // largest integer <= v
  513. float(float v) ceil = #38; // smallest integer >= v
  514. // #39 was removed
  515. float(entity e) checkbottom = #40; // true if self is on ground
  516. float(vector v) pointcontents = #41; // returns a CONTENT_*
  517. // #42 was removed
  518. float(float f) fabs = #43;
  519. vector(entity e, float speed) aim = #44; // returns the shooting vector
  520. float(string s) cvar = #45; // return cvar.value
  521. void(string s) localcmd = #46; // put string into local que
  522. entity(entity e) nextent = #47; // for looping through all ents
  523. // #48 was removed
  524. void() ChangeYaw = #49; // turn towards self.ideal_yaw
  525. // at self.yaw_speed
  526. // #50 was removed
  527. vector(vector v) vectoangles = #51;
  528. //
  529. // direct client message generation
  530. //
  531. void(float to, float f) WriteByte = #52;
  532. void(float to, float f) WriteChar = #53;
  533. void(float to, float f) WriteShort = #54;
  534. void(float to, float f) WriteLong = #55;
  535. void(float to, float f) WriteCoord = #56;
  536. void(float to, float f) WriteAngle = #57;
  537. void(float to, string s) WriteString = #58;
  538. void(float to, entity s) WriteEntity = #59;
  539. // several removed
  540. void(float step) movetogoal = #67;
  541. string(string s) precache_file = #68; // no effect except for -copy
  542. void(entity e) makestatic = #69;
  543. void(string s) changelevel = #70;
  544. //#71 was removed
  545. void(string var, string val) cvar_set = #72; // sets cvar.value
  546. void(entity client, string s) centerprint = #73; // sprint, but in middle
  547. void(vector pos, string samp, float vol, float atten) ambientsound = #74;
  548. string(string s) precache_model2 = #75; // registered version only
  549. string(string s) precache_sound2 = #76; // registered version only
  550. string(string s) precache_file2 = #77; // registered version only
  551. void(entity e) setspawnparms = #78; // set parm1... to the
  552. // values at level start
  553. // for coop respawn
  554. void(entity killer, entity killee) logfrag = #79; // add to stats
  555. string(entity e, string key) infokey = #80; // get a key value (world = serverinfo)
  556. float(string s) stof = #81; // convert string to float
  557. void(vector where, float set) multicast = #82; // sends the temp message to a set
  558. // of clients, possibly in PVS or PHS
  559. //============================================================================
  560. //
  561. // subs.qc
  562. //
  563. void(vector tdest, float tspeed, void() func) SUB_CalcMove;
  564. void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
  565. void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
  566. void() SUB_CalcMoveDone;
  567. void() SUB_CalcAngleMoveDone;
  568. void() SUB_Null;
  569. void() SUB_UseTargets;
  570. void() SUB_Remove;
  571. //
  572. // combat.qc
  573. //
  574. void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
  575. float (entity e, float healamount, float ignore) T_Heal; // health function
  576. float(entity targ, entity inflictor) CanDamage;