1 /*************************************
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2 Team:Nexuiz (NexTF) Definitions
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3 *************************************/
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5 /********************* General ***************************/
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6 float TF_FLARE_LIT = 0; // Woes of a decompiler, eh?
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7 float TF_FLARE_OFF = 1; ////
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9 float (entity e, float healamount, float ignore) T_Heal;
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11 // Temporary Defs (till I implement real systems for these)
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12 //float joinorder; // menu implemented :)
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26 // Last Spawn Place of Team
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27 entity lastspawn_team1;
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28 entity lastspawn_team2;
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29 entity lastspawn_team3;
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30 entity lastspawn_team4;
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32 // Death Message (we should incorporate this into Team:Nexuiz some time)
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36 .float has_abbreviated; // for NetQuake's UpdateAbbreviation fucntion
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38 .float hasnt_item_from_group;
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39 float flagem_checked;
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40 .float tp_grenades_1;
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41 .float tp_grenades_2;
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44 .entity observer_list;
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45 float cb_prematch_time;
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47 float civilianteams; // Are civilian teams allowed?
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49 float parems_decoded; // Have the parameters already been decoded - XavioR
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51 //Team Frags (old function -- possibly moot)
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57 //FlagExists floats so that a team flag isnt spawned twice by the Q3F conversion code
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58 float redflagexists;
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59 float blueflagexists;
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61 .void() th_die; // wtf is this again..
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70 .float clip_crylink;
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71 .float clip_rockets;
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72 .float clip_pipegrenades;
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73 float CLIP_MAX_CRYLINK = 8;
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74 float CLIP_MAX_ROCKETS = 4;
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75 float CLIP_MAX_PIPEGRENADES = 6;
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77 .float playerclass; // TF's recognition of players. This will be set in accordance to tf playerclasses
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79 .float is_dead; // temp // player is dead
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81 .float immune_to_check; // How long player is immune to cheat check?
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82 //// Personally i think I'm jsut gonna implement krimzon's
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83 //// ParseClientCommand to check color change cheats. - XavioR
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84 .float axhitme; // Goal Item (I think) -- if ax hits then blah
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85 // There's no axe in nexuiz tho.... :/
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86 .float armor_allowed; //
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87 .float maxarmor; ////
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88 .float ammo_medikit;
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89 .float maxammo_medikit;
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90 .float ammo_detpack;
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91 .float maxammo_detpack;
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92 .float maxammo_shells;
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93 .float maxammo_nails;
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94 .float maxammo_cells;
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95 .float maxammo_rockets;
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96 .float last_impulse;
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98 .float items_allowed;
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99 .float super_time; // no idea(?)
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100 .float super_sound; ////
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101 .float invisible_finished; // Not a NexTF function(?)
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102 .float invisible_time; ////
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103 .float radsuit_finished; // BioSuit(?)
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104 .float rad_time; ////
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105 .float distance; // My guess is that this is whatever TF uses to store entity distances
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106 // from each other?
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110 .float worldtype; // Not sure
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112 .float armorclass; // How will nexTF's armor class work?
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113 // It's a good thing to have in anyways I guess.
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115 .float weaponmode; // I think only demoman and HWGuy use this, and since they're not in nextf.. poof
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118 .float tfstate; // State of the player according to quake TF.
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119 // I will try to satisfy it for NexTF after the goal porting is done.
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121 .float maxstrafespeed;
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122 .float StatusRefreshTime; // The Status Bar
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123 .float StatusBarSize; ////
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124 .float StatusBarRes; ////
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127 .float current_menu;
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130 .float heat; // What tf uses for powering up weapons. Could be useful later?
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135 .entity trigger_field;
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137 .string noise4; // MTF fucntion -- possibly moot.
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138 .string deathtype; // "You have the flag"
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140 .string team_str_home;
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141 .string team_str_moved;
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142 .string team_str_carried;
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144 void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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145 void (entity targ, entity inflictor, entity attacker, float damage, float T_flags, float T_AttackType) TF_T_Damage;
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146 void (entity Viewer, float pc, float rpc) TeamFortress_PrintClassName;
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147 void (float classnum) SetMaxAmmoFor;
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149 /*********************************************************/
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150 ///////////////////////////////////////////////////////////
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151 /******************* Moved from:**************************/
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153 void (string halias, float himpulse1, float himpulse2) TeamFortress_Alias;
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156 .float invincible_time; //Pent effect time
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157 .float invincible_sound; //Pent hit sound
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158 void (entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage;
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162 .float tf_items_flags;
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166 .float goal_activation;
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167 .float goal_effects;
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169 .float activate_goal_no;
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170 .float inactivate_goal_no;
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171 .float if_goal_is_active;
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172 .float if_goal_is_inactive;
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173 .float if_goal_is_removed;
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174 .float if_group_is_active;
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175 .float if_group_is_inactive;
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176 .float if_group_is_removed;
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177 .float remove_goal_no;
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178 .float restore_goal_no;
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179 .float activate_group_no;
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180 .float inactivate_group_no;
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181 .float remove_group_no;
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182 .float restore_group_no;
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183 .float has_item_from_group;
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184 .float remove_item_group;
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185 .float return_item_no;
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189 .entity movetarget;
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190 void () SUB_CalcMoveDone;
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191 void (vector tdest, float tspeed, void() func) SUB_CalcMove;
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192 void (entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
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195 .string is_converted_goal; // This is used to identify converted goals (helps me determine spawn in q3f maps)
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197 .vector orig_origin;
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198 .string activetarget;
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199 .string allowteams;
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203 void () TeamFortress_PrimeGrenade;
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204 void () TeamFortress_ThrowGrenade;
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205 void () NormalGrenadeTouch;
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206 void () NormalGrenadeExplode;
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210 .float dont_do_triggerwork;
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211 void (entity Goal, entity AP) DoGroupWork;
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212 void (entity Goal, entity AP) DoGoalWork;
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213 void () button_wait;
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215 /******************* End Moved From Section **************/
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216 ///////////////////////////////////////////////////////////
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217 /*************** Defs that need functions ****************/
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218 .float lives; // Amount of lives
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220 .float is_unabletospy; // picking up tfgoal makes the spy unable to go undercover
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221 .float owned_by; // Item is owned by team #