9 float lms_lowest_lives;
16 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
21 // is this client a remote administrator?
38 .float attack_finished;
39 .float pain_finished; //Added by Supajoe
40 .float pain_frame; //"
41 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
42 .float crouch; // Crouching or not?
44 .float strength_finished;
45 //.float speed_finished;
46 .float invincible_finished;
47 //.float slowmo_finished;
49 .vector finaldest, finalangle; //plat.qc stuff
52 .float t_length, t_width;
54 .vector destvec; // for rain
55 .float cnt; // for rain
75 //.float crylinkcount;
77 .float damageforcescale;
83 // for railgun damage (hitting multiple enemies)
85 .float railgunhitsolidbackup;
86 .vector railgunhitloc;
93 .float watersound_finished;
97 .float pauseregen_finished;
98 .float pauserothealth_finished;
99 .float pauserotarmor_finished;
100 .float attack_finished;
101 .string item_pickupsound;
103 // definitions for weaponsystem
105 .entity weaponentity;
106 .entity exteriorweaponentity;
109 void(float wpn, float wrequest) weapon_action;
110 float(entity cl, float wpn, float andammo) client_hasweapon;
112 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
113 .float weapon_nextthink;
114 .void() weapon_think;
115 .vector shotdir, shotorg; // new generic aiming system for all weapons (not finished yet, can be removed)
116 float weapon_hasammo; // sets by WR_CHECKAMMO request
118 //float PLAYER_WEAPONSELECTION_DELAY = );
119 float PLAYER_WEAPONSELECTION_SPEED = 18;
120 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
122 // weapon states (self.weaponentity.state)
123 float WS_CLEAR = 0; // no weapon selected
124 float WS_RAISE = 1; // raise frame
125 float WS_DROP = 2; // deselecting frame
126 float WS_INUSE = 3; // fire state
127 float WS_READY = 4; // idle frame
130 float WR_SETUP = 1; // setup weapon data
131 float WR_UPDATECOUNTS = 2; // update ammo display
132 float WR_IDLE = 3; // idle frame
133 float WR_DROP = 4; // deselect frame
134 float WR_RAISE = 5; // select frame
135 float WR_FIRE1 = 6; // primary fire frame
136 float WR_FIRE2 = 7; // secondary fire
137 float WR_FIRE3 = 8; // third fire
138 float WR_CHECKAMMO = 9; // checks ammo for weapon
139 float WR_CLEAR = 10; // runs afted deselecting frames, remove weapon parts (if presented). This useful for quake3-style chaingun
142 float WEP_LASER = 1; // float IT_LASER = 4096;
143 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
144 float WEP_UZI = 3; // float IT_UZI = 2;
145 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
146 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
147 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
148 float WEP_NEX = 7; // float IT_NEX = 32;
149 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
150 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
152 // For weapon cycling commands
156 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
157 void(entity client, string s) stuffcmd = #21;
158 void(entity client, string s) sprint = #24;
159 vector(entity e, float sped) aim = #44;
160 void(entity client, string s) centerprint = #73;
161 void(entity e) setspawnparms = #78;
162 void(float to, float f) WriteByte = #52;
163 void(float to, float f) WriteChar = #53;
164 void(float to, float f) WriteShort = #54;
165 void(float to, float f) WriteLong = #55;
166 void(float to, float f) WriteCoord = #56;
167 void(float to, float f) WriteAngle = #57;
168 void(float to, string s) WriteString = #58;
169 void(float to, entity s) WriteEntity = #59;
170 .vector dest1, dest2;
171 void(entity clent) dropclient = #453;
174 float intermission_running;
175 float intermission_exittime;
176 float alreadychangedlevel;
179 .float isbot; // true if this client is actually a bot
184 .float welcomemessage_time;
185 .float welcomemessage_time2;
186 .string versionmessage;
191 .float vote_finished;
194 float VoteAllowed(string vote);
196 void VoteDo(entity voter);
197 void VoteTimeout(entity voter);
200 // Wazat's grappling hook
202 void GrapplingHookFrame();
203 void RemoveGrapplingHook(entity pl);
204 void SetGrappleHookBindings();
206 float GRAPHOOK_FIRE = 20;
207 float GRAPHOOK_RELEASE = 21;
208 // (note: you can change the hook impulse #'s to whatever you please)
211 // Laser target for laser-guided weapons
217 .float jump_interval; // laser refire
218 .string crosshair_static;