1 #define INDEPENDENT_ATTACK_FINISHED
3 float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
5 #define BUTTON_ATCK button0
6 #define BUTTON_JUMP button2
7 #define BUTTON_ATCK2 button3
8 #define BUTTON_ZOOM button4
9 #define BUTTON_CROUCH button5
10 #define BUTTON_HOOK button6
11 #define BUTTON_INFO button7
12 #define BUTTON_CHAT buttonchat
13 #define BUTTON_USE buttonuse
19 float ctf_score_value(string parameter);
21 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race;
22 float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_laserguided_missile, g_midair, g_minstagib, g_nixnex, g_nixnex_with_laser, g_norecoil, g_vampire, g_minstagib_invis_alpha;
24 float g_warmup_allguns;
25 float g_warmup_allow_timeout;
27 float g_ctf_ignore_frags;
29 float g_race_qualifying;
31 float g_pickup_respawntime_short;
32 float g_pickup_respawntime_medium;
33 float g_pickup_respawntime_long;
34 float g_pickup_respawntime_powerup;
35 float g_maplist_allow_hidden;
44 const var void(void) func_null;
48 float bots_would_leave;
49 float lms_lowest_lives;
51 float LMS_NewPlayerLives();
53 void UpdateFrags(entity player, float f);
56 float team1_score, team2_score, team3_score, team4_score;
60 #define NEWLINES "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"
64 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
84 .float pain_finished; //Added by Supajoe
85 .float pain_frame; //"
86 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
87 .float crouch; // Crouching or not?
89 .float strength_finished;
90 //.float speed_finished;
91 .float invincible_finished;
92 //.float slowmo_finished;
94 .vector finaldest, finalangle; //plat.qc stuff
97 .float t_length, t_width;
99 .vector destvec; // for rain
100 .float cnt; // for rain
110 // player animation state
111 .float animstate_startframe;
112 .float animstate_numframes;
113 .float animstate_framerate;
114 .float animstate_starttime;
115 .float animstate_endtime;
116 .float animstate_override;
117 .float animstate_looping;
119 // player animation data for this model
120 // each vector is as follows:
124 .vector anim_die1; // player dies
125 .vector anim_die2; // player dies differently
126 .vector anim_draw; // player pulls out a weapon
127 .vector anim_duck; // player crouches (from idle to duckidle)
128 .vector anim_duckwalk; // player walking while crouching
129 .vector anim_duckjump; // player jumping from a crouch
130 .vector anim_duckidle; // player idling while crouching
131 .vector anim_idle; // player standing
132 .vector anim_jump; // player jump
133 .vector anim_pain1; // player flinches from pain
134 .vector anim_pain2; // player flinches from pain, differently
135 .vector anim_shoot; // player shoots
136 .vector anim_taunt; // player taunts others (FIXME: no code references this)
137 .vector anim_run; // player running forward
138 .vector anim_runbackwards; // player running backward
139 .vector anim_strafeleft; // player shuffling left quickly
140 .vector anim_straferight; // player shuffling right quickly
141 .vector anim_dead1; // player dead (must be identical to last frame of die1)
142 .vector anim_dead2; // player dead (must be identical to last frame of die2)
143 .vector anim_forwardright; // player running forward and right
144 .vector anim_forwardleft; // player running forward and left
145 .vector anim_backright; // player running backward and right
146 .vector anim_backleft; // player running back and left
148 void() player_setupanimsformodel;
149 void player_setanim(vector anim, float looping, float override, float restart);
159 .float damageforcescale;
165 // for railgun damage (hitting multiple enemies)
167 .float railgunhitsolidbackup;
168 .vector railgunhitloc;
174 .float hitsound, typehitsound;
176 .float watersound_finished;
180 .float pauseregen_finished;
181 .float pauserothealth_finished;
182 .float pauserotarmor_finished;
183 .string item_pickupsound;
185 // definitions for weaponsystem
187 .entity weaponentity;
188 .entity exteriorweaponentity;
191 float weapon_action(float wpn, float wrequest);
192 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
195 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
196 .float weapon_nextthink;
197 .void() weapon_think;
199 //float PLAYER_WEAPONSELECTION_DELAY = );
200 float PLAYER_WEAPONSELECTION_SPEED = 18;
201 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
203 // weapon states (self.weaponentity.state)
204 float WS_CLEAR = 0; // no weapon selected
205 float WS_RAISE = 1; // raise frame
206 float WS_DROP = 2; // deselecting frame
207 float WS_INUSE = 3; // fire state
208 float WS_READY = 4; // idle frame
211 float WR_SETUP = 1; // setup weapon data
212 float WR_THINK = 2; // logic to run every frame
213 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
214 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
215 float WR_AIM = 5; // runs bot aiming code for this weapon
216 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
217 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
218 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
220 void weapon_defaultspawnfunc(float wpn);
222 string w_deathtypestring;
225 void(entity client, string s) centerprint_builtin = #73;
226 .vector dest1, dest2;
229 float intermission_running;
230 float intermission_exittime;
231 float alreadychangedlevel;
237 .float welcomemessage_time;
242 string votecalledvote;
243 string votecalledvote_display;
244 float votecalledmaster;
251 float VoteAllowed(string vote);
256 void VoteStop(entity stopper);
259 // Laser target for laser-guided weapons
264 .float jump_interval; // laser refire
267 .float in_swamp; // bool
268 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
274 #define RESTART_COUNTDOWN 10
275 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
276 entity restartAnnouncer; //a temporary entity which will play the countdown sounds 3, 2, 1 for all clients, will also reset the map after the countdown
277 void restartAnnouncer_Think();
278 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
279 .float spectatortime; //point in time since the client is spectating or observing
280 void checkSpectatorBlock();
285 float isJoinAllowed();
286 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
288 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
289 #define TIMEOUT_SLOWMO_VALUE 0.0001
290 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
291 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
292 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
293 float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
294 .float allowedTimeouts; // contains the number of allowed timeouts for each player
295 entity timeoutInitiator; // contains the entity of the player who started the last timeout
296 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
297 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
298 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
299 void timeoutHandler_Think();
300 void evaluateTimeoutCall();
301 void evaluateResumeGame();
302 string getTimeoutText(float addOneSecond);
304 .float spawnshieldtime;
306 .float lms_nextcheck;
307 .float lms_traveled_distance;
315 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
319 .vector death_origin;
320 .vector killer_origin;
324 float default_player_alpha;
325 float default_weapon_alpha;
327 .float() customizeentityforclient;
328 .float cvar_cl_handicap;
329 .float cvar_cl_playerdetailreduction;
330 .float cvar_cl_nogibs;
331 .float cvar_scr_centertime;
332 .float cvar_cl_shownames;
333 .string cvar_g_nexuizversion;
334 .string cvar_cl_weaponpriority;
335 .string cvar_cl_weaponpriorities[10];
337 .float version_nagtime;
339 .float modelindex_lod0;
340 #ifdef ALLOW_VARIABLE_LOD
341 .float modelindex_lod1;
342 .float modelindex_lod2;
345 #define NUM_JUMPPADSUSED 3
347 .entity jumppadsused[NUM_JUMPPADSUSED];
349 string gamemode_name;
352 float startitem_failed;
354 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
355 void DropAllRunes(entity pl);
358 typedef .float floatfield;
359 floatfield Item_CounterField(float it);
361 float W_AmmoItemCode(float wpn);
362 float W_WeaponBit(float wpn);
363 string W_Name(float weaponid);
365 void UpdateSelectedPlayer();
366 void ClearSelectedPlayer();
367 .entity selected_player;
368 .entity last_selected_player;
369 .float selected_player_time; // when this player has been selected
370 .float selected_player_count; // how long this player has been directly pointed to
371 .float selected_player_display_needs_update; // are regular updates necessary? (health)
372 .float selected_player_display_timeout; // when the selection will time out
374 void FixIntermissionClient(entity e);
375 void FixClientCvars(entity e);
379 void centerprint_atprio(entity e, float prio, string s);
380 void centerprint_expire(entity e, float prio);
381 void centerprint(entity e, string s);
383 .float respawn_countdown; // next number to count
385 float bot_waypoints_for_items;
387 .float attack_finished_for[WEP_COUNT];
388 .float attack_finished_single;
389 #ifdef INDEPENDENT_ATTACK_FINISHED
390 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
392 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
395 // assault game mode: Which team is attacking in this round?
396 float assault_attacker_team;
398 // speedrun: when 1, player auto teleports back when capture timeout happens
406 float q3acompat_machineshotgunswap;
414 float some_spawn_has_been_used;
415 float have_team_spawns;
417 // set when showing a kill countdown
418 .entity killindicator;
419 .float killindicator_teamchange;
421 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
425 .float parm_idlesince;
427 float sv_maxidle_spectatorsareidle;
431 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
437 .float(entity to, float sendflags) SendEntity;
439 // player sounds, voice messages
440 // TODO implemented fall and falling
441 #define ALLPLAYERSOUNDS \
452 #define ALLVOICEMSGS \
454 _VOICEMSG(attackinfive) \
457 _VOICEMSG(freelance) \
458 _VOICEMSG(incoming) \
460 _VOICEMSG(needhelp) \
461 _VOICEMSG(seenflag) \
463 _VOICEMSG(teamshoot) \
464 _VOICEMSG(attacking) \
465 _VOICEMSG(defending) \
467 _VOICEMSG(positive) \
468 _VOICEMSG(negative) \
470 _VOICEMSG(seenenemy) \
472 _VOICEMSG(droppedflag) \
473 _VOICEMSG(flagcarriertakingdamage)
474 #define _VOICEMSG(m) .string playersound_##m;
478 string globalsound_fall;
479 string globalsound_metalfall;
480 string globalsound_step;
481 string globalsound_metalstep;
482 void PrecachePlayerSounds(string f);
483 void PrecacheGlobalSound(string samplestring);
484 void UpdatePlayerSounds();
485 void ClearPlayerSounds();
486 void PlayerSound(.string samplefield, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
487 void GlobalSound(string samplestring, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
488 void VoiceMessage(string type);
490 .float version_mismatch;
492 float independent_players;
493 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
494 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
497 .float stat_sys_ticrate;
501 .float porto_forbidden;
507 float game_starttime; //point in time when the countdown is over
508 .float stat_game_starttime;
510 void W_Porto_Remove (entity p);
512 .float projectiledeathtype;
516 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
518 // reset to 0 on weapon switch
519 // may be useful to all weapons
520 .float bulletcounter;