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 g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race;
20 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_rocketarena, g_vampire, g_minstagib_invis_alpha;
22 float g_warmup_allguns;
23 float g_warmup_allow_timeout;
25 float g_race_qualifying;
27 float g_pickup_respawntime_short;
28 float g_pickup_respawntime_medium;
29 float g_pickup_respawntime_long;
30 float g_pickup_respawntime_powerup;
38 const var void(void) func_null;
42 float bots_would_leave;
43 float lms_lowest_lives;
45 float LMS_NewPlayerLives();
47 void UpdateFrags(entity player, float f);
50 float team1_score, team2_score, team3_score, team4_score;
54 #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"
58 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
78 .float pain_finished; //Added by Supajoe
79 .float pain_frame; //"
80 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
81 .float crouch; // Crouching or not?
83 .float strength_finished;
84 //.float speed_finished;
85 .float invincible_finished;
86 //.float slowmo_finished;
88 .vector finaldest, finalangle; //plat.qc stuff
91 .float t_length, t_width;
93 .vector destvec; // for rain
94 .float cnt; // for rain
104 // player animation state
105 .float animstate_startframe;
106 .float animstate_numframes;
107 .float animstate_framerate;
108 .float animstate_starttime;
109 .float animstate_endtime;
110 .float animstate_override;
111 .float animstate_looping;
113 // player animation data for this model
114 // each vector is as follows:
118 .vector anim_die1; // player dies
119 .vector anim_die2; // player dies differently
120 .vector anim_draw; // player pulls out a weapon
121 .vector anim_duck; // player crouches (from idle to duckidle)
122 .vector anim_duckwalk; // player walking while crouching
123 .vector anim_duckjump; // player jumping from a crouch
124 .vector anim_duckidle; // player idling while crouching
125 .vector anim_idle; // player standing
126 .vector anim_jump; // player jump
127 .vector anim_pain1; // player flinches from pain
128 .vector anim_pain2; // player flinches from pain, differently
129 .vector anim_shoot; // player shoots
130 .vector anim_taunt; // player taunts others (FIXME: no code references this)
131 .vector anim_run; // player running forward
132 .vector anim_runbackwards; // player running backward
133 .vector anim_strafeleft; // player shuffling left quickly
134 .vector anim_straferight; // player shuffling right quickly
135 .vector anim_dead1; // player dead (must be identical to last frame of die1)
136 .vector anim_dead2; // player dead (must be identical to last frame of die2)
137 .vector anim_forwardright; // player running forward and right
138 .vector anim_forwardleft; // player running forward and left
139 .vector anim_backright; // player running backward and right
140 .vector anim_backleft; // player running back and left
142 void() player_setupanimsformodel;
143 void player_setanim(vector anim, float looping, float override, float restart);
153 .float damageforcescale;
159 // for railgun damage (hitting multiple enemies)
161 .float railgunhitsolidbackup;
162 .vector railgunhitloc;
170 .float watersound_finished;
174 .float pauseregen_finished;
175 .float pauserothealth_finished;
176 .float pauserotarmor_finished;
177 .string item_pickupsound;
179 // definitions for weaponsystem
181 .entity weaponentity;
182 .entity exteriorweaponentity;
185 float weapon_action(float wpn, float wrequest);
186 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
189 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
190 .float weapon_nextthink;
191 .void() weapon_think;
193 //float PLAYER_WEAPONSELECTION_DELAY = );
194 float PLAYER_WEAPONSELECTION_SPEED = 18;
195 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
197 // weapon states (self.weaponentity.state)
198 float WS_CLEAR = 0; // no weapon selected
199 float WS_RAISE = 1; // raise frame
200 float WS_DROP = 2; // deselecting frame
201 float WS_INUSE = 3; // fire state
202 float WS_READY = 4; // idle frame
205 float WR_SETUP = 1; // setup weapon data
206 float WR_THINK = 2; // logic to run every frame
207 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
208 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
209 float WR_AIM = 5; // runs bot aiming code for this weapon
210 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
211 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone
212 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
214 void weapon_defaultspawnfunc(float wpn);
216 string w_deathtypestring;
218 void(entity client, string s) centerprint_builtin = #73;
219 .vector dest1, dest2;
222 float intermission_running;
223 float intermission_exittime;
224 float alreadychangedlevel;
230 .float welcomemessage_time;
235 string votecalledvote;
236 string votecalledvote_display;
237 float votecalledmaster;
245 float VoteAllowed(string vote);
250 void VoteStop(entity stopper);
253 // Wazat's grappling hook
255 void GrapplingHookFrame();
256 void RemoveGrapplingHook(entity pl);
257 void SetGrappleHookBindings();
259 float GRAPHOOK_FIRE = 20;
260 float GRAPHOOK_RELEASE = 21;
261 // (note: you can change the hook impulse #'s to whatever you please)
264 // Laser target for laser-guided weapons
269 .float jump_interval; // laser refire
272 .float in_swamp; // bool
273 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
279 #define RESTART_COUNTDOWN 10
280 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
281 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
282 void restartAnnouncer_Think();
283 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
284 .float spectatortime; //point in time since the client is spectating or observing
285 void checkSpectatorBlock();
290 float isJoinAllowed();
291 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
293 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
294 #define TIMEOUT_SLOWMO_VALUE 0.0001
295 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
296 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
297 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
298 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)
299 .float allowedTimeouts; // contains the number of allowed timeouts for each player
300 entity timeoutInitiator; // contains the entity of the player who started the last timeout
301 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
302 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
303 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
304 void timeoutHandler_Think();
305 void evaluateTimeoutCall();
306 void evaluateResumeGame();
307 string getTimeoutText(float addOneSecond);
309 .float spawnshieldtime;
311 .float lms_nextcheck;
312 .float lms_traveled_distance;
320 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
324 .vector death_origin;
325 .vector killer_origin;
329 float default_player_alpha;
330 float default_weapon_alpha;
332 .float() customizeentityforclient;
333 .float cvar_cl_handicap;
334 .float cvar_cl_playerdetailreduction;
335 .float cvar_cl_nogibs;
336 .float cvar_scr_centertime;
337 .float cvar_cl_shownames;
338 .string cvar_g_nexuizversion;
339 .string cvar_cl_weaponpriority;
340 .string cvar_cl_weaponpriorities[10];
342 .float version_nagtime;
344 .float modelindex_lod0;
345 #ifdef ALLOW_VARIABLE_LOD
346 .float modelindex_lod1;
347 .float modelindex_lod2;
350 #define NUM_JUMPPADSUSED 3
352 .entity jumppadsused[NUM_JUMPPADSUSED];
354 string gamemode_name;
357 float startitem_failed;
359 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
360 void DropAllRunes(entity pl);
363 typedef .float floatfield;
364 floatfield Item_CounterField(float it);
366 float W_AmmoItemCode(float wpn);
367 float W_WeaponBit(float wpn);
368 string W_Name(float weaponid);
370 void UpdateSelectedPlayer();
371 void ClearSelectedPlayer();
372 .entity selected_player;
373 .entity last_selected_player;
374 .float selected_player_time; // when this player has been selected
375 .float selected_player_count; // how long this player has been directly pointed to
376 .float selected_player_display_needs_update; // are regular updates necessary? (health)
377 .float selected_player_display_timeout; // when the selection will time out
379 void FixIntermissionClient(entity e);
380 void FixClientCvars(entity e);
384 void centerprint_atprio(entity e, float prio, string s);
385 void centerprint_expire(entity e, float prio);
386 void centerprint(entity e, string s);
388 .float respawn_countdown; // next number to count
390 float bot_waypoints_for_items;
392 .float attack_finished_for[WEP_COUNT];
393 .float attack_finished_single;
394 #ifdef INDEPENDENT_ATTACK_FINISHED
395 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
397 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
400 // assault game mode: Which team is attacking in this round?
401 float assault_attacker_team;
403 // speedrun: when 1, player auto teleports back when capture timeout happens
411 float q3acompat_machineshotgunswap;
418 float some_spawn_has_been_used;
419 float have_team_spawns;
421 // set when showing a kill countdown
422 .entity killindicator;
423 .float killindicator_teamchange;
425 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
429 .float parm_idlesince;
431 float sv_maxidle_spectatorsareidle;
435 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
441 .float(entity to, float sendflags) SendEntity;
443 // player sounds, voice messages
444 .string playersound_attack;
445 .string playersound_attackinfive;
446 .string playersound_coverme;
447 .string playersound_defend;
448 .string playersound_freelance;
449 .string playersound_incoming;
450 .string playersound_meet;
451 .string playersound_needhelp;
452 .string playersound_seenflag;
453 .string playersound_taunt;
454 .string playersound_teamshoot;
455 .string playersound_death;
456 .string playersound_drown;
457 .string playersound_falling; // not yet implemented, FIXME
458 .string playersound_gasp;
459 .string playersound_jump;
460 .string playersound_pain25;
461 .string playersound_pain50;
462 .string playersound_pain75;
463 .string playersound_pain100;
464 string globalsound_fall;
465 string globalsound_metalfall;
466 string globalsound_step;
467 string globalsound_metalstep;
468 void PrecachePlayerSounds(string f);
469 void PrecacheGlobalSound(string samplestring);
470 void UpdatePlayerSounds();
471 void ClearPlayerSounds();
472 void PlayerSound(.string samplefield, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
473 void GlobalSound(string samplestring, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
474 void VoiceMessage(string type);
476 .float version_mismatch;
478 float independent_players;
479 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
480 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
483 .float stat_sys_ticrate;
487 .float porto_forbidden;
493 float game_starttime; //point in time when the countdown is over
494 .float stat_game_starttime;