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
16 #define VOL_BASEVOICE 1.0
20 string records_reply, lsmaps_reply, maplist_reply; // cached replies
22 float ctf_score_value(string parameter);
24 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race;
25 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;
27 float g_warmup_allguns;
28 float g_warmup_allow_timeout;
30 float g_ctf_ignore_frags;
32 float g_race_qualifying;
34 float g_pickup_respawntime_weapon;
35 float g_pickup_respawntime_ammo;
36 float g_pickup_respawntime_short;
37 float g_pickup_respawntime_medium;
38 float g_pickup_respawntime_long;
39 float g_pickup_respawntime_powerup;
40 float g_maplist_allow_hidden;
49 const var void(void) func_null;
53 float bots_would_leave;
54 float lms_lowest_lives;
56 float LMS_NewPlayerLives();
58 void UpdateFrags(entity player, float f);
61 float team1_score, team2_score, team3_score, team4_score;
65 #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"
69 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
89 .float cvar_cl_hitsound;
91 .float pain_finished; //Added by Supajoe
92 .float pain_frame; //"
93 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
94 .float crouch; // Crouching or not?
96 .float strength_finished;
97 //.float speed_finished;
98 .float invincible_finished;
99 //.float slowmo_finished;
101 .vector finaldest, finalangle; //plat.qc stuff
104 .float t_length, t_width;
106 .vector destvec; // for rain
107 .float cnt; // for rain
117 // player animation state
118 .float animstate_startframe;
119 .float animstate_numframes;
120 .float animstate_framerate;
121 .float animstate_starttime;
122 .float animstate_endtime;
123 .float animstate_override;
124 .float animstate_looping;
126 // player animation data for this model
127 // each vector is as follows:
131 .vector anim_die1; // player dies
132 .vector anim_die2; // player dies differently
133 .vector anim_draw; // player pulls out a weapon
134 .vector anim_duck; // player crouches (from idle to duckidle)
135 .vector anim_duckwalk; // player walking while crouching
136 .vector anim_duckjump; // player jumping from a crouch
137 .vector anim_duckidle; // player idling while crouching
138 .vector anim_idle; // player standing
139 .vector anim_jump; // player jump
140 .vector anim_pain1; // player flinches from pain
141 .vector anim_pain2; // player flinches from pain, differently
142 .vector anim_shoot; // player shoots
143 .vector anim_taunt; // player taunts others (FIXME: no code references this)
144 .vector anim_run; // player running forward
145 .vector anim_runbackwards; // player running backward
146 .vector anim_strafeleft; // player shuffling left quickly
147 .vector anim_straferight; // player shuffling right quickly
148 .vector anim_dead1; // player dead (must be identical to last frame of die1)
149 .vector anim_dead2; // player dead (must be identical to last frame of die2)
150 .vector anim_forwardright; // player running forward and right
151 .vector anim_forwardleft; // player running forward and left
152 .vector anim_backright; // player running backward and right
153 .vector anim_backleft; // player running back and left
155 void() player_setupanimsformodel;
156 void player_setanim(vector anim, float looping, float override, float restart);
166 .float damageforcescale;
172 // for railgun damage (hitting multiple enemies)
174 .float railgunhitsolidbackup;
175 .vector railgunhitloc;
181 .float hitsound, typehitsound;
183 .float watersound_finished;
187 .float pauseregen_finished;
188 .float pauserothealth_finished;
189 .float pauserotarmor_finished;
190 .string item_pickupsound;
192 // definitions for weaponsystem
194 .entity weaponentity;
195 .entity exteriorweaponentity;
198 float weapon_action(float wpn, float wrequest);
199 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
202 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
203 .float weapon_nextthink;
204 .void() weapon_think;
206 //float PLAYER_WEAPONSELECTION_DELAY = );
207 float PLAYER_WEAPONSELECTION_SPEED = 18;
208 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
210 // weapon states (self.weaponentity.state)
211 float WS_CLEAR = 0; // no weapon selected
212 float WS_RAISE = 1; // raise frame
213 float WS_DROP = 2; // deselecting frame
214 float WS_INUSE = 3; // fire state
215 float WS_READY = 4; // idle frame
218 float WR_SETUP = 1; // setup weapon data
219 float WR_THINK = 2; // logic to run every frame
220 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
221 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
222 float WR_AIM = 5; // runs bot aiming code for this weapon
223 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
224 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
225 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
226 float WR_RELOAD = 9; // does not need to do anything
228 void weapon_defaultspawnfunc(float wpn);
230 string w_deathtypestring;
233 void(entity client, string s) centerprint_builtin = #73;
234 .vector dest1, dest2;
237 float intermission_running;
238 float intermission_exittime;
239 float alreadychangedlevel;
245 .float welcomemessage_time;
248 // Laser target for laser-guided weapons
253 .float jump_interval; // laser refire
256 .float in_swamp; // bool
257 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
263 #define RESTART_COUNTDOWN 10
264 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
265 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
266 void restartAnnouncer_Think();
267 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
268 .float spectatortime; //point in time since the client is spectating or observing
269 void checkSpectatorBlock();
274 float isJoinAllowed();
275 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
277 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
278 #define TIMEOUT_SLOWMO_VALUE 0.0001
279 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
280 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
281 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
282 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)
283 .float allowedTimeouts; // contains the number of allowed timeouts for each player
284 entity timeoutInitiator; // contains the entity of the player who started the last timeout
285 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
286 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
287 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
288 void timeoutHandler_Think();
289 void evaluateTimeout();
290 void evaluateTimein();
291 string getTimeoutText(float addOneSecond);
293 .float spawnshieldtime;
295 .float lms_nextcheck;
296 .float lms_traveled_distance;
304 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
308 .vector death_origin;
309 .vector killer_origin;
313 float default_player_alpha;
314 float default_weapon_alpha;
316 .float() customizeentityforclient;
317 .float cvar_cl_handicap;
318 .float cvar_cl_playerdetailreduction;
319 .float cvar_cl_nogibs;
320 .float cvar_scr_centertime;
321 .float cvar_cl_shownames;
322 .string cvar_g_nexuizversion;
323 .string cvar_cl_weaponpriority;
324 .string cvar_cl_weaponpriorities[10];
326 .float version_nagtime;
328 .float modelindex_lod0;
329 #ifdef ALLOW_VARIABLE_LOD
330 .float modelindex_lod1;
331 .float modelindex_lod2;
334 #define NUM_JUMPPADSUSED 3
336 .entity jumppadsused[NUM_JUMPPADSUSED];
338 string gamemode_name;
341 float startitem_failed;
343 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
344 void DropAllRunes(entity pl);
347 typedef .float floatfield;
348 floatfield Item_CounterField(float it);
350 float W_AmmoItemCode(float wpn);
351 float W_WeaponBit(float wpn);
352 string W_Name(float weaponid);
354 void UpdateSelectedPlayer();
355 void ClearSelectedPlayer();
356 .entity selected_player;
357 .entity last_selected_player;
358 .float selected_player_time; // when this player has been selected
359 .float selected_player_count; // how long this player has been directly pointed to
360 .float selected_player_display_needs_update; // are regular updates necessary? (health)
361 .float selected_player_display_timeout; // when the selection will time out
363 void FixIntermissionClient(entity e);
364 void FixClientCvars(entity e);
368 void centerprint_atprio(entity e, float prio, string s);
369 void centerprint_expire(entity e, float prio);
370 void centerprint(entity e, string s);
372 .float respawn_countdown; // next number to count
374 float bot_waypoints_for_items;
376 .float attack_finished_for[WEP_COUNT];
377 .float attack_finished_single;
378 #ifdef INDEPENDENT_ATTACK_FINISHED
379 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
381 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
384 // assault game mode: Which team is attacking in this round?
385 float assault_attacker_team;
387 // speedrun: when 1, player auto teleports back when capture timeout happens
395 float q3acompat_machineshotgunswap;
403 float some_spawn_has_been_used;
404 float have_team_spawns;
406 // set when showing a kill countdown
407 .entity killindicator;
408 .float killindicator_teamchange;
410 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
414 .float parm_idlesince;
416 float sv_maxidle_spectatorsareidle;
420 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
426 .float(entity to, float sendflags) SendEntity;
428 // player sounds, voice messages
429 // TODO implemented fall and falling
430 #define ALLPLAYERSOUNDS \
441 #define ALLVOICEMSGS \
443 _VOICEMSG(attackinfive) \
446 _VOICEMSG(freelance) \
447 _VOICEMSG(incoming) \
449 _VOICEMSG(needhelp) \
450 _VOICEMSG(seenflag) \
452 _VOICEMSG(teamshoot) \
453 _VOICEMSG(attacking) \
454 _VOICEMSG(defending) \
456 _VOICEMSG(affirmative) \
457 _VOICEMSG(negative) \
459 _VOICEMSG(seenenemy) \
461 _VOICEMSG(droppedflag) \
462 _VOICEMSG(flagcarriertakingdamage)
463 #define _VOICEMSG(m) .string playersound_##m;
467 string globalsound_fall;
468 string globalsound_metalfall;
469 string globalsound_step;
470 string globalsound_metalstep;
472 #define VOICETYPE_PLAYERSOUND 10
473 #define VOICETYPE_TEAMRADIO 11
474 #define VOICETYPE_LASTATTACKER 12
475 #define VOICETYPE_LASTATTACKER_ONLY 13
476 #define VOICETYPE_AUTOTAUNT 14
477 #define VOICETYPE_TAUNT 15
479 void PrecachePlayerSounds(string f);
480 void PrecacheGlobalSound(string samplestring);
481 void UpdatePlayerSounds();
482 void ClearPlayerSounds();
483 void PlayerSound(.string samplefield, float channel, float voicetype);
484 void GlobalSound(string samplestring, float channel, float voicetype);
485 void VoiceMessage(string type, string message);
488 .float cvar_cl_autotaunt;
489 .float cvar_cl_voice_directional;
490 .float cvar_cl_voice_directional_taunt_attenuation;
492 .float version_mismatch;
494 float independent_players;
495 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
496 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
499 .float stat_sys_ticrate;
503 .float porto_forbidden;
509 float game_starttime; //point in time when the countdown is over
510 .float stat_game_starttime;
512 void W_Porto_Remove (entity p);
514 .float projectiledeathtype;
518 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
520 // reset to 0 on weapon switch
521 // may be useful to all weapons
522 .float bulletcounter;
524 void target_voicescript_next(entity pl);
525 void target_voicescript_clear(entity pl);
530 .float trigger_reverse;