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 string records_reply, lsmaps_reply, maplist_reply; // cached replies
21 float ctf_score_value(string parameter);
23 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race;
24 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;
26 float g_warmup_allguns;
27 float g_warmup_allow_timeout;
29 float g_ctf_ignore_frags;
31 float g_race_qualifying;
33 float g_pickup_respawntime_weapon;
34 float g_pickup_respawntime_ammo;
35 float g_pickup_respawntime_short;
36 float g_pickup_respawntime_medium;
37 float g_pickup_respawntime_long;
38 float g_pickup_respawntime_powerup;
39 float g_maplist_allow_hidden;
48 const var void(void) func_null;
52 float bots_would_leave;
53 float lms_lowest_lives;
55 float LMS_NewPlayerLives();
57 void UpdateFrags(entity player, float f);
60 float team1_score, team2_score, team3_score, team4_score;
64 #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"
68 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
88 .float pain_finished; //Added by Supajoe
89 .float pain_frame; //"
90 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
91 .float crouch; // Crouching or not?
93 .float strength_finished;
94 //.float speed_finished;
95 .float invincible_finished;
96 //.float slowmo_finished;
98 .vector finaldest, finalangle; //plat.qc stuff
101 .float t_length, t_width;
103 .vector destvec; // for rain
104 .float cnt; // for rain
114 // player animation state
115 .float animstate_startframe;
116 .float animstate_numframes;
117 .float animstate_framerate;
118 .float animstate_starttime;
119 .float animstate_endtime;
120 .float animstate_override;
121 .float animstate_looping;
123 // player animation data for this model
124 // each vector is as follows:
128 .vector anim_die1; // player dies
129 .vector anim_die2; // player dies differently
130 .vector anim_draw; // player pulls out a weapon
131 .vector anim_duck; // player crouches (from idle to duckidle)
132 .vector anim_duckwalk; // player walking while crouching
133 .vector anim_duckjump; // player jumping from a crouch
134 .vector anim_duckidle; // player idling while crouching
135 .vector anim_idle; // player standing
136 .vector anim_jump; // player jump
137 .vector anim_pain1; // player flinches from pain
138 .vector anim_pain2; // player flinches from pain, differently
139 .vector anim_shoot; // player shoots
140 .vector anim_taunt; // player taunts others (FIXME: no code references this)
141 .vector anim_run; // player running forward
142 .vector anim_runbackwards; // player running backward
143 .vector anim_strafeleft; // player shuffling left quickly
144 .vector anim_straferight; // player shuffling right quickly
145 .vector anim_dead1; // player dead (must be identical to last frame of die1)
146 .vector anim_dead2; // player dead (must be identical to last frame of die2)
147 .vector anim_forwardright; // player running forward and right
148 .vector anim_forwardleft; // player running forward and left
149 .vector anim_backright; // player running backward and right
150 .vector anim_backleft; // player running back and left
152 void() player_setupanimsformodel;
153 void player_setanim(vector anim, float looping, float override, float restart);
163 .float damageforcescale;
169 // for railgun damage (hitting multiple enemies)
171 .float railgunhitsolidbackup;
172 .vector railgunhitloc;
178 .float hitsound, typehitsound;
180 .float watersound_finished;
184 .float pauseregen_finished;
185 .float pauserothealth_finished;
186 .float pauserotarmor_finished;
187 .string item_pickupsound;
189 // definitions for weaponsystem
191 .entity weaponentity;
192 .entity exteriorweaponentity;
195 float weapon_action(float wpn, float wrequest);
196 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
199 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
200 .float weapon_nextthink;
201 .void() weapon_think;
203 //float PLAYER_WEAPONSELECTION_DELAY = );
204 float PLAYER_WEAPONSELECTION_SPEED = 18;
205 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
207 // weapon states (self.weaponentity.state)
208 float WS_CLEAR = 0; // no weapon selected
209 float WS_RAISE = 1; // raise frame
210 float WS_DROP = 2; // deselecting frame
211 float WS_INUSE = 3; // fire state
212 float WS_READY = 4; // idle frame
215 float WR_SETUP = 1; // setup weapon data
216 float WR_THINK = 2; // logic to run every frame
217 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
218 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
219 float WR_AIM = 5; // runs bot aiming code for this weapon
220 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
221 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
222 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
224 void weapon_defaultspawnfunc(float wpn);
226 string w_deathtypestring;
229 void(entity client, string s) centerprint_builtin = #73;
230 .vector dest1, dest2;
233 float intermission_running;
234 float intermission_exittime;
235 float alreadychangedlevel;
241 .float welcomemessage_time;
244 // Laser target for laser-guided weapons
249 .float jump_interval; // laser refire
252 .float in_swamp; // bool
253 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
259 #define RESTART_COUNTDOWN 10
260 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
261 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
262 void restartAnnouncer_Think();
263 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
264 .float spectatortime; //point in time since the client is spectating or observing
265 void checkSpectatorBlock();
270 float isJoinAllowed();
271 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
273 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
274 #define TIMEOUT_SLOWMO_VALUE 0.0001
275 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
276 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
277 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
278 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)
279 .float allowedTimeouts; // contains the number of allowed timeouts for each player
280 entity timeoutInitiator; // contains the entity of the player who started the last timeout
281 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
282 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
283 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
284 void timeoutHandler_Think();
285 void evaluateTimeoutCall();
286 void evaluateResumeGame();
287 string getTimeoutText(float addOneSecond);
289 .float spawnshieldtime;
291 .float lms_nextcheck;
292 .float lms_traveled_distance;
300 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
304 .vector death_origin;
305 .vector killer_origin;
309 float default_player_alpha;
310 float default_weapon_alpha;
312 .float() customizeentityforclient;
313 .float cvar_cl_handicap;
314 .float cvar_cl_playerdetailreduction;
315 .float cvar_cl_nogibs;
316 .float cvar_scr_centertime;
317 .float cvar_cl_shownames;
318 .string cvar_g_nexuizversion;
319 .string cvar_cl_weaponpriority;
320 .string cvar_cl_weaponpriorities[10];
322 .float version_nagtime;
324 .float modelindex_lod0;
325 #ifdef ALLOW_VARIABLE_LOD
326 .float modelindex_lod1;
327 .float modelindex_lod2;
330 #define NUM_JUMPPADSUSED 3
332 .entity jumppadsused[NUM_JUMPPADSUSED];
334 string gamemode_name;
337 float startitem_failed;
339 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
340 void DropAllRunes(entity pl);
343 typedef .float floatfield;
344 floatfield Item_CounterField(float it);
346 float W_AmmoItemCode(float wpn);
347 float W_WeaponBit(float wpn);
348 string W_Name(float weaponid);
350 void UpdateSelectedPlayer();
351 void ClearSelectedPlayer();
352 .entity selected_player;
353 .entity last_selected_player;
354 .float selected_player_time; // when this player has been selected
355 .float selected_player_count; // how long this player has been directly pointed to
356 .float selected_player_display_needs_update; // are regular updates necessary? (health)
357 .float selected_player_display_timeout; // when the selection will time out
359 void FixIntermissionClient(entity e);
360 void FixClientCvars(entity e);
364 void centerprint_atprio(entity e, float prio, string s);
365 void centerprint_expire(entity e, float prio);
366 void centerprint(entity e, string s);
368 .float respawn_countdown; // next number to count
370 float bot_waypoints_for_items;
372 .float attack_finished_for[WEP_COUNT];
373 .float attack_finished_single;
374 #ifdef INDEPENDENT_ATTACK_FINISHED
375 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
377 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
380 // assault game mode: Which team is attacking in this round?
381 float assault_attacker_team;
383 // speedrun: when 1, player auto teleports back when capture timeout happens
391 float q3acompat_machineshotgunswap;
399 float some_spawn_has_been_used;
400 float have_team_spawns;
402 // set when showing a kill countdown
403 .entity killindicator;
404 .float killindicator_teamchange;
406 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
410 .float parm_idlesince;
412 float sv_maxidle_spectatorsareidle;
416 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
422 .float(entity to, float sendflags) SendEntity;
424 // player sounds, voice messages
425 // TODO implemented fall and falling
426 #define ALLPLAYERSOUNDS \
437 #define ALLVOICEMSGS \
439 _VOICEMSG(attackinfive) \
442 _VOICEMSG(freelance) \
443 _VOICEMSG(incoming) \
445 _VOICEMSG(needhelp) \
446 _VOICEMSG(seenflag) \
448 _VOICEMSG(teamshoot) \
449 _VOICEMSG(attacking) \
450 _VOICEMSG(defending) \
452 _VOICEMSG(positive) \
453 _VOICEMSG(negative) \
455 _VOICEMSG(seenenemy) \
457 _VOICEMSG(droppedflag) \
458 _VOICEMSG(flagcarriertakingdamage)
459 #define _VOICEMSG(m) .string playersound_##m;
463 string globalsound_fall;
464 string globalsound_metalfall;
465 string globalsound_step;
466 string globalsound_metalstep;
467 void PrecachePlayerSounds(string f);
468 void PrecacheGlobalSound(string samplestring);
469 void UpdatePlayerSounds();
470 void ClearPlayerSounds();
471 void PlayerSound(.string samplefield, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
472 void GlobalSound(string samplestring, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
473 void VoiceMessage(string type);
475 .float version_mismatch;
477 float independent_players;
478 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
479 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
482 .float stat_sys_ticrate;
486 .float porto_forbidden;
492 float game_starttime; //point in time when the countdown is over
493 .float stat_game_starttime;
495 void W_Porto_Remove (entity p);
497 .float projectiledeathtype;
501 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
503 // reset to 0 on weapon switch
504 // may be useful to all weapons
505 .float bulletcounter;
507 void target_voicescript_next(entity pl);
508 void target_voicescript_clear(entity pl);