5 float g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch;
6 float g_cloaked, g_footsteps, g_grappling_hook, g_instagib, g_laserguided_missile, g_midair, g_minstagib, g_nixnex, g_nixnex_with_laser, g_norecoil, g_rocketarena, g_vampire, g_minstagib_invis_alpha;
15 float bots_would_leave;
16 float lms_lowest_lives;
18 float() LMS_NewPlayerLives;
20 void(entity player, float f) UpdateFrags;
23 float team1_score, team2_score, team3_score, team4_score;
27 #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"
31 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
51 .float pain_finished; //Added by Supajoe
52 .float pain_frame; //"
53 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
54 .float crouch; // Crouching or not?
56 .float strength_finished;
57 //.float speed_finished;
58 .float invincible_finished;
59 //.float slowmo_finished;
61 .vector finaldest, finalangle; //plat.qc stuff
64 .float t_length, t_width;
66 .vector destvec; // for rain
67 .float cnt; // for rain
77 // player animation state
78 .float animstate_startframe;
79 .float animstate_numframes;
80 .float animstate_framerate;
81 .float animstate_starttime;
82 .float animstate_endtime;
83 .float animstate_override;
84 .float animstate_looping;
86 // player animation data for this model
87 // each vector is as follows:
91 .vector anim_die1; // player dies
92 .vector anim_die2; // player dies differently
93 .vector anim_draw; // player pulls out a weapon
94 .vector anim_duck; // player crouches (from idle to duckidle)
95 .vector anim_duckwalk; // player walking while crouching
96 .vector anim_duckjump; // player jumping from a crouch
97 .vector anim_duckidle; // player idling while crouching
98 .vector anim_idle; // player standing
99 .vector anim_jump; // player jump
100 .vector anim_pain1; // player flinches from pain
101 .vector anim_pain2; // player flinches from pain, differently
102 .vector anim_shoot; // player shoots
103 .vector anim_taunt; // player taunts others (FIXME: no code references this)
104 .vector anim_run; // player running forward
105 .vector anim_runbackwards; // player running backward
106 .vector anim_strafeleft; // player shuffling left quickly
107 .vector anim_straferight; // player shuffling right quickly
108 .vector anim_dead1; // player dead (must be identical to last frame of die1)
109 .vector anim_dead2; // player dead (must be identical to last frame of die2)
110 .vector anim_forwardright; // player running forward and right
111 .vector anim_forwardleft; // player running forward and left
112 .vector anim_backright; // player running backward and right
113 .vector anim_backleft; // player running back and left
115 void() player_setupanimsformodel;
116 void(vector anim, float looping, float override, float restart) player_setanim;
126 .float damageforcescale;
132 // for railgun damage (hitting multiple enemies)
134 .float railgunhitsolidbackup;
135 .vector railgunhitloc;
143 .float watersound_finished;
147 .float pauseregen_finished;
148 .float pauserothealth_finished;
149 .float pauserotarmor_finished;
150 .string item_pickupsound;
152 // definitions for weaponsystem
154 .entity weaponentity;
155 .entity exteriorweaponentity;
158 float(float wpn, float wrequest) weapon_action;
159 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
162 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
163 .float weapon_nextthink;
164 .void() weapon_think;
166 //float PLAYER_WEAPONSELECTION_DELAY = );
167 float PLAYER_WEAPONSELECTION_SPEED = 18;
168 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
170 // weapon states (self.weaponentity.state)
171 float WS_CLEAR = 0; // no weapon selected
172 float WS_RAISE = 1; // raise frame
173 float WS_DROP = 2; // deselecting frame
174 float WS_INUSE = 3; // fire state
175 float WS_READY = 4; // idle frame
178 float WR_SETUP = 1; // setup weapon data
179 float WR_THINK = 2; // logic to run every frame
180 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
181 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
182 float WR_AIM = 5; // runs bot aiming code for this weapon
183 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
184 float WR_REGISTER = 7; // send data about the weapon to the client self (for ClientConnect)
187 float WEP_LASER = 1; // float IT_LASER = 4096;
188 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
189 float WEP_UZI = 3; // float IT_UZI = 2;
190 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
191 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
192 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
193 float WEP_NEX = 7; // float IT_NEX = 32;
194 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
195 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
197 // For weapon cycling commands
201 void(entity client, string s) stuffcmd = #21;
202 void(entity client, string s) sprint = #24;
203 vector(entity e, float sped) aim = #44;
204 void(entity client, string s) centerprint_builtin = #73;
205 void(entity e) setspawnparms = #78;
206 void(float to, float f) WriteByte = #52;
207 void(float to, float f) WriteChar = #53;
208 void(float to, float f) WriteShort = #54;
209 void(float to, float f) WriteLong = #55;
210 void(float to, float f) WriteCoord = #56;
211 void(float to, float f) WriteAngle = #57;
212 void(float to, string s) WriteString = #58;
213 void(float to, entity s) WriteEntity = #59;
214 .vector dest1, dest2;
217 float intermission_running;
218 float intermission_exittime;
219 float alreadychangedlevel;
225 .float welcomemessage_time;
230 string votecalledvote;
231 string votecalledvote_display;
232 float votecalledmaster;
240 float VoteAllowed(string vote);
245 void VoteStop(entity stopper);
248 // Wazat's grappling hook
250 void GrapplingHookFrame();
251 void RemoveGrapplingHook(entity pl);
252 void SetGrappleHookBindings();
254 float GRAPHOOK_FIRE = 20;
255 float GRAPHOOK_RELEASE = 21;
256 // (note: you can change the hook impulse #'s to whatever you please)
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_countdown; //point in time when the countdown is over
276 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
277 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
278 void restartAnnouncer_Think();
279 entity readyNagger; //manages printing the ready-nag to active players who are not ready yet
280 void readyNagger_Think();
281 float readyNagActive; //if set to 1, the readyNagger entity was already spawned (boolean)
282 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
283 .float spectatortime; //point in time since the client is spectating or observing
284 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."
292 .float spawnshieldtime;
294 .float lms_nextcheck;
295 .float lms_traveled_distance;
303 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
307 .vector death_origin;
308 .vector killer_origin;
312 float default_player_alpha;
313 float default_weapon_alpha;
317 .float() customizeentityforclient;
318 .float cvar_cl_handicap;
319 .float cvar_cl_zoomfactor;
320 .float cvar_cl_zoomspeed;
321 .float cvar_cl_playerdetailreduction;
322 .float cvar_cl_nogibs;
323 .float cvar_scr_centertime;
324 .float cvar_cl_shownames;
325 .float cvar_cl_hidewaypoints;
326 .string cvar_g_nexuizversion;
328 .float version_nagtime;
330 #ifdef ALLOW_VARIABLE_LOD
331 .float modelindex_lod0;
332 .float modelindex_lod1;
333 .float modelindex_lod2;
336 #define NUM_JUMPPADSUSED 3
338 .entity jumppadsused[NUM_JUMPPADSUSED];
340 string gamemode_name;
343 float startitem_failed;
345 void DropFlag(entity flag);
346 void DropAllRunes(entity pl);
349 typedef .float floatfield;
350 floatfield Item_CounterField(float it);
351 float Item_WeaponCode(float it);
352 void Item_SpawnByItemCode(float it);
354 float W_AmmoItemCode(float wpn);
355 float W_ItemCode(float wpn);
356 string W_Name(float weaponid);
358 void UpdateSelectedPlayer();
359 void ClearSelectedPlayer();
360 .entity selected_player;
361 .entity last_selected_player;
362 .float selected_player_time; // when this player has been selected
363 .float selected_player_count; // how long this player has been directly pointed to
364 .float selected_player_display_needs_update; // are regular updates necessary? (health)
365 .float selected_player_display_timeout; // when the selection will time out
367 void FixIntermissionClient(entity e);
368 void FixClientCvars(entity e);
372 void centerprint_atprio(entity e, float prio, string s);
373 void centerprint_expire(entity e, float prio);
374 void centerprint(entity e, string s);
376 .float respawn_countdown; // next number to count
378 float bot_waypoints_for_items;
380 .float attack_finished_for[WEP_LAST + 1];
381 .float attack_finished_single;
382 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
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;
402 float some_spawn_has_been_used;
403 float have_team_spawns;
405 // set when showing a kill countdown
406 .entity killindicator;
407 .float killindicator_teamchange;
409 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);