9 float lms_lowest_lives;
12 float team1_score, team2_score, team3_score, team4_score;
16 string 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";
20 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
25 // is this client a remote administrator?
43 .float attack_finished;
44 .float pain_finished; //Added by Supajoe
45 .float pain_frame; //"
46 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
47 .float crouch; // Crouching or not?
49 .float strength_finished;
50 //.float speed_finished;
51 .float invincible_finished;
52 //.float slowmo_finished;
54 .vector finaldest, finalangle; //plat.qc stuff
57 .float t_length, t_width;
59 .vector destvec; // for rain
60 .float cnt; // for rain
79 .float damageforcescale;
85 // for railgun damage (hitting multiple enemies)
87 .float railgunhitsolidbackup;
88 .vector railgunhitloc;
95 .float watersound_finished;
99 .float pauseregen_finished;
100 .float pauserothealth_finished;
101 .float pauserotarmor_finished;
102 .string item_pickupsound;
104 // definitions for weaponsystem
106 .entity weaponentity;
107 .entity exteriorweaponentity;
110 float(float wpn, float wrequest) weapon_action;
111 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
114 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
115 .float weapon_nextthink;
116 .void() weapon_think;
117 .float weapon_nextthink_lastframe;
119 //float PLAYER_WEAPONSELECTION_DELAY = );
120 float PLAYER_WEAPONSELECTION_SPEED = 18;
121 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
123 // weapon states (self.weaponentity.state)
124 float WS_CLEAR = 0; // no weapon selected
125 float WS_RAISE = 1; // raise frame
126 float WS_DROP = 2; // deselecting frame
127 float WS_INUSE = 3; // fire state
128 float WS_READY = 4; // idle frame
131 float WR_SETUP = 1; // setup weapon data
132 float WR_THINK = 2; // logic to run every frame
133 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
134 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
135 float WR_AIM = 5; // runs bot aiming code for this weapon
138 float WEP_LASER = 1; // float IT_LASER = 4096;
139 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
140 float WEP_UZI = 3; // float IT_UZI = 2;
141 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
142 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
143 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
144 float WEP_NEX = 7; // float IT_NEX = 32;
145 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
146 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
148 // For weapon cycling commands
152 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
153 void(entity client, string s) stuffcmd = #21;
154 void(entity client, string s) sprint = #24;
155 vector(entity e, float sped) aim = #44;
156 void(entity client, string s) centerprint = #73;
157 void(entity e) setspawnparms = #78;
158 void(float to, float f) WriteByte = #52;
159 void(float to, float f) WriteChar = #53;
160 void(float to, float f) WriteShort = #54;
161 void(float to, float f) WriteLong = #55;
162 void(float to, float f) WriteCoord = #56;
163 void(float to, float f) WriteAngle = #57;
164 void(float to, string s) WriteString = #58;
165 void(float to, entity s) WriteEntity = #59;
166 .vector dest1, dest2;
167 void(entity clent) dropclient = #453;
170 float intermission_running;
171 float intermission_exittime;
172 float alreadychangedlevel;
178 .float welcomemessage_time;
179 .float welcomemessage_time2;
184 string votecalledvote;
185 float votecalledmaster;
193 float VoteAllowed(string vote);
198 void VoteStop(entity stopper);
201 // Wazat's grappling hook
203 void GrapplingHookFrame();
204 void RemoveGrapplingHook(entity pl);
205 void SetGrappleHookBindings();
207 float GRAPHOOK_FIRE = 20;
208 float GRAPHOOK_RELEASE = 21;
209 // (note: you can change the hook impulse #'s to whatever you please)
212 // Laser target for laser-guided weapons
217 .float jump_interval; // laser refire
220 .float in_swamp; // bool
221 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
232 .float spawnshieldtime;
234 .float lms_nextcheck;
235 .float lms_traveled_distance;
243 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
247 .vector death_origin;
248 .vector killer_origin;
252 float default_player_alpha;
253 float default_weapon_alpha;
255 .float() customizeentityforclient;
256 .float cvar_cl_playerdetailreduction;
257 .float cvar_cl_nogibs;
258 .float cvar_scr_centertime;
259 .float cvar_cl_shownames;
261 #ifdef ALLOW_VARIABLE_LOD
262 .float modelindex_lod0;
263 .float modelindex_lod1;
264 .float modelindex_lod2;
267 #define NUM_JUMPPADSUSED 3
269 .entity jumppadsused[NUM_JUMPPADSUSED];
271 string gamemode_name;
274 float startitem_failed;
278 typedef .float floatfield;
279 typedef void(void) spawnfunc;
280 floatfield Item_CounterField(float it);
281 float Item_WeaponCode(float it);
282 spawnfunc Item_SpawnFunc(float it);
284 float W_AmmoItemCode(float wpn);
285 float W_ItemCode(float wpn);
286 string W_Name(float weaponid);
288 void UpdateSelectedPlayer();
289 void ClearSelectedPlayer();
290 .entity selected_player;
291 .float selected_player_time; // when this player has been selected
292 .float selected_player_count; // how long this player has been directly pointed to
293 .float selected_player_display_needs_update; // are regular updates necessary? (health)
294 .float selected_player_display_timeout; // when the selection will time out