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_instagib, g_laserguided_missile, g_midair, g_minstagib, g_nixnex, g_nixnex_with_laser, g_norecoil, g_rocketarena, g_vampire, g_minstagib_invis_alpha;
23 float g_race_qualifying;
24 float tourneyInMatchStage;
32 const var void(void) func_null;
36 float bots_would_leave;
37 float lms_lowest_lives;
39 float LMS_NewPlayerLives();
41 void UpdateFrags(entity player, float f);
44 float team1_score, team2_score, team3_score, team4_score;
48 #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"
52 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
72 .float pain_finished; //Added by Supajoe
73 .float pain_frame; //"
74 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
75 .float crouch; // Crouching or not?
77 .float strength_finished;
78 //.float speed_finished;
79 .float invincible_finished;
80 //.float slowmo_finished;
82 .vector finaldest, finalangle; //plat.qc stuff
85 .float t_length, t_width;
87 .vector destvec; // for rain
88 .float cnt; // for rain
98 // player animation state
99 .float animstate_startframe;
100 .float animstate_numframes;
101 .float animstate_framerate;
102 .float animstate_starttime;
103 .float animstate_endtime;
104 .float animstate_override;
105 .float animstate_looping;
107 // player animation data for this model
108 // each vector is as follows:
112 .vector anim_die1; // player dies
113 .vector anim_die2; // player dies differently
114 .vector anim_draw; // player pulls out a weapon
115 .vector anim_duck; // player crouches (from idle to duckidle)
116 .vector anim_duckwalk; // player walking while crouching
117 .vector anim_duckjump; // player jumping from a crouch
118 .vector anim_duckidle; // player idling while crouching
119 .vector anim_idle; // player standing
120 .vector anim_jump; // player jump
121 .vector anim_pain1; // player flinches from pain
122 .vector anim_pain2; // player flinches from pain, differently
123 .vector anim_shoot; // player shoots
124 .vector anim_taunt; // player taunts others (FIXME: no code references this)
125 .vector anim_run; // player running forward
126 .vector anim_runbackwards; // player running backward
127 .vector anim_strafeleft; // player shuffling left quickly
128 .vector anim_straferight; // player shuffling right quickly
129 .vector anim_dead1; // player dead (must be identical to last frame of die1)
130 .vector anim_dead2; // player dead (must be identical to last frame of die2)
131 .vector anim_forwardright; // player running forward and right
132 .vector anim_forwardleft; // player running forward and left
133 .vector anim_backright; // player running backward and right
134 .vector anim_backleft; // player running back and left
136 void() player_setupanimsformodel;
137 void player_setanim(vector anim, float looping, float override, float restart);
147 .float damageforcescale;
153 // for railgun damage (hitting multiple enemies)
155 .float railgunhitsolidbackup;
156 .vector railgunhitloc;
164 .float watersound_finished;
168 .float pauseregen_finished;
169 .float pauserothealth_finished;
170 .float pauserotarmor_finished;
171 .string item_pickupsound;
173 // definitions for weaponsystem
175 .entity weaponentity;
176 .entity exteriorweaponentity;
179 float weapon_action(float wpn, float wrequest);
180 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
183 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
184 .float weapon_nextthink;
185 .void() weapon_think;
187 //float PLAYER_WEAPONSELECTION_DELAY = );
188 float PLAYER_WEAPONSELECTION_SPEED = 18;
189 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
191 // weapon states (self.weaponentity.state)
192 float WS_CLEAR = 0; // no weapon selected
193 float WS_RAISE = 1; // raise frame
194 float WS_DROP = 2; // deselecting frame
195 float WS_INUSE = 3; // fire state
196 float WS_READY = 4; // idle frame
199 float WR_SETUP = 1; // setup weapon data
200 float WR_THINK = 2; // logic to run every frame
201 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
202 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
203 float WR_AIM = 5; // runs bot aiming code for this weapon
204 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
205 float WR_REGISTER = 7; // send data about the weapon to the client self (for ClientConnect)
208 float WEP_LASER = 1; // float IT_LASER = 4096;
209 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
210 float WEP_UZI = 3; // float IT_UZI = 2;
211 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
212 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
213 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
214 float WEP_NEX = 7; // float IT_NEX = 32;
215 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
216 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
217 // For weapon cycling commands
220 float WEP_COUNT = 10;
222 void(entity client, string s) centerprint_builtin = #73;
223 .vector dest1, dest2;
226 float intermission_running;
227 float intermission_exittime;
228 float alreadychangedlevel;
234 .float welcomemessage_time;
239 string votecalledvote;
240 string votecalledvote_display;
241 float votecalledmaster;
249 float VoteAllowed(string vote);
254 void VoteStop(entity stopper);
257 // Wazat's grappling hook
259 void GrapplingHookFrame();
260 void RemoveGrapplingHook(entity pl);
261 void SetGrappleHookBindings();
263 float GRAPHOOK_FIRE = 20;
264 float GRAPHOOK_RELEASE = 21;
265 // (note: you can change the hook impulse #'s to whatever you please)
268 // Laser target for laser-guided weapons
273 .float jump_interval; // laser refire
276 .float in_swamp; // bool
277 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
283 #define RESTART_COUNTDOWN 10
284 float restart_countdown; //point in time when the countdown is over
285 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
286 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
287 void restartAnnouncer_Think();
288 entity readyNagger; //manages printing the ready-nag to active players who are not ready yet
289 void readyNagger_Think();
290 float readyNagActive; //if set to 1, the readyNagger entity was already spawned (boolean)
291 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
292 .float spectatortime; //point in time since the client is spectating or observing
293 void checkSpectatorBlock();
294 float timelimit_orig;
299 float isJoinAllowed();
300 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
302 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
303 #define TIMEOUT_SLOWMO_VALUE 0.0001
304 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
305 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
306 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
307 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)
308 .float allowedTimeouts; // contains the number of allowed timeouts for each player
309 entity timeoutInitiator; // contains the entity of the player who started the last timeout
310 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
311 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
312 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
313 void timeoutHandler_Think();
314 void evaluateTimeoutCall();
315 void evaluateResumeGame();
316 string getTimeoutText(float addOneSecond);
318 .float spawnshieldtime;
320 .float lms_nextcheck;
321 .float lms_traveled_distance;
329 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
333 .vector death_origin;
334 .vector killer_origin;
338 float default_player_alpha;
339 float default_weapon_alpha;
341 .float() customizeentityforclient;
342 .float cvar_cl_handicap;
343 .float cvar_cl_playerdetailreduction;
344 .float cvar_cl_nogibs;
345 .float cvar_scr_centertime;
346 .float cvar_cl_shownames;
347 .float cvar_cl_hidewaypoints;
348 .string cvar_g_nexuizversion;
349 .string cvar_cl_weaponpriority;
350 .string cvar_cl_weaponpriority0;
351 .string cvar_cl_weaponpriority1;
352 .string cvar_cl_weaponpriority2;
353 .string cvar_cl_weaponpriority3;
354 .string cvar_cl_weaponpriority4;
355 .string cvar_cl_weaponpriority5;
356 .string cvar_cl_weaponpriority6;
357 .string cvar_cl_weaponpriority7;
358 .string cvar_cl_weaponpriority8;
359 .string cvar_cl_weaponpriority9;
361 .float version_nagtime;
363 #ifdef ALLOW_VARIABLE_LOD
364 .float modelindex_lod0;
365 .float modelindex_lod1;
366 .float modelindex_lod2;
369 #define NUM_JUMPPADSUSED 3
371 .entity jumppadsused[NUM_JUMPPADSUSED];
373 string gamemode_name;
376 float startitem_failed;
378 void DropFlag(entity flag);
379 void DropAllRunes(entity pl);
382 typedef .float floatfield;
383 floatfield Item_CounterField(float it);
384 float Item_WeaponCode(float it);
385 void Item_SpawnByItemCode(float it);
387 float W_AmmoItemCode(float wpn);
388 float W_ItemCode(float wpn);
389 string W_Name(float weaponid);
391 void UpdateSelectedPlayer();
392 void ClearSelectedPlayer();
393 .entity selected_player;
394 .entity last_selected_player;
395 .float selected_player_time; // when this player has been selected
396 .float selected_player_count; // how long this player has been directly pointed to
397 .float selected_player_display_needs_update; // are regular updates necessary? (health)
398 .float selected_player_display_timeout; // when the selection will time out
400 void FixIntermissionClient(entity e);
401 void FixClientCvars(entity e);
405 void centerprint_atprio(entity e, float prio, string s);
406 void centerprint_expire(entity e, float prio);
407 void centerprint(entity e, string s);
409 .float respawn_countdown; // next number to count
411 float bot_waypoints_for_items;
413 .float attack_finished_for[WEP_COUNT];
414 .float attack_finished_single;
415 #ifdef INDEPENDENT_ATTACK_FINISHED
416 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
418 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
421 // assault game mode: Which team is attacking in this round?
422 float assault_attacker_team;
424 // speedrun: when 1, player auto teleports back when capture timeout happens
432 float q3acompat_machineshotgunswap;
439 float some_spawn_has_been_used;
440 float have_team_spawns;
442 // set when showing a kill countdown
443 .entity killindicator;
444 .float killindicator_teamchange;
446 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
450 .float parm_idlesince;
452 float sv_maxidle_spectatorsareidle;
456 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
462 .float(entity to, float sendflags) SendEntity;
464 // player sounds, voice messages
465 .string playersound_attack;
466 .string playersound_attackinfive;
467 .string playersound_coverme;
468 .string playersound_defend;
469 .string playersound_freelance;
470 .string playersound_incoming;
471 .string playersound_meet;
472 .string playersound_needhelp;
473 .string playersound_seenflag;
474 .string playersound_taunt;
475 .string playersound_teamshoot;
476 .string playersound_death;
477 .string playersound_drown;
478 .string playersound_falling; // not yet implemented, FIXME
479 .string playersound_gasp;
480 .string playersound_jump;
481 .string playersound_pain25;
482 .string playersound_pain50;
483 .string playersound_pain75;
484 .string playersound_pain100;
485 string globalsound_fall;
486 string globalsound_metalfall;
487 string globalsound_step;
488 string globalsound_metalstep;
489 void PrecachePlayerSounds(string f);
490 void PrecacheGlobalSound(string samplestring);
491 void UpdatePlayerSounds();
492 void ClearPlayerSounds();
493 void PlayerSound(.string samplefield, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
494 void GlobalSound(string samplestring, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
495 void VoiceMessage(string type);
497 .float version_mismatch;
499 float independent_players;
500 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
501 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
504 .float stat_sys_ticrate;