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
14 #define BUTTON_DRAG button8
18 float ctf_score_value(string parameter);
20 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race, g_nexball, g_cts;
21 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_pinata, g_norecoil, g_vampire, g_minstagib_invis_alpha, g_bloodloss;
23 float g_warmup_allguns;
24 float g_warmup_allow_timeout;
26 float g_ctf_ignore_frags;
28 float g_race_qualifying;
30 float g_pickup_respawntime_weapon;
31 float g_pickup_respawntime_ammo;
32 float g_pickup_respawntime_short;
33 float g_pickup_respawntime_medium;
34 float g_pickup_respawntime_long;
35 float g_pickup_respawntime_powerup;
36 float g_pickup_respawntimejitter_weapon;
37 float g_pickup_respawntimejitter_ammo;
38 float g_pickup_respawntimejitter_short;
39 float g_pickup_respawntimejitter_medium;
40 float g_pickup_respawntimejitter_long;
41 float g_pickup_respawntimejitter_powerup;
51 const var void(void) func_null;
55 float bots_would_leave;
56 float lms_lowest_lives;
58 float LMS_NewPlayerLives();
60 void UpdateFrags(entity player, float f);
63 float team1_score, team2_score, team3_score, team4_score;
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 // weapon animation vectors:
161 void() player_setupanimsformodel;
162 void setanim(entity e, vector anim, float looping, float override, float restart);
172 .float respawntimejitter;
175 .float damageforcescale;
181 // for railgun damage (hitting multiple enemies)
183 .float railgunhitsolidbackup;
184 .vector railgunhitloc;
190 .float hitsound, typehitsound;
192 .float watersound_finished;
196 .float pauseregen_finished;
197 .float pauserothealth_finished;
198 .float pauserotarmor_finished;
199 .float pauserotfuel_finished;
200 .string item_pickupsound;
202 // definitions for weaponsystem
204 .entity weaponentity;
205 .entity exteriorweaponentity;
208 float weapon_action(float wpn, float wrequest);
209 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
212 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
213 .float weapon_nextthink;
214 .void() weapon_think;
216 //float PLAYER_WEAPONSELECTION_DELAY = );
217 float PLAYER_WEAPONSELECTION_SPEED = 18;
218 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
220 // weapon states (self.weaponentity.state)
221 float WS_CLEAR = 0; // no weapon selected
222 float WS_RAISE = 1; // raise frame
223 float WS_DROP = 2; // deselecting frame
224 float WS_INUSE = 3; // fire state
225 float WS_READY = 4; // idle frame
228 float WR_SETUP = 1; // setup weapon data
229 float WR_THINK = 2; // logic to run every frame
230 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
231 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
232 float WR_AIM = 5; // runs bot aiming code for this weapon
233 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
234 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
235 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
236 float WR_RELOAD = 9; // does not need to do anything
237 float WR_RESETPLAYER = 10; // does not need to do anything
239 void weapon_defaultspawnfunc(float wpn);
241 string w_deathtypestring;
244 void(entity client, string s) centerprint_builtin = #73;
245 .vector dest1, dest2;
248 float intermission_running;
249 float intermission_exittime;
250 float alreadychangedlevel;
256 .float welcomemessage_time;
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_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
277 void restartTimer_Think();
278 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
279 .float spectatortime; //point in time since the client is spectating or observing
280 void checkSpectatorBlock();
285 float isJoinAllowed();
286 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
288 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
289 #define TIMEOUT_SLOWMO_VALUE 0.0001
290 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
291 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
292 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
293 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)
294 .float allowedTimeouts; // contains the number of allowed timeouts for each player
295 entity timeoutInitiator; // contains the entity of the player who started the last timeout
296 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
297 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
298 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
299 void timeoutHandler_Think();
300 void evaluateTimeout();
301 void evaluateTimein();
302 string getTimeoutText(float addOneSecond);
304 .float spawnshieldtime;
306 .float lms_nextcheck;
307 .float lms_traveled_distance;
315 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
319 .vector death_origin;
320 .vector killer_origin;
322 float default_player_alpha;
323 float default_weapon_alpha;
325 .float() customizeentityforclient;
326 .float cvar_cl_handicap;
327 .float cvar_cl_playerdetailreduction;
328 .float cvar_scr_centertime;
329 .float cvar_cl_shownames;
330 .string cvar_g_nexuizversion;
331 .string cvar_cl_weaponpriority;
332 .string cvar_cl_weaponpriorities[10];
333 #ifdef ALLOW_FORCEMODELS
334 .float cvar_cl_forceplayermodels;
335 .float cvar_cl_forceplayermodelsfromnexuiz;
336 float sv_clforceplayermodels;
338 float sv_loddistance1;
339 float sv_loddistance2;
340 .float cvar_cl_gunalign;
341 .float cvar_cl_noantilag;
343 .float version_nagtime;
345 .float modelindex_lod0;
346 .float modelindex_lod0_from_nexuiz;
348 .float modelindex_lod1;
349 .float modelindex_lod2;
351 #define NUM_JUMPPADSUSED 3
353 .entity jumppadsused[NUM_JUMPPADSUSED];
355 string gamemode_name;
358 float startitem_failed;
360 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
361 void DropBall(entity ball, vector org, vector vel);
362 void DropAllRunes(entity pl);
365 typedef .float floatfield;
366 floatfield Item_CounterField(float it);
368 float W_AmmoItemCode(float wpn);
369 float W_WeaponBit(float wpn);
370 string W_Name(float weaponid);
372 void UpdateSelectedPlayer();
373 void ClearSelectedPlayer();
374 .entity selected_player;
375 .entity last_selected_player;
376 .float selected_player_time; // when this player has been selected
377 .float selected_player_count; // how long this player has been directly pointed to
378 .float selected_player_display_needs_update; // are regular updates necessary? (health)
379 .float selected_player_display_timeout; // when the selection will time out
381 void FixIntermissionClient(entity e);
382 void FixClientCvars(entity e);
386 void centerprint_atprio(entity e, float prio, string s);
387 void centerprint_expire(entity e, float prio);
388 void centerprint(entity e, string s);
390 .float respawn_countdown; // next number to count
392 float bot_waypoints_for_items;
394 .float attack_finished_for[WEP_COUNT];
395 .float attack_finished_single;
396 #ifdef INDEPENDENT_ATTACK_FINISHED
397 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
399 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
401 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
403 // assault game mode: Which team is attacking in this round?
404 float assault_attacker_team;
406 // speedrun: when 1, player auto teleports back when capture timeout happens
414 float q3acompat_machineshotgunswap;
422 float some_spawn_has_been_used;
423 float have_team_spawns;
425 // set when showing a kill countdown
426 .entity killindicator;
427 .float killindicator_teamchange;
429 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
433 .float parm_idlesince;
435 float sv_maxidle_spectatorsareidle;
439 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
445 .float(entity to, float sendflags) SendEntity;
447 // player sounds, voice messages
448 // TODO implemented fall and falling
449 #define ALLPLAYERSOUNDS \
458 #define ALLVOICEMSGS \
460 _VOICEMSG(attackinfive) \
462 _VOICEMSG(seenflag) \
466 #define _VOICEMSG(m) .string playersound_##m;
471 // reserved sound names for the future (models lack sounds for them):
472 // _VOICEMSG(affirmative) \
473 // _VOICEMSG(attacking) \
474 // _VOICEMSG(defending) \
475 // _VOICEMSG(roaming) \
476 // _VOICEMSG(onmyway) \
477 // _VOICEMSG(droppedflag) \
478 // _VOICEMSG(flagcarriertakingdamage) \
479 // _VOICEMSG(negative) \
480 // _VOICEMSG(seenenemy) \
482 // _VOICEMSG(getflag) \
483 // _VOICEMSG(incoming) \
484 // _VOICEMSG(coverme) \
485 // _VOICEMSG(needhelp) \
486 // _VOICEMSG(defend) \
487 // _VOICEMSG(freelance) \
488 // _VOICEMSG(falling) \
490 string globalsound_fall;
491 string globalsound_metalfall;
492 string globalsound_step;
493 string globalsound_metalstep;
495 #define VOICETYPE_PLAYERSOUND 10
496 #define VOICETYPE_TEAMRADIO 11
497 #define VOICETYPE_LASTATTACKER 12
498 #define VOICETYPE_LASTATTACKER_ONLY 13
499 #define VOICETYPE_AUTOTAUNT 14
500 #define VOICETYPE_TAUNT 15
502 void PrecachePlayerSounds(string f);
503 void PrecacheGlobalSound(string samplestring);
504 void UpdatePlayerSounds();
505 void ClearPlayerSounds();
506 void PlayerSound(.string samplefield, float channel, float voicetype);
507 void GlobalSound(string samplestring, float channel, float voicetype);
508 void VoiceMessage(string type, string message);
511 .float cvar_cl_autotaunt;
512 .float cvar_cl_voice_directional;
513 .float cvar_cl_voice_directional_taunt_attenuation;
515 .float version_mismatch;
517 float independent_players;
518 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
519 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
520 // we're using + here instead of , because fteqcc sucks
527 .float porto_forbidden;
533 float game_starttime; //point in time when the countdown is over
534 .float stat_game_starttime;
536 void W_Porto_Remove (entity p);
538 .float projectiledeathtype;
542 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
543 .float stat_allow_oldnexbeam;
545 // reset to 0 on weapon switch
546 // may be useful to all weapons
547 .float bulletcounter;
549 void target_voicescript_next(entity pl);
550 void target_voicescript_clear(entity pl);
555 .float trigger_reverse;
560 float g_nexball_meter_period;
562 void SUB_DontUseTargets();
563 void SUB_UseTargets();
565 .void() reset; // if set, an entity is reset using this
566 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
568 void ClientData_Touch(entity e);
570 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
573 #define BITXOR(v,b) ((v) + (b) - 2 * ((v) & (b)))
574 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
578 float servertime, serverprevtime, serverframetime;
580 void Drag_MoveDrag(entity from, entity to);
589 .float nickspamtime; // time of last nick change
590 .float nickspamcount;
591 .float floodcontrol_chat;
592 .float floodcontrol_chatteam;
593 .float floodcontrol_chattell;
594 .float floodcontrol_voice;
595 .float floodcontrol_voiceteam;
597 .float stat_shotorg; // networked stat for trueaim HUD
603 .float damage_hits, maxdamage_fired;
605 .float stat_leadlimit;
607 float radar_showennemies;
610 float client_cefc_accumulator;
611 float client_cefc_accumulatortime;
614 .float campingrifle_bulletcounter;
616 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
617 // when doing this, hagar can go through clones
618 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
620 .float spectatee_status;
622 .float bloodloss_timer;