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 ctf_score_value(string parameter);
21 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race;
22 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;
24 float g_warmup_allguns;
25 float g_warmup_allow_timeout;
27 float g_ctf_ignore_frags;
29 float g_race_qualifying;
31 float g_pickup_respawntime_short;
32 float g_pickup_respawntime_medium;
33 float g_pickup_respawntime_long;
34 float g_pickup_respawntime_powerup;
35 float g_maplist_allow_hidden;
44 const var void(void) func_null;
48 float bots_would_leave;
49 float lms_lowest_lives;
51 float LMS_NewPlayerLives();
53 void UpdateFrags(entity player, float f);
56 float team1_score, team2_score, team3_score, team4_score;
60 #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"
64 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
85 .float pain_finished; //Added by Supajoe
86 .float pain_frame; //"
87 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
88 .float crouch; // Crouching or not?
90 .float strength_finished;
91 //.float speed_finished;
92 .float invincible_finished;
93 //.float slowmo_finished;
95 .vector finaldest, finalangle; //plat.qc stuff
98 .float t_length, t_width;
100 .vector destvec; // for rain
101 .float cnt; // for rain
111 // player animation state
112 .float animstate_startframe;
113 .float animstate_numframes;
114 .float animstate_framerate;
115 .float animstate_starttime;
116 .float animstate_endtime;
117 .float animstate_override;
118 .float animstate_looping;
120 // player animation data for this model
121 // each vector is as follows:
125 .vector anim_die1; // player dies
126 .vector anim_die2; // player dies differently
127 .vector anim_draw; // player pulls out a weapon
128 .vector anim_duck; // player crouches (from idle to duckidle)
129 .vector anim_duckwalk; // player walking while crouching
130 .vector anim_duckjump; // player jumping from a crouch
131 .vector anim_duckidle; // player idling while crouching
132 .vector anim_idle; // player standing
133 .vector anim_jump; // player jump
134 .vector anim_pain1; // player flinches from pain
135 .vector anim_pain2; // player flinches from pain, differently
136 .vector anim_shoot; // player shoots
137 .vector anim_taunt; // player taunts others (FIXME: no code references this)
138 .vector anim_run; // player running forward
139 .vector anim_runbackwards; // player running backward
140 .vector anim_strafeleft; // player shuffling left quickly
141 .vector anim_straferight; // player shuffling right quickly
142 .vector anim_dead1; // player dead (must be identical to last frame of die1)
143 .vector anim_dead2; // player dead (must be identical to last frame of die2)
144 .vector anim_forwardright; // player running forward and right
145 .vector anim_forwardleft; // player running forward and left
146 .vector anim_backright; // player running backward and right
147 .vector anim_backleft; // player running back and left
149 void() player_setupanimsformodel;
150 void player_setanim(vector anim, float looping, float override, float restart);
160 .float damageforcescale;
166 // for railgun damage (hitting multiple enemies)
168 .float railgunhitsolidbackup;
169 .vector railgunhitloc;
175 .float hitsound, typehitsound;
177 .float watersound_finished;
181 .float pauseregen_finished;
182 .float pauserothealth_finished;
183 .float pauserotarmor_finished;
184 .string item_pickupsound;
186 // definitions for weaponsystem
188 .entity weaponentity;
189 .entity exteriorweaponentity;
192 float weapon_action(float wpn, float wrequest);
193 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
196 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
197 .float weapon_nextthink;
198 .void() weapon_think;
200 //float PLAYER_WEAPONSELECTION_DELAY = );
201 float PLAYER_WEAPONSELECTION_SPEED = 18;
202 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
204 // weapon states (self.weaponentity.state)
205 float WS_CLEAR = 0; // no weapon selected
206 float WS_RAISE = 1; // raise frame
207 float WS_DROP = 2; // deselecting frame
208 float WS_INUSE = 3; // fire state
209 float WS_READY = 4; // idle frame
212 float WR_SETUP = 1; // setup weapon data
213 float WR_THINK = 2; // logic to run every frame
214 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
215 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
216 float WR_AIM = 5; // runs bot aiming code for this weapon
217 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
218 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
219 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
221 void weapon_defaultspawnfunc(float wpn);
223 string w_deathtypestring;
226 void(entity client, string s) centerprint_builtin = #73;
227 .vector dest1, dest2;
230 float intermission_running;
231 float intermission_exittime;
232 float alreadychangedlevel;
238 .float welcomemessage_time;
241 // Laser target for laser-guided weapons
246 .float jump_interval; // laser refire
249 .float in_swamp; // bool
250 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
256 #define RESTART_COUNTDOWN 10
257 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
258 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
259 void restartAnnouncer_Think();
260 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
261 .float spectatortime; //point in time since the client is spectating or observing
262 void checkSpectatorBlock();
267 float isJoinAllowed();
268 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
270 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
271 #define TIMEOUT_SLOWMO_VALUE 0.0001
272 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
273 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
274 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
275 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)
276 .float allowedTimeouts; // contains the number of allowed timeouts for each player
277 entity timeoutInitiator; // contains the entity of the player who started the last timeout
278 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
279 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
280 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
281 void timeoutHandler_Think();
282 void evaluateTimeoutCall();
283 void evaluateResumeGame();
284 string getTimeoutText(float addOneSecond);
286 .float spawnshieldtime;
288 .float lms_nextcheck;
289 .float lms_traveled_distance;
297 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
301 .vector death_origin;
302 .vector killer_origin;
306 float default_player_alpha;
307 float default_weapon_alpha;
309 .float() customizeentityforclient;
310 .float cvar_cl_handicap;
311 .float cvar_cl_playerdetailreduction;
312 .float cvar_cl_nogibs;
313 .float cvar_scr_centertime;
314 .float cvar_cl_shownames;
315 .string cvar_g_nexuizversion;
316 .string cvar_cl_weaponpriority;
317 .string cvar_cl_weaponpriorities[10];
319 .float version_nagtime;
321 .float modelindex_lod0;
322 #ifdef ALLOW_VARIABLE_LOD
323 .float modelindex_lod1;
324 .float modelindex_lod2;
327 #define NUM_JUMPPADSUSED 3
329 .entity jumppadsused[NUM_JUMPPADSUSED];
331 string gamemode_name;
334 float startitem_failed;
336 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
337 void DropAllRunes(entity pl);
340 typedef .float floatfield;
341 floatfield Item_CounterField(float it);
343 float W_AmmoItemCode(float wpn);
344 float W_WeaponBit(float wpn);
345 string W_Name(float weaponid);
347 void UpdateSelectedPlayer();
348 void ClearSelectedPlayer();
349 .entity selected_player;
350 .entity last_selected_player;
351 .float selected_player_time; // when this player has been selected
352 .float selected_player_count; // how long this player has been directly pointed to
353 .float selected_player_display_needs_update; // are regular updates necessary? (health)
354 .float selected_player_display_timeout; // when the selection will time out
356 void FixIntermissionClient(entity e);
357 void FixClientCvars(entity e);
361 void centerprint_atprio(entity e, float prio, string s);
362 void centerprint_expire(entity e, float prio);
363 void centerprint(entity e, string s);
365 .float respawn_countdown; // next number to count
367 float bot_waypoints_for_items;
369 .float attack_finished_for[WEP_COUNT];
370 .float attack_finished_single;
371 #ifdef INDEPENDENT_ATTACK_FINISHED
372 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
374 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
377 // assault game mode: Which team is attacking in this round?
378 float assault_attacker_team;
380 // speedrun: when 1, player auto teleports back when capture timeout happens
388 float q3acompat_machineshotgunswap;
396 float some_spawn_has_been_used;
397 float have_team_spawns;
399 // set when showing a kill countdown
400 .entity killindicator;
401 .float killindicator_teamchange;
403 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
407 .float parm_idlesince;
409 float sv_maxidle_spectatorsareidle;
413 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
419 .float(entity to, float sendflags) SendEntity;
421 // player sounds, voice messages
422 // TODO implemented fall and falling
423 #define ALLPLAYERSOUNDS \
434 #define ALLVOICEMSGS \
436 _VOICEMSG(attackinfive) \
439 _VOICEMSG(freelance) \
440 _VOICEMSG(incoming) \
442 _VOICEMSG(needhelp) \
443 _VOICEMSG(seenflag) \
445 _VOICEMSG(teamshoot) \
446 _VOICEMSG(attacking) \
447 _VOICEMSG(defending) \
449 _VOICEMSG(positive) \
450 _VOICEMSG(negative) \
452 _VOICEMSG(seenenemy) \
454 _VOICEMSG(droppedflag) \
455 _VOICEMSG(flagcarriertakingdamage)
456 #define _VOICEMSG(m) .string playersound_##m;
460 string globalsound_fall;
461 string globalsound_metalfall;
462 string globalsound_step;
463 string globalsound_metalstep;
464 void PrecachePlayerSounds(string f);
465 void PrecacheGlobalSound(string samplestring);
466 void UpdatePlayerSounds();
467 void ClearPlayerSounds();
468 void PlayerSound(.string samplefield, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
469 void GlobalSound(string samplestring, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
470 void VoiceMessage(string type);
472 .float version_mismatch;
474 float independent_players;
475 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
476 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
479 .float stat_sys_ticrate;
483 .float porto_forbidden;
489 float game_starttime; //point in time when the countdown is over
490 .float stat_game_starttime;
492 void W_Porto_Remove (entity p);
494 .float projectiledeathtype;
498 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
500 // reset to 0 on weapon switch
501 // may be useful to all weapons
502 .float bulletcounter;
504 void target_voicescript_next(entity pl);
505 void target_voicescript_clear(entity pl);