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1 #define INDEPENDENT_ATTACK_FINISHED
2
3 float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
4
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
15 #define VOL_BASE 0.7
16
17 // Globals
18
19 float ctf_score_value(string parameter);
20
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;
23 float g_warmup_limit;
24 float g_warmup_allguns;
25 float g_warmup_allow_timeout;
26 float g_ctf_win_mode;
27 float g_ctf_ignore_frags;
28 float g_ctf_reverse;
29 float g_race_qualifying;
30 float inWarmupStage;
31 float g_pickup_respawntime_weapon;
32 float g_pickup_respawntime_ammo;
33 float g_pickup_respawntime_short;
34 float g_pickup_respawntime_medium;
35 float g_pickup_respawntime_long;
36 float g_pickup_respawntime_powerup;
37 float g_maplist_allow_hidden;
38
39 float sv_clones;
40 float sv_cheats;
41 float sv_gentle;
42 float sv_foginterval;
43
44 entity  activator;
45 string  string_null;
46 const var void(void)    func_null;
47
48 float player_count;
49 float currentbots;
50 float bots_would_leave;
51 float lms_lowest_lives;
52 float lms_next_place;
53 float LMS_NewPlayerLives();
54
55 void UpdateFrags(entity player, float f);
56 .float totalfrags;
57
58 float team1_score, team2_score, team3_score, team4_score;
59
60 float maxclients;
61
62 #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"
63
64 // Fields
65
66 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
67
68 //.string       wad;
69 //.string       map;
70
71 //.float        worldtype;
72 .float  delay;
73 .float  wait;
74 .float  lip;
75 //.float        light_lev;
76 .float  speed;
77 //.float        style;
78 //.float        skill;
79 .float  sounds;
80 .string music;
81
82 .string killtarget;
83
84 .vector pos1, pos2;
85 .vector mangle;
86
87 .float  pain_finished;                  //Added by Supajoe
88 .float  pain_frame;                     //"
89 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
90 .float  crouch; // Crouching or not?
91
92 .float  strength_finished;
93 //.float        speed_finished;
94 .float  invincible_finished;
95 //.float        slowmo_finished;
96
97 .vector         finaldest, finalangle;          //plat.qc stuff
98 .void()         think1;
99 .float state;
100 .float          t_length, t_width;
101
102 .vector destvec;                // for rain
103 .float cnt;             // for rain
104 .float count;
105 //.float cnt2;
106
107 .float play_time;
108 .float death_time;
109 .float dead_frame;
110 .float fade_time;
111 .float fade_rate;
112
113 // player animation state
114 .float animstate_startframe;
115 .float animstate_numframes;
116 .float animstate_framerate;
117 .float animstate_starttime;
118 .float animstate_endtime;
119 .float animstate_override;
120 .float animstate_looping;
121
122 // player animation data for this model
123 // each vector is as follows:
124 // _x = startframe
125 // _y = numframes
126 // _z = framerate
127 .vector anim_die1; // player dies
128 .vector anim_die2; // player dies differently
129 .vector anim_draw; // player pulls out a weapon
130 .vector anim_duck; // player crouches (from idle to duckidle)
131 .vector anim_duckwalk; // player walking while crouching
132 .vector anim_duckjump; // player jumping from a crouch
133 .vector anim_duckidle; // player idling while crouching
134 .vector anim_idle; // player standing
135 .vector anim_jump; // player jump
136 .vector anim_pain1; // player flinches from pain
137 .vector anim_pain2; // player flinches from pain, differently
138 .vector anim_shoot; // player shoots
139 .vector anim_taunt; // player taunts others (FIXME: no code references this)
140 .vector anim_run; // player running forward
141 .vector anim_runbackwards; // player running backward
142 .vector anim_strafeleft; // player shuffling left quickly
143 .vector anim_straferight; // player shuffling right quickly
144 .vector anim_dead1; // player dead (must be identical to last frame of die1)
145 .vector anim_dead2; // player dead (must be identical to last frame of die2)
146 .vector anim_forwardright; // player running forward and right
147 .vector anim_forwardleft; // player running forward and left
148 .vector anim_backright; // player running backward and right
149 .vector anim_backleft; // player running back and left
150
151 void() player_setupanimsformodel;
152 void player_setanim(vector anim, float looping, float override, float restart);
153
154 .string mdl;
155
156 .string playermodel;
157 .string playerskin;
158
159 .float  respawntime;
160 //.float        chasecam;
161
162 .float  damageforcescale;
163
164 //.float          gravity;
165
166 .float          dmg;
167
168 // for railgun damage (hitting multiple enemies)
169 .float railgunhit;
170 .float railgunhitsolidbackup;
171 .vector railgunhitloc;
172
173 .float          air_finished;
174 .float          dmgtime;
175
176 .float          killcount;
177 .float hitsound, typehitsound;
178
179 .float watersound_finished;
180 .float iscreature;
181 .vector oldvelocity;
182
183 .float pauseregen_finished;
184 .float pauserothealth_finished;
185 .float pauserotarmor_finished;
186 .string item_pickupsound;
187
188 // definitions for weaponsystem
189
190 .entity weaponentity;
191 .entity exteriorweaponentity;
192 .float switchweapon;
193 .float autoswitch;
194 float weapon_action(float wpn, float wrequest);
195 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
196 void w_clear();
197 void w_ready();
198 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
199 .float weapon_nextthink;
200 .void() weapon_think;
201
202 //float PLAYER_WEAPONSELECTION_DELAY = );
203 float   PLAYER_WEAPONSELECTION_SPEED = 18;
204 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
205
206 // weapon states (self.weaponentity.state)
207 float WS_CLEAR                  = 0; // no weapon selected
208 float WS_RAISE                  = 1; // raise frame
209 float WS_DROP                   = 2; // deselecting frame
210 float WS_INUSE                  = 3; // fire state
211 float WS_READY                  = 4; // idle frame
212
213 // weapon requests
214 float WR_SETUP              = 1; // setup weapon data
215 float WR_THINK              = 2; // logic to run every frame
216 float WR_CHECKAMMO1         = 3; // checks ammo for weapon
217 float WR_CHECKAMMO2         = 4; // checks ammo for weapon
218 float WR_AIM                = 5; // runs bot aiming code for this weapon
219 float WR_PRECACHE           = 6; // precaches models/sounds used by this weapon
220 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
221 float WR_KILLMESSAGE    = 8; // sets w_deathtypestring or leaves it alone
222
223 void weapon_defaultspawnfunc(float wpn);
224
225 string w_deathtypestring;
226 float w_deathtype;
227
228 void(entity client, string s) centerprint_builtin = #73;
229 .vector dest1, dest2;
230
231 float gameover;
232 float intermission_running;
233 float intermission_exittime;
234 float alreadychangedlevel;
235
236
237 .float runes;
238
239
240 .float welcomemessage_time;
241 .float version;
242
243 // Laser target for laser-guided weapons
244 .entity lasertarget;
245 .float laser_on;
246
247 // minstagib vars
248 .float jump_interval;    // laser refire
249
250 //swamp
251 .float in_swamp;              // bool
252 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
253
254 // footstep interval
255 .float nextstep;
256
257 .float ready;
258 #define RESTART_COUNTDOWN 10
259 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
260 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
261 void restartAnnouncer_Think();
262 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
263 .float spectatortime; //point in time since the client is spectating or observing
264 void checkSpectatorBlock();
265
266 .float winning;
267 .float jointime;
268
269 float isJoinAllowed();
270 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
271
272 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
273 #define TIMEOUT_SLOWMO_VALUE 0.0001
274 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
275 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
276 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
277 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)
278 .float allowedTimeouts; // contains the number of allowed timeouts for each player
279 entity timeoutInitiator; // contains the entity of the player who started the last timeout
280 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
281 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
282 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
283 void timeoutHandler_Think();
284 void evaluateTimeoutCall();
285 void evaluateResumeGame();
286 string getTimeoutText(float addOneSecond);
287
288 .float spawnshieldtime;
289
290 .float lms_nextcheck;
291 .float lms_traveled_distance;
292
293 .entity flagcarried;
294
295 .entity lastrocket;
296
297 .float playerid;
298 float playerid_last;
299 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
300
301 .vector spawnorigin;
302
303 .vector death_origin;
304 .vector killer_origin;
305
306 .float isdecor;
307
308 float default_player_alpha;
309 float default_weapon_alpha;
310
311 .float() customizeentityforclient;
312 .float cvar_cl_handicap;
313 .float cvar_cl_playerdetailreduction;
314 .float cvar_cl_nogibs;
315 .float cvar_scr_centertime;
316 .float cvar_cl_shownames;
317 .string cvar_g_nexuizversion;
318 .string cvar_cl_weaponpriority;
319 .string cvar_cl_weaponpriorities[10];
320
321 .float version_nagtime;
322
323 .float modelindex_lod0;
324 #ifdef ALLOW_VARIABLE_LOD
325 .float modelindex_lod1;
326 .float modelindex_lod2;
327 #endif
328
329 #define NUM_JUMPPADSUSED 3
330 .float jumppadcount;
331 .entity jumppadsused[NUM_JUMPPADSUSED];
332
333 string gamemode_name;
334 float teams_matter;
335
336 float startitem_failed;
337
338 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
339 void DropAllRunes(entity pl);
340
341
342 typedef .float floatfield;
343 floatfield Item_CounterField(float it);
344
345 float W_AmmoItemCode(float wpn);
346 float W_WeaponBit(float wpn);
347 string W_Name(float weaponid);
348
349 void UpdateSelectedPlayer();
350 void ClearSelectedPlayer();
351 .entity selected_player;
352 .entity last_selected_player;
353 .float selected_player_time; // when this player has been selected
354 .float selected_player_count; // how long this player has been directly pointed to
355 .float selected_player_display_needs_update; // are regular updates necessary? (health)
356 .float selected_player_display_timeout; // when the selection will time out
357
358 void FixIntermissionClient(entity e);
359 void FixClientCvars(entity e);
360
361 float weaponsInMap;
362
363 void centerprint_atprio(entity e, float prio, string s);
364 void centerprint_expire(entity e, float prio);
365 void centerprint(entity e, string s);
366
367 .float respawn_countdown; // next number to count
368
369 float bot_waypoints_for_items;
370
371 .float  attack_finished_for[WEP_COUNT];
372 .float attack_finished_single;
373 #ifdef INDEPENDENT_ATTACK_FINISHED
374 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
375 #else
376 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
377 #endif
378
379 // assault game mode: Which team is attacking in this round?
380 float assault_attacker_team;
381
382 // speedrun: when 1, player auto teleports back when capture timeout happens
383 .float speedrunning;
384
385 // Q3 support
386 .float notteam;
387 .float notsingle;
388 .float notfree;
389 .float notq3a;
390 float q3acompat_machineshotgunswap;
391
392 // database
393 float ServerProgsDB;
394 float TemporaryDB;
395
396 .float team_saved;
397
398 float some_spawn_has_been_used;
399 float have_team_spawns;
400
401 // set when showing a kill countdown
402 .entity killindicator;
403 .float killindicator_teamchange;
404
405 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
406
407 float lockteams;
408
409 .float parm_idlesince;
410 float sv_maxidle;
411 float sv_maxidle_spectatorsareidle;
412
413 float sv_pogostick;
414 float sv_doublejump;
415 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
416
417 float next_pingtime;
418
419 .float Version;
420 .float SendFlags;
421 .float(entity to, float sendflags) SendEntity;
422
423 // player sounds, voice messages
424 // TODO implemented fall and falling
425 #define ALLPLAYERSOUNDS \
426                 _VOICEMSG(death) \
427                 _VOICEMSG(drown) \
428                 _VOICEMSG(fall) \
429                 _VOICEMSG(falling) \
430                 _VOICEMSG(gasp) \
431                 _VOICEMSG(jump) \
432                 _VOICEMSG(pain25) \
433                 _VOICEMSG(pain50) \
434                 _VOICEMSG(pain75) \
435                 _VOICEMSG(pain100)
436 #define ALLVOICEMSGS \
437                 _VOICEMSG(attack) \
438                 _VOICEMSG(attackinfive) \
439                 _VOICEMSG(coverme) \
440                 _VOICEMSG(defend) \
441                 _VOICEMSG(freelance) \
442                 _VOICEMSG(incoming) \
443                 _VOICEMSG(meet) \
444                 _VOICEMSG(needhelp) \
445                 _VOICEMSG(seenflag) \
446                 _VOICEMSG(taunt) \
447                 _VOICEMSG(teamshoot) \
448                 _VOICEMSG(attacking) \
449                 _VOICEMSG(defending) \
450                 _VOICEMSG(roaming) \
451                 _VOICEMSG(positive) \
452                 _VOICEMSG(negative) \
453                 _VOICEMSG(onmyway) \
454                 _VOICEMSG(seenenemy) \
455                 _VOICEMSG(getflag) \
456                 _VOICEMSG(droppedflag) \
457                 _VOICEMSG(flagcarriertakingdamage)
458 #define _VOICEMSG(m) .string playersound_##m;
459 ALLPLAYERSOUNDS
460 ALLVOICEMSGS
461 #undef _VOICEMSG
462 string globalsound_fall;
463 string globalsound_metalfall;
464 string globalsound_step;
465 string globalsound_metalstep;
466 void PrecachePlayerSounds(string f);
467 void PrecacheGlobalSound(string samplestring);
468 void UpdatePlayerSounds();
469 void ClearPlayerSounds();
470 void PlayerSound(.string samplefield, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
471 void GlobalSound(string samplestring, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
472 void VoiceMessage(string type);
473
474 .float version_mismatch;
475
476 float independent_players;
477 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
478 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
479
480 string clientstuff;
481 .float stat_sys_ticrate;
482 .float phase;
483 .float weapons;
484
485 .float porto_forbidden;
486
487 .string fog;
488
489 string cvar_changes;
490
491 float game_starttime; //point in time when the countdown is over
492 .float stat_game_starttime;
493
494 void W_Porto_Remove (entity p);
495
496 .float projectiledeathtype;
497
498 .string message2;
499
500 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
501
502 // reset to 0 on weapon switch
503 // may be useful to all weapons
504 .float bulletcounter;
505
506 void target_voicescript_next(entity pl);
507 void target_voicescript_clear(entity pl);
508
509 .string target2;
510 .string target3;
511 .string target4;