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1
2 // Globals
3
4 entity  activator;
5 string  string_null;
6
7 float player_count;
8 float lms_dead_count;
9 float lms_lowest_lives;
10 float lms_next_place;
11
12 float team1_score, team2_score, team3_score, team4_score;
13
14 float maxclients;
15
16 //entity        casing;
17 entity dest;
18
19 // Fields
20
21 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
22
23 //.string       wad;
24 //.string       map;
25
26 // is this client a remote administrator?
27 .float adminstatus;
28
29 //.float        worldtype;
30 .float  delay;
31 .float  wait;
32 .float  lip;
33 //.float        light_lev;
34 .float  speed;
35 //.float        style;
36 //.float        skill;
37
38 .string killtarget;
39
40 .vector pos1, pos2;
41 .vector mangle;
42
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?
48
49 .float  strength_finished;
50 //.float        speed_finished;
51 .float  invincible_finished;
52 //.float        slowmo_finished;
53
54 .vector         finaldest, finalangle;          //plat.qc stuff
55 .void()         think1;
56 .float state;
57 .float          t_length, t_width;
58
59 .vector destvec;                // for rain
60 .float cnt;             // for rain
61 .float count;
62 //.float cnt2;
63
64 .float death_time;
65 .float dead_time;
66 .float dead_frame;
67 .float die_frame;
68 .float fade_time;
69 .float fade_rate;
70
71 .string mdl;
72
73 .string playermodel;
74 .string playerskin;
75
76 .float  respawntime;
77 //.float        chasecam;
78
79 .float electrocount;
80 //.float crylinkcount;
81
82 .float  damageforcescale;
83
84 //.float          gravity;
85
86 .float          dmg;
87
88 // for railgun damage (hitting multiple enemies)
89 .float railgunhit;
90 .float railgunhitsolidbackup;
91 .vector railgunhitloc;
92
93 .float          air_finished;
94 .float          dmgtime;
95
96 .float          killcount;
97
98 .float watersound_finished;
99 .float iscreature;
100 .vector oldvelocity;
101
102 .float pauseregen_finished;
103 .float pauserothealth_finished;
104 .float pauserotarmor_finished;
105 .float attack_finished;
106 .string item_pickupsound;
107
108 // definitions for weaponsystem
109
110 .entity weaponentity;
111 .entity exteriorweaponentity;
112 .float switchweapon;
113 .float autoswitch;
114 void(float wpn, float wrequest) weapon_action;
115 float(entity cl, float wpn, float andammo) client_hasweapon;
116 void() w_clear;
117 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
118 .float weapon_nextthink;
119 .void() weapon_think;
120 float   weapon_hasammo; // sets by WR_CHECKAMMO request
121
122 //float PLAYER_WEAPONSELECTION_DELAY = );
123 float   PLAYER_WEAPONSELECTION_SPEED = 18;
124 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
125
126 // weapon states (self.weaponentity.state)
127 float WS_CLEAR                  = 0; // no weapon selected
128 float WS_RAISE                  = 1; // raise frame
129 float WS_DROP                   = 2; // deselecting frame
130 float WS_INUSE                  = 3; // fire state
131 float WS_READY                  = 4; // idle frame
132
133 // weapon requests
134 float WR_SETUP            = 1;  // setup weapon data
135 float WR_UPDATECOUNTS = 2;  // update ammo display
136 float WR_IDLE             = 3;  // idle frame
137 float WR_DROP             = 4;  // deselect frame
138 float WR_RAISE            = 5;  // select frame
139 float WR_FIRE1            = 6;  // primary fire frame
140 float WR_FIRE2            = 7;  // secondary fire
141 float WR_FIRE3            = 8;  // third fire
142 float WR_CHECKAMMO        = 9;  // checks ammo for weapon
143 float WR_CLEAR            = 10;  // runs afted deselecting frames, remove weapon parts (if presented). This useful for quake3-style chaingun
144
145 // Weapon indexes
146 float WEP_LASER                         = 1; // float   IT_LASER                                = 4096;
147 float WEP_SHOTGUN                       = 2; // float   IT_SHOTGUN                              = 1;
148 float WEP_UZI                           = 3; // float   IT_UZI                                  = 2;
149 float WEP_GRENADE_LAUNCHER      = 4; // float   IT_GRENADE_LAUNCHER             = 4;
150 float WEP_ELECTRO                       = 5; // float   IT_ELECTRO                              = 8;
151 float WEP_CRYLINK                       = 6; // float   IT_CRYLINK                              = 16;
152 float WEP_NEX                           = 7; // float   IT_NEX                                  = 32;
153 float WEP_HAGAR                         = 8; // float   IT_HAGAR                                = 64;
154 float WEP_ROCKET_LAUNCHER       = 9; // float   IT_ROCKET_LAUNCHER              = 128;
155
156 // For weapon cycling commands
157 float WEP_FIRST                         = 1;
158 float WEP_LAST                          = 9;
159
160 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
161 void(entity client, string s)   stuffcmd = #21;
162 void(entity client, string s)   sprint = #24;
163 vector(entity e, float sped)    aim = #44;
164 void(entity client, string s)   centerprint = #73;
165 void(entity e)                  setspawnparms = #78;
166 void(float to, float f)         WriteByte = #52;
167 void(float to, float f)         WriteChar = #53;
168 void(float to, float f)         WriteShort = #54;
169 void(float to, float f)         WriteLong = #55;
170 void(float to, float f)         WriteCoord = #56;
171 void(float to, float f)         WriteAngle = #57;
172 void(float to, string s)        WriteString     = #58;
173 void(float to, entity s)        WriteEntity     = #59;
174 .vector dest1, dest2;
175 void(entity clent) dropclient = #453;
176
177 float gameover;
178 float intermission_running;
179 float intermission_exittime;
180 float alreadychangedlevel;
181
182
183 .float  isbot;  // true if this client is actually a bot
184
185 .float runes;
186
187
188 .float welcomemessage_time;
189 .float welcomemessage_time2;
190 .float version;
191
192 // stahl's voting
193 float votecalled;
194 string votecalledvote;
195 float votecalledmaster;
196 entity votecaller;
197 float votefinished;
198 .float vote_master;
199 .float vote_next;
200 .float vote_vote;
201 void VoteThink();
202 string VoteParse();
203 float VoteAllowed(string vote);
204 void VoteReset();
205 void VoteAccept();
206 void VoteReject();
207 void VoteTimeout();
208 void VoteStop(entity stopper);
209 void VoteCount();
210
211 // Wazat's grappling hook
212 .entity         hook;
213 void GrapplingHookFrame();
214 void RemoveGrapplingHook(entity pl);
215 void SetGrappleHookBindings();
216 // hook impulses
217 float GRAPHOOK_FIRE             = 20;
218 float GRAPHOOK_RELEASE          = 21;
219 // (note: you can change the hook impulse #'s to whatever you please)
220 .float hook_time;
221
222 // Laser target for laser-guided weapons
223 .entity lasertarget;
224 .float laser_on;
225
226 // minstagib vars
227 .float extralives;
228 .float jump_interval;    // laser refire
229
230 //swamp
231 .float in_swamp;              // bool
232 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
233
234 // footstep interval
235 .float nextstep;
236
237 .float ready;
238
239 .float deaths;
240 .float jointime;
241
242 .float spawnshieldtime;
243
244 .float lms_nextcheck;
245 .float lms_traveled_distance;
246
247 .entity flagcarried;
248
249 .entity lastrocket;
250
251 .float playerid;
252 float playerid_last;
253 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor