9 float lms_lowest_lives;
11 float team1_score, team2_score, team3_score, team4_score;
20 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
25 // is this client a remote administrator?
42 .float attack_finished;
43 .float pain_finished; //Added by Supajoe
44 .float pain_frame; //"
45 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
46 .float crouch; // Crouching or not?
48 .float strength_finished;
49 //.float speed_finished;
50 .float invincible_finished;
51 //.float slowmo_finished;
53 .vector finaldest, finalangle; //plat.qc stuff
56 .float t_length, t_width;
58 .vector destvec; // for rain
59 .float cnt; // for rain
79 //.float crylinkcount;
81 .float damageforcescale;
87 // for railgun damage (hitting multiple enemies)
89 .float railgunhitsolidbackup;
90 .vector railgunhitloc;
97 .float watersound_finished;
101 .float pauseregen_finished;
102 .float pauserothealth_finished;
103 .float pauserotarmor_finished;
104 .float attack_finished;
105 .string item_pickupsound;
107 // definitions for weaponsystem
109 .entity weaponentity;
110 .entity exteriorweaponentity;
113 void(float wpn, float wrequest) weapon_action;
114 float(entity cl, float wpn, float andammo) client_hasweapon;
116 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
117 .float weapon_nextthink;
118 .void() weapon_think;
119 .vector shotdir, shotorg; // new generic aiming system for all weapons (not finished yet, can be removed)
120 float weapon_hasammo; // sets by WR_CHECKAMMO request
122 //float PLAYER_WEAPONSELECTION_DELAY = );
123 float PLAYER_WEAPONSELECTION_SPEED = 18;
124 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
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
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
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;
156 // For weapon cycling commands
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;
178 float intermission_running;
179 float intermission_exittime;
180 float alreadychangedlevel;
183 .float isbot; // true if this client is actually a bot
188 .float welcomemessage_time;
189 .float welcomemessage_time2;
194 string votecalledvote;
195 float votecalledmaster;
203 float VoteAllowed(string vote);
208 void VoteStop(entity stopper);
211 // Wazat's grappling hook
213 void GrapplingHookFrame();
214 void RemoveGrapplingHook(entity pl);
215 void SetGrappleHookBindings();
217 float GRAPHOOK_FIRE = 20;
218 float GRAPHOOK_RELEASE = 21;
219 // (note: you can change the hook impulse #'s to whatever you please)
222 // Laser target for laser-guided weapons
228 .float jump_interval; // laser refire
231 .float in_swamp; // bool
232 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
242 .float spawnshieldtime;
244 .float lms_nextcheck;
245 .float lms_traveled_distance;