11 .void(vector hitloc, float damage, entity inflictor, entity attacker, float deathtype) event_damage;
30 .float jump_flag; // storing velocity_z for falling damage
31 .float attack_finished;
32 .float pain_finished //Added by Supajoe
34 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
35 .float crouch; // Crouching or not?
36 .float hasaliases; // Has aliases (like +crouch) binded or not?
38 .float strength_finished;
39 .float speed_finished;
40 .float invincible_finished;
41 .float slowmo_finished;
43 .vector finaldest, finalangle; //plat.qc stuff
46 .float t_length, t_width;
48 .vector destvec; // for rain
49 .float cnt; // for rain
68 .float damageforcescale;
74 .vector angleoffset; // for incorrectly player models
77 // definistions for weaponsystem
81 void(float wpn, float wrequest) weapon_action;
82 float(entity cl, float wpn, float andammo) client_hasweapon;
84 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
85 .float weapon_nextthink;
87 .vector shotdir, shotorg; // new generic aiming system for all weapons (not finished yet, can be removed)
88 float weapon_hasammo; // sets by WR_CHECKAMMO request
90 float PLAYER_WEAPONSELECTION_DELAY = 0.3;
91 float PLAYER_WEAPONSELECTION_SPEED = 18;
92 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
94 // weapon states (self.weaponentity.state)
95 float WS_CLEAR = 0; // no weapon selected
96 float WS_RAISE = 1; // raise frame
97 float WS_DROP = 2; // deselecting frame
98 float WS_INUSE = 3; // fire state
99 float WS_READY = 4; // idle frame
102 float WR_SETUP = 1; // setup weapon data
103 float WR_UPDATECOUNTS = 2; // update ammo display
104 float WR_IDLE = 3; // idle frame
105 float WR_DROP = 4; // deselect frame
106 float WR_RAISE = 5; // select frame
107 float WR_FIRE1 = 6; // primary fire frame
108 float WR_FIRE2 = 7; // secondary fire
109 float WR_FIRE3 = 8; // third fire
110 float WR_CHECKAMMO = 9; // checks ammo for weapon
111 float WR_CLEAR = 10; // runs afted deselecting frames, remove weapon parts (if presented). This useful for quake3-style chaingun
114 float WEP_LASER = 1; // float IT_LASER = 4096;
115 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
116 float WEP_UZI = 3; // float IT_UZI = 2;
117 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
118 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
119 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
120 float WEP_NEX = 7; // float IT_NEX = 32;
121 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
122 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
124 // For weapon cycling commands