12 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
31 .float jump_flag; // storing velocity_z for falling damage
32 .float attack_finished;
33 .float pain_finished; //Added by Supajoe
34 .float pain_frame; //"
35 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
36 .float crouch; // Crouching 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
69 //.float crylinkcount;
71 .float damageforcescale;
77 // for railgun damage (hitting multiple enemies)
79 .float railgunhitsolidbackup;
80 .vector railgunhitloc;
87 // definistions for weaponsystem
90 .entity exteriorweaponentity;
92 void(float wpn, float wrequest) weapon_action;
93 float(entity cl, float wpn, float andammo) client_hasweapon;
95 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
96 .float weapon_nextthink;
98 .vector shotdir, shotorg; // new generic aiming system for all weapons (not finished yet, can be removed)
99 float weapon_hasammo; // sets by WR_CHECKAMMO request
101 //float PLAYER_WEAPONSELECTION_DELAY = );
102 float PLAYER_WEAPONSELECTION_SPEED = 18;
103 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
105 // weapon states (self.weaponentity.state)
106 float WS_CLEAR = 0; // no weapon selected
107 float WS_RAISE = 1; // raise frame
108 float WS_DROP = 2; // deselecting frame
109 float WS_INUSE = 3; // fire state
110 float WS_READY = 4; // idle frame
113 float WR_SETUP = 1; // setup weapon data
114 float WR_UPDATECOUNTS = 2; // update ammo display
115 float WR_IDLE = 3; // idle frame
116 float WR_DROP = 4; // deselect frame
117 float WR_RAISE = 5; // select frame
118 float WR_FIRE1 = 6; // primary fire frame
119 float WR_FIRE2 = 7; // secondary fire
120 float WR_FIRE3 = 8; // third fire
121 float WR_CHECKAMMO = 9; // checks ammo for weapon
122 float WR_CLEAR = 10; // runs afted deselecting frames, remove weapon parts (if presented). This useful for quake3-style chaingun
125 float WEP_LASER = 1; // float IT_LASER = 4096;
126 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
127 float WEP_UZI = 3; // float IT_UZI = 2;
128 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
129 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
130 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
131 float WEP_NEX = 7; // float IT_NEX = 32;
132 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
133 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
135 // For weapon cycling commands