11 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) 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
66 //.float crylinkcount;
68 .float damageforcescale;
74 .vector angleoffset; // for incorrectly exported player models
76 // for railgun damage (hitting multiple enemies)
78 .float railgunhitsolidbackup;
79 .vector railgunhitloc;
81 // definistions for weaponsystem
85 void(float wpn, float wrequest) weapon_action;
86 float(entity cl, float wpn, float andammo) client_hasweapon;
88 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
89 .float weapon_nextthink;
91 .vector shotdir, shotorg; // new generic aiming system for all weapons (not finished yet, can be removed)
92 float weapon_hasammo; // sets by WR_CHECKAMMO request
94 float PLAYER_WEAPONSELECTION_DELAY = 0.3;
95 float PLAYER_WEAPONSELECTION_SPEED = 18;
96 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
98 // weapon states (self.weaponentity.state)
99 float WS_CLEAR = 0; // no weapon selected
100 float WS_RAISE = 1; // raise frame
101 float WS_DROP = 2; // deselecting frame
102 float WS_INUSE = 3; // fire state
103 float WS_READY = 4; // idle frame
106 float WR_SETUP = 1; // setup weapon data
107 float WR_UPDATECOUNTS = 2; // update ammo display
108 float WR_IDLE = 3; // idle frame
109 float WR_DROP = 4; // deselect frame
110 float WR_RAISE = 5; // select frame
111 float WR_FIRE1 = 6; // primary fire frame
112 float WR_FIRE2 = 7; // secondary fire
113 float WR_FIRE3 = 8; // third fire
114 float WR_CHECKAMMO = 9; // checks ammo for weapon
115 float WR_CLEAR = 10; // runs afted deselecting frames, remove weapon parts (if presented). This useful for quake3-style chaingun
118 float WEP_LASER = 1; // float IT_LASER = 4096;
119 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
120 float WEP_UZI = 3; // float IT_UZI = 2;
121 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
122 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
123 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
124 float WEP_NEX = 7; // float IT_NEX = 32;
125 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
126 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
128 // For weapon cycling commands