12 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
31 .float attack_finished;
32 .float pain_finished; //Added by Supajoe
33 .float pain_frame; //"
34 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
35 .float crouch; // Crouching or not?
37 .float strength_finished;
38 //.float speed_finished;
39 .float invincible_finished;
40 //.float slowmo_finished;
42 .vector finaldest, finalangle; //plat.qc stuff
45 .float t_length, t_width;
47 .vector destvec; // for rain
48 .float cnt; // for rain
68 //.float crylinkcount;
70 .float damageforcescale;
76 // for railgun damage (hitting multiple enemies)
78 .float railgunhitsolidbackup;
79 .vector railgunhitloc;
86 .float watersound_finished;
90 .float pauseregen_finished;
91 .float pauserothealth_finished;
92 .float pauserotarmor_finished;
93 .float attack_finished;
95 // definistions for weaponsystem
98 .entity exteriorweaponentity;
100 void(float wpn, float wrequest) weapon_action;
101 float(entity cl, float wpn, float andammo) client_hasweapon;
103 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
104 .float weapon_nextthink;
105 .void() weapon_think;
106 .vector shotdir, shotorg; // new generic aiming system for all weapons (not finished yet, can be removed)
107 float weapon_hasammo; // sets by WR_CHECKAMMO request
109 //float PLAYER_WEAPONSELECTION_DELAY = );
110 float PLAYER_WEAPONSELECTION_SPEED = 18;
111 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
113 // weapon states (self.weaponentity.state)
114 float WS_CLEAR = 0; // no weapon selected
115 float WS_RAISE = 1; // raise frame
116 float WS_DROP = 2; // deselecting frame
117 float WS_INUSE = 3; // fire state
118 float WS_READY = 4; // idle frame
121 float WR_SETUP = 1; // setup weapon data
122 float WR_UPDATECOUNTS = 2; // update ammo display
123 float WR_IDLE = 3; // idle frame
124 float WR_DROP = 4; // deselect frame
125 float WR_RAISE = 5; // select frame
126 float WR_FIRE1 = 6; // primary fire frame
127 float WR_FIRE2 = 7; // secondary fire
128 float WR_FIRE3 = 8; // third fire
129 float WR_CHECKAMMO = 9; // checks ammo for weapon
130 float WR_CLEAR = 10; // runs afted deselecting frames, remove weapon parts (if presented). This useful for quake3-style chaingun
133 float WEP_LASER = 1; // float IT_LASER = 4096;
134 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
135 float WEP_UZI = 3; // float IT_UZI = 2;
136 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
137 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
138 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
139 float WEP_NEX = 7; // float IT_NEX = 32;
140 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
141 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
143 // For weapon cycling commands
147 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
148 void(entity client, string s) stuffcmd = #21;
149 void(entity client, string s) sprint = #24;
150 vector(entity e, float sped) aim = #44;
151 void(entity client, string s) centerprint = #73;
152 void(entity e) setspawnparms = #78;
153 void(float to, float f) WriteByte = #52;
154 void(float to, float f) WriteChar = #53;
155 void(float to, float f) WriteShort = #54;
156 void(float to, float f) WriteLong = #55;
157 void(float to, float f) WriteCoord = #56;
158 void(float to, float f) WriteAngle = #57;
159 void(float to, string s) WriteString = #58;
160 void(float to, entity s) WriteEntity = #59;
161 .vector dest1, dest2;
162 void(entity clent) dropclient = #453;