12 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
17 // is this client a remote administrator?
34 .float attack_finished;
35 .float pain_finished; //Added by Supajoe
36 .float pain_frame; //"
37 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
38 .float crouch; // Crouching or not?
40 .float strength_finished;
41 //.float speed_finished;
42 .float invincible_finished;
43 //.float slowmo_finished;
45 .vector finaldest, finalangle; //plat.qc stuff
48 .float t_length, t_width;
50 .vector destvec; // for rain
51 .float cnt; // for rain
71 //.float crylinkcount;
73 .float damageforcescale;
79 // for railgun damage (hitting multiple enemies)
81 .float railgunhitsolidbackup;
82 .vector railgunhitloc;
89 .float watersound_finished;
93 .float pauseregen_finished;
94 .float pauserothealth_finished;
95 .float pauserotarmor_finished;
96 .float attack_finished;
98 // definistions for weaponsystem
100 .entity weaponentity;
101 .entity exteriorweaponentity;
103 void(float wpn, float wrequest) weapon_action;
104 float(entity cl, float wpn, float andammo) client_hasweapon;
106 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
107 .float weapon_nextthink;
108 .void() weapon_think;
109 .vector shotdir, shotorg; // new generic aiming system for all weapons (not finished yet, can be removed)
110 float weapon_hasammo; // sets by WR_CHECKAMMO request
112 //float PLAYER_WEAPONSELECTION_DELAY = );
113 float PLAYER_WEAPONSELECTION_SPEED = 18;
114 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
116 // weapon states (self.weaponentity.state)
117 float WS_CLEAR = 0; // no weapon selected
118 float WS_RAISE = 1; // raise frame
119 float WS_DROP = 2; // deselecting frame
120 float WS_INUSE = 3; // fire state
121 float WS_READY = 4; // idle frame
124 float WR_SETUP = 1; // setup weapon data
125 float WR_UPDATECOUNTS = 2; // update ammo display
126 float WR_IDLE = 3; // idle frame
127 float WR_DROP = 4; // deselect frame
128 float WR_RAISE = 5; // select frame
129 float WR_FIRE1 = 6; // primary fire frame
130 float WR_FIRE2 = 7; // secondary fire
131 float WR_FIRE3 = 8; // third fire
132 float WR_CHECKAMMO = 9; // checks ammo for weapon
133 float WR_CLEAR = 10; // runs afted deselecting frames, remove weapon parts (if presented). This useful for quake3-style chaingun
136 float WEP_LASER = 1; // float IT_LASER = 4096;
137 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
138 float WEP_UZI = 3; // float IT_UZI = 2;
139 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
140 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
141 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
142 float WEP_NEX = 7; // float IT_NEX = 32;
143 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
144 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
146 // For weapon cycling commands
150 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
151 void(entity client, string s) stuffcmd = #21;
152 void(entity client, string s) sprint = #24;
153 vector(entity e, float sped) aim = #44;
154 void(entity client, string s) centerprint = #73;
155 void(entity e) setspawnparms = #78;
156 void(float to, float f) WriteByte = #52;
157 void(float to, float f) WriteChar = #53;
158 void(float to, float f) WriteShort = #54;
159 void(float to, float f) WriteLong = #55;
160 void(float to, float f) WriteCoord = #56;
161 void(float to, float f) WriteAngle = #57;
162 void(float to, string s) WriteString = #58;
163 void(float to, entity s) WriteEntity = #59;
164 .vector dest1, dest2;
165 void(entity clent) dropclient = #453;
168 float intermission_running;
169 float intermission_exittime;
170 float alreadychangedlevel;
173 .float isbot; // true if this client is actually a bot
178 .float welcomemessage_time;
179 .float welcomemessage_time2;
184 .float vote_finished;
187 float VoteAllowed(string vote);
189 void VoteDo(entity voter);
190 void VoteTimeout(entity voter);
193 // Wazat's grappling hook
195 void GrapplingHookFrame();
196 void RemoveGrapplingHook(entity pl);
197 void SetGrappleHookBindings();
199 float GRAPHOOK_FIRE = 20;
200 float GRAPHOOK_RELEASE = 21;
201 // (note: you can change the hook impulse #'s to whatever you please)