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Added water drowning
[divverent/nexuiz.git] / qcsrc / gamec / defs.h
1
2 // Globals
3
4 entity  activator;
5 string  string_null;
6
7 //entity        casing;
8 entity dest;
9
10 // Fields
11
12 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
13
14 //.string       wad;
15 //.string       map;
16
17 //.float        worldtype;
18 .float  delay;
19 .float  wait;
20 .float  lip;
21 //.float        light_lev;
22 .float  speed;
23 //.float        style;
24 //.float        skill;
25
26 .string killtarget;
27
28 .vector pos1, pos2;
29 .vector mangle;
30
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?
37 .float  hasaliases; // Has aliases (like +crouch) binded or not?
38
39 .float  strength_finished;
40 .float  speed_finished;
41 .float  invincible_finished;
42 .float  slowmo_finished;
43
44 .vector         finaldest, finalangle;          //plat.qc stuff
45 .void()         think1;
46 .float state;
47 .float          t_length, t_width;
48
49 .vector destvec;                // for rain
50 .float cnt;             // for rain
51 .float count;
52 //.float cnt2;
53
54 .float death_time;
55 .float dead_time;
56 .float dead_frame;
57 .float die_frame;
58 .float fade_time;
59
60 .string mdl;
61
62 .string playermodel;
63 .string playerskin;
64
65 .float  norespawn;
66 .float  respawntime;
67 //.float        chasecam;
68
69 .float electrocount;
70 //.float crylinkcount;
71
72 .float  damageforcescale;
73
74 //.float          gravity;
75
76 .float          dmg;
77
78 // for railgun damage (hitting multiple enemies)
79 .float railgunhit;
80 .float railgunhitsolidbackup;
81 .vector railgunhitloc;
82
83 .float          air_finished;
84 .float          dmgtime;
85
86 // definistions for weaponsystem
87
88 .entity weaponentity;
89 .float switchweapon;
90 void(float wpn, float wrequest) weapon_action;
91 float(entity cl, float wpn, float andammo) client_hasweapon;
92 void() w_clear;
93 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
94 .float weapon_nextthink;
95 .void() weapon_think;
96 .vector shotdir, shotorg; // new generic aiming system for all weapons (not finished yet, can be removed)
97 float   weapon_hasammo; // sets by WR_CHECKAMMO request
98
99 float   PLAYER_WEAPONSELECTION_DELAY = 0.3;
100 float   PLAYER_WEAPONSELECTION_SPEED = 18;
101 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
102
103 // weapon states (self.weaponentity.state)
104 float WS_CLEAR                  = 0; // no weapon selected
105 float WS_RAISE                  = 1; // raise frame
106 float WS_DROP                   = 2; // deselecting frame
107 float WS_INUSE                  = 3; // fire state
108 float WS_READY                  = 4; // idle frame
109
110 // weapon requests
111 float WR_SETUP            = 1;  // setup weapon data
112 float WR_UPDATECOUNTS = 2;  // update ammo display
113 float WR_IDLE             = 3;  // idle frame
114 float WR_DROP             = 4;  // deselect frame
115 float WR_RAISE            = 5;  // select frame
116 float WR_FIRE1            = 6;  // primary fire frame
117 float WR_FIRE2            = 7;  // secondary fire
118 float WR_FIRE3            = 8;  // third fire
119 float WR_CHECKAMMO        = 9;  // checks ammo for weapon
120 float WR_CLEAR            = 10;  // runs afted deselecting frames, remove weapon parts (if presented). This useful for quake3-style chaingun
121
122 // Weapon indexes
123 float WEP_LASER                         = 1; // float   IT_LASER                                = 4096;
124 float WEP_SHOTGUN                       = 2; // float   IT_SHOTGUN                              = 1;
125 float WEP_UZI                           = 3; // float   IT_UZI                                  = 2;
126 float WEP_GRENADE_LAUNCHER      = 4; // float   IT_GRENADE_LAUNCHER             = 4;
127 float WEP_ELECTRO                       = 5; // float   IT_ELECTRO                              = 8;
128 float WEP_CRYLINK                       = 6; // float   IT_CRYLINK                              = 16;
129 float WEP_NEX                           = 7; // float   IT_NEX                                  = 32;
130 float WEP_HAGAR                         = 8; // float   IT_HAGAR                                = 64;
131 float WEP_ROCKET_LAUNCHER       = 9; // float   IT_ROCKET_LAUNCHER              = 128;
132
133 // For weapon cycling commands
134 float WEP_FIRST                         = 1;
135 float WEP_LAST                          = 9;