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 // definitions for weaponsystem
100 .entity weaponentity;
101 .entity exteriorweaponentity;
104 void(float wpn, float wrequest) weapon_action;
105 float(entity cl, float wpn, float andammo) client_hasweapon;
107 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
108 .float weapon_nextthink;
109 .void() weapon_think;
110 .vector shotdir, shotorg; // new generic aiming system for all weapons (not finished yet, can be removed)
111 float weapon_hasammo; // sets by WR_CHECKAMMO request
113 //float PLAYER_WEAPONSELECTION_DELAY = );
114 float PLAYER_WEAPONSELECTION_SPEED = 18;
115 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
117 // weapon states (self.weaponentity.state)
118 float WS_CLEAR = 0; // no weapon selected
119 float WS_RAISE = 1; // raise frame
120 float WS_DROP = 2; // deselecting frame
121 float WS_INUSE = 3; // fire state
122 float WS_READY = 4; // idle frame
125 float WR_SETUP = 1; // setup weapon data
126 float WR_UPDATECOUNTS = 2; // update ammo display
127 float WR_IDLE = 3; // idle frame
128 float WR_DROP = 4; // deselect frame
129 float WR_RAISE = 5; // select frame
130 float WR_FIRE1 = 6; // primary fire frame
131 float WR_FIRE2 = 7; // secondary fire
132 float WR_FIRE3 = 8; // third fire
133 float WR_CHECKAMMO = 9; // checks ammo for weapon
134 float WR_CLEAR = 10; // runs afted deselecting frames, remove weapon parts (if presented). This useful for quake3-style chaingun
137 float WEP_LASER = 1; // float IT_LASER = 4096;
138 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
139 float WEP_UZI = 3; // float IT_UZI = 2;
140 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
141 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
142 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
143 float WEP_NEX = 7; // float IT_NEX = 32;
144 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
145 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
147 // For weapon cycling commands
151 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
152 void(entity client, string s) stuffcmd = #21;
153 void(entity client, string s) sprint = #24;
154 vector(entity e, float sped) aim = #44;
155 void(entity client, string s) centerprint = #73;
156 void(entity e) setspawnparms = #78;
157 void(float to, float f) WriteByte = #52;
158 void(float to, float f) WriteChar = #53;
159 void(float to, float f) WriteShort = #54;
160 void(float to, float f) WriteLong = #55;
161 void(float to, float f) WriteCoord = #56;
162 void(float to, float f) WriteAngle = #57;
163 void(float to, string s) WriteString = #58;
164 void(float to, entity s) WriteEntity = #59;
165 .vector dest1, dest2;
166 void(entity clent) dropclient = #453;
169 float intermission_running;
170 float intermission_exittime;
171 float alreadychangedlevel;
174 .float isbot; // true if this client is actually a bot
179 .float welcomemessage_time;
180 .float welcomemessage_time2;
181 .string versionmessage;
186 .float vote_finished;
189 float VoteAllowed(string vote);
191 void VoteDo(entity voter);
192 void VoteTimeout(entity voter);
195 // Wazat's grappling hook
197 void GrapplingHookFrame();
198 void RemoveGrapplingHook(entity pl);
199 void SetGrappleHookBindings();
201 float GRAPHOOK_FIRE = 20;
202 float GRAPHOOK_RELEASE = 21;
203 // (note: you can change the hook impulse #'s to whatever you please)
206 // Laser target for laser-guided weapons