2 float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
6 float g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch;
7 float g_cloaked, g_footsteps, g_grappling_hook, g_instagib, g_laserguided_missile, g_midair, g_minstagib, g_nixnex, g_nixnex_with_laser, g_norecoil, g_rocketarena, g_vampire, g_minstagib_invis_alpha;
9 float tourneyInMatchStage;
19 float bots_would_leave;
20 float lms_lowest_lives;
22 float() LMS_NewPlayerLives;
24 void(entity player, float f) UpdateFrags;
27 float team1_score, team2_score, team3_score, team4_score;
31 #define NEWLINES "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"
35 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
55 .float pain_finished; //Added by Supajoe
56 .float pain_frame; //"
57 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
58 .float crouch; // Crouching or not?
60 .float strength_finished;
61 //.float speed_finished;
62 .float invincible_finished;
63 //.float slowmo_finished;
65 .vector finaldest, finalangle; //plat.qc stuff
68 .float t_length, t_width;
70 .vector destvec; // for rain
71 .float cnt; // for rain
81 // player animation state
82 .float animstate_startframe;
83 .float animstate_numframes;
84 .float animstate_framerate;
85 .float animstate_starttime;
86 .float animstate_endtime;
87 .float animstate_override;
88 .float animstate_looping;
90 // player animation data for this model
91 // each vector is as follows:
95 .vector anim_die1; // player dies
96 .vector anim_die2; // player dies differently
97 .vector anim_draw; // player pulls out a weapon
98 .vector anim_duck; // player crouches (from idle to duckidle)
99 .vector anim_duckwalk; // player walking while crouching
100 .vector anim_duckjump; // player jumping from a crouch
101 .vector anim_duckidle; // player idling while crouching
102 .vector anim_idle; // player standing
103 .vector anim_jump; // player jump
104 .vector anim_pain1; // player flinches from pain
105 .vector anim_pain2; // player flinches from pain, differently
106 .vector anim_shoot; // player shoots
107 .vector anim_taunt; // player taunts others (FIXME: no code references this)
108 .vector anim_run; // player running forward
109 .vector anim_runbackwards; // player running backward
110 .vector anim_strafeleft; // player shuffling left quickly
111 .vector anim_straferight; // player shuffling right quickly
112 .vector anim_dead1; // player dead (must be identical to last frame of die1)
113 .vector anim_dead2; // player dead (must be identical to last frame of die2)
114 .vector anim_forwardright; // player running forward and right
115 .vector anim_forwardleft; // player running forward and left
116 .vector anim_backright; // player running backward and right
117 .vector anim_backleft; // player running back and left
119 void() player_setupanimsformodel;
120 void(vector anim, float looping, float override, float restart) player_setanim;
130 .float damageforcescale;
136 // for railgun damage (hitting multiple enemies)
138 .float railgunhitsolidbackup;
139 .vector railgunhitloc;
147 .float watersound_finished;
151 .float pauseregen_finished;
152 .float pauserothealth_finished;
153 .float pauserotarmor_finished;
154 .string item_pickupsound;
156 // definitions for weaponsystem
158 .entity weaponentity;
159 .entity exteriorweaponentity;
162 float(float wpn, float wrequest) weapon_action;
163 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
166 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
167 .float weapon_nextthink;
168 .void() weapon_think;
170 //float PLAYER_WEAPONSELECTION_DELAY = );
171 float PLAYER_WEAPONSELECTION_SPEED = 18;
172 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
174 // weapon states (self.weaponentity.state)
175 float WS_CLEAR = 0; // no weapon selected
176 float WS_RAISE = 1; // raise frame
177 float WS_DROP = 2; // deselecting frame
178 float WS_INUSE = 3; // fire state
179 float WS_READY = 4; // idle frame
182 float WR_SETUP = 1; // setup weapon data
183 float WR_THINK = 2; // logic to run every frame
184 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
185 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
186 float WR_AIM = 5; // runs bot aiming code for this weapon
187 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
188 float WR_REGISTER = 7; // send data about the weapon to the client self (for ClientConnect)
191 float WEP_LASER = 1; // float IT_LASER = 4096;
192 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
193 float WEP_UZI = 3; // float IT_UZI = 2;
194 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
195 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
196 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
197 float WEP_NEX = 7; // float IT_NEX = 32;
198 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
199 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
201 // For weapon cycling commands
205 void(entity client, string s) stuffcmd = #21;
206 void(entity client, string s) sprint = #24;
207 vector(entity e, float sped) aim = #44;
208 void(entity client, string s) centerprint_builtin = #73;
209 void(entity e) setspawnparms = #78;
210 void(float to, float f) WriteByte = #52;
211 void(float to, float f) WriteChar = #53;
212 void(float to, float f) WriteShort = #54;
213 void(float to, float f) WriteLong = #55;
214 void(float to, float f) WriteCoord = #56;
215 void(float to, float f) WriteAngle = #57;
216 void(float to, string s) WriteString = #58;
217 void(float to, entity s) WriteEntity = #59;
218 .vector dest1, dest2;
221 float intermission_running;
222 float intermission_exittime;
223 float alreadychangedlevel;
229 .float welcomemessage_time;
234 string votecalledvote;
235 string votecalledvote_display;
236 float votecalledmaster;
244 float VoteAllowed(string vote);
249 void VoteStop(entity stopper);
252 // Wazat's grappling hook
254 void GrapplingHookFrame();
255 void RemoveGrapplingHook(entity pl);
256 void SetGrappleHookBindings();
258 float GRAPHOOK_FIRE = 20;
259 float GRAPHOOK_RELEASE = 21;
260 // (note: you can change the hook impulse #'s to whatever you please)
263 // Laser target for laser-guided weapons
268 .float jump_interval; // laser refire
271 .float in_swamp; // bool
272 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
278 #define RESTART_COUNTDOWN 10
279 float restart_countdown; //point in time when the countdown is over
280 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
281 entity restartAnnouncer; //a temporary entity which will play the countdown sounds 3, 2, 1 for all clients, will also reset the map after the countdown
282 void restartAnnouncer_Think();
283 entity readyNagger; //manages printing the ready-nag to active players who are not ready yet
284 void readyNagger_Think();
285 float readyNagActive; //if set to 1, the readyNagger entity was already spawned (boolean)
286 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
287 .float spectatortime; //point in time since the client is spectating or observing
288 void checkSpectatorBlock();
289 float timelimit_orig;
295 float isJoinAllowed();
296 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
298 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
299 #define TIMEOUT_SLOWMO_VALUE 0.0001
300 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
301 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
302 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
303 float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
304 .float allowedTimeouts; // contains the number of allowed timeouts for each player
305 entity timeoutInitiator; // contains the entity of the player who started the last timeout
306 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
307 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
308 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
309 void timeoutHandler_Think();
310 void evaluateTimeoutCall();
311 void evaluateResumeGame();
312 string getTimeoutText(float addOneSecond);
314 .float spawnshieldtime;
316 .float lms_nextcheck;
317 .float lms_traveled_distance;
325 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
329 .vector death_origin;
330 .vector killer_origin;
334 float default_player_alpha;
335 float default_weapon_alpha;
339 .float() customizeentityforclient;
340 .float cvar_cl_handicap;
341 .float cvar_cl_zoomfactor;
342 .float cvar_cl_zoomspeed;
343 .float cvar_cl_playerdetailreduction;
344 .float cvar_cl_nogibs;
345 .float cvar_scr_centertime;
346 .float cvar_cl_shownames;
347 .float cvar_cl_hidewaypoints;
348 .string cvar_g_nexuizversion;
350 .float version_nagtime;
352 #ifdef ALLOW_VARIABLE_LOD
353 .float modelindex_lod0;
354 .float modelindex_lod1;
355 .float modelindex_lod2;
358 #define NUM_JUMPPADSUSED 3
360 .entity jumppadsused[NUM_JUMPPADSUSED];
362 string gamemode_name;
365 float startitem_failed;
367 void DropFlag(entity flag);
368 void DropAllRunes(entity pl);
371 typedef .float floatfield;
372 floatfield Item_CounterField(float it);
373 float Item_WeaponCode(float it);
374 void Item_SpawnByItemCode(float it);
376 float W_AmmoItemCode(float wpn);
377 float W_ItemCode(float wpn);
378 string W_Name(float weaponid);
380 void UpdateSelectedPlayer();
381 void ClearSelectedPlayer();
382 .entity selected_player;
383 .entity last_selected_player;
384 .float selected_player_time; // when this player has been selected
385 .float selected_player_count; // how long this player has been directly pointed to
386 .float selected_player_display_needs_update; // are regular updates necessary? (health)
387 .float selected_player_display_timeout; // when the selection will time out
389 void FixIntermissionClient(entity e);
390 void FixClientCvars(entity e);
394 void centerprint_atprio(entity e, float prio, string s);
395 void centerprint_expire(entity e, float prio);
396 void centerprint(entity e, string s);
398 .float respawn_countdown; // next number to count
400 float bot_waypoints_for_items;
402 .float attack_finished_for[WEP_LAST + 1];
403 .float attack_finished_single;
404 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
406 // assault game mode: Which team is attacking in this round?
407 float assault_attacker_team;
409 // speedrun: when 1, player auto teleports back when capture timeout happens
417 float q3acompat_machineshotgunswap;
424 float some_spawn_has_been_used;
425 float have_team_spawns;
427 // set when showing a kill countdown
428 .entity killindicator;
429 .float killindicator_teamchange;
431 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);