3 float g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms;
12 float bots_would_leave;
13 float lms_lowest_lives;
15 float() LMS_NewPlayerLives;
17 void(entity player, float f) UpdateFrags;
20 float team1_score, team2_score, team3_score, team4_score;
24 #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"
28 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
48 .float pain_finished; //Added by Supajoe
49 .float pain_frame; //"
50 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
51 .float crouch; // Crouching or not?
53 .float strength_finished;
54 //.float speed_finished;
55 .float invincible_finished;
56 //.float slowmo_finished;
58 .vector finaldest, finalangle; //plat.qc stuff
61 .float t_length, t_width;
63 .vector destvec; // for rain
64 .float cnt; // for rain
84 .float damageforcescale;
90 // for railgun damage (hitting multiple enemies)
92 .float railgunhitsolidbackup;
93 .vector railgunhitloc;
101 .float watersound_finished;
105 .float pauseregen_finished;
106 .float pauserothealth_finished;
107 .float pauserotarmor_finished;
108 .string item_pickupsound;
110 // definitions for weaponsystem
112 .entity weaponentity;
113 .entity exteriorweaponentity;
116 float(float wpn, float wrequest) weapon_action;
117 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
120 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
121 .float weapon_nextthink;
122 .void() weapon_think;
123 .float weapon_nextthink_lastframe;
125 //float PLAYER_WEAPONSELECTION_DELAY = );
126 float PLAYER_WEAPONSELECTION_SPEED = 18;
127 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
129 // weapon states (self.weaponentity.state)
130 float WS_CLEAR = 0; // no weapon selected
131 float WS_RAISE = 1; // raise frame
132 float WS_DROP = 2; // deselecting frame
133 float WS_INUSE = 3; // fire state
134 float WS_READY = 4; // idle frame
137 float WR_SETUP = 1; // setup weapon data
138 float WR_THINK = 2; // logic to run every frame
139 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
140 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
141 float WR_AIM = 5; // runs bot aiming code for this weapon
142 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
143 float WR_REGISTER = 7; // send data about the weapon to the client self (for ClientConnect)
146 float WEP_LASER = 1; // float IT_LASER = 4096;
147 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
148 float WEP_UZI = 3; // float IT_UZI = 2;
149 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
150 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
151 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
152 float WEP_NEX = 7; // float IT_NEX = 32;
153 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
154 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
156 // For weapon cycling commands
160 void(entity client, string s) stuffcmd = #21;
161 void(entity client, string s) sprint = #24;
162 vector(entity e, float sped) aim = #44;
163 void(entity client, string s) centerprint_builtin = #73;
164 void(entity e) setspawnparms = #78;
165 void(float to, float f) WriteByte = #52;
166 void(float to, float f) WriteChar = #53;
167 void(float to, float f) WriteShort = #54;
168 void(float to, float f) WriteLong = #55;
169 void(float to, float f) WriteCoord = #56;
170 void(float to, float f) WriteAngle = #57;
171 void(float to, string s) WriteString = #58;
172 void(float to, entity s) WriteEntity = #59;
173 .vector dest1, dest2;
176 float intermission_running;
177 float intermission_exittime;
178 float alreadychangedlevel;
184 .float welcomemessage_time;
189 string votecalledvote;
190 string votecalledvote_display;
191 float votecalledmaster;
199 float VoteAllowed(string vote);
204 void VoteStop(entity stopper);
207 // Wazat's grappling hook
209 void GrapplingHookFrame();
210 void RemoveGrapplingHook(entity pl);
211 void SetGrappleHookBindings();
213 float GRAPHOOK_FIRE = 20;
214 float GRAPHOOK_RELEASE = 21;
215 // (note: you can change the hook impulse #'s to whatever you please)
218 // Laser target for laser-guided weapons
223 .float jump_interval; // laser refire
226 .float in_swamp; // bool
227 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
238 .float spawnshieldtime;
240 .float lms_nextcheck;
241 .float lms_traveled_distance;
249 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
253 .vector death_origin;
254 .vector killer_origin;
258 float default_player_alpha;
259 float default_weapon_alpha;
263 .float() customizeentityforclient;
264 .float cvar_cl_handicap;
265 .float cvar_cl_zoomfactor;
266 .float cvar_cl_zoomspeed;
267 .float cvar_cl_playerdetailreduction;
268 .float cvar_cl_nogibs;
269 .float cvar_scr_centertime;
270 .float cvar_cl_shownames;
271 .float cvar_cl_hidewaypoints;
272 .string cvar_g_nexuizversion;
274 .float version_nagtime;
276 #ifdef ALLOW_VARIABLE_LOD
277 .float modelindex_lod0;
278 .float modelindex_lod1;
279 .float modelindex_lod2;
282 #define NUM_JUMPPADSUSED 3
284 .entity jumppadsused[NUM_JUMPPADSUSED];
286 string gamemode_name;
289 float startitem_failed;
291 void DropFlag(entity flag);
292 void DropAllRunes(entity pl);
295 typedef .float floatfield;
296 floatfield Item_CounterField(float it);
297 float Item_WeaponCode(float it);
298 void Item_SpawnByItemCode(float it);
300 float W_AmmoItemCode(float wpn);
301 float W_ItemCode(float wpn);
302 string W_Name(float weaponid);
304 void UpdateSelectedPlayer();
305 void ClearSelectedPlayer();
306 .entity selected_player;
307 .entity last_selected_player;
308 .float selected_player_time; // when this player has been selected
309 .float selected_player_count; // how long this player has been directly pointed to
310 .float selected_player_display_needs_update; // are regular updates necessary? (health)
311 .float selected_player_display_timeout; // when the selection will time out
313 void FixIntermissionClient(entity e);
314 void FixClientCvars(entity e);
318 void centerprint_atprio(entity e, float prio, string s);
319 void centerprint_expire(entity e, float prio);
320 void centerprint(entity e, string s);
322 .float respawn_countdown; // next number to count
324 float bot_waypoints_for_items;
326 .float attack_finished_for[WEP_LAST + 1];
327 .float attack_finished_single;
328 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
330 // assault game mode: Which team is attacking in this round?
331 float assault_attacker_team;