centerprints now are managed independently per line
[divverent/nexuiz.git] / data / qcsrc / server / defs.qh
1
2 // Globals
3
4 entity  activator;
5 string  string_null;
6
7 float player_count;
8 float lms_dead_count;
9 float lms_lowest_lives;
10 float lms_next_place;
11
12 float team1_score, team2_score, team3_score, team4_score;
13
14 float maxclients;
15
16 string 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";
17
18 // Fields
19
20 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
21
22 //.string       wad;
23 //.string       map;
24
25 // is this client a remote administrator?
26 .float adminstatus;
27
28 //.float        worldtype;
29 .float  delay;
30 .float  wait;
31 .float  lip;
32 //.float        light_lev;
33 .float  speed;
34 //.float        style;
35 //.float        skill;
36 .float  sounds;
37
38 .string killtarget;
39
40 .vector pos1, pos2;
41 .vector mangle;
42
43 .float  attack_finished;
44 .float  pain_finished;                  //Added by Supajoe
45 .float  pain_frame;                     //"
46 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
47 .float  crouch; // Crouching or not?
48
49 .float  strength_finished;
50 //.float        speed_finished;
51 .float  invincible_finished;
52 //.float        slowmo_finished;
53
54 .vector         finaldest, finalangle;          //plat.qc stuff
55 .void()         think1;
56 .float state;
57 .float          t_length, t_width;
58
59 .vector destvec;                // for rain
60 .float cnt;             // for rain
61 .float count;
62 //.float cnt2;
63
64 .float death_time;
65 .float dead_time;
66 .float dead_frame;
67 .float die_frame;
68 .float fade_time;
69 .float fade_rate;
70
71 .string mdl;
72
73 .string playermodel;
74 .string playerskin;
75
76 .float  respawntime;
77 //.float        chasecam;
78
79 .float  damageforcescale;
80
81 //.float          gravity;
82
83 .float          dmg;
84
85 // for railgun damage (hitting multiple enemies)
86 .float railgunhit;
87 .float railgunhitsolidbackup;
88 .vector railgunhitloc;
89
90 .float          air_finished;
91 .float          dmgtime;
92
93 .float          killcount;
94
95 .float watersound_finished;
96 .float iscreature;
97 .vector oldvelocity;
98
99 .float pauseregen_finished;
100 .float pauserothealth_finished;
101 .float pauserotarmor_finished;
102 .float attack_finished;
103 .string item_pickupsound;
104
105 // definitions for weaponsystem
106
107 .entity weaponentity;
108 .entity exteriorweaponentity;
109 .float switchweapon;
110 .float autoswitch;
111 float(float wpn, float wrequest) weapon_action;
112 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
113 void() w_clear;
114 void() w_ready;
115 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
116 .float weapon_nextthink;
117 .void() weapon_think;
118
119 //float PLAYER_WEAPONSELECTION_DELAY = );
120 float   PLAYER_WEAPONSELECTION_SPEED = 18;
121 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
122
123 // weapon states (self.weaponentity.state)
124 float WS_CLEAR                  = 0; // no weapon selected
125 float WS_RAISE                  = 1; // raise frame
126 float WS_DROP                   = 2; // deselecting frame
127 float WS_INUSE                  = 3; // fire state
128 float WS_READY                  = 4; // idle frame
129
130 // weapon requests
131 float WR_SETUP            = 1; // setup weapon data
132 float WR_THINK            = 2; // logic to run every frame
133 float WR_CHECKAMMO1       = 3; // checks ammo for weapon
134 float WR_CHECKAMMO2       = 4; // checks ammo for weapon
135 float WR_AIM              = 5; // runs bot aiming code for this weapon
136
137 // Weapon indexes
138 float WEP_LASER                         = 1; // float   IT_LASER                                = 4096;
139 float WEP_SHOTGUN                       = 2; // float   IT_SHOTGUN                              = 1;
140 float WEP_UZI                           = 3; // float   IT_UZI                                  = 2;
141 float WEP_GRENADE_LAUNCHER      = 4; // float   IT_GRENADE_LAUNCHER             = 4;
142 float WEP_ELECTRO                       = 5; // float   IT_ELECTRO                              = 8;
143 float WEP_CRYLINK                       = 6; // float   IT_CRYLINK                              = 16;
144 float WEP_NEX                           = 7; // float   IT_NEX                                  = 32;
145 float WEP_HAGAR                         = 8; // float   IT_HAGAR                                = 64;
146 float WEP_ROCKET_LAUNCHER       = 9; // float   IT_ROCKET_LAUNCHER              = 128;
147
148 // For weapon cycling commands
149 float WEP_FIRST                         = 1;
150 float WEP_LAST                          = 9;
151
152 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
153 void(entity client, string s)   stuffcmd = #21;
154 void(entity client, string s)   sprint = #24;
155 vector(entity e, float sped)    aim = #44;
156 void(entity client, string s)   centerprint = #73;
157 void(entity e)                  setspawnparms = #78;
158 void(float to, float f)         WriteByte = #52;
159 void(float to, float f)         WriteChar = #53;
160 void(float to, float f)         WriteShort = #54;
161 void(float to, float f)         WriteLong = #55;
162 void(float to, float f)         WriteCoord = #56;
163 void(float to, float f)         WriteAngle = #57;
164 void(float to, string s)        WriteString     = #58;
165 void(float to, entity s)        WriteEntity     = #59;
166 .vector dest1, dest2;
167 void(entity clent) dropclient = #453;
168
169 float gameover;
170 float intermission_running;
171 float intermission_exittime;
172 float alreadychangedlevel;
173
174
175 .float runes;
176
177
178 .float welcomemessage_time;
179 .float welcomemessage_time2;
180 .float version;
181
182 // stahl's voting
183 float votecalled;
184 string votecalledvote;
185 float votecalledmaster;
186 entity votecaller;
187 float votefinished;
188 .float vote_master;
189 .float vote_next;
190 .float vote_vote;
191 void VoteThink();
192 string VoteParse();
193 float VoteAllowed(string vote);
194 void VoteReset();
195 void VoteAccept();
196 void VoteReject();
197 void VoteTimeout();
198 void VoteStop(entity stopper);
199 void VoteCount();
200
201 // Wazat's grappling hook
202 .entity         hook;
203 void GrapplingHookFrame();
204 void RemoveGrapplingHook(entity pl);
205 void SetGrappleHookBindings();
206 // hook impulses
207 float GRAPHOOK_FIRE             = 20;
208 float GRAPHOOK_RELEASE          = 21;
209 // (note: you can change the hook impulse #'s to whatever you please)
210 .float hook_time;
211
212 // Laser target for laser-guided weapons
213 .entity lasertarget;
214 .float laser_on;
215
216 // minstagib vars
217 .float extralives;
218 .float jump_interval;    // laser refire
219
220 //swamp
221 .float in_swamp;              // bool
222 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
223
224 // footstep interval
225 .float nextstep;
226
227 .float ready;
228
229 .float winning;
230 .float deaths;
231 .float jointime;
232
233 .float spawnshieldtime;
234
235 .float lms_nextcheck;
236 .float lms_traveled_distance;
237
238 .entity flagcarried;
239
240 .entity lastrocket;
241
242 .float playerid;
243 float playerid_last;
244 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
245
246 .vector spawnorigin;
247
248 .vector death_origin;
249 .vector killer_origin;
250
251 .float isdecor;
252
253 float default_player_alpha;
254
255 .float() customizeentityforclient;
256 .float cvar_cl_playerdetailreduction;
257 .float cvar_cl_nogibs;
258 .float cvar_scr_centertime;
259
260 #ifdef ALLOW_VARIABLE_LOD
261 .float modelindex_lod0;
262 .float modelindex_lod1;
263 .float modelindex_lod2;
264 #endif
265
266 #define NUM_JUMPPADSUSED 3
267 .float jumppadcount;
268 .entity jumppadsused[NUM_JUMPPADSUSED];