2 float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
4 #define BUTTON_ATCK button0
5 #define BUTTON_JUMP button2
6 #define BUTTON_ATCK2 button3
7 #define BUTTON_ZOOM button4
8 #define BUTTON_CROUCH button5
9 #define BUTTON_HOOK button6
10 #define BUTTON_INFO button7
11 #define BUTTON_CHAT buttonchat
12 #define BUTTON_USE buttonuse
18 float g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race;
19 float g_cloaked, g_footsteps, g_jump_grunt, 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;
22 float tourneyInMatchStage;
33 float bots_would_leave;
34 float lms_lowest_lives;
36 float LMS_NewPlayerLives();
38 void UpdateFrags(entity player, float f);
41 float team1_score, team2_score, team3_score, team4_score;
45 #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"
49 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
69 .float pain_finished; //Added by Supajoe
70 .float pain_frame; //"
71 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
72 .float crouch; // Crouching or not?
74 .float strength_finished;
75 //.float speed_finished;
76 .float invincible_finished;
77 //.float slowmo_finished;
79 .vector finaldest, finalangle; //plat.qc stuff
82 .float t_length, t_width;
84 .vector destvec; // for rain
85 .float cnt; // for rain
95 // player animation state
96 .float animstate_startframe;
97 .float animstate_numframes;
98 .float animstate_framerate;
99 .float animstate_starttime;
100 .float animstate_endtime;
101 .float animstate_override;
102 .float animstate_looping;
104 // player animation data for this model
105 // each vector is as follows:
109 .vector anim_die1; // player dies
110 .vector anim_die2; // player dies differently
111 .vector anim_draw; // player pulls out a weapon
112 .vector anim_duck; // player crouches (from idle to duckidle)
113 .vector anim_duckwalk; // player walking while crouching
114 .vector anim_duckjump; // player jumping from a crouch
115 .vector anim_duckidle; // player idling while crouching
116 .vector anim_idle; // player standing
117 .vector anim_jump; // player jump
118 .vector anim_pain1; // player flinches from pain
119 .vector anim_pain2; // player flinches from pain, differently
120 .vector anim_shoot; // player shoots
121 .vector anim_taunt; // player taunts others (FIXME: no code references this)
122 .vector anim_run; // player running forward
123 .vector anim_runbackwards; // player running backward
124 .vector anim_strafeleft; // player shuffling left quickly
125 .vector anim_straferight; // player shuffling right quickly
126 .vector anim_dead1; // player dead (must be identical to last frame of die1)
127 .vector anim_dead2; // player dead (must be identical to last frame of die2)
128 .vector anim_forwardright; // player running forward and right
129 .vector anim_forwardleft; // player running forward and left
130 .vector anim_backright; // player running backward and right
131 .vector anim_backleft; // player running back and left
133 void() player_setupanimsformodel;
134 void player_setanim(vector anim, float looping, float override, float restart);
144 .float damageforcescale;
150 // for railgun damage (hitting multiple enemies)
152 .float railgunhitsolidbackup;
153 .vector railgunhitloc;
161 .float watersound_finished;
165 .float pauseregen_finished;
166 .float pauserothealth_finished;
167 .float pauserotarmor_finished;
168 .string item_pickupsound;
170 // definitions for weaponsystem
172 .entity weaponentity;
173 .entity exteriorweaponentity;
176 float weapon_action(float wpn, float wrequest);
177 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
180 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
181 .float weapon_nextthink;
182 .void() weapon_think;
184 //float PLAYER_WEAPONSELECTION_DELAY = );
185 float PLAYER_WEAPONSELECTION_SPEED = 18;
186 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
188 // weapon states (self.weaponentity.state)
189 float WS_CLEAR = 0; // no weapon selected
190 float WS_RAISE = 1; // raise frame
191 float WS_DROP = 2; // deselecting frame
192 float WS_INUSE = 3; // fire state
193 float WS_READY = 4; // idle frame
196 float WR_SETUP = 1; // setup weapon data
197 float WR_THINK = 2; // logic to run every frame
198 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
199 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
200 float WR_AIM = 5; // runs bot aiming code for this weapon
201 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
202 float WR_REGISTER = 7; // send data about the weapon to the client self (for ClientConnect)
205 float WEP_LASER = 1; // float IT_LASER = 4096;
206 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
207 float WEP_UZI = 3; // float IT_UZI = 2;
208 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
209 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
210 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
211 float WEP_NEX = 7; // float IT_NEX = 32;
212 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
213 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
214 float WEP_ANTINEX = 10;
215 // For weapon cycling commands
218 float WEP_COUNT = 11;
220 void(entity client, string s) centerprint_builtin = #73;
221 .vector dest1, dest2;
224 float intermission_running;
225 float intermission_exittime;
226 float alreadychangedlevel;
232 .float welcomemessage_time;
237 string votecalledvote;
238 string votecalledvote_display;
239 float votecalledmaster;
247 float VoteAllowed(string vote);
252 void VoteStop(entity stopper);
255 // Wazat's grappling hook
257 void GrapplingHookFrame();
258 void RemoveGrapplingHook(entity pl);
259 void SetGrappleHookBindings();
261 float GRAPHOOK_FIRE = 20;
262 float GRAPHOOK_RELEASE = 21;
263 // (note: you can change the hook impulse #'s to whatever you please)
266 // Laser target for laser-guided weapons
271 .float jump_interval; // laser refire
274 .float in_swamp; // bool
275 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
281 #define RESTART_COUNTDOWN 10
282 float restart_countdown; //point in time when the countdown is over
283 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
284 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
285 void restartAnnouncer_Think();
286 entity readyNagger; //manages printing the ready-nag to active players who are not ready yet
287 void readyNagger_Think();
288 float readyNagActive; //if set to 1, the readyNagger entity was already spawned (boolean)
289 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
290 .float spectatortime; //point in time since the client is spectating or observing
291 void checkSpectatorBlock();
292 float timelimit_orig;
297 float isJoinAllowed();
298 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
300 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
301 #define TIMEOUT_SLOWMO_VALUE 0.0001
302 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
303 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
304 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
305 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)
306 .float allowedTimeouts; // contains the number of allowed timeouts for each player
307 entity timeoutInitiator; // contains the entity of the player who started the last timeout
308 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
309 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
310 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
311 void timeoutHandler_Think();
312 void evaluateTimeoutCall();
313 void evaluateResumeGame();
314 string getTimeoutText(float addOneSecond);
316 .float spawnshieldtime;
318 .float lms_nextcheck;
319 .float lms_traveled_distance;
327 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
331 .vector death_origin;
332 .vector killer_origin;
336 float default_player_alpha;
337 float default_weapon_alpha;
341 .float() customizeentityforclient;
342 .float cvar_cl_handicap;
343 .float cvar_cl_zoomfactor;
344 .float cvar_cl_zoomspeed;
345 .float cvar_cl_playerdetailreduction;
346 .float cvar_cl_nogibs;
347 .float cvar_scr_centertime;
348 .float cvar_cl_shownames;
349 .float cvar_cl_hidewaypoints;
350 .string cvar_g_nexuizversion;
352 .float version_nagtime;
354 #ifdef ALLOW_VARIABLE_LOD
355 .float modelindex_lod0;
356 .float modelindex_lod1;
357 .float modelindex_lod2;
360 #define NUM_JUMPPADSUSED 3
362 .entity jumppadsused[NUM_JUMPPADSUSED];
364 string gamemode_name;
367 float startitem_failed;
369 void DropFlag(entity flag);
370 void DropAllRunes(entity pl);
373 typedef .float floatfield;
374 floatfield Item_CounterField(float it);
375 float Item_WeaponCode(float it);
376 void Item_SpawnByItemCode(float it);
378 float W_AmmoItemCode(float wpn);
379 float W_ItemCode(float wpn);
380 string W_Name(float weaponid);
382 void UpdateSelectedPlayer();
383 void ClearSelectedPlayer();
384 .entity selected_player;
385 .entity last_selected_player;
386 .float selected_player_time; // when this player has been selected
387 .float selected_player_count; // how long this player has been directly pointed to
388 .float selected_player_display_needs_update; // are regular updates necessary? (health)
389 .float selected_player_display_timeout; // when the selection will time out
391 void FixIntermissionClient(entity e);
392 void FixClientCvars(entity e);
396 void centerprint_atprio(entity e, float prio, string s);
397 void centerprint_expire(entity e, float prio);
398 void centerprint(entity e, string s);
400 .float respawn_countdown; // next number to count
402 float bot_waypoints_for_items;
404 .float attack_finished_for[WEP_COUNT];
405 .float attack_finished_single;
406 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
408 // assault game mode: Which team is attacking in this round?
409 float assault_attacker_team;
411 // speedrun: when 1, player auto teleports back when capture timeout happens
419 float q3acompat_machineshotgunswap;
426 float some_spawn_has_been_used;
427 float have_team_spawns;
429 // set when showing a kill countdown
430 .entity killindicator;
431 .float killindicator_teamchange;
433 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
437 .float parm_idlesince;
439 float sv_maxidle_spectatorsareidle;
443 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
448 .float(entity to) SendEntity;
450 // player sounds, voice messages
451 .string playersound_attack;
452 .string playersound_attackinfive;
453 .string playersound_coverme;
454 .string playersound_defend;
455 .string playersound_freelance;
456 .string playersound_incoming;
457 .string playersound_meet;
458 .string playersound_needhelp;
459 .string playersound_seenflag;
460 .string playersound_taunt;
461 .string playersound_teamshoot;
462 .string playersound_death;
463 .string playersound_drown;
464 .string playersound_falling; // not yet implemented, FIXME
465 .string playersound_gasp;
466 .string playersound_jump;
467 .string playersound_pain25;
468 .string playersound_pain50;
469 .string playersound_pain75;
470 .string playersound_pain100;
471 string globalsound_fall;
472 string globalsound_metalfall;
473 string globalsound_step;
474 string globalsound_metalstep;
475 void PrecachePlayerSounds(string f);
476 void PrecacheGlobalSound(string samplestring);
477 void UpdatePlayerSounds();
478 void ClearPlayerSounds();
479 void PlayerSound(.string samplefield, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
480 void GlobalSound(string samplestring, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
481 void VoiceMessage(string type);
483 .float version_mismatch;