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[divverent/nexuiz.git] / data / qcsrc / server / defs.qh
1 #define INDEPENDENT_ATTACK_FINISHED
2
3 float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
4
5 #define BUTTON_ATCK   button0
6 #define BUTTON_JUMP   button2
7 #define BUTTON_ATCK2  button3
8 #define BUTTON_ZOOM   button4
9 #define BUTTON_CROUCH button5
10 #define BUTTON_HOOK   button6
11 #define BUTTON_INFO   button7
12 #define BUTTON_CHAT   buttonchat
13 #define BUTTON_USE    buttonuse
14 #define BUTTON_DRAG   button8
15
16 // Globals
17
18 float ctf_score_value(string parameter);
19
20 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race, g_nexball;
21 float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_laserguided_missile, g_midair, g_minstagib, g_nixnex, g_nixnex_with_laser, g_pinata, g_norecoil, g_vampire, g_minstagib_invis_alpha, g_bloodloss;
22 float g_warmup_limit;
23 float g_warmup_allguns;
24 float g_warmup_allow_timeout;
25 float g_ctf_win_mode;
26 float g_ctf_ignore_frags;
27 float g_ctf_reverse;
28 float g_race_qualifying;
29 float inWarmupStage;
30 float g_pickup_respawntime_weapon;
31 float g_pickup_respawntime_ammo;
32 float g_pickup_respawntime_short;
33 float g_pickup_respawntime_medium;
34 float g_pickup_respawntime_long;
35 float g_pickup_respawntime_powerup;
36 float g_pickup_respawntimejitter_weapon;
37 float g_pickup_respawntimejitter_ammo;
38 float g_pickup_respawntimejitter_short;
39 float g_pickup_respawntimejitter_medium;
40 float g_pickup_respawntimejitter_long;
41 float g_pickup_respawntimejitter_powerup;
42 float g_maplist_allow_hidden;
43 float g_jetpack;
44
45 float sv_clones;
46 float sv_cheats;
47 float sv_gentle;
48 float sv_foginterval;
49
50 entity  activator;
51 string  string_null;
52 const var void(void)    func_null;
53
54 float player_count;
55 float currentbots;
56 float bots_would_leave;
57 float lms_lowest_lives;
58 float lms_next_place;
59 float LMS_NewPlayerLives();
60
61 void UpdateFrags(entity player, float f);
62 .float totalfrags;
63
64 float team1_score, team2_score, team3_score, team4_score;
65
66 float maxclients;
67
68 // Fields
69
70 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
71
72 //.string       wad;
73 //.string       map;
74
75 //.float        worldtype;
76 .float  delay;
77 .float  wait;
78 .float  lip;
79 //.float        light_lev;
80 .float  speed;
81 //.float        style;
82 //.float        skill;
83 .float  sounds;
84
85 .string killtarget;
86
87 .vector pos1, pos2;
88 .vector mangle;
89
90 .float cvar_cl_hitsound;
91
92 .float  pain_finished;                  //Added by Supajoe
93 .float  pain_frame;                     //"
94 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
95 .float  crouch; // Crouching or not?
96
97 .float  strength_finished;
98 //.float        speed_finished;
99 .float  invincible_finished;
100 //.float        slowmo_finished;
101
102 .vector         finaldest, finalangle;          //plat.qc stuff
103 .void()         think1;
104 .float state;
105 .float          t_length, t_width;
106
107 .vector destvec;                // for rain
108 .float cnt;             // for rain
109 .float count;
110 //.float cnt2;
111
112 .float play_time;
113 .float death_time;
114 .float dead_frame;
115 .float fade_time;
116 .float fade_rate;
117
118 // player animation state
119 .float animstate_startframe;
120 .float animstate_numframes;
121 .float animstate_framerate;
122 .float animstate_starttime;
123 .float animstate_endtime;
124 .float animstate_override;
125 .float animstate_looping;
126
127 // player animation data for this model
128 // each vector is as follows:
129 // _x = startframe
130 // _y = numframes
131 // _z = framerate
132 .vector anim_die1; // player dies
133 .vector anim_die2; // player dies differently
134 .vector anim_draw; // player pulls out a weapon
135 .vector anim_duck; // player crouches (from idle to duckidle)
136 .vector anim_duckwalk; // player walking while crouching
137 .vector anim_duckjump; // player jumping from a crouch
138 .vector anim_duckidle; // player idling while crouching
139 .vector anim_idle; // player standing
140 .vector anim_jump; // player jump
141 .vector anim_pain1; // player flinches from pain
142 .vector anim_pain2; // player flinches from pain, differently
143 .vector anim_shoot; // player shoots
144 .vector anim_taunt; // player taunts others (FIXME: no code references this)
145 .vector anim_run; // player running forward
146 .vector anim_runbackwards; // player running backward
147 .vector anim_strafeleft; // player shuffling left quickly
148 .vector anim_straferight; // player shuffling right quickly
149 .vector anim_dead1; // player dead (must be identical to last frame of die1)
150 .vector anim_dead2; // player dead (must be identical to last frame of die2)
151 .vector anim_forwardright; // player running forward and right
152 .vector anim_forwardleft; // player running forward and left
153 .vector anim_backright; // player running backward and right
154 .vector anim_backleft; // player running back and left
155
156 // weapon animation vectors:
157 .vector anim_fire1;
158 .vector anim_fire2;
159 .vector anim_idle;
160 .vector anim_reload;
161
162 void() player_setupanimsformodel;
163 void setanim(entity e, vector anim, float looping, float override, float restart);
164
165 .string mdl;
166
167 .string playermodel;
168 .string playerskin;
169
170 .float species;
171
172 .float  respawntime;
173 .float  respawntimejitter;
174 //.float        chasecam;
175
176 .float  damageforcescale;
177
178 //.float          gravity;
179
180 .float          dmg;
181
182 // for railgun damage (hitting multiple enemies)
183 .float railgunhit;
184 .float railgunhitsolidbackup;
185 .vector railgunhitloc;
186
187 .float          air_finished;
188 .float          dmgtime;
189
190 .float          killcount;
191 .float hitsound, typehitsound;
192
193 .float watersound_finished;
194 .float iscreature;
195 .vector oldvelocity;
196
197 .float pauseregen_finished;
198 .float pauserothealth_finished;
199 .float pauserotarmor_finished;
200 .float pauserotfuel_finished;
201 .string item_pickupsound;
202
203 // definitions for weaponsystem
204
205 .entity weaponentity;
206 .entity exteriorweaponentity;
207 .float switchweapon;
208 .float autoswitch;
209 float weapon_action(float wpn, float wrequest);
210 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
211 void w_clear();
212 void w_ready();
213 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
214 .float weapon_nextthink;
215 .void() weapon_think;
216
217 //float PLAYER_WEAPONSELECTION_DELAY = );
218 float   PLAYER_WEAPONSELECTION_SPEED = 18;
219 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
220
221 // weapon states (self.weaponentity.state)
222 float WS_CLEAR                  = 0; // no weapon selected
223 float WS_RAISE                  = 1; // raise frame
224 float WS_DROP                   = 2; // deselecting frame
225 float WS_INUSE                  = 3; // fire state
226 float WS_READY                  = 4; // idle frame
227
228 // weapon requests
229 float WR_SETUP              = 1; // setup weapon data
230 float WR_THINK              = 2; // logic to run every frame
231 float WR_CHECKAMMO1         = 3; // checks ammo for weapon
232 float WR_CHECKAMMO2         = 4; // checks ammo for weapon
233 float WR_AIM                = 5; // runs bot aiming code for this weapon
234 float WR_PRECACHE           = 6; // precaches models/sounds used by this weapon
235 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
236 float WR_KILLMESSAGE    = 8; // sets w_deathtypestring or leaves it alone
237 float WR_RELOAD         = 9; // does not need to do anything
238
239 void weapon_defaultspawnfunc(float wpn);
240
241 string w_deathtypestring;
242 float w_deathtype;
243
244 void(entity client, string s) centerprint_builtin = #73;
245 .vector dest1, dest2;
246
247 float gameover;
248 float intermission_running;
249 float intermission_exittime;
250 float alreadychangedlevel;
251
252
253 .float runes;
254
255
256 .float welcomemessage_time;
257 .float version;
258
259 // Laser target for laser-guided weapons
260 .entity lasertarget;
261 .float laser_on;
262
263 // minstagib vars
264 .float jump_interval;    // laser refire
265
266 //swamp
267 .float in_swamp;              // bool
268 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
269
270 // footstep interval
271 .float nextstep;
272
273 .float ready;
274 #define RESTART_COUNTDOWN 10
275 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
276 entity restartTimer;
277 void restartTimer_Think();
278 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
279 .float spectatortime; //point in time since the client is spectating or observing
280 void checkSpectatorBlock();
281
282 .float winning;
283 .float jointime;
284
285 float isJoinAllowed();
286 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
287
288 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
289 #define TIMEOUT_SLOWMO_VALUE 0.0001
290 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
291 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
292 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)
293 .float allowedTimeouts; // contains the number of allowed timeouts for each player
294 entity timeoutInitiator; // contains the entity of the player who started the last timeout
295 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
296 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
297 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
298 void timeoutHandler_Think();
299 void evaluateTimeout();
300 void evaluateTimein();
301 string getTimeoutText(float addOneSecond);
302
303 .float spawnshieldtime;
304
305 .float lms_nextcheck;
306 .float lms_traveled_distance;
307
308 .entity flagcarried;
309
310 .entity lastrocket;
311
312 .float playerid;
313 float playerid_last;
314 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
315
316 .vector spawnorigin;
317
318 .vector death_origin;
319 .vector killer_origin;
320
321 float default_player_alpha;
322 float default_weapon_alpha;
323
324 .float() customizeentityforclient;
325 .float cvar_cl_handicap;
326 .float cvar_cl_playerdetailreduction;
327 .float cvar_scr_centertime;
328 .float cvar_cl_shownames;
329 .string cvar_g_nexuizversion;
330 .string cvar_cl_weaponpriority;
331 .string cvar_cl_weaponpriorities[10];
332 .float cvar_cl_forceplayermodels;
333 .float cvar_cl_forceplayermodelsfromnexuiz;
334 float sv_clforceplayermodels;
335
336 .float version_nagtime;
337
338 .float modelindex_lod0;
339 .float modelindex_lod0_from_nexuiz;
340 .float skinindex;
341 #ifdef ALLOW_VARIABLE_LOD
342 .float modelindex_lod1;
343 .float modelindex_lod2;
344 #endif
345
346 #define NUM_JUMPPADSUSED 3
347 .float jumppadcount;
348 .entity jumppadsused[NUM_JUMPPADSUSED];
349
350 string gamemode_name;
351 float teams_matter;
352
353 float startitem_failed;
354
355 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
356 void DropBall(entity ball, vector org, vector vel);
357 void DropAllRunes(entity pl);
358
359
360 typedef .float floatfield;
361 floatfield Item_CounterField(float it);
362
363 float W_AmmoItemCode(float wpn);
364 float W_WeaponBit(float wpn);
365 string W_Name(float weaponid);
366
367 void UpdateSelectedPlayer();
368 void ClearSelectedPlayer();
369 .entity selected_player;
370 .entity last_selected_player;
371 .float selected_player_time; // when this player has been selected
372 .float selected_player_count; // how long this player has been directly pointed to
373 .float selected_player_display_needs_update; // are regular updates necessary? (health)
374 .float selected_player_display_timeout; // when the selection will time out
375
376 void FixIntermissionClient(entity e);
377 void FixClientCvars(entity e);
378
379 float weaponsInMap;
380
381 void centerprint_atprio(entity e, float prio, string s);
382 void centerprint_expire(entity e, float prio);
383 void centerprint(entity e, string s);
384
385 .float respawn_countdown; // next number to count
386
387 float bot_waypoints_for_items;
388
389 .float  attack_finished_for[WEP_COUNT];
390 .float attack_finished_single;
391 #ifdef INDEPENDENT_ATTACK_FINISHED
392 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
393 #else
394 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
395 #endif
396
397 // assault game mode: Which team is attacking in this round?
398 float assault_attacker_team;
399
400 // speedrun: when 1, player auto teleports back when capture timeout happens
401 .float speedrunning;
402
403 // Q3 support
404 .float notteam;
405 .float notsingle;
406 .float notfree;
407 .float notq3a;
408 float q3acompat_machineshotgunswap;
409
410 // database
411 float ServerProgsDB;
412 float TemporaryDB;
413
414 .float team_saved;
415
416 float some_spawn_has_been_used;
417 float have_team_spawns;
418
419 // set when showing a kill countdown
420 .entity killindicator;
421 .float killindicator_teamchange;
422
423 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
424
425 float lockteams;
426
427 .float parm_idlesince;
428 float sv_maxidle;
429 float sv_maxidle_spectatorsareidle;
430
431 float sv_pogostick;
432 float sv_doublejump;
433 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
434
435 float next_pingtime;
436
437 .float Version;
438 .float SendFlags;
439 .float(entity to, float sendflags) SendEntity;
440
441 // player sounds, voice messages
442 // TODO implemented fall and falling
443 #define ALLPLAYERSOUNDS \
444                 _VOICEMSG(death) \
445                 _VOICEMSG(drown) \
446                 _VOICEMSG(gasp) \
447                 _VOICEMSG(jump) \
448                 _VOICEMSG(pain25) \
449                 _VOICEMSG(pain50) \
450                 _VOICEMSG(pain75) \
451                 _VOICEMSG(pain100)
452 #define ALLVOICEMSGS \
453                 _VOICEMSG(attack) \
454                 _VOICEMSG(attackinfive) \
455                 _VOICEMSG(meet) \
456                 _VOICEMSG(seenflag) \
457                 _VOICEMSG(taunt) \
458                 _VOICEMSG(teamshoot)
459
460 #define _VOICEMSG(m) .string playersound_##m;
461 ALLPLAYERSOUNDS
462 ALLVOICEMSGS
463 #undef _VOICEMSG
464
465 // reserved sound names for the future (models lack sounds for them):
466 //              _VOICEMSG(affirmative) \
467 //              _VOICEMSG(attacking) \
468 //              _VOICEMSG(defending) \
469 //              _VOICEMSG(roaming) \
470 //              _VOICEMSG(onmyway) \
471 //              _VOICEMSG(droppedflag) \
472 //              _VOICEMSG(flagcarriertakingdamage) \
473 //              _VOICEMSG(negative) \
474 //              _VOICEMSG(seenenemy) \
475 //              _VOICEMSG(fall) \
476 //              _VOICEMSG(getflag) \
477 //              _VOICEMSG(incoming) \
478 //              _VOICEMSG(coverme) \
479 //              _VOICEMSG(needhelp) \
480 //              _VOICEMSG(defend) \
481 //              _VOICEMSG(freelance) \
482 //              _VOICEMSG(falling) \
483
484 string globalsound_fall;
485 string globalsound_metalfall;
486 string globalsound_step;
487 string globalsound_metalstep;
488
489 #define VOICETYPE_PLAYERSOUND 10
490 #define VOICETYPE_TEAMRADIO 11
491 #define VOICETYPE_LASTATTACKER 12
492 #define VOICETYPE_LASTATTACKER_ONLY 13
493 #define VOICETYPE_AUTOTAUNT 14
494 #define VOICETYPE_TAUNT 15
495
496 void PrecachePlayerSounds(string f);
497 void PrecacheGlobalSound(string samplestring);
498 void UpdatePlayerSounds();
499 void ClearPlayerSounds();
500 void PlayerSound(.string samplefield, float channel, float voicetype);
501 void GlobalSound(string samplestring, float channel, float voicetype);
502 void VoiceMessage(string type, string message);
503
504 // autotaunt system
505 .float cvar_cl_autotaunt;
506 .float cvar_cl_voice_directional;
507 .float cvar_cl_voice_directional_taunt_attenuation;
508
509 .float version_mismatch;
510
511 float independent_players;
512 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
513 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
514 // we're using + here instead of , because fteqcc sucks
515
516 string clientstuff;
517 .float stat_sys_ticrate;
518 .float phase;
519 .float weapons;
520 .float pressedkeys;
521
522 .float porto_forbidden;
523
524 .string fog;
525
526 string cvar_changes;
527
528 float game_starttime; //point in time when the countdown is over
529 .float stat_game_starttime;
530
531 void W_Porto_Remove (entity p);
532
533 .float projectiledeathtype;
534
535 .string message2;
536
537 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
538 .float stat_allow_oldnexbeam;
539
540 // reset to 0 on weapon switch
541 // may be useful to all weapons
542 .float bulletcounter;
543
544 void target_voicescript_next(entity pl);
545 void target_voicescript_clear(entity pl);
546
547 .string target2;
548 .string target3;
549 .string target4;
550 .float trigger_reverse;
551
552 // Nexball
553 .entity ballcarried;
554 .float metertime;
555 float g_nexball_meter_period;
556
557 void SUB_DontUseTargets();
558 void SUB_UseTargets();
559
560 .void() reset; // if set, an entity is reset using this
561 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
562
563 void ClientData_Touch(entity e);
564
565 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
566
567 // the QC VM sucks
568 #define BITXOR(v,b)        ((v) + (b) - 2 * ((v) & (b)))
569 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
570
571 .float wasplayer;
572
573 float servertime, serverprevtime, serverframetime;
574
575 void Drag_MoveDrag(entity from, entity to);
576
577 .entity soundentity;
578
579 .float ammo_fuel;
580
581 .vector prevorigin;
582
583 //flood fields
584 .float nickspamtime; // time of last nick change
585 .float nickspamcount;
586 .float floodcontrol_chat;
587 .float floodcontrol_chatteam;
588 .float floodcontrol_chattell;
589 .float floodcontrol_voice;
590 .float floodcontrol_voiceteam;
591
592 .float stat_shotorg; // networked stat for trueaim HUD
593
594 string matchid;
595 .float hitplotfh;
596 .string noise4;
597
598 .float damage_hits, maxdamage_fired;
599 .float maycheat;
600 .float stat_leadlimit;
601
602 float radar_showennemies;