10 float bots_would_leave;
11 float lms_lowest_lives;
13 float() LMS_NewPlayerLives;
15 void(entity player, float f) UpdateFrags;
18 float team1_score, team2_score, team3_score, team4_score;
22 #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"
26 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
46 .float pain_finished; //Added by Supajoe
47 .float pain_frame; //"
48 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
49 .float crouch; // Crouching or not?
51 .float strength_finished;
52 //.float speed_finished;
53 .float invincible_finished;
54 //.float slowmo_finished;
56 .vector finaldest, finalangle; //plat.qc stuff
59 .float t_length, t_width;
61 .vector destvec; // for rain
62 .float cnt; // for rain
82 .float damageforcescale;
88 // for railgun damage (hitting multiple enemies)
90 .float railgunhitsolidbackup;
91 .vector railgunhitloc;
99 .float watersound_finished;
103 .float pauseregen_finished;
104 .float pauserothealth_finished;
105 .float pauserotarmor_finished;
106 .string item_pickupsound;
108 // definitions for weaponsystem
110 .entity weaponentity;
111 .entity exteriorweaponentity;
114 float(float wpn, float wrequest) weapon_action;
115 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
118 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
119 .float weapon_nextthink;
120 .void() weapon_think;
121 .float weapon_nextthink_lastframe;
123 //float PLAYER_WEAPONSELECTION_DELAY = );
124 float PLAYER_WEAPONSELECTION_SPEED = 18;
125 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
127 // weapon states (self.weaponentity.state)
128 float WS_CLEAR = 0; // no weapon selected
129 float WS_RAISE = 1; // raise frame
130 float WS_DROP = 2; // deselecting frame
131 float WS_INUSE = 3; // fire state
132 float WS_READY = 4; // idle frame
135 float WR_SETUP = 1; // setup weapon data
136 float WR_THINK = 2; // logic to run every frame
137 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
138 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
139 float WR_AIM = 5; // runs bot aiming code for this weapon
140 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
141 float WR_REGISTER = 7; // send data about the weapon to the client self (for ClientConnect)
144 float WEP_LASER = 1; // float IT_LASER = 4096;
145 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
146 float WEP_UZI = 3; // float IT_UZI = 2;
147 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
148 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
149 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
150 float WEP_NEX = 7; // float IT_NEX = 32;
151 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
152 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
154 // For weapon cycling commands
158 void(entity client, string s) stuffcmd = #21;
159 void(entity client, string s) sprint = #24;
160 vector(entity e, float sped) aim = #44;
161 void(entity client, string s) centerprint_builtin = #73;
162 void(entity e) setspawnparms = #78;
163 void(float to, float f) WriteByte = #52;
164 void(float to, float f) WriteChar = #53;
165 void(float to, float f) WriteShort = #54;
166 void(float to, float f) WriteLong = #55;
167 void(float to, float f) WriteCoord = #56;
168 void(float to, float f) WriteAngle = #57;
169 void(float to, string s) WriteString = #58;
170 void(float to, entity s) WriteEntity = #59;
171 .vector dest1, dest2;
174 float intermission_running;
175 float intermission_exittime;
176 float alreadychangedlevel;
182 .float welcomemessage_time;
187 string votecalledvote;
188 string votecalledvote_display;
189 float votecalledmaster;
197 float VoteAllowed(string vote);
202 void VoteStop(entity stopper);
205 // Wazat's grappling hook
207 void GrapplingHookFrame();
208 void RemoveGrapplingHook(entity pl);
209 void SetGrappleHookBindings();
211 float GRAPHOOK_FIRE = 20;
212 float GRAPHOOK_RELEASE = 21;
213 // (note: you can change the hook impulse #'s to whatever you please)
216 // Laser target for laser-guided weapons
221 .float jump_interval; // laser refire
224 .float in_swamp; // bool
225 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
236 .float spawnshieldtime;
238 .float lms_nextcheck;
239 .float lms_traveled_distance;
247 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
251 .vector death_origin;
252 .vector killer_origin;
256 float default_player_alpha;
257 float default_weapon_alpha;
261 .float() customizeentityforclient;
262 .float cvar_cl_handicap;
263 .float cvar_cl_zoomfactor;
264 .float cvar_cl_zoomspeed;
265 .float cvar_cl_playerdetailreduction;
266 .float cvar_cl_nogibs;
267 .float cvar_scr_centertime;
268 .float cvar_cl_shownames;
269 .float cvar_cl_hidewaypoints;
270 .string cvar_g_nexuizversion;
272 .float version_nagtime;
274 #ifdef ALLOW_VARIABLE_LOD
275 .float modelindex_lod0;
276 .float modelindex_lod1;
277 .float modelindex_lod2;
280 #define NUM_JUMPPADSUSED 3
282 .entity jumppadsused[NUM_JUMPPADSUSED];
284 string gamemode_name;
287 float startitem_failed;
289 void DropFlag(entity flag);
290 void DropAllRunes(entity pl);
293 typedef .float floatfield;
294 floatfield Item_CounterField(float it);
295 float Item_WeaponCode(float it);
296 void Item_SpawnByItemCode(float it);
298 float W_AmmoItemCode(float wpn);
299 float W_ItemCode(float wpn);
300 string W_Name(float weaponid);
302 void UpdateSelectedPlayer();
303 void ClearSelectedPlayer();
304 .entity selected_player;
305 .entity last_selected_player;
306 .float selected_player_time; // when this player has been selected
307 .float selected_player_count; // how long this player has been directly pointed to
308 .float selected_player_display_needs_update; // are regular updates necessary? (health)
309 .float selected_player_display_timeout; // when the selection will time out
311 void FixIntermissionClient(entity e);
312 void FixClientCvars(entity e);
316 void centerprint_atprio(entity e, float prio, string s);
317 void centerprint_expire(entity e, float prio);
318 void centerprint(entity e, string s);
320 .float respawn_countdown; // next number to count
322 float bot_waypoints_for_items;
324 .float attack_finished_for[WEP_LAST + 1];
325 .float attack_finished_single;
326 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))