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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, g_cts;
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_jetpack;
43
44 float sv_clones;
45 float sv_cheats;
46 float sv_gentle;
47 float sv_foginterval;
48
49 entity  activator;
50 string  string_null;
51 const var void(void)    func_null;
52
53 float player_count;
54 float currentbots;
55 float bots_would_leave;
56 float lms_lowest_lives;
57 float lms_next_place;
58 float LMS_NewPlayerLives();
59
60 void UpdateFrags(entity player, float f);
61 .float totalfrags;
62
63 float team1_score, team2_score, team3_score, team4_score;
64
65 float maxclients;
66
67 // Fields
68
69 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
70
71 //.string       wad;
72 //.string       map;
73
74 //.float        worldtype;
75 .float  delay;
76 .float  wait;
77 .float  lip;
78 //.float        light_lev;
79 .float  speed;
80 //.float        style;
81 //.float        skill;
82 .float  sounds;
83
84 .string killtarget;
85
86 .vector pos1, pos2;
87 .vector mangle;
88
89 .float cvar_cl_hitsound;
90
91 .float  pain_finished;                  //Added by Supajoe
92 .float  pain_frame;                     //"
93 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
94 .float  crouch; // Crouching or not?
95
96 .float  strength_finished;
97 //.float        speed_finished;
98 .float  invincible_finished;
99 //.float        slowmo_finished;
100
101 .vector         finaldest, finalangle;          //plat.qc stuff
102 .void()         think1;
103 .float state;
104 .float          t_length, t_width;
105
106 .vector destvec;                // for rain
107 .float cnt;             // for rain
108 .float count;
109 //.float cnt2;
110
111 .float play_time;
112 .float death_time;
113 .float dead_frame;
114 .float fade_time;
115 .float fade_rate;
116
117 // player animation state
118 .float animstate_startframe;
119 .float animstate_numframes;
120 .float animstate_framerate;
121 .float animstate_starttime;
122 .float animstate_endtime;
123 .float animstate_override;
124 .float animstate_looping;
125
126 // player animation data for this model
127 // each vector is as follows:
128 // _x = startframe
129 // _y = numframes
130 // _z = framerate
131 .vector anim_die1; // player dies
132 .vector anim_die2; // player dies differently
133 .vector anim_draw; // player pulls out a weapon
134 .vector anim_duck; // player crouches (from idle to duckidle)
135 .vector anim_duckwalk; // player walking while crouching
136 .vector anim_duckjump; // player jumping from a crouch
137 .vector anim_duckidle; // player idling while crouching
138 .vector anim_idle; // player standing
139 .vector anim_jump; // player jump
140 .vector anim_pain1; // player flinches from pain
141 .vector anim_pain2; // player flinches from pain, differently
142 .vector anim_shoot; // player shoots
143 .vector anim_taunt; // player taunts others (FIXME: no code references this)
144 .vector anim_run; // player running forward
145 .vector anim_runbackwards; // player running backward
146 .vector anim_strafeleft; // player shuffling left quickly
147 .vector anim_straferight; // player shuffling right quickly
148 .vector anim_dead1; // player dead (must be identical to last frame of die1)
149 .vector anim_dead2; // player dead (must be identical to last frame of die2)
150 .vector anim_forwardright; // player running forward and right
151 .vector anim_forwardleft; // player running forward and left
152 .vector anim_backright; // player running backward and right
153 .vector anim_backleft; // player running back and left
154
155 // weapon animation vectors:
156 .vector anim_fire1;
157 .vector anim_fire2;
158 .vector anim_idle;
159 .vector anim_reload;
160
161 void() player_setupanimsformodel;
162 void setanim(entity e, vector anim, float looping, float override, float restart);
163
164 .string mdl;
165
166 .string playermodel;
167 .string playerskin;
168
169 .float species;
170
171 .float  respawntime;
172 .float  respawntimejitter;
173 //.float        chasecam;
174
175 .float  damageforcescale;
176
177 //.float          gravity;
178
179 .float          dmg;
180
181 // for railgun damage (hitting multiple enemies)
182 .float railgunhit;
183 .float railgunhitsolidbackup;
184 .vector railgunhitloc;
185
186 .float          air_finished;
187 .float          dmgtime;
188
189 .float          killcount;
190 .float hitsound, typehitsound;
191
192 .float watersound_finished;
193 .float iscreature;
194 .vector oldvelocity;
195
196 .float pauseregen_finished;
197 .float pauserothealth_finished;
198 .float pauserotarmor_finished;
199 .float pauserotfuel_finished;
200 .string item_pickupsound;
201
202 // definitions for weaponsystem
203
204 .entity weaponentity;
205 .entity exteriorweaponentity;
206 .float switchweapon;
207 .float autoswitch;
208 float weapon_action(float wpn, float wrequest);
209 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
210 void w_clear();
211 void w_ready();
212 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
213 .float weapon_nextthink;
214 .void() weapon_think;
215
216 //float PLAYER_WEAPONSELECTION_DELAY = );
217 float   PLAYER_WEAPONSELECTION_SPEED = 18;
218 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
219
220 // weapon states (self.weaponentity.state)
221 float WS_CLEAR                  = 0; // no weapon selected
222 float WS_RAISE                  = 1; // raise frame
223 float WS_DROP                   = 2; // deselecting frame
224 float WS_INUSE                  = 3; // fire state
225 float WS_READY                  = 4; // idle frame
226
227 // weapon requests
228 float WR_SETUP              = 1; // setup weapon data
229 float WR_THINK              = 2; // logic to run every frame
230 float WR_CHECKAMMO1         = 3; // checks ammo for weapon
231 float WR_CHECKAMMO2         = 4; // checks ammo for weapon
232 float WR_AIM                = 5; // runs bot aiming code for this weapon
233 float WR_PRECACHE           = 6; // precaches models/sounds used by this weapon
234 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
235 float WR_KILLMESSAGE    = 8; // sets w_deathtypestring or leaves it alone
236 float WR_RELOAD         = 9; // does not need to do anything
237
238 void weapon_defaultspawnfunc(float wpn);
239
240 string w_deathtypestring;
241 float w_deathtype;
242
243 void(entity client, string s) centerprint_builtin = #73;
244 .vector dest1, dest2;
245
246 float gameover;
247 float intermission_running;
248 float intermission_exittime;
249 float alreadychangedlevel;
250
251
252 .float runes;
253
254
255 .float welcomemessage_time;
256 .float version;
257
258 // Laser target for laser-guided weapons
259 .entity lasertarget;
260 .float laser_on;
261
262 // minstagib vars
263 .float jump_interval;    // laser refire
264
265 //swamp
266 .float in_swamp;              // bool
267 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
268
269 // footstep interval
270 .float nextstep;
271
272 .float ready;
273 #define RESTART_COUNTDOWN 10
274 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
275 entity restartTimer;
276 void restartTimer_Think();
277 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
278 .float spectatortime; //point in time since the client is spectating or observing
279 void checkSpectatorBlock();
280
281 .float winning;
282 .float jointime;
283
284 float isJoinAllowed();
285 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
286
287 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
288 #define TIMEOUT_SLOWMO_VALUE 0.0001
289 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
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 #ifdef ALLOW_FORCEMODELS
333 .float cvar_cl_forceplayermodels;
334 .float cvar_cl_forceplayermodelsfromnexuiz;
335 float sv_clforceplayermodels;
336 #endif
337 float sv_loddistance1;
338 float sv_loddistance2;
339 .float cvar_cl_gunalign;
340
341 .float version_nagtime;
342
343 .float modelindex_lod0;
344 .float modelindex_lod0_from_nexuiz;
345 .float skinindex;
346 .float modelindex_lod1;
347 .float modelindex_lod2;
348
349 #define NUM_JUMPPADSUSED 3
350 .float jumppadcount;
351 .entity jumppadsused[NUM_JUMPPADSUSED];
352
353 string gamemode_name;
354 float teams_matter;
355
356 float startitem_failed;
357
358 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
359 void DropBall(entity ball, vector org, vector vel);
360 void DropAllRunes(entity pl);
361
362
363 typedef .float floatfield;
364 floatfield Item_CounterField(float it);
365
366 float W_AmmoItemCode(float wpn);
367 float W_WeaponBit(float wpn);
368 string W_Name(float weaponid);
369
370 void UpdateSelectedPlayer();
371 void ClearSelectedPlayer();
372 .entity selected_player;
373 .entity last_selected_player;
374 .float selected_player_time; // when this player has been selected
375 .float selected_player_count; // how long this player has been directly pointed to
376 .float selected_player_display_needs_update; // are regular updates necessary? (health)
377 .float selected_player_display_timeout; // when the selection will time out
378
379 void FixIntermissionClient(entity e);
380 void FixClientCvars(entity e);
381
382 float weaponsInMap;
383
384 void centerprint_atprio(entity e, float prio, string s);
385 void centerprint_expire(entity e, float prio);
386 void centerprint(entity e, string s);
387
388 .float respawn_countdown; // next number to count
389
390 float bot_waypoints_for_items;
391
392 .float  attack_finished_for[WEP_COUNT];
393 .float attack_finished_single;
394 #ifdef INDEPENDENT_ATTACK_FINISHED
395 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
396 #else
397 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
398 #endif
399
400 // assault game mode: Which team is attacking in this round?
401 float assault_attacker_team;
402
403 // speedrun: when 1, player auto teleports back when capture timeout happens
404 .float speedrunning;
405
406 // Q3 support
407 .float notteam;
408 .float notsingle;
409 .float notfree;
410 .float notq3a;
411 float q3acompat_machineshotgunswap;
412
413 // database
414 float ServerProgsDB;
415 float TemporaryDB;
416
417 .float team_saved;
418
419 float some_spawn_has_been_used;
420 float have_team_spawns;
421
422 // set when showing a kill countdown
423 .entity killindicator;
424 .float killindicator_teamchange;
425
426 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
427
428 float lockteams;
429
430 .float parm_idlesince;
431 float sv_maxidle;
432 float sv_maxidle_spectatorsareidle;
433
434 float sv_pogostick;
435 float sv_doublejump;
436 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
437
438 float next_pingtime;
439
440 .float Version;
441 .float SendFlags;
442 .float(entity to, float sendflags) SendEntity;
443
444 // player sounds, voice messages
445 // TODO implemented fall and falling
446 #define ALLPLAYERSOUNDS \
447                 _VOICEMSG(death) \
448                 _VOICEMSG(drown) \
449                 _VOICEMSG(gasp) \
450                 _VOICEMSG(jump) \
451                 _VOICEMSG(pain25) \
452                 _VOICEMSG(pain50) \
453                 _VOICEMSG(pain75) \
454                 _VOICEMSG(pain100)
455 #define ALLVOICEMSGS \
456                 _VOICEMSG(attack) \
457                 _VOICEMSG(attackinfive) \
458                 _VOICEMSG(meet) \
459                 _VOICEMSG(seenflag) \
460                 _VOICEMSG(taunt) \
461                 _VOICEMSG(teamshoot)
462
463 #define _VOICEMSG(m) .string playersound_##m;
464 ALLPLAYERSOUNDS
465 ALLVOICEMSGS
466 #undef _VOICEMSG
467
468 // reserved sound names for the future (models lack sounds for them):
469 //              _VOICEMSG(affirmative) \
470 //              _VOICEMSG(attacking) \
471 //              _VOICEMSG(defending) \
472 //              _VOICEMSG(roaming) \
473 //              _VOICEMSG(onmyway) \
474 //              _VOICEMSG(droppedflag) \
475 //              _VOICEMSG(flagcarriertakingdamage) \
476 //              _VOICEMSG(negative) \
477 //              _VOICEMSG(seenenemy) \
478 //              _VOICEMSG(fall) \
479 //              _VOICEMSG(getflag) \
480 //              _VOICEMSG(incoming) \
481 //              _VOICEMSG(coverme) \
482 //              _VOICEMSG(needhelp) \
483 //              _VOICEMSG(defend) \
484 //              _VOICEMSG(freelance) \
485 //              _VOICEMSG(falling) \
486
487 string globalsound_fall;
488 string globalsound_metalfall;
489 string globalsound_step;
490 string globalsound_metalstep;
491
492 #define VOICETYPE_PLAYERSOUND 10
493 #define VOICETYPE_TEAMRADIO 11
494 #define VOICETYPE_LASTATTACKER 12
495 #define VOICETYPE_LASTATTACKER_ONLY 13
496 #define VOICETYPE_AUTOTAUNT 14
497 #define VOICETYPE_TAUNT 15
498
499 void PrecachePlayerSounds(string f);
500 void PrecacheGlobalSound(string samplestring);
501 void UpdatePlayerSounds();
502 void ClearPlayerSounds();
503 void PlayerSound(.string samplefield, float channel, float voicetype);
504 void GlobalSound(string samplestring, float channel, float voicetype);
505 void VoiceMessage(string type, string message);
506
507 // autotaunt system
508 .float cvar_cl_autotaunt;
509 .float cvar_cl_voice_directional;
510 .float cvar_cl_voice_directional_taunt_attenuation;
511
512 .float version_mismatch;
513
514 float independent_players;
515 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
516 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
517 // we're using + here instead of , because fteqcc sucks
518
519 string clientstuff;
520 .float phase;
521 .float weapons;
522 .float pressedkeys;
523
524 .float porto_forbidden;
525
526 .string fog;
527
528 string cvar_changes;
529
530 float game_starttime; //point in time when the countdown is over
531 .float stat_game_starttime;
532
533 void W_Porto_Remove (entity p);
534
535 .float projectiledeathtype;
536
537 .string message2;
538
539 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
540 .float stat_allow_oldnexbeam;
541
542 // reset to 0 on weapon switch
543 // may be useful to all weapons
544 .float bulletcounter;
545
546 void target_voicescript_next(entity pl);
547 void target_voicescript_clear(entity pl);
548
549 .string target2;
550 .string target3;
551 .string target4;
552 .float trigger_reverse;
553
554 // Nexball
555 .entity ballcarried;
556 .float metertime;
557 float g_nexball_meter_period;
558
559 void SUB_DontUseTargets();
560 void SUB_UseTargets();
561
562 .void() reset; // if set, an entity is reset using this
563 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
564
565 void ClientData_Touch(entity e);
566
567 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
568
569 // the QC VM sucks
570 #define BITXOR(v,b)        ((v) + (b) - 2 * ((v) & (b)))
571 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
572
573 .float wasplayer;
574
575 float servertime, serverprevtime, serverframetime;
576
577 void Drag_MoveDrag(entity from, entity to);
578
579 .entity soundentity;
580
581 .float ammo_fuel;
582
583 .vector prevorigin;
584
585 //flood fields
586 .float nickspamtime; // time of last nick change
587 .float nickspamcount;
588 .float floodcontrol_chat;
589 .float floodcontrol_chatteam;
590 .float floodcontrol_chattell;
591 .float floodcontrol_voice;
592 .float floodcontrol_voiceteam;
593
594 .float stat_shotorg; // networked stat for trueaim HUD
595
596 string matchid;
597 .float hitplotfh;
598 .string noise4;
599
600 .float damage_hits, maxdamage_fired;
601 .float maycheat;
602 .float stat_leadlimit;
603
604 float radar_showennemies;
605
606 #ifdef PROFILING
607 float client_cefc_accumulator;
608 float client_cefc_accumulatortime;
609 #endif
610
611 .float campingrifle_bulletcounter;
612
613 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
614 // when doing this, hagar can go through clones
615 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
616
617 .float spectatee_status;
618 .float zoomstate;
619 .float bloodloss_timer;
620 .float restriction;
621
622 .entity clientdata;
623 .entity personal;