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
16 float g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch;
17 float g_cloaked, g_footsteps, 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;
19 float tourneyInMatchStage;
30 float bots_would_leave;
31 float lms_lowest_lives;
33 float() LMS_NewPlayerLives;
35 void(entity player, float f) UpdateFrags;
38 float team1_score, team2_score, team3_score, team4_score;
42 #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"
46 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
66 .float pain_finished; //Added by Supajoe
67 .float pain_frame; //"
68 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
69 .float crouch; // Crouching or not?
71 .float strength_finished;
72 //.float speed_finished;
73 .float invincible_finished;
74 //.float slowmo_finished;
76 .vector finaldest, finalangle; //plat.qc stuff
79 .float t_length, t_width;
81 .vector destvec; // for rain
82 .float cnt; // for rain
92 // player animation state
93 .float animstate_startframe;
94 .float animstate_numframes;
95 .float animstate_framerate;
96 .float animstate_starttime;
97 .float animstate_endtime;
98 .float animstate_override;
99 .float animstate_looping;
101 // player animation data for this model
102 // each vector is as follows:
106 .vector anim_die1; // player dies
107 .vector anim_die2; // player dies differently
108 .vector anim_draw; // player pulls out a weapon
109 .vector anim_duck; // player crouches (from idle to duckidle)
110 .vector anim_duckwalk; // player walking while crouching
111 .vector anim_duckjump; // player jumping from a crouch
112 .vector anim_duckidle; // player idling while crouching
113 .vector anim_idle; // player standing
114 .vector anim_jump; // player jump
115 .vector anim_pain1; // player flinches from pain
116 .vector anim_pain2; // player flinches from pain, differently
117 .vector anim_shoot; // player shoots
118 .vector anim_taunt; // player taunts others (FIXME: no code references this)
119 .vector anim_run; // player running forward
120 .vector anim_runbackwards; // player running backward
121 .vector anim_strafeleft; // player shuffling left quickly
122 .vector anim_straferight; // player shuffling right quickly
123 .vector anim_dead1; // player dead (must be identical to last frame of die1)
124 .vector anim_dead2; // player dead (must be identical to last frame of die2)
125 .vector anim_forwardright; // player running forward and right
126 .vector anim_forwardleft; // player running forward and left
127 .vector anim_backright; // player running backward and right
128 .vector anim_backleft; // player running back and left
130 void() player_setupanimsformodel;
131 void(vector anim, float looping, float override, float restart) player_setanim;
141 .float damageforcescale;
147 // for railgun damage (hitting multiple enemies)
149 .float railgunhitsolidbackup;
150 .vector railgunhitloc;
158 .float watersound_finished;
162 .float pauseregen_finished;
163 .float pauserothealth_finished;
164 .float pauserotarmor_finished;
165 .string item_pickupsound;
167 // definitions for weaponsystem
169 .entity weaponentity;
170 .entity exteriorweaponentity;
173 float(float wpn, float wrequest) weapon_action;
174 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
177 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
178 .float weapon_nextthink;
179 .void() weapon_think;
181 //float PLAYER_WEAPONSELECTION_DELAY = );
182 float PLAYER_WEAPONSELECTION_SPEED = 18;
183 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
185 // weapon states (self.weaponentity.state)
186 float WS_CLEAR = 0; // no weapon selected
187 float WS_RAISE = 1; // raise frame
188 float WS_DROP = 2; // deselecting frame
189 float WS_INUSE = 3; // fire state
190 float WS_READY = 4; // idle frame
193 float WR_SETUP = 1; // setup weapon data
194 float WR_THINK = 2; // logic to run every frame
195 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
196 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
197 float WR_AIM = 5; // runs bot aiming code for this weapon
198 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
199 float WR_REGISTER = 7; // send data about the weapon to the client self (for ClientConnect)
202 float WEP_LASER = 1; // float IT_LASER = 4096;
203 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
204 float WEP_UZI = 3; // float IT_UZI = 2;
205 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
206 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
207 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
208 float WEP_NEX = 7; // float IT_NEX = 32;
209 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
210 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
212 // For weapon cycling commands
216 void(entity client, string s) stuffcmd = #21;
217 void(entity client, string s) sprint = #24;
218 vector(entity e, float sped) aim = #44;
219 void(entity client, string s) centerprint_builtin = #73;
220 void(entity e) setspawnparms = #78;
221 void(float to, float f) WriteByte = #52;
222 void(float to, float f) WriteChar = #53;
223 void(float to, float f) WriteShort = #54;
224 void(float to, float f) WriteLong = #55;
225 void(float to, float f) WriteCoord = #56;
226 void(float to, float f) WriteAngle = #57;
227 void(float to, string s) WriteString = #58;
228 void(float to, entity s) WriteEntity = #59;
229 .vector dest1, dest2;
232 float intermission_running;
233 float intermission_exittime;
234 float alreadychangedlevel;
240 .float welcomemessage_time;
245 string votecalledvote;
246 string votecalledvote_display;
247 float votecalledmaster;
255 float VoteAllowed(string vote);
260 void VoteStop(entity stopper);
263 // Wazat's grappling hook
265 void GrapplingHookFrame();
266 void RemoveGrapplingHook(entity pl);
267 void SetGrappleHookBindings();
269 float GRAPHOOK_FIRE = 20;
270 float GRAPHOOK_RELEASE = 21;
271 // (note: you can change the hook impulse #'s to whatever you please)
274 // Laser target for laser-guided weapons
279 .float jump_interval; // laser refire
282 .float in_swamp; // bool
283 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
289 #define RESTART_COUNTDOWN 10
290 float restart_countdown; //point in time when the countdown is over
291 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
292 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
293 void restartAnnouncer_Think();
294 entity readyNagger; //manages printing the ready-nag to active players who are not ready yet
295 void readyNagger_Think();
296 float readyNagActive; //if set to 1, the readyNagger entity was already spawned (boolean)
297 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
298 .float spectatortime; //point in time since the client is spectating or observing
299 void checkSpectatorBlock();
300 float timelimit_orig;
306 float isJoinAllowed();
307 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
309 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
310 #define TIMEOUT_SLOWMO_VALUE 0.0001
311 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
312 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
313 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
314 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)
315 .float allowedTimeouts; // contains the number of allowed timeouts for each player
316 entity timeoutInitiator; // contains the entity of the player who started the last timeout
317 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
318 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
319 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
320 void timeoutHandler_Think();
321 void evaluateTimeoutCall();
322 void evaluateResumeGame();
323 string getTimeoutText(float addOneSecond);
325 .float spawnshieldtime;
327 .float lms_nextcheck;
328 .float lms_traveled_distance;
336 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
340 .vector death_origin;
341 .vector killer_origin;
345 float default_player_alpha;
346 float default_weapon_alpha;
350 .float() customizeentityforclient;
351 .float cvar_cl_handicap;
352 .float cvar_cl_zoomfactor;
353 .float cvar_cl_zoomspeed;
354 .float cvar_cl_playerdetailreduction;
355 .float cvar_cl_nogibs;
356 .float cvar_scr_centertime;
357 .float cvar_cl_shownames;
358 .float cvar_cl_hidewaypoints;
359 .string cvar_g_nexuizversion;
361 .float version_nagtime;
363 #ifdef ALLOW_VARIABLE_LOD
364 .float modelindex_lod0;
365 .float modelindex_lod1;
366 .float modelindex_lod2;
369 #define NUM_JUMPPADSUSED 3
371 .entity jumppadsused[NUM_JUMPPADSUSED];
373 string gamemode_name;
376 float startitem_failed;
378 void DropFlag(entity flag);
379 void DropAllRunes(entity pl);
382 typedef .float floatfield;
383 floatfield Item_CounterField(float it);
384 float Item_WeaponCode(float it);
385 void Item_SpawnByItemCode(float it);
387 float W_AmmoItemCode(float wpn);
388 float W_ItemCode(float wpn);
389 string W_Name(float weaponid);
391 void UpdateSelectedPlayer();
392 void ClearSelectedPlayer();
393 .entity selected_player;
394 .entity last_selected_player;
395 .float selected_player_time; // when this player has been selected
396 .float selected_player_count; // how long this player has been directly pointed to
397 .float selected_player_display_needs_update; // are regular updates necessary? (health)
398 .float selected_player_display_timeout; // when the selection will time out
400 void FixIntermissionClient(entity e);
401 void FixClientCvars(entity e);
405 void centerprint_atprio(entity e, float prio, string s);
406 void centerprint_expire(entity e, float prio);
407 void centerprint(entity e, string s);
409 .float respawn_countdown; // next number to count
411 float bot_waypoints_for_items;
413 .float attack_finished_for[WEP_LAST + 1];
414 .float attack_finished_single;
415 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
417 // assault game mode: Which team is attacking in this round?
418 float assault_attacker_team;
420 // speedrun: when 1, player auto teleports back when capture timeout happens
428 float q3acompat_machineshotgunswap;
435 float some_spawn_has_been_used;
436 float have_team_spawns;
438 // set when showing a kill countdown
439 .entity killindicator;
440 .float killindicator_teamchange;
442 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
446 .float parm_idlesince;
448 float sv_maxidle_spectatorsareidle;