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very major cleanup of precache code, this patch reduced memory usage
[divverent/nexuiz.git] / data / qcsrc / server / defs.qh
1 // Globals
2
3 float sv_cheats;
4
5 entity  activator;
6 string  string_null;
7
8 float player_count;
9 float currentbots;
10 float lms_lowest_lives;
11 float lms_next_place;
12 float() LMS_NewPlayerLives;
13
14 void(entity player, float f) UpdateFrags;
15 .float totalfrags;
16
17 float team1_score, team2_score, team3_score, team4_score;
18
19 float maxclients;
20
21 #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"
22
23 // Fields
24
25 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
26
27 //.string       wad;
28 //.string       map;
29
30 //.float        worldtype;
31 .float  delay;
32 .float  wait;
33 .float  lip;
34 //.float        light_lev;
35 .float  speed;
36 //.float        style;
37 //.float        skill;
38 .float  sounds;
39
40 .string killtarget;
41
42 .vector pos1, pos2;
43 .vector mangle;
44
45 .float  attack_finished;
46 .float  attack_finished_old;
47 .float  pain_finished;                  //Added by Supajoe
48 .float  pain_frame;                     //"
49 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
50 .float  crouch; // Crouching or not?
51
52 .float  strength_finished;
53 //.float        speed_finished;
54 .float  invincible_finished;
55 //.float        slowmo_finished;
56
57 .vector         finaldest, finalangle;          //plat.qc stuff
58 .void()         think1;
59 .float state;
60 .float          t_length, t_width;
61
62 .vector destvec;                // for rain
63 .float cnt;             // for rain
64 .float count;
65 //.float cnt2;
66
67 .float play_time;
68 .float death_time;
69 .float dead_time;
70 .float dead_frame;
71 .float die_frame;
72 .float fade_time;
73 .float fade_rate;
74
75 .string mdl;
76
77 .string playermodel;
78 .string playerskin;
79
80 .float  respawntime;
81 //.float        chasecam;
82
83 .float  damageforcescale;
84
85 //.float          gravity;
86
87 .float          dmg;
88
89 // for railgun damage (hitting multiple enemies)
90 .float railgunhit;
91 .float railgunhitsolidbackup;
92 .vector railgunhitloc;
93
94 .float          air_finished;
95 .float          dmgtime;
96
97 .float          killcount;
98 .float hitsound;
99
100 .float watersound_finished;
101 .float iscreature;
102 .vector oldvelocity;
103
104 .float pauseregen_finished;
105 .float pauserothealth_finished;
106 .float pauserotarmor_finished;
107 .string item_pickupsound;
108
109 // definitions for weaponsystem
110
111 .entity weaponentity;
112 .entity exteriorweaponentity;
113 .float switchweapon;
114 .float autoswitch;
115 float(float wpn, float wrequest) weapon_action;
116 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
117 void() w_clear;
118 void() w_ready;
119 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
120 .float weapon_nextthink;
121 .void() weapon_think;
122 .float weapon_nextthink_lastframe;
123
124 //float PLAYER_WEAPONSELECTION_DELAY = );
125 float   PLAYER_WEAPONSELECTION_SPEED = 18;
126 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
127
128 // weapon states (self.weaponentity.state)
129 float WS_CLEAR                  = 0; // no weapon selected
130 float WS_RAISE                  = 1; // raise frame
131 float WS_DROP                   = 2; // deselecting frame
132 float WS_INUSE                  = 3; // fire state
133 float WS_READY                  = 4; // idle frame
134
135 // weapon requests
136 float WR_SETUP            = 1; // setup weapon data
137 float WR_THINK            = 2; // logic to run every frame
138 float WR_CHECKAMMO1       = 3; // checks ammo for weapon
139 float WR_CHECKAMMO2       = 4; // checks ammo for weapon
140 float WR_AIM              = 5; // runs bot aiming code for this weapon
141 float WR_PRECACHE         = 6; // precaches models/sounds used by this weapon
142
143 // Weapon indexes
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;
153
154 // For weapon cycling commands
155 float WEP_FIRST                         = 1;
156 float WEP_LAST                          = 9;
157
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;
172
173 float gameover;
174 float intermission_running;
175 float intermission_exittime;
176 float alreadychangedlevel;
177
178
179 .float runes;
180
181
182 .float welcomemessage_time;
183 .float version;
184
185 // stahl's voting
186 float votecalled;
187 string votecalledvote;
188 float votecalledmaster;
189 entity votecaller;
190 float votefinished;
191 .float vote_master;
192 .float vote_next;
193 .float vote_vote;
194 void VoteThink();
195 string VoteParse();
196 float VoteAllowed(string vote);
197 void VoteReset();
198 void VoteAccept();
199 void VoteReject();
200 void VoteTimeout();
201 void VoteStop(entity stopper);
202 void VoteCount();
203
204 // Wazat's grappling hook
205 .entity         hook;
206 void GrapplingHookFrame();
207 void RemoveGrapplingHook(entity pl);
208 void SetGrappleHookBindings();
209 // hook impulses
210 float GRAPHOOK_FIRE             = 20;
211 float GRAPHOOK_RELEASE          = 21;
212 // (note: you can change the hook impulse #'s to whatever you please)
213 .float hook_time;
214
215 // Laser target for laser-guided weapons
216 .entity lasertarget;
217 .float laser_on;
218
219 // minstagib vars
220 .float jump_interval;    // laser refire
221
222 //swamp
223 .float in_swamp;              // bool
224 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
225
226 // footstep interval
227 .float nextstep;
228
229 .float ready;
230
231 .float winning;
232 .float deaths;
233 .float jointime;
234
235 .float spawnshieldtime;
236
237 .float lms_nextcheck;
238 .float lms_traveled_distance;
239
240 .entity flagcarried;
241
242 .entity lastrocket;
243
244 .float playerid;
245 float playerid_last;
246 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
247
248 .vector spawnorigin;
249
250 .vector death_origin;
251 .vector killer_origin;
252
253 .float isdecor;
254
255 float default_player_alpha;
256 float default_weapon_alpha;
257
258 .float has_zoomed;
259
260 .float() customizeentityforclient;
261 .float cvar_cl_zoomfactor;
262 .float cvar_cl_zoomspeed;
263 .float cvar_cl_playerdetailreduction;
264 .float cvar_cl_nogibs;
265 .float cvar_scr_centertime;
266 .float cvar_cl_shownames;
267 .float cvar_cl_hidewaypoints;
268 .string cvar_g_nexuizversion;
269
270 .float version_nagtime;
271
272 #ifdef ALLOW_VARIABLE_LOD
273 .float modelindex_lod0;
274 .float modelindex_lod1;
275 .float modelindex_lod2;
276 #endif
277
278 #define NUM_JUMPPADSUSED 3
279 .float jumppadcount;
280 .entity jumppadsused[NUM_JUMPPADSUSED];
281
282 string gamemode_name;
283 float teams_matter;
284
285 float startitem_failed;
286
287 void DropFlag(entity flag);
288 void DropAllRunes(entity pl);
289
290
291 typedef .float floatfield;
292 floatfield Item_CounterField(float it);
293 float Item_WeaponCode(float it);
294 void Item_SpawnByItemCode(float it);
295
296 float W_AmmoItemCode(float wpn);
297 float W_ItemCode(float wpn);
298 string W_Name(float weaponid);
299
300 void UpdateSelectedPlayer();
301 void ClearSelectedPlayer();
302 .entity selected_player;
303 .entity last_selected_player;
304 .float selected_player_time; // when this player has been selected
305 .float selected_player_count; // how long this player has been directly pointed to
306 .float selected_player_display_needs_update; // are regular updates necessary? (health)
307 .float selected_player_display_timeout; // when the selection will time out
308
309 void FixIntermissionClient(entity e);
310 void FixClientCvars(entity e);
311
312 float itemsInMap;
313
314 void centerprint_atprio(entity e, float prio, string s);
315 void centerprint_expire(entity e, float prio);
316 void centerprint(entity e, string s);
317
318 .float respawn_countdown; // next number to count
319
320 float bot_waypoints_for_items;