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banning, kicking and banning in voting, some display extensions (kick votes show...
[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 bots_would_leave;
11 float lms_lowest_lives;
12 float lms_next_place;
13 float() LMS_NewPlayerLives;
14
15 void(entity player, float f) UpdateFrags;
16 .float totalfrags;
17
18 float team1_score, team2_score, team3_score, team4_score;
19
20 float maxclients;
21
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"
23
24 // Fields
25
26 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
27
28 //.string       wad;
29 //.string       map;
30
31 //.float        worldtype;
32 .float  delay;
33 .float  wait;
34 .float  lip;
35 //.float        light_lev;
36 .float  speed;
37 //.float        style;
38 //.float        skill;
39 .float  sounds;
40
41 .string killtarget;
42
43 .vector pos1, pos2;
44 .vector mangle;
45
46 .float  attack_finished;
47 .float  attack_finished_old;
48 .float  pain_finished;                  //Added by Supajoe
49 .float  pain_frame;                     //"
50 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
51 .float  crouch; // Crouching or not?
52
53 .float  strength_finished;
54 //.float        speed_finished;
55 .float  invincible_finished;
56 //.float        slowmo_finished;
57
58 .vector         finaldest, finalangle;          //plat.qc stuff
59 .void()         think1;
60 .float state;
61 .float          t_length, t_width;
62
63 .vector destvec;                // for rain
64 .float cnt;             // for rain
65 .float count;
66 //.float cnt2;
67
68 .float play_time;
69 .float death_time;
70 .float dead_time;
71 .float dead_frame;
72 .float die_frame;
73 .float fade_time;
74 .float fade_rate;
75
76 .string mdl;
77
78 .string playermodel;
79 .string playerskin;
80
81 .float  respawntime;
82 //.float        chasecam;
83
84 .float  damageforcescale;
85
86 //.float          gravity;
87
88 .float          dmg;
89
90 // for railgun damage (hitting multiple enemies)
91 .float railgunhit;
92 .float railgunhitsolidbackup;
93 .vector railgunhitloc;
94
95 .float          air_finished;
96 .float          dmgtime;
97
98 .float          killcount;
99 .float hitsound;
100
101 .float watersound_finished;
102 .float iscreature;
103 .vector oldvelocity;
104
105 .float pauseregen_finished;
106 .float pauserothealth_finished;
107 .float pauserotarmor_finished;
108 .string item_pickupsound;
109
110 // definitions for weaponsystem
111
112 .entity weaponentity;
113 .entity exteriorweaponentity;
114 .float switchweapon;
115 .float autoswitch;
116 float(float wpn, float wrequest) weapon_action;
117 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
118 void() w_clear;
119 void() w_ready;
120 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
121 .float weapon_nextthink;
122 .void() weapon_think;
123 .float weapon_nextthink_lastframe;
124
125 //float PLAYER_WEAPONSELECTION_DELAY = );
126 float   PLAYER_WEAPONSELECTION_SPEED = 18;
127 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
128
129 // weapon states (self.weaponentity.state)
130 float WS_CLEAR                  = 0; // no weapon selected
131 float WS_RAISE                  = 1; // raise frame
132 float WS_DROP                   = 2; // deselecting frame
133 float WS_INUSE                  = 3; // fire state
134 float WS_READY                  = 4; // idle frame
135
136 // weapon requests
137 float WR_SETUP            = 1; // setup weapon data
138 float WR_THINK            = 2; // logic to run every frame
139 float WR_CHECKAMMO1       = 3; // checks ammo for weapon
140 float WR_CHECKAMMO2       = 4; // checks ammo for weapon
141 float WR_AIM              = 5; // runs bot aiming code for this weapon
142 float WR_PRECACHE         = 6; // precaches models/sounds used by this weapon
143
144 // Weapon indexes
145 float WEP_LASER                         = 1; // float   IT_LASER                                = 4096;
146 float WEP_SHOTGUN                       = 2; // float   IT_SHOTGUN                              = 1;
147 float WEP_UZI                           = 3; // float   IT_UZI                                  = 2;
148 float WEP_GRENADE_LAUNCHER      = 4; // float   IT_GRENADE_LAUNCHER             = 4;
149 float WEP_ELECTRO                       = 5; // float   IT_ELECTRO                              = 8;
150 float WEP_CRYLINK                       = 6; // float   IT_CRYLINK                              = 16;
151 float WEP_NEX                           = 7; // float   IT_NEX                                  = 32;
152 float WEP_HAGAR                         = 8; // float   IT_HAGAR                                = 64;
153 float WEP_ROCKET_LAUNCHER       = 9; // float   IT_ROCKET_LAUNCHER              = 128;
154
155 // For weapon cycling commands
156 float WEP_FIRST                         = 1;
157 float WEP_LAST                          = 9;
158
159 void(entity client, string s)   stuffcmd = #21;
160 void(entity client, string s)   sprint = #24;
161 vector(entity e, float sped)    aim = #44;
162 void(entity client, string s)   centerprint_builtin = #73;
163 void(entity e)                  setspawnparms = #78;
164 void(float to, float f)         WriteByte = #52;
165 void(float to, float f)         WriteChar = #53;
166 void(float to, float f)         WriteShort = #54;
167 void(float to, float f)         WriteLong = #55;
168 void(float to, float f)         WriteCoord = #56;
169 void(float to, float f)         WriteAngle = #57;
170 void(float to, string s)        WriteString     = #58;
171 void(float to, entity s)        WriteEntity     = #59;
172 .vector dest1, dest2;
173
174 float gameover;
175 float intermission_running;
176 float intermission_exittime;
177 float alreadychangedlevel;
178
179
180 .float runes;
181
182
183 .float welcomemessage_time;
184 .float version;
185
186 // stahl's voting
187 float votecalled;
188 string votecalledvote;
189 string votecalledvote_display;
190 float votecalledmaster;
191 entity votecaller;
192 float votefinished;
193 .float vote_master;
194 .float vote_next;
195 .float vote_vote;
196 void VoteThink();
197 string VoteParse();
198 float VoteAllowed(string vote);
199 void VoteReset();
200 void VoteAccept();
201 void VoteReject();
202 void VoteTimeout();
203 void VoteStop(entity stopper);
204 void VoteCount();
205
206 // Wazat's grappling hook
207 .entity         hook;
208 void GrapplingHookFrame();
209 void RemoveGrapplingHook(entity pl);
210 void SetGrappleHookBindings();
211 // hook impulses
212 float GRAPHOOK_FIRE             = 20;
213 float GRAPHOOK_RELEASE          = 21;
214 // (note: you can change the hook impulse #'s to whatever you please)
215 .float hook_time;
216
217 // Laser target for laser-guided weapons
218 .entity lasertarget;
219 .float laser_on;
220
221 // minstagib vars
222 .float jump_interval;    // laser refire
223
224 //swamp
225 .float in_swamp;              // bool
226 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
227
228 // footstep interval
229 .float nextstep;
230
231 .float ready;
232
233 .float winning;
234 .float deaths;
235 .float jointime;
236
237 .float spawnshieldtime;
238
239 .float lms_nextcheck;
240 .float lms_traveled_distance;
241
242 .entity flagcarried;
243
244 .entity lastrocket;
245
246 .float playerid;
247 float playerid_last;
248 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
249
250 .vector spawnorigin;
251
252 .vector death_origin;
253 .vector killer_origin;
254
255 .float isdecor;
256
257 float default_player_alpha;
258 float default_weapon_alpha;
259
260 .float has_zoomed;
261
262 .float() customizeentityforclient;
263 .float cvar_cl_handicap;
264 .float cvar_cl_zoomfactor;
265 .float cvar_cl_zoomspeed;
266 .float cvar_cl_playerdetailreduction;
267 .float cvar_cl_nogibs;
268 .float cvar_scr_centertime;
269 .float cvar_cl_shownames;
270 .float cvar_cl_hidewaypoints;
271 .string cvar_g_nexuizversion;
272
273 .float version_nagtime;
274
275 #ifdef ALLOW_VARIABLE_LOD
276 .float modelindex_lod0;
277 .float modelindex_lod1;
278 .float modelindex_lod2;
279 #endif
280
281 #define NUM_JUMPPADSUSED 3
282 .float jumppadcount;
283 .entity jumppadsused[NUM_JUMPPADSUSED];
284
285 string gamemode_name;
286 float teams_matter;
287
288 float startitem_failed;
289
290 void DropFlag(entity flag);
291 void DropAllRunes(entity pl);
292
293
294 typedef .float floatfield;
295 floatfield Item_CounterField(float it);
296 float Item_WeaponCode(float it);
297 void Item_SpawnByItemCode(float it);
298
299 float W_AmmoItemCode(float wpn);
300 float W_ItemCode(float wpn);
301 string W_Name(float weaponid);
302
303 void UpdateSelectedPlayer();
304 void ClearSelectedPlayer();
305 .entity selected_player;
306 .entity last_selected_player;
307 .float selected_player_time; // when this player has been selected
308 .float selected_player_count; // how long this player has been directly pointed to
309 .float selected_player_display_needs_update; // are regular updates necessary? (health)
310 .float selected_player_display_timeout; // when the selection will time out
311
312 void FixIntermissionClient(entity e);
313 void FixClientCvars(entity e);
314
315 float itemsInMap;
316
317 void centerprint_atprio(entity e, float prio, string s);
318 void centerprint_expire(entity e, float prio);
319 void centerprint(entity e, string s);
320
321 .float respawn_countdown; // next number to count
322
323 float bot_waypoints_for_items;
324
325 // assault game mode: Which team is attacking in this round?
326 float assault_attacker_team;