3 float g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch;
4 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;
13 float bots_would_leave;
14 float lms_lowest_lives;
16 float() LMS_NewPlayerLives;
18 void(entity player, float f) UpdateFrags;
21 float team1_score, team2_score, team3_score, team4_score;
25 #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"
29 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
49 .float pain_finished; //Added by Supajoe
50 .float pain_frame; //"
51 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
52 .float crouch; // Crouching or not?
54 .float strength_finished;
55 //.float speed_finished;
56 .float invincible_finished;
57 //.float slowmo_finished;
59 .vector finaldest, finalangle; //plat.qc stuff
62 .float t_length, t_width;
64 .vector destvec; // for rain
65 .float cnt; // for rain
75 // player animation state
76 .float animstate_startframe;
77 .float animstate_numframes;
78 .float animstate_framerate;
79 .float animstate_starttime;
80 .float animstate_endtime;
81 .float animstate_override;
82 .float animstate_looping;
84 // player animation data for this model
85 // each vector is as follows:
89 .vector anim_die1; // player dies
90 .vector anim_die2; // player dies differently
91 .vector anim_draw; // player pulls out a weapon
92 .vector anim_duck; // player crouches (from idle to duckidle)
93 .vector anim_duckwalk; // player walking while crouching
94 .vector anim_duckjump; // player jumping from a crouch
95 .vector anim_duckidle; // player idling while crouching
96 .vector anim_idle; // player standing
97 .vector anim_jump; // player jump
98 .vector anim_pain1; // player flinches from pain
99 .vector anim_pain2; // player flinches from pain, differently
100 .vector anim_shoot; // player shoots
101 .vector anim_taunt; // player taunts others (FIXME: no code references this)
102 .vector anim_run; // player running forward
103 .vector anim_runbackwards; // player running backward
104 .vector anim_strafeleft; // player shuffling left quickly
105 .vector anim_straferight; // player shuffling right quickly
106 .vector anim_dead1; // player dead (must be identical to last frame of die1)
107 .vector anim_dead2; // player dead (must be identical to last frame of die2)
108 .vector anim_forwardright; // player running forward and right
109 .vector anim_forwardleft; // player running forward and left
110 .vector anim_backright; // player running backward and right
111 .vector anim_backleft; // player running back and left
113 void() player_setupanimsformodel;
114 void(vector anim, float looping, float override, float restart) player_setanim;
124 .float damageforcescale;
130 // for railgun damage (hitting multiple enemies)
132 .float railgunhitsolidbackup;
133 .vector railgunhitloc;
141 .float watersound_finished;
145 .float pauseregen_finished;
146 .float pauserothealth_finished;
147 .float pauserotarmor_finished;
148 .string item_pickupsound;
150 // definitions for weaponsystem
152 .entity weaponentity;
153 .entity exteriorweaponentity;
156 float(float wpn, float wrequest) weapon_action;
157 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
160 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
161 .float weapon_nextthink;
162 .void() weapon_think;
164 //float PLAYER_WEAPONSELECTION_DELAY = );
165 float PLAYER_WEAPONSELECTION_SPEED = 18;
166 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
168 // weapon states (self.weaponentity.state)
169 float WS_CLEAR = 0; // no weapon selected
170 float WS_RAISE = 1; // raise frame
171 float WS_DROP = 2; // deselecting frame
172 float WS_INUSE = 3; // fire state
173 float WS_READY = 4; // idle frame
176 float WR_SETUP = 1; // setup weapon data
177 float WR_THINK = 2; // logic to run every frame
178 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
179 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
180 float WR_AIM = 5; // runs bot aiming code for this weapon
181 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
182 float WR_REGISTER = 7; // send data about the weapon to the client self (for ClientConnect)
185 float WEP_LASER = 1; // float IT_LASER = 4096;
186 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
187 float WEP_UZI = 3; // float IT_UZI = 2;
188 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
189 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
190 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
191 float WEP_NEX = 7; // float IT_NEX = 32;
192 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
193 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
195 // For weapon cycling commands
199 void(entity client, string s) stuffcmd = #21;
200 void(entity client, string s) sprint = #24;
201 vector(entity e, float sped) aim = #44;
202 void(entity client, string s) centerprint_builtin = #73;
203 void(entity e) setspawnparms = #78;
204 void(float to, float f) WriteByte = #52;
205 void(float to, float f) WriteChar = #53;
206 void(float to, float f) WriteShort = #54;
207 void(float to, float f) WriteLong = #55;
208 void(float to, float f) WriteCoord = #56;
209 void(float to, float f) WriteAngle = #57;
210 void(float to, string s) WriteString = #58;
211 void(float to, entity s) WriteEntity = #59;
212 .vector dest1, dest2;
215 float intermission_running;
216 float intermission_exittime;
217 float alreadychangedlevel;
223 .float welcomemessage_time;
228 string votecalledvote;
229 string votecalledvote_display;
230 float votecalledmaster;
238 float VoteAllowed(string vote);
243 void VoteStop(entity stopper);
246 // Wazat's grappling hook
248 void GrapplingHookFrame();
249 void RemoveGrapplingHook(entity pl);
250 void SetGrappleHookBindings();
252 float GRAPHOOK_FIRE = 20;
253 float GRAPHOOK_RELEASE = 21;
254 // (note: you can change the hook impulse #'s to whatever you please)
257 // Laser target for laser-guided weapons
262 .float jump_interval; // laser refire
265 .float in_swamp; // bool
266 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
272 #define RESTART_COUNTDOWN 10
273 float restart_countdown;
279 .float spawnshieldtime;
281 .float lms_nextcheck;
282 .float lms_traveled_distance;
290 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
294 .vector death_origin;
295 .vector killer_origin;
299 float default_player_alpha;
300 float default_weapon_alpha;
304 .float() customizeentityforclient;
305 .float cvar_cl_handicap;
306 .float cvar_cl_zoomfactor;
307 .float cvar_cl_zoomspeed;
308 .float cvar_cl_playerdetailreduction;
309 .float cvar_cl_nogibs;
310 .float cvar_scr_centertime;
311 .float cvar_cl_shownames;
312 .float cvar_cl_hidewaypoints;
313 .string cvar_g_nexuizversion;
315 .float version_nagtime;
317 #ifdef ALLOW_VARIABLE_LOD
318 .float modelindex_lod0;
319 .float modelindex_lod1;
320 .float modelindex_lod2;
323 #define NUM_JUMPPADSUSED 3
325 .entity jumppadsused[NUM_JUMPPADSUSED];
327 string gamemode_name;
330 float startitem_failed;
332 void DropFlag(entity flag);
333 void DropAllRunes(entity pl);
336 typedef .float floatfield;
337 floatfield Item_CounterField(float it);
338 float Item_WeaponCode(float it);
339 void Item_SpawnByItemCode(float it);
341 float W_AmmoItemCode(float wpn);
342 float W_ItemCode(float wpn);
343 string W_Name(float weaponid);
345 void UpdateSelectedPlayer();
346 void ClearSelectedPlayer();
347 .entity selected_player;
348 .entity last_selected_player;
349 .float selected_player_time; // when this player has been selected
350 .float selected_player_count; // how long this player has been directly pointed to
351 .float selected_player_display_needs_update; // are regular updates necessary? (health)
352 .float selected_player_display_timeout; // when the selection will time out
354 void FixIntermissionClient(entity e);
355 void FixClientCvars(entity e);
359 void centerprint_atprio(entity e, float prio, string s);
360 void centerprint_expire(entity e, float prio);
361 void centerprint(entity e, string s);
363 .float respawn_countdown; // next number to count
365 float bot_waypoints_for_items;
367 .float attack_finished_for[WEP_LAST + 1];
368 .float attack_finished_single;
369 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
371 // assault game mode: Which team is attacking in this round?
372 float assault_attacker_team;
374 // speedrun: when 1, player auto teleports back when capture timeout happens
382 float q3acompat_machineshotgunswap;