]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/defs.qh
a reset facility for weapon properties... should help keep code clean
[divverent/nexuiz.git] / data / qcsrc / server / defs.qh
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 float WR_RESETPLAYER    = 10; // does not need to do anything
238
239 void weapon_defaultspawnfunc(float wpn);
240
241 string w_deathtypestring;
242 float w_deathtype;
243
244 void(entity client, string s) centerprint_builtin = #73;
245 .vector dest1, dest2;
246
247 float gameover;
248 float intermission_running;
249 float intermission_exittime;
250 float alreadychangedlevel;
251
252
253 .float runes;
254
255
256 .float welcomemessage_time;
257 .float version;
258
259 // Laser target for laser-guided weapons
260 .entity lasertarget;
261 .float laser_on;
262
263 // minstagib vars
264 .float jump_interval;    // laser refire
265
266 //swamp
267 .float in_swamp;              // bool
268 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
269
270 // footstep interval
271 .float nextstep;
272
273 .float ready;
274 #define RESTART_COUNTDOWN 10
275 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
276 entity restartTimer;
277 void restartTimer_Think();
278 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
279 .float spectatortime; //point in time since the client is spectating or observing
280 void checkSpectatorBlock();
281
282 .float winning;
283 .float jointime;
284
285 float isJoinAllowed();
286 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
287
288 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
289 #define TIMEOUT_SLOWMO_VALUE 0.0001
290 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
291 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
292 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
293 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)
294 .float allowedTimeouts; // contains the number of allowed timeouts for each player
295 entity timeoutInitiator; // contains the entity of the player who started the last timeout
296 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
297 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
298 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
299 void timeoutHandler_Think();
300 void evaluateTimeout();
301 void evaluateTimein();
302 string getTimeoutText(float addOneSecond);
303
304 .float spawnshieldtime;
305
306 .float lms_nextcheck;
307 .float lms_traveled_distance;
308
309 .entity flagcarried;
310
311 .entity lastrocket;
312
313 .float playerid;
314 float playerid_last;
315 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
316
317 .vector spawnorigin;
318
319 .vector death_origin;
320 .vector killer_origin;
321
322 float default_player_alpha;
323 float default_weapon_alpha;
324
325 .float() customizeentityforclient;
326 .float cvar_cl_handicap;
327 .float cvar_cl_playerdetailreduction;
328 .float cvar_scr_centertime;
329 .float cvar_cl_shownames;
330 .string cvar_g_nexuizversion;
331 .string cvar_cl_weaponpriority;
332 .string cvar_cl_weaponpriorities[10];
333 #ifdef ALLOW_FORCEMODELS
334 .float cvar_cl_forceplayermodels;
335 .float cvar_cl_forceplayermodelsfromnexuiz;
336 float sv_clforceplayermodels;
337 #endif
338 float sv_loddistance1;
339 float sv_loddistance2;
340 .float cvar_cl_gunalign;
341
342 .float version_nagtime;
343
344 .float modelindex_lod0;
345 .float modelindex_lod0_from_nexuiz;
346 .float skinindex;
347 .float modelindex_lod1;
348 .float modelindex_lod2;
349
350 #define NUM_JUMPPADSUSED 3
351 .float jumppadcount;
352 .entity jumppadsused[NUM_JUMPPADSUSED];
353
354 string gamemode_name;
355 float teams_matter;
356
357 float startitem_failed;
358
359 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
360 void DropBall(entity ball, vector org, vector vel);
361 void DropAllRunes(entity pl);
362
363
364 typedef .float floatfield;
365 floatfield Item_CounterField(float it);
366
367 float W_AmmoItemCode(float wpn);
368 float W_WeaponBit(float wpn);
369 string W_Name(float weaponid);
370
371 void UpdateSelectedPlayer();
372 void ClearSelectedPlayer();
373 .entity selected_player;
374 .entity last_selected_player;
375 .float selected_player_time; // when this player has been selected
376 .float selected_player_count; // how long this player has been directly pointed to
377 .float selected_player_display_needs_update; // are regular updates necessary? (health)
378 .float selected_player_display_timeout; // when the selection will time out
379
380 void FixIntermissionClient(entity e);
381 void FixClientCvars(entity e);
382
383 float weaponsInMap;
384
385 void centerprint_atprio(entity e, float prio, string s);
386 void centerprint_expire(entity e, float prio);
387 void centerprint(entity e, string s);
388
389 .float respawn_countdown; // next number to count
390
391 float bot_waypoints_for_items;
392
393 .float  attack_finished_for[WEP_COUNT];
394 .float attack_finished_single;
395 #ifdef INDEPENDENT_ATTACK_FINISHED
396 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
397 #else
398 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
399 #endif
400
401 // assault game mode: Which team is attacking in this round?
402 float assault_attacker_team;
403
404 // speedrun: when 1, player auto teleports back when capture timeout happens
405 .float speedrunning;
406
407 // Q3 support
408 .float notteam;
409 .float notsingle;
410 .float notfree;
411 .float notq3a;
412 float q3acompat_machineshotgunswap;
413
414 // database
415 float ServerProgsDB;
416 float TemporaryDB;
417
418 .float team_saved;
419
420 float some_spawn_has_been_used;
421 float have_team_spawns;
422
423 // set when showing a kill countdown
424 .entity killindicator;
425 .float killindicator_teamchange;
426
427 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
428
429 float lockteams;
430
431 .float parm_idlesince;
432 float sv_maxidle;
433 float sv_maxidle_spectatorsareidle;
434
435 float sv_pogostick;
436 float sv_doublejump;
437 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
438
439 float next_pingtime;
440
441 .float Version;
442 .float SendFlags;
443 .float(entity to, float sendflags) SendEntity;
444
445 // player sounds, voice messages
446 // TODO implemented fall and falling
447 #define ALLPLAYERSOUNDS \
448                 _VOICEMSG(death) \
449                 _VOICEMSG(drown) \
450                 _VOICEMSG(gasp) \
451                 _VOICEMSG(jump) \
452                 _VOICEMSG(pain25) \
453                 _VOICEMSG(pain50) \
454                 _VOICEMSG(pain75) \
455                 _VOICEMSG(pain100)
456 #define ALLVOICEMSGS \
457                 _VOICEMSG(attack) \
458                 _VOICEMSG(attackinfive) \
459                 _VOICEMSG(meet) \
460                 _VOICEMSG(seenflag) \
461                 _VOICEMSG(taunt) \
462                 _VOICEMSG(teamshoot)
463
464 #define _VOICEMSG(m) .string playersound_##m;
465 ALLPLAYERSOUNDS
466 ALLVOICEMSGS
467 #undef _VOICEMSG
468
469 // reserved sound names for the future (models lack sounds for them):
470 //              _VOICEMSG(affirmative) \
471 //              _VOICEMSG(attacking) \
472 //              _VOICEMSG(defending) \
473 //              _VOICEMSG(roaming) \
474 //              _VOICEMSG(onmyway) \
475 //              _VOICEMSG(droppedflag) \
476 //              _VOICEMSG(flagcarriertakingdamage) \
477 //              _VOICEMSG(negative) \
478 //              _VOICEMSG(seenenemy) \
479 //              _VOICEMSG(fall) \
480 //              _VOICEMSG(getflag) \
481 //              _VOICEMSG(incoming) \
482 //              _VOICEMSG(coverme) \
483 //              _VOICEMSG(needhelp) \
484 //              _VOICEMSG(defend) \
485 //              _VOICEMSG(freelance) \
486 //              _VOICEMSG(falling) \
487
488 string globalsound_fall;
489 string globalsound_metalfall;
490 string globalsound_step;
491 string globalsound_metalstep;
492
493 #define VOICETYPE_PLAYERSOUND 10
494 #define VOICETYPE_TEAMRADIO 11
495 #define VOICETYPE_LASTATTACKER 12
496 #define VOICETYPE_LASTATTACKER_ONLY 13
497 #define VOICETYPE_AUTOTAUNT 14
498 #define VOICETYPE_TAUNT 15
499
500 void PrecachePlayerSounds(string f);
501 void PrecacheGlobalSound(string samplestring);
502 void UpdatePlayerSounds();
503 void ClearPlayerSounds();
504 void PlayerSound(.string samplefield, float channel, float voicetype);
505 void GlobalSound(string samplestring, float channel, float voicetype);
506 void VoiceMessage(string type, string message);
507
508 // autotaunt system
509 .float cvar_cl_autotaunt;
510 .float cvar_cl_voice_directional;
511 .float cvar_cl_voice_directional_taunt_attenuation;
512
513 .float version_mismatch;
514
515 float independent_players;
516 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
517 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
518 // we're using + here instead of , because fteqcc sucks
519
520 string clientstuff;
521 .float phase;
522 .float weapons;
523 .float pressedkeys;
524
525 .float porto_forbidden;
526
527 .string fog;
528
529 string cvar_changes;
530
531 float game_starttime; //point in time when the countdown is over
532 .float stat_game_starttime;
533
534 void W_Porto_Remove (entity p);
535
536 .float projectiledeathtype;
537
538 .string message2;
539
540 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
541 .float stat_allow_oldnexbeam;
542
543 // reset to 0 on weapon switch
544 // may be useful to all weapons
545 .float bulletcounter;
546
547 void target_voicescript_next(entity pl);
548 void target_voicescript_clear(entity pl);
549
550 .string target2;
551 .string target3;
552 .string target4;
553 .float trigger_reverse;
554
555 // Nexball
556 .entity ballcarried;
557 .float metertime;
558 float g_nexball_meter_period;
559
560 void SUB_DontUseTargets();
561 void SUB_UseTargets();
562
563 .void() reset; // if set, an entity is reset using this
564 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
565
566 void ClientData_Touch(entity e);
567
568 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
569
570 // the QC VM sucks
571 #define BITXOR(v,b)        ((v) + (b) - 2 * ((v) & (b)))
572 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
573
574 .float wasplayer;
575
576 float servertime, serverprevtime, serverframetime;
577
578 void Drag_MoveDrag(entity from, entity to);
579
580 .entity soundentity;
581
582 .float ammo_fuel;
583
584 .vector prevorigin;
585
586 //flood fields
587 .float nickspamtime; // time of last nick change
588 .float nickspamcount;
589 .float floodcontrol_chat;
590 .float floodcontrol_chatteam;
591 .float floodcontrol_chattell;
592 .float floodcontrol_voice;
593 .float floodcontrol_voiceteam;
594
595 .float stat_shotorg; // networked stat for trueaim HUD
596
597 string matchid;
598 .float hitplotfh;
599 .string noise4;
600
601 .float damage_hits, maxdamage_fired;
602 .float maycheat;
603 .float stat_leadlimit;
604
605 float radar_showennemies;
606
607 #ifdef PROFILING
608 float client_cefc_accumulator;
609 float client_cefc_accumulatortime;
610 #endif
611
612 .float campingrifle_bulletcounter;
613
614 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
615 // when doing this, hagar can go through clones
616 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
617
618 .float spectatee_status;
619 .float zoomstate;
620 .float bloodloss_timer;
621 .float restriction;
622
623 .entity clientdata;
624 .entity personal;