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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
15 // Globals
16
17 string records_reply, lsmaps_reply, maplist_reply; // cached replies
18
19 float ctf_score_value(string parameter);
20
21 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race;
22 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;
23 float g_warmup_limit;
24 float g_warmup_allguns;
25 float g_warmup_allow_timeout;
26 float g_ctf_win_mode;
27 float g_ctf_ignore_frags;
28 float g_ctf_reverse;
29 float g_race_qualifying;
30 float inWarmupStage;
31 float g_pickup_respawntime_weapon;
32 float g_pickup_respawntime_ammo;
33 float g_pickup_respawntime_short;
34 float g_pickup_respawntime_medium;
35 float g_pickup_respawntime_long;
36 float g_pickup_respawntime_powerup;
37 float g_maplist_allow_hidden;
38
39 float sv_clones;
40 float sv_cheats;
41 float sv_gentle;
42 float sv_foginterval;
43
44 entity  activator;
45 string  string_null;
46 const var void(void)    func_null;
47
48 float player_count;
49 float currentbots;
50 float bots_would_leave;
51 float lms_lowest_lives;
52 float lms_next_place;
53 float LMS_NewPlayerLives();
54
55 void UpdateFrags(entity player, float f);
56 .float totalfrags;
57
58 float team1_score, team2_score, team3_score, team4_score;
59
60 float maxclients;
61
62 // Fields
63
64 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
65
66 //.string       wad;
67 //.string       map;
68
69 //.float        worldtype;
70 .float  delay;
71 .float  wait;
72 .float  lip;
73 //.float        light_lev;
74 .float  speed;
75 //.float        style;
76 //.float        skill;
77 .float  sounds;
78
79 .string killtarget;
80
81 .vector pos1, pos2;
82 .vector mangle;
83
84 .float cvar_cl_hitsound;
85
86 .float  pain_finished;                  //Added by Supajoe
87 .float  pain_frame;                     //"
88 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
89 .float  crouch; // Crouching or not?
90
91 .float  strength_finished;
92 //.float        speed_finished;
93 .float  invincible_finished;
94 //.float        slowmo_finished;
95
96 .vector         finaldest, finalangle;          //plat.qc stuff
97 .void()         think1;
98 .float state;
99 .float          t_length, t_width;
100
101 .vector destvec;                // for rain
102 .float cnt;             // for rain
103 .float count;
104 //.float cnt2;
105
106 .float play_time;
107 .float death_time;
108 .float dead_frame;
109 .float fade_time;
110 .float fade_rate;
111
112 // player animation state
113 .float animstate_startframe;
114 .float animstate_numframes;
115 .float animstate_framerate;
116 .float animstate_starttime;
117 .float animstate_endtime;
118 .float animstate_override;
119 .float animstate_looping;
120
121 // player animation data for this model
122 // each vector is as follows:
123 // _x = startframe
124 // _y = numframes
125 // _z = framerate
126 .vector anim_die1; // player dies
127 .vector anim_die2; // player dies differently
128 .vector anim_draw; // player pulls out a weapon
129 .vector anim_duck; // player crouches (from idle to duckidle)
130 .vector anim_duckwalk; // player walking while crouching
131 .vector anim_duckjump; // player jumping from a crouch
132 .vector anim_duckidle; // player idling while crouching
133 .vector anim_idle; // player standing
134 .vector anim_jump; // player jump
135 .vector anim_pain1; // player flinches from pain
136 .vector anim_pain2; // player flinches from pain, differently
137 .vector anim_shoot; // player shoots
138 .vector anim_taunt; // player taunts others (FIXME: no code references this)
139 .vector anim_run; // player running forward
140 .vector anim_runbackwards; // player running backward
141 .vector anim_strafeleft; // player shuffling left quickly
142 .vector anim_straferight; // player shuffling right quickly
143 .vector anim_dead1; // player dead (must be identical to last frame of die1)
144 .vector anim_dead2; // player dead (must be identical to last frame of die2)
145 .vector anim_forwardright; // player running forward and right
146 .vector anim_forwardleft; // player running forward and left
147 .vector anim_backright; // player running backward and right
148 .vector anim_backleft; // player running back and left
149
150 void() player_setupanimsformodel;
151 void player_setanim(vector anim, float looping, float override, float restart);
152
153 .string mdl;
154
155 .string playermodel;
156 .string playerskin;
157
158 .float  respawntime;
159 //.float        chasecam;
160
161 .float  damageforcescale;
162
163 //.float          gravity;
164
165 .float          dmg;
166
167 // for railgun damage (hitting multiple enemies)
168 .float railgunhit;
169 .float railgunhitsolidbackup;
170 .vector railgunhitloc;
171
172 .float          air_finished;
173 .float          dmgtime;
174
175 .float          killcount;
176 .float hitsound, typehitsound;
177
178 .float watersound_finished;
179 .float iscreature;
180 .vector oldvelocity;
181
182 .float pauseregen_finished;
183 .float pauserothealth_finished;
184 .float pauserotarmor_finished;
185 .string item_pickupsound;
186
187 // definitions for weaponsystem
188
189 .entity weaponentity;
190 .entity exteriorweaponentity;
191 .float switchweapon;
192 .float autoswitch;
193 float weapon_action(float wpn, float wrequest);
194 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
195 void w_clear();
196 void w_ready();
197 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
198 .float weapon_nextthink;
199 .void() weapon_think;
200
201 //float PLAYER_WEAPONSELECTION_DELAY = );
202 float   PLAYER_WEAPONSELECTION_SPEED = 18;
203 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
204
205 // weapon states (self.weaponentity.state)
206 float WS_CLEAR                  = 0; // no weapon selected
207 float WS_RAISE                  = 1; // raise frame
208 float WS_DROP                   = 2; // deselecting frame
209 float WS_INUSE                  = 3; // fire state
210 float WS_READY                  = 4; // idle frame
211
212 // weapon requests
213 float WR_SETUP              = 1; // setup weapon data
214 float WR_THINK              = 2; // logic to run every frame
215 float WR_CHECKAMMO1         = 3; // checks ammo for weapon
216 float WR_CHECKAMMO2         = 4; // checks ammo for weapon
217 float WR_AIM                = 5; // runs bot aiming code for this weapon
218 float WR_PRECACHE           = 6; // precaches models/sounds used by this weapon
219 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
220 float WR_KILLMESSAGE    = 8; // sets w_deathtypestring or leaves it alone
221 float WR_RELOAD         = 9; // does not need to do anything
222
223 void weapon_defaultspawnfunc(float wpn);
224
225 string w_deathtypestring;
226 float w_deathtype;
227
228 void(entity client, string s) centerprint_builtin = #73;
229 .vector dest1, dest2;
230
231 float gameover;
232 float intermission_running;
233 float intermission_exittime;
234 float alreadychangedlevel;
235
236
237 .float runes;
238
239
240 .float welcomemessage_time;
241 .float version;
242
243 // Laser target for laser-guided weapons
244 .entity lasertarget;
245 .float laser_on;
246
247 // minstagib vars
248 .float jump_interval;    // laser refire
249
250 //swamp
251 .float in_swamp;              // bool
252 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
253
254 // footstep interval
255 .float nextstep;
256
257 .float ready;
258 #define RESTART_COUNTDOWN 10
259 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
260 entity restartTimer;
261 void restartTimer_Think();
262 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
263 .float spectatortime; //point in time since the client is spectating or observing
264 void checkSpectatorBlock();
265
266 .float winning;
267 .float jointime;
268
269 float isJoinAllowed();
270 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
271
272 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
273 #define TIMEOUT_SLOWMO_VALUE 0.0001
274 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
275 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
276 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
277 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)
278 .float allowedTimeouts; // contains the number of allowed timeouts for each player
279 entity timeoutInitiator; // contains the entity of the player who started the last timeout
280 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
281 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
282 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
283 void timeoutHandler_Think();
284 void evaluateTimeout();
285 void evaluateTimein();
286 string getTimeoutText(float addOneSecond);
287
288 .float spawnshieldtime;
289
290 .float lms_nextcheck;
291 .float lms_traveled_distance;
292
293 .entity flagcarried;
294
295 .entity lastrocket;
296
297 .float playerid;
298 float playerid_last;
299 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
300
301 .vector spawnorigin;
302
303 .vector death_origin;
304 .vector killer_origin;
305
306 float default_player_alpha;
307 float default_weapon_alpha;
308
309 .float() customizeentityforclient;
310 .float cvar_cl_handicap;
311 .float cvar_cl_playerdetailreduction;
312 .float cvar_scr_centertime;
313 .float cvar_cl_shownames;
314 .string cvar_g_nexuizversion;
315 .string cvar_cl_weaponpriority;
316 .string cvar_cl_weaponpriorities[10];
317
318 .float version_nagtime;
319
320 .float modelindex_lod0;
321 #ifdef ALLOW_VARIABLE_LOD
322 .float modelindex_lod1;
323 .float modelindex_lod2;
324 #endif
325
326 #define NUM_JUMPPADSUSED 3
327 .float jumppadcount;
328 .entity jumppadsused[NUM_JUMPPADSUSED];
329
330 string gamemode_name;
331 float teams_matter;
332
333 float startitem_failed;
334
335 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
336 void DropAllRunes(entity pl);
337
338
339 typedef .float floatfield;
340 floatfield Item_CounterField(float it);
341
342 float W_AmmoItemCode(float wpn);
343 float W_WeaponBit(float wpn);
344 string W_Name(float weaponid);
345
346 void UpdateSelectedPlayer();
347 void ClearSelectedPlayer();
348 .entity selected_player;
349 .entity last_selected_player;
350 .float selected_player_time; // when this player has been selected
351 .float selected_player_count; // how long this player has been directly pointed to
352 .float selected_player_display_needs_update; // are regular updates necessary? (health)
353 .float selected_player_display_timeout; // when the selection will time out
354
355 void FixIntermissionClient(entity e);
356 void FixClientCvars(entity e);
357
358 float weaponsInMap;
359
360 void centerprint_atprio(entity e, float prio, string s);
361 void centerprint_expire(entity e, float prio);
362 void centerprint(entity e, string s);
363
364 .float respawn_countdown; // next number to count
365
366 float bot_waypoints_for_items;
367
368 .float  attack_finished_for[WEP_COUNT];
369 .float attack_finished_single;
370 #ifdef INDEPENDENT_ATTACK_FINISHED
371 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
372 #else
373 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
374 #endif
375
376 // assault game mode: Which team is attacking in this round?
377 float assault_attacker_team;
378
379 // speedrun: when 1, player auto teleports back when capture timeout happens
380 .float speedrunning;
381
382 // Q3 support
383 .float notteam;
384 .float notsingle;
385 .float notfree;
386 .float notq3a;
387 float q3acompat_machineshotgunswap;
388
389 // database
390 float ServerProgsDB;
391 float TemporaryDB;
392
393 .float team_saved;
394
395 float some_spawn_has_been_used;
396 float have_team_spawns;
397
398 // set when showing a kill countdown
399 .entity killindicator;
400 .float killindicator_teamchange;
401
402 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
403
404 float lockteams;
405
406 .float parm_idlesince;
407 float sv_maxidle;
408 float sv_maxidle_spectatorsareidle;
409
410 float sv_pogostick;
411 float sv_doublejump;
412 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
413
414 float next_pingtime;
415
416 .float Version;
417 .float SendFlags;
418 .float(entity to, float sendflags) SendEntity;
419
420 // player sounds, voice messages
421 // TODO implemented fall and falling
422 #define ALLPLAYERSOUNDS \
423                 _VOICEMSG(death) \
424                 _VOICEMSG(drown) \
425                 _VOICEMSG(gasp) \
426                 _VOICEMSG(jump) \
427                 _VOICEMSG(pain25) \
428                 _VOICEMSG(pain50) \
429                 _VOICEMSG(pain75) \
430                 _VOICEMSG(pain100)
431 #define ALLVOICEMSGS \
432                 _VOICEMSG(attack) \
433                 _VOICEMSG(attackinfive) \
434                 _VOICEMSG(meet) \
435                 _VOICEMSG(seenflag) \
436                 _VOICEMSG(taunt) \
437                 _VOICEMSG(teamshoot)
438
439 #define _VOICEMSG(m) .string playersound_##m;
440 ALLPLAYERSOUNDS
441 ALLVOICEMSGS
442 #undef _VOICEMSG
443
444 // reserved sound names for the future (models lack sounds for them):
445 //              _VOICEMSG(affirmative) \
446 //              _VOICEMSG(attacking) \
447 //              _VOICEMSG(defending) \
448 //              _VOICEMSG(roaming) \
449 //              _VOICEMSG(onmyway) \
450 //              _VOICEMSG(droppedflag) \
451 //              _VOICEMSG(flagcarriertakingdamage) \
452 //              _VOICEMSG(negative) \
453 //              _VOICEMSG(seenenemy) \
454 //              _VOICEMSG(fall) \
455 //              _VOICEMSG(getflag) \
456 //              _VOICEMSG(incoming) \
457 //              _VOICEMSG(coverme) \
458 //              _VOICEMSG(needhelp) \
459 //              _VOICEMSG(defend) \
460 //              _VOICEMSG(freelance) \
461 //              _VOICEMSG(falling) \
462
463 string globalsound_fall;
464 string globalsound_metalfall;
465 string globalsound_step;
466 string globalsound_metalstep;
467
468 #define VOICETYPE_PLAYERSOUND 10
469 #define VOICETYPE_TEAMRADIO 11
470 #define VOICETYPE_LASTATTACKER 12
471 #define VOICETYPE_LASTATTACKER_ONLY 13
472 #define VOICETYPE_AUTOTAUNT 14
473 #define VOICETYPE_TAUNT 15
474
475 void PrecachePlayerSounds(string f);
476 void PrecacheGlobalSound(string samplestring);
477 void UpdatePlayerSounds();
478 void ClearPlayerSounds();
479 void PlayerSound(.string samplefield, float channel, float voicetype);
480 void GlobalSound(string samplestring, float channel, float voicetype);
481 void VoiceMessage(string type, string message);
482
483 // autotaunt system
484 .float cvar_cl_autotaunt;
485 .float cvar_cl_voice_directional;
486 .float cvar_cl_voice_directional_taunt_attenuation;
487
488 .float version_mismatch;
489
490 float independent_players;
491 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
492 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
493 // we're using + here instead of , because fteqcc sucks
494
495 string clientstuff;
496 .float stat_sys_ticrate;
497 .float phase;
498 .float weapons;
499 .float pressedkeys;
500
501 .float porto_forbidden;
502
503 .string fog;
504
505 string cvar_changes;
506
507 float game_starttime; //point in time when the countdown is over
508 .float stat_game_starttime;
509
510 void W_Porto_Remove (entity p);
511
512 .float projectiledeathtype;
513
514 .string message2;
515
516 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
517 .float stat_allow_oldnexbeam;
518
519 // reset to 0 on weapon switch
520 // may be useful to all weapons
521 .float bulletcounter;
522
523 void target_voicescript_next(entity pl);
524 void target_voicescript_clear(entity pl);
525
526 .string target2;
527 .string target3;
528 .string target4;
529 .float trigger_reverse;
530
531 void SUB_DontUseTargets();
532 void SUB_UseTargets();
533
534 .void() reset; // if set, an entity is reset using this
535 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
536
537 void ClientData_Touch(entity e);
538
539 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
540
541 // the QC VM sucks
542 #define BITXOR(v,b)        ((v) + (b) - 2 * ((v) & (b)))
543 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))