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new gamemode: arena
[divverent/nexuiz.git] / data / qcsrc / server / gamec / defs.h
1
2 // Globals
3
4 entity  activator;
5 string  string_null;
6
7 float player_count;
8 float lms_dead_count;
9 float lms_lowest_lives;
10 float lms_next_place;
11
12 float team1_score, team2_score, team3_score, team4_score;
13
14 float maxclients;
15
16 string 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";
17
18 //entity        casing;
19 entity dest;
20
21 // Fields
22
23 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
24
25 //.string       wad;
26 //.string       map;
27
28 // is this client a remote administrator?
29 .float adminstatus;
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
40 .string killtarget;
41
42 .vector pos1, pos2;
43 .vector mangle;
44
45 .float  attack_finished;
46 .float  pain_finished;                  //Added by Supajoe
47 .float  pain_frame;                     //"
48 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
49 .float  crouch; // Crouching or not?
50
51 .float  strength_finished;
52 //.float        speed_finished;
53 .float  invincible_finished;
54 //.float        slowmo_finished;
55
56 .vector         finaldest, finalangle;          //plat.qc stuff
57 .void()         think1;
58 .float state;
59 .float          t_length, t_width;
60
61 .vector destvec;                // for rain
62 .float cnt;             // for rain
63 .float count;
64 //.float cnt2;
65
66 .float death_time;
67 .float dead_time;
68 .float dead_frame;
69 .float die_frame;
70 .float fade_time;
71 .float fade_rate;
72
73 .string mdl;
74
75 .string playermodel;
76 .string playerskin;
77
78 .float  respawntime;
79 //.float        chasecam;
80
81 .float electrocount;
82 //.float crylinkcount;
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
100 .float watersound_finished;
101 .float iscreature;
102 .vector oldvelocity;
103
104 .float pauseregen_finished;
105 .float pauserothealth_finished;
106 .float pauserotarmor_finished;
107 .float attack_finished;
108 .string item_pickupsound;
109
110 // definitions for weaponsystem
111
112 .entity weaponentity;
113 .entity exteriorweaponentity;
114 .float switchweapon;
115 .float autoswitch;
116 void(float wpn, float wrequest) weapon_action;
117 float(entity cl, float wpn, float andammo) client_hasweapon;
118 void() w_clear;
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_hasammo; // sets by WR_CHECKAMMO request
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_UPDATECOUNTS = 2;  // update ammo display
138 float WR_IDLE             = 3;  // idle frame
139 float WR_DROP             = 4;  // deselect frame
140 float WR_RAISE            = 5;  // select frame
141 float WR_FIRE1            = 6;  // primary fire frame
142 float WR_FIRE2            = 7;  // secondary fire
143 float WR_FIRE3            = 8;  // third fire
144 float WR_CHECKAMMO        = 9;  // checks ammo for weapon
145 float WR_CLEAR            = 10;  // runs afted deselecting frames, remove weapon parts (if presented). This useful for quake3-style chaingun
146
147 // Weapon indexes
148 float WEP_LASER                         = 1; // float   IT_LASER                                = 4096;
149 float WEP_SHOTGUN                       = 2; // float   IT_SHOTGUN                              = 1;
150 float WEP_UZI                           = 3; // float   IT_UZI                                  = 2;
151 float WEP_GRENADE_LAUNCHER      = 4; // float   IT_GRENADE_LAUNCHER             = 4;
152 float WEP_ELECTRO                       = 5; // float   IT_ELECTRO                              = 8;
153 float WEP_CRYLINK                       = 6; // float   IT_CRYLINK                              = 16;
154 float WEP_NEX                           = 7; // float   IT_NEX                                  = 32;
155 float WEP_HAGAR                         = 8; // float   IT_HAGAR                                = 64;
156 float WEP_ROCKET_LAUNCHER       = 9; // float   IT_ROCKET_LAUNCHER              = 128;
157
158 // For weapon cycling commands
159 float WEP_FIRST                         = 1;
160 float WEP_LAST                          = 9;
161
162 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
163 void(entity client, string s)   stuffcmd = #21;
164 void(entity client, string s)   sprint = #24;
165 vector(entity e, float sped)    aim = #44;
166 void(entity client, string s)   centerprint = #73;
167 void(entity e)                  setspawnparms = #78;
168 void(float to, float f)         WriteByte = #52;
169 void(float to, float f)         WriteChar = #53;
170 void(float to, float f)         WriteShort = #54;
171 void(float to, float f)         WriteLong = #55;
172 void(float to, float f)         WriteCoord = #56;
173 void(float to, float f)         WriteAngle = #57;
174 void(float to, string s)        WriteString     = #58;
175 void(float to, entity s)        WriteEntity     = #59;
176 .vector dest1, dest2;
177 void(entity clent) dropclient = #453;
178
179 float gameover;
180 float intermission_running;
181 float intermission_exittime;
182 float alreadychangedlevel;
183
184
185 .float  isbot;  // true if this client is actually a bot
186
187 .float runes;
188
189
190 .float welcomemessage_time;
191 .float welcomemessage_time2;
192 .float version;
193
194 // stahl's voting
195 float votecalled;
196 string votecalledvote;
197 float votecalledmaster;
198 entity votecaller;
199 float votefinished;
200 .float vote_master;
201 .float vote_next;
202 .float vote_vote;
203 void VoteThink();
204 string VoteParse();
205 float VoteAllowed(string vote);
206 void VoteReset();
207 void VoteAccept();
208 void VoteReject();
209 void VoteTimeout();
210 void VoteStop(entity stopper);
211 void VoteCount();
212
213 // Wazat's grappling hook
214 .entity         hook;
215 void GrapplingHookFrame();
216 void RemoveGrapplingHook(entity pl);
217 void SetGrappleHookBindings();
218 // hook impulses
219 float GRAPHOOK_FIRE             = 20;
220 float GRAPHOOK_RELEASE          = 21;
221 // (note: you can change the hook impulse #'s to whatever you please)
222 .float hook_time;
223
224 // Laser target for laser-guided weapons
225 .entity lasertarget;
226 .float laser_on;
227
228 // minstagib vars
229 .float extralives;
230 .float jump_interval;    // laser refire
231
232 //swamp
233 .float in_swamp;              // bool
234 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
235
236 // footstep interval
237 .float nextstep;
238
239 .float ready;
240
241 .float deaths;
242 .float jointime;
243
244 .float spawnshieldtime;
245
246 .float lms_nextcheck;
247 .float lms_traveled_distance;
248
249 .entity flagcarried;
250
251 .entity lastrocket;
252
253 .float playerid;
254 float playerid_last;
255 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
256
257 .vector spawnorigin;
258
259 .vector death_origin;
260 .vector killer_origin;
261
262 .float isdecor;