/************************************* Team:Nexuiz (NexTF) Definitions *************************************/ /********************* General ***************************/ float TF_FLARE_LIT = 0; // Woes of a decompiler, eh? float TF_FLARE_OFF = 1; //// float CTF_Map; float (entity e, float healamount, float ignore) T_Heal; // Temporary Defs (till I implement real systems for these) //float joinorder; // menu implemented :) .float undercover_team; // is undercover as team number... Are we gonna use this one, wazat? .float is_undercover; // is just undercover.. // Team Scores float team1score; float team2score; float team3score; float team4score; // Team Colors float team1col; float team2col; float team3col; float team4col; // Legal Classes float illegalclasses/* = 0*/; float illegalclasses1; float illegalclasses2; float illegalclasses3; float illegalclasses4; float civilianteams; // Last Spawn Place of Team entity lastspawn_team1; entity lastspawn_team2; entity lastspawn_team3; entity lastspawn_team4; .float playerclass; // TF's recognition of players. This will be set in accordance to tf playerclasses // TF Class Numbers float TF_CLASS_SCOUT = 1; float TF_CLASS_SNIPER = 2; //not in NexTF float TF_CLASS_SOLDIER = 3; float TF_CLASS_DEMOMAN = 4; //not in NexTF float TF_CLASS_MEDIC = 5; float TF_CLASS_HWGUY = 6; //not in NexTF float TF_CLASS_PYRO = 7; float TF_CLASS_SPY = 8; float TF_CLASS_ENGINEER = 9; float TF_CLASS_RANDOM = 10; // Need fucntions for these 2 float TF_CLASS_CIVILIAN = 11; //// .float respawn_as_new_class; // what class the player will respawn as in accordance to tf's .playerclass // Death Message (we should incorporate this into Team:Nexuiz some time) float deathmsg; // Hmm? .float has_abbreviated; // for NetQuake's UpdateAbbreviation fucntion .float hn_i_g; .float hasnt_item_from_group; float flagem_checked; .float tp_grenades_1; .float tp_grenades_2; .float camdist; .vector camangle; .entity observer_list; float cb_prematch_time; float civilianteams; // Are civilian teams allowed? float parems_decoded; // Have the parameters already been decoded - XavioR //Team Frags (old function -- possibly moot) float team1frags; float team2frags; float team3frags; float team4frags; //FlagExists floats so that a team flag isnt spawned twice by the Q3F conversion code float redflagexists; float blueflagexists; .void() th_die; // wtf is this again.. .void() th_stand; .void() th_walk; .void() th_run; .void() th_missile; .void() th_melee; // Weapon Clips .float reload_time; .float clip_crylink; .float clip_rockets; .float clip_pipegrenades; float CLIP_MAX_CRYLINK = 8; float CLIP_MAX_ROCKETS = 4; float CLIP_MAX_PIPEGRENADES = 6; .float is_dead; // temp // player is dead .float immune_to_check; // How long player is immune to cheat check? //// Personally i think I'm jsut gonna implement krimzon's //// ParseClientCommand to check color change cheats. - XavioR .float axhitme; // Goal Item (I think) -- if ax hits then blah // There's no axe in nexuiz tho.... :/ .float armor_allowed; // .float maxarmor; //// .float ammo_medikit; .float maxammo_medikit; .float ammo_detpack; .float maxammo_detpack; .float maxammo_shells; .float maxammo_nails; .float maxammo_cells; .float maxammo_rockets; .float last_impulse; .float real_frags; .float items_allowed; .float super_time; // no idea(?) .float super_sound; //// .float invisible_finished; // Not a NexTF function(?) .float invisible_time; //// .float radsuit_finished; // BioSuit(?) .float rad_time; //// .float distance; // My guess is that this is whatever TF uses to store entity distances // from each other? .float volume; .float option5; .float worldtype; // Not sure .float armorclass; // How will nexTF's armor class work? // It's a good thing to have in anyways I guess. .float weaponmode; // I think only demoman and HWGuy use this, and since they're not in nextf.. poof // The TF State .float tfstate; // State of the player according to quake TF. // I will try to satisfy it for NexTF after the goal porting is done. .float maxfbspeed; .float maxstrafespeed; .float StatusRefreshTime; // The Status Bar .float StatusBarSize; //// .float StatusBarRes; //// // MENU STUFF .float current_menu; .float menu_count; .float heat; // What tf uses for powering up weapons. Could be useful later? entity otemp; entity stemp; .entity trigger_field; .string noise4; // MTF fucntion -- possibly moot. .string deathtype; // "You have the flag" .string team_str_home; .string team_str_moved; .string team_str_carried; void (entity targ, entity inflictor, entity attacker, float damage) T_Damage; void (entity targ, entity inflictor, entity attacker, float damage, float T_flags, float T_AttackType) TF_T_Damage; void (entity Viewer, float pc, float rpc) TeamFortress_PrintClassName; void (float classnum) SetMaxAmmoFor; /*********************************************************/ /////////////////////////////////////////////////////////// /******************* Moved from:**************************/ //tffunctions .float nextpc; // for qued next player class -- we gonna use this? void (string halias, float himpulse1, float himpulse2) TeamFortress_Alias; string () ChooseRandomClass; // tfcombat: .float invincible_time; //Pent effect time .float invincible_sound; //Pent hit sound void (entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage; // tfmapitems: .float tf_items; .float tf_items_flags; .float goal_no; .float group_no; .float goal_state; .float goal_activation; .float goal_effects; .float goal_group; .float activate_goal_no; .float inactivate_goal_no; .float if_goal_is_active; .float if_goal_is_inactive; .float if_goal_is_removed; .float if_group_is_active; .float if_group_is_inactive; .float if_group_is_removed; .float remove_goal_no; .float restore_goal_no; .float activate_group_no; .float inactivate_group_no; .float remove_group_no; .float restore_group_no; .float has_item_from_group; .float remove_item_group; .float return_item_no; // tfplats .float height; .entity movetarget; void () SUB_CalcMoveDone; void (vector tdest, float tspeed, void() func) SUB_CalcMove; void (entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt; // tfq3fitems .string is_converted_goal; // This is used to identify converted goals (helps me determine spawn in q3f maps) .string groupname; // generally gets set to blueflag or redflag float q3fdetect; .vector orig_origin; .string activetarget; .string allowteams; void () i_p_t; // tfgrenades void () TeamFortress_PrimeGrenade; void () TeamFortress_ThrowGrenade; void () NormalGrenadeTouch; void () NormalGrenadeExplode; float () crandom; // tfsubs .float dont_do_triggerwork; void (entity Goal, entity AP) DoGroupWork; void (entity Goal, entity AP) DoGoalWork; void () button_wait; void () SUB_Remove; // tfsentry .float super_damage_finished; // turrets can get super charged too! //DP_QC_GETTAGINFO //idea: VorteX, LordHavoc (somebody else?) //DarkPlaces implementation: VorteX //builtin definitions: float(entity ent, string tagname) gettagindex = #451; vector(entity ent, float tagindex) gettaginfo = #452; //description: //gettagindex returns the number of a tag on an entity, this number is the same as set by setattachment (in the .tag_index field), allowing the qc to save a little cpu time by keeping the number around if it wishes (this could already be done by calling setattachment and saving off the tag_index). //gettaginfo returns the origin of the tag in worldspace and sets v_forward, v_right, and v_up to the current orientation of the tag in worldspace, this automatically resolves all dependencies (attachments, including viewmodelforclient), this means you could fire a shot from a tag on a gun entity attached to the view for example. //tftesla float modelindex_null = 0; .float has_turretized_tesla; // is the player's tesla turretized? float modelindex_eyes = 0; // non-tf files // cl_impulses .float impulse_wait; // time when player can next use an impulse // classes // engiener .float is_building; // is the player in the middle of building something .float has_dispenser; // player has dispenser .float has_sentry; // player has sentry gun .float has_tesla; // player has tesla coil .float has_teleporter; // player has telepad (2 max) .entity barrel_ent; // sentry gun's barrel entity .entity animation_ent; // an object's entity that controls its animations (dirty, but effective) .float weapons_carried; // used with tesla void () TeamFortress_FinishedBuilding; void () lvl1_sentry_stand; void (float tno, entity ignore, string st) teamsprint; .entity real_owner; // The building's real owner (the one who built it) .entity oldenemy; .float current_weapon; .float waitmin; .float waitmax; .void(entity attacker, float damage) th_pain; // Function the building calls when it gets hurt // fixme! XavioR /******************* End Moved From Section **************/ /////////////////////////////////////////////////////////// /*************** Defs that need functions ****************/ .float lives; // Amount of lives float toggleflags; .float is_unabletospy; // picking up tfgoal makes the spy unable to go undercover .float owned_by; // Item is owned by team #