// Globals entity activator; string string_null; float player_count; float lms_dead_count; float lms_lowest_lives; float lms_next_place; float team1_score, team2_score, team3_score, team4_score; float maxclients; 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"; // Fields .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage; //.string wad; //.string map; // is this client a remote administrator? .float adminstatus; //.float worldtype; .float delay; .float wait; .float lip; //.float light_lev; .float speed; //.float style; //.float skill; .float sounds; .string killtarget; .vector pos1, pos2; .vector mangle; .float attack_finished; .float pain_finished; //Added by Supajoe .float pain_frame; //" .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100 .float crouch; // Crouching or not? .float strength_finished; //.float speed_finished; .float invincible_finished; //.float slowmo_finished; .vector finaldest, finalangle; //plat.qc stuff .void() think1; .float state; .float t_length, t_width; .vector destvec; // for rain .float cnt; // for rain .float count; //.float cnt2; .float death_time; .float dead_time; .float dead_frame; .float die_frame; .float fade_time; .float fade_rate; .string mdl; .string playermodel; .string playerskin; .float respawntime; //.float chasecam; .float damageforcescale; //.float gravity; .float dmg; // for railgun damage (hitting multiple enemies) .float railgunhit; .float railgunhitsolidbackup; .vector railgunhitloc; .float air_finished; .float dmgtime; .float killcount; .float watersound_finished; .float iscreature; .vector oldvelocity; .float pauseregen_finished; .float pauserothealth_finished; .float pauserotarmor_finished; .float attack_finished; .string item_pickupsound; // definitions for weaponsystem .entity weaponentity; .entity exteriorweaponentity; .float switchweapon; .float autoswitch; float(float wpn, float wrequest) weapon_action; float(entity cl, float wpn, float andammo, float complain) client_hasweapon; void() w_clear; void() w_ready; // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) .float weapon_nextthink; .void() weapon_think; .float weapon_nextthink_lastframe; //float PLAYER_WEAPONSELECTION_DELAY = ); float PLAYER_WEAPONSELECTION_SPEED = 18; vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40'; // weapon states (self.weaponentity.state) float WS_CLEAR = 0; // no weapon selected float WS_RAISE = 1; // raise frame float WS_DROP = 2; // deselecting frame float WS_INUSE = 3; // fire state float WS_READY = 4; // idle frame // weapon requests float WR_SETUP = 1; // setup weapon data float WR_THINK = 2; // logic to run every frame float WR_CHECKAMMO1 = 3; // checks ammo for weapon float WR_CHECKAMMO2 = 4; // checks ammo for weapon float WR_AIM = 5; // runs bot aiming code for this weapon // Weapon indexes float WEP_LASER = 1; // float IT_LASER = 4096; float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1; float WEP_UZI = 3; // float IT_UZI = 2; float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4; float WEP_ELECTRO = 5; // float IT_ELECTRO = 8; float WEP_CRYLINK = 6; // float IT_CRYLINK = 16; float WEP_NEX = 7; // float IT_NEX = 32; float WEP_HAGAR = 8; // float IT_HAGAR = 64; float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128; // For weapon cycling commands float WEP_FIRST = 1; float WEP_LAST = 9; void(entity e, float chan, string samp, float vol, float atten) sound = #8; void(entity client, string s) stuffcmd = #21; void(entity client, string s) sprint = #24; vector(entity e, float sped) aim = #44; void(entity client, string s) centerprint = #73; void(entity e) setspawnparms = #78; void(float to, float f) WriteByte = #52; void(float to, float f) WriteChar = #53; void(float to, float f) WriteShort = #54; void(float to, float f) WriteLong = #55; void(float to, float f) WriteCoord = #56; void(float to, float f) WriteAngle = #57; void(float to, string s) WriteString = #58; void(float to, entity s) WriteEntity = #59; .vector dest1, dest2; void(entity clent) dropclient = #453; float gameover; float intermission_running; float intermission_exittime; float alreadychangedlevel; .float runes; .float welcomemessage_time; .float welcomemessage_time2; .float version; // stahl's voting float votecalled; string votecalledvote; float votecalledmaster; entity votecaller; float votefinished; .float vote_master; .float vote_next; .float vote_vote; void VoteThink(); string VoteParse(); float VoteAllowed(string vote); void VoteReset(); void VoteAccept(); void VoteReject(); void VoteTimeout(); void VoteStop(entity stopper); void VoteCount(); // Wazat's grappling hook .entity hook; void GrapplingHookFrame(); void RemoveGrapplingHook(entity pl); void SetGrappleHookBindings(); // hook impulses float GRAPHOOK_FIRE = 20; float GRAPHOOK_RELEASE = 21; // (note: you can change the hook impulse #'s to whatever you please) .float hook_time; // Laser target for laser-guided weapons .entity lasertarget; .float laser_on; // minstagib vars .float extralives; .float jump_interval; // laser refire //swamp .float in_swamp; // bool .entity swampslug; // Uses this to release from swamp ("untouch" fix) // footstep interval .float nextstep; .float ready; .float winning; .float deaths; .float jointime; .float spawnshieldtime; .float lms_nextcheck; .float lms_traveled_distance; .entity flagcarried; .entity lastrocket; .float playerid; float playerid_last; .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor .vector spawnorigin; .vector death_origin; .vector killer_origin; .float isdecor; float default_player_alpha; .float() customizeentityforclient; .float cvar_cl_playerdetailreduction; .float cvar_cl_nogibs; .float cvar_scr_centertime; #ifdef ALLOW_VARIABLE_LOD .float modelindex_lod0; .float modelindex_lod1; .float modelindex_lod2; #endif #define NUM_JUMPPADSUSED 3 .float jumppadcount; .entity jumppadsused[NUM_JUMPPADSUSED]; string gamemode_name; float teams_matter; float startitem_failed; typedef .float floatfield; typedef void(void) spawnfunc; floatfield Item_CounterField(float it); float Item_WeaponCode(float it); spawnfunc Item_SpawnFunc(float it); float W_AmmoItemCode(float wpn); float W_ItemCode(float wpn); string W_Name(float weaponid);