5 float g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch;
6 float g_cloaked, g_footsteps, g_grappling_hook, g_instagib, g_laserguided_missile, g_midair, g_minstagib, g_nixnex, g_nixnex_with_laser, g_norecoil, g_rocketarena, g_vampire, g_minstagib_invis_alpha;
8 float tourneyInMatchStage;
17 float bots_would_leave;
18 float lms_lowest_lives;
20 float() LMS_NewPlayerLives;
22 void(entity player, float f) UpdateFrags;
25 float team1_score, team2_score, team3_score, team4_score;
29 #define 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\n\n\n\n\n\n\n\n\n\n\n\n\n"
33 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
53 .float pain_finished; //Added by Supajoe
54 .float pain_frame; //"
55 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
56 .float crouch; // Crouching or not?
58 .float strength_finished;
59 //.float speed_finished;
60 .float invincible_finished;
61 //.float slowmo_finished;
63 .vector finaldest, finalangle; //plat.qc stuff
66 .float t_length, t_width;
68 .vector destvec; // for rain
69 .float cnt; // for rain
79 // player animation state
80 .float animstate_startframe;
81 .float animstate_numframes;
82 .float animstate_framerate;
83 .float animstate_starttime;
84 .float animstate_endtime;
85 .float animstate_override;
86 .float animstate_looping;
88 // player animation data for this model
89 // each vector is as follows:
93 .vector anim_die1; // player dies
94 .vector anim_die2; // player dies differently
95 .vector anim_draw; // player pulls out a weapon
96 .vector anim_duck; // player crouches (from idle to duckidle)
97 .vector anim_duckwalk; // player walking while crouching
98 .vector anim_duckjump; // player jumping from a crouch
99 .vector anim_duckidle; // player idling while crouching
100 .vector anim_idle; // player standing
101 .vector anim_jump; // player jump
102 .vector anim_pain1; // player flinches from pain
103 .vector anim_pain2; // player flinches from pain, differently
104 .vector anim_shoot; // player shoots
105 .vector anim_taunt; // player taunts others (FIXME: no code references this)
106 .vector anim_run; // player running forward
107 .vector anim_runbackwards; // player running backward
108 .vector anim_strafeleft; // player shuffling left quickly
109 .vector anim_straferight; // player shuffling right quickly
110 .vector anim_dead1; // player dead (must be identical to last frame of die1)
111 .vector anim_dead2; // player dead (must be identical to last frame of die2)
112 .vector anim_forwardright; // player running forward and right
113 .vector anim_forwardleft; // player running forward and left
114 .vector anim_backright; // player running backward and right
115 .vector anim_backleft; // player running back and left
117 void() player_setupanimsformodel;
118 void(vector anim, float looping, float override, float restart) player_setanim;
128 .float damageforcescale;
134 // for railgun damage (hitting multiple enemies)
136 .float railgunhitsolidbackup;
137 .vector railgunhitloc;
145 .float watersound_finished;
149 .float pauseregen_finished;
150 .float pauserothealth_finished;
151 .float pauserotarmor_finished;
152 .string item_pickupsound;
154 // definitions for weaponsystem
156 .entity weaponentity;
157 .entity exteriorweaponentity;
160 float(float wpn, float wrequest) weapon_action;
161 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
164 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
165 .float weapon_nextthink;
166 .void() weapon_think;
168 //float PLAYER_WEAPONSELECTION_DELAY = );
169 float PLAYER_WEAPONSELECTION_SPEED = 18;
170 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
172 // weapon states (self.weaponentity.state)
173 float WS_CLEAR = 0; // no weapon selected
174 float WS_RAISE = 1; // raise frame
175 float WS_DROP = 2; // deselecting frame
176 float WS_INUSE = 3; // fire state
177 float WS_READY = 4; // idle frame
180 float WR_SETUP = 1; // setup weapon data
181 float WR_THINK = 2; // logic to run every frame
182 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
183 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
184 float WR_AIM = 5; // runs bot aiming code for this weapon
185 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
186 float WR_REGISTER = 7; // send data about the weapon to the client self (for ClientConnect)
189 float WEP_LASER = 1; // float IT_LASER = 4096;
190 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
191 float WEP_UZI = 3; // float IT_UZI = 2;
192 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
193 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
194 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
195 float WEP_NEX = 7; // float IT_NEX = 32;
196 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
197 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
199 // For weapon cycling commands
203 void(entity client, string s) stuffcmd = #21;
204 void(entity client, string s) sprint = #24;
205 vector(entity e, float sped) aim = #44;
206 void(entity client, string s) centerprint_builtin = #73;
207 void(entity e) setspawnparms = #78;
208 void(float to, float f) WriteByte = #52;
209 void(float to, float f) WriteChar = #53;
210 void(float to, float f) WriteShort = #54;
211 void(float to, float f) WriteLong = #55;
212 void(float to, float f) WriteCoord = #56;
213 void(float to, float f) WriteAngle = #57;
214 void(float to, string s) WriteString = #58;
215 void(float to, entity s) WriteEntity = #59;
216 .vector dest1, dest2;
219 float intermission_running;
220 float intermission_exittime;
221 float alreadychangedlevel;
227 .float welcomemessage_time;
232 string votecalledvote;
233 string votecalledvote_display;
234 float votecalledmaster;
242 float VoteAllowed(string vote);
247 void VoteStop(entity stopper);
250 // Wazat's grappling hook
252 void GrapplingHookFrame();
253 void RemoveGrapplingHook(entity pl);
254 void SetGrappleHookBindings();
256 float GRAPHOOK_FIRE = 20;
257 float GRAPHOOK_RELEASE = 21;
258 // (note: you can change the hook impulse #'s to whatever you please)
261 // Laser target for laser-guided weapons
266 .float jump_interval; // laser refire
269 .float in_swamp; // bool
270 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
276 #define RESTART_COUNTDOWN 10
277 float restart_countdown; //point in time when the countdown is over
278 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
279 entity restartAnnouncer; //a temporary entity which will play the countdown sounds 3, 2, 1 for all clients, will also reset the map after the countdown
280 void restartAnnouncer_Think();
281 entity readyNagger; //manages printing the ready-nag to active players who are not ready yet
282 void readyNagger_Think();
283 float readyNagActive; //if set to 1, the readyNagger entity was already spawned (boolean)
284 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
285 .float spectatortime; //point in time since the client is spectating or observing
286 void checkSpectatorBlock();
287 float timelimit_orig;
293 float isJoinAllowed();
294 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
295 .float spawnshieldtime;
297 .float lms_nextcheck;
298 .float lms_traveled_distance;
306 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
310 .vector death_origin;
311 .vector killer_origin;
315 float default_player_alpha;
316 float default_weapon_alpha;
320 .float() customizeentityforclient;
321 .float cvar_cl_handicap;
322 .float cvar_cl_zoomfactor;
323 .float cvar_cl_zoomspeed;
324 .float cvar_cl_playerdetailreduction;
325 .float cvar_cl_nogibs;
326 .float cvar_scr_centertime;
327 .float cvar_cl_shownames;
328 .float cvar_cl_hidewaypoints;
329 .string cvar_g_nexuizversion;
331 .float version_nagtime;
333 #ifdef ALLOW_VARIABLE_LOD
334 .float modelindex_lod0;
335 .float modelindex_lod1;
336 .float modelindex_lod2;
339 #define NUM_JUMPPADSUSED 3
341 .entity jumppadsused[NUM_JUMPPADSUSED];
343 string gamemode_name;
346 float startitem_failed;
348 void DropFlag(entity flag);
349 void DropAllRunes(entity pl);
352 typedef .float floatfield;
353 floatfield Item_CounterField(float it);
354 float Item_WeaponCode(float it);
355 void Item_SpawnByItemCode(float it);
357 float W_AmmoItemCode(float wpn);
358 float W_ItemCode(float wpn);
359 string W_Name(float weaponid);
361 void UpdateSelectedPlayer();
362 void ClearSelectedPlayer();
363 .entity selected_player;
364 .entity last_selected_player;
365 .float selected_player_time; // when this player has been selected
366 .float selected_player_count; // how long this player has been directly pointed to
367 .float selected_player_display_needs_update; // are regular updates necessary? (health)
368 .float selected_player_display_timeout; // when the selection will time out
370 void FixIntermissionClient(entity e);
371 void FixClientCvars(entity e);
375 void centerprint_atprio(entity e, float prio, string s);
376 void centerprint_expire(entity e, float prio);
377 void centerprint(entity e, string s);
379 .float respawn_countdown; // next number to count
381 float bot_waypoints_for_items;
383 .float attack_finished_for[WEP_LAST + 1];
384 .float attack_finished_single;
385 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
387 // assault game mode: Which team is attacking in this round?
388 float assault_attacker_team;
390 // speedrun: when 1, player auto teleports back when capture timeout happens
398 float q3acompat_machineshotgunswap;
405 float some_spawn_has_been_used;
406 float have_team_spawns;
408 // set when showing a kill countdown
409 .entity killindicator;
410 .float killindicator_teamchange;
412 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);