9 float lms_lowest_lives;
11 float() LMS_NewPlayerLives;
13 float team1_score, team2_score, team3_score, team4_score;
17 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";
21 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
41 .float attack_finished;
42 .float attack_finished_old;
43 .float pain_finished; //Added by Supajoe
44 .float pain_frame; //"
45 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
46 .float crouch; // Crouching or not?
48 .float strength_finished;
49 //.float speed_finished;
50 .float invincible_finished;
51 //.float slowmo_finished;
53 .vector finaldest, finalangle; //plat.qc stuff
56 .float t_length, t_width;
58 .vector destvec; // for rain
59 .float cnt; // for rain
78 .float damageforcescale;
84 // for railgun damage (hitting multiple enemies)
86 .float railgunhitsolidbackup;
87 .vector railgunhitloc;
94 .float watersound_finished;
98 .float pauseregen_finished;
99 .float pauserothealth_finished;
100 .float pauserotarmor_finished;
101 .string item_pickupsound;
103 // definitions for weaponsystem
105 .entity weaponentity;
106 .entity exteriorweaponentity;
109 float(float wpn, float wrequest) weapon_action;
110 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
113 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
114 .float weapon_nextthink;
115 .void() weapon_think;
116 .float weapon_nextthink_lastframe;
118 //float PLAYER_WEAPONSELECTION_DELAY = );
119 float PLAYER_WEAPONSELECTION_SPEED = 18;
120 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
122 // weapon states (self.weaponentity.state)
123 float WS_CLEAR = 0; // no weapon selected
124 float WS_RAISE = 1; // raise frame
125 float WS_DROP = 2; // deselecting frame
126 float WS_INUSE = 3; // fire state
127 float WS_READY = 4; // idle frame
130 float WR_SETUP = 1; // setup weapon data
131 float WR_THINK = 2; // logic to run every frame
132 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
133 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
134 float WR_AIM = 5; // runs bot aiming code for this weapon
137 float WEP_LASER = 1; // float IT_LASER = 4096;
138 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
139 float WEP_UZI = 3; // float IT_UZI = 2;
140 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
141 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
142 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
143 float WEP_NEX = 7; // float IT_NEX = 32;
144 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
145 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
147 // For weapon cycling commands
151 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
152 void(entity client, string s) stuffcmd = #21;
153 void(entity client, string s) sprint = #24;
154 vector(entity e, float sped) aim = #44;
155 void(entity client, string s) centerprint_builtin = #73;
156 void(entity e) setspawnparms = #78;
157 void(float to, float f) WriteByte = #52;
158 void(float to, float f) WriteChar = #53;
159 void(float to, float f) WriteShort = #54;
160 void(float to, float f) WriteLong = #55;
161 void(float to, float f) WriteCoord = #56;
162 void(float to, float f) WriteAngle = #57;
163 void(float to, string s) WriteString = #58;
164 void(float to, entity s) WriteEntity = #59;
165 .vector dest1, dest2;
166 void(entity clent) dropclient = #453;
169 float intermission_running;
170 float intermission_exittime;
171 float alreadychangedlevel;
177 .float welcomemessage_time;
182 string votecalledvote;
183 float votecalledmaster;
191 float VoteAllowed(string vote);
196 void VoteStop(entity stopper);
199 // Wazat's grappling hook
201 void GrapplingHookFrame();
202 void RemoveGrapplingHook(entity pl);
203 void SetGrappleHookBindings();
205 float GRAPHOOK_FIRE = 20;
206 float GRAPHOOK_RELEASE = 21;
207 // (note: you can change the hook impulse #'s to whatever you please)
210 // Laser target for laser-guided weapons
215 .float jump_interval; // laser refire
218 .float in_swamp; // bool
219 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
230 .float spawnshieldtime;
232 .float lms_nextcheck;
233 .float lms_traveled_distance;
241 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
245 .vector death_origin;
246 .vector killer_origin;
250 float default_player_alpha;
251 float default_weapon_alpha;
253 .float() customizeentityforclient;
254 .float cvar_cl_playerdetailreduction;
255 .float cvar_cl_nogibs;
256 .float cvar_scr_centertime;
257 .float cvar_cl_shownames;
258 .string cvar_g_nexuizversion;
260 .float version_nagtime;
262 #ifdef ALLOW_VARIABLE_LOD
263 .float modelindex_lod0;
264 .float modelindex_lod1;
265 .float modelindex_lod2;
268 #define NUM_JUMPPADSUSED 3
270 .entity jumppadsused[NUM_JUMPPADSUSED];
272 string gamemode_name;
275 float startitem_failed;
277 void DropFlag(entity flag);
278 void DropAllRunes(entity pl);
281 typedef .float floatfield;
282 typedef void(void) spawnfunc;
283 floatfield Item_CounterField(float it);
284 float Item_WeaponCode(float it);
285 spawnfunc Item_SpawnFunc(float it);
287 float W_AmmoItemCode(float wpn);
288 float W_ItemCode(float wpn);
289 string W_Name(float weaponid);
291 void UpdateSelectedPlayer();
292 void ClearSelectedPlayer();
293 .entity selected_player;
294 .entity last_selected_player;
295 .float selected_player_time; // when this player has been selected
296 .float selected_player_count; // how long this player has been directly pointed to
297 .float selected_player_display_needs_update; // are regular updates necessary? (health)
298 .float selected_player_display_timeout; // when the selection will time out
300 void centerprint_atprio(entity e, float prio, string s);
301 void centerprint_expire(entity e, float prio);
302 void centerprint(entity e, string s);
304 .float respawn_countdown; // next number to count
306 float bot_waypoints_for_items;