1 #define INDEPENDENT_ATTACK_FINISHED
3 float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
5 #define BUTTON_ATCK button0
6 #define BUTTON_JUMP button2
7 #define BUTTON_ATCK2 button3
8 #define BUTTON_ZOOM button4
9 #define BUTTON_CROUCH button5
10 #define BUTTON_HOOK button6
11 #define BUTTON_INFO button7
12 #define BUTTON_CHAT buttonchat
13 #define BUTTON_USE buttonuse
19 float ctf_score_value(string parameter);
21 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race;
22 float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_laserguided_missile, g_midair, g_minstagib, g_nixnex, g_nixnex_with_laser, g_norecoil, g_vampire, g_minstagib_invis_alpha;
24 float g_warmup_allguns;
25 float g_warmup_allow_timeout;
27 float g_ctf_ignore_frags;
29 float g_race_qualifying;
31 float g_pickup_respawntime_short;
32 float g_pickup_respawntime_medium;
33 float g_pickup_respawntime_long;
34 float g_pickup_respawntime_powerup;
35 float g_maplist_allow_hidden;
43 const var void(void) func_null;
47 float bots_would_leave;
48 float lms_lowest_lives;
50 float LMS_NewPlayerLives();
52 void UpdateFrags(entity player, float f);
55 float team1_score, team2_score, team3_score, team4_score;
59 #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"
63 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
83 .float pain_finished; //Added by Supajoe
84 .float pain_frame; //"
85 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
86 .float crouch; // Crouching or not?
88 .float strength_finished;
89 //.float speed_finished;
90 .float invincible_finished;
91 //.float slowmo_finished;
93 .vector finaldest, finalangle; //plat.qc stuff
96 .float t_length, t_width;
98 .vector destvec; // for rain
99 .float cnt; // for rain
109 // player animation state
110 .float animstate_startframe;
111 .float animstate_numframes;
112 .float animstate_framerate;
113 .float animstate_starttime;
114 .float animstate_endtime;
115 .float animstate_override;
116 .float animstate_looping;
118 // player animation data for this model
119 // each vector is as follows:
123 .vector anim_die1; // player dies
124 .vector anim_die2; // player dies differently
125 .vector anim_draw; // player pulls out a weapon
126 .vector anim_duck; // player crouches (from idle to duckidle)
127 .vector anim_duckwalk; // player walking while crouching
128 .vector anim_duckjump; // player jumping from a crouch
129 .vector anim_duckidle; // player idling while crouching
130 .vector anim_idle; // player standing
131 .vector anim_jump; // player jump
132 .vector anim_pain1; // player flinches from pain
133 .vector anim_pain2; // player flinches from pain, differently
134 .vector anim_shoot; // player shoots
135 .vector anim_taunt; // player taunts others (FIXME: no code references this)
136 .vector anim_run; // player running forward
137 .vector anim_runbackwards; // player running backward
138 .vector anim_strafeleft; // player shuffling left quickly
139 .vector anim_straferight; // player shuffling right quickly
140 .vector anim_dead1; // player dead (must be identical to last frame of die1)
141 .vector anim_dead2; // player dead (must be identical to last frame of die2)
142 .vector anim_forwardright; // player running forward and right
143 .vector anim_forwardleft; // player running forward and left
144 .vector anim_backright; // player running backward and right
145 .vector anim_backleft; // player running back and left
147 void() player_setupanimsformodel;
148 void player_setanim(vector anim, float looping, float override, float restart);
158 .float damageforcescale;
164 // for railgun damage (hitting multiple enemies)
166 .float railgunhitsolidbackup;
167 .vector railgunhitloc;
173 .float hitsound, typehitsound;
175 .float watersound_finished;
179 .float pauseregen_finished;
180 .float pauserothealth_finished;
181 .float pauserotarmor_finished;
182 .string item_pickupsound;
184 // definitions for weaponsystem
186 .entity weaponentity;
187 .entity exteriorweaponentity;
190 float weapon_action(float wpn, float wrequest);
191 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
194 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
195 .float weapon_nextthink;
196 .void() weapon_think;
198 //float PLAYER_WEAPONSELECTION_DELAY = );
199 float PLAYER_WEAPONSELECTION_SPEED = 18;
200 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
202 // weapon states (self.weaponentity.state)
203 float WS_CLEAR = 0; // no weapon selected
204 float WS_RAISE = 1; // raise frame
205 float WS_DROP = 2; // deselecting frame
206 float WS_INUSE = 3; // fire state
207 float WS_READY = 4; // idle frame
210 float WR_SETUP = 1; // setup weapon data
211 float WR_THINK = 2; // logic to run every frame
212 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
213 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
214 float WR_AIM = 5; // runs bot aiming code for this weapon
215 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
216 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
217 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
219 void weapon_defaultspawnfunc(float wpn);
221 string w_deathtypestring;
224 void(entity client, string s) centerprint_builtin = #73;
225 .vector dest1, dest2;
228 float intermission_running;
229 float intermission_exittime;
230 float alreadychangedlevel;
236 .float welcomemessage_time;
241 string votecalledvote;
242 string votecalledvote_display;
243 float votecalledmaster;
250 float VoteAllowed(string vote);
255 void VoteStop(entity stopper);
258 // Laser target for laser-guided weapons
263 .float jump_interval; // laser refire
266 .float in_swamp; // bool
267 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
273 #define RESTART_COUNTDOWN 10
274 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
275 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
276 void restartAnnouncer_Think();
277 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
278 .float spectatortime; //point in time since the client is spectating or observing
279 void checkSpectatorBlock();
284 float isJoinAllowed();
285 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
287 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
288 #define TIMEOUT_SLOWMO_VALUE 0.0001
289 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
290 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
291 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
292 float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
293 .float allowedTimeouts; // contains the number of allowed timeouts for each player
294 entity timeoutInitiator; // contains the entity of the player who started the last timeout
295 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
296 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
297 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
298 void timeoutHandler_Think();
299 void evaluateTimeoutCall();
300 void evaluateResumeGame();
301 string getTimeoutText(float addOneSecond);
303 .float spawnshieldtime;
305 .float lms_nextcheck;
306 .float lms_traveled_distance;
314 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
318 .vector death_origin;
319 .vector killer_origin;
323 float default_player_alpha;
324 float default_weapon_alpha;
326 .float() customizeentityforclient;
327 .float cvar_cl_handicap;
328 .float cvar_cl_playerdetailreduction;
329 .float cvar_cl_nogibs;
330 .float cvar_scr_centertime;
331 .float cvar_cl_shownames;
332 .string cvar_g_nexuizversion;
333 .string cvar_cl_weaponpriority;
334 .string cvar_cl_weaponpriorities[10];
336 .float version_nagtime;
338 .float modelindex_lod0;
339 #ifdef ALLOW_VARIABLE_LOD
340 .float modelindex_lod1;
341 .float modelindex_lod2;
344 #define NUM_JUMPPADSUSED 3
346 .entity jumppadsused[NUM_JUMPPADSUSED];
348 string gamemode_name;
351 float startitem_failed;
353 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
354 void DropAllRunes(entity pl);
357 typedef .float floatfield;
358 floatfield Item_CounterField(float it);
360 float W_AmmoItemCode(float wpn);
361 float W_WeaponBit(float wpn);
362 string W_Name(float weaponid);
364 void UpdateSelectedPlayer();
365 void ClearSelectedPlayer();
366 .entity selected_player;
367 .entity last_selected_player;
368 .float selected_player_time; // when this player has been selected
369 .float selected_player_count; // how long this player has been directly pointed to
370 .float selected_player_display_needs_update; // are regular updates necessary? (health)
371 .float selected_player_display_timeout; // when the selection will time out
373 void FixIntermissionClient(entity e);
374 void FixClientCvars(entity e);
378 void centerprint_atprio(entity e, float prio, string s);
379 void centerprint_expire(entity e, float prio);
380 void centerprint(entity e, string s);
382 .float respawn_countdown; // next number to count
384 float bot_waypoints_for_items;
386 .float attack_finished_for[WEP_COUNT];
387 .float attack_finished_single;
388 #ifdef INDEPENDENT_ATTACK_FINISHED
389 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
391 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
394 // assault game mode: Which team is attacking in this round?
395 float assault_attacker_team;
397 // speedrun: when 1, player auto teleports back when capture timeout happens
405 float q3acompat_machineshotgunswap;
413 float some_spawn_has_been_used;
414 float have_team_spawns;
416 // set when showing a kill countdown
417 .entity killindicator;
418 .float killindicator_teamchange;
420 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
424 .float parm_idlesince;
426 float sv_maxidle_spectatorsareidle;
430 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
436 .float(entity to, float sendflags) SendEntity;
438 // player sounds, voice messages
439 .string playersound_attack;
440 .string playersound_attackinfive;
441 .string playersound_coverme;
442 .string playersound_defend;
443 .string playersound_freelance;
444 .string playersound_incoming;
445 .string playersound_meet;
446 .string playersound_needhelp;
447 .string playersound_seenflag;
448 .string playersound_taunt;
449 .string playersound_teamshoot;
450 .string playersound_death;
451 .string playersound_drown;
452 .string playersound_falling; // not yet implemented, FIXME
453 .string playersound_gasp;
454 .string playersound_jump;
455 .string playersound_pain25;
456 .string playersound_pain50;
457 .string playersound_pain75;
458 .string playersound_pain100;
459 string globalsound_fall;
460 string globalsound_metalfall;
461 string globalsound_step;
462 string globalsound_metalstep;
463 void PrecachePlayerSounds(string f);
464 void PrecacheGlobalSound(string samplestring);
465 void UpdatePlayerSounds();
466 void ClearPlayerSounds();
467 void PlayerSound(.string samplefield, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
468 void GlobalSound(string samplestring, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
469 void VoiceMessage(string type);
471 .float version_mismatch;
473 float independent_players;
474 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
475 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
478 .float stat_sys_ticrate;
482 .float porto_forbidden;
488 float game_starttime; //point in time when the countdown is over
489 .float stat_game_starttime;
491 void W_Porto_Remove (entity p);
493 .float projectiledeathtype;
497 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
499 // reset to 0 on weapon switch
500 // may be useful to all weapons
501 .float bulletcounter;