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
17 string records_reply, lsmaps_reply, maplist_reply; // cached replies
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_pinata, g_norecoil, g_vampire, g_minstagib_invis_alpha, g_bloodloss;
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_weapon;
32 float g_pickup_respawntime_ammo;
33 float g_pickup_respawntime_short;
34 float g_pickup_respawntime_medium;
35 float g_pickup_respawntime_long;
36 float g_pickup_respawntime_powerup;
37 float g_maplist_allow_hidden;
46 const var void(void) func_null;
50 float bots_would_leave;
51 float lms_lowest_lives;
53 float LMS_NewPlayerLives();
55 void UpdateFrags(entity player, float f);
58 float team1_score, team2_score, team3_score, team4_score;
64 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
84 .float cvar_cl_hitsound;
86 .float pain_finished; //Added by Supajoe
87 .float pain_frame; //"
88 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
89 .float crouch; // Crouching or not?
91 .float strength_finished;
92 //.float speed_finished;
93 .float invincible_finished;
94 //.float slowmo_finished;
96 .vector finaldest, finalangle; //plat.qc stuff
99 .float t_length, t_width;
101 .vector destvec; // for rain
102 .float cnt; // for rain
112 // player animation state
113 .float animstate_startframe;
114 .float animstate_numframes;
115 .float animstate_framerate;
116 .float animstate_starttime;
117 .float animstate_endtime;
118 .float animstate_override;
119 .float animstate_looping;
121 // player animation data for this model
122 // each vector is as follows:
126 .vector anim_die1; // player dies
127 .vector anim_die2; // player dies differently
128 .vector anim_draw; // player pulls out a weapon
129 .vector anim_duck; // player crouches (from idle to duckidle)
130 .vector anim_duckwalk; // player walking while crouching
131 .vector anim_duckjump; // player jumping from a crouch
132 .vector anim_duckidle; // player idling while crouching
133 .vector anim_idle; // player standing
134 .vector anim_jump; // player jump
135 .vector anim_pain1; // player flinches from pain
136 .vector anim_pain2; // player flinches from pain, differently
137 .vector anim_shoot; // player shoots
138 .vector anim_taunt; // player taunts others (FIXME: no code references this)
139 .vector anim_run; // player running forward
140 .vector anim_runbackwards; // player running backward
141 .vector anim_strafeleft; // player shuffling left quickly
142 .vector anim_straferight; // player shuffling right quickly
143 .vector anim_dead1; // player dead (must be identical to last frame of die1)
144 .vector anim_dead2; // player dead (must be identical to last frame of die2)
145 .vector anim_forwardright; // player running forward and right
146 .vector anim_forwardleft; // player running forward and left
147 .vector anim_backright; // player running backward and right
148 .vector anim_backleft; // player running back and left
150 void() player_setupanimsformodel;
151 void player_setanim(vector anim, float looping, float override, float restart);
161 .float damageforcescale;
167 // for railgun damage (hitting multiple enemies)
169 .float railgunhitsolidbackup;
170 .vector railgunhitloc;
176 .float hitsound, typehitsound;
178 .float watersound_finished;
182 .float pauseregen_finished;
183 .float pauserothealth_finished;
184 .float pauserotarmor_finished;
185 .string item_pickupsound;
187 // definitions for weaponsystem
189 .entity weaponentity;
190 .entity exteriorweaponentity;
193 float weapon_action(float wpn, float wrequest);
194 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
197 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
198 .float weapon_nextthink;
199 .void() weapon_think;
201 //float PLAYER_WEAPONSELECTION_DELAY = );
202 float PLAYER_WEAPONSELECTION_SPEED = 18;
203 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
205 // weapon states (self.weaponentity.state)
206 float WS_CLEAR = 0; // no weapon selected
207 float WS_RAISE = 1; // raise frame
208 float WS_DROP = 2; // deselecting frame
209 float WS_INUSE = 3; // fire state
210 float WS_READY = 4; // idle frame
213 float WR_SETUP = 1; // setup weapon data
214 float WR_THINK = 2; // logic to run every frame
215 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
216 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
217 float WR_AIM = 5; // runs bot aiming code for this weapon
218 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
219 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
220 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
221 float WR_RELOAD = 9; // does not need to do anything
223 void weapon_defaultspawnfunc(float wpn);
225 string w_deathtypestring;
228 void(entity client, string s) centerprint_builtin = #73;
229 .vector dest1, dest2;
232 float intermission_running;
233 float intermission_exittime;
234 float alreadychangedlevel;
240 .float welcomemessage_time;
243 // Laser target for laser-guided weapons
248 .float jump_interval; // laser refire
251 .float in_swamp; // bool
252 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
258 #define RESTART_COUNTDOWN 10
259 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
261 void restartTimer_Think();
262 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
263 .float spectatortime; //point in time since the client is spectating or observing
264 void checkSpectatorBlock();
269 float isJoinAllowed();
270 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
272 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
273 #define TIMEOUT_SLOWMO_VALUE 0.0001
274 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
275 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
276 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
277 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)
278 .float allowedTimeouts; // contains the number of allowed timeouts for each player
279 entity timeoutInitiator; // contains the entity of the player who started the last timeout
280 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
281 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
282 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
283 void timeoutHandler_Think();
284 void evaluateTimeout();
285 void evaluateTimein();
286 string getTimeoutText(float addOneSecond);
288 .float spawnshieldtime;
290 .float lms_nextcheck;
291 .float lms_traveled_distance;
299 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
303 .vector death_origin;
304 .vector killer_origin;
306 float default_player_alpha;
307 float default_weapon_alpha;
309 .float() customizeentityforclient;
310 .float cvar_cl_handicap;
311 .float cvar_cl_playerdetailreduction;
312 .float cvar_scr_centertime;
313 .float cvar_cl_shownames;
314 .string cvar_g_nexuizversion;
315 .string cvar_cl_weaponpriority;
316 .string cvar_cl_weaponpriorities[10];
318 .float version_nagtime;
320 .float modelindex_lod0;
321 #ifdef ALLOW_VARIABLE_LOD
322 .float modelindex_lod1;
323 .float modelindex_lod2;
326 #define NUM_JUMPPADSUSED 3
328 .entity jumppadsused[NUM_JUMPPADSUSED];
330 string gamemode_name;
333 float startitem_failed;
335 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
336 void DropAllRunes(entity pl);
339 typedef .float floatfield;
340 floatfield Item_CounterField(float it);
342 float W_AmmoItemCode(float wpn);
343 float W_WeaponBit(float wpn);
344 string W_Name(float weaponid);
346 void UpdateSelectedPlayer();
347 void ClearSelectedPlayer();
348 .entity selected_player;
349 .entity last_selected_player;
350 .float selected_player_time; // when this player has been selected
351 .float selected_player_count; // how long this player has been directly pointed to
352 .float selected_player_display_needs_update; // are regular updates necessary? (health)
353 .float selected_player_display_timeout; // when the selection will time out
355 void FixIntermissionClient(entity e);
356 void FixClientCvars(entity e);
360 void centerprint_atprio(entity e, float prio, string s);
361 void centerprint_expire(entity e, float prio);
362 void centerprint(entity e, string s);
364 .float respawn_countdown; // next number to count
366 float bot_waypoints_for_items;
368 .float attack_finished_for[WEP_COUNT];
369 .float attack_finished_single;
370 #ifdef INDEPENDENT_ATTACK_FINISHED
371 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
373 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
376 // assault game mode: Which team is attacking in this round?
377 float assault_attacker_team;
379 // speedrun: when 1, player auto teleports back when capture timeout happens
387 float q3acompat_machineshotgunswap;
395 float some_spawn_has_been_used;
396 float have_team_spawns;
398 // set when showing a kill countdown
399 .entity killindicator;
400 .float killindicator_teamchange;
402 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
406 .float parm_idlesince;
408 float sv_maxidle_spectatorsareidle;
412 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
418 .float(entity to, float sendflags) SendEntity;
420 // player sounds, voice messages
421 // TODO implemented fall and falling
422 #define ALLPLAYERSOUNDS \
433 #define ALLVOICEMSGS \
435 _VOICEMSG(attackinfive) \
438 _VOICEMSG(freelance) \
439 _VOICEMSG(incoming) \
441 _VOICEMSG(needhelp) \
442 _VOICEMSG(seenflag) \
444 _VOICEMSG(teamshoot) \
445 _VOICEMSG(attacking) \
446 _VOICEMSG(defending) \
448 _VOICEMSG(affirmative) \
449 _VOICEMSG(negative) \
451 _VOICEMSG(seenenemy) \
453 _VOICEMSG(droppedflag) \
454 _VOICEMSG(flagcarriertakingdamage)
455 #define _VOICEMSG(m) .string playersound_##m;
459 string globalsound_fall;
460 string globalsound_metalfall;
461 string globalsound_step;
462 string globalsound_metalstep;
464 #define VOICETYPE_PLAYERSOUND 10
465 #define VOICETYPE_TEAMRADIO 11
466 #define VOICETYPE_LASTATTACKER 12
467 #define VOICETYPE_LASTATTACKER_ONLY 13
468 #define VOICETYPE_AUTOTAUNT 14
469 #define VOICETYPE_TAUNT 15
471 void PrecachePlayerSounds(string f);
472 void PrecacheGlobalSound(string samplestring);
473 void UpdatePlayerSounds();
474 void ClearPlayerSounds();
475 void PlayerSound(.string samplefield, float channel, float voicetype);
476 void GlobalSound(string samplestring, float channel, float voicetype);
477 void VoiceMessage(string type, string message);
480 .float cvar_cl_autotaunt;
481 .float cvar_cl_voice_directional;
482 .float cvar_cl_voice_directional_taunt_attenuation;
484 .float version_mismatch;
486 float independent_players;
487 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
488 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
489 // we're using + here instead of , because fteqcc sucks
492 .float stat_sys_ticrate;
497 .float porto_forbidden;
503 float game_starttime; //point in time when the countdown is over
504 .float stat_game_starttime;
506 void W_Porto_Remove (entity p);
508 .float projectiledeathtype;
512 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
514 // reset to 0 on weapon switch
515 // may be useful to all weapons
516 .float bulletcounter;
518 void target_voicescript_next(entity pl);
519 void target_voicescript_clear(entity pl);
524 .float trigger_reverse;
526 void SUB_DontUseTargets();
527 void SUB_UseTargets();
529 .void() reset; // if set, an entity is reset using this
530 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
532 void ClientData_Touch(entity e);
534 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons