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_rocketarena, g_vampire, g_minstagib_invis_alpha;
24 float g_warmup_allguns;
25 float g_warmup_allow_timeout;
27 float g_ctf_ignore_frags;
28 float g_race_qualifying;
30 float g_pickup_respawntime_short;
31 float g_pickup_respawntime_medium;
32 float g_pickup_respawntime_long;
33 float g_pickup_respawntime_powerup;
41 const var void(void) func_null;
45 float bots_would_leave;
46 float lms_lowest_lives;
48 float LMS_NewPlayerLives();
50 void UpdateFrags(entity player, float f);
53 float team1_score, team2_score, team3_score, team4_score;
57 #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"
61 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
81 .float pain_finished; //Added by Supajoe
82 .float pain_frame; //"
83 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
84 .float crouch; // Crouching or not?
86 .float strength_finished;
87 //.float speed_finished;
88 .float invincible_finished;
89 //.float slowmo_finished;
91 .vector finaldest, finalangle; //plat.qc stuff
94 .float t_length, t_width;
96 .vector destvec; // for rain
97 .float cnt; // for rain
107 // player animation state
108 .float animstate_startframe;
109 .float animstate_numframes;
110 .float animstate_framerate;
111 .float animstate_starttime;
112 .float animstate_endtime;
113 .float animstate_override;
114 .float animstate_looping;
116 // player animation data for this model
117 // each vector is as follows:
121 .vector anim_die1; // player dies
122 .vector anim_die2; // player dies differently
123 .vector anim_draw; // player pulls out a weapon
124 .vector anim_duck; // player crouches (from idle to duckidle)
125 .vector anim_duckwalk; // player walking while crouching
126 .vector anim_duckjump; // player jumping from a crouch
127 .vector anim_duckidle; // player idling while crouching
128 .vector anim_idle; // player standing
129 .vector anim_jump; // player jump
130 .vector anim_pain1; // player flinches from pain
131 .vector anim_pain2; // player flinches from pain, differently
132 .vector anim_shoot; // player shoots
133 .vector anim_taunt; // player taunts others (FIXME: no code references this)
134 .vector anim_run; // player running forward
135 .vector anim_runbackwards; // player running backward
136 .vector anim_strafeleft; // player shuffling left quickly
137 .vector anim_straferight; // player shuffling right quickly
138 .vector anim_dead1; // player dead (must be identical to last frame of die1)
139 .vector anim_dead2; // player dead (must be identical to last frame of die2)
140 .vector anim_forwardright; // player running forward and right
141 .vector anim_forwardleft; // player running forward and left
142 .vector anim_backright; // player running backward and right
143 .vector anim_backleft; // player running back and left
145 void() player_setupanimsformodel;
146 void player_setanim(vector anim, float looping, float override, float restart);
156 .float damageforcescale;
162 // for railgun damage (hitting multiple enemies)
164 .float railgunhitsolidbackup;
165 .vector railgunhitloc;
173 .float watersound_finished;
177 .float pauseregen_finished;
178 .float pauserothealth_finished;
179 .float pauserotarmor_finished;
180 .string item_pickupsound;
182 // definitions for weaponsystem
184 .entity weaponentity;
185 .entity exteriorweaponentity;
188 float weapon_action(float wpn, float wrequest);
189 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
192 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
193 .float weapon_nextthink;
194 .void() weapon_think;
196 //float PLAYER_WEAPONSELECTION_DELAY = );
197 float PLAYER_WEAPONSELECTION_SPEED = 18;
198 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
200 // weapon states (self.weaponentity.state)
201 float WS_CLEAR = 0; // no weapon selected
202 float WS_RAISE = 1; // raise frame
203 float WS_DROP = 2; // deselecting frame
204 float WS_INUSE = 3; // fire state
205 float WS_READY = 4; // idle frame
208 float WR_SETUP = 1; // setup weapon data
209 float WR_THINK = 2; // logic to run every frame
210 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
211 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
212 float WR_AIM = 5; // runs bot aiming code for this weapon
213 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
214 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
215 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
217 void weapon_defaultspawnfunc(float wpn);
219 string w_deathtypestring;
222 void(entity client, string s) centerprint_builtin = #73;
223 .vector dest1, dest2;
226 float intermission_running;
227 float intermission_exittime;
228 float alreadychangedlevel;
234 .float welcomemessage_time;
239 string votecalledvote;
240 string votecalledvote_display;
241 float votecalledmaster;
248 float VoteAllowed(string vote);
253 void VoteStop(entity stopper);
256 // Wazat's grappling hook
258 void GrapplingHookFrame();
259 void RemoveGrapplingHook(entity pl);
260 void SetGrappleHookBindings();
262 float GRAPHOOK_FIRE = 20;
263 float GRAPHOOK_RELEASE = 21;
264 // (note: you can change the hook impulse #'s to whatever you please)
267 // Laser target for laser-guided weapons
272 .float jump_interval; // laser refire
275 .float in_swamp; // bool
276 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
282 #define RESTART_COUNTDOWN 10
283 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
284 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
285 void restartAnnouncer_Think();
286 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
287 .float spectatortime; //point in time since the client is spectating or observing
288 void checkSpectatorBlock();
293 float isJoinAllowed();
294 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
296 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
297 #define TIMEOUT_SLOWMO_VALUE 0.0001
298 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
299 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
300 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
301 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)
302 .float allowedTimeouts; // contains the number of allowed timeouts for each player
303 entity timeoutInitiator; // contains the entity of the player who started the last timeout
304 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
305 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
306 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
307 void timeoutHandler_Think();
308 void evaluateTimeoutCall();
309 void evaluateResumeGame();
310 string getTimeoutText(float addOneSecond);
312 .float spawnshieldtime;
314 .float lms_nextcheck;
315 .float lms_traveled_distance;
323 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
327 .vector death_origin;
328 .vector killer_origin;
332 float default_player_alpha;
333 float default_weapon_alpha;
335 .float() customizeentityforclient;
336 .float cvar_cl_handicap;
337 .float cvar_cl_playerdetailreduction;
338 .float cvar_cl_nogibs;
339 .float cvar_scr_centertime;
340 .float cvar_cl_shownames;
341 .string cvar_g_nexuizversion;
342 .string cvar_cl_weaponpriority;
343 .string cvar_cl_weaponpriorities[10];
345 .float version_nagtime;
347 .float modelindex_lod0;
348 #ifdef ALLOW_VARIABLE_LOD
349 .float modelindex_lod1;
350 .float modelindex_lod2;
353 #define NUM_JUMPPADSUSED 3
355 .entity jumppadsused[NUM_JUMPPADSUSED];
357 string gamemode_name;
360 float startitem_failed;
362 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
363 void DropAllRunes(entity pl);
366 typedef .float floatfield;
367 floatfield Item_CounterField(float it);
369 float W_AmmoItemCode(float wpn);
370 float W_WeaponBit(float wpn);
371 string W_Name(float weaponid);
373 void UpdateSelectedPlayer();
374 void ClearSelectedPlayer();
375 .entity selected_player;
376 .entity last_selected_player;
377 .float selected_player_time; // when this player has been selected
378 .float selected_player_count; // how long this player has been directly pointed to
379 .float selected_player_display_needs_update; // are regular updates necessary? (health)
380 .float selected_player_display_timeout; // when the selection will time out
382 void FixIntermissionClient(entity e);
383 void FixClientCvars(entity e);
387 void centerprint_atprio(entity e, float prio, string s);
388 void centerprint_expire(entity e, float prio);
389 void centerprint(entity e, string s);
391 .float respawn_countdown; // next number to count
393 float bot_waypoints_for_items;
395 .float attack_finished_for[WEP_COUNT];
396 .float attack_finished_single;
397 #ifdef INDEPENDENT_ATTACK_FINISHED
398 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
400 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
403 // assault game mode: Which team is attacking in this round?
404 float assault_attacker_team;
406 // speedrun: when 1, player auto teleports back when capture timeout happens
414 float q3acompat_machineshotgunswap;
422 float some_spawn_has_been_used;
423 float have_team_spawns;
425 // set when showing a kill countdown
426 .entity killindicator;
427 .float killindicator_teamchange;
429 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
433 .float parm_idlesince;
435 float sv_maxidle_spectatorsareidle;
439 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
445 .float(entity to, float sendflags) SendEntity;
447 // player sounds, voice messages
448 .string playersound_attack;
449 .string playersound_attackinfive;
450 .string playersound_coverme;
451 .string playersound_defend;
452 .string playersound_freelance;
453 .string playersound_incoming;
454 .string playersound_meet;
455 .string playersound_needhelp;
456 .string playersound_seenflag;
457 .string playersound_taunt;
458 .string playersound_teamshoot;
459 .string playersound_death;
460 .string playersound_drown;
461 .string playersound_falling; // not yet implemented, FIXME
462 .string playersound_gasp;
463 .string playersound_jump;
464 .string playersound_pain25;
465 .string playersound_pain50;
466 .string playersound_pain75;
467 .string playersound_pain100;
468 string globalsound_fall;
469 string globalsound_metalfall;
470 string globalsound_step;
471 string globalsound_metalstep;
472 void PrecachePlayerSounds(string f);
473 void PrecacheGlobalSound(string samplestring);
474 void UpdatePlayerSounds();
475 void ClearPlayerSounds();
476 void PlayerSound(.string samplefield, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
477 void GlobalSound(string samplestring, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
478 void VoiceMessage(string type);
480 .float version_mismatch;
482 float independent_players;
483 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
484 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
487 .float stat_sys_ticrate;
491 .float porto_forbidden;
497 float game_starttime; //point in time when the countdown is over
498 .float stat_game_starttime;
500 void W_Porto_Remove (entity p);
502 .float projectiledeathtype;
506 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot