8 float lms_lowest_lives;
10 float() LMS_NewPlayerLives;
12 void(entity player, float f) UpdateFrags;
15 float team1_score, team2_score, team3_score, team4_score;
19 #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"
23 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
43 .float attack_finished;
44 .float attack_finished_old;
45 .float pain_finished; //Added by Supajoe
46 .float pain_frame; //"
47 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
48 .float crouch; // Crouching or not?
50 .float strength_finished;
51 //.float speed_finished;
52 .float invincible_finished;
53 //.float slowmo_finished;
55 .vector finaldest, finalangle; //plat.qc stuff
58 .float t_length, t_width;
60 .vector destvec; // for rain
61 .float cnt; // for rain
81 .float damageforcescale;
87 // for railgun damage (hitting multiple enemies)
89 .float railgunhitsolidbackup;
90 .vector railgunhitloc;
98 .float watersound_finished;
102 .float pauseregen_finished;
103 .float pauserothealth_finished;
104 .float pauserotarmor_finished;
105 .string item_pickupsound;
107 // definitions for weaponsystem
109 .entity weaponentity;
110 .entity exteriorweaponentity;
113 float(float wpn, float wrequest) weapon_action;
114 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
117 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
118 .float weapon_nextthink;
119 .void() weapon_think;
120 .float weapon_nextthink_lastframe;
122 //float PLAYER_WEAPONSELECTION_DELAY = );
123 float PLAYER_WEAPONSELECTION_SPEED = 18;
124 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
126 // weapon states (self.weaponentity.state)
127 float WS_CLEAR = 0; // no weapon selected
128 float WS_RAISE = 1; // raise frame
129 float WS_DROP = 2; // deselecting frame
130 float WS_INUSE = 3; // fire state
131 float WS_READY = 4; // idle frame
134 float WR_SETUP = 1; // setup weapon data
135 float WR_THINK = 2; // logic to run every frame
136 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
137 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
138 float WR_AIM = 5; // runs bot aiming code for this weapon
141 float WEP_LASER = 1; // float IT_LASER = 4096;
142 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
143 float WEP_UZI = 3; // float IT_UZI = 2;
144 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
145 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
146 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
147 float WEP_NEX = 7; // float IT_NEX = 32;
148 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
149 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
151 // For weapon cycling commands
155 void(entity client, string s) stuffcmd = #21;
156 void(entity client, string s) sprint = #24;
157 vector(entity e, float sped) aim = #44;
158 void(entity client, string s) centerprint_builtin = #73;
159 void(entity e) setspawnparms = #78;
160 void(float to, float f) WriteByte = #52;
161 void(float to, float f) WriteChar = #53;
162 void(float to, float f) WriteShort = #54;
163 void(float to, float f) WriteLong = #55;
164 void(float to, float f) WriteCoord = #56;
165 void(float to, float f) WriteAngle = #57;
166 void(float to, string s) WriteString = #58;
167 void(float to, entity s) WriteEntity = #59;
168 .vector dest1, dest2;
171 float intermission_running;
172 float intermission_exittime;
173 float alreadychangedlevel;
179 .float welcomemessage_time;
184 string votecalledvote;
185 float votecalledmaster;
193 float VoteAllowed(string vote);
198 void VoteStop(entity stopper);
201 // Wazat's grappling hook
203 void GrapplingHookFrame();
204 void RemoveGrapplingHook(entity pl);
205 void SetGrappleHookBindings();
207 float GRAPHOOK_FIRE = 20;
208 float GRAPHOOK_RELEASE = 21;
209 // (note: you can change the hook impulse #'s to whatever you please)
212 // Laser target for laser-guided weapons
217 .float jump_interval; // laser refire
220 .float in_swamp; // bool
221 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
232 .float spawnshieldtime;
234 .float lms_nextcheck;
235 .float lms_traveled_distance;
243 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
247 .vector death_origin;
248 .vector killer_origin;
252 float default_player_alpha;
253 float default_weapon_alpha;
257 .float() customizeentityforclient;
258 .float cvar_cl_zoomfactor;
259 .float cvar_cl_zoomspeed;
260 .float cvar_cl_playerdetailreduction;
261 .float cvar_cl_nogibs;
262 .float cvar_scr_centertime;
263 .float cvar_cl_shownames;
264 .float cvar_cl_hidewaypoints;
265 .string cvar_g_nexuizversion;
267 .float version_nagtime;
269 #ifdef ALLOW_VARIABLE_LOD
270 .float modelindex_lod0;
271 .float modelindex_lod1;
272 .float modelindex_lod2;
275 #define NUM_JUMPPADSUSED 3
277 .entity jumppadsused[NUM_JUMPPADSUSED];
279 string gamemode_name;
282 float startitem_failed;
284 void DropFlag(entity flag);
285 void DropAllRunes(entity pl);
288 typedef .float floatfield;
289 floatfield Item_CounterField(float it);
290 float Item_WeaponCode(float it);
291 void Item_SpawnByItemCode(float it);
293 float W_AmmoItemCode(float wpn);
294 float W_ItemCode(float wpn);
295 string W_Name(float weaponid);
297 void UpdateSelectedPlayer();
298 void ClearSelectedPlayer();
299 .entity selected_player;
300 .entity last_selected_player;
301 .float selected_player_time; // when this player has been selected
302 .float selected_player_count; // how long this player has been directly pointed to
303 .float selected_player_display_needs_update; // are regular updates necessary? (health)
304 .float selected_player_display_timeout; // when the selection will time out
306 void FixIntermissionClient(entity e);
307 void FixClientCvars(entity e);
309 void centerprint_atprio(entity e, float prio, string s);
310 void centerprint_expire(entity e, float prio);
311 void centerprint(entity e, string s);
313 .float respawn_countdown; // next number to count
315 float bot_waypoints_for_items;