9 float lms_lowest_lives;
11 float() LMS_NewPlayerLives;
13 void(entity player, float f) UpdateFrags;
16 float team1_score, team2_score, team3_score, team4_score;
20 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";
24 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
44 .float attack_finished;
45 .float attack_finished_old;
46 .float pain_finished; //Added by Supajoe
47 .float pain_frame; //"
48 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
49 .float crouch; // Crouching or not?
51 .float strength_finished;
52 //.float speed_finished;
53 .float invincible_finished;
54 //.float slowmo_finished;
56 .vector finaldest, finalangle; //plat.qc stuff
59 .float t_length, t_width;
61 .vector destvec; // for rain
62 .float cnt; // for rain
82 .float damageforcescale;
88 // for railgun damage (hitting multiple enemies)
90 .float railgunhitsolidbackup;
91 .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 e, float chan, string samp, float vol, float atten) sound = #8;
156 void(entity client, string s) stuffcmd = #21;
157 void(entity client, string s) sprint = #24;
158 vector(entity e, float sped) aim = #44;
159 void(entity client, string s) centerprint_builtin = #73;
160 void(entity e) setspawnparms = #78;
161 void(float to, float f) WriteByte = #52;
162 void(float to, float f) WriteChar = #53;
163 void(float to, float f) WriteShort = #54;
164 void(float to, float f) WriteLong = #55;
165 void(float to, float f) WriteCoord = #56;
166 void(float to, float f) WriteAngle = #57;
167 void(float to, string s) WriteString = #58;
168 void(float to, entity s) WriteEntity = #59;
169 .vector dest1, dest2;
170 void(entity clent) dropclient = #453;
173 float intermission_running;
174 float intermission_exittime;
175 float alreadychangedlevel;
181 .float welcomemessage_time;
186 string votecalledvote;
187 float votecalledmaster;
195 float VoteAllowed(string vote);
200 void VoteStop(entity stopper);
203 // Wazat's grappling hook
205 void GrapplingHookFrame();
206 void RemoveGrapplingHook(entity pl);
207 void SetGrappleHookBindings();
209 float GRAPHOOK_FIRE = 20;
210 float GRAPHOOK_RELEASE = 21;
211 // (note: you can change the hook impulse #'s to whatever you please)
214 // Laser target for laser-guided weapons
219 .float jump_interval; // laser refire
222 .float in_swamp; // bool
223 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
234 .float spawnshieldtime;
236 .float lms_nextcheck;
237 .float lms_traveled_distance;
245 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
249 .vector death_origin;
250 .vector killer_origin;
254 float default_player_alpha;
255 float default_weapon_alpha;
257 .float() customizeentityforclient;
258 .float cvar_cl_playerdetailreduction;
259 .float cvar_cl_nogibs;
260 .float cvar_scr_centertime;
261 .float cvar_cl_shownames;
262 .string cvar_g_nexuizversion;
264 .float version_nagtime;
266 #ifdef ALLOW_VARIABLE_LOD
267 .float modelindex_lod0;
268 .float modelindex_lod1;
269 .float modelindex_lod2;
272 #define NUM_JUMPPADSUSED 3
274 .entity jumppadsused[NUM_JUMPPADSUSED];
276 string gamemode_name;
279 float startitem_failed;
281 void DropFlag(entity flag);
282 void DropAllRunes(entity pl);
285 typedef .float floatfield;
286 typedef void(void) spawnfunc;
287 floatfield Item_CounterField(float it);
288 float Item_WeaponCode(float it);
289 spawnfunc Item_SpawnFunc(float it);
291 float W_AmmoItemCode(float wpn);
292 float W_ItemCode(float wpn);
293 string W_Name(float weaponid);
295 void UpdateSelectedPlayer();
296 void ClearSelectedPlayer();
297 .entity selected_player;
298 .entity last_selected_player;
299 .float selected_player_time; // when this player has been selected
300 .float selected_player_count; // how long this player has been directly pointed to
301 .float selected_player_display_needs_update; // are regular updates necessary? (health)
302 .float selected_player_display_timeout; // when the selection will time out
304 void centerprint_atprio(entity e, float prio, string s);
305 void centerprint_expire(entity e, float prio);
306 void centerprint(entity e, string s);
308 .float respawn_countdown; // next number to count
310 float bot_waypoints_for_items;