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 g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race;
20 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;
23 float g_race_qualifying;
24 float tourneyInMatchStage;
25 float g_pickup_respawntime_short;
26 float g_pickup_respawntime_medium;
27 float g_pickup_respawntime_long;
28 float g_pickup_respawntime_powerup;
36 const var void(void) func_null;
40 float bots_would_leave;
41 float lms_lowest_lives;
43 float LMS_NewPlayerLives();
45 void UpdateFrags(entity player, float f);
48 float team1_score, team2_score, team3_score, team4_score;
52 #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"
56 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
76 .float pain_finished; //Added by Supajoe
77 .float pain_frame; //"
78 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
79 .float crouch; // Crouching or not?
81 .float strength_finished;
82 //.float speed_finished;
83 .float invincible_finished;
84 //.float slowmo_finished;
86 .vector finaldest, finalangle; //plat.qc stuff
89 .float t_length, t_width;
91 .vector destvec; // for rain
92 .float cnt; // for rain
102 // player animation state
103 .float animstate_startframe;
104 .float animstate_numframes;
105 .float animstate_framerate;
106 .float animstate_starttime;
107 .float animstate_endtime;
108 .float animstate_override;
109 .float animstate_looping;
111 // player animation data for this model
112 // each vector is as follows:
116 .vector anim_die1; // player dies
117 .vector anim_die2; // player dies differently
118 .vector anim_draw; // player pulls out a weapon
119 .vector anim_duck; // player crouches (from idle to duckidle)
120 .vector anim_duckwalk; // player walking while crouching
121 .vector anim_duckjump; // player jumping from a crouch
122 .vector anim_duckidle; // player idling while crouching
123 .vector anim_idle; // player standing
124 .vector anim_jump; // player jump
125 .vector anim_pain1; // player flinches from pain
126 .vector anim_pain2; // player flinches from pain, differently
127 .vector anim_shoot; // player shoots
128 .vector anim_taunt; // player taunts others (FIXME: no code references this)
129 .vector anim_run; // player running forward
130 .vector anim_runbackwards; // player running backward
131 .vector anim_strafeleft; // player shuffling left quickly
132 .vector anim_straferight; // player shuffling right quickly
133 .vector anim_dead1; // player dead (must be identical to last frame of die1)
134 .vector anim_dead2; // player dead (must be identical to last frame of die2)
135 .vector anim_forwardright; // player running forward and right
136 .vector anim_forwardleft; // player running forward and left
137 .vector anim_backright; // player running backward and right
138 .vector anim_backleft; // player running back and left
140 void() player_setupanimsformodel;
141 void player_setanim(vector anim, float looping, float override, float restart);
151 .float damageforcescale;
157 // for railgun damage (hitting multiple enemies)
159 .float railgunhitsolidbackup;
160 .vector railgunhitloc;
168 .float watersound_finished;
172 .float pauseregen_finished;
173 .float pauserothealth_finished;
174 .float pauserotarmor_finished;
175 .string item_pickupsound;
177 // definitions for weaponsystem
179 .entity weaponentity;
180 .entity exteriorweaponentity;
183 float weapon_action(float wpn, float wrequest);
184 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
187 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
188 .float weapon_nextthink;
189 .void() weapon_think;
191 //float PLAYER_WEAPONSELECTION_DELAY = );
192 float PLAYER_WEAPONSELECTION_SPEED = 18;
193 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
195 // weapon states (self.weaponentity.state)
196 float WS_CLEAR = 0; // no weapon selected
197 float WS_RAISE = 1; // raise frame
198 float WS_DROP = 2; // deselecting frame
199 float WS_INUSE = 3; // fire state
200 float WS_READY = 4; // idle frame
203 float WR_SETUP = 1; // setup weapon data
204 float WR_THINK = 2; // logic to run every frame
205 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
206 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
207 float WR_AIM = 5; // runs bot aiming code for this weapon
208 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
209 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone
210 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
212 void weapon_defaultspawnfunc(float wpn);
214 string w_deathtypestring;
216 void(entity client, string s) centerprint_builtin = #73;
217 .vector dest1, dest2;
220 float intermission_running;
221 float intermission_exittime;
222 float alreadychangedlevel;
228 .float welcomemessage_time;
233 string votecalledvote;
234 string votecalledvote_display;
235 float votecalledmaster;
243 float VoteAllowed(string vote);
248 void VoteStop(entity stopper);
251 // Wazat's grappling hook
253 void GrapplingHookFrame();
254 void RemoveGrapplingHook(entity pl);
255 void SetGrappleHookBindings();
257 float GRAPHOOK_FIRE = 20;
258 float GRAPHOOK_RELEASE = 21;
259 // (note: you can change the hook impulse #'s to whatever you please)
262 // Laser target for laser-guided weapons
267 .float jump_interval; // laser refire
270 .float in_swamp; // bool
271 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
277 #define RESTART_COUNTDOWN 10
278 float restart_countdown; //point in time when the countdown is over
279 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
280 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
281 void restartAnnouncer_Think();
282 entity readyNagger; //manages printing the ready-nag to active players who are not ready yet
283 void readyNagger_Think();
284 float readyNagActive; //if set to 1, the readyNagger entity was already spawned (boolean)
285 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
286 .float spectatortime; //point in time since the client is spectating or observing
287 void checkSpectatorBlock();
288 float timelimit_orig;
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 .float cvar_cl_hidewaypoints;
342 .string cvar_g_nexuizversion;
343 .string cvar_cl_weaponpriority;
344 .string cvar_cl_weaponpriorities[10];
346 .float version_nagtime;
348 #ifdef ALLOW_VARIABLE_LOD
349 .float modelindex_lod0;
350 .float modelindex_lod1;
351 .float modelindex_lod2;
354 #define NUM_JUMPPADSUSED 3
356 .entity jumppadsused[NUM_JUMPPADSUSED];
358 string gamemode_name;
361 float startitem_failed;
363 void DropFlag(entity flag);
364 void DropAllRunes(entity pl);
367 typedef .float floatfield;
368 floatfield Item_CounterField(float it);
369 void Item_SpawnByWeaponCode(float it);
371 float W_AmmoItemCode(float wpn);
372 float W_WeaponBit(float wpn);
373 string W_Name(float weaponid);
375 void UpdateSelectedPlayer();
376 void ClearSelectedPlayer();
377 .entity selected_player;
378 .entity last_selected_player;
379 .float selected_player_time; // when this player has been selected
380 .float selected_player_count; // how long this player has been directly pointed to
381 .float selected_player_display_needs_update; // are regular updates necessary? (health)
382 .float selected_player_display_timeout; // when the selection will time out
384 void FixIntermissionClient(entity e);
385 void FixClientCvars(entity e);
389 void centerprint_atprio(entity e, float prio, string s);
390 void centerprint_expire(entity e, float prio);
391 void centerprint(entity e, string s);
393 .float respawn_countdown; // next number to count
395 float bot_waypoints_for_items;
397 .float attack_finished_for[WEP_COUNT];
398 .float attack_finished_single;
399 #ifdef INDEPENDENT_ATTACK_FINISHED
400 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
402 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
405 // assault game mode: Which team is attacking in this round?
406 float assault_attacker_team;
408 // speedrun: when 1, player auto teleports back when capture timeout happens
416 float q3acompat_machineshotgunswap;
423 float some_spawn_has_been_used;
424 float have_team_spawns;
426 // set when showing a kill countdown
427 .entity killindicator;
428 .float killindicator_teamchange;
430 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
434 .float parm_idlesince;
436 float sv_maxidle_spectatorsareidle;
440 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
446 .float(entity to, float sendflags) SendEntity;
448 // player sounds, voice messages
449 .string playersound_attack;
450 .string playersound_attackinfive;
451 .string playersound_coverme;
452 .string playersound_defend;
453 .string playersound_freelance;
454 .string playersound_incoming;
455 .string playersound_meet;
456 .string playersound_needhelp;
457 .string playersound_seenflag;
458 .string playersound_taunt;
459 .string playersound_teamshoot;
460 .string playersound_death;
461 .string playersound_drown;
462 .string playersound_falling; // not yet implemented, FIXME
463 .string playersound_gasp;
464 .string playersound_jump;
465 .string playersound_pain25;
466 .string playersound_pain50;
467 .string playersound_pain75;
468 .string playersound_pain100;
469 string globalsound_fall;
470 string globalsound_metalfall;
471 string globalsound_step;
472 string globalsound_metalstep;
473 void PrecachePlayerSounds(string f);
474 void PrecacheGlobalSound(string samplestring);
475 void UpdatePlayerSounds();
476 void ClearPlayerSounds();
477 void PlayerSound(.string samplefield, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
478 void GlobalSound(string samplestring, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
479 void VoiceMessage(string type);
481 .float version_mismatch;
483 float independent_players;
484 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
485 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
488 .float stat_sys_ticrate;