9 float lms_lowest_lives;
12 float team1_score, team2_score, team3_score, team4_score;
16 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";
23 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
28 // is this client a remote administrator?
45 .float attack_finished;
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 crylinkcount;
84 .float damageforcescale;
90 // for railgun damage (hitting multiple enemies)
92 .float railgunhitsolidbackup;
93 .vector railgunhitloc;
100 .float watersound_finished;
104 .float pauseregen_finished;
105 .float pauserothealth_finished;
106 .float pauserotarmor_finished;
107 .float attack_finished;
108 .string item_pickupsound;
110 // definitions for weaponsystem
112 .entity weaponentity;
113 .entity exteriorweaponentity;
116 void(float wpn, float wrequest) weapon_action;
117 float(entity cl, float wpn, float andammo) client_hasweapon;
119 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
120 .float weapon_nextthink;
121 .void() weapon_think;
122 float weapon_hasammo; // sets by WR_CHECKAMMO request
124 //float PLAYER_WEAPONSELECTION_DELAY = );
125 float PLAYER_WEAPONSELECTION_SPEED = 18;
126 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
128 // weapon states (self.weaponentity.state)
129 float WS_CLEAR = 0; // no weapon selected
130 float WS_RAISE = 1; // raise frame
131 float WS_DROP = 2; // deselecting frame
132 float WS_INUSE = 3; // fire state
133 float WS_READY = 4; // idle frame
136 float WR_SETUP = 1; // setup weapon data
137 float WR_UPDATECOUNTS = 2; // update ammo display
138 float WR_IDLE = 3; // idle frame
139 float WR_DROP = 4; // deselect frame
140 float WR_RAISE = 5; // select frame
141 float WR_FIRE1 = 6; // primary fire frame
142 float WR_FIRE2 = 7; // secondary fire
143 float WR_FIRE3 = 8; // third fire
144 float WR_CHECKAMMO = 9; // checks ammo for weapon
145 float WR_CLEAR = 10; // runs afted deselecting frames, remove weapon parts (if presented). This useful for quake3-style chaingun
148 float WEP_LASER = 1; // float IT_LASER = 4096;
149 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
150 float WEP_UZI = 3; // float IT_UZI = 2;
151 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
152 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
153 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
154 float WEP_NEX = 7; // float IT_NEX = 32;
155 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
156 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
158 // For weapon cycling commands
162 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
163 void(entity client, string s) stuffcmd = #21;
164 void(entity client, string s) sprint = #24;
165 vector(entity e, float sped) aim = #44;
166 void(entity client, string s) centerprint = #73;
167 void(entity e) setspawnparms = #78;
168 void(float to, float f) WriteByte = #52;
169 void(float to, float f) WriteChar = #53;
170 void(float to, float f) WriteShort = #54;
171 void(float to, float f) WriteLong = #55;
172 void(float to, float f) WriteCoord = #56;
173 void(float to, float f) WriteAngle = #57;
174 void(float to, string s) WriteString = #58;
175 void(float to, entity s) WriteEntity = #59;
176 .vector dest1, dest2;
177 void(entity clent) dropclient = #453;
180 float intermission_running;
181 float intermission_exittime;
182 float alreadychangedlevel;
185 .float isbot; // true if this client is actually a bot
190 .float welcomemessage_time;
191 .float welcomemessage_time2;
196 string votecalledvote;
197 float votecalledmaster;
205 float VoteAllowed(string vote);
210 void VoteStop(entity stopper);
213 // Wazat's grappling hook
215 void GrapplingHookFrame();
216 void RemoveGrapplingHook(entity pl);
217 void SetGrappleHookBindings();
219 float GRAPHOOK_FIRE = 20;
220 float GRAPHOOK_RELEASE = 21;
221 // (note: you can change the hook impulse #'s to whatever you please)
224 // Laser target for laser-guided weapons
230 .float jump_interval; // laser refire
233 .float in_swamp; // bool
234 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
245 .float spawnshieldtime;
247 .float lms_nextcheck;
248 .float lms_traveled_distance;
256 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
260 .vector death_origin;
261 .vector killer_origin;
265 float default_player_alpha;