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_warmup_allguns;
24 float g_warmup_allow_timeout;
26 float g_race_qualifying;
28 float g_pickup_respawntime_short;
29 float g_pickup_respawntime_medium;
30 float g_pickup_respawntime_long;
31 float g_pickup_respawntime_powerup;
39 const var void(void) func_null;
43 float bots_would_leave;
44 float lms_lowest_lives;
46 float LMS_NewPlayerLives();
48 void UpdateFrags(entity player, float f);
51 float team1_score, team2_score, team3_score, team4_score;
55 #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"
59 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
79 .float pain_finished; //Added by Supajoe
80 .float pain_frame; //"
81 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
82 .float crouch; // Crouching or not?
84 .float strength_finished;
85 //.float speed_finished;
86 .float invincible_finished;
87 //.float slowmo_finished;
89 .vector finaldest, finalangle; //plat.qc stuff
92 .float t_length, t_width;
94 .vector destvec; // for rain
95 .float cnt; // for rain
105 // player animation state
106 .float animstate_startframe;
107 .float animstate_numframes;
108 .float animstate_framerate;
109 .float animstate_starttime;
110 .float animstate_endtime;
111 .float animstate_override;
112 .float animstate_looping;
114 // player animation data for this model
115 // each vector is as follows:
119 .vector anim_die1; // player dies
120 .vector anim_die2; // player dies differently
121 .vector anim_draw; // player pulls out a weapon
122 .vector anim_duck; // player crouches (from idle to duckidle)
123 .vector anim_duckwalk; // player walking while crouching
124 .vector anim_duckjump; // player jumping from a crouch
125 .vector anim_duckidle; // player idling while crouching
126 .vector anim_idle; // player standing
127 .vector anim_jump; // player jump
128 .vector anim_pain1; // player flinches from pain
129 .vector anim_pain2; // player flinches from pain, differently
130 .vector anim_shoot; // player shoots
131 .vector anim_taunt; // player taunts others (FIXME: no code references this)
132 .vector anim_run; // player running forward
133 .vector anim_runbackwards; // player running backward
134 .vector anim_strafeleft; // player shuffling left quickly
135 .vector anim_straferight; // player shuffling right quickly
136 .vector anim_dead1; // player dead (must be identical to last frame of die1)
137 .vector anim_dead2; // player dead (must be identical to last frame of die2)
138 .vector anim_forwardright; // player running forward and right
139 .vector anim_forwardleft; // player running forward and left
140 .vector anim_backright; // player running backward and right
141 .vector anim_backleft; // player running back and left
143 void() player_setupanimsformodel;
144 void player_setanim(vector anim, float looping, float override, float restart);
154 .float damageforcescale;
160 // for railgun damage (hitting multiple enemies)
162 .float railgunhitsolidbackup;
163 .vector railgunhitloc;
171 .float watersound_finished;
175 .float pauseregen_finished;
176 .float pauserothealth_finished;
177 .float pauserotarmor_finished;
178 .string item_pickupsound;
180 // definitions for weaponsystem
182 .entity weaponentity;
183 .entity exteriorweaponentity;
186 float weapon_action(float wpn, float wrequest);
187 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
190 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
191 .float weapon_nextthink;
192 .void() weapon_think;
194 //float PLAYER_WEAPONSELECTION_DELAY = );
195 float PLAYER_WEAPONSELECTION_SPEED = 18;
196 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
198 // weapon states (self.weaponentity.state)
199 float WS_CLEAR = 0; // no weapon selected
200 float WS_RAISE = 1; // raise frame
201 float WS_DROP = 2; // deselecting frame
202 float WS_INUSE = 3; // fire state
203 float WS_READY = 4; // idle frame
206 float WR_SETUP = 1; // setup weapon data
207 float WR_THINK = 2; // logic to run every frame
208 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
209 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
210 float WR_AIM = 5; // runs bot aiming code for this weapon
211 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
212 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone
213 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
215 void weapon_defaultspawnfunc(float wpn);
217 string w_deathtypestring;
219 void(entity client, string s) centerprint_builtin = #73;
220 .vector dest1, dest2;
223 float intermission_running;
224 float intermission_exittime;
225 float alreadychangedlevel;
231 .float welcomemessage_time;
236 string votecalledvote;
237 string votecalledvote_display;
238 float votecalledmaster;
246 float VoteAllowed(string vote);
251 void VoteStop(entity stopper);
254 // Wazat's grappling hook
256 void GrapplingHookFrame();
257 void RemoveGrapplingHook(entity pl);
258 void SetGrappleHookBindings();
260 float GRAPHOOK_FIRE = 20;
261 float GRAPHOOK_RELEASE = 21;
262 // (note: you can change the hook impulse #'s to whatever you please)
265 // Laser target for laser-guided weapons
270 .float jump_interval; // laser refire
273 .float in_swamp; // bool
274 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
280 #define RESTART_COUNTDOWN 10
281 float restart_countdown; //point in time when the countdown is over
282 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
283 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
284 void restartAnnouncer_Think();
285 entity readyNagger; //manages printing the ready-nag to active players who are not ready yet
286 void readyNagger_Think();
287 float readyNagActive; //if set to 1, the readyNagger entity was already spawned (boolean)
288 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
289 .float spectatortime; //point in time since the client is spectating or observing
290 void checkSpectatorBlock();
291 float timelimit_orig;
296 float isJoinAllowed();
297 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
299 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
300 #define TIMEOUT_SLOWMO_VALUE 0.0001
301 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
302 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
303 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
304 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)
305 .float allowedTimeouts; // contains the number of allowed timeouts for each player
306 entity timeoutInitiator; // contains the entity of the player who started the last timeout
307 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
308 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
309 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
310 void timeoutHandler_Think();
311 void evaluateTimeoutCall();
312 void evaluateResumeGame();
313 string getTimeoutText(float addOneSecond);
315 .float spawnshieldtime;
317 .float lms_nextcheck;
318 .float lms_traveled_distance;
326 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
330 .vector death_origin;
331 .vector killer_origin;
335 float default_player_alpha;
336 float default_weapon_alpha;
338 .float() customizeentityforclient;
339 .float cvar_cl_handicap;
340 .float cvar_cl_playerdetailreduction;
341 .float cvar_cl_nogibs;
342 .float cvar_scr_centertime;
343 .float cvar_cl_shownames;
344 .float cvar_cl_hidewaypoints;
345 .string cvar_g_nexuizversion;
346 .string cvar_cl_weaponpriority;
347 .string cvar_cl_weaponpriorities[10];
349 .float version_nagtime;
351 .float modelindex_lod0;
352 #ifdef ALLOW_VARIABLE_LOD
353 .float modelindex_lod1;
354 .float modelindex_lod2;
357 #define NUM_JUMPPADSUSED 3
359 .entity jumppadsused[NUM_JUMPPADSUSED];
361 string gamemode_name;
364 float startitem_failed;
366 void DropFlag(entity flag);
367 void DropAllRunes(entity pl);
370 typedef .float floatfield;
371 floatfield Item_CounterField(float it);
373 float W_AmmoItemCode(float wpn);
374 float W_WeaponBit(float wpn);
375 string W_Name(float weaponid);
377 void UpdateSelectedPlayer();
378 void ClearSelectedPlayer();
379 .entity selected_player;
380 .entity last_selected_player;
381 .float selected_player_time; // when this player has been selected
382 .float selected_player_count; // how long this player has been directly pointed to
383 .float selected_player_display_needs_update; // are regular updates necessary? (health)
384 .float selected_player_display_timeout; // when the selection will time out
386 void FixIntermissionClient(entity e);
387 void FixClientCvars(entity e);
391 void centerprint_atprio(entity e, float prio, string s);
392 void centerprint_expire(entity e, float prio);
393 void centerprint(entity e, string s);
395 .float respawn_countdown; // next number to count
397 float bot_waypoints_for_items;
399 .float attack_finished_for[WEP_COUNT];
400 .float attack_finished_single;
401 #ifdef INDEPENDENT_ATTACK_FINISHED
402 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
404 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
407 // assault game mode: Which team is attacking in this round?
408 float assault_attacker_team;
410 // speedrun: when 1, player auto teleports back when capture timeout happens
418 float q3acompat_machineshotgunswap;
425 float some_spawn_has_been_used;
426 float have_team_spawns;
428 // set when showing a kill countdown
429 .entity killindicator;
430 .float killindicator_teamchange;
432 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
436 .float parm_idlesince;
438 float sv_maxidle_spectatorsareidle;
442 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
448 .float(entity to, float sendflags) SendEntity;
450 // player sounds, voice messages
451 .string playersound_attack;
452 .string playersound_attackinfive;
453 .string playersound_coverme;
454 .string playersound_defend;
455 .string playersound_freelance;
456 .string playersound_incoming;
457 .string playersound_meet;
458 .string playersound_needhelp;
459 .string playersound_seenflag;
460 .string playersound_taunt;
461 .string playersound_teamshoot;
462 .string playersound_death;
463 .string playersound_drown;
464 .string playersound_falling; // not yet implemented, FIXME
465 .string playersound_gasp;
466 .string playersound_jump;
467 .string playersound_pain25;
468 .string playersound_pain50;
469 .string playersound_pain75;
470 .string playersound_pain100;
471 string globalsound_fall;
472 string globalsound_metalfall;
473 string globalsound_step;
474 string globalsound_metalstep;
475 void PrecachePlayerSounds(string f);
476 void PrecacheGlobalSound(string samplestring);
477 void UpdatePlayerSounds();
478 void ClearPlayerSounds();
479 void PlayerSound(.string samplefield, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
480 void GlobalSound(string samplestring, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
481 void VoiceMessage(string type);
483 .float version_mismatch;
485 float independent_players;
486 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
487 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
490 .float stat_sys_ticrate;