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
17 string records_reply, lsmaps_reply, maplist_reply; // cached replies
19 float ctf_score_value(string parameter);
21 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race;
22 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_pinata, g_norecoil, g_vampire, g_minstagib_invis_alpha, g_bloodloss;
24 float g_warmup_allguns;
25 float g_warmup_allow_timeout;
27 float g_ctf_ignore_frags;
29 float g_race_qualifying;
31 float g_pickup_respawntime_weapon;
32 float g_pickup_respawntime_ammo;
33 float g_pickup_respawntime_short;
34 float g_pickup_respawntime_medium;
35 float g_pickup_respawntime_long;
36 float g_pickup_respawntime_powerup;
37 float g_maplist_allow_hidden;
46 const var void(void) func_null;
50 float bots_would_leave;
51 float lms_lowest_lives;
53 float LMS_NewPlayerLives();
55 void UpdateFrags(entity player, float f);
58 float team1_score, team2_score, team3_score, team4_score;
64 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
84 .float cvar_cl_hitsound;
86 .float pain_finished; //Added by Supajoe
87 .float pain_frame; //"
88 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
89 .float crouch; // Crouching or not?
91 .float strength_finished;
92 //.float speed_finished;
93 .float invincible_finished;
94 //.float slowmo_finished;
96 .vector finaldest, finalangle; //plat.qc stuff
99 .float t_length, t_width;
101 .vector destvec; // for rain
102 .float cnt; // for rain
112 // player animation state
113 .float animstate_startframe;
114 .float animstate_numframes;
115 .float animstate_framerate;
116 .float animstate_starttime;
117 .float animstate_endtime;
118 .float animstate_override;
119 .float animstate_looping;
121 // player animation data for this model
122 // each vector is as follows:
126 .vector anim_die1; // player dies
127 .vector anim_die2; // player dies differently
128 .vector anim_draw; // player pulls out a weapon
129 .vector anim_duck; // player crouches (from idle to duckidle)
130 .vector anim_duckwalk; // player walking while crouching
131 .vector anim_duckjump; // player jumping from a crouch
132 .vector anim_duckidle; // player idling while crouching
133 .vector anim_idle; // player standing
134 .vector anim_jump; // player jump
135 .vector anim_pain1; // player flinches from pain
136 .vector anim_pain2; // player flinches from pain, differently
137 .vector anim_shoot; // player shoots
138 .vector anim_taunt; // player taunts others (FIXME: no code references this)
139 .vector anim_run; // player running forward
140 .vector anim_runbackwards; // player running backward
141 .vector anim_strafeleft; // player shuffling left quickly
142 .vector anim_straferight; // player shuffling right quickly
143 .vector anim_dead1; // player dead (must be identical to last frame of die1)
144 .vector anim_dead2; // player dead (must be identical to last frame of die2)
145 .vector anim_forwardright; // player running forward and right
146 .vector anim_forwardleft; // player running forward and left
147 .vector anim_backright; // player running backward and right
148 .vector anim_backleft; // player running back and left
150 // weapon animation vectors:
156 void() player_setupanimsformodel;
157 void setanim(entity e, vector anim, float looping, float override, float restart);
167 .float damageforcescale;
173 // for railgun damage (hitting multiple enemies)
175 .float railgunhitsolidbackup;
176 .vector railgunhitloc;
182 .float hitsound, typehitsound;
184 .float watersound_finished;
188 .float pauseregen_finished;
189 .float pauserothealth_finished;
190 .float pauserotarmor_finished;
191 .string item_pickupsound;
193 // definitions for weaponsystem
195 .entity weaponentity;
196 .entity exteriorweaponentity;
199 float weapon_action(float wpn, float wrequest);
200 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
203 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
204 .float weapon_nextthink;
205 .void() weapon_think;
207 //float PLAYER_WEAPONSELECTION_DELAY = );
208 float PLAYER_WEAPONSELECTION_SPEED = 18;
209 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
211 // weapon states (self.weaponentity.state)
212 float WS_CLEAR = 0; // no weapon selected
213 float WS_RAISE = 1; // raise frame
214 float WS_DROP = 2; // deselecting frame
215 float WS_INUSE = 3; // fire state
216 float WS_READY = 4; // idle frame
219 float WR_SETUP = 1; // setup weapon data
220 float WR_THINK = 2; // logic to run every frame
221 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
222 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
223 float WR_AIM = 5; // runs bot aiming code for this weapon
224 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
225 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
226 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
227 float WR_RELOAD = 9; // does not need to do anything
229 void weapon_defaultspawnfunc(float wpn);
231 string w_deathtypestring;
234 void(entity client, string s) centerprint_builtin = #73;
235 .vector dest1, dest2;
238 float intermission_running;
239 float intermission_exittime;
240 float alreadychangedlevel;
246 .float welcomemessage_time;
249 // Laser target for laser-guided weapons
254 .float jump_interval; // laser refire
257 .float in_swamp; // bool
258 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
264 #define RESTART_COUNTDOWN 10
265 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
267 void restartTimer_Think();
268 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
269 .float spectatortime; //point in time since the client is spectating or observing
270 void checkSpectatorBlock();
275 float isJoinAllowed();
276 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
278 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
279 #define TIMEOUT_SLOWMO_VALUE 0.0001
280 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
281 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
282 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
283 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)
284 .float allowedTimeouts; // contains the number of allowed timeouts for each player
285 entity timeoutInitiator; // contains the entity of the player who started the last timeout
286 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
287 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
288 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
289 void timeoutHandler_Think();
290 void evaluateTimeout();
291 void evaluateTimein();
292 string getTimeoutText(float addOneSecond);
294 .float spawnshieldtime;
296 .float lms_nextcheck;
297 .float lms_traveled_distance;
305 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
309 .vector death_origin;
310 .vector killer_origin;
312 float default_player_alpha;
313 float default_weapon_alpha;
315 .float() customizeentityforclient;
316 .float cvar_cl_handicap;
317 .float cvar_cl_playerdetailreduction;
318 .float cvar_scr_centertime;
319 .float cvar_cl_shownames;
320 .string cvar_g_nexuizversion;
321 .string cvar_cl_weaponpriority;
322 .string cvar_cl_weaponpriorities[10];
324 .float version_nagtime;
326 .float modelindex_lod0;
327 #ifdef ALLOW_VARIABLE_LOD
328 .float modelindex_lod1;
329 .float modelindex_lod2;
332 #define NUM_JUMPPADSUSED 3
334 .entity jumppadsused[NUM_JUMPPADSUSED];
336 string gamemode_name;
339 float startitem_failed;
341 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
342 void DropAllRunes(entity pl);
345 typedef .float floatfield;
346 floatfield Item_CounterField(float it);
348 float W_AmmoItemCode(float wpn);
349 float W_WeaponBit(float wpn);
350 string W_Name(float weaponid);
352 void UpdateSelectedPlayer();
353 void ClearSelectedPlayer();
354 .entity selected_player;
355 .entity last_selected_player;
356 .float selected_player_time; // when this player has been selected
357 .float selected_player_count; // how long this player has been directly pointed to
358 .float selected_player_display_needs_update; // are regular updates necessary? (health)
359 .float selected_player_display_timeout; // when the selection will time out
361 void FixIntermissionClient(entity e);
362 void FixClientCvars(entity e);
366 void centerprint_atprio(entity e, float prio, string s);
367 void centerprint_expire(entity e, float prio);
368 void centerprint(entity e, string s);
370 .float respawn_countdown; // next number to count
372 float bot_waypoints_for_items;
374 .float attack_finished_for[WEP_COUNT];
375 .float attack_finished_single;
376 #ifdef INDEPENDENT_ATTACK_FINISHED
377 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
379 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
382 // assault game mode: Which team is attacking in this round?
383 float assault_attacker_team;
385 // speedrun: when 1, player auto teleports back when capture timeout happens
393 float q3acompat_machineshotgunswap;
401 float some_spawn_has_been_used;
402 float have_team_spawns;
404 // set when showing a kill countdown
405 .entity killindicator;
406 .float killindicator_teamchange;
408 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
412 .float parm_idlesince;
414 float sv_maxidle_spectatorsareidle;
418 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
424 .float(entity to, float sendflags) SendEntity;
426 // player sounds, voice messages
427 // TODO implemented fall and falling
428 #define ALLPLAYERSOUNDS \
437 #define ALLVOICEMSGS \
439 _VOICEMSG(attackinfive) \
441 _VOICEMSG(seenflag) \
445 #define _VOICEMSG(m) .string playersound_##m;
450 // reserved sound names for the future (models lack sounds for them):
451 // _VOICEMSG(affirmative) \
452 // _VOICEMSG(attacking) \
453 // _VOICEMSG(defending) \
454 // _VOICEMSG(roaming) \
455 // _VOICEMSG(onmyway) \
456 // _VOICEMSG(droppedflag) \
457 // _VOICEMSG(flagcarriertakingdamage) \
458 // _VOICEMSG(negative) \
459 // _VOICEMSG(seenenemy) \
461 // _VOICEMSG(getflag) \
462 // _VOICEMSG(incoming) \
463 // _VOICEMSG(coverme) \
464 // _VOICEMSG(needhelp) \
465 // _VOICEMSG(defend) \
466 // _VOICEMSG(freelance) \
467 // _VOICEMSG(falling) \
469 string globalsound_fall;
470 string globalsound_metalfall;
471 string globalsound_step;
472 string globalsound_metalstep;
474 #define VOICETYPE_PLAYERSOUND 10
475 #define VOICETYPE_TEAMRADIO 11
476 #define VOICETYPE_LASTATTACKER 12
477 #define VOICETYPE_LASTATTACKER_ONLY 13
478 #define VOICETYPE_AUTOTAUNT 14
479 #define VOICETYPE_TAUNT 15
481 void PrecachePlayerSounds(string f);
482 void PrecacheGlobalSound(string samplestring);
483 void UpdatePlayerSounds();
484 void ClearPlayerSounds();
485 void PlayerSound(.string samplefield, float channel, float voicetype);
486 void GlobalSound(string samplestring, float channel, float voicetype);
487 void VoiceMessage(string type, string message);
490 .float cvar_cl_autotaunt;
491 .float cvar_cl_voice_directional;
492 .float cvar_cl_voice_directional_taunt_attenuation;
494 .float version_mismatch;
496 float independent_players;
497 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
498 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
499 // we're using + here instead of , because fteqcc sucks
502 .float stat_sys_ticrate;
507 .float porto_forbidden;
513 float game_starttime; //point in time when the countdown is over
514 .float stat_game_starttime;
516 void W_Porto_Remove (entity p);
518 .float projectiledeathtype;
522 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
523 .float stat_allow_oldnexbeam;
525 // reset to 0 on weapon switch
526 // may be useful to all weapons
527 .float bulletcounter;
529 void target_voicescript_next(entity pl);
530 void target_voicescript_clear(entity pl);
535 .float trigger_reverse;
537 void SUB_DontUseTargets();
538 void SUB_UseTargets();
540 .void() reset; // if set, an entity is reset using this
541 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
543 void ClientData_Touch(entity e);
545 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
548 #define BITXOR(v,b) ((v) + (b) - 2 * ((v) & (b)))
549 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
553 float servertime, serverprevtime, serverframetime;
555 .float NextFrameSendFlags;