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1 #define INDEPENDENT_ATTACK_FINISHED
2
3 float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
4
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
14
15 // Globals
16
17 string records_reply, lsmaps_reply, maplist_reply; // cached replies
18
19 float ctf_score_value(string parameter);
20
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_norecoil, g_vampire, g_minstagib_invis_alpha, g_bloodloss;
23 float g_warmup_limit;
24 float g_warmup_allguns;
25 float g_warmup_allow_timeout;
26 float g_ctf_win_mode;
27 float g_ctf_ignore_frags;
28 float g_ctf_reverse;
29 float g_race_qualifying;
30 float inWarmupStage;
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;
38
39 float sv_clones;
40 float sv_cheats;
41 float sv_gentle;
42 float sv_foginterval;
43
44 entity  activator;
45 string  string_null;
46 const var void(void)    func_null;
47
48 float player_count;
49 float currentbots;
50 float bots_would_leave;
51 float lms_lowest_lives;
52 float lms_next_place;
53 float LMS_NewPlayerLives();
54
55 void UpdateFrags(entity player, float f);
56 .float totalfrags;
57
58 float team1_score, team2_score, team3_score, team4_score;
59
60 float maxclients;
61
62 #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"
63
64 // Fields
65
66 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
67
68 //.string       wad;
69 //.string       map;
70
71 //.float        worldtype;
72 .float  delay;
73 .float  wait;
74 .float  lip;
75 //.float        light_lev;
76 .float  speed;
77 //.float        style;
78 //.float        skill;
79 .float  sounds;
80
81 .string killtarget;
82
83 .vector pos1, pos2;
84 .vector mangle;
85
86 .float cvar_cl_hitsound;
87
88 .float  pain_finished;                  //Added by Supajoe
89 .float  pain_frame;                     //"
90 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
91 .float  crouch; // Crouching or not?
92
93 .float  strength_finished;
94 //.float        speed_finished;
95 .float  invincible_finished;
96 //.float        slowmo_finished;
97
98 .vector         finaldest, finalangle;          //plat.qc stuff
99 .void()         think1;
100 .float state;
101 .float          t_length, t_width;
102
103 .vector destvec;                // for rain
104 .float cnt;             // for rain
105 .float count;
106 //.float cnt2;
107
108 .float play_time;
109 .float death_time;
110 .float dead_frame;
111 .float fade_time;
112 .float fade_rate;
113
114 // player animation state
115 .float animstate_startframe;
116 .float animstate_numframes;
117 .float animstate_framerate;
118 .float animstate_starttime;
119 .float animstate_endtime;
120 .float animstate_override;
121 .float animstate_looping;
122
123 // player animation data for this model
124 // each vector is as follows:
125 // _x = startframe
126 // _y = numframes
127 // _z = framerate
128 .vector anim_die1; // player dies
129 .vector anim_die2; // player dies differently
130 .vector anim_draw; // player pulls out a weapon
131 .vector anim_duck; // player crouches (from idle to duckidle)
132 .vector anim_duckwalk; // player walking while crouching
133 .vector anim_duckjump; // player jumping from a crouch
134 .vector anim_duckidle; // player idling while crouching
135 .vector anim_idle; // player standing
136 .vector anim_jump; // player jump
137 .vector anim_pain1; // player flinches from pain
138 .vector anim_pain2; // player flinches from pain, differently
139 .vector anim_shoot; // player shoots
140 .vector anim_taunt; // player taunts others (FIXME: no code references this)
141 .vector anim_run; // player running forward
142 .vector anim_runbackwards; // player running backward
143 .vector anim_strafeleft; // player shuffling left quickly
144 .vector anim_straferight; // player shuffling right quickly
145 .vector anim_dead1; // player dead (must be identical to last frame of die1)
146 .vector anim_dead2; // player dead (must be identical to last frame of die2)
147 .vector anim_forwardright; // player running forward and right
148 .vector anim_forwardleft; // player running forward and left
149 .vector anim_backright; // player running backward and right
150 .vector anim_backleft; // player running back and left
151
152 void() player_setupanimsformodel;
153 void player_setanim(vector anim, float looping, float override, float restart);
154
155 .string mdl;
156
157 .string playermodel;
158 .string playerskin;
159
160 .float  respawntime;
161 //.float        chasecam;
162
163 .float  damageforcescale;
164
165 //.float          gravity;
166
167 .float          dmg;
168
169 // for railgun damage (hitting multiple enemies)
170 .float railgunhit;
171 .float railgunhitsolidbackup;
172 .vector railgunhitloc;
173
174 .float          air_finished;
175 .float          dmgtime;
176
177 .float          killcount;
178 .float hitsound, typehitsound;
179
180 .float watersound_finished;
181 .float iscreature;
182 .vector oldvelocity;
183
184 .float pauseregen_finished;
185 .float pauserothealth_finished;
186 .float pauserotarmor_finished;
187 .string item_pickupsound;
188
189 // definitions for weaponsystem
190
191 .entity weaponentity;
192 .entity exteriorweaponentity;
193 .float switchweapon;
194 .float autoswitch;
195 float weapon_action(float wpn, float wrequest);
196 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
197 void w_clear();
198 void w_ready();
199 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
200 .float weapon_nextthink;
201 .void() weapon_think;
202
203 //float PLAYER_WEAPONSELECTION_DELAY = );
204 float   PLAYER_WEAPONSELECTION_SPEED = 18;
205 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
206
207 // weapon states (self.weaponentity.state)
208 float WS_CLEAR                  = 0; // no weapon selected
209 float WS_RAISE                  = 1; // raise frame
210 float WS_DROP                   = 2; // deselecting frame
211 float WS_INUSE                  = 3; // fire state
212 float WS_READY                  = 4; // idle frame
213
214 // weapon requests
215 float WR_SETUP              = 1; // setup weapon data
216 float WR_THINK              = 2; // logic to run every frame
217 float WR_CHECKAMMO1         = 3; // checks ammo for weapon
218 float WR_CHECKAMMO2         = 4; // checks ammo for weapon
219 float WR_AIM                = 5; // runs bot aiming code for this weapon
220 float WR_PRECACHE           = 6; // precaches models/sounds used by this weapon
221 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
222 float WR_KILLMESSAGE    = 8; // sets w_deathtypestring or leaves it alone
223 float WR_RELOAD         = 9; // does not need to do anything
224
225 void weapon_defaultspawnfunc(float wpn);
226
227 string w_deathtypestring;
228 float w_deathtype;
229
230 void(entity client, string s) centerprint_builtin = #73;
231 .vector dest1, dest2;
232
233 float gameover;
234 float intermission_running;
235 float intermission_exittime;
236 float alreadychangedlevel;
237
238
239 .float runes;
240
241
242 .float welcomemessage_time;
243 .float version;
244
245 // Laser target for laser-guided weapons
246 .entity lasertarget;
247 .float laser_on;
248
249 // minstagib vars
250 .float jump_interval;    // laser refire
251
252 //swamp
253 .float in_swamp;              // bool
254 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
255
256 // footstep interval
257 .float nextstep;
258
259 .float ready;
260 #define RESTART_COUNTDOWN 10
261 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
262 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
263 void restartAnnouncer_Think();
264 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
265 .float spectatortime; //point in time since the client is spectating or observing
266 void checkSpectatorBlock();
267
268 .float winning;
269 .float jointime;
270
271 float isJoinAllowed();
272 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
273
274 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
275 #define TIMEOUT_SLOWMO_VALUE 0.0001
276 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
277 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
278 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
279 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)
280 .float allowedTimeouts; // contains the number of allowed timeouts for each player
281 entity timeoutInitiator; // contains the entity of the player who started the last timeout
282 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
283 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
284 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
285 void timeoutHandler_Think();
286 void evaluateTimeout();
287 void evaluateTimein();
288 string getTimeoutText(float addOneSecond);
289
290 .float spawnshieldtime;
291
292 .float lms_nextcheck;
293 .float lms_traveled_distance;
294
295 .entity flagcarried;
296
297 .entity lastrocket;
298
299 .float playerid;
300 float playerid_last;
301 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
302
303 .vector spawnorigin;
304
305 .vector death_origin;
306 .vector killer_origin;
307
308 float default_player_alpha;
309 float default_weapon_alpha;
310
311 .float() customizeentityforclient;
312 .float cvar_cl_handicap;
313 .float cvar_cl_playerdetailreduction;
314 .float cvar_scr_centertime;
315 .float cvar_cl_shownames;
316 .string cvar_g_nexuizversion;
317 .string cvar_cl_weaponpriority;
318 .string cvar_cl_weaponpriorities[10];
319
320 .float version_nagtime;
321
322 .float modelindex_lod0;
323 #ifdef ALLOW_VARIABLE_LOD
324 .float modelindex_lod1;
325 .float modelindex_lod2;
326 #endif
327
328 #define NUM_JUMPPADSUSED 3
329 .float jumppadcount;
330 .entity jumppadsused[NUM_JUMPPADSUSED];
331
332 string gamemode_name;
333 float teams_matter;
334
335 float startitem_failed;
336
337 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
338 void DropAllRunes(entity pl);
339
340
341 typedef .float floatfield;
342 floatfield Item_CounterField(float it);
343
344 float W_AmmoItemCode(float wpn);
345 float W_WeaponBit(float wpn);
346 string W_Name(float weaponid);
347
348 void UpdateSelectedPlayer();
349 void ClearSelectedPlayer();
350 .entity selected_player;
351 .entity last_selected_player;
352 .float selected_player_time; // when this player has been selected
353 .float selected_player_count; // how long this player has been directly pointed to
354 .float selected_player_display_needs_update; // are regular updates necessary? (health)
355 .float selected_player_display_timeout; // when the selection will time out
356
357 void FixIntermissionClient(entity e);
358 void FixClientCvars(entity e);
359
360 float weaponsInMap;
361
362 void centerprint_atprio(entity e, float prio, string s);
363 void centerprint_expire(entity e, float prio);
364 void centerprint(entity e, string s);
365
366 .float respawn_countdown; // next number to count
367
368 float bot_waypoints_for_items;
369
370 .float  attack_finished_for[WEP_COUNT];
371 .float attack_finished_single;
372 #ifdef INDEPENDENT_ATTACK_FINISHED
373 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
374 #else
375 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
376 #endif
377
378 // assault game mode: Which team is attacking in this round?
379 float assault_attacker_team;
380
381 // speedrun: when 1, player auto teleports back when capture timeout happens
382 .float speedrunning;
383
384 // Q3 support
385 .float notteam;
386 .float notsingle;
387 .float notfree;
388 .float notq3a;
389 float q3acompat_machineshotgunswap;
390
391 // database
392 float ServerProgsDB;
393 float TemporaryDB;
394
395 .float team_saved;
396
397 float some_spawn_has_been_used;
398 float have_team_spawns;
399
400 // set when showing a kill countdown
401 .entity killindicator;
402 .float killindicator_teamchange;
403
404 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
405
406 float lockteams;
407
408 .float parm_idlesince;
409 float sv_maxidle;
410 float sv_maxidle_spectatorsareidle;
411
412 float sv_pogostick;
413 float sv_doublejump;
414 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
415
416 float next_pingtime;
417
418 .float Version;
419 .float SendFlags;
420 .float(entity to, float sendflags) SendEntity;
421
422 // player sounds, voice messages
423 // TODO implemented fall and falling
424 #define ALLPLAYERSOUNDS \
425                 _VOICEMSG(death) \
426                 _VOICEMSG(drown) \
427                 _VOICEMSG(fall) \
428                 _VOICEMSG(falling) \
429                 _VOICEMSG(gasp) \
430                 _VOICEMSG(jump) \
431                 _VOICEMSG(pain25) \
432                 _VOICEMSG(pain50) \
433                 _VOICEMSG(pain75) \
434                 _VOICEMSG(pain100)
435 #define ALLVOICEMSGS \
436                 _VOICEMSG(attack) \
437                 _VOICEMSG(attackinfive) \
438                 _VOICEMSG(coverme) \
439                 _VOICEMSG(defend) \
440                 _VOICEMSG(freelance) \
441                 _VOICEMSG(incoming) \
442                 _VOICEMSG(meet) \
443                 _VOICEMSG(needhelp) \
444                 _VOICEMSG(seenflag) \
445                 _VOICEMSG(taunt) \
446                 _VOICEMSG(teamshoot) \
447                 _VOICEMSG(attacking) \
448                 _VOICEMSG(defending) \
449                 _VOICEMSG(roaming) \
450                 _VOICEMSG(affirmative) \
451                 _VOICEMSG(negative) \
452                 _VOICEMSG(onmyway) \
453                 _VOICEMSG(seenenemy) \
454                 _VOICEMSG(getflag) \
455                 _VOICEMSG(droppedflag) \
456                 _VOICEMSG(flagcarriertakingdamage)
457 #define _VOICEMSG(m) .string playersound_##m;
458 ALLPLAYERSOUNDS
459 ALLVOICEMSGS
460 #undef _VOICEMSG
461 string globalsound_fall;
462 string globalsound_metalfall;
463 string globalsound_step;
464 string globalsound_metalstep;
465
466 #define VOICETYPE_PLAYERSOUND 10
467 #define VOICETYPE_TEAMRADIO 11
468 #define VOICETYPE_LASTATTACKER 12
469 #define VOICETYPE_LASTATTACKER_ONLY 13
470 #define VOICETYPE_AUTOTAUNT 14
471 #define VOICETYPE_TAUNT 15
472
473 void PrecachePlayerSounds(string f);
474 void PrecacheGlobalSound(string samplestring);
475 void UpdatePlayerSounds();
476 void ClearPlayerSounds();
477 void PlayerSound(.string samplefield, float channel, float voicetype);
478 void GlobalSound(string samplestring, float channel, float voicetype);
479 void VoiceMessage(string type, string message);
480
481 // autotaunt system
482 .float cvar_cl_autotaunt;
483 .float cvar_cl_voice_directional;
484 .float cvar_cl_voice_directional_taunt_attenuation;
485
486 .float version_mismatch;
487
488 float independent_players;
489 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
490 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
491 // we're using + here instead of , because fteqcc sucks
492
493 string clientstuff;
494 .float stat_sys_ticrate;
495 .float phase;
496 .float weapons;
497
498 .float porto_forbidden;
499
500 .string fog;
501
502 string cvar_changes;
503
504 float game_starttime; //point in time when the countdown is over
505 .float stat_game_starttime;
506
507 void W_Porto_Remove (entity p);
508
509 .float projectiledeathtype;
510
511 .string message2;
512
513 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
514
515 // reset to 0 on weapon switch
516 // may be useful to all weapons
517 .float bulletcounter;
518
519 void target_voicescript_next(entity pl);
520 void target_voicescript_clear(entity pl);
521
522 .string target2;
523 .string target3;
524 .string target4;
525 .float trigger_reverse;
526
527 void SUB_DontUseTargets();
528 void SUB_UseTargets();
529
530 .void() reset; // if set, an entity is reset using this
531 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
532
533 void ClientData_Touch(entity e);