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make voice sounds a bit louder again
[divverent/nexuiz.git] / data / qcsrc / server / defs.qh
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 #define VOL_BASE 0.7
16 #define VOL_BASEVOICE 1.0
17
18 // Globals
19
20 string records_reply, lsmaps_reply, maplist_reply; // cached replies
21
22 float ctf_score_value(string parameter);
23
24 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms, g_runematch, g_race;
25 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;
26 float g_warmup_limit;
27 float g_warmup_allguns;
28 float g_warmup_allow_timeout;
29 float g_ctf_win_mode;
30 float g_ctf_ignore_frags;
31 float g_ctf_reverse;
32 float g_race_qualifying;
33 float inWarmupStage;
34 float g_pickup_respawntime_weapon;
35 float g_pickup_respawntime_ammo;
36 float g_pickup_respawntime_short;
37 float g_pickup_respawntime_medium;
38 float g_pickup_respawntime_long;
39 float g_pickup_respawntime_powerup;
40 float g_maplist_allow_hidden;
41
42 float sv_clones;
43 float sv_cheats;
44 float sv_gentle;
45 float sv_foginterval;
46
47 entity  activator;
48 string  string_null;
49 const var void(void)    func_null;
50
51 float player_count;
52 float currentbots;
53 float bots_would_leave;
54 float lms_lowest_lives;
55 float lms_next_place;
56 float LMS_NewPlayerLives();
57
58 void UpdateFrags(entity player, float f);
59 .float totalfrags;
60
61 float team1_score, team2_score, team3_score, team4_score;
62
63 float maxclients;
64
65 #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"
66
67 // Fields
68
69 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
70
71 //.string       wad;
72 //.string       map;
73
74 //.float        worldtype;
75 .float  delay;
76 .float  wait;
77 .float  lip;
78 //.float        light_lev;
79 .float  speed;
80 //.float        style;
81 //.float        skill;
82 .float  sounds;
83
84 .string killtarget;
85
86 .vector pos1, pos2;
87 .vector mangle;
88
89 .float cvar_cl_hitsound;
90
91 .float  pain_finished;                  //Added by Supajoe
92 .float  pain_frame;                     //"
93 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
94 .float  crouch; // Crouching or not?
95
96 .float  strength_finished;
97 //.float        speed_finished;
98 .float  invincible_finished;
99 //.float        slowmo_finished;
100
101 .vector         finaldest, finalangle;          //plat.qc stuff
102 .void()         think1;
103 .float state;
104 .float          t_length, t_width;
105
106 .vector destvec;                // for rain
107 .float cnt;             // for rain
108 .float count;
109 //.float cnt2;
110
111 .float play_time;
112 .float death_time;
113 .float dead_frame;
114 .float fade_time;
115 .float fade_rate;
116
117 // player animation state
118 .float animstate_startframe;
119 .float animstate_numframes;
120 .float animstate_framerate;
121 .float animstate_starttime;
122 .float animstate_endtime;
123 .float animstate_override;
124 .float animstate_looping;
125
126 // player animation data for this model
127 // each vector is as follows:
128 // _x = startframe
129 // _y = numframes
130 // _z = framerate
131 .vector anim_die1; // player dies
132 .vector anim_die2; // player dies differently
133 .vector anim_draw; // player pulls out a weapon
134 .vector anim_duck; // player crouches (from idle to duckidle)
135 .vector anim_duckwalk; // player walking while crouching
136 .vector anim_duckjump; // player jumping from a crouch
137 .vector anim_duckidle; // player idling while crouching
138 .vector anim_idle; // player standing
139 .vector anim_jump; // player jump
140 .vector anim_pain1; // player flinches from pain
141 .vector anim_pain2; // player flinches from pain, differently
142 .vector anim_shoot; // player shoots
143 .vector anim_taunt; // player taunts others (FIXME: no code references this)
144 .vector anim_run; // player running forward
145 .vector anim_runbackwards; // player running backward
146 .vector anim_strafeleft; // player shuffling left quickly
147 .vector anim_straferight; // player shuffling right quickly
148 .vector anim_dead1; // player dead (must be identical to last frame of die1)
149 .vector anim_dead2; // player dead (must be identical to last frame of die2)
150 .vector anim_forwardright; // player running forward and right
151 .vector anim_forwardleft; // player running forward and left
152 .vector anim_backright; // player running backward and right
153 .vector anim_backleft; // player running back and left
154
155 void() player_setupanimsformodel;
156 void player_setanim(vector anim, float looping, float override, float restart);
157
158 .string mdl;
159
160 .string playermodel;
161 .string playerskin;
162
163 .float  respawntime;
164 //.float        chasecam;
165
166 .float  damageforcescale;
167
168 //.float          gravity;
169
170 .float          dmg;
171
172 // for railgun damage (hitting multiple enemies)
173 .float railgunhit;
174 .float railgunhitsolidbackup;
175 .vector railgunhitloc;
176
177 .float          air_finished;
178 .float          dmgtime;
179
180 .float          killcount;
181 .float hitsound, typehitsound;
182
183 .float watersound_finished;
184 .float iscreature;
185 .vector oldvelocity;
186
187 .float pauseregen_finished;
188 .float pauserothealth_finished;
189 .float pauserotarmor_finished;
190 .string item_pickupsound;
191
192 // definitions for weaponsystem
193
194 .entity weaponentity;
195 .entity exteriorweaponentity;
196 .float switchweapon;
197 .float autoswitch;
198 float weapon_action(float wpn, float wrequest);
199 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
200 void w_clear();
201 void w_ready();
202 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
203 .float weapon_nextthink;
204 .void() weapon_think;
205
206 //float PLAYER_WEAPONSELECTION_DELAY = );
207 float   PLAYER_WEAPONSELECTION_SPEED = 18;
208 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
209
210 // weapon states (self.weaponentity.state)
211 float WS_CLEAR                  = 0; // no weapon selected
212 float WS_RAISE                  = 1; // raise frame
213 float WS_DROP                   = 2; // deselecting frame
214 float WS_INUSE                  = 3; // fire state
215 float WS_READY                  = 4; // idle frame
216
217 // weapon requests
218 float WR_SETUP              = 1; // setup weapon data
219 float WR_THINK              = 2; // logic to run every frame
220 float WR_CHECKAMMO1         = 3; // checks ammo for weapon
221 float WR_CHECKAMMO2         = 4; // checks ammo for weapon
222 float WR_AIM                = 5; // runs bot aiming code for this weapon
223 float WR_PRECACHE           = 6; // precaches models/sounds used by this weapon
224 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
225 float WR_KILLMESSAGE    = 8; // sets w_deathtypestring or leaves it alone
226 float WR_RELOAD         = 9; // does not need to do anything
227
228 void weapon_defaultspawnfunc(float wpn);
229
230 string w_deathtypestring;
231 float w_deathtype;
232
233 void(entity client, string s) centerprint_builtin = #73;
234 .vector dest1, dest2;
235
236 float gameover;
237 float intermission_running;
238 float intermission_exittime;
239 float alreadychangedlevel;
240
241
242 .float runes;
243
244
245 .float welcomemessage_time;
246 .float version;
247
248 // Laser target for laser-guided weapons
249 .entity lasertarget;
250 .float laser_on;
251
252 // minstagib vars
253 .float jump_interval;    // laser refire
254
255 //swamp
256 .float in_swamp;              // bool
257 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
258
259 // footstep interval
260 .float nextstep;
261
262 .float ready;
263 #define RESTART_COUNTDOWN 10
264 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
265 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
266 void restartAnnouncer_Think();
267 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
268 .float spectatortime; //point in time since the client is spectating or observing
269 void checkSpectatorBlock();
270
271 .float winning;
272 .float jointime;
273
274 float isJoinAllowed();
275 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
276
277 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
278 #define TIMEOUT_SLOWMO_VALUE 0.0001
279 float sys_ticrate; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
280 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
281 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
282 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)
283 .float allowedTimeouts; // contains the number of allowed timeouts for each player
284 entity timeoutInitiator; // contains the entity of the player who started the last timeout
285 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
286 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
287 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
288 void timeoutHandler_Think();
289 void evaluateTimeoutCall();
290 void evaluateResumeGame();
291 string getTimeoutText(float addOneSecond);
292
293 .float spawnshieldtime;
294
295 .float lms_nextcheck;
296 .float lms_traveled_distance;
297
298 .entity flagcarried;
299
300 .entity lastrocket;
301
302 .float playerid;
303 float playerid_last;
304 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
305
306 .vector spawnorigin;
307
308 .vector death_origin;
309 .vector killer_origin;
310
311 .float isdecor;
312
313 float default_player_alpha;
314 float default_weapon_alpha;
315
316 .float() customizeentityforclient;
317 .float cvar_cl_handicap;
318 .float cvar_cl_playerdetailreduction;
319 .float cvar_cl_nogibs;
320 .float cvar_scr_centertime;
321 .float cvar_cl_shownames;
322 .string cvar_g_nexuizversion;
323 .string cvar_cl_weaponpriority;
324 .string cvar_cl_weaponpriorities[10];
325
326 .float version_nagtime;
327
328 .float modelindex_lod0;
329 #ifdef ALLOW_VARIABLE_LOD
330 .float modelindex_lod1;
331 .float modelindex_lod2;
332 #endif
333
334 #define NUM_JUMPPADSUSED 3
335 .float jumppadcount;
336 .entity jumppadsused[NUM_JUMPPADSUSED];
337
338 string gamemode_name;
339 float teams_matter;
340
341 float startitem_failed;
342
343 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
344 void DropAllRunes(entity pl);
345
346
347 typedef .float floatfield;
348 floatfield Item_CounterField(float it);
349
350 float W_AmmoItemCode(float wpn);
351 float W_WeaponBit(float wpn);
352 string W_Name(float weaponid);
353
354 void UpdateSelectedPlayer();
355 void ClearSelectedPlayer();
356 .entity selected_player;
357 .entity last_selected_player;
358 .float selected_player_time; // when this player has been selected
359 .float selected_player_count; // how long this player has been directly pointed to
360 .float selected_player_display_needs_update; // are regular updates necessary? (health)
361 .float selected_player_display_timeout; // when the selection will time out
362
363 void FixIntermissionClient(entity e);
364 void FixClientCvars(entity e);
365
366 float weaponsInMap;
367
368 void centerprint_atprio(entity e, float prio, string s);
369 void centerprint_expire(entity e, float prio);
370 void centerprint(entity e, string s);
371
372 .float respawn_countdown; // next number to count
373
374 float bot_waypoints_for_items;
375
376 .float  attack_finished_for[WEP_COUNT];
377 .float attack_finished_single;
378 #ifdef INDEPENDENT_ATTACK_FINISHED
379 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
380 #else
381 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
382 #endif
383
384 // assault game mode: Which team is attacking in this round?
385 float assault_attacker_team;
386
387 // speedrun: when 1, player auto teleports back when capture timeout happens
388 .float speedrunning;
389
390 // Q3 support
391 .float notteam;
392 .float notsingle;
393 .float notfree;
394 .float notq3a;
395 float q3acompat_machineshotgunswap;
396
397 // database
398 float ServerProgsDB;
399 float TemporaryDB;
400
401 .float team_saved;
402
403 float some_spawn_has_been_used;
404 float have_team_spawns;
405
406 // set when showing a kill countdown
407 .entity killindicator;
408 .float killindicator_teamchange;
409
410 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
411
412 float lockteams;
413
414 .float parm_idlesince;
415 float sv_maxidle;
416 float sv_maxidle_spectatorsareidle;
417
418 float sv_pogostick;
419 float sv_doublejump;
420 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
421
422 float next_pingtime;
423
424 .float Version;
425 .float SendFlags;
426 .float(entity to, float sendflags) SendEntity;
427
428 // player sounds, voice messages
429 // TODO implemented fall and falling
430 #define ALLPLAYERSOUNDS \
431                 _VOICEMSG(death) \
432                 _VOICEMSG(drown) \
433                 _VOICEMSG(fall) \
434                 _VOICEMSG(falling) \
435                 _VOICEMSG(gasp) \
436                 _VOICEMSG(jump) \
437                 _VOICEMSG(pain25) \
438                 _VOICEMSG(pain50) \
439                 _VOICEMSG(pain75) \
440                 _VOICEMSG(pain100)
441 #define ALLVOICEMSGS \
442                 _VOICEMSG(attack) \
443                 _VOICEMSG(attackinfive) \
444                 _VOICEMSG(coverme) \
445                 _VOICEMSG(defend) \
446                 _VOICEMSG(freelance) \
447                 _VOICEMSG(incoming) \
448                 _VOICEMSG(meet) \
449                 _VOICEMSG(needhelp) \
450                 _VOICEMSG(seenflag) \
451                 _VOICEMSG(taunt) \
452                 _VOICEMSG(teamshoot) \
453                 _VOICEMSG(attacking) \
454                 _VOICEMSG(defending) \
455                 _VOICEMSG(roaming) \
456                 _VOICEMSG(affirmative) \
457                 _VOICEMSG(negative) \
458                 _VOICEMSG(onmyway) \
459                 _VOICEMSG(seenenemy) \
460                 _VOICEMSG(getflag) \
461                 _VOICEMSG(droppedflag) \
462                 _VOICEMSG(flagcarriertakingdamage)
463 #define _VOICEMSG(m) .string playersound_##m;
464 ALLPLAYERSOUNDS
465 ALLVOICEMSGS
466 #undef _VOICEMSG
467 string globalsound_fall;
468 string globalsound_metalfall;
469 string globalsound_step;
470 string globalsound_metalstep;
471
472 #define VOICETYPE_PLAYERSOUND 10
473 #define VOICETYPE_TEAMRADIO 11
474 #define VOICETYPE_LASTATTACKER 12
475 #define VOICETYPE_LASTATTACKER_ONLY 13
476 #define VOICETYPE_AUTOTAUNT 14
477 #define VOICETYPE_TAUNT 15
478
479 void PrecachePlayerSounds(string f);
480 void PrecacheGlobalSound(string samplestring);
481 void UpdatePlayerSounds();
482 void ClearPlayerSounds();
483 void PlayerSound(.string samplefield, float channel, float voicetype);
484 void GlobalSound(string samplestring, float channel, float voicetype);
485 void VoiceMessage(string type, string message);
486
487 // autotaunt system
488 .float cvar_cl_autotaunt;
489 .float cvar_cl_voice_directional;
490 .float cvar_cl_voice_directional_taunt_attenuation;
491
492 .float version_mismatch;
493
494 float independent_players;
495 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
496 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
497
498 string clientstuff;
499 .float stat_sys_ticrate;
500 .float phase;
501 .float weapons;
502
503 .float porto_forbidden;
504
505 .string fog;
506
507 string cvar_changes;
508
509 float game_starttime; //point in time when the countdown is over
510 .float stat_game_starttime;
511
512 void W_Porto_Remove (entity p);
513
514 .float projectiledeathtype;
515
516 .string message2;
517
518 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
519
520 // reset to 0 on weapon switch
521 // may be useful to all weapons
522 .float bulletcounter;
523
524 void target_voicescript_next(entity pl);
525 void target_voicescript_clear(entity pl);
526
527 .string target2;
528 .string target3;
529 .string target4;
530 .float trigger_reverse;