3 float g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_lms;
4 float g_cloaked, g_footsteps, g_grappling_hook, g_instagib, g_laserguided_missile, g_midair, g_minstagib, g_nixnex, g_nixnex_with_laser, g_norecoil, g_rocketarena, g_vampire;
13 float bots_would_leave;
14 float lms_lowest_lives;
16 float() LMS_NewPlayerLives;
18 void(entity player, float f) UpdateFrags;
21 float team1_score, team2_score, team3_score, team4_score;
25 #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"
29 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
49 .float pain_finished; //Added by Supajoe
50 .float pain_frame; //"
51 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
52 .float crouch; // Crouching or not?
54 .float strength_finished;
55 //.float speed_finished;
56 .float invincible_finished;
57 //.float slowmo_finished;
59 .vector finaldest, finalangle; //plat.qc stuff
62 .float t_length, t_width;
64 .vector destvec; // for rain
65 .float cnt; // for rain
85 .float damageforcescale;
91 // for railgun damage (hitting multiple enemies)
93 .float railgunhitsolidbackup;
94 .vector railgunhitloc;
102 .float watersound_finished;
106 .float pauseregen_finished;
107 .float pauserothealth_finished;
108 .float pauserotarmor_finished;
109 .string item_pickupsound;
111 // definitions for weaponsystem
113 .entity weaponentity;
114 .entity exteriorweaponentity;
117 float(float wpn, float wrequest) weapon_action;
118 float(entity cl, float wpn, float andammo, float complain) client_hasweapon;
121 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
122 .float weapon_nextthink;
123 .void() weapon_think;
124 .float weapon_nextthink_lastframe;
126 //float PLAYER_WEAPONSELECTION_DELAY = );
127 float PLAYER_WEAPONSELECTION_SPEED = 18;
128 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
130 // weapon states (self.weaponentity.state)
131 float WS_CLEAR = 0; // no weapon selected
132 float WS_RAISE = 1; // raise frame
133 float WS_DROP = 2; // deselecting frame
134 float WS_INUSE = 3; // fire state
135 float WS_READY = 4; // idle frame
138 float WR_SETUP = 1; // setup weapon data
139 float WR_THINK = 2; // logic to run every frame
140 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
141 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
142 float WR_AIM = 5; // runs bot aiming code for this weapon
143 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
144 float WR_REGISTER = 7; // send data about the weapon to the client self (for ClientConnect)
147 float WEP_LASER = 1; // float IT_LASER = 4096;
148 float WEP_SHOTGUN = 2; // float IT_SHOTGUN = 1;
149 float WEP_UZI = 3; // float IT_UZI = 2;
150 float WEP_GRENADE_LAUNCHER = 4; // float IT_GRENADE_LAUNCHER = 4;
151 float WEP_ELECTRO = 5; // float IT_ELECTRO = 8;
152 float WEP_CRYLINK = 6; // float IT_CRYLINK = 16;
153 float WEP_NEX = 7; // float IT_NEX = 32;
154 float WEP_HAGAR = 8; // float IT_HAGAR = 64;
155 float WEP_ROCKET_LAUNCHER = 9; // float IT_ROCKET_LAUNCHER = 128;
157 // For weapon cycling commands
161 void(entity client, string s) stuffcmd = #21;
162 void(entity client, string s) sprint = #24;
163 vector(entity e, float sped) aim = #44;
164 void(entity client, string s) centerprint_builtin = #73;
165 void(entity e) setspawnparms = #78;
166 void(float to, float f) WriteByte = #52;
167 void(float to, float f) WriteChar = #53;
168 void(float to, float f) WriteShort = #54;
169 void(float to, float f) WriteLong = #55;
170 void(float to, float f) WriteCoord = #56;
171 void(float to, float f) WriteAngle = #57;
172 void(float to, string s) WriteString = #58;
173 void(float to, entity s) WriteEntity = #59;
174 .vector dest1, dest2;
177 float intermission_running;
178 float intermission_exittime;
179 float alreadychangedlevel;
185 .float welcomemessage_time;
190 string votecalledvote;
191 string votecalledvote_display;
192 float votecalledmaster;
200 float VoteAllowed(string vote);
205 void VoteStop(entity stopper);
208 // Wazat's grappling hook
210 void GrapplingHookFrame();
211 void RemoveGrapplingHook(entity pl);
212 void SetGrappleHookBindings();
214 float GRAPHOOK_FIRE = 20;
215 float GRAPHOOK_RELEASE = 21;
216 // (note: you can change the hook impulse #'s to whatever you please)
219 // Laser target for laser-guided weapons
224 .float jump_interval; // laser refire
227 .float in_swamp; // bool
228 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
239 .float spawnshieldtime;
241 .float lms_nextcheck;
242 .float lms_traveled_distance;
250 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
254 .vector death_origin;
255 .vector killer_origin;
259 float default_player_alpha;
260 float default_weapon_alpha;
264 .float() customizeentityforclient;
265 .float cvar_cl_handicap;
266 .float cvar_cl_zoomfactor;
267 .float cvar_cl_zoomspeed;
268 .float cvar_cl_playerdetailreduction;
269 .float cvar_cl_nogibs;
270 .float cvar_scr_centertime;
271 .float cvar_cl_shownames;
272 .float cvar_cl_hidewaypoints;
273 .string cvar_g_nexuizversion;
275 .float version_nagtime;
277 #ifdef ALLOW_VARIABLE_LOD
278 .float modelindex_lod0;
279 .float modelindex_lod1;
280 .float modelindex_lod2;
283 #define NUM_JUMPPADSUSED 3
285 .entity jumppadsused[NUM_JUMPPADSUSED];
287 string gamemode_name;
290 float startitem_failed;
292 void DropFlag(entity flag);
293 void DropAllRunes(entity pl);
296 typedef .float floatfield;
297 floatfield Item_CounterField(float it);
298 float Item_WeaponCode(float it);
299 void Item_SpawnByItemCode(float it);
301 float W_AmmoItemCode(float wpn);
302 float W_ItemCode(float wpn);
303 string W_Name(float weaponid);
305 void UpdateSelectedPlayer();
306 void ClearSelectedPlayer();
307 .entity selected_player;
308 .entity last_selected_player;
309 .float selected_player_time; // when this player has been selected
310 .float selected_player_count; // how long this player has been directly pointed to
311 .float selected_player_display_needs_update; // are regular updates necessary? (health)
312 .float selected_player_display_timeout; // when the selection will time out
314 void FixIntermissionClient(entity e);
315 void FixClientCvars(entity e);
319 void centerprint_atprio(entity e, float prio, string s);
320 void centerprint_expire(entity e, float prio);
321 void centerprint(entity e, string s);
323 .float respawn_countdown; // next number to count
325 float bot_waypoints_for_items;
327 .float attack_finished_for[WEP_LAST + 1];
328 .float attack_finished_single;
329 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
331 // assault game mode: Which team is attacking in this round?
332 float assault_attacker_team;