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