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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 #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 .string music;
83
84 .string killtarget;
85
86 .vector pos1, pos2;
87 .vector mangle;
88
89 .float  pain_finished;                  //Added by Supajoe
90 .float  pain_frame;                     //"
91 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
92 .float  crouch; // Crouching or not?
93
94 .float  strength_finished;
95 //.float        speed_finished;
96 .float  invincible_finished;
97 //.float        slowmo_finished;
98
99 .vector         finaldest, finalangle;          //plat.qc stuff
100 .void()         think1;
101 .float state;
102 .float          t_length, t_width;
103
104 .vector destvec;                // for rain
105 .float cnt;             // for rain
106 .float count;
107 //.float cnt2;
108
109 .float play_time;
110 .float death_time;
111 .float dead_frame;
112 .float fade_time;
113 .float fade_rate;
114
115 // player animation state
116 .float animstate_startframe;
117 .float animstate_numframes;
118 .float animstate_framerate;
119 .float animstate_starttime;
120 .float animstate_endtime;
121 .float animstate_override;
122 .float animstate_looping;
123
124 // player animation data for this model
125 // each vector is as follows:
126 // _x = startframe
127 // _y = numframes
128 // _z = framerate
129 .vector anim_die1; // player dies
130 .vector anim_die2; // player dies differently
131 .vector anim_draw; // player pulls out a weapon
132 .vector anim_duck; // player crouches (from idle to duckidle)
133 .vector anim_duckwalk; // player walking while crouching
134 .vector anim_duckjump; // player jumping from a crouch
135 .vector anim_duckidle; // player idling while crouching
136 .vector anim_idle; // player standing
137 .vector anim_jump; // player jump
138 .vector anim_pain1; // player flinches from pain
139 .vector anim_pain2; // player flinches from pain, differently
140 .vector anim_shoot; // player shoots
141 .vector anim_taunt; // player taunts others (FIXME: no code references this)
142 .vector anim_run; // player running forward
143 .vector anim_runbackwards; // player running backward
144 .vector anim_strafeleft; // player shuffling left quickly
145 .vector anim_straferight; // player shuffling right quickly
146 .vector anim_dead1; // player dead (must be identical to last frame of die1)
147 .vector anim_dead2; // player dead (must be identical to last frame of die2)
148 .vector anim_forwardright; // player running forward and right
149 .vector anim_forwardleft; // player running forward and left
150 .vector anim_backright; // player running backward and right
151 .vector anim_backleft; // player running back and left
152
153 void() player_setupanimsformodel;
154 void player_setanim(vector anim, float looping, float override, float restart);
155
156 .string mdl;
157
158 .string playermodel;
159 .string playerskin;
160
161 .float  respawntime;
162 //.float        chasecam;
163
164 .float  damageforcescale;
165
166 //.float          gravity;
167
168 .float          dmg;
169
170 // for railgun damage (hitting multiple enemies)
171 .float railgunhit;
172 .float railgunhitsolidbackup;
173 .vector railgunhitloc;
174
175 .float          air_finished;
176 .float          dmgtime;
177
178 .float          killcount;
179 .float hitsound, typehitsound;
180
181 .float watersound_finished;
182 .float iscreature;
183 .vector oldvelocity;
184
185 .float pauseregen_finished;
186 .float pauserothealth_finished;
187 .float pauserotarmor_finished;
188 .string item_pickupsound;
189
190 // definitions for weaponsystem
191
192 .entity weaponentity;
193 .entity exteriorweaponentity;
194 .float switchweapon;
195 .float autoswitch;
196 float weapon_action(float wpn, float wrequest);
197 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
198 void w_clear();
199 void w_ready();
200 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
201 .float weapon_nextthink;
202 .void() weapon_think;
203
204 //float PLAYER_WEAPONSELECTION_DELAY = );
205 float   PLAYER_WEAPONSELECTION_SPEED = 18;
206 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
207
208 // weapon states (self.weaponentity.state)
209 float WS_CLEAR                  = 0; // no weapon selected
210 float WS_RAISE                  = 1; // raise frame
211 float WS_DROP                   = 2; // deselecting frame
212 float WS_INUSE                  = 3; // fire state
213 float WS_READY                  = 4; // idle frame
214
215 // weapon requests
216 float WR_SETUP              = 1; // setup weapon data
217 float WR_THINK              = 2; // logic to run every frame
218 float WR_CHECKAMMO1         = 3; // checks ammo for weapon
219 float WR_CHECKAMMO2         = 4; // checks ammo for weapon
220 float WR_AIM                = 5; // runs bot aiming code for this weapon
221 float WR_PRECACHE           = 6; // precaches models/sounds used by this weapon
222 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
223 float WR_KILLMESSAGE    = 8; // sets w_deathtypestring or leaves it alone
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 evaluateTimeoutCall();
287 void evaluateResumeGame();
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 isdecor;
309
310 float default_player_alpha;
311 float default_weapon_alpha;
312
313 .float() customizeentityforclient;
314 .float cvar_cl_handicap;
315 .float cvar_cl_playerdetailreduction;
316 .float cvar_cl_nogibs;
317 .float cvar_scr_centertime;
318 .float cvar_cl_shownames;
319 .string cvar_g_nexuizversion;
320 .string cvar_cl_weaponpriority;
321 .string cvar_cl_weaponpriorities[10];
322
323 .float version_nagtime;
324
325 .float modelindex_lod0;
326 #ifdef ALLOW_VARIABLE_LOD
327 .float modelindex_lod1;
328 .float modelindex_lod2;
329 #endif
330
331 #define NUM_JUMPPADSUSED 3
332 .float jumppadcount;
333 .entity jumppadsused[NUM_JUMPPADSUSED];
334
335 string gamemode_name;
336 float teams_matter;
337
338 float startitem_failed;
339
340 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
341 void DropAllRunes(entity pl);
342
343
344 typedef .float floatfield;
345 floatfield Item_CounterField(float it);
346
347 float W_AmmoItemCode(float wpn);
348 float W_WeaponBit(float wpn);
349 string W_Name(float weaponid);
350
351 void UpdateSelectedPlayer();
352 void ClearSelectedPlayer();
353 .entity selected_player;
354 .entity last_selected_player;
355 .float selected_player_time; // when this player has been selected
356 .float selected_player_count; // how long this player has been directly pointed to
357 .float selected_player_display_needs_update; // are regular updates necessary? (health)
358 .float selected_player_display_timeout; // when the selection will time out
359
360 void FixIntermissionClient(entity e);
361 void FixClientCvars(entity e);
362
363 float weaponsInMap;
364
365 void centerprint_atprio(entity e, float prio, string s);
366 void centerprint_expire(entity e, float prio);
367 void centerprint(entity e, string s);
368
369 .float respawn_countdown; // next number to count
370
371 float bot_waypoints_for_items;
372
373 .float  attack_finished_for[WEP_COUNT];
374 .float attack_finished_single;
375 #ifdef INDEPENDENT_ATTACK_FINISHED
376 #define ATTACK_FINISHED(ent) ((ent).(attack_finished_for[(ent).weapon]))
377 #else
378 #define ATTACK_FINISHED(ent) ((ent).attack_finished_single)
379 #endif
380
381 // assault game mode: Which team is attacking in this round?
382 float assault_attacker_team;
383
384 // speedrun: when 1, player auto teleports back when capture timeout happens
385 .float speedrunning;
386
387 // Q3 support
388 .float notteam;
389 .float notsingle;
390 .float notfree;
391 .float notq3a;
392 float q3acompat_machineshotgunswap;
393
394 // database
395 float ServerProgsDB;
396 float TemporaryDB;
397
398 .float team_saved;
399
400 float some_spawn_has_been_used;
401 float have_team_spawns;
402
403 // set when showing a kill countdown
404 .entity killindicator;
405 .float killindicator_teamchange;
406
407 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
408
409 float lockteams;
410
411 .float parm_idlesince;
412 float sv_maxidle;
413 float sv_maxidle_spectatorsareidle;
414
415 float sv_pogostick;
416 float sv_doublejump;
417 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
418
419 float next_pingtime;
420
421 .float Version;
422 .float SendFlags;
423 .float(entity to, float sendflags) SendEntity;
424
425 // player sounds, voice messages
426 // TODO implemented fall and falling
427 #define ALLPLAYERSOUNDS \
428                 _VOICEMSG(death) \
429                 _VOICEMSG(drown) \
430                 _VOICEMSG(fall) \
431                 _VOICEMSG(falling) \
432                 _VOICEMSG(gasp) \
433                 _VOICEMSG(jump) \
434                 _VOICEMSG(pain25) \
435                 _VOICEMSG(pain50) \
436                 _VOICEMSG(pain75) \
437                 _VOICEMSG(pain100)
438 #define ALLVOICEMSGS \
439                 _VOICEMSG(attack) \
440                 _VOICEMSG(attackinfive) \
441                 _VOICEMSG(coverme) \
442                 _VOICEMSG(defend) \
443                 _VOICEMSG(freelance) \
444                 _VOICEMSG(incoming) \
445                 _VOICEMSG(meet) \
446                 _VOICEMSG(needhelp) \
447                 _VOICEMSG(seenflag) \
448                 _VOICEMSG(taunt) \
449                 _VOICEMSG(teamshoot) \
450                 _VOICEMSG(attacking) \
451                 _VOICEMSG(defending) \
452                 _VOICEMSG(roaming) \
453                 _VOICEMSG(positive) \
454                 _VOICEMSG(negative) \
455                 _VOICEMSG(onmyway) \
456                 _VOICEMSG(seenenemy) \
457                 _VOICEMSG(getflag) \
458                 _VOICEMSG(droppedflag) \
459                 _VOICEMSG(flagcarriertakingdamage)
460 #define _VOICEMSG(m) .string playersound_##m;
461 ALLPLAYERSOUNDS
462 ALLVOICEMSGS
463 #undef _VOICEMSG
464 string globalsound_fall;
465 string globalsound_metalfall;
466 string globalsound_step;
467 string globalsound_metalstep;
468 void PrecachePlayerSounds(string f);
469 void PrecacheGlobalSound(string samplestring);
470 void UpdatePlayerSounds();
471 void ClearPlayerSounds();
472 void PlayerSound(.string samplefield, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
473 void GlobalSound(string samplestring, float channel, float teamsay); // 0 is normal, 1 is team, 2 is last attacker
474 void VoiceMessage(string type);
475
476 .float version_mismatch;
477
478 float independent_players;
479 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
480 #define MAKE_INDEPENDENT_PLAYER(e) ((e).solid = SOLID_TRIGGER)
481
482 string clientstuff;
483 .float stat_sys_ticrate;
484 .float phase;
485 .float weapons;
486
487 .float porto_forbidden;
488
489 .string fog;
490
491 string cvar_changes;
492
493 float game_starttime; //point in time when the countdown is over
494 .float stat_game_starttime;
495
496 void W_Porto_Remove (entity p);
497
498 .float projectiledeathtype;
499
500 .string message2;
501
502 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
503
504 // reset to 0 on weapon switch
505 // may be useful to all weapons
506 .float bulletcounter;
507
508 void target_voicescript_next(entity pl);
509 void target_voicescript_clear(entity pl);
510
511 .string target2;
512 .string target3;
513 .string target4;