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Stuff now shoots out of what appears to be the actual muzzles of the weapons. I modif...
[divverent/nexuiz.git] / data / qcsrc / server / gamec / defs.h
1
2 // Globals
3
4 entity  activator;
5 string  string_null;
6
7 float player_count;
8 float lms_dead_count;
9 float lms_lowest_lives;
10
11 float team1_score, team2_score, team3_score, team4_score;
12
13 float maxclients;
14
15 //entity        casing;
16 entity dest;
17
18 // Fields
19
20 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
21
22 //.string       wad;
23 //.string       map;
24
25 // is this client a remote administrator?
26 .float adminstatus;
27
28 //.float        worldtype;
29 .float  delay;
30 .float  wait;
31 .float  lip;
32 //.float        light_lev;
33 .float  speed;
34 //.float        style;
35 //.float        skill;
36
37 .string killtarget;
38
39 .vector pos1, pos2;
40 .vector mangle;
41
42 .float  attack_finished;
43 .float  pain_finished;                  //Added by Supajoe
44 .float  pain_frame;                     //"
45 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
46 .float  crouch; // Crouching or not?
47
48 .float  strength_finished;
49 //.float        speed_finished;
50 .float  invincible_finished;
51 //.float        slowmo_finished;
52
53 .vector         finaldest, finalangle;          //plat.qc stuff
54 .void()         think1;
55 .float state;
56 .float          t_length, t_width;
57
58 .vector destvec;                // for rain
59 .float cnt;             // for rain
60 .float count;
61 //.float cnt2;
62
63 .float death_time;
64 .float dead_time;
65 .float dead_frame;
66 .float die_frame;
67 .float fade_time;
68 .float fade_rate;
69
70 .string mdl;
71
72 .string playermodel;
73 .string playerskin;
74
75 .float  respawntime;
76 //.float        chasecam;
77
78 .float electrocount;
79 //.float crylinkcount;
80
81 .float  damageforcescale;
82
83 //.float          gravity;
84
85 .float          dmg;
86
87 // for railgun damage (hitting multiple enemies)
88 .float railgunhit;
89 .float railgunhitsolidbackup;
90 .vector railgunhitloc;
91
92 .float          air_finished;
93 .float          dmgtime;
94
95 .float          killcount;
96
97 .float watersound_finished;
98 .float iscreature;
99 .vector oldvelocity;
100
101 .float pauseregen_finished;
102 .float pauserothealth_finished;
103 .float pauserotarmor_finished;
104 .float attack_finished;
105 .string item_pickupsound;
106
107 // definitions for weaponsystem
108
109 .entity weaponentity;
110 .entity exteriorweaponentity;
111 .float switchweapon;
112 .float autoswitch;
113 void(float wpn, float wrequest) weapon_action;
114 float(entity cl, float wpn, float andammo) client_hasweapon;
115 void() w_clear;
116 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
117 .float weapon_nextthink;
118 .void() weapon_think;
119 float   weapon_hasammo; // sets by WR_CHECKAMMO request
120
121 //float PLAYER_WEAPONSELECTION_DELAY = );
122 float   PLAYER_WEAPONSELECTION_SPEED = 18;
123 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
124
125 // weapon states (self.weaponentity.state)
126 float WS_CLEAR                  = 0; // no weapon selected
127 float WS_RAISE                  = 1; // raise frame
128 float WS_DROP                   = 2; // deselecting frame
129 float WS_INUSE                  = 3; // fire state
130 float WS_READY                  = 4; // idle frame
131
132 // weapon requests
133 float WR_SETUP            = 1;  // setup weapon data
134 float WR_UPDATECOUNTS = 2;  // update ammo display
135 float WR_IDLE             = 3;  // idle frame
136 float WR_DROP             = 4;  // deselect frame
137 float WR_RAISE            = 5;  // select frame
138 float WR_FIRE1            = 6;  // primary fire frame
139 float WR_FIRE2            = 7;  // secondary fire
140 float WR_FIRE3            = 8;  // third fire
141 float WR_CHECKAMMO        = 9;  // checks ammo for weapon
142 float WR_CLEAR            = 10;  // runs afted deselecting frames, remove weapon parts (if presented). This useful for quake3-style chaingun
143
144 // Weapon indexes
145 float WEP_LASER                         = 1; // float   IT_LASER                                = 4096;
146 float WEP_SHOTGUN                       = 2; // float   IT_SHOTGUN                              = 1;
147 float WEP_UZI                           = 3; // float   IT_UZI                                  = 2;
148 float WEP_GRENADE_LAUNCHER      = 4; // float   IT_GRENADE_LAUNCHER             = 4;
149 float WEP_ELECTRO                       = 5; // float   IT_ELECTRO                              = 8;
150 float WEP_CRYLINK                       = 6; // float   IT_CRYLINK                              = 16;
151 float WEP_NEX                           = 7; // float   IT_NEX                                  = 32;
152 float WEP_HAGAR                         = 8; // float   IT_HAGAR                                = 64;
153 float WEP_ROCKET_LAUNCHER       = 9; // float   IT_ROCKET_LAUNCHER              = 128;
154
155 // For weapon cycling commands
156 float WEP_FIRST                         = 1;
157 float WEP_LAST                          = 9;
158
159 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
160 void(entity client, string s)   stuffcmd = #21;
161 void(entity client, string s)   sprint = #24;
162 vector(entity e, float sped)    aim = #44;
163 void(entity client, string s)   centerprint = #73;
164 void(entity e)                  setspawnparms = #78;
165 void(float to, float f)         WriteByte = #52;
166 void(float to, float f)         WriteChar = #53;
167 void(float to, float f)         WriteShort = #54;
168 void(float to, float f)         WriteLong = #55;
169 void(float to, float f)         WriteCoord = #56;
170 void(float to, float f)         WriteAngle = #57;
171 void(float to, string s)        WriteString     = #58;
172 void(float to, entity s)        WriteEntity     = #59;
173 .vector dest1, dest2;
174 void(entity clent) dropclient = #453;
175
176 float gameover;
177 float intermission_running;
178 float intermission_exittime;
179 float alreadychangedlevel;
180
181
182 .float  isbot;  // true if this client is actually a bot
183
184 .float runes;
185
186
187 .float welcomemessage_time;
188 .float welcomemessage_time2;
189 .float version;
190
191 // stahl's voting
192 float votecalled;
193 string votecalledvote;
194 float votecalledmaster;
195 entity votecaller;
196 float votefinished;
197 .float vote_master;
198 .float vote_next;
199 .float vote_vote;
200 void VoteThink();
201 string VoteParse();
202 float VoteAllowed(string vote);
203 void VoteReset();
204 void VoteAccept();
205 void VoteReject();
206 void VoteTimeout();
207 void VoteStop(entity stopper);
208 void VoteCount();
209
210 // Wazat's grappling hook
211 .entity         hook;
212 void GrapplingHookFrame();
213 void RemoveGrapplingHook(entity pl);
214 void SetGrappleHookBindings();
215 // hook impulses
216 float GRAPHOOK_FIRE             = 20;
217 float GRAPHOOK_RELEASE          = 21;
218 // (note: you can change the hook impulse #'s to whatever you please)
219 .float hook_time;
220
221 // Laser target for laser-guided weapons
222 .entity lasertarget;
223 .float laser_on;
224
225 // minstagib vars
226 .float extralives;
227 .float jump_interval;    // laser refire
228
229 //swamp
230 .float in_swamp;              // bool
231 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
232
233 // footstep interval
234 .float nextstep;
235
236 .float ready;
237
238 .float deaths;
239 .float jointime;
240
241 .float spawnshieldtime;
242
243 .float lms_nextcheck;
244 .float lms_traveled_distance;
245
246 .entity flagcarried;