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