1 #define INDEPENDENT_ATTACK_FINISHED
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3 float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
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5 #define BUTTON_ATCK button0
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6 #define BUTTON_JUMP button2
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7 #define BUTTON_ATCK2 button3
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8 #define BUTTON_ZOOM button4
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9 #define BUTTON_CROUCH button5
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10 #define BUTTON_GRABBER button6
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11 #define BUTTON_INFO button7
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12 #define BUTTON_CHAT buttonchat
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13 #define BUTTON_USE buttonuse
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14 #define BUTTON_DRAG button8
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15 #define BUTTON_REGURGITATE button9
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16 #define BUTTON_DIGEST button10
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20 float ctf_score_value(string parameter);
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22 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_race, g_cts, g_rpg;
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23 float g_cloaked, g_footsteps, g_jump_grunt, g_midair, g_norecoil, g_vampire, g_bloodloss;
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24 float g_warmup_limit;
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25 float g_warmup_allguns;
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26 float g_warmup_allow_timeout;
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27 float g_ctf_win_mode;
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28 float g_ctf_ignore_frags;
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29 float g_ctf_reverse;
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30 float g_race_qualifying;
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31 float inWarmupStage;
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32 float g_pickup_respawntime_weapon;
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33 float g_pickup_respawntime_ammo;
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34 float g_pickup_respawntime_short;
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35 float g_pickup_respawntime_medium;
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36 float g_pickup_respawntime_long;
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37 float g_pickup_respawntime_powerup;
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38 float g_pickup_respawntimejitter_weapon;
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39 float g_pickup_respawntimejitter_ammo;
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40 float g_pickup_respawntimejitter_short;
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41 float g_pickup_respawntimejitter_medium;
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42 float g_pickup_respawntimejitter_long;
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43 float g_pickup_respawntimejitter_powerup;
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48 float sv_foginterval;
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54 float bots_would_leave;
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55 float lms_lowest_lives;
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56 float lms_next_place;
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57 float LMS_NewPlayerLives();
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59 void UpdateFrags(entity player, float f);
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62 float team1_score, team2_score, team3_score, team4_score;
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70 .float stomach_load;
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71 .float weapon_delay;
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76 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
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96 .float cvar_cl_hitsound;
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98 .float pain_finished; //Added by Supajoe
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99 .float pain_frame; //"
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100 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
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101 .float crouch; // Crouching or not?
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103 .float strength_finished;
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104 //.float speed_finished;
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105 .float invincible_finished;
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106 //.float slowmo_finished;
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108 .vector finaldest, finalangle; //plat.qc stuff
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111 .float t_length, t_width;
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113 .vector destvec; // for rain
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114 .float cnt; // for rain
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124 // player animation state
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125 .float animstate_startframe;
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126 .float animstate_numframes;
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127 .float animstate_framerate;
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128 .float animstate_starttime;
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129 .float animstate_endtime;
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130 .float animstate_override;
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131 .float animstate_looping;
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133 // player animation data for this model
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134 // each vector is as follows:
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138 .vector anim_die1; // player dies
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139 .vector anim_die2; // player dies differently
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140 .vector anim_draw; // player pulls out a weapon
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141 .vector anim_duck; // player crouches (from idle to duckidle)
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142 .vector anim_duckwalk; // player walking while crouching
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143 .vector anim_duckjump; // player jumping from a crouch
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144 .vector anim_duckidle; // player idling while crouching
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145 .vector anim_idle; // player standing
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146 .vector anim_jump; // player jump
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147 .vector anim_pain1; // player flinches from pain
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148 .vector anim_pain2; // player flinches from pain, differently
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149 .vector anim_shoot; // player shoots
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150 .vector anim_taunt; // player taunts others (FIXME: no code references this)
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151 .vector anim_run; // player running forward
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152 .vector anim_runbackwards; // player running backward
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153 .vector anim_strafeleft; // player shuffling left quickly
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154 .vector anim_straferight; // player shuffling right quickly
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155 .vector anim_dead1; // player dead (must be identical to last frame of die1)
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156 .vector anim_dead2; // player dead (must be identical to last frame of die2)
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157 .vector anim_forwardright; // player running forward and right
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158 .vector anim_forwardleft; // player running forward and left
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159 .vector anim_backright; // player running backward and right
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160 .vector anim_backleft; // player running back and left
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162 // weapon animation vectors:
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163 .vector anim_fire1;
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164 .vector anim_fire2;
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166 .vector anim_reload;
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168 void() player_setupanimsformodel;
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169 void setanim(entity e, vector anim, float looping, float override, float restart);
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173 .string playermodel;
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174 .string playerskin;
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178 .float respawntime;
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179 .float respawntimejitter;
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182 .float damageforcescale;
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188 // for railgun damage (hitting multiple enemies)
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190 .float railgunhitsolidbackup;
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191 .vector railgunhitloc;
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193 .float air_finished;
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197 .float hitsound, typehitsound;
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199 .float watersound_finished;
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200 .float digestsound_finished;
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202 .vector oldvelocity;
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204 .float pauseregen_finished;
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205 .float pauserothealth_finished;
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206 .float pauserotarmor_finished;
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207 .float pauserotfuel_finished;
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208 .string item_pickupsound;
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210 // definitions for weaponsystem
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212 .entity weaponentity;
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213 .entity exteriorweaponentity;
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214 .float switchweapon;
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216 float weapon_action(float wpn, float wrequest);
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217 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
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220 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
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221 .float weapon_nextthink;
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222 .void() weapon_think;
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224 //float PLAYER_WEAPONSELECTION_DELAY = );
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225 float PLAYER_WEAPONSELECTION_SPEED = 18;
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226 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
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228 // weapon states (self.weaponentity.state)
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229 float WS_CLEAR = 0; // no weapon selected
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230 float WS_RAISE = 1; // raise frame
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231 float WS_DROP = 2; // deselecting frame
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232 float WS_INUSE = 3; // fire state
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233 float WS_READY = 4; // idle frame
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236 float WR_SETUP = 1; // setup weapon data
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237 float WR_THINK = 2; // logic to run every frame
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238 float WR_CHECKAMMO1 = 3; // checks ammo for weapon
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239 float WR_CHECKAMMO2 = 4; // checks ammo for weapon
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240 float WR_AIM = 5; // runs bot aiming code for this weapon
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241 float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
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242 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
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243 float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
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244 float WR_RESETPLAYER = 9; // does not need to do anything
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246 void weapon_defaultspawnfunc(float wpn);
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248 string w_deathtypestring;
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251 void(entity client, string s) centerprint_builtin = #73;
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252 .vector dest1, dest2;
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255 float intermission_running;
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256 float intermission_exittime;
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257 float alreadychangedlevel;
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259 .float welcomemessage_time;
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263 .float jump_interval; // laser refire
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266 .float in_swamp; // bool
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267 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
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269 // footstep interval
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273 #define RESTART_COUNTDOWN 10
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274 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
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275 entity restartTimer;
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276 void restartTimer_Think();
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277 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
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278 .float spectatortime; //point in time since the client is spectating or observing
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279 void checkSpectatorBlock();
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284 float isJoinAllowed();
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285 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
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287 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
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288 #define TIMEOUT_SLOWMO_VALUE 0.0001
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289 float sys_frametime; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
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290 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
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291 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
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292 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)
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293 .float allowedTimeouts; // contains the number of allowed timeouts for each player
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294 entity timeoutInitiator; // contains the entity of the player who started the last timeout
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295 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
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296 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
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297 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
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298 void timeoutHandler_Think();
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299 void evaluateTimeout();
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300 void evaluateTimein();
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301 string getTimeoutText(float addOneSecond);
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303 .float spawnshieldtime;
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305 .float lms_nextcheck;
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306 .float lms_traveled_distance;
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308 .entity flagcarried;
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310 .entity lastrocket;
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313 float playerid_last;
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314 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
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316 .vector spawnorigin;
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318 .vector death_origin;
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319 .vector killer_origin;
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321 float default_player_alpha;
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322 float default_weapon_alpha;
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324 .float() customizeentityforclient;
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325 .float cvar_cl_handicap;
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326 .float cvar_scr_centertime;
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327 .float cvar_cl_shownames;
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328 .string cvar_g_voretournamentversion;
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329 .string cvar_cl_weaponpriority;
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330 .string cvar_cl_weaponpriorities[10];
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331 #ifdef ALLOW_FORCEMODELS
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332 .float cvar_cl_forceplayermodels;
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333 .float cvar_cl_forceplayermodelsfromvoretournament;
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334 float sv_clforceplayermodels;
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336 .float cvar_cl_gunalign;
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337 .float cvar_cl_noantilag;
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338 .float cvar_chase_active;
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340 void Announce(string snd);
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341 void AnnounceTo(entity e, string snd);
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343 .float version_nagtime;
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347 #define NUM_JUMPPADSUSED 3
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348 .float jumppadcount;
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349 .entity jumppadsused[NUM_JUMPPADSUSED];
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351 string gamemode_name;
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352 float teams_matter;
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354 float startitem_failed;
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356 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
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359 typedef .float floatfield;
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360 floatfield Item_CounterField(float it);
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362 float W_AmmoItemCode(float wpn);
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363 float W_WeaponBit(float wpn);
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364 string W_Name(float weaponid);
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366 void UpdateSelectedPlayer();
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367 void ClearSelectedPlayer();
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368 .entity selected_player;
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369 .entity last_selected_player;
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370 .float selected_player_time; // when this player has been selected
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371 .float selected_player_count; // how long this player has been directly pointed to
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372 .float selected_player_display_needs_update; // are regular updates necessary? (health)
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373 .float selected_player_display_timeout; // when the selection will time out
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375 void FixIntermissionClient(entity e);
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376 void FixClientCvars(entity e);
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378 float weaponsInMap;
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380 void centerprint_atprio(entity e, float prio, string s);
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381 void centerprint_expire(entity e, float prio);
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382 void centerprint(entity e, string s);
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384 .float respawn_countdown; // next number to count
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386 float bot_waypoints_for_items;
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388 .float attack_finished_for[WEP_MAXCOUNT];
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389 .float attack_finished_single;
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390 #ifdef INDEPENDENT_ATTACK_FINISHED
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391 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
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393 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
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395 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
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397 // assault game mode: Which team is attacking in this round?
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398 float assault_attacker_team;
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400 // speedrun: when 1, player auto teleports back when capture timeout happens
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401 .float speedrunning;
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408 float q3acompat_machineshotgunswap;
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411 float ServerProgsDB;
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416 float some_spawn_has_been_used;
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417 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
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419 // set when showing a kill countdown
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420 .entity killindicator;
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421 .float killindicator_teamchange;
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423 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
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427 .float parm_idlesince;
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429 float sv_maxidle_spectatorsareidle;
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431 float sv_pogostick;
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432 float sv_doublejump;
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433 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
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435 float next_pingtime;
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439 .float(entity to, float sendflags) SendEntity;
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441 // player sounds, voice messages
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442 // TODO implemented fall and falling
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443 #define ALLPLAYERSOUNDS \
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447 _VOICEMSG(swallow) \
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448 _VOICEMSG(digest) \
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449 _VOICEMSG(regurgitate) \
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450 _VOICEMSG(regurgitate_prepare) \
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451 _VOICEMSG(gurgle) \
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453 _VOICEMSG(pain25) \
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454 _VOICEMSG(pain50) \
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455 _VOICEMSG(pain75) \
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457 #define ALLVOICEMSGS \
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458 _VOICEMSG(attack) \
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459 _VOICEMSG(attackinfive) \
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461 _VOICEMSG(seenflag) \
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463 _VOICEMSG(teamshoot)
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465 #define _VOICEMSG(m) .string playersound_##m;
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470 // reserved sound names for the future (models lack sounds for them):
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471 // _VOICEMSG(affirmative) \
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472 // _VOICEMSG(attacking) \
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473 // _VOICEMSG(defending) \
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474 // _VOICEMSG(roaming) \
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475 // _VOICEMSG(onmyway) \
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476 // _VOICEMSG(droppedflag) \
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477 // _VOICEMSG(flagcarriertakingdamage) \
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478 // _VOICEMSG(negative) \
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479 // _VOICEMSG(seenenemy) \
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480 // _VOICEMSG(fall) \
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481 // _VOICEMSG(getflag) \
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482 // _VOICEMSG(incoming) \
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483 // _VOICEMSG(coverme) \
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484 // _VOICEMSG(needhelp) \
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485 // _VOICEMSG(defend) \
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486 // _VOICEMSG(freelance) \
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487 // _VOICEMSG(falling) \
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489 string globalsound_fall;
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490 string globalsound_metalfall;
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491 string globalsound_step;
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492 string globalsound_metalstep;
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494 #define VOICETYPE_PLAYERSOUND 10
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495 #define VOICETYPE_TEAMRADIO 11
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496 #define VOICETYPE_LASTATTACKER 12
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497 #define VOICETYPE_LASTATTACKER_ONLY 13
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498 #define VOICETYPE_AUTOTAUNT 14
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499 #define VOICETYPE_TAUNT 15
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500 #define VOICETYPE_GURGLE 16
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502 void PrecachePlayerSounds(string f);
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503 void PrecacheGlobalSound(string samplestring);
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504 void UpdatePlayerSounds();
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505 void ClearPlayerSounds();
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506 void PlayerSound(entity player, .string samplefield, float channel, float voicetype);
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507 void GlobalSound(string samplestring, float channel, float voicetype);
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508 void VoiceMessage(string type, string message);
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510 // autotaunt system
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511 .float cvar_cl_autotaunt;
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512 .float cvar_cl_voice_directional;
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513 .float cvar_cl_voice_directional_taunt_attenuation;
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515 .float version_mismatch;
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517 float independent_players;
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518 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
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519 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
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520 // we're using + here instead of , because fteqcc sucks
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522 string clientstuff;
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525 .float pressedkeys;
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527 .float porto_forbidden;
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531 string cvar_changes;
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533 float game_starttime; //point in time when the countdown is over
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534 .float stat_game_starttime;
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536 .float projectiledeathtype;
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540 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
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541 .float stat_allow_oldnexbeam;
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543 // reset to 0 on weapon switch
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544 // may be useful to all weapons
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545 .float bulletcounter;
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547 void target_voicescript_next(entity pl);
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548 void target_voicescript_clear(entity pl);
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553 .float trigger_reverse;
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555 void SUB_DontUseTargets();
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556 void SUB_UseTargets();
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558 .void() reset; // if set, an entity is reset using this
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559 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
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561 void ClientData_Touch(entity e);
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563 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
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566 #define BITXOR(v,b) ((v) + (b) - 2 * ((v) & (b)))
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567 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
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571 float servertime, serverprevtime, serverframetime;
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573 .entity soundentity;
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577 .vector prevorigin;
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580 .float nickspamtime; // time of last nick change
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581 .float nickspamcount;
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582 .float floodcontrol_chat;
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583 .float floodcontrol_chatteam;
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584 .float floodcontrol_chattell;
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585 .float floodcontrol_voice;
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586 .float floodcontrol_voiceteam;
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588 .float stat_shotorg; // networked stat for trueaim HUD
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598 .float stats_hit[WEP_MAXCOUNT]; // for hitscan bullets hit
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599 .float stats_fired[WEP_MAXCOUNT]; // for hitscan bullets fired
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601 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_hit);
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602 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_fired);
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604 .float stat_leadlimit;
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606 float radar_showennemies;
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609 float client_cefc_accumulator;
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610 float client_cefc_accumulatortime;
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613 .float campingrifle_bulletcounter;
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615 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
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616 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
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618 .float spectatee_status;
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620 .float bloodloss_timer;
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621 .float restriction;
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623 .entity clientdata;
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626 string deathmessage;
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628 .float just_joined;
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630 .float cvar_cl_accuracy_data_share;
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631 .float cvar_cl_accuracy_data_receive;
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