1 #define INDEPENDENT_ATTACK_FINISHED
3 noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
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 #define BUTTON_DRAG button8
15 #define BUTTON_ZOOMSCRIPT button9
19 float g_cloaked, g_footsteps, g_grappling_hook, g_instagib;
21 float g_warmup_allguns;
22 float g_warmup_allow_timeout;
24 float g_pickup_respawntime_weapon;
25 float g_pickup_respawntime_superweapon;
26 float g_pickup_respawntime_ammo;
27 float g_pickup_respawntime_short;
28 float g_pickup_respawntime_medium;
29 float g_pickup_respawntime_long;
30 float g_pickup_respawntime_powerup;
31 float g_pickup_respawntimejitter_weapon;
32 float g_pickup_respawntimejitter_superweapon;
33 float g_pickup_respawntimejitter_ammo;
34 float g_pickup_respawntimejitter_short;
35 float g_pickup_respawntimejitter_medium;
36 float g_pickup_respawntimejitter_long;
37 float g_pickup_respawntimejitter_powerup;
47 float bots_would_leave;
49 void UpdateFrags(entity player, float f);
52 float team1_score, team2_score, team3_score, team4_score;
56 // flag set on worldspawn so that the code knows if it is dedicated or not
57 float server_is_dedicated;
61 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
76 .float platmovetype_start, platmovetype_end;
83 .float pain_finished; //Added by Supajoe
84 .float pain_frame; //"
85 .float crouch; // Crouching or not?
87 .float strength_finished;
88 .float invincible_finished;
89 .float superweapons_finished;
91 .vector finaldest, finalangle; //plat.qc stuff
94 .float t_length, t_width;
96 .vector destvec; // for rain
97 .vector destvec2; // for train
98 .float cnt; // for rain
103 .float respawn_flags;
105 .float respawn_time_max;
110 // player animation state
111 .float animstate_startframe;
112 .float animstate_numframes;
113 .float animstate_framerate;
114 .float animstate_starttime;
115 .float animstate_endtime;
116 .float animstate_override;
117 .float animstate_looping;
119 // weapon animation vectors:
125 void() player_setupanimsformodel;
126 void setanim(entity e, vector anim, float looping, float override, float restart);
136 .float respawntimejitter;
139 .float damageforcescale;
140 #define MIN_DAMAGEEXTRARADIUS 2
141 #define MAX_DAMAGEEXTRARADIUS 16
142 .float damageextraradius;
148 // for railgun damage (hitting multiple enemies)
150 .float railgunhitsolidbackup;
151 .vector railgunhitloc;
157 .float damage_dealt, typehitsound;
159 .float watersound_finished;
161 .float damagedbycontents;
162 .float damagedbytriggers;
167 .float pauseregen_finished;
168 .float pauserothealth_finished;
169 .float pauserotarmor_finished;
170 .float pauserotfuel_finished;
171 .string item_pickupsound;
173 // definitions for weaponsystem
174 // more WEAPONTODO: move these to their proper files
175 .entity weaponentity;
176 .entity exteriorweaponentity;
177 .vector weaponentity_glowmod;
179 //.float weapon; // current weapon
180 .float switchweapon; // weapon requested to switch to
181 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
182 .string weaponname; // name of .weapon
186 //float WEP_ACTION(float wpn, float wrequest);
187 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
190 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
191 .float weapon_nextthink;
192 .void() weapon_think;
195 // weapon states (self.weaponentity.state)
196 const float WS_CLEAR = 0; // no weapon selected
197 const float WS_RAISE = 1; // raise frame
198 const float WS_DROP = 2; // deselecting frame
199 const float WS_INUSE = 3; // fire state
200 const float WS_READY = 4; // idle frame
202 // there is 2 weapon tics that can run in one server frame
203 #define W_TICSPERFRAME 2
205 void weapon_defaultspawnfunc(float wpn);
207 .vector dest1, dest2;
210 float intermission_running;
211 float intermission_exittime;
212 float alreadychangedlevel;
214 // Keys player is holding
216 // message delay for func_door locked by keys and key locks
217 // this field is used on player entities
218 .float key_door_messagetime;
224 .float in_swamp; // bool
225 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
230 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
231 .float spectatortime; //point in time since the client is spectating or observing
232 void checkSpectatorBlock();
234 float game_completion_ratio; // 0 at start, 1 near end
236 .float jointime; // time of joining
237 .float alivetime; // time of being alive
238 .float motd_actived_time; // used for both motd and campaign_message
240 float nJoinAllowed(entity ignore);
242 .float spawnshieldtime;
243 .float item_spawnshieldtime;
249 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
253 .vector death_origin;
254 .vector killer_origin;
256 float default_player_alpha;
257 float default_weapon_alpha;
259 .float() customizeentityforclient;
260 .float cvar_cl_handicap;
261 .float cvar_cl_clippedspectating;
262 .float cvar_cl_autoscreenshot;
263 .float cvar_cl_movement_track_canjump;
264 .float cvar_cl_newusekeysupported;
266 .string cvar_g_xonoticversion;
267 .string cvar_cl_weaponpriority;
268 .string cvar_cl_weaponpriorities[10];
269 .float cvar_cl_gunalign;
270 .float cvar_cl_noantilag;
272 .string weaponorder_byimpulse;
274 .float cvar_cl_allow_uid2name;
275 .float cvar_cl_allow_uidtracking;
276 .string stored_netname;
278 .float version_nagtime;
280 #define NUM_JUMPPADSUSED 3
282 .entity jumppadsused[NUM_JUMPPADSUSED];
284 string gamemode_name;
286 float startitem_failed;
288 string W_Apply_Weaponreplace(string in);
290 void FixIntermissionClient(entity e);
291 void FixClientCvars(entity e);
293 // WEAPONTODO: remove this
296 .float respawn_countdown; // next number to count
298 float bot_waypoints_for_items;
300 .float attack_finished_for[WEP_MAXCOUNT];
301 .float attack_finished_single;
302 #ifdef INDEPENDENT_ATTACK_FINISHED
303 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
305 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
307 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
309 // assault game mode: Which team is attacking in this round?
310 float assault_attacker_team;
312 // speedrun: when 1, player auto teleports back when capture timeout happens
321 float some_spawn_has_been_used;
322 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
323 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
325 // set when showing a kill countdown
326 .entity killindicator;
327 .float killindicator_teamchange;
329 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
333 .float parm_idlesince;
335 float sv_maxidle_spectatorsareidle;
337 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
343 .float(entity to, float sendflags) SendEntity;
345 // player sounds, voice messages
346 // TODO implemented fall and falling
347 #define ALLPLAYERSOUNDS \
359 #define ALLVOICEMSGS \
361 _VOICEMSG(attackinfive) \
364 _VOICEMSG(freelance) \
365 _VOICEMSG(incoming) \
367 _VOICEMSG(needhelp) \
368 _VOICEMSG(seenflag) \
372 #define _VOICEMSG(m) .string playersound_##m;
377 // reserved sound names for the future (some models lack sounds for them):
378 // _VOICEMSG(flagcarriertakingdamage) \
379 // _VOICEMSG(getflag) \
380 // reserved sound names for the future (ALL models lack sounds for them):
381 // _VOICEMSG(affirmative) \
382 // _VOICEMSG(attacking) \
383 // _VOICEMSG(defending) \
384 // _VOICEMSG(roaming) \
385 // _VOICEMSG(onmyway) \
386 // _VOICEMSG(droppedflag) \
387 // _VOICEMSG(negative) \
388 // _VOICEMSG(seenenemy) \
390 string globalsound_fall;
391 string globalsound_metalfall;
392 string globalsound_step;
393 string globalsound_metalstep;
395 #define VOICETYPE_PLAYERSOUND 10
396 #define VOICETYPE_TEAMRADIO 11
397 #define VOICETYPE_LASTATTACKER 12
398 #define VOICETYPE_LASTATTACKER_ONLY 13
399 #define VOICETYPE_AUTOTAUNT 14
400 #define VOICETYPE_TAUNT 15
402 void PrecachePlayerSounds(string f);
403 void PrecacheGlobalSound(string samplestring);
404 void UpdatePlayerSounds();
405 void ClearPlayerSounds();
406 void PlayerSound(.string samplefield, float channel, float voicetype);
407 void GlobalSound(string samplestring, float channel, float voicetype);
408 void FakeGlobalSound(string samplestring, float channel, float voicetype);
409 void VoiceMessage(string type, string message);
410 float GetPlayerSoundSampleField_notFound;
411 .string GetVoiceMessageSampleField(string type);
414 .float cvar_cl_autotaunt;
415 .float cvar_cl_voice_directional;
416 .float cvar_cl_voice_directional_taunt_attenuation;
418 .float version_mismatch;
420 float independent_players;
421 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
422 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
423 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
424 // we're using + here instead of , because fteqcc sucks
430 .float porto_forbidden;
435 string cvar_purechanges;
436 float cvar_purechanges_count;
438 float game_starttime; //point in time when the countdown to game start is over
439 float round_starttime; //point in time when the countdown to round start is over
440 .float stat_game_starttime;
441 .float stat_round_starttime;
443 .float stat_sv_airaccel_qw;
444 .float stat_sv_airstrafeaccel_qw;
445 .float stat_sv_airspeedlimit_nonqw;
446 .float stat_sv_maxspeed;
448 void W_Porto_Remove (entity p);
450 .float projectiledeathtype;
454 .float stat_allow_oldvortexbeam;
456 // reset to 0 on weapon switch
457 // may be useful to all weapons
458 .float bulletcounter;
460 void target_voicescript_next(entity pl);
461 void target_voicescript_clear(entity pl);
467 .float target_random;
468 .float trigger_reverse;
471 .entity ballcarried; // Also used for keepaway
473 float g_nexball_meter_period;
475 void SUB_DontUseTargets();
476 void SUB_UseTargets();
478 .void() reset; // if set, an entity is reset using this
479 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
481 void ClientData_Touch(entity e);
483 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
487 float servertime, serverprevtime, serverframetime;
494 .float nickspamtime; // time of last nick change
495 .float nickspamcount;
496 .float floodcontrol_chat;
497 .float floodcontrol_chatteam;
498 .float floodcontrol_chattell;
499 .float floodcontrol_voice;
500 .float floodcontrol_voiceteam;
502 .float stat_shotorg; // networked stat for trueaim HUD
511 .float damage_dealt_total;
513 .float stat_leadlimit;
515 float radar_showennemies;
518 float client_cefc_accumulator;
519 float client_cefc_accumulatortime;
522 .float weapon_load[WEP_MAXCOUNT];
523 .float ammo_none; // used by the reloading system, must always be 0
525 .float old_clip_load;
529 .float minelayer_mines;
530 .float vortex_charge;
531 .float vortex_charge_rottime;
532 .float vortex_chargepool_ammo;
535 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
537 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
538 // when doing this, hagar can go through clones
539 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
541 .float spectatee_status;
552 .float cvar_cl_weaponimpulsemode;
553 .float selectweapon; // last selected weapon of the player
555 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
558 #define ACTIVE_ACTIVE 1
559 #define ACTIVE_IDLE 2
560 #define ACTIVE_BUSY 2
561 #define ACTIVE_TOGGLE 3
563 .void (float act_state) setactive;
568 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
570 .float player_blocked;
572 .float frozen; // for freeze attacks
573 .float revive_progress;
574 .float revival_time; // time at which player was last revived
575 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
577 .entity frozen_by; // for ice fields
579 .entity muzzle_flash;
580 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
582 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
586 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
587 .spawn_evalfunc_t spawn_evalfunc;
593 .float missile_flags;
597 #define MIF_GUIDED_MANUAL 16
598 #define MIF_GUIDED_HEAT 32
599 #define MIF_GUIDED_LASER 64
600 #define MIF_GUIDED_AI 128
601 #define MIF_GUIDED_TAG 128
602 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
603 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
604 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
606 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE)
607 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE)
608 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)