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_minstagib;
21 float g_warmup_allguns;
22 float g_warmup_allow_timeout;
23 float g_race_qualifying;
25 float g_pickup_respawntime_weapon;
26 float g_pickup_respawntime_superweapon;
27 float g_pickup_respawntime_ammo;
28 float g_pickup_respawntime_short;
29 float g_pickup_respawntime_medium;
30 float g_pickup_respawntime_long;
31 float g_pickup_respawntime_powerup;
32 float g_pickup_respawntimejitter_weapon;
33 float g_pickup_respawntimejitter_superweapon;
34 float g_pickup_respawntimejitter_ammo;
35 float g_pickup_respawntimejitter_short;
36 float g_pickup_respawntimejitter_medium;
37 float g_pickup_respawntimejitter_long;
38 float g_pickup_respawntimejitter_powerup;
48 float bots_would_leave;
50 void UpdateFrags(entity player, float f);
53 float team1_score, team2_score, team3_score, team4_score;
57 // flag set on worldspawn so that the code knows if it is dedicated or not
58 float server_is_dedicated;
62 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
77 .float platmovetype_start, platmovetype_end;
84 .float pain_finished; //Added by Supajoe
85 .float pain_frame; //"
86 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
87 .float crouch; // Crouching or not?
89 .float strength_finished;
90 .float invincible_finished;
91 .float superweapons_finished;
93 .vector finaldest, finalangle; //plat.qc stuff
96 .float t_length, t_width;
98 .vector destvec; // for rain
99 .vector destvec2; // for train
100 .float cnt; // for rain
105 .float respawn_flags;
107 .float respawn_time_max;
112 // player animation state
113 .float animstate_startframe;
114 .float animstate_numframes;
115 .float animstate_framerate;
116 .float animstate_starttime;
117 .float animstate_endtime;
118 .float animstate_override;
119 .float animstate_looping;
121 // weapon animation vectors:
127 void() player_setupanimsformodel;
128 void setanim(entity e, vector anim, float looping, float override, float restart);
138 .float respawntimejitter;
141 .float damageforcescale;
142 #define MIN_DAMAGEEXTRARADIUS 2
143 #define MAX_DAMAGEEXTRARADIUS 16
144 .float damageextraradius;
150 // for railgun damage (hitting multiple enemies)
152 .float railgunhitsolidbackup;
153 .vector railgunhitloc;
159 .float hitsound, typehitsound;
161 .float watersound_finished;
163 .float damagedbycontents;
164 .float damagedbytriggers;
169 .float pauseregen_finished;
170 .float pauserothealth_finished;
171 .float pauserotarmor_finished;
172 .float pauserotfuel_finished;
173 .string item_pickupsound;
175 // definitions for weaponsystem
177 .entity weaponentity;
178 .entity exteriorweaponentity;
179 .vector weaponentity_glowmod;
181 //.float weapon; // current weapon
182 .float switchweapon; // weapon requested to switch to
183 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
184 .string weaponname; // name of .weapon
188 //float WEP_ACTION(float wpn, float wrequest);
189 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
192 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
193 .float weapon_nextthink;
194 .void() weapon_think;
197 // weapon states (self.weaponentity.state)
198 const float WS_CLEAR = 0; // no weapon selected
199 const float WS_RAISE = 1; // raise frame
200 const float WS_DROP = 2; // deselecting frame
201 const float WS_INUSE = 3; // fire state
202 const float WS_READY = 4; // idle frame
204 // there is 2 weapon tics that can run in one server frame
205 #define W_TICSPERFRAME 2
207 void weapon_defaultspawnfunc(float wpn);
209 .vector dest1, dest2;
212 float intermission_running;
213 float intermission_exittime;
214 float alreadychangedlevel;
216 // Keys player is holding
218 // message delay for func_door locked by keys and key locks
219 // this field is used on player entities
220 .float key_door_messagetime;
226 .float in_swamp; // bool
227 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
232 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
233 .float spectatortime; //point in time since the client is spectating or observing
234 void checkSpectatorBlock();
236 float game_completion_ratio; // 0 at start, 1 near end
238 .float jointime; // time of joining
239 .float alivetime; // time of being alive
240 .float motd_actived_time; // used for both motd and campaign_message
242 float nJoinAllowed(entity ignore);
244 .float spawnshieldtime;
250 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
254 .vector death_origin;
255 .vector killer_origin;
257 float default_player_alpha;
258 float default_weapon_alpha;
260 .float() customizeentityforclient;
261 .float cvar_cl_handicap;
262 .float cvar_cl_clippedspectating;
263 .float cvar_cl_autoscreenshot;
264 .float cvar_cl_movement_track_canjump;
265 .float cvar_cl_newusekeysupported;
267 .string cvar_g_xonoticversion;
268 .string cvar_cl_weaponpriority;
269 .string cvar_cl_weaponpriorities[10];
270 .float cvar_cl_gunalign;
271 .float cvar_cl_noantilag;
273 .string weaponorder_byimpulse;
275 .float cvar_cl_allow_uid2name;
276 .float cvar_cl_allow_uidtracking;
277 .string stored_netname;
279 .float version_nagtime;
281 #define NUM_JUMPPADSUSED 3
283 .entity jumppadsused[NUM_JUMPPADSUSED];
285 string gamemode_name;
287 float startitem_failed;
289 typedef .float floatfield;
290 floatfield Item_CounterField(float it);
292 float W_AmmoItemCode(float wpn);
293 string W_Name(float weaponid);
294 string W_Apply_Weaponreplace(string in);
296 void FixIntermissionClient(entity e);
297 void FixClientCvars(entity e);
301 .float respawn_countdown; // next number to count
303 float bot_waypoints_for_items;
305 .float attack_finished_for[WEP_MAXCOUNT];
306 .float attack_finished_single;
307 #ifdef INDEPENDENT_ATTACK_FINISHED
308 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
310 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
312 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
314 // assault game mode: Which team is attacking in this round?
315 float assault_attacker_team;
317 // speedrun: when 1, player auto teleports back when capture timeout happens
326 float some_spawn_has_been_used;
327 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
328 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
330 // set when showing a kill countdown
331 .entity killindicator;
332 .float killindicator_teamchange;
334 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
338 .float parm_idlesince;
340 float sv_maxidle_spectatorsareidle;
342 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
348 .float(entity to, float sendflags) SendEntity;
350 // player sounds, voice messages
351 // TODO implemented fall and falling
352 #define ALLPLAYERSOUNDS \
365 #define ALLVOICEMSGS \
367 _VOICEMSG(attackinfive) \
370 _VOICEMSG(freelance) \
371 _VOICEMSG(incoming) \
373 _VOICEMSG(needhelp) \
374 _VOICEMSG(seenflag) \
378 #define _VOICEMSG(m) .string playersound_##m;
383 // reserved sound names for the future (some models lack sounds for them):
384 // _VOICEMSG(flagcarriertakingdamage) \
385 // _VOICEMSG(getflag) \
386 // reserved sound names for the future (ALL models lack sounds for them):
387 // _VOICEMSG(affirmative) \
388 // _VOICEMSG(attacking) \
389 // _VOICEMSG(defending) \
390 // _VOICEMSG(roaming) \
391 // _VOICEMSG(onmyway) \
392 // _VOICEMSG(droppedflag) \
393 // _VOICEMSG(negative) \
394 // _VOICEMSG(seenenemy) \
396 string globalsound_fall;
397 string globalsound_metalfall;
398 string globalsound_step;
399 string globalsound_metalstep;
401 #define VOICETYPE_PLAYERSOUND 10
402 #define VOICETYPE_TEAMRADIO 11
403 #define VOICETYPE_LASTATTACKER 12
404 #define VOICETYPE_LASTATTACKER_ONLY 13
405 #define VOICETYPE_AUTOTAUNT 14
406 #define VOICETYPE_TAUNT 15
408 void PrecachePlayerSounds(string f);
409 void PrecacheGlobalSound(string samplestring);
410 void UpdatePlayerSounds();
411 void ClearPlayerSounds();
412 void PlayerSound(.string samplefield, float channel, float voicetype);
413 void GlobalSound(string samplestring, float channel, float voicetype);
414 void FakeGlobalSound(string samplestring, float channel, float voicetype);
415 void VoiceMessage(string type, string message);
416 float GetPlayerSoundSampleField_notFound;
417 .string GetVoiceMessageSampleField(string type);
420 .float cvar_cl_autotaunt;
421 .float cvar_cl_voice_directional;
422 .float cvar_cl_voice_directional_taunt_attenuation;
424 .float version_mismatch;
426 float independent_players;
427 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
428 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
429 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
430 // we're using + here instead of , because fteqcc sucks
436 .float porto_forbidden;
441 string cvar_purechanges;
442 float cvar_purechanges_count;
444 float game_starttime; //point in time when the countdown to game start is over
445 float round_starttime; //point in time when the countdown to round start is over
446 .float stat_game_starttime;
447 .float stat_round_starttime;
449 .float stat_sv_airaccel_qw;
450 .float stat_sv_airstrafeaccel_qw;
451 .float stat_sv_airspeedlimit_nonqw;
452 .float stat_sv_maxspeed;
454 void W_Porto_Remove (entity p);
456 .float projectiledeathtype;
460 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
461 .float stat_allow_oldnexbeam;
463 // reset to 0 on weapon switch
464 // may be useful to all weapons
465 .float bulletcounter;
467 void target_voicescript_next(entity pl);
468 void target_voicescript_clear(entity pl);
474 .float target_random;
475 .float trigger_reverse;
478 .entity ballcarried; // Also used for keepaway
480 float g_nexball_meter_period;
482 void SUB_DontUseTargets();
483 void SUB_UseTargets();
485 .void() reset; // if set, an entity is reset using this
486 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
488 void ClientData_Touch(entity e);
490 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
494 float servertime, serverprevtime, serverframetime;
503 .float nickspamtime; // time of last nick change
504 .float nickspamcount;
505 .float floodcontrol_chat;
506 .float floodcontrol_chatteam;
507 .float floodcontrol_chattell;
508 .float floodcontrol_voice;
509 .float floodcontrol_voiceteam;
511 .float stat_shotorg; // networked stat for trueaim HUD
520 .float stat_leadlimit;
522 float radar_showennemies;
525 float client_cefc_accumulator;
526 float client_cefc_accumulatortime;
529 ..float current_ammo;
531 .float weapon_load[WEP_MAXCOUNT];
532 .float ammo_none; // used by the reloading system, must always be 0
534 .float old_clip_load;
538 .float minelayer_mines;
540 .float nex_charge_rottime;
541 .float nex_chargepool_ammo;
544 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
546 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
547 // when doing this, hagar can go through clones
548 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
550 .float spectatee_status;
561 .float cvar_cl_weaponimpulsemode;
562 .float selectweapon; // last selected weapon of the player
564 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
567 #define ACTIVE_ACTIVE 1
568 #define ACTIVE_IDLE 2
569 #define ACTIVE_BUSY 2
570 #define ACTIVE_TOGGLE 3
572 .void (float act_state) setactive;
577 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
579 .float player_blocked;
581 .float freezetag_frozen;
583 .entity muzzle_flash;
584 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
586 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
590 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
591 .spawn_evalfunc_t spawn_evalfunc;
597 .float missile_flags;
601 #define MIF_GUIDED_MANUAL 16
602 #define MIF_GUIDED_HEAT 32
603 #define MIF_GUIDED_LASER 64
604 #define MIF_GUIDED_AI 128
605 #define MIF_GUIDED_TAG 128
606 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
607 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
608 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
610 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE)
611 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE)
612 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)