1 #define INDEPENDENT_ATTACK_FINISHED
3 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 ctf_score_value(string parameter);
21 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts, g_freezetag, g_keepaway;
22 float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
24 float g_warmup_allguns;
25 float g_warmup_allow_timeout;
27 float g_ctf_ignore_frags;
29 float g_race_qualifying;
31 float g_pickup_respawntime_weapon;
32 float g_pickup_respawntime_ammo;
33 float g_pickup_respawntime_short;
34 float g_pickup_respawntime_medium;
35 float g_pickup_respawntime_long;
36 float g_pickup_respawntime_powerup;
37 float g_pickup_respawntimejitter_weapon;
38 float g_pickup_respawntimejitter_ammo;
39 float g_pickup_respawntimejitter_short;
40 float g_pickup_respawntimejitter_medium;
41 float g_pickup_respawntimejitter_long;
42 float g_pickup_respawntimejitter_powerup;
53 float bots_would_leave;
54 float lms_lowest_lives;
56 float LMS_NewPlayerLives();
58 void UpdateFrags(entity player, float f);
61 float team1_score, team2_score, team3_score, team4_score;
67 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
88 .float pain_finished; //Added by Supajoe
89 .float pain_frame; //"
90 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
91 .float crouch; // Crouching or not?
93 .float strength_finished;
94 //.float speed_finished;
95 .float invincible_finished;
96 //.float slowmo_finished;
98 .vector finaldest, finalangle; //plat.qc stuff
101 .float t_length, t_width;
103 .vector destvec; // for rain
104 .float cnt; // for rain
114 // player animation state
115 .float animstate_startframe;
116 .float animstate_numframes;
117 .float animstate_framerate;
118 .float animstate_starttime;
119 .float animstate_endtime;
120 .float animstate_override;
121 .float animstate_looping;
123 // player animation data for this model
124 // each vector is as follows:
128 .vector anim_die1; // player dies
129 .vector anim_die2; // player dies differently
130 .vector anim_draw; // player pulls out a weapon
131 .vector anim_duck; // player crouches (from idle to duckidle)
132 .vector anim_duckwalk; // player walking while crouching
133 .vector anim_duckjump; // player jumping from a crouch
134 .vector anim_duckidle; // player idling while crouching
135 .vector anim_idle; // player standing
136 .vector anim_jump; // player jump
137 .vector anim_pain1; // player flinches from pain
138 .vector anim_pain2; // player flinches from pain, differently
139 .vector anim_shoot; // player shoots
140 .vector anim_taunt; // player taunts others (FIXME: no code references this)
141 .vector anim_run; // player running forward
142 .vector anim_runbackwards; // player running backward
143 .vector anim_strafeleft; // player shuffling left quickly
144 .vector anim_straferight; // player shuffling right quickly
145 .vector anim_dead1; // player dead (must be identical to last frame of die1)
146 .vector anim_dead2; // player dead (must be identical to last frame of die2)
147 .vector anim_forwardright; // player running forward and right
148 .vector anim_forwardleft; // player running forward and left
149 .vector anim_backright; // player running backward and right
150 .vector anim_backleft; // player running back and left
151 .vector anim_melee; // player doing the melee action
152 .vector anim_fly; // player animation played after jump, if player is still in air. Also if falling from a ledge
154 // weapon animation vectors:
160 void() player_setupanimsformodel;
161 void setanim(entity e, vector anim, float looping, float override, float restart);
171 .float respawntimejitter;
174 .float damageforcescale;
180 // for railgun damage (hitting multiple enemies)
182 .float railgunhitsolidbackup;
183 .vector railgunhitloc;
189 .float hitsound, typehitsound;
191 .float watersound_finished;
195 .float pauseregen_finished;
196 .float pauserothealth_finished;
197 .float pauserotarmor_finished;
198 .float pauserotfuel_finished;
199 .string item_pickupsound;
201 // definitions for weaponsystem
203 .entity weaponentity;
204 .entity exteriorweaponentity;
205 .vector weaponentity_glowmod;
208 float weapon_action(float wpn, float wrequest);
209 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
212 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
213 .float weapon_nextthink;
214 .float weapon_forbidchange;
215 .void() weapon_think;
217 //float PLAYER_WEAPONSELECTION_DELAY = );
218 float PLAYER_WEAPONSELECTION_SPEED = 18;
219 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
221 // weapon states (self.weaponentity.state)
222 float WS_CLEAR = 0; // no weapon selected
223 float WS_RAISE = 1; // raise frame
224 float WS_DROP = 2; // deselecting frame
225 float WS_INUSE = 3; // fire state
226 float WS_READY = 4; // idle frame
228 // there is 2 weapon tics that can run in one server frame
229 #define W_TICSPERFRAME 2
231 void weapon_defaultspawnfunc(float wpn);
233 string w_deathtypestring;
235 void(entity client, string s) centerprint_builtin = #73;
236 .vector dest1, dest2;
239 float intermission_running;
240 float intermission_exittime;
241 float alreadychangedlevel;
247 .float welcomemessage_time;
251 .float jump_interval; // laser refire
254 .float in_swamp; // bool
255 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
261 #define RESTART_COUNTDOWN 10
262 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
264 void restartTimer_Think();
265 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
266 .float spectatortime; //point in time since the client is spectating or observing
267 void checkSpectatorBlock();
270 .float jointime; // time of joining
271 .float alivetime; // time of being alive
273 float nJoinAllowed(float includeMe);
274 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
276 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
277 #define TIMEOUT_SLOWMO_VALUE 0.0001
278 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
279 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
280 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
281 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)
282 .float allowedTimeouts; // contains the number of allowed timeouts for each player
283 entity timeoutInitiator; // contains the entity of the player who started the last timeout
284 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
285 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
286 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
287 void timeoutHandler_Think();
288 void evaluateTimeout();
289 void evaluateTimein();
290 string getTimeoutText(float addOneSecond);
292 .float spawnshieldtime;
294 .float lms_nextcheck;
295 .float lms_traveled_distance;
303 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
307 .vector death_origin;
308 .vector killer_origin;
310 float default_player_alpha;
311 float default_weapon_alpha;
313 .float() customizeentityforclient;
314 .float cvar_cl_handicap;
315 .float cvar_cl_playerdetailreduction;
316 .float cvar_scr_centertime;
317 .string cvar_g_xonoticversion;
318 .string cvar_cl_weaponpriority;
319 .string cvar_cl_weaponpriorities[10];
320 #ifdef ALLOW_FORCEMODELS
321 .float cvar_cl_forceplayermodels;
322 .float cvar_cl_forceplayermodelsfromxonotic;
323 float sv_clforceplayermodels;
325 float sv_loddistance1;
326 float sv_loddistance2;
327 .float cvar_cl_gunalign;
328 .float cvar_cl_noantilag;
330 .string weaponorder_byimpulse;
332 .float cvar_cl_allow_uid2name;
333 .float cvar_cl_allow_uidtracking;
334 .string stored_netname;
336 void Announce(string snd);
337 void AnnounceTo(entity e, string snd);
339 .float version_nagtime;
341 .float modelindex_lod0;
342 .float modelindex_lod0_from_xonotic;
344 .float modelindex_lod1;
345 .float modelindex_lod2;
347 #define NUM_JUMPPADSUSED 3
349 .entity jumppadsused[NUM_JUMPPADSUSED];
351 string gamemode_name;
354 float startitem_failed;
356 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
357 void DropBall(entity ball, vector org, vector vel);
358 void DropAllRunes(entity pl);
361 typedef .float floatfield;
362 floatfield Item_CounterField(float it);
364 float W_AmmoItemCode(float wpn);
365 float W_WeaponBit(float wpn);
366 string W_Name(float weaponid);
368 void FixIntermissionClient(entity e);
369 void FixClientCvars(entity e);
373 void centerprint_atprio(entity e, float prio, string s);
374 void centerprint_expire(entity e, float prio);
375 void centerprint(entity e, string s);
377 .float respawn_countdown; // next number to count
379 float bot_waypoints_for_items;
381 .float attack_finished_for[WEP_MAXCOUNT];
382 .float attack_finished_single;
383 #ifdef INDEPENDENT_ATTACK_FINISHED
384 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
386 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
388 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
390 // assault game mode: Which team is attacking in this round?
391 float assault_attacker_team;
393 // speedrun: when 1, player auto teleports back when capture timeout happens
397 float q3acompat_machineshotgunswap;
405 float some_spawn_has_been_used;
406 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
407 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
409 // set when showing a kill countdown
410 .entity killindicator;
411 .float killindicator_teamchange;
413 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
417 .float parm_idlesince;
419 float sv_maxidle_spectatorsareidle;
422 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
428 .float(entity to, float sendflags) SendEntity;
430 // player sounds, voice messages
431 // TODO implemented fall and falling
432 #define ALLPLAYERSOUNDS \
442 #define ALLVOICEMSGS \
444 _VOICEMSG(attackinfive) \
446 _VOICEMSG(seenflag) \
450 #define _VOICEMSG(m) .string playersound_##m;
455 // reserved sound names for the future (models lack sounds for them):
456 // _VOICEMSG(affirmative) \
457 // _VOICEMSG(attacking) \
458 // _VOICEMSG(defending) \
459 // _VOICEMSG(roaming) \
460 // _VOICEMSG(onmyway) \
461 // _VOICEMSG(droppedflag) \
462 // _VOICEMSG(flagcarriertakingdamage) \
463 // _VOICEMSG(negative) \
464 // _VOICEMSG(seenenemy) \
466 // _VOICEMSG(getflag) \
467 // _VOICEMSG(incoming) \
468 // _VOICEMSG(coverme) \
469 // _VOICEMSG(needhelp) \
470 // _VOICEMSG(defend) \
471 // _VOICEMSG(freelance) \
472 // _VOICEMSG(falling) \
474 string globalsound_fall;
475 string globalsound_metalfall;
476 string globalsound_step;
477 string globalsound_metalstep;
479 #define VOICETYPE_PLAYERSOUND 10
480 #define VOICETYPE_TEAMRADIO 11
481 #define VOICETYPE_LASTATTACKER 12
482 #define VOICETYPE_LASTATTACKER_ONLY 13
483 #define VOICETYPE_AUTOTAUNT 14
484 #define VOICETYPE_TAUNT 15
486 void PrecachePlayerSounds(string f);
487 void PrecacheGlobalSound(string samplestring);
488 void UpdatePlayerSounds();
489 void ClearPlayerSounds();
490 void PlayerSound(.string samplefield, float channel, float voicetype);
491 void GlobalSound(string samplestring, float channel, float voicetype);
492 void FakeGlobalSound(string samplestring, float channel, float voicetype);
493 void VoiceMessage(string type, string message);
494 float GetPlayerSoundSampleField_notFound;
495 .string GetVoiceMessageSampleField(string type)
498 .float cvar_cl_autotaunt;
499 .float cvar_cl_voice_directional;
500 .float cvar_cl_voice_directional_taunt_attenuation;
502 .float version_mismatch;
504 float independent_players;
505 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
506 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
507 // we're using + here instead of , because fteqcc sucks
514 .float porto_forbidden;
519 string cvar_purechanges;
520 float cvar_purechanges_count;
522 float game_starttime; //point in time when the countdown is over
523 .float stat_game_starttime;
525 .float stat_sv_airaccel_qw;
526 .float stat_sv_airstrafeaccel_qw;
527 .float stat_sv_airspeedlimit_nonqw;
528 .float stat_sv_maxspeed;
530 void W_Porto_Remove (entity p);
532 .float projectiledeathtype;
536 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
537 .float stat_allow_oldnexbeam;
539 // reset to 0 on weapon switch
540 // may be useful to all weapons
541 .float bulletcounter;
543 void target_voicescript_next(entity pl);
544 void target_voicescript_clear(entity pl);
549 .float target_random;
550 .float trigger_reverse;
553 .entity ballcarried; // Also used for keepaway
555 float g_nexball_meter_period;
557 void SUB_DontUseTargets();
558 void SUB_UseTargets();
560 .void() reset; // if set, an entity is reset using this
561 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
563 void ClientData_Touch(entity e);
565 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
568 #define BITXOR(v,b) ((v) + (b) - 2 * ((v) & (b)))
569 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
573 float servertime, serverprevtime, serverframetime;
582 .float nickspamtime; // time of last nick change
583 .float nickspamcount;
584 .float floodcontrol_chat;
585 .float floodcontrol_chatteam;
586 .float floodcontrol_chattell;
587 .float floodcontrol_voice;
588 .float floodcontrol_voiceteam;
590 .float stat_shotorg; // networked stat for trueaim HUD
601 .float stat_leadlimit;
603 float radar_showennemies;
606 float client_cefc_accumulator;
607 float client_cefc_accumulatortime;
610 ..float current_ammo;
612 .float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);
613 .float ammo_none; // used by the reloading system, must always be 0
615 .float old_clip_load;
617 .float minelayer_mines;
619 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
620 // when doing this, hagar can go through clones
621 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
623 .float spectatee_status;
625 .float bloodloss_timer;
635 .float cvar_cl_accuracy_data_share;
636 .float cvar_cl_accuracy_data_receive;
638 .float cvar_cl_weaponimpulsemode;
639 .float selectweapon; // last selected weapon of the player
641 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
644 #define ACTIVE_ACTIVE 1
645 #define ACTIVE_IDLE 2
646 #define ACTIVE_BUSY 2
647 #define ACTIVE_TOGGLE 3
649 .float (float act_state) setactive;
653 .float nex_charge_rottime;
654 .float nex_chargepool_ammo;
658 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
662 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
664 .float freezetag_frozen;
665 .float freezetag_revive_progress;
667 .entity muzzle_flash;
668 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.