4 #include "../common/weapons/all.qh"
5 #include "../common/stats.qh"
7 #define INDEPENDENT_ATTACK_FINISHED 1
9 #define BUTTON_ATCK button0
10 #define BUTTON_JUMP button2
11 #define BUTTON_ATCK2 button3
12 #define BUTTON_ZOOM button4
13 #define BUTTON_CROUCH button5
14 #define BUTTON_HOOK button6
15 #define BUTTON_INFO button7
16 #define BUTTON_CHAT buttonchat
17 #define BUTTON_USE buttonuse
18 #define BUTTON_DRAG button8
19 #define BUTTON_ZOOMSCRIPT button9
20 #define BUTTON_JETPACK button10
24 float g_footsteps, g_grappling_hook, g_instagib;
26 float g_warmup_allguns;
27 float g_warmup_allow_timeout;
29 PROPERTY(float, g_pickup_respawntime_weapon)
30 PROPERTY(float, g_pickup_respawntime_superweapon)
31 PROPERTY(float, g_pickup_respawntime_ammo)
32 PROPERTY(float, g_pickup_respawntime_short)
33 PROPERTY(float, g_pickup_respawntime_medium)
34 PROPERTY(float, g_pickup_respawntime_long)
35 PROPERTY(float, g_pickup_respawntime_powerup)
36 PROPERTY(float, g_pickup_respawntimejitter_weapon)
37 PROPERTY(float, g_pickup_respawntimejitter_superweapon)
38 PROPERTY(float, g_pickup_respawntimejitter_ammo)
39 PROPERTY(float, g_pickup_respawntimejitter_short)
40 PROPERTY(float, g_pickup_respawntimejitter_medium)
41 PROPERTY(float, g_pickup_respawntimejitter_long)
42 PROPERTY(float, g_pickup_respawntimejitter_powerup)
50 float bots_would_leave;
52 void UpdateFrags(entity player, float f);
55 float team1_score, team2_score, team3_score, team4_score;
59 // flag set on worldspawn so that the code knows if it is dedicated or not
60 float server_is_dedicated;
64 .void(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
70 // Needed for dynamic clientwalls
71 .float inactive; // Clientwall disappears when inactive
72 .float alpha_max, alpha_min;
73 .float fade_start, fade_end, fade_vertical_offset;
74 .float default_solid; // Variable to store default self.solid for clientwalls
76 .float pain_finished; //Added by Supajoe
77 .float pain_frame; //"
78 .float crouch; // Crouching or not?
80 .float strength_finished = _STAT(STRENGTH_FINISHED);
81 .float invincible_finished = _STAT(INVINCIBLE_FINISHED);
82 .float superweapons_finished;
84 .float cnt; // used in too many places
91 .float respawn_time_max;
96 // weapon animation vectors:
102 void() player_setupanimsformodel;
103 void setanim(entity e, vector anim, float looping, float override, float restart);
112 .float scheduledrespawntime;
114 .float respawntimejitter;
117 .float damageforcescale;
118 const float MIN_DAMAGEEXTRARADIUS = 2;
119 const float MAX_DAMAGEEXTRARADIUS = 16;
120 .float damageextraradius;
126 // for railgun damage (hitting multiple enemies)
128 .float railgunhitsolidbackup;
129 .vector railgunhitloc;
135 .float damage_dealt, typehitsound;
137 .float watersound_finished;
139 .float damagedbycontents;
140 .float damagedbytriggers;
145 .float pauseregen_finished;
146 .float pauserothealth_finished;
147 .float pauserotarmor_finished;
148 .float pauserotfuel_finished;
149 // string overrides entity
150 .string item_pickupsound;
151 .entity item_pickupsound_ent;
152 .entity item_model_ent;
154 // definitions for weaponsystem
155 // more WEAPONTODO: move these to their proper files
156 .entity exteriorweaponentity;
157 .vector weaponentity_glowmod;
159 //.int weapon; // current weapon
160 .int switchweapon = _STAT(SWITCHWEAPON);
161 .int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
162 .string weaponname; // name of .weapon
166 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
167 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
168 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
169 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
170 .float weapon_nextthink;
171 .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
174 // weapon states (self.weaponentity.state)
175 const int WS_CLEAR = 0; // no weapon selected
176 const int WS_RAISE = 1; // raise frame
177 const int WS_DROP = 2; // deselecting frame
178 const int WS_INUSE = 3; // fire state
179 const int WS_READY = 4; // idle frame
181 // there is 2 weapon tics that can run in one server frame
182 const int W_TICSPERFRAME = 2;
184 void weapon_defaultspawnfunc(entity this, Weapon e);
187 float intermission_running;
188 float intermission_exittime;
189 float alreadychangedlevel;
196 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
197 .float spectatortime; //point in time since the client is spectating or observing
198 void checkSpectatorBlock();
200 float game_completion_ratio; // 0 at start, 1 near end
202 .float jointime; // time of joining
203 .float alivetime; // time of being alive
204 .float motd_actived_time; // used for both motd and campaign_message
206 float nJoinAllowed(entity ignore);
208 .float spawnshieldtime;
209 .float item_spawnshieldtime;
215 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
219 .vector death_origin;
220 .vector killer_origin;
222 float default_player_alpha;
223 float default_weapon_alpha;
225 .float() customizeentityforclient;
226 .float cvar_cl_handicap;
227 .float cvar_cl_clippedspectating;
228 .float cvar_cl_autoscreenshot;
229 .float cvar_cl_jetpack_jump;
230 .float cvar_cl_movement_track_canjump;
231 .float cvar_cl_newusekeysupported;
233 .string cvar_g_xonoticversion;
234 .string cvar_cl_weaponpriority;
235 .string cvar_cl_weaponpriorities[10];
236 .float cvar_cl_gunalign;
237 .float cvar_cl_noantilag;
239 .string weaponorder_byimpulse;
241 .float cvar_cl_allow_uid2name;
242 .float cvar_cl_allow_uidtracking;
243 .string stored_netname;
245 .float version_nagtime;
247 string gamemode_name;
249 float startitem_failed;
251 string W_Apply_Weaponreplace(string in);
253 void FixIntermissionClient(entity e);
254 void FixClientCvars(entity e);
256 // WEAPONTODO: remove this
259 .WepSet weaponsinmap;
261 .float respawn_countdown; // next number to count
263 float bot_waypoints_for_items;
265 .float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS];
266 .float attack_finished_single[MAX_WEAPONSLOTS];
267 #if INDEPENDENT_ATTACK_FINISHED
268 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
270 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
272 #define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, (ent).weapon, slot)
274 // assault game mode: Which team is attacking in this round?
275 float assault_attacker_team;
277 // speedrun: when 1, player auto teleports back when capture timeout happens
286 float some_spawn_has_been_used;
287 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
288 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
290 // set when showing a kill countdown
291 .entity killindicator;
292 .float killindicator_teamchange;
294 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
298 .float parm_idlesince;
300 float sv_maxidle_spectatorsareidle;
302 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
306 string globalsound_fall;
307 string globalsound_metalfall;
308 string globalsound_step;
309 string globalsound_metalstep;
311 const float VOICETYPE_PLAYERSOUND = 10;
312 const float VOICETYPE_TEAMRADIO = 11;
313 const float VOICETYPE_LASTATTACKER = 12;
314 const float VOICETYPE_LASTATTACKER_ONLY = 13;
315 const float VOICETYPE_AUTOTAUNT = 14;
316 const float VOICETYPE_TAUNT = 15;
319 .float cvar_cl_autotaunt;
320 .float cvar_cl_voice_directional;
321 .float cvar_cl_voice_directional_taunt_attenuation;
323 .float version_mismatch;
325 int autocvar__independent_players;
326 bool independent_players;
327 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
328 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
329 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
338 string cvar_purechanges;
339 float cvar_purechanges_count;
341 float game_starttime; //point in time when the countdown to game start is over
342 float round_starttime; //point in time when the countdown to round start is over
343 .float stat_game_starttime = _STAT(GAMESTARTTIME);
344 .float stat_round_starttime;
346 void W_Porto_Remove (entity p);
348 .int projectiledeathtype;
352 .float stat_allow_oldvortexbeam;
354 // reset to 0 on weapon switch
355 // may be useful to all weapons
356 .float bulletcounter;
359 .entity ballcarried; // Also used for keepaway
360 float g_nexball_meter_period;
362 void SUB_DontUseTargets();
363 void SUB_UseTargets();
365 .void() reset; // if set, an entity is reset using this
366 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
368 void ClientData_Touch(entity e);
370 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
374 float servertime, serverprevtime, serverframetime;
381 .float nickspamtime; // time of last nick change
382 .float nickspamcount;
383 .float floodcontrol_chat;
384 .float floodcontrol_chatteam;
385 .float floodcontrol_chattell;
386 .float floodcontrol_voice;
387 .float floodcontrol_voiceteam;
389 .float stat_shotorg; // networked stat for trueaim HUD
398 .float damage_dealt_total;
400 .float stat_leadlimit;
402 bool radar_showennemies;
405 float client_cefc_accumulator;
406 float client_cefc_accumulatortime;
409 .float weapon_load[Weapons_MAX];
410 .int ammo_none; // used by the reloading system, must always be 0
412 .float old_clip_load;
415 .float minelayer_mines;
416 .float vortex_charge;
417 .float vortex_charge_rottime;
418 .float vortex_chargepool_ammo;
421 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
423 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
424 // when doing this, hagar can go through clones
425 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
427 .float spectatee_status;
438 .float cvar_cl_weaponimpulsemode;
439 .float selectweapon; // last selected weapon of the player
441 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
443 const float ACTIVE_NOT = 0;
444 const float ACTIVE_ACTIVE = 1;
445 const float ACTIVE_IDLE = 2;
446 const float ACTIVE_BUSY = 2;
447 const float ACTIVE_TOGGLE = 3;
449 .void (float act_state) setactive;
454 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
456 .float player_blocked;
457 .float weapon_blocked; // weapon use disabled
459 .float frozen; // for freeze attacks
460 .float revive_progress;
461 .float revival_time; // time at which player was last revived
462 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
464 .entity frozen_by; // for ice fields
466 .entity muzzle_flash;
467 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
469 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
473 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
474 .spawn_evalfunc_t spawn_evalfunc;
478 .float missile_flags;
479 const int MIF_SPLASH = BIT(1);
480 const int MIF_ARC = BIT(2);
481 const int MIF_PROXY = BIT(3);
482 const int MIF_GUIDED_MANUAL = BIT(4);
483 const int MIF_GUIDED_HEAT = BIT(5);
484 const int MIF_GUIDED_LASER = BIT(6);
485 const int MIF_GUIDED_AI = BIT(7);
486 const int MIF_GUIDED_TAG = BIT(7);
487 const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
488 const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
489 const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
491 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
492 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
493 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
498 .entity player_stats;
504 .string cvar_cl_physics;
506 .float init_for_player_needed;
507 .void(entity) init_for_player;