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_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
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;
49 float lms_lowest_lives;
51 float LMS_NewPlayerLives();
53 void UpdateFrags(entity player, float f);
56 float team1_score, team2_score, team3_score, team4_score;
60 float server_is_local; // innocent until proven guilty by ClientConnect() in cl_client.qc
64 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
85 .float pain_finished; //Added by Supajoe
86 .float pain_frame; //"
87 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
88 .float crouch; // Crouching or not?
90 .float strength_finished;
91 .float invincible_finished;
92 .float superweapons_finished;
94 .vector finaldest, finalangle; //plat.qc stuff
97 .float t_length, t_width;
99 .vector destvec; // for rain
100 .vector destvec2; // for train
101 .float cnt; // for rain
111 // player animation state
112 .float animstate_startframe;
113 .float animstate_numframes;
114 .float animstate_framerate;
115 .float animstate_starttime;
116 .float animstate_endtime;
117 .float animstate_override;
118 .float animstate_looping;
120 // player animation data for this model
121 // each vector is as follows:
125 .vector anim_die1; // player dies
126 .vector anim_die2; // player dies differently
127 .vector anim_draw; // player pulls out a weapon
128 // .vector anim_duck; // player crouches (from idle to duckidle)
129 .vector anim_duckwalk; // player walking while crouching
130 .vector anim_duckjump; // player jumping from a crouch
131 .vector anim_duckidle; // player idling while crouching
132 .vector anim_idle; // player standing
133 .vector anim_jump; // player jump
134 .vector anim_pain1; // player flinches from pain
135 .vector anim_pain2; // player flinches from pain, differently
136 .vector anim_shoot; // player shoots
137 .vector anim_taunt; // player taunts others (FIXME: no code references this)
138 .vector anim_run; // player running forward
139 .vector anim_runbackwards; // player running backward
140 .vector anim_strafeleft; // player shuffling left quickly
141 .vector anim_straferight; // player shuffling right quickly
142 //.vector anim_dead1; // player dead (must be identical to last frame of die1)
143 //.vector anim_dead2; // player dead (must be identical to last frame of die2)
144 .vector anim_forwardright; // player running forward and right
145 .vector anim_forwardleft; // player running forward and left
146 .vector anim_backright; // player running backward and right
147 .vector anim_backleft; // player running back and left
148 .vector anim_melee; // player doing the melee action
149 .vector anim_duck; // player doing the melee action
150 .vector anim_duckwalkbackwards;
151 .vector anim_duckwalkstrafeleft;
152 .vector anim_duckwalkstraferight;
153 .vector anim_duckwalkforwardright;
154 .vector anim_duckwalkforwardleft;
155 .vector anim_duckwalkbackright;
156 .vector anim_duckwalkbackleft;
158 // weapon animation vectors:
164 void() player_setupanimsformodel;
165 void setanim(entity e, vector anim, float looping, float override, float restart);
175 .float respawntimejitter;
178 .float damageforcescale;
179 #define MIN_DAMAGEEXTRARADIUS 2
180 #define MAX_DAMAGEEXTRARADIUS 16
181 .float damageextraradius;
187 // for railgun damage (hitting multiple enemies)
189 .float railgunhitsolidbackup;
190 .vector railgunhitloc;
196 .float hitsound, typehitsound;
198 .float watersound_finished;
200 .float damagedbycontents;
201 .float damagedbytriggers;
206 .float pauseregen_finished;
207 .float pauserothealth_finished;
208 .float pauserotarmor_finished;
209 .float pauserotfuel_finished;
210 .string item_pickupsound;
212 // definitions for weaponsystem
214 .entity weaponentity;
215 .entity exteriorweaponentity;
216 .vector weaponentity_glowmod;
218 //.float weapon; // current weapon
219 .float switchweapon; // weapon requested to switch to
220 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
221 .string weaponname; // name of .weapon
224 float weapon_action(float wpn, float wrequest);
225 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
228 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
229 .float weapon_nextthink;
230 .void() weapon_think;
232 //float PLAYER_WEAPONSELECTION_DELAY = );
233 float PLAYER_WEAPONSELECTION_SPEED = 18;
234 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
236 // weapon states (self.weaponentity.state)
237 float WS_CLEAR = 0; // no weapon selected
238 float WS_RAISE = 1; // raise frame
239 float WS_DROP = 2; // deselecting frame
240 float WS_INUSE = 3; // fire state
241 float WS_READY = 4; // idle frame
243 // there is 2 weapon tics that can run in one server frame
244 #define W_TICSPERFRAME 2
246 void weapon_defaultspawnfunc(float wpn);
248 string w_deathtypestring;
250 .vector dest1, dest2;
253 float intermission_running;
254 float intermission_exittime;
255 float alreadychangedlevel;
260 // Keys player is holding
262 // message delay for func_door locked by keys and key locks
263 // this field is used on player entities
264 .float key_door_messagetime;
270 .float in_swamp; // bool
271 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
276 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
277 .float spectatortime; //point in time since the client is spectating or observing
278 void checkSpectatorBlock();
280 float game_completion_ratio; // 0 at start, 1 near end
282 .float jointime; // time of joining
283 .float alivetime; // time of being alive
285 float nJoinAllowed(entity ignore);
286 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
288 .float spawnshieldtime;
290 .float lms_nextcheck;
291 .float lms_traveled_distance;
299 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
303 .vector death_origin;
304 .vector killer_origin;
306 float default_player_alpha;
307 float default_weapon_alpha;
309 .float() customizeentityforclient;
310 .float cvar_cl_handicap;
311 .float cvar_cl_clippedspectating;
312 .float cvar_cl_autoscreenshot;
313 .float cvar_cl_movement_track_canjump;
314 .float cvar_cl_newusekeysupported;
316 .string cvar_g_xonoticversion;
317 .string cvar_cl_weaponpriority;
318 .string cvar_cl_weaponpriorities[10];
319 #ifdef ALLOW_FORCEMODELS
320 .float cvar_cl_forceplayermodels;
321 .float cvar_cl_forceplayermodelsfromxonotic;
322 float sv_clforceplayermodels;
324 .float cvar_cl_gunalign;
325 .float cvar_cl_noantilag;
327 .string weaponorder_byimpulse;
329 .float cvar_cl_allow_uid2name;
330 .float cvar_cl_allow_uidtracking;
331 .string stored_netname;
333 void Announce(string snd);
334 void AnnounceTo(entity e, string snd);
336 .float version_nagtime;
338 #define NUM_JUMPPADSUSED 3
340 .entity jumppadsused[NUM_JUMPPADSUSED];
342 string gamemode_name;
344 float startitem_failed;
346 void DropAllRunes(entity pl);
349 typedef .float floatfield;
350 floatfield Item_CounterField(float it);
352 float W_AmmoItemCode(float wpn);
353 string W_Name(float weaponid);
354 string W_Apply_Weaponreplace(string in);
356 void FixIntermissionClient(entity e);
357 void FixClientCvars(entity e);
359 WEPSET_DECLARE_A(weaponsInMap);
361 .float respawn_countdown; // next number to count
363 float bot_waypoints_for_items;
365 .float attack_finished_for[WEP_MAXCOUNT];
366 .float attack_finished_single;
367 #ifdef INDEPENDENT_ATTACK_FINISHED
368 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
370 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
372 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
374 // assault game mode: Which team is attacking in this round?
375 float assault_attacker_team;
377 // speedrun: when 1, player auto teleports back when capture timeout happens
386 float some_spawn_has_been_used;
387 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
388 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
390 // set when showing a kill countdown
391 .entity killindicator;
392 .float killindicator_teamchange;
394 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
398 .float parm_idlesince;
400 float sv_maxidle_spectatorsareidle;
402 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
408 .float(entity to, float sendflags) SendEntity;
410 // player sounds, voice messages
411 // TODO implemented fall and falling
412 #define ALLPLAYERSOUNDS \
425 #define ALLVOICEMSGS \
427 _VOICEMSG(attackinfive) \
430 _VOICEMSG(freelance) \
431 _VOICEMSG(incoming) \
433 _VOICEMSG(needhelp) \
434 _VOICEMSG(seenflag) \
438 #define _VOICEMSG(m) .string playersound_##m;
443 // reserved sound names for the future (some models lack sounds for them):
444 // _VOICEMSG(flagcarriertakingdamage) \
445 // _VOICEMSG(getflag) \
446 // reserved sound names for the future (ALL models lack sounds for them):
447 // _VOICEMSG(affirmative) \
448 // _VOICEMSG(attacking) \
449 // _VOICEMSG(defending) \
450 // _VOICEMSG(roaming) \
451 // _VOICEMSG(onmyway) \
452 // _VOICEMSG(droppedflag) \
453 // _VOICEMSG(negative) \
454 // _VOICEMSG(seenenemy) \
456 string globalsound_fall;
457 string globalsound_metalfall;
458 string globalsound_step;
459 string globalsound_metalstep;
461 #define VOICETYPE_PLAYERSOUND 10
462 #define VOICETYPE_TEAMRADIO 11
463 #define VOICETYPE_LASTATTACKER 12
464 #define VOICETYPE_LASTATTACKER_ONLY 13
465 #define VOICETYPE_AUTOTAUNT 14
466 #define VOICETYPE_TAUNT 15
468 void PrecachePlayerSounds(string f);
469 void PrecacheGlobalSound(string samplestring);
470 void UpdatePlayerSounds();
471 void ClearPlayerSounds();
472 void PlayerSound(.string samplefield, float channel, float voicetype);
473 void GlobalSound(string samplestring, float channel, float voicetype);
474 void FakeGlobalSound(string samplestring, float channel, float voicetype);
475 void VoiceMessage(string type, string message);
476 float GetPlayerSoundSampleField_notFound;
477 .string GetVoiceMessageSampleField(string type);
480 .float cvar_cl_autotaunt;
481 .float cvar_cl_voice_directional;
482 .float cvar_cl_voice_directional_taunt_attenuation;
484 .float version_mismatch;
486 float independent_players;
487 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
488 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
489 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
490 // we're using + here instead of , because fteqcc sucks
496 .float porto_forbidden;
501 string cvar_purechanges;
502 float cvar_purechanges_count;
504 float game_starttime; //point in time when the countdown is over
505 .float stat_game_starttime;
507 .float stat_sv_airaccel_qw;
508 .float stat_sv_airstrafeaccel_qw;
509 .float stat_sv_airspeedlimit_nonqw;
510 .float stat_sv_maxspeed;
512 void W_Porto_Remove (entity p);
514 .float projectiledeathtype;
518 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
519 .float stat_allow_oldnexbeam;
521 // reset to 0 on weapon switch
522 // may be useful to all weapons
523 .float bulletcounter;
525 void target_voicescript_next(entity pl);
526 void target_voicescript_clear(entity pl);
531 .float target_random;
532 .float trigger_reverse;
535 .entity ballcarried; // Also used for keepaway
537 float g_nexball_meter_period;
539 void SUB_DontUseTargets();
540 void SUB_UseTargets();
542 .void() reset; // if set, an entity is reset using this
543 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
545 void ClientData_Touch(entity e);
547 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
551 float servertime, serverprevtime, serverframetime;
560 .float nickspamtime; // time of last nick change
561 .float nickspamcount;
562 .float floodcontrol_chat;
563 .float floodcontrol_chatteam;
564 .float floodcontrol_chattell;
565 .float floodcontrol_voice;
566 .float floodcontrol_voiceteam;
568 .float stat_shotorg; // networked stat for trueaim HUD
578 .float stat_leadlimit;
580 float radar_showennemies;
583 float client_cefc_accumulator;
584 float client_cefc_accumulatortime;
587 ..float current_ammo;
589 .float weapon_load[WEP_MAXCOUNT];
590 .float ammo_none; // used by the reloading system, must always be 0
592 .float old_clip_load;
594 .float minelayer_mines;
596 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
598 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
599 // when doing this, hagar can go through clones
600 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
602 .float spectatee_status;
604 .float bloodloss_timer;
614 .float cvar_cl_accuracy_data_share;
615 .float cvar_cl_accuracy_data_receive;
617 .float cvar_cl_weaponimpulsemode;
618 .float selectweapon; // last selected weapon of the player
620 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
623 #define ACTIVE_ACTIVE 1
624 #define ACTIVE_IDLE 2
625 #define ACTIVE_BUSY 2
626 #define ACTIVE_TOGGLE 3
628 .void (float act_state) setactive;
632 .float nex_charge_rottime;
633 .float nex_chargepool_ammo;
637 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
641 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
643 .float player_blocked;
645 .float freezetag_frozen;
646 .float freezetag_revive_progress;
648 .entity muzzle_flash;
649 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
651 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
655 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
656 .spawn_evalfunc_t spawn_evalfunc;
662 .float missile_flags;
666 #define MIF_GUIDED_MANUAL 16
667 #define MIF_GUIDED_HEAT 32
668 #define MIF_GUIDED_LASER 64
669 #define MIF_GUIDED_AI 128
670 #define MIF_GUIDED_TAG 128
671 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
672 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
673 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
675 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE)
676 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE)
677 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)