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
16 #define BUTTON_JETPACK button10
20 float g_cloaked, g_footsteps, g_grappling_hook, g_instagib;
22 float g_warmup_allguns;
23 float g_warmup_allow_timeout;
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 crouch; // Crouching or not?
88 .float strength_finished;
89 .float invincible_finished;
90 .float superweapons_finished;
92 .vector finaldest, finalangle; //plat.qc stuff
95 .float t_length, t_width;
97 .vector destvec; // for rain
98 .vector destvec2; // for train
99 .float cnt; // for rain
104 .float respawn_flags;
106 .float respawn_time_max;
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 // weapon animation vectors:
126 void() player_setupanimsformodel;
127 void setanim(entity e, vector anim, float looping, float override, float restart);
137 .float respawntimejitter;
140 .float damageforcescale;
141 #define MIN_DAMAGEEXTRARADIUS 2
142 #define MAX_DAMAGEEXTRARADIUS 16
143 .float damageextraradius;
149 // for railgun damage (hitting multiple enemies)
151 .float railgunhitsolidbackup;
152 .vector railgunhitloc;
158 .float damage_dealt, typehitsound;
160 .float watersound_finished;
162 .float damagedbycontents;
163 .float damagedbytriggers;
168 .float pauseregen_finished;
169 .float pauserothealth_finished;
170 .float pauserotarmor_finished;
171 .float pauserotfuel_finished;
172 .string item_pickupsound;
174 // definitions for weaponsystem
175 // more WEAPONTODO: move these to their proper files
176 .entity weaponentity;
177 .entity exteriorweaponentity;
178 .vector weaponentity_glowmod;
180 //.float weapon; // current weapon
181 .float switchweapon; // weapon requested to switch to
182 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
183 .string weaponname; // name of .weapon
187 //float WEP_ACTION(float wpn, float wrequest);
188 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
191 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
192 .float weapon_nextthink;
193 .void() weapon_think;
196 // weapon states (self.weaponentity.state)
197 const float WS_CLEAR = 0; // no weapon selected
198 const float WS_RAISE = 1; // raise frame
199 const float WS_DROP = 2; // deselecting frame
200 const float WS_INUSE = 3; // fire state
201 const float WS_READY = 4; // idle frame
203 // there is 2 weapon tics that can run in one server frame
204 #define W_TICSPERFRAME 2
206 void weapon_defaultspawnfunc(float wpn);
208 .vector dest1, dest2;
211 float intermission_running;
212 float intermission_exittime;
213 float alreadychangedlevel;
215 // Keys player is holding
217 // message delay for func_door locked by keys and key locks
218 // this field is used on player entities
219 .float key_door_messagetime;
225 .float in_swamp; // bool
226 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
231 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
232 .float spectatortime; //point in time since the client is spectating or observing
233 void checkSpectatorBlock();
235 float game_completion_ratio; // 0 at start, 1 near end
237 .float jointime; // time of joining
238 .float alivetime; // time of being alive
239 .float motd_actived_time; // used for both motd and campaign_message
241 float nJoinAllowed(entity ignore);
243 .float spawnshieldtime;
244 .float item_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_jetpack_jump;
265 .float cvar_cl_movement_track_canjump;
266 .float cvar_cl_newusekeysupported;
268 .string cvar_g_xonoticversion;
269 .string cvar_cl_weaponpriority;
270 .string cvar_cl_weaponpriorities[10];
271 .float cvar_cl_gunalign;
272 .float cvar_cl_noantilag;
274 .string weaponorder_byimpulse;
276 .float cvar_cl_allow_uid2name;
277 .float cvar_cl_allow_uidtracking;
278 .string stored_netname;
280 .float version_nagtime;
282 #define NUM_JUMPPADSUSED 3
284 .entity jumppadsused[NUM_JUMPPADSUSED];
286 string gamemode_name;
288 float startitem_failed;
290 string W_Apply_Weaponreplace(string in);
292 void FixIntermissionClient(entity e);
293 void FixClientCvars(entity e);
295 // WEAPONTODO: remove this
298 .float respawn_countdown; // next number to count
300 float bot_waypoints_for_items;
302 .float attack_finished_for[WEP_MAXCOUNT];
303 .float attack_finished_single;
304 #ifdef INDEPENDENT_ATTACK_FINISHED
305 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
307 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
309 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
311 // assault game mode: Which team is attacking in this round?
312 float assault_attacker_team;
314 // speedrun: when 1, player auto teleports back when capture timeout happens
323 float some_spawn_has_been_used;
324 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
325 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
327 // set when showing a kill countdown
328 .entity killindicator;
329 .float killindicator_teamchange;
331 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
335 .float parm_idlesince;
337 float sv_maxidle_spectatorsareidle;
339 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
345 .float(entity to, float sendflags) SendEntity;
347 // player sounds, voice messages
348 // TODO implemented fall and falling
349 #define ALLPLAYERSOUNDS \
361 #define ALLVOICEMSGS \
363 _VOICEMSG(attackinfive) \
366 _VOICEMSG(freelance) \
367 _VOICEMSG(incoming) \
369 _VOICEMSG(needhelp) \
370 _VOICEMSG(seenflag) \
374 #define _VOICEMSG(m) .string playersound_##m;
379 // reserved sound names for the future (some models lack sounds for them):
380 // _VOICEMSG(flagcarriertakingdamage) \
381 // _VOICEMSG(getflag) \
382 // reserved sound names for the future (ALL models lack sounds for them):
383 // _VOICEMSG(affirmative) \
384 // _VOICEMSG(attacking) \
385 // _VOICEMSG(defending) \
386 // _VOICEMSG(roaming) \
387 // _VOICEMSG(onmyway) \
388 // _VOICEMSG(droppedflag) \
389 // _VOICEMSG(negative) \
390 // _VOICEMSG(seenenemy) \
392 string globalsound_fall;
393 string globalsound_metalfall;
394 string globalsound_step;
395 string globalsound_metalstep;
397 #define VOICETYPE_PLAYERSOUND 10
398 #define VOICETYPE_TEAMRADIO 11
399 #define VOICETYPE_LASTATTACKER 12
400 #define VOICETYPE_LASTATTACKER_ONLY 13
401 #define VOICETYPE_AUTOTAUNT 14
402 #define VOICETYPE_TAUNT 15
404 void PrecachePlayerSounds(string f);
405 void PrecacheGlobalSound(string samplestring);
406 void UpdatePlayerSounds();
407 void ClearPlayerSounds();
408 void PlayerSound(.string samplefield, float channel, float voicetype);
409 void GlobalSound(string samplestring, float channel, float voicetype);
410 void FakeGlobalSound(string samplestring, float channel, float voicetype);
411 void VoiceMessage(string type, string message);
412 float GetPlayerSoundSampleField_notFound;
413 .string GetVoiceMessageSampleField(string type);
416 .float cvar_cl_autotaunt;
417 .float cvar_cl_voice_directional;
418 .float cvar_cl_voice_directional_taunt_attenuation;
420 .float version_mismatch;
422 float independent_players;
423 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
424 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
425 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
426 // we're using + here instead of , because fteqcc sucks
432 .float porto_forbidden;
437 string cvar_purechanges;
438 float cvar_purechanges_count;
440 float game_starttime; //point in time when the countdown to game start is over
441 float round_starttime; //point in time when the countdown to round start is over
442 .float stat_game_starttime;
443 .float stat_round_starttime;
445 .float stat_sv_airaccel_qw;
446 .float stat_sv_airstrafeaccel_qw;
447 .float stat_sv_airspeedlimit_nonqw;
448 .float stat_sv_maxspeed;
450 void W_Porto_Remove (entity p);
452 .float projectiledeathtype;
456 .float stat_allow_oldvortexbeam;
458 // reset to 0 on weapon switch
459 // may be useful to all weapons
460 .float bulletcounter;
462 void target_voicescript_next(entity pl);
463 void target_voicescript_clear(entity pl);
469 .float target_random;
470 .float trigger_reverse;
473 .entity ballcarried; // Also used for keepaway
475 float g_nexball_meter_period;
477 void SUB_DontUseTargets();
478 void SUB_UseTargets();
480 .void() reset; // if set, an entity is reset using this
481 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
483 void ClientData_Touch(entity e);
485 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
489 float servertime, serverprevtime, serverframetime;
496 .float nickspamtime; // time of last nick change
497 .float nickspamcount;
498 .float floodcontrol_chat;
499 .float floodcontrol_chatteam;
500 .float floodcontrol_chattell;
501 .float floodcontrol_voice;
502 .float floodcontrol_voiceteam;
504 .float stat_shotorg; // networked stat for trueaim HUD
513 .float damage_dealt_total;
515 .float stat_leadlimit;
517 float radar_showennemies;
520 float client_cefc_accumulator;
521 float client_cefc_accumulatortime;
524 .float weapon_load[WEP_MAXCOUNT];
525 .float ammo_none; // used by the reloading system, must always be 0
527 .float old_clip_load;
531 .float minelayer_mines;
532 .float vortex_charge;
533 .float vortex_charge_rottime;
534 .float vortex_chargepool_ammo;
537 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
539 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
540 // when doing this, hagar can go through clones
541 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
543 .float spectatee_status;
554 .float cvar_cl_weaponimpulsemode;
555 .float selectweapon; // last selected weapon of the player
557 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
560 #define ACTIVE_ACTIVE 1
561 #define ACTIVE_IDLE 2
562 #define ACTIVE_BUSY 2
563 #define ACTIVE_TOGGLE 3
565 .void (float act_state) setactive;
570 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
572 .float player_blocked;
573 .float weapon_blocked; // weapon use disabled
575 .float frozen; // for freeze attacks
576 .float revive_progress;
577 .float revival_time; // time at which player was last revived
578 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
580 .entity frozen_by; // for ice fields
582 .entity muzzle_flash;
583 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
585 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
589 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
590 .spawn_evalfunc_t spawn_evalfunc;
596 .float missile_flags;
600 #define MIF_GUIDED_MANUAL 16
601 #define MIF_GUIDED_HEAT 32
602 #define MIF_GUIDED_LASER 64
603 #define MIF_GUIDED_AI 128
604 #define MIF_GUIDED_TAG 128
605 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
606 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
607 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
609 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE)
610 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE)
611 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)
616 .entity player_stats;