3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
6 #define INDEPENDENT_ATTACK_FINISHED 1
10 float g_footsteps, g_grappling_hook;
11 float g_warmup_allguns;
12 float g_warmup_allow_timeout;
16 bool sv_ready_restart;
17 bool sv_ready_restart_after_countdown;
18 bool sv_ready_restart_repeatable;
25 float bots_would_leave;
27 void UpdateFrags(entity player, int f);
30 // flag set on worldspawn so that the code knows if it is dedicated or not
31 float server_is_dedicated;
35 .void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage;
37 .bool(entity targ, entity inflictor, float amount, float limit) event_heal;
43 // Needed for dynamic clientwalls
44 .bool inactive; // Clientwall disappears when inactive
45 .float alpha_max, alpha_min;
46 .float fade_start, fade_end, fade_vertical_offset;
47 .float default_solid; // Variable to store default .solid for clientwalls
49 .float pain_finished; //Added by Supajoe
50 .float pain_frame; //"
51 .float crouch; // Crouching or not?
53 const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
55 .float cnt; // used in too many places
61 .float respawn_time_max;
66 void player_setupanimsformodel(entity this);
75 .float scheduledrespawntime;
77 .float respawntimejitter;
78 .float respawntimestart;
81 .float damageforcescale;
82 const float MIN_DAMAGEEXTRARADIUS = 2;
83 const float MAX_DAMAGEEXTRARADIUS = 16;
84 .float damageextraradius;
90 // for railgun damage (hitting multiple enemies)
92 .float railgunhitsolidbackup;
93 .vector railgunhitloc;
99 .float damage_dealt, typehitsound, killsound;
101 .float watersound_finished;
103 .float damagedbycontents;
104 .float damagedbytriggers;
108 .float pauseregen_finished;
109 .float pauserothealth_finished;
110 .float pauserotarmor_finished;
111 .float pauserotfuel_finished;
112 // string overrides entity
113 .string item_pickupsound;
114 .entity item_pickupsound_ent;
115 .entity item_model_ent;
119 bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain);
120 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
121 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
122 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
123 .float weapon_nextthink;
124 .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
127 // there is 2 weapon tics that can run in one server frame
128 const int W_TICSPERFRAME = 2;
130 void weapon_defaultspawnfunc(entity this, Weapon e);
132 float intermission_running;
133 float intermission_exittime;
134 float alreadychangedlevel;
139 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
140 .float spectatortime; //point in time since the client is spectating or observing
141 void checkSpectatorBlock(entity this);
143 float game_completion_ratio; // 0 at start, 1 near end
145 .float jointime; // time of connecting
146 .float startplaytime; // time of switching from spectator to player
147 .float alivetime; // time of being alive
148 .float motd_actived_time; // used for both motd and campaign_message
150 bool nJoinAllowed(entity this, entity ignore);
152 .float spawnshieldtime;
153 .float item_spawnshieldtime;
158 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
160 .vector death_origin;
162 float default_player_alpha;
163 float default_weapon_alpha;
165 .float cvar_cl_handicap;
166 .int cvar_cl_gunalign;
167 .float cvar_cl_clippedspectating;
168 .float cvar_cl_autoscreenshot;
169 .float cvar_cl_jetpack_jump;
170 .float cvar_cl_movement_track_canjump;
171 .float cvar_cl_newusekeysupported;
172 .float cvar_cl_cts_noautoswitch;
173 .bool cvar_cl_weapon_switch_reload;
174 .bool cvar_cl_weapon_switch_fallback_to_impulse;
176 .string cvar_g_xonoticversion;
177 .string cvar_cl_weaponpriority;
178 .string cvar_cl_weaponpriorities[10];
179 .float cvar_cl_noantilag;
181 .string weaponorder_byimpulse;
183 .float cvar_cl_allow_uid2name;
184 .float cvar_cl_allow_uidtracking;
185 .bool cvar_cl_allow_uidranking;
186 .string stored_netname;
188 string gamemode_name;
190 string W_Apply_Weaponreplace(string in);
192 void FixIntermissionClient(entity e);
193 void FixClientCvars(entity e);
195 .float respawn_countdown; // next number to count
197 float bot_waypoints_for_items;
199 .float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS];
200 .float attack_finished_single[MAX_WEAPONSLOTS];
201 #if INDEPENDENT_ATTACK_FINISHED
202 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
204 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
206 #define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w))
208 // speedrun: when 1, player auto teleports back when capture timeout happens
217 bool some_spawn_has_been_used;
218 int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
219 int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it has no spawns; team 0 is the "no-team"
223 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
226 #define DMG_NOWEP (weaponentities[0])
229 float sv_maxidle_spectatorsareidle;
230 int sv_maxidle_slots;
231 bool sv_maxidle_slots_countbots;
233 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
238 .float cvar_cl_autotaunt;
239 .float cvar_cl_voice_directional;
240 .float cvar_cl_voice_directional_taunt_attenuation;
242 int autocvar__independent_players;
243 bool independent_players;
244 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
245 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
246 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME))
255 string cvar_purechanges;
256 float cvar_purechanges_count;
258 //float game_starttime; //point in time when the countdown to game start is over
259 //float round_starttime; //point in time when the countdown to round start is over
261 void W_Porto_Remove (entity p);
263 .int projectiledeathtype;
267 // reset to 0 on weapon switch
268 // may be useful to all weapons
269 .float bulletcounter;
272 float g_nexball_meter_period;
274 .void(entity this) reset; // if set, an entity is reset using this
275 .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
277 void ClientData_Touch(entity e);
279 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
283 float servertime, serverprevtime, serverframetime;
288 .float nickspamtime; // time of last nick change
289 .float nickspamcount;
290 .float floodcontrol_chat;
291 .float floodcontrol_chatteam;
292 .float floodcontrol_chattell;
293 .float floodcontrol_voice;
294 .float floodcontrol_voiceteam;
298 bool radar_showennemies;
300 .float weapon_load[Weapons_MAX];
301 .int ammo_none; // used by the reloading system, must always be 0
306 .int minelayer_mines;
307 .float vortex_charge;
308 .float vortex_charge_rottime;
309 .float vortex_chargepool_ammo;
311 .float oknex_charge_rottime;
312 .float oknex_chargepool_ammo;
315 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
317 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
318 // when doing this, hagar can go through clones
319 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
321 .int spectatee_status;
332 .float cvar_cl_weaponimpulsemode;
333 .int selectweapon; // last selected weapon of the player
335 .float ballistics_density;
337 //const int FROZEN_NOT = 0;
338 const int FROZEN_NORMAL = 1;
339 const int FROZEN_TEMP_REVIVING = 2;
340 const int FROZEN_TEMP_DYING = 3;
342 const int ACTIVE_NOT = 0;
343 const int ACTIVE_ACTIVE = 1;
344 const int ACTIVE_IDLE = 2;
345 const int ACTIVE_BUSY = 2;
346 const int ACTIVE_TOGGLE = 3;
348 .void (entity this, int act_state) setactive;
353 .bool player_blocked;
355 .float revival_time; // time at which player was last revived
356 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
359 .entity frozen_by; // for ice fields
361 .entity muzzle_flash;
362 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
364 void PlayerUseKey(entity this);
366 USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
367 .spawn_evalfunc_t spawn_evalfunc;
372 const int MIF_SPLASH = BIT(1);
373 const int MIF_ARC = BIT(2);
374 const int MIF_PROXY = BIT(3);
375 const int MIF_GUIDED_MANUAL = BIT(4);
376 const int MIF_GUIDED_HEAT = BIT(5);
377 const int MIF_GUIDED_LASER = BIT(6);
378 const int MIF_GUIDED_AI = BIT(7);
379 const int MIF_GUIDED_TAG = BIT(7);
380 const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
381 const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
382 const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
384 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
385 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
386 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
390 .string cvar_cl_physics;
392 .void(entity this, entity player) init_for_player;
394 .WepSet dual_weapons;
396 IntrusiveList g_monsters;
397 IntrusiveList g_waypoints;
398 IntrusiveList g_vehicles;
399 IntrusiveList g_turrets;
400 IntrusiveList g_mines;
401 IntrusiveList g_projectiles;
402 IntrusiveList g_items;
403 IntrusiveList g_initforplayer;
404 IntrusiveList g_clones;
405 IntrusiveList g_spawnpoints;
406 IntrusiveList g_bot_targets;
407 IntrusiveList g_bot_dodge;
408 IntrusiveList g_damagedbycontents;
409 IntrusiveList g_railgunhit;
410 IntrusiveList g_ladders;
411 IntrusiveList g_locations;
412 IntrusiveList g_saved_team;
413 IntrusiveList g_monster_targets;
414 IntrusiveList g_pathlib_nodes;
417 g_monsters = IL_NEW();
418 g_waypoints = IL_NEW();
419 g_vehicles = IL_NEW();
420 g_turrets = IL_NEW();
422 g_projectiles = IL_NEW();
424 g_initforplayer = IL_NEW();
426 g_spawnpoints = IL_NEW();
427 g_bot_targets = IL_NEW();
428 g_bot_dodge = IL_NEW();
429 g_damagedbycontents = IL_NEW();
430 g_railgunhit = IL_NEW();
431 g_ladders = IL_NEW();
432 g_locations = IL_NEW();
433 g_saved_team = IL_NEW();
434 g_monster_targets = IL_NEW();
435 g_pathlib_nodes = IL_NEW();