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 // flag set on worldspawn so that the code knows if it is dedicated or not
61 float server_is_dedicated;
65 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
86 .float pain_finished; //Added by Supajoe
87 .float pain_frame; //"
88 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
89 .float crouch; // Crouching or not?
91 .float strength_finished;
92 .float invincible_finished;
93 .float superweapons_finished;
95 .vector finaldest, finalangle; //plat.qc stuff
98 .float t_length, t_width;
100 .vector destvec; // for rain
101 .vector destvec2; // for train
102 .float cnt; // for rain
107 .float respawn_flags;
113 // player animation state
114 .float animstate_startframe;
115 .float animstate_numframes;
116 .float animstate_framerate;
117 .float animstate_starttime;
118 .float animstate_endtime;
119 .float animstate_override;
120 .float animstate_looping;
122 // weapon animation vectors:
128 void() player_setupanimsformodel;
129 void setanim(entity e, vector anim, float looping, float override, float restart);
139 .float respawntimejitter;
142 .float damageforcescale;
143 #define MIN_DAMAGEEXTRARADIUS 2
144 #define MAX_DAMAGEEXTRARADIUS 16
145 .float damageextraradius;
151 // for railgun damage (hitting multiple enemies)
153 .float railgunhitsolidbackup;
154 .vector railgunhitloc;
160 .float hitsound, typehitsound;
162 .float watersound_finished;
164 .float damagedbycontents;
165 .float damagedbytriggers;
170 .float pauseregen_finished;
171 .float pauserothealth_finished;
172 .float pauserotarmor_finished;
173 .float pauserotfuel_finished;
174 .string item_pickupsound;
176 // definitions for weaponsystem
178 .entity weaponentity;
179 .entity exteriorweaponentity;
180 .vector weaponentity_glowmod;
182 //.float weapon; // current weapon
183 .float switchweapon; // weapon requested to switch to
184 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
185 .string weaponname; // name of .weapon
188 float weapon_action(float wpn, float wrequest);
189 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
192 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
193 .float weapon_nextthink;
194 .void() weapon_think;
196 //float PLAYER_WEAPONSELECTION_DELAY = );
197 float PLAYER_WEAPONSELECTION_SPEED = 18;
198 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
200 // weapon states (self.weaponentity.state)
201 float WS_CLEAR = 0; // no weapon selected
202 float WS_RAISE = 1; // raise frame
203 float WS_DROP = 2; // deselecting frame
204 float WS_INUSE = 3; // fire state
205 float WS_READY = 4; // idle frame
207 // there is 2 weapon tics that can run in one server frame
208 #define W_TICSPERFRAME 2
210 void weapon_defaultspawnfunc(float wpn);
212 .vector dest1, dest2;
215 float intermission_running;
216 float intermission_exittime;
217 float alreadychangedlevel;
219 // Keys player is holding
221 // message delay for func_door locked by keys and key locks
222 // this field is used on player entities
223 .float key_door_messagetime;
229 .float in_swamp; // bool
230 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
235 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
236 .float spectatortime; //point in time since the client is spectating or observing
237 void checkSpectatorBlock();
239 float game_completion_ratio; // 0 at start, 1 near end
241 .float jointime; // time of joining
242 .float alivetime; // time of being alive
243 .float motd_actived_time; // used for both motd and campaign_message
245 float nJoinAllowed(entity ignore);
247 .float spawnshieldtime;
249 .float lms_nextcheck;
250 .float lms_traveled_distance;
256 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
260 .vector death_origin;
261 .vector killer_origin;
263 float default_player_alpha;
264 float default_weapon_alpha;
266 .float() customizeentityforclient;
267 .float cvar_cl_handicap;
268 .float cvar_cl_clippedspectating;
269 .float cvar_cl_autoscreenshot;
270 .float cvar_cl_movement_track_canjump;
271 .float cvar_cl_newusekeysupported;
273 .string cvar_g_xonoticversion;
274 .string cvar_cl_weaponpriority;
275 .string cvar_cl_weaponpriorities[10];
276 .float cvar_cl_gunalign;
277 .float cvar_cl_noantilag;
279 .string weaponorder_byimpulse;
281 .float cvar_cl_allow_uid2name;
282 .float cvar_cl_allow_uidtracking;
283 .string stored_netname;
285 .float version_nagtime;
287 #define NUM_JUMPPADSUSED 3
289 .entity jumppadsused[NUM_JUMPPADSUSED];
291 string gamemode_name;
293 float startitem_failed;
295 typedef .float floatfield;
296 floatfield Item_CounterField(float it);
298 float W_AmmoItemCode(float wpn);
299 string W_Name(float weaponid);
300 string W_Apply_Weaponreplace(string in);
302 void FixIntermissionClient(entity e);
303 void FixClientCvars(entity e);
305 WEPSET_DECLARE_A(weaponsInMap);
307 .float respawn_countdown; // next number to count
309 float bot_waypoints_for_items;
311 .float attack_finished_for[WEP_MAXCOUNT];
312 .float attack_finished_single;
313 #ifdef INDEPENDENT_ATTACK_FINISHED
314 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
316 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
318 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
320 // assault game mode: Which team is attacking in this round?
321 float assault_attacker_team;
323 // speedrun: when 1, player auto teleports back when capture timeout happens
332 float some_spawn_has_been_used;
333 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
334 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
336 // set when showing a kill countdown
337 .entity killindicator;
338 .float killindicator_teamchange;
340 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
344 .float parm_idlesince;
346 float sv_maxidle_spectatorsareidle;
348 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
354 .float(entity to, float sendflags) SendEntity;
356 // player sounds, voice messages
357 // TODO implemented fall and falling
358 #define ALLPLAYERSOUNDS \
371 #define ALLVOICEMSGS \
373 _VOICEMSG(attackinfive) \
376 _VOICEMSG(freelance) \
377 _VOICEMSG(incoming) \
379 _VOICEMSG(needhelp) \
380 _VOICEMSG(seenflag) \
384 #define _VOICEMSG(m) .string playersound_##m;
389 // reserved sound names for the future (some models lack sounds for them):
390 // _VOICEMSG(flagcarriertakingdamage) \
391 // _VOICEMSG(getflag) \
392 // reserved sound names for the future (ALL models lack sounds for them):
393 // _VOICEMSG(affirmative) \
394 // _VOICEMSG(attacking) \
395 // _VOICEMSG(defending) \
396 // _VOICEMSG(roaming) \
397 // _VOICEMSG(onmyway) \
398 // _VOICEMSG(droppedflag) \
399 // _VOICEMSG(negative) \
400 // _VOICEMSG(seenenemy) \
402 string globalsound_fall;
403 string globalsound_metalfall;
404 string globalsound_step;
405 string globalsound_metalstep;
407 #define VOICETYPE_PLAYERSOUND 10
408 #define VOICETYPE_TEAMRADIO 11
409 #define VOICETYPE_LASTATTACKER 12
410 #define VOICETYPE_LASTATTACKER_ONLY 13
411 #define VOICETYPE_AUTOTAUNT 14
412 #define VOICETYPE_TAUNT 15
414 void PrecachePlayerSounds(string f);
415 void PrecacheGlobalSound(string samplestring);
416 void UpdatePlayerSounds();
417 void ClearPlayerSounds();
418 void PlayerSound(.string samplefield, float channel, float voicetype);
419 void GlobalSound(string samplestring, float channel, float voicetype);
420 void FakeGlobalSound(string samplestring, float channel, float voicetype);
421 void VoiceMessage(string type, string message);
422 float GetPlayerSoundSampleField_notFound;
423 .string GetVoiceMessageSampleField(string type);
426 .float cvar_cl_autotaunt;
427 .float cvar_cl_voice_directional;
428 .float cvar_cl_voice_directional_taunt_attenuation;
430 .float version_mismatch;
432 float independent_players;
433 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
434 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
435 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
436 // we're using + here instead of , because fteqcc sucks
442 .float porto_forbidden;
447 string cvar_purechanges;
448 float cvar_purechanges_count;
450 float game_starttime; //point in time when the countdown to game start is over
451 float round_starttime; //point in time when the countdown to round start is over
452 .float stat_game_starttime;
453 .float stat_round_starttime;
455 .float stat_sv_airaccel_qw;
456 .float stat_sv_airstrafeaccel_qw;
457 .float stat_sv_airspeedlimit_nonqw;
458 .float stat_sv_maxspeed;
460 void W_Porto_Remove (entity p);
462 .float projectiledeathtype;
466 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
467 .float stat_allow_oldnexbeam;
469 // reset to 0 on weapon switch
470 // may be useful to all weapons
471 .float bulletcounter;
473 void target_voicescript_next(entity pl);
474 void target_voicescript_clear(entity pl);
479 .float target_random;
480 .float trigger_reverse;
483 .entity ballcarried; // Also used for keepaway
485 float g_nexball_meter_period;
487 void SUB_DontUseTargets();
488 void SUB_UseTargets();
490 .void() reset; // if set, an entity is reset using this
491 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
493 void ClientData_Touch(entity e);
495 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
499 float servertime, serverprevtime, serverframetime;
508 .float nickspamtime; // time of last nick change
509 .float nickspamcount;
510 .float floodcontrol_chat;
511 .float floodcontrol_chatteam;
512 .float floodcontrol_chattell;
513 .float floodcontrol_voice;
514 .float floodcontrol_voiceteam;
516 .float stat_shotorg; // networked stat for trueaim HUD
526 .float stat_leadlimit;
528 float radar_showennemies;
531 float client_cefc_accumulator;
532 float client_cefc_accumulatortime;
535 ..float current_ammo;
537 .float weapon_load[WEP_MAXCOUNT];
538 .float ammo_none; // used by the reloading system, must always be 0
540 .float old_clip_load;
544 .float minelayer_mines;
546 .float nex_charge_rottime;
547 .float nex_chargepool_ammo;
550 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
552 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
553 // when doing this, hagar can go through clones
554 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
556 .float spectatee_status;
558 .float bloodloss_timer;
568 .float cvar_cl_accuracy_data_share;
569 .float cvar_cl_accuracy_data_receive;
571 .float cvar_cl_weaponimpulsemode;
572 .float selectweapon; // last selected weapon of the player
574 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
577 #define ACTIVE_ACTIVE 1
578 #define ACTIVE_IDLE 2
579 #define ACTIVE_BUSY 2
580 #define ACTIVE_TOGGLE 3
582 .void (float act_state) setactive;
587 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
589 .float player_blocked;
591 .float freezetag_frozen;
593 .entity muzzle_flash;
594 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
596 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
600 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
601 .spawn_evalfunc_t spawn_evalfunc;
607 .float missile_flags;
611 #define MIF_GUIDED_MANUAL 16
612 #define MIF_GUIDED_HEAT 32
613 #define MIF_GUIDED_LASER 64
614 #define MIF_GUIDED_AI 128
615 #define MIF_GUIDED_TAG 128
616 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
617 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
618 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
620 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE)
621 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE)
622 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)