1 #define INDEPENDENT_ATTACK_FINISHED
3 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 ctf_score_value(string parameter);
21 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts, g_freezetag, g_keepaway;
22 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;
24 float g_warmup_allguns;
25 float g_warmup_allow_timeout;
27 float g_ctf_ignore_frags;
29 float g_race_qualifying;
31 float g_pickup_respawntime_weapon;
32 float g_pickup_respawntime_ammo;
33 float g_pickup_respawntime_short;
34 float g_pickup_respawntime_medium;
35 float g_pickup_respawntime_long;
36 float g_pickup_respawntime_powerup;
37 float g_pickup_respawntimejitter_weapon;
38 float g_pickup_respawntimejitter_ammo;
39 float g_pickup_respawntimejitter_short;
40 float g_pickup_respawntimejitter_medium;
41 float g_pickup_respawntimejitter_long;
42 float g_pickup_respawntimejitter_powerup;
53 float bots_would_leave;
54 float lms_lowest_lives;
56 float LMS_NewPlayerLives();
58 void UpdateFrags(entity player, float f);
61 float team1_score, team2_score, team3_score, team4_score;
67 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
88 .float pain_finished; //Added by Supajoe
89 .float pain_frame; //"
90 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
91 .float crouch; // Crouching or not?
93 .float strength_finished;
94 //.float speed_finished;
95 .float invincible_finished;
96 //.float slowmo_finished;
98 .vector finaldest, finalangle; //plat.qc stuff
101 .float t_length, t_width;
103 .vector destvec; // for rain
104 .float cnt; // for rain
114 // player animation state
115 .float animstate_startframe;
116 .float animstate_numframes;
117 .float animstate_framerate;
118 .float animstate_starttime;
119 .float animstate_endtime;
120 .float animstate_override;
121 .float animstate_looping;
123 // player animation data for this model
124 // each vector is as follows:
128 .vector anim_die1; // player dies
129 .vector anim_die2; // player dies differently
130 .vector anim_draw; // player pulls out a weapon
131 .vector anim_duck; // player crouches (from idle to duckidle)
132 .vector anim_duckwalk; // player walking while crouching
133 .vector anim_duckjump; // player jumping from a crouch
134 .vector anim_duckidle; // player idling while crouching
135 .vector anim_idle; // player standing
136 .vector anim_jump; // player jump
137 .vector anim_pain1; // player flinches from pain
138 .vector anim_pain2; // player flinches from pain, differently
139 .vector anim_shoot; // player shoots
140 .vector anim_taunt; // player taunts others (FIXME: no code references this)
141 .vector anim_run; // player running forward
142 .vector anim_runbackwards; // player running backward
143 .vector anim_strafeleft; // player shuffling left quickly
144 .vector anim_straferight; // player shuffling right quickly
145 .vector anim_dead1; // player dead (must be identical to last frame of die1)
146 .vector anim_dead2; // player dead (must be identical to last frame of die2)
147 .vector anim_forwardright; // player running forward and right
148 .vector anim_forwardleft; // player running forward and left
149 .vector anim_backright; // player running backward and right
150 .vector anim_backleft; // player running back and left
151 .vector anim_melee; // player doing the melee action
153 // weapon animation vectors:
159 void() player_setupanimsformodel;
160 void setanim(entity e, vector anim, float looping, float override, float restart);
170 .float respawntimejitter;
173 .float damageforcescale;
179 // for railgun damage (hitting multiple enemies)
181 .float railgunhitsolidbackup;
182 .vector railgunhitloc;
188 .float hitsound, typehitsound;
190 .float watersound_finished;
194 .float pauseregen_finished;
195 .float pauserothealth_finished;
196 .float pauserotarmor_finished;
197 .float pauserotfuel_finished;
198 .string item_pickupsound;
200 // definitions for weaponsystem
202 .entity weaponentity;
203 .entity exteriorweaponentity;
204 .vector weaponentity_glowmod;
207 float weapon_action(float wpn, float wrequest);
208 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
211 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
212 .float weapon_nextthink;
213 .void() weapon_think;
215 //float PLAYER_WEAPONSELECTION_DELAY = );
216 float PLAYER_WEAPONSELECTION_SPEED = 18;
217 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
219 // weapon states (self.weaponentity.state)
220 float WS_CLEAR = 0; // no weapon selected
221 float WS_RAISE = 1; // raise frame
222 float WS_DROP = 2; // deselecting frame
223 float WS_INUSE = 3; // fire state
224 float WS_READY = 4; // idle frame
226 // there is 2 weapon tics that can run in one server frame
227 #define W_TICSPERFRAME 2
229 void weapon_defaultspawnfunc(float wpn);
231 string w_deathtypestring;
233 .vector dest1, dest2;
236 float intermission_running;
237 float intermission_exittime;
238 float alreadychangedlevel;
247 .float jump_interval; // laser refire
250 .float in_swamp; // bool
251 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
257 #define RESTART_COUNTDOWN 10
258 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
260 void restartTimer_Think();
261 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
262 .float spectatortime; //point in time since the client is spectating or observing
263 void checkSpectatorBlock();
266 .float jointime; // time of joining
267 .float alivetime; // time of being alive
269 float nJoinAllowed(float includeMe);
270 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
272 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
273 #define TIMEOUT_SLOWMO_VALUE 0.0001
274 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
275 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
276 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
277 float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
278 .float allowedTimeouts; // contains the number of allowed timeouts for each player
279 entity timeoutInitiator; // contains the entity of the player who started the last timeout
280 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
281 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
282 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
283 void timeoutHandler_Think();
284 void evaluateTimeout();
285 void evaluateTimein();
287 .float spawnshieldtime;
289 .float lms_nextcheck;
290 .float lms_traveled_distance;
298 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
302 .vector death_origin;
303 .vector killer_origin;
305 float default_player_alpha;
306 float default_weapon_alpha;
308 .float() customizeentityforclient;
309 .float cvar_cl_handicap;
310 .float cvar_cl_playerdetailreduction;
311 .float cvar_cl_clippedspectating;
313 .string cvar_g_xonoticversion;
314 .string cvar_cl_weaponpriority;
315 .string cvar_cl_weaponpriorities[10];
316 #ifdef ALLOW_FORCEMODELS
317 .float cvar_cl_forceplayermodels;
318 .float cvar_cl_forceplayermodelsfromxonotic;
319 float sv_clforceplayermodels;
321 float sv_loddistance1;
322 float sv_loddistance2;
323 .float cvar_cl_gunalign;
324 .float cvar_cl_noantilag;
326 .string weaponorder_byimpulse;
328 .float cvar_cl_allow_uid2name;
329 .float cvar_cl_allow_uidtracking;
330 .string stored_netname;
332 void Announce(string snd);
333 void AnnounceTo(entity e, string snd);
335 .float version_nagtime;
337 .float modelindex_lod0;
338 .float modelindex_lod0_from_xonotic;
340 .float modelindex_lod1;
341 .float modelindex_lod2;
343 #define NUM_JUMPPADSUSED 3
345 .entity jumppadsused[NUM_JUMPPADSUSED];
347 string gamemode_name;
349 float startitem_failed;
351 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
352 void DropBall(entity ball, vector org, vector vel);
353 void DropAllRunes(entity pl);
356 typedef .float floatfield;
357 floatfield Item_CounterField(float it);
359 float W_AmmoItemCode(float wpn);
360 float W_WeaponBit(float wpn);
361 string W_Name(float weaponid);
363 void FixIntermissionClient(entity e);
364 void FixClientCvars(entity e);
368 .float respawn_countdown; // next number to count
370 float bot_waypoints_for_items;
372 .float attack_finished_for[WEP_MAXCOUNT];
373 .float attack_finished_single;
374 #ifdef INDEPENDENT_ATTACK_FINISHED
375 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
377 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
379 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
381 // assault game mode: Which team is attacking in this round?
382 float assault_attacker_team;
384 // speedrun: when 1, player auto teleports back when capture timeout happens
388 float q3acompat_machineshotgunswap;
396 float some_spawn_has_been_used;
397 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
398 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
400 // set when showing a kill countdown
401 .entity killindicator;
402 .float killindicator_teamchange;
404 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
408 .float parm_idlesince;
410 float sv_maxidle_spectatorsareidle;
413 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
419 .float(entity to, float sendflags) SendEntity;
421 // player sounds, voice messages
422 // TODO implemented fall and falling
423 #define ALLPLAYERSOUNDS \
436 #define ALLVOICEMSGS \
438 _VOICEMSG(attackinfive) \
441 _VOICEMSG(freelance) \
442 _VOICEMSG(incoming) \
444 _VOICEMSG(needhelp) \
445 _VOICEMSG(seenflag) \
449 #define _VOICEMSG(m) .string playersound_##m;
454 // reserved sound names for the future (some models lack sounds for them):
455 // _VOICEMSG(flagcarriertakingdamage) \
456 // _VOICEMSG(getflag) \
457 // reserved sound names for the future (ALL models lack sounds for them):
458 // _VOICEMSG(affirmative) \
459 // _VOICEMSG(attacking) \
460 // _VOICEMSG(defending) \
461 // _VOICEMSG(roaming) \
462 // _VOICEMSG(onmyway) \
463 // _VOICEMSG(droppedflag) \
464 // _VOICEMSG(negative) \
465 // _VOICEMSG(seenenemy) \
467 string globalsound_fall;
468 string globalsound_metalfall;
469 string globalsound_step;
470 string globalsound_metalstep;
472 #define VOICETYPE_PLAYERSOUND 10
473 #define VOICETYPE_TEAMRADIO 11
474 #define VOICETYPE_LASTATTACKER 12
475 #define VOICETYPE_LASTATTACKER_ONLY 13
476 #define VOICETYPE_AUTOTAUNT 14
477 #define VOICETYPE_TAUNT 15
479 void PrecachePlayerSounds(string f);
480 void PrecacheGlobalSound(string samplestring);
481 void UpdatePlayerSounds();
482 void ClearPlayerSounds();
483 void PlayerSound(.string samplefield, float channel, float voicetype);
484 void GlobalSound(string samplestring, float channel, float voicetype);
485 void FakeGlobalSound(string samplestring, float channel, float voicetype);
486 void VoiceMessage(string type, string message);
487 float GetPlayerSoundSampleField_notFound;
488 .string GetVoiceMessageSampleField(string type)
491 .float cvar_cl_autotaunt;
492 .float cvar_cl_voice_directional;
493 .float cvar_cl_voice_directional_taunt_attenuation;
495 .float version_mismatch;
497 float independent_players;
498 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
499 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
500 // we're using + here instead of , because fteqcc sucks
507 .float porto_forbidden;
512 string cvar_purechanges;
513 float cvar_purechanges_count;
515 float game_starttime; //point in time when the countdown is over
516 .float stat_game_starttime;
518 .float stat_sv_airaccel_qw;
519 .float stat_sv_airstrafeaccel_qw;
520 .float stat_sv_airspeedlimit_nonqw;
521 .float stat_sv_maxspeed;
523 void W_Porto_Remove (entity p);
525 .float projectiledeathtype;
529 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
530 .float stat_allow_oldnexbeam;
532 // reset to 0 on weapon switch
533 // may be useful to all weapons
534 .float bulletcounter;
536 void target_voicescript_next(entity pl);
537 void target_voicescript_clear(entity pl);
542 .float target_random;
543 .float trigger_reverse;
546 .entity ballcarried; // Also used for keepaway
548 float g_nexball_meter_period;
550 void SUB_DontUseTargets();
551 void SUB_UseTargets();
553 .void() reset; // if set, an entity is reset using this
554 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
556 void ClientData_Touch(entity e);
558 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
562 float servertime, serverprevtime, serverframetime;
571 .float nickspamtime; // time of last nick change
572 .float nickspamcount;
573 .float floodcontrol_chat;
574 .float floodcontrol_chatteam;
575 .float floodcontrol_chattell;
576 .float floodcontrol_voice;
577 .float floodcontrol_voiceteam;
579 .float stat_shotorg; // networked stat for trueaim HUD
590 .float stat_leadlimit;
592 float radar_showennemies;
595 float client_cefc_accumulator;
596 float client_cefc_accumulatortime;
599 ..float current_ammo;
601 .float weapon_load[WEP_MAXCOUNT];
602 .float ammo_none; // used by the reloading system, must always be 0
604 .float old_clip_load;
606 .float minelayer_mines;
608 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
609 // when doing this, hagar can go through clones
610 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
612 .float spectatee_status;
614 .float bloodloss_timer;
624 .float cvar_cl_accuracy_data_share;
625 .float cvar_cl_accuracy_data_receive;
627 .float cvar_cl_weaponimpulsemode;
628 .float selectweapon; // last selected weapon of the player
630 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
633 #define ACTIVE_ACTIVE 1
634 #define ACTIVE_IDLE 2
635 #define ACTIVE_BUSY 2
636 #define ACTIVE_TOGGLE 3
638 .float (float act_state) setactive;
642 .float nex_charge_rottime;
643 .float nex_chargepool_ammo;
647 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
651 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
653 .float freezetag_frozen;
654 .float freezetag_revive_progress;
656 .entity muzzle_flash;
657 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.