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;
192 .float damagedbycontents;
195 .float pauseregen_finished;
196 .float pauserothealth_finished;
197 .float pauserotarmor_finished;
198 .float pauserotfuel_finished;
199 .string item_pickupsound;
201 // definitions for weaponsystem
203 .entity weaponentity;
204 .entity exteriorweaponentity;
205 .vector weaponentity_glowmod;
207 //.float weapon; // current weapon
208 .float switchweapon; // weapon requested to switch to
209 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
210 .string weaponname; // name of .weapon
213 float weapon_action(float wpn, float wrequest);
214 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
217 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
218 .float weapon_nextthink;
219 .void() weapon_think;
221 //float PLAYER_WEAPONSELECTION_DELAY = );
222 float PLAYER_WEAPONSELECTION_SPEED = 18;
223 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
225 // weapon states (self.weaponentity.state)
226 float WS_CLEAR = 0; // no weapon selected
227 float WS_RAISE = 1; // raise frame
228 float WS_DROP = 2; // deselecting frame
229 float WS_INUSE = 3; // fire state
230 float WS_READY = 4; // idle frame
232 // there is 2 weapon tics that can run in one server frame
233 #define W_TICSPERFRAME 2
235 void weapon_defaultspawnfunc(float wpn);
237 string w_deathtypestring;
239 .vector dest1, dest2;
242 float intermission_running;
243 float intermission_exittime;
244 float alreadychangedlevel;
249 // Keys player is holding
251 // message delay for func_door locked by keys and key locks
252 // this field is used on player entities
253 .float key_door_messagetime;
259 .float jump_interval; // laser refire
262 .float in_swamp; // bool
263 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
269 #define RESTART_COUNTDOWN 10
270 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
272 void restartTimer_Think();
273 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
274 .float spectatortime; //point in time since the client is spectating or observing
275 void checkSpectatorBlock();
278 .float jointime; // time of joining
279 .float alivetime; // time of being alive
281 float nJoinAllowed(float includeMe);
282 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
284 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
285 #define TIMEOUT_SLOWMO_VALUE 0.0001
286 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
287 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
288 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
289 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)
290 .float allowedTimeouts; // contains the number of allowed timeouts for each player
291 entity timeoutInitiator; // contains the entity of the player who started the last timeout
292 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
293 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
294 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
295 void timeoutHandler_Think();
297 .float spawnshieldtime;
299 .float lms_nextcheck;
300 .float lms_traveled_distance;
308 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
312 .vector death_origin;
313 .vector killer_origin;
315 float default_player_alpha;
316 float default_weapon_alpha;
318 .float() customizeentityforclient;
319 .float cvar_cl_handicap;
320 .float cvar_cl_playerdetailreduction;
321 .float cvar_cl_clippedspectating;
322 .float cvar_cl_autoscreenshot;
323 .float cvar_cl_movement_track_canjump;
324 .float cvar_cl_newusekeysupported;
326 .string cvar_g_xonoticversion;
327 .string cvar_cl_weaponpriority;
328 .string cvar_cl_weaponpriorities[10];
329 #ifdef ALLOW_FORCEMODELS
330 .float cvar_cl_forceplayermodels;
331 .float cvar_cl_forceplayermodelsfromxonotic;
332 float sv_clforceplayermodels;
334 float sv_loddistance1;
335 float sv_loddistance2;
336 .float cvar_cl_gunalign;
337 .float cvar_cl_noantilag;
339 .string weaponorder_byimpulse;
341 .float cvar_cl_allow_uid2name;
342 .float cvar_cl_allow_uidtracking;
343 .string stored_netname;
345 void Announce(string snd);
346 void AnnounceTo(entity e, string snd);
348 .float version_nagtime;
350 .float modelindex_lod0;
351 .float modelindex_lod0_from_xonotic;
353 .float modelindex_lod1;
354 .float modelindex_lod2;
356 #define NUM_JUMPPADSUSED 3
358 .entity jumppadsused[NUM_JUMPPADSUSED];
360 string gamemode_name;
362 float startitem_failed;
364 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
365 void DropBall(entity ball, vector org, vector vel);
366 void DropAllRunes(entity pl);
369 typedef .float floatfield;
370 floatfield Item_CounterField(float it);
372 float W_AmmoItemCode(float wpn);
373 float W_WeaponBit(float wpn);
374 string W_Name(float weaponid);
376 void FixIntermissionClient(entity e);
377 void FixClientCvars(entity e);
381 .float respawn_countdown; // next number to count
383 float bot_waypoints_for_items;
385 .float attack_finished_for[WEP_MAXCOUNT];
386 .float attack_finished_single;
387 #ifdef INDEPENDENT_ATTACK_FINISHED
388 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
390 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
392 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
394 // assault game mode: Which team is attacking in this round?
395 float assault_attacker_team;
397 // speedrun: when 1, player auto teleports back when capture timeout happens
406 float some_spawn_has_been_used;
407 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
408 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
410 // set when showing a kill countdown
411 .entity killindicator;
412 .float killindicator_teamchange;
414 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
418 .float parm_idlesince;
420 float sv_maxidle_spectatorsareidle;
422 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
428 .float(entity to, float sendflags) SendEntity;
430 // player sounds, voice messages
431 // TODO implemented fall and falling
432 #define ALLPLAYERSOUNDS \
445 #define ALLVOICEMSGS \
447 _VOICEMSG(attackinfive) \
450 _VOICEMSG(freelance) \
451 _VOICEMSG(incoming) \
453 _VOICEMSG(needhelp) \
454 _VOICEMSG(seenflag) \
458 #define _VOICEMSG(m) .string playersound_##m;
463 // reserved sound names for the future (some models lack sounds for them):
464 // _VOICEMSG(flagcarriertakingdamage) \
465 // _VOICEMSG(getflag) \
466 // reserved sound names for the future (ALL models lack sounds for them):
467 // _VOICEMSG(affirmative) \
468 // _VOICEMSG(attacking) \
469 // _VOICEMSG(defending) \
470 // _VOICEMSG(roaming) \
471 // _VOICEMSG(onmyway) \
472 // _VOICEMSG(droppedflag) \
473 // _VOICEMSG(negative) \
474 // _VOICEMSG(seenenemy) \
476 string globalsound_fall;
477 string globalsound_metalfall;
478 string globalsound_step;
479 string globalsound_metalstep;
481 #define VOICETYPE_PLAYERSOUND 10
482 #define VOICETYPE_TEAMRADIO 11
483 #define VOICETYPE_LASTATTACKER 12
484 #define VOICETYPE_LASTATTACKER_ONLY 13
485 #define VOICETYPE_AUTOTAUNT 14
486 #define VOICETYPE_TAUNT 15
488 void PrecachePlayerSounds(string f);
489 void PrecacheGlobalSound(string samplestring);
490 void UpdatePlayerSounds();
491 void ClearPlayerSounds();
492 void PlayerSound(.string samplefield, float channel, float voicetype);
493 void GlobalSound(string samplestring, float channel, float voicetype);
494 void FakeGlobalSound(string samplestring, float channel, float voicetype);
495 void VoiceMessage(string type, string message);
496 float GetPlayerSoundSampleField_notFound;
497 .string GetVoiceMessageSampleField(string type)
500 .float cvar_cl_autotaunt;
501 .float cvar_cl_voice_directional;
502 .float cvar_cl_voice_directional_taunt_attenuation;
504 .float version_mismatch;
506 float independent_players;
507 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
508 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
509 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
510 // we're using + here instead of , because fteqcc sucks
517 .float porto_forbidden;
522 string cvar_purechanges;
523 float cvar_purechanges_count;
525 float game_starttime; //point in time when the countdown is over
526 .float stat_game_starttime;
528 .float stat_sv_airaccel_qw;
529 .float stat_sv_airstrafeaccel_qw;
530 .float stat_sv_airspeedlimit_nonqw;
531 .float stat_sv_maxspeed;
533 void W_Porto_Remove (entity p);
535 .float projectiledeathtype;
539 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
540 .float stat_allow_oldnexbeam;
542 // reset to 0 on weapon switch
543 // may be useful to all weapons
544 .float bulletcounter;
546 void target_voicescript_next(entity pl);
547 void target_voicescript_clear(entity pl);
552 .float target_random;
553 .float trigger_reverse;
556 .entity ballcarried; // Also used for keepaway
558 float g_nexball_meter_period;
560 void SUB_DontUseTargets();
561 void SUB_UseTargets();
563 .void() reset; // if set, an entity is reset using this
564 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
566 void ClientData_Touch(entity e);
568 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
572 float servertime, serverprevtime, serverframetime;
581 .float nickspamtime; // time of last nick change
582 .float nickspamcount;
583 .float floodcontrol_chat;
584 .float floodcontrol_chatteam;
585 .float floodcontrol_chattell;
586 .float floodcontrol_voice;
587 .float floodcontrol_voiceteam;
589 .float stat_shotorg; // networked stat for trueaim HUD
600 .float stat_leadlimit;
602 float radar_showennemies;
605 float client_cefc_accumulator;
606 float client_cefc_accumulatortime;
609 ..float current_ammo;
611 .float weapon_load[WEP_MAXCOUNT];
612 .float ammo_none; // used by the reloading system, must always be 0
614 .float old_clip_load;
616 .float minelayer_mines;
618 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
619 // when doing this, hagar can go through clones
620 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
622 .float spectatee_status;
624 .float bloodloss_timer;
634 .float cvar_cl_accuracy_data_share;
635 .float cvar_cl_accuracy_data_receive;
637 .float cvar_cl_weaponimpulsemode;
638 .float selectweapon; // last selected weapon of the player
640 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
643 #define ACTIVE_ACTIVE 1
644 #define ACTIVE_IDLE 2
645 #define ACTIVE_BUSY 2
646 #define ACTIVE_TOGGLE 3
648 .float (float act_state) setactive;
652 .float nex_charge_rottime;
653 .float nex_chargepool_ammo;
657 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
661 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
663 .float freezetag_frozen;
664 .float freezetag_revive_progress;
666 .entity muzzle_flash;
667 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.