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
112 // player animation state
113 .float animstate_startframe;
114 .float animstate_numframes;
115 .float animstate_framerate;
116 .float animstate_starttime;
117 .float animstate_endtime;
118 .float animstate_override;
119 .float animstate_looping;
121 // weapon animation vectors:
127 void() player_setupanimsformodel;
128 void setanim(entity e, vector anim, float looping, float override, float restart);
138 .float respawntimejitter;
141 .float damageforcescale;
142 #define MIN_DAMAGEEXTRARADIUS 2
143 #define MAX_DAMAGEEXTRARADIUS 16
144 .float damageextraradius;
150 // for railgun damage (hitting multiple enemies)
152 .float railgunhitsolidbackup;
153 .vector railgunhitloc;
159 .float hitsound, typehitsound;
161 .float watersound_finished;
163 .float damagedbycontents;
164 .float damagedbytriggers;
169 .float pauseregen_finished;
170 .float pauserothealth_finished;
171 .float pauserotarmor_finished;
172 .float pauserotfuel_finished;
173 .string item_pickupsound;
175 // definitions for weaponsystem
177 .entity weaponentity;
178 .entity exteriorweaponentity;
179 .vector weaponentity_glowmod;
181 //.float weapon; // current weapon
182 .float switchweapon; // weapon requested to switch to
183 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
184 .string weaponname; // name of .weapon
187 float weapon_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;
195 //float PLAYER_WEAPONSELECTION_DELAY = );
196 float PLAYER_WEAPONSELECTION_SPEED = 18;
197 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
199 // weapon states (self.weaponentity.state)
200 float WS_CLEAR = 0; // no weapon selected
201 float WS_RAISE = 1; // raise frame
202 float WS_DROP = 2; // deselecting frame
203 float WS_INUSE = 3; // fire state
204 float WS_READY = 4; // idle frame
206 // there is 2 weapon tics that can run in one server frame
207 #define W_TICSPERFRAME 2
209 void weapon_defaultspawnfunc(float wpn);
211 .vector dest1, dest2;
214 float intermission_running;
215 float intermission_exittime;
216 float alreadychangedlevel;
218 // Keys player is holding
220 // message delay for func_door locked by keys and key locks
221 // this field is used on player entities
222 .float key_door_messagetime;
228 .float in_swamp; // bool
229 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
234 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
235 .float spectatortime; //point in time since the client is spectating or observing
236 void checkSpectatorBlock();
238 float game_completion_ratio; // 0 at start, 1 near end
240 .float jointime; // time of joining
241 .float alivetime; // time of being alive
243 float nJoinAllowed(entity ignore);
244 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
246 .float spawnshieldtime;
248 .float lms_nextcheck;
249 .float lms_traveled_distance;
255 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
259 .vector death_origin;
260 .vector killer_origin;
262 float default_player_alpha;
263 float default_weapon_alpha;
265 .float() customizeentityforclient;
266 .float cvar_cl_handicap;
267 .float cvar_cl_clippedspectating;
268 .float cvar_cl_autoscreenshot;
269 .float cvar_cl_movement_track_canjump;
270 .float cvar_cl_newusekeysupported;
272 .string cvar_g_xonoticversion;
273 .string cvar_cl_weaponpriority;
274 .string cvar_cl_weaponpriorities[10];
275 .float cvar_cl_gunalign;
276 .float cvar_cl_noantilag;
278 .string weaponorder_byimpulse;
280 .float cvar_cl_allow_uid2name;
281 .float cvar_cl_allow_uidtracking;
282 .string stored_netname;
284 void Announce(string snd);
285 void AnnounceTo(entity e, string snd);
287 .float version_nagtime;
289 #define NUM_JUMPPADSUSED 3
291 .entity jumppadsused[NUM_JUMPPADSUSED];
293 string gamemode_name;
295 float startitem_failed;
297 typedef .float floatfield;
298 floatfield Item_CounterField(float it);
300 float W_AmmoItemCode(float wpn);
301 string W_Name(float weaponid);
302 string W_Apply_Weaponreplace(string in);
304 void FixIntermissionClient(entity e);
305 void FixClientCvars(entity e);
307 WEPSET_DECLARE_A(weaponsInMap);
309 .float respawn_countdown; // next number to count
311 float bot_waypoints_for_items;
313 .float attack_finished_for[WEP_MAXCOUNT];
314 .float attack_finished_single;
315 #ifdef INDEPENDENT_ATTACK_FINISHED
316 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
318 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
320 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
322 // assault game mode: Which team is attacking in this round?
323 float assault_attacker_team;
325 // speedrun: when 1, player auto teleports back when capture timeout happens
334 float some_spawn_has_been_used;
335 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
336 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
338 // set when showing a kill countdown
339 .entity killindicator;
340 .float killindicator_teamchange;
342 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
346 .float parm_idlesince;
348 float sv_maxidle_spectatorsareidle;
350 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
356 .float(entity to, float sendflags) SendEntity;
358 // player sounds, voice messages
359 // TODO implemented fall and falling
360 #define ALLPLAYERSOUNDS \
373 #define ALLVOICEMSGS \
375 _VOICEMSG(attackinfive) \
378 _VOICEMSG(freelance) \
379 _VOICEMSG(incoming) \
381 _VOICEMSG(needhelp) \
382 _VOICEMSG(seenflag) \
386 #define _VOICEMSG(m) .string playersound_##m;
391 // reserved sound names for the future (some models lack sounds for them):
392 // _VOICEMSG(flagcarriertakingdamage) \
393 // _VOICEMSG(getflag) \
394 // reserved sound names for the future (ALL models lack sounds for them):
395 // _VOICEMSG(affirmative) \
396 // _VOICEMSG(attacking) \
397 // _VOICEMSG(defending) \
398 // _VOICEMSG(roaming) \
399 // _VOICEMSG(onmyway) \
400 // _VOICEMSG(droppedflag) \
401 // _VOICEMSG(negative) \
402 // _VOICEMSG(seenenemy) \
404 string globalsound_fall;
405 string globalsound_metalfall;
406 string globalsound_step;
407 string globalsound_metalstep;
409 #define VOICETYPE_PLAYERSOUND 10
410 #define VOICETYPE_TEAMRADIO 11
411 #define VOICETYPE_LASTATTACKER 12
412 #define VOICETYPE_LASTATTACKER_ONLY 13
413 #define VOICETYPE_AUTOTAUNT 14
414 #define VOICETYPE_TAUNT 15
416 void PrecachePlayerSounds(string f);
417 void PrecacheGlobalSound(string samplestring);
418 void UpdatePlayerSounds();
419 void ClearPlayerSounds();
420 void PlayerSound(.string samplefield, float channel, float voicetype);
421 void GlobalSound(string samplestring, float channel, float voicetype);
422 void FakeGlobalSound(string samplestring, float channel, float voicetype);
423 void VoiceMessage(string type, string message);
424 float GetPlayerSoundSampleField_notFound;
425 .string GetVoiceMessageSampleField(string type);
428 .float cvar_cl_autotaunt;
429 .float cvar_cl_voice_directional;
430 .float cvar_cl_voice_directional_taunt_attenuation;
432 .float version_mismatch;
434 float independent_players;
435 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
436 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
437 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
438 // we're using + here instead of , because fteqcc sucks
444 .float porto_forbidden;
449 string cvar_purechanges;
450 float cvar_purechanges_count;
452 float game_starttime; //point in time when the countdown is over
453 .float stat_game_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;
585 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
589 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
591 .float player_blocked;
593 .float freezetag_revive_progress;
595 .float frozen; // for freeze attacks
596 .float revive_progress;
597 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
599 .entity muzzle_flash;
600 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
602 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
606 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
607 .spawn_evalfunc_t spawn_evalfunc;
613 .float missile_flags;
617 #define MIF_GUIDED_MANUAL 16
618 #define MIF_GUIDED_HEAT 32
619 #define MIF_GUIDED_LASER 64
620 #define MIF_GUIDED_AI 128
621 #define MIF_GUIDED_TAG 128
622 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
623 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
624 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
626 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE)
627 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE)
628 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)