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 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_duckwalkbackwards; // player walking while crouching
134 .vector anim_duckjump; // player jumping from a crouch
135 .vector anim_duckidle; // player idling while crouching
136 .vector anim_idle; // player standing
137 .vector anim_jump; // player jump
138 .vector anim_pain1; // player flinches from pain
139 .vector anim_pain2; // player flinches from pain, differently
140 .vector anim_shoot; // player shoots
141 .vector anim_taunt; // player taunts others (FIXME: no code references this)
142 .vector anim_run; // player running forward
143 .vector anim_runbackwards; // player running backward
144 .vector anim_strafeleft; // player shuffling left quickly
145 .vector anim_straferight; // player shuffling right quickly
146 .vector anim_dead1; // player dead (must be identical to last frame of die1)
147 .vector anim_dead2; // player dead (must be identical to last frame of die2)
148 .vector anim_forwardright; // player running forward and right
149 .vector anim_forwardleft; // player running forward and left
150 .vector anim_backright; // player running backward and right
151 .vector anim_backleft; // player running back and left
152 .vector anim_melee; // player doing the melee action
154 // weapon animation vectors:
160 void() player_setupanimsformodel;
161 void setanim(entity e, vector anim, float looping, float override, float restart);
171 .float respawntimejitter;
174 .float damageforcescale;
180 // for railgun damage (hitting multiple enemies)
182 .float railgunhitsolidbackup;
183 .vector railgunhitloc;
189 .float hitsound, typehitsound;
191 .float watersound_finished;
193 .float damagedbycontents;
196 .float pauseregen_finished;
197 .float pauserothealth_finished;
198 .float pauserotarmor_finished;
199 .float pauserotfuel_finished;
200 .string item_pickupsound;
202 // definitions for weaponsystem
204 .entity weaponentity;
205 .entity exteriorweaponentity;
206 .vector weaponentity_glowmod;
208 //.float weapon; // current weapon
209 .float switchweapon; // weapon requested to switch to
210 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
211 .string weaponname; // name of .weapon
214 float weapon_action(float wpn, float wrequest);
215 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
218 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
219 .float weapon_nextthink;
220 .void() weapon_think;
222 //float PLAYER_WEAPONSELECTION_DELAY = );
223 float PLAYER_WEAPONSELECTION_SPEED = 18;
224 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
226 // weapon states (self.weaponentity.state)
227 float WS_CLEAR = 0; // no weapon selected
228 float WS_RAISE = 1; // raise frame
229 float WS_DROP = 2; // deselecting frame
230 float WS_INUSE = 3; // fire state
231 float WS_READY = 4; // idle frame
233 // there is 2 weapon tics that can run in one server frame
234 #define W_TICSPERFRAME 2
236 void weapon_defaultspawnfunc(float wpn);
238 string w_deathtypestring;
240 .vector dest1, dest2;
243 float intermission_running;
244 float intermission_exittime;
245 float alreadychangedlevel;
250 // Keys player is holding
252 // message delay for func_door locked by keys and key locks
253 // this field is used on player entities
254 .float key_door_messagetime;
260 .float jump_interval; // laser refire
263 .float in_swamp; // bool
264 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
270 #define RESTART_COUNTDOWN 10
271 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
273 void restartTimer_Think();
274 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
275 .float spectatortime; //point in time since the client is spectating or observing
276 void checkSpectatorBlock();
279 .float jointime; // time of joining
280 .float alivetime; // time of being alive
282 float nJoinAllowed(float includeMe);
283 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
285 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
286 #define TIMEOUT_SLOWMO_VALUE 0.0001
287 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
288 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
289 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
290 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)
291 .float allowedTimeouts; // contains the number of allowed timeouts for each player
292 entity timeoutInitiator; // contains the entity of the player who started the last timeout
293 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
294 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
295 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
296 void timeoutHandler_Think();
297 void evaluateTimeout();
298 void evaluateTimein();
300 .float spawnshieldtime;
302 .float lms_nextcheck;
303 .float lms_traveled_distance;
311 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
315 .vector death_origin;
316 .vector killer_origin;
318 float default_player_alpha;
319 float default_weapon_alpha;
321 .float() customizeentityforclient;
322 .float cvar_cl_handicap;
323 .float cvar_cl_clippedspectating;
324 .float cvar_cl_autoscreenshot;
325 .float cvar_cl_movement_track_canjump;
326 .float cvar_cl_newusekeysupported;
328 .string cvar_g_xonoticversion;
329 .string cvar_cl_weaponpriority;
330 .string cvar_cl_weaponpriorities[10];
331 #ifdef ALLOW_FORCEMODELS
332 .float cvar_cl_forceplayermodels;
333 .float cvar_cl_forceplayermodelsfromxonotic;
334 float sv_clforceplayermodels;
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 #define NUM_JUMPPADSUSED 3
352 .entity jumppadsused[NUM_JUMPPADSUSED];
354 string gamemode_name;
356 float startitem_failed;
358 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
359 void DropBall(entity ball, vector org, vector vel);
360 void DropAllRunes(entity pl);
363 typedef .float floatfield;
364 floatfield Item_CounterField(float it);
366 float W_AmmoItemCode(float wpn);
367 float W_WeaponBit(float wpn);
368 string W_Name(float weaponid);
370 void FixIntermissionClient(entity e);
371 void FixClientCvars(entity e);
375 .float respawn_countdown; // next number to count
377 float bot_waypoints_for_items;
379 .float attack_finished_for[WEP_MAXCOUNT];
380 .float attack_finished_single;
381 #ifdef INDEPENDENT_ATTACK_FINISHED
382 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
384 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
386 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
388 // assault game mode: Which team is attacking in this round?
389 float assault_attacker_team;
391 // speedrun: when 1, player auto teleports back when capture timeout happens
400 float some_spawn_has_been_used;
401 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
402 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
404 // set when showing a kill countdown
405 .entity killindicator;
406 .float killindicator_teamchange;
408 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
412 .float parm_idlesince;
414 float sv_maxidle_spectatorsareidle;
416 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
422 .float(entity to, float sendflags) SendEntity;
424 // player sounds, voice messages
425 // TODO implemented fall and falling
426 #define ALLPLAYERSOUNDS \
439 #define ALLVOICEMSGS \
441 _VOICEMSG(attackinfive) \
444 _VOICEMSG(freelance) \
445 _VOICEMSG(incoming) \
447 _VOICEMSG(needhelp) \
448 _VOICEMSG(seenflag) \
452 #define _VOICEMSG(m) .string playersound_##m;
457 // reserved sound names for the future (some models lack sounds for them):
458 // _VOICEMSG(flagcarriertakingdamage) \
459 // _VOICEMSG(getflag) \
460 // reserved sound names for the future (ALL models lack sounds for them):
461 // _VOICEMSG(affirmative) \
462 // _VOICEMSG(attacking) \
463 // _VOICEMSG(defending) \
464 // _VOICEMSG(roaming) \
465 // _VOICEMSG(onmyway) \
466 // _VOICEMSG(droppedflag) \
467 // _VOICEMSG(negative) \
468 // _VOICEMSG(seenenemy) \
470 string globalsound_fall;
471 string globalsound_metalfall;
472 string globalsound_step;
473 string globalsound_metalstep;
475 #define VOICETYPE_PLAYERSOUND 10
476 #define VOICETYPE_TEAMRADIO 11
477 #define VOICETYPE_LASTATTACKER 12
478 #define VOICETYPE_LASTATTACKER_ONLY 13
479 #define VOICETYPE_AUTOTAUNT 14
480 #define VOICETYPE_TAUNT 15
482 void PrecachePlayerSounds(string f);
483 void PrecacheGlobalSound(string samplestring);
484 void UpdatePlayerSounds();
485 void ClearPlayerSounds();
486 void PlayerSound(.string samplefield, float channel, float voicetype);
487 void GlobalSound(string samplestring, float channel, float voicetype);
488 void FakeGlobalSound(string samplestring, float channel, float voicetype);
489 void VoiceMessage(string type, string message);
490 float GetPlayerSoundSampleField_notFound;
491 .string GetVoiceMessageSampleField(string type)
494 .float cvar_cl_autotaunt;
495 .float cvar_cl_voice_directional;
496 .float cvar_cl_voice_directional_taunt_attenuation;
498 .float version_mismatch;
500 float independent_players;
501 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
502 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
503 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
504 // we're using + here instead of , because fteqcc sucks
511 .float porto_forbidden;
516 string cvar_purechanges;
517 float cvar_purechanges_count;
519 float game_starttime; //point in time when the countdown is over
520 .float stat_game_starttime;
522 .float stat_sv_airaccel_qw;
523 .float stat_sv_airstrafeaccel_qw;
524 .float stat_sv_airspeedlimit_nonqw;
525 .float stat_sv_maxspeed;
527 void W_Porto_Remove (entity p);
529 .float projectiledeathtype;
533 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
534 .float stat_allow_oldnexbeam;
536 // reset to 0 on weapon switch
537 // may be useful to all weapons
538 .float bulletcounter;
540 void target_voicescript_next(entity pl);
541 void target_voicescript_clear(entity pl);
546 .float target_random;
547 .float trigger_reverse;
550 .entity ballcarried; // Also used for keepaway
552 float g_nexball_meter_period;
554 void SUB_DontUseTargets();
555 void SUB_UseTargets();
557 .void() reset; // if set, an entity is reset using this
558 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
560 void ClientData_Touch(entity e);
562 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
566 float servertime, serverprevtime, serverframetime;
575 .float nickspamtime; // time of last nick change
576 .float nickspamcount;
577 .float floodcontrol_chat;
578 .float floodcontrol_chatteam;
579 .float floodcontrol_chattell;
580 .float floodcontrol_voice;
581 .float floodcontrol_voiceteam;
583 .float stat_shotorg; // networked stat for trueaim HUD
594 .float stat_leadlimit;
596 float radar_showennemies;
599 float client_cefc_accumulator;
600 float client_cefc_accumulatortime;
603 ..float current_ammo;
605 .float weapon_load[WEP_MAXCOUNT];
606 .float ammo_none; // used by the reloading system, must always be 0
608 .float old_clip_load;
610 .float minelayer_mines;
612 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
614 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
615 // when doing this, hagar can go through clones
616 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
618 .float spectatee_status;
620 .float bloodloss_timer;
630 .float cvar_cl_accuracy_data_share;
631 .float cvar_cl_accuracy_data_receive;
633 .float cvar_cl_weaponimpulsemode;
634 .float selectweapon; // last selected weapon of the player
636 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
639 #define ACTIVE_ACTIVE 1
640 #define ACTIVE_IDLE 2
641 #define ACTIVE_BUSY 2
642 #define ACTIVE_TOGGLE 3
644 .float (float act_state) setactive;
648 .float nex_charge_rottime;
649 .float nex_chargepool_ammo;
653 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
657 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
659 .float freezetag_frozen;
660 .float freezetag_revive_progress;
662 .entity muzzle_flash;
663 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
667 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
668 .spawn_evalfunc_t spawn_evalfunc;