4 #include <common/weapons/_all.qh>
5 #include <common/stats.qh>
7 #define INDEPENDENT_ATTACK_FINISHED 1
11 float g_footsteps, g_grappling_hook, g_instagib;
12 float g_warmup_allguns;
13 float g_warmup_allow_timeout;
22 float bots_would_leave;
24 void UpdateFrags(entity player, int f);
27 float team1_score, team2_score, team3_score, team4_score;
29 // flag set on worldspawn so that the code knows if it is dedicated or not
30 float server_is_dedicated;
34 .void(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
40 // Needed for dynamic clientwalls
41 .float inactive; // Clientwall disappears when inactive
42 .float alpha_max, alpha_min;
43 .float fade_start, fade_end, fade_vertical_offset;
44 .float default_solid; // Variable to store default .solid for clientwalls
46 .float pain_finished; //Added by Supajoe
47 .float pain_frame; //"
48 .float crouch; // Crouching or not?
50 .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
52 .float cnt; // used in too many places
58 .float respawn_time_max;
63 void player_setupanimsformodel(entity this);
72 .float scheduledrespawntime;
74 .float respawntimejitter;
75 .float respawntimestart;
78 .float damageforcescale;
79 const float MIN_DAMAGEEXTRARADIUS = 2;
80 const float MAX_DAMAGEEXTRARADIUS = 16;
81 .float damageextraradius;
87 // for railgun damage (hitting multiple enemies)
89 .float railgunhitsolidbackup;
90 .vector railgunhitloc;
96 .float damage_dealt, typehitsound, killsound;
98 .float watersound_finished;
100 .float damagedbycontents;
101 .float damagedbytriggers;
105 .float pauseregen_finished;
106 .float pauserothealth_finished;
107 .float pauserotarmor_finished;
108 .float pauserotfuel_finished;
109 // string overrides entity
110 .string item_pickupsound;
111 .entity item_pickupsound_ent;
112 .entity item_model_ent;
116 bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain);
117 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
118 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
119 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
120 .float weapon_nextthink;
121 .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
124 // there is 2 weapon tics that can run in one server frame
125 const int W_TICSPERFRAME = 2;
127 void weapon_defaultspawnfunc(entity this, Weapon e);
129 float intermission_running;
130 float intermission_exittime;
131 float alreadychangedlevel;
136 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
137 .float spectatortime; //point in time since the client is spectating or observing
138 void checkSpectatorBlock(entity this);
140 float game_completion_ratio; // 0 at start, 1 near end
142 .float jointime; // time of joining
143 .float alivetime; // time of being alive
144 .float motd_actived_time; // used for both motd and campaign_message
146 bool nJoinAllowed(entity this, entity ignore);
148 .float spawnshieldtime;
149 .float item_spawnshieldtime;
154 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
156 .vector death_origin;
158 float default_player_alpha;
159 float default_weapon_alpha;
161 .float cvar_cl_handicap;
162 .float cvar_cl_clippedspectating;
163 .float cvar_cl_autoscreenshot;
164 .float cvar_cl_jetpack_jump;
165 .float cvar_cl_movement_track_canjump;
166 .float cvar_cl_newusekeysupported;
168 .string cvar_g_xonoticversion;
169 .string cvar_cl_weaponpriority;
170 .string cvar_cl_weaponpriorities[10];
171 .float cvar_cl_noantilag;
173 .string weaponorder_byimpulse;
175 .float cvar_cl_allow_uid2name;
176 .float cvar_cl_allow_uidtracking;
177 .string stored_netname;
179 string gamemode_name;
181 float startitem_failed;
183 string W_Apply_Weaponreplace(string in);
185 void FixIntermissionClient(entity e);
186 void FixClientCvars(entity e);
188 // WEAPONTODO: remove this
189 //WepSet weaponsInMap;
191 #define weapons _STAT(WEAPONS)
193 .float respawn_countdown; // next number to count
195 float bot_waypoints_for_items;
197 .float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS];
198 .float attack_finished_single[MAX_WEAPONSLOTS];
199 #if INDEPENDENT_ATTACK_FINISHED
200 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
202 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
204 #define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot)
206 // assault game mode: Which team is attacking in this round?
207 float assault_attacker_team;
209 // speedrun: when 1, player auto teleports back when capture timeout happens
218 bool some_spawn_has_been_used;
219 int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
220 int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it has no spawns; team 0 is the "no-team"
222 // set when showing a kill countdown
223 .entity killindicator;
225 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
230 float sv_maxidle_spectatorsareidle;
231 int sv_maxidle_slots;
232 bool sv_maxidle_slots_countbots;
234 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
239 .float cvar_cl_autotaunt;
240 .float cvar_cl_voice_directional;
241 .float cvar_cl_voice_directional_taunt_attenuation;
243 int autocvar__independent_players;
244 bool independent_players;
245 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
246 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
247 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
256 string cvar_purechanges;
257 float cvar_purechanges_count;
259 //float game_starttime; //point in time when the countdown to game start is over
260 //float round_starttime; //point in time when the countdown to round start is over
262 void W_Porto_Remove (entity p);
264 .int projectiledeathtype;
268 // reset to 0 on weapon switch
269 // may be useful to all weapons
270 .float bulletcounter;
273 float g_nexball_meter_period;
275 void SUB_DontUseTargets(entity this, entity actor, entity trigger);
276 void SUB_UseTargets(entity this, entity actor, entity trigger);
278 .void(entity this) reset; // if set, an entity is reset using this
279 .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
281 void ClientData_Touch(entity e);
283 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
287 float servertime, serverprevtime, serverframetime;
292 .float nickspamtime; // time of last nick change
293 .float nickspamcount;
294 .float floodcontrol_chat;
295 .float floodcontrol_chatteam;
296 .float floodcontrol_chattell;
297 .float floodcontrol_voice;
298 .float floodcontrol_voiceteam;
300 .float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD
304 .float last_pickup = _STAT(LAST_PICKUP);
306 .float hit_time = _STAT(HIT_TIME);
307 .float typehit_time = _STAT(TYPEHIT_TIME);
308 .float kill_time = _STAT(KILL_TIME);
310 .float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
312 bool radar_showennemies;
315 float client_cefc_accumulator;
316 float client_cefc_accumulatortime;
319 .float weapon_load[Weapons_MAX];
320 .int ammo_none; // used by the reloading system, must always be 0
321 .float clip_load = _STAT(WEAPON_CLIPLOAD);
322 .float old_clip_load;
323 .float clip_size = _STAT(WEAPON_CLIPSIZE);
325 .float minelayer_mines = _STAT(LAYED_MINES);
326 .float vortex_charge = _STAT(VORTEX_CHARGE);
327 .float vortex_charge_rottime;
328 .float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
329 .float okvortex_charge = _STAT(OVERKILL_VORTEX_CHARGE);
330 .float okvortex_charge_rottime;
331 .float okvortex_chargepool_ammo = _STAT(OVERKILL_VORTEX_CHARGEPOOL);
332 .float hagar_load = _STAT(HAGAR_LOAD);
334 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
336 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
337 // when doing this, hagar can go through clones
338 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
340 .float spectatee_status;
351 .float cvar_cl_weaponimpulsemode;
352 .float selectweapon; // last selected weapon of the player
354 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
356 const float ACTIVE_NOT = 0;
357 const float ACTIVE_ACTIVE = 1;
358 const float ACTIVE_IDLE = 2;
359 const float ACTIVE_BUSY = 2;
360 const float ACTIVE_TOGGLE = 3;
362 .void (entity this, int act_state) setactive;
367 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
369 .float player_blocked;
371 .float revive_progress = _STAT(REVIVE_PROGRESS);
372 .float revival_time; // time at which player was last revived
373 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
375 .entity frozen_by; // for ice fields
377 .entity muzzle_flash;
378 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
380 .float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
382 void PlayerUseKey(entity this);
384 USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
385 .spawn_evalfunc_t spawn_evalfunc;
389 .float missile_flags;
390 const int MIF_SPLASH = BIT(1);
391 const int MIF_ARC = BIT(2);
392 const int MIF_PROXY = BIT(3);
393 const int MIF_GUIDED_MANUAL = BIT(4);
394 const int MIF_GUIDED_HEAT = BIT(5);
395 const int MIF_GUIDED_LASER = BIT(6);
396 const int MIF_GUIDED_AI = BIT(7);
397 const int MIF_GUIDED_TAG = BIT(7);
398 const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
399 const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
400 const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
402 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
403 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
404 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
408 .string cvar_cl_physics;
410 .void(entity this, entity player) init_for_player;
412 .WepSet dual_weapons;
414 IntrusiveList g_monsters;
415 STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }
417 IntrusiveList g_waypoints;
418 STATIC_INIT(g_waypoints) { g_waypoints = IL_NEW(); }
420 IntrusiveList g_vehicles;
421 STATIC_INIT(g_vehicles) { g_vehicles = IL_NEW(); }
423 IntrusiveList g_turrets;
424 STATIC_INIT(g_turrets) { g_turrets = IL_NEW(); }
426 IntrusiveList g_mines;
427 STATIC_INIT(g_mines) { g_mines = IL_NEW(); }
429 IntrusiveList g_projectiles;
430 STATIC_INIT(g_projectiles) { g_projectiles = IL_NEW(); }
432 IntrusiveList g_items;
433 STATIC_INIT(g_items) { g_items = IL_NEW(); }
435 IntrusiveList g_initforplayer;
436 STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); }
438 IntrusiveList g_clones;
439 STATIC_INIT(g_clones) { g_clones = IL_NEW(); }
441 IntrusiveList g_assault_destructibles;
442 STATIC_INIT(g_assault_destructibles) { g_assault_destructibles = IL_NEW(); }
444 IntrusiveList g_assault_objectivedecreasers;
445 STATIC_INIT(g_assault_objectivedecreasers) { g_assault_objectivedecreasers = IL_NEW(); }
447 IntrusiveList g_assault_objectives;
448 STATIC_INIT(g_assault_objectives) { g_assault_objectives = IL_NEW(); }
450 IntrusiveList g_spawnpoints;
451 STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); }
453 IntrusiveList g_bot_targets;
454 STATIC_INIT(g_bot_targets) { g_bot_targets = IL_NEW(); }
456 IntrusiveList g_bot_dodge;
457 STATIC_INIT(g_bot_dodge) { g_bot_dodge = IL_NEW(); }
459 IntrusiveList g_damagedbycontents;
460 STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); }
462 IntrusiveList g_railgunhit;
463 STATIC_INIT(g_railgunhit) { g_railgunhit = IL_NEW(); }
465 IntrusiveList g_ladders;
466 STATIC_INIT(g_ladders) { g_ladders = IL_NEW(); }
468 IntrusiveList g_locations;
469 STATIC_INIT(g_locations) { g_locations = IL_NEW(); }
471 IntrusiveList g_saved_team;
472 STATIC_INIT(g_saved_team) { g_saved_team = IL_NEW(); }
474 IntrusiveList g_monster_targets;
475 STATIC_INIT(g_monster_targets) { g_monster_targets = IL_NEW(); }
477 IntrusiveList g_pathlib_nodes;
478 STATIC_INIT(g_pathlib_nodes) { g_pathlib_nodes = IL_NEW(); }