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_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
23 float g_warmup_allguns;
24 float g_warmup_allow_timeout;
25 float g_ctf_ignore_frags;
27 float g_race_qualifying;
29 float g_pickup_respawntime_weapon;
30 float g_pickup_respawntime_ammo;
31 float g_pickup_respawntime_short;
32 float g_pickup_respawntime_medium;
33 float g_pickup_respawntime_long;
34 float g_pickup_respawntime_powerup;
35 float g_pickup_respawntimejitter_weapon;
36 float g_pickup_respawntimejitter_ammo;
37 float g_pickup_respawntimejitter_short;
38 float g_pickup_respawntimejitter_medium;
39 float g_pickup_respawntimejitter_long;
40 float g_pickup_respawntimejitter_powerup;
51 float bots_would_leave;
52 float lms_lowest_lives;
54 float LMS_NewPlayerLives();
56 void UpdateFrags(entity player, float f);
59 float team1_score, team2_score, team3_score, team4_score;
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 speed_finished;
93 .float invincible_finished;
94 //.float slowmo_finished;
96 .vector finaldest, finalangle; //plat.qc stuff
99 .float t_length, t_width;
101 .vector destvec; // for rain
102 .float cnt; // for rain
111 // player animation state
112 .float animstate_startframe;
113 .float animstate_numframes;
114 .float animstate_framerate;
115 .float animstate_starttime;
116 .float animstate_endtime;
117 .float animstate_override;
118 .float animstate_looping;
120 // player animation data for this model
121 // each vector is as follows:
125 .vector anim_die1; // player dies
126 .vector anim_die2; // player dies differently
127 .vector anim_draw; // player pulls out a weapon
128 // .vector anim_duck; // player crouches (from idle to duckidle)
129 .vector anim_duckwalk; // player walking while crouching
130 .vector anim_duckjump; // player jumping from a crouch
131 .vector anim_duckidle; // player idling while crouching
132 .vector anim_idle; // player standing
133 .vector anim_jump; // player jump
134 .vector anim_pain1; // player flinches from pain
135 .vector anim_pain2; // player flinches from pain, differently
136 .vector anim_shoot; // player shoots
137 .vector anim_taunt; // player taunts others (FIXME: no code references this)
138 .vector anim_run; // player running forward
139 .vector anim_runbackwards; // player running backward
140 .vector anim_strafeleft; // player shuffling left quickly
141 .vector anim_straferight; // player shuffling right quickly
142 //.vector anim_dead1; // player dead (must be identical to last frame of die1)
143 //.vector anim_dead2; // player dead (must be identical to last frame of die2)
144 .vector anim_forwardright; // player running forward and right
145 .vector anim_forwardleft; // player running forward and left
146 .vector anim_backright; // player running backward and right
147 .vector anim_backleft; // player running back and left
148 .vector anim_melee; // player doing the melee action
149 .vector anim_duck; // player doing the melee action
150 .vector anim_duckwalkbackwards;
151 .vector anim_duckwalkstrafeleft;
152 .vector anim_duckwalkstraferight;
153 .vector anim_duckwalkforwardright;
154 .vector anim_duckwalkforwardleft;
155 .vector anim_duckwalkbackright;
156 .vector anim_duckwalkbackleft;
158 // weapon animation vectors:
164 void() player_setupanimsformodel;
165 void setanim(entity e, vector anim, float looping, float override, float restart);
175 .float respawntimejitter;
178 .float damageforcescale;
184 // for railgun damage (hitting multiple enemies)
186 .float railgunhitsolidbackup;
187 .vector railgunhitloc;
193 .float hitsound, typehitsound;
195 .float watersound_finished;
197 .float damagedbycontents;
200 .float pauseregen_finished;
201 .float pauserothealth_finished;
202 .float pauserotarmor_finished;
203 .float pauserotfuel_finished;
204 .string item_pickupsound;
206 // definitions for weaponsystem
208 .entity weaponentity;
209 .entity exteriorweaponentity;
210 .vector weaponentity_glowmod;
212 //.float weapon; // current weapon
213 .float switchweapon; // weapon requested to switch to
214 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
215 .string weaponname; // name of .weapon
218 float weapon_action(float wpn, float wrequest);
219 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
222 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
223 .float weapon_nextthink;
224 .void() weapon_think;
226 //float PLAYER_WEAPONSELECTION_DELAY = );
227 float PLAYER_WEAPONSELECTION_SPEED = 18;
228 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
230 // weapon states (self.weaponentity.state)
231 float WS_CLEAR = 0; // no weapon selected
232 float WS_RAISE = 1; // raise frame
233 float WS_DROP = 2; // deselecting frame
234 float WS_INUSE = 3; // fire state
235 float WS_READY = 4; // idle frame
237 // there is 2 weapon tics that can run in one server frame
238 #define W_TICSPERFRAME 2
240 void weapon_defaultspawnfunc(float wpn);
242 string w_deathtypestring;
244 .vector dest1, dest2;
247 float intermission_running;
248 float intermission_exittime;
249 float alreadychangedlevel;
254 // Keys player is holding
256 // message delay for func_door locked by keys and key locks
257 // this field is used on player entities
258 .float key_door_messagetime;
264 .float jump_interval; // laser refire
267 .float in_swamp; // bool
268 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
274 #define RESTART_COUNTDOWN 10
275 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
277 void restartTimer_Think();
278 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
279 .float spectatortime; //point in time since the client is spectating or observing
280 void checkSpectatorBlock();
283 .float jointime; // time of joining
284 .float alivetime; // time of being alive
286 float nJoinAllowed(float includeMe);
287 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
289 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
290 #define TIMEOUT_SLOWMO_VALUE 0.0001
291 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
292 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
293 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
294 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)
295 .float allowedTimeouts; // contains the number of allowed timeouts for each player
296 entity timeoutInitiator; // contains the entity of the player who started the last timeout
297 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
298 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
299 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
300 void timeoutHandler_Think();
301 void evaluateTimeout();
302 void evaluateTimein();
304 .float spawnshieldtime;
306 .float lms_nextcheck;
307 .float lms_traveled_distance;
315 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
319 .vector death_origin;
320 .vector killer_origin;
322 float default_player_alpha;
323 float default_weapon_alpha;
325 .float() customizeentityforclient;
326 .float cvar_cl_handicap;
327 .float cvar_cl_clippedspectating;
328 .float cvar_cl_autoscreenshot;
329 .float cvar_cl_movement_track_canjump;
330 .float cvar_cl_newusekeysupported;
332 .string cvar_g_xonoticversion;
333 .string cvar_cl_weaponpriority;
334 .string cvar_cl_weaponpriorities[10];
335 #ifdef ALLOW_FORCEMODELS
336 .float cvar_cl_forceplayermodels;
337 .float cvar_cl_forceplayermodelsfromxonotic;
338 float sv_clforceplayermodels;
340 .float cvar_cl_gunalign;
341 .float cvar_cl_noantilag;
343 .string weaponorder_byimpulse;
345 .float cvar_cl_allow_uid2name;
346 .float cvar_cl_allow_uidtracking;
347 .string stored_netname;
349 void Announce(string snd);
350 void AnnounceTo(entity e, string snd);
352 .float version_nagtime;
354 #define NUM_JUMPPADSUSED 3
356 .entity jumppadsused[NUM_JUMPPADSUSED];
358 string gamemode_name;
360 float startitem_failed;
362 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
363 void DropBall(entity ball, vector org, vector vel);
364 void DropAllRunes(entity pl);
367 typedef .float floatfield;
368 floatfield Item_CounterField(float it);
370 float W_AmmoItemCode(float wpn);
371 float W_WeaponBit(float wpn);
372 string W_Name(float weaponid);
374 void FixIntermissionClient(entity e);
375 void FixClientCvars(entity e);
379 .float respawn_countdown; // next number to count
381 float bot_waypoints_for_items;
383 .float attack_finished_for[WEP_MAXCOUNT];
384 .float attack_finished_single;
385 #ifdef INDEPENDENT_ATTACK_FINISHED
386 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
388 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
390 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
392 // assault game mode: Which team is attacking in this round?
393 float assault_attacker_team;
395 // speedrun: when 1, player auto teleports back when capture timeout happens
404 float some_spawn_has_been_used;
405 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
406 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
408 // set when showing a kill countdown
409 .entity killindicator;
410 .float killindicator_teamchange;
412 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
416 .float parm_idlesince;
418 float sv_maxidle_spectatorsareidle;
420 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
426 .float(entity to, float sendflags) SendEntity;
428 // player sounds, voice messages
429 // TODO implemented fall and falling
430 #define ALLPLAYERSOUNDS \
443 #define ALLVOICEMSGS \
445 _VOICEMSG(attackinfive) \
448 _VOICEMSG(freelance) \
449 _VOICEMSG(incoming) \
451 _VOICEMSG(needhelp) \
452 _VOICEMSG(seenflag) \
456 #define _VOICEMSG(m) .string playersound_##m;
461 // reserved sound names for the future (some models lack sounds for them):
462 // _VOICEMSG(flagcarriertakingdamage) \
463 // _VOICEMSG(getflag) \
464 // reserved sound names for the future (ALL models lack sounds for them):
465 // _VOICEMSG(affirmative) \
466 // _VOICEMSG(attacking) \
467 // _VOICEMSG(defending) \
468 // _VOICEMSG(roaming) \
469 // _VOICEMSG(onmyway) \
470 // _VOICEMSG(droppedflag) \
471 // _VOICEMSG(negative) \
472 // _VOICEMSG(seenenemy) \
474 string globalsound_fall;
475 string globalsound_metalfall;
476 string globalsound_step;
477 string globalsound_metalstep;
479 #define VOICETYPE_PLAYERSOUND 10
480 #define VOICETYPE_TEAMRADIO 11
481 #define VOICETYPE_LASTATTACKER 12
482 #define VOICETYPE_LASTATTACKER_ONLY 13
483 #define VOICETYPE_AUTOTAUNT 14
484 #define VOICETYPE_TAUNT 15
486 void PrecachePlayerSounds(string f);
487 void PrecacheGlobalSound(string samplestring);
488 void UpdatePlayerSounds();
489 void ClearPlayerSounds();
490 void PlayerSound(.string samplefield, float channel, float voicetype);
491 void GlobalSound(string samplestring, float channel, float voicetype);
492 void FakeGlobalSound(string samplestring, float channel, float voicetype);
493 void VoiceMessage(string type, string message);
494 float GetPlayerSoundSampleField_notFound;
495 .string GetVoiceMessageSampleField(string type)
498 .float cvar_cl_autotaunt;
499 .float cvar_cl_voice_directional;
500 .float cvar_cl_voice_directional_taunt_attenuation;
502 .float version_mismatch;
504 float independent_players;
505 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
506 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
507 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
508 // we're using + here instead of , because fteqcc sucks
515 .float porto_forbidden;
520 string cvar_purechanges;
521 float cvar_purechanges_count;
523 float game_starttime; //point in time when the countdown is over
524 .float stat_game_starttime;
526 .float stat_sv_airaccel_qw;
527 .float stat_sv_airstrafeaccel_qw;
528 .float stat_sv_airspeedlimit_nonqw;
529 .float stat_sv_maxspeed;
531 void W_Porto_Remove (entity p);
533 .float projectiledeathtype;
537 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
538 .float stat_allow_oldnexbeam;
540 // reset to 0 on weapon switch
541 // may be useful to all weapons
542 .float bulletcounter;
544 void target_voicescript_next(entity pl);
545 void target_voicescript_clear(entity pl);
550 .float target_random;
551 .float trigger_reverse;
554 .entity ballcarried; // Also used for keepaway
556 float g_nexball_meter_period;
558 void SUB_DontUseTargets();
559 void SUB_UseTargets();
561 .void() reset; // if set, an entity is reset using this
562 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
564 void ClientData_Touch(entity e);
566 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
570 float servertime, serverprevtime, serverframetime;
579 .float nickspamtime; // time of last nick change
580 .float nickspamcount;
581 .float floodcontrol_chat;
582 .float floodcontrol_chatteam;
583 .float floodcontrol_chattell;
584 .float floodcontrol_voice;
585 .float floodcontrol_voiceteam;
587 .float stat_shotorg; // networked stat for trueaim HUD
598 .float stat_leadlimit;
600 float radar_showennemies;
603 float client_cefc_accumulator;
604 float client_cefc_accumulatortime;
607 ..float current_ammo;
609 .float weapon_load[WEP_MAXCOUNT];
610 .float ammo_none; // used by the reloading system, must always be 0
612 .float old_clip_load;
614 .float minelayer_mines;
616 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
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.
671 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
672 .spawn_evalfunc_t spawn_evalfunc;