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More cleanup, more fixes, and also make the passing trace look for the closest target...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / defs.qh
1 #define INDEPENDENT_ATTACK_FINISHED
2
3 noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
4
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
16
17 // Globals
18
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;
20 float g_warmup_limit;
21 float g_warmup_allguns;
22 float g_warmup_allow_timeout;
23 float g_ctf_ignore_frags;
24 float g_race_qualifying;
25 float inWarmupStage;
26 float g_pickup_respawntime_weapon;
27 float g_pickup_respawntime_superweapon;
28 float g_pickup_respawntime_ammo;
29 float g_pickup_respawntime_short;
30 float g_pickup_respawntime_medium;
31 float g_pickup_respawntime_long;
32 float g_pickup_respawntime_powerup;
33 float g_pickup_respawntimejitter_weapon;
34 float g_pickup_respawntimejitter_superweapon;
35 float g_pickup_respawntimejitter_ammo;
36 float g_pickup_respawntimejitter_short;
37 float g_pickup_respawntimejitter_medium;
38 float g_pickup_respawntimejitter_long;
39 float g_pickup_respawntimejitter_powerup;
40 float g_jetpack;
41
42 float sv_clones;
43 float sv_gentle;
44 float sv_foginterval;
45
46 entity  activator;
47
48 float player_count;
49 float currentbots;
50 float bots_would_leave;
51 float lms_lowest_lives;
52 float lms_next_place;
53 float LMS_NewPlayerLives();
54
55 void UpdateFrags(entity player, float f);
56 .float totalfrags;
57
58 float team1_score, team2_score, team3_score, team4_score;
59
60 float maxclients;
61
62 // Fields
63
64 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
65
66 //.string       wad;
67 //.string       map;
68
69 //.float        worldtype;
70 .float  delay;
71 .float  wait;
72 .float  lip;
73 //.float        light_lev;
74 .float  speed;
75 //.float        style;
76 //.float        skill;
77 .float  sounds;
78 .float  platmovetype;
79
80 .string killtarget;
81
82 .vector pos1, pos2;
83 .vector mangle;
84
85 .float  pain_finished;                  //Added by Supajoe
86 .float  pain_frame;                     //"
87 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
88 .float  crouch; // Crouching or not?
89
90 .float  strength_finished;
91 .float  invincible_finished;
92 .float  superweapons_finished;
93
94 .vector         finaldest, finalangle;          //plat.qc stuff
95 .void()         think1;
96 .float state;
97 .float          t_length, t_width;
98
99 .vector destvec;                // for rain
100 .float cnt;             // for rain
101 .float count;
102 //.float cnt2;
103
104 .float play_time;
105 .float respawn_time;
106 .float death_time;
107 .float fade_time;
108 .float fade_rate;
109
110 // player animation state
111 .float animstate_startframe;
112 .float animstate_numframes;
113 .float animstate_framerate;
114 .float animstate_starttime;
115 .float animstate_endtime;
116 .float animstate_override;
117 .float animstate_looping;
118
119 // player animation data for this model
120 // each vector is as follows:
121 // _x = startframe
122 // _y = numframes
123 // _z = framerate
124 .vector anim_die1; // player dies
125 .vector anim_die2; // player dies differently
126 .vector anim_draw; // player pulls out a weapon
127 // .vector anim_duck; // player crouches (from idle to duckidle)
128 .vector anim_duckwalk; // player walking while crouching
129 .vector anim_duckjump; // player jumping from a crouch
130 .vector anim_duckidle; // player idling while crouching
131 .vector anim_idle; // player standing
132 .vector anim_jump; // player jump
133 .vector anim_pain1; // player flinches from pain
134 .vector anim_pain2; // player flinches from pain, differently
135 .vector anim_shoot; // player shoots
136 .vector anim_taunt; // player taunts others (FIXME: no code references this)
137 .vector anim_run; // player running forward
138 .vector anim_runbackwards; // player running backward
139 .vector anim_strafeleft; // player shuffling left quickly
140 .vector anim_straferight; // player shuffling right quickly
141 //.vector anim_dead1; // player dead (must be identical to last frame of die1)
142 //.vector anim_dead2; // player dead (must be identical to last frame of die2)
143 .vector anim_forwardright; // player running forward and right
144 .vector anim_forwardleft; // player running forward and left
145 .vector anim_backright; // player running backward and right
146 .vector anim_backleft; // player running back and left
147 .vector anim_melee; // player doing the melee action
148 .vector anim_duck; // player doing the melee action
149 .vector anim_duckwalkbackwards;
150 .vector anim_duckwalkstrafeleft;
151 .vector anim_duckwalkstraferight;
152 .vector anim_duckwalkforwardright;
153 .vector anim_duckwalkforwardleft;
154 .vector anim_duckwalkbackright;
155 .vector anim_duckwalkbackleft;
156
157 // weapon animation vectors:
158 .vector anim_fire1;
159 .vector anim_fire2;
160 .vector anim_idle;
161 .vector anim_reload;
162
163 void() player_setupanimsformodel;
164 void setanim(entity e, vector anim, float looping, float override, float restart);
165
166 .string mdl;
167
168 .string playermodel;
169 .string playerskin;
170
171 .float species;
172
173 .float  respawntime;
174 .float  respawntimejitter;
175 //.float        chasecam;
176
177 .float  damageforcescale;
178 #define MIN_DAMAGEEXTRARADIUS 2
179 #define MAX_DAMAGEEXTRARADIUS 16
180 .float damageextraradius;
181
182 //.float          gravity;
183
184 .float          dmg;
185
186 // for railgun damage (hitting multiple enemies)
187 .float railgunhit;
188 .float railgunhitsolidbackup;
189 .vector railgunhitloc;
190
191 .float          air_finished;
192 .float          dmgtime;
193
194 .float          killcount;
195 .float hitsound, typehitsound;
196
197 .float watersound_finished;
198 .float iscreature;
199 .float damagedbycontents;
200 .float damagedbytriggers;
201 .vector oldvelocity;
202
203 .float pauseregen_finished;
204 .float pauserothealth_finished;
205 .float pauserotarmor_finished;
206 .float pauserotfuel_finished;
207 .string item_pickupsound;
208
209 // definitions for weaponsystem
210
211 .entity weaponentity;
212 .entity exteriorweaponentity;
213 .vector weaponentity_glowmod;
214
215 //.float weapon; // current weapon
216 .float switchweapon; // weapon requested to switch to
217 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
218 .string weaponname; // name of .weapon
219
220 .float autoswitch;
221 float weapon_action(float wpn, float wrequest);
222 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
223 void w_clear();
224 void w_ready();
225 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
226 .float weapon_nextthink;
227 .void() weapon_think;
228
229 //float PLAYER_WEAPONSELECTION_DELAY = );
230 float   PLAYER_WEAPONSELECTION_SPEED = 18;
231 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
232
233 // weapon states (self.weaponentity.state)
234 float WS_CLEAR                  = 0; // no weapon selected
235 float WS_RAISE                  = 1; // raise frame
236 float WS_DROP                   = 2; // deselecting frame
237 float WS_INUSE                  = 3; // fire state
238 float WS_READY                  = 4; // idle frame
239
240 // there is 2 weapon tics that can run in one server frame
241 #define W_TICSPERFRAME 2
242
243 void weapon_defaultspawnfunc(float wpn);
244
245 string w_deathtypestring;
246
247 .vector dest1, dest2;
248
249 float gameover;
250 float intermission_running;
251 float intermission_exittime;
252 float alreadychangedlevel;
253
254
255 .float runes;
256
257 // Keys player is holding
258 .float itemkeys;
259 // message delay for func_door locked by keys and key locks
260 // this field is used on player entities
261 .float key_door_messagetime;
262
263
264 .float version;
265
266 //swamp
267 .float in_swamp;              // bool
268 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
269
270 // footstep interval
271 .float nextstep;
272
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();
276
277 .float winning;
278 .float jointime; // time of joining
279 .float alivetime; // time of being alive
280
281 float nJoinAllowed(entity ignore);
282 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
283
284 .float spawnshieldtime;
285
286 .float lms_nextcheck;
287 .float lms_traveled_distance;
288
289 .entity flagcarried;
290
291 .entity lastrocket;
292
293 .float playerid;
294 float playerid_last;
295 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
296
297 .vector spawnorigin;
298
299 .vector death_origin;
300 .vector killer_origin;
301
302 float default_player_alpha;
303 float default_weapon_alpha;
304
305 .float() customizeentityforclient;
306 .float cvar_cl_handicap;
307 .float cvar_cl_clippedspectating;
308 .float cvar_cl_autoscreenshot;
309 .float cvar_cl_movement_track_canjump;
310 .float cvar_cl_newusekeysupported;
311
312 .string cvar_g_xonoticversion;
313 .string cvar_cl_weaponpriority;
314 .string cvar_cl_weaponpriorities[10];
315 #ifdef ALLOW_FORCEMODELS
316 .float cvar_cl_forceplayermodels;
317 .float cvar_cl_forceplayermodelsfromxonotic;
318 float sv_clforceplayermodels;
319 #endif
320 .float cvar_cl_gunalign;
321 .float cvar_cl_noantilag;
322
323 .string weaponorder_byimpulse;
324
325 .float cvar_cl_allow_uid2name;
326 .float cvar_cl_allow_uidtracking;
327 .string stored_netname;
328
329 void Announce(string snd);
330 void AnnounceTo(entity e, string snd);
331
332 .float version_nagtime;
333
334 #define NUM_JUMPPADSUSED 3
335 .float jumppadcount;
336 .entity jumppadsused[NUM_JUMPPADSUSED];
337
338 string gamemode_name;
339
340 float startitem_failed;
341
342 void DropAllRunes(entity pl);
343
344
345 typedef .float floatfield;
346 floatfield Item_CounterField(float it);
347
348 float W_AmmoItemCode(float wpn);
349 float W_WeaponBit(float wpn);
350 string W_Name(float weaponid);
351
352 void FixIntermissionClient(entity e);
353 void FixClientCvars(entity e);
354
355 float weaponsInMap;
356
357 .float respawn_countdown; // next number to count
358
359 float bot_waypoints_for_items;
360
361 .float attack_finished_for[WEP_MAXCOUNT];
362 .float attack_finished_single;
363 #ifdef INDEPENDENT_ATTACK_FINISHED
364 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
365 #else
366 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
367 #endif
368 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
369
370 // assault game mode: Which team is attacking in this round?
371 float assault_attacker_team;
372
373 // speedrun: when 1, player auto teleports back when capture timeout happens
374 .float speedrunning;
375
376 // database
377 float ServerProgsDB;
378 float TemporaryDB;
379
380 .float team_saved;
381
382 float some_spawn_has_been_used;
383 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
384 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
385
386 // set when showing a kill countdown
387 .entity killindicator;
388 .float killindicator_teamchange;
389
390 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
391
392 float lockteams;
393
394 .float parm_idlesince;
395 float sv_maxidle;
396 float sv_maxidle_spectatorsareidle;
397
398 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
399
400 float next_pingtime;
401
402 .float Version;
403 .float SendFlags;
404 .float(entity to, float sendflags) SendEntity;
405
406 // player sounds, voice messages
407 // TODO implemented fall and falling
408 #define ALLPLAYERSOUNDS \
409                 _VOICEMSG(death) \
410                 _VOICEMSG(drown) \
411                 _VOICEMSG(fall) \
412                 _VOICEMSG(fall) \
413                 _VOICEMSG(falling) \
414                 _VOICEMSG(gasp) \
415                 _VOICEMSG(jump) \
416                 _VOICEMSG(pain100) \
417                 _VOICEMSG(pain25) \
418                 _VOICEMSG(pain50) \
419                 _VOICEMSG(pain75)
420
421 #define ALLVOICEMSGS \
422                 _VOICEMSG(attack) \
423                 _VOICEMSG(attackinfive) \
424                 _VOICEMSG(coverme) \
425                 _VOICEMSG(defend) \
426                 _VOICEMSG(freelance) \
427                 _VOICEMSG(incoming) \
428                 _VOICEMSG(meet) \
429                 _VOICEMSG(needhelp) \
430                 _VOICEMSG(seenflag) \
431                 _VOICEMSG(taunt) \
432                 _VOICEMSG(teamshoot)
433
434 #define _VOICEMSG(m) .string playersound_##m;
435 ALLPLAYERSOUNDS
436 ALLVOICEMSGS
437 #undef _VOICEMSG
438
439 // reserved sound names for the future (some models lack sounds for them):
440 //              _VOICEMSG(flagcarriertakingdamage) \
441 //              _VOICEMSG(getflag) \
442 // reserved sound names for the future (ALL models lack sounds for them):
443 //              _VOICEMSG(affirmative) \
444 //              _VOICEMSG(attacking) \
445 //              _VOICEMSG(defending) \
446 //              _VOICEMSG(roaming) \
447 //              _VOICEMSG(onmyway) \
448 //              _VOICEMSG(droppedflag) \
449 //              _VOICEMSG(negative) \
450 //              _VOICEMSG(seenenemy) \
451
452 string globalsound_fall;
453 string globalsound_metalfall;
454 string globalsound_step;
455 string globalsound_metalstep;
456
457 #define VOICETYPE_PLAYERSOUND 10
458 #define VOICETYPE_TEAMRADIO 11
459 #define VOICETYPE_LASTATTACKER 12
460 #define VOICETYPE_LASTATTACKER_ONLY 13
461 #define VOICETYPE_AUTOTAUNT 14
462 #define VOICETYPE_TAUNT 15
463
464 void PrecachePlayerSounds(string f);
465 void PrecacheGlobalSound(string samplestring);
466 void UpdatePlayerSounds();
467 void ClearPlayerSounds();
468 void PlayerSound(.string samplefield, float channel, float voicetype);
469 void GlobalSound(string samplestring, float channel, float voicetype);
470 void FakeGlobalSound(string samplestring, float channel, float voicetype);
471 void VoiceMessage(string type, string message);
472 float GetPlayerSoundSampleField_notFound;
473 .string GetVoiceMessageSampleField(string type)
474
475 // autotaunt system
476 .float cvar_cl_autotaunt;
477 .float cvar_cl_voice_directional;
478 .float cvar_cl_voice_directional_taunt_attenuation;
479
480 .float version_mismatch;
481
482 float independent_players;
483 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
484 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
485 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
486 // we're using + here instead of , because fteqcc sucks
487
488 string clientstuff;
489 .float phase;
490 .float weapons;
491 .float pressedkeys;
492
493 .float porto_forbidden;
494
495 .string fog;
496
497 string cvar_changes;
498 string cvar_purechanges;
499 float cvar_purechanges_count;
500
501 float game_starttime; //point in time when the countdown is over
502 .float stat_game_starttime;
503
504 .float stat_sv_airaccel_qw;
505 .float stat_sv_airstrafeaccel_qw;
506 .float stat_sv_airspeedlimit_nonqw;
507 .float stat_sv_maxspeed;
508
509 void W_Porto_Remove (entity p);
510
511 .float projectiledeathtype;
512
513 .string message2;
514
515 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
516 .float stat_allow_oldnexbeam;
517
518 // reset to 0 on weapon switch
519 // may be useful to all weapons
520 .float bulletcounter;
521
522 void target_voicescript_next(entity pl);
523 void target_voicescript_clear(entity pl);
524
525 .string target2;
526 .string target3;
527 .string target4;
528 .float target_random;
529 .float trigger_reverse;
530
531 // Nexball 
532 .entity ballcarried; // Also used for keepaway
533 .float metertime;
534 float g_nexball_meter_period;
535
536 void SUB_DontUseTargets();
537 void SUB_UseTargets();
538
539 .void() reset; // if set, an entity is reset using this
540 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
541
542 void ClientData_Touch(entity e);
543
544 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
545
546 .float wasplayer;
547
548 float servertime, serverprevtime, serverframetime;
549
550 .entity soundentity;
551
552 .float ammo_fuel;
553
554 .vector prevorigin;
555
556 //flood fields
557 .float nickspamtime; // time of last nick change
558 .float nickspamcount;
559 .float floodcontrol_chat;
560 .float floodcontrol_chatteam;
561 .float floodcontrol_chattell;
562 .float floodcontrol_voice;
563 .float floodcontrol_voiceteam;
564
565 .float stat_shotorg; // networked stat for trueaim HUD
566
567 string matchid;
568 .float hitplotfh;
569
570 .float last_pickup;
571
572 .float hit_time; 
573 .float typehit_time; 
574
575 .float stat_leadlimit;
576
577 float radar_showennemies;
578
579 #ifdef PROFILING
580 float client_cefc_accumulator;
581 float client_cefc_accumulatortime;
582 #endif
583
584 ..float current_ammo;
585
586 .float weapon_load[WEP_MAXCOUNT];
587 .float ammo_none; // used by the reloading system, must always be 0
588 .float clip_load;
589 .float old_clip_load;
590 .float clip_size;
591 .float minelayer_mines;
592
593 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
594
595 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
596 // when doing this, hagar can go through clones
597 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
598
599 .float spectatee_status;
600 .float zoomstate;
601 .float bloodloss_timer;
602 .float restriction;
603
604 .entity clientdata;
605 .entity personal;
606
607 string deathmessage;
608
609 .float just_joined;
610
611 .float cvar_cl_accuracy_data_share;
612 .float cvar_cl_accuracy_data_receive;
613
614 .float cvar_cl_weaponimpulsemode;
615 .float selectweapon; // last selected weapon of the player
616
617 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
618
619 #define ACTIVE_NOT              0
620 #define ACTIVE_ACTIVE   1
621 #define ACTIVE_IDLE     2
622 #define ACTIVE_BUSY     2
623 #define ACTIVE_TOGGLE   3
624 .float active;
625 .float (float act_state) setactive;
626 .entity realowner;
627
628 .float nex_charge;
629 .float nex_charge_rottime;
630 .float nex_chargepool_ammo;
631
632 .float hagar_load;
633
634 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
635
636 float serverflags;
637
638 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
639
640 .float player_blocked;
641
642 .float freezetag_frozen;
643 .float freezetag_revive_progress;
644
645 .entity muzzle_flash;
646 .float misc_bulletcounter;      // replaces uzi & hlac bullet counter.
647
648 void PlayerUseKey();
649
650 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
651 .spawn_evalfunc_t spawn_evalfunc;
652
653 .entity conveyor;
654
655 string modname;