// Globals
-float ctf_score_value(string parameter);
-
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;
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
-float g_ctf_ignore_frags;
-float g_ctf_reverse;
float g_race_qualifying;
float inWarmupStage;
float g_pickup_respawntime_weapon;
.float t_length, t_width;
.vector destvec; // for rain
+.vector destvec2; // for train
.float cnt; // for rain
.float count;
//.float cnt2;
.float animstate_override;
.float animstate_looping;
-// player animation data for this model
-// each vector is as follows:
-// _x = startframe
-// _y = numframes
-// _z = framerate
-.vector anim_die1; // player dies
-.vector anim_die2; // player dies differently
-.vector anim_draw; // player pulls out a weapon
-// .vector anim_duck; // player crouches (from idle to duckidle)
-.vector anim_duckwalk; // player walking while crouching
-.vector anim_duckjump; // player jumping from a crouch
-.vector anim_duckidle; // player idling while crouching
-.vector anim_idle; // player standing
-.vector anim_jump; // player jump
-.vector anim_pain1; // player flinches from pain
-.vector anim_pain2; // player flinches from pain, differently
-.vector anim_shoot; // player shoots
-.vector anim_taunt; // player taunts others (FIXME: no code references this)
-.vector anim_run; // player running forward
-.vector anim_runbackwards; // player running backward
-.vector anim_strafeleft; // player shuffling left quickly
-.vector anim_straferight; // player shuffling right quickly
-//.vector anim_dead1; // player dead (must be identical to last frame of die1)
-//.vector anim_dead2; // player dead (must be identical to last frame of die2)
-.vector anim_forwardright; // player running forward and right
-.vector anim_forwardleft; // player running forward and left
-.vector anim_backright; // player running backward and right
-.vector anim_backleft; // player running back and left
-.vector anim_melee; // player doing the melee action
-.vector anim_duck; // player doing the melee action
-.vector anim_duckwalkbackwards;
-.vector anim_duckwalkstrafeleft;
-.vector anim_duckwalkstraferight;
-.vector anim_duckwalkforwardright;
-.vector anim_duckwalkforwardleft;
-.vector anim_duckwalkbackright;
-.vector anim_duckwalkbackleft;
-
// weapon animation vectors:
.vector anim_fire1;
.vector anim_fire2;
.float watersound_finished;
.float iscreature;
.float damagedbycontents;
+.float damagedbytriggers;
+.float pushable;
+.float teleportable;
.vector oldvelocity;
.float pauseregen_finished;
.float spectatortime; //point in time since the client is spectating or observing
void checkSpectatorBlock();
+float game_completion_ratio; // 0 at start, 1 near end
.float winning;
.float jointime; // time of joining
.float alivetime; // time of being alive
.entity flagcarried;
-.entity lastrocket;
-
.float playerid;
float playerid_last;
.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
-#ifdef ALLOW_FORCEMODELS
-.float cvar_cl_forceplayermodels;
-.float cvar_cl_forceplayermodelsfromxonotic;
-float sv_clforceplayermodels;
-#endif
.float cvar_cl_gunalign;
.float cvar_cl_noantilag;
float startitem_failed;
-void DropFlag(entity flag, entity penalty_receiver, entity attacker);
void DropAllRunes(entity pl);
void FakeGlobalSound(string samplestring, float channel, float voicetype);
void VoiceMessage(string type, string message);
float GetPlayerSoundSampleField_notFound;
-.string GetVoiceMessageSampleField(string type)
+.string GetVoiceMessageSampleField(string type);
// autotaunt system
.float cvar_cl_autotaunt;
string matchid;
.float hitplotfh;
-.string noise4;
.float last_pickup;
.float clip_load;
.float old_clip_load;
.float clip_size;
+
+.entity lastrocket;
.float minelayer_mines;
+.float nex_charge;
+.float nex_charge_rottime;
+.float nex_chargepool_ammo;
+.float hagar_load;
.float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
#define ACTIVE_BUSY 2
#define ACTIVE_TOGGLE 3
.float active;
-.float (float act_state) setactive;
+.void (float act_state) setactive;
.entity realowner;
-.float nex_charge;
-.float nex_charge_rottime;
-.float nex_chargepool_ammo;
-
-.float hagar_load;
-
float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
float serverflags;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
+.float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
+
void PlayerUseKey();
typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
.entity conveyor;
string modname;
+
+.float missile_flags;
+#define MIF_SPLASH 2
+#define MIF_ARC 4
+#define MIF_PROXY 8
+#define MIF_GUIDED_MANUAL 16
+#define MIF_GUIDED_HEAT 32
+#define MIF_GUIDED_LASER 64
+#define MIF_GUIDED_AI 128
+#define MIF_GUIDED_TAG 128
+#define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
+#define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
+#define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
+
+#define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE)
+#define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE)
+#define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)