\r
float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_race, g_cts, g_rpg;\r
float g_cloaked, g_footsteps, g_jump_grunt, g_midair, g_norecoil, g_vampire, g_bloodloss;\r
-float g_balance_vore_swallow_limit;\r
float g_warmup_limit;\r
float g_warmup_allguns;\r
float g_warmup_allow_timeout;\r
\r
.entity predator;\r
.entity fakepredator;\r
+.float swallow_progress_prey, swallow_progress_pred;\r
.float digesting;\r
-.float stomach_load;\r
+.float stomach_load, stomach_maxload;\r
.float weapon_delay;\r
.float fakeprey;\r
-.float stat_eaten, stat_stomachload, stat_digesting, stat_canleave, stat_canswallow;\r
+.float stat_eaten, stat_stomachload, stat_stomachmaxload, stat_digesting, stat_canleave, stat_canswallow;\r
.float dropweapon_check;\r
\r
// Fields\r
entity timeoutInitiator; // contains the entity of the player who started the last timeout\r
float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily\r
.vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed\r
+.vector leanangle_damage_loc, leanangle_damage_force; // used for leaning the player model\r
entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds\r
void timeoutHandler_Think();\r
void evaluateTimeout();\r
\r
.float() customizeentityforclient;\r
.float cvar_cl_handicap;\r
+.float cvar_cl_clippedspectating;\r
.float cvar_scr_centertime;\r
.float cvar_cl_shownames;\r
.string cvar_g_voretournamentversion;\r
.float cvar_cl_gunalign;\r
.float cvar_cl_noantilag;\r
.float cvar_cl_vore_stomachmodel;\r
+.float cvar_cl_vore_swallowmodel;\r
.float cvar_cl_vore_autodigest;\r
.float cvar_chase_active;\r
\r
_VOICEMSG(fall) \\r
_VOICEMSG(drown) \\r
_VOICEMSG(gasp) \\r
+ _VOICEMSG(grab) \\r
_VOICEMSG(swallow) \\r
_VOICEMSG(digest) \\r
_VOICEMSG(regurgitate) \\r
void UpdatePlayerSounds();\r
void ClearPlayerSounds();\r
void PlayerSound(entity player, .string samplefield, float channel, float voicetype);\r
-void GlobalSound(string samplestring, float channel, float voicetype);\r
+void GlobalSound(string samplestring, float channel, float voicetype, float vol);\r
void VoiceMessage(string type, string message);\r
\r
// autotaunt system\r
.float stats_hit[WEP_MAXCOUNT]; // for hitscan bullets hit\r
.float stats_fired[WEP_MAXCOUNT]; // for hitscan bullets fired\r
\r
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_hit);\r
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_fired);\r
-\r
.float stat_sbring1_type, stat_sbring1_clip, stat_sbring2_type, stat_sbring2_clip;\r
+.float stat_crosshair_style;\r
\r
.float stat_leadlimit;\r
\r
+.float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn\r
+\r
#ifdef PROFILING\r
float client_cefc_accumulator;\r
float client_cefc_accumulatortime;\r
\r
..float current_ammo;\r
\r
-.float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);\r
+.float weapon_load[WEP_MAXCOUNT];\r
.float clip_load;\r
.float old_clip_load;\r
.float clip_size;\r
\r
+.float grabber_stunned;\r
+\r
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE\r
// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX\r
\r
\r
.float cvar_cl_accuracy_data_share;\r
.float cvar_cl_accuracy_data_receive;\r
+\r
+// dodging\r
+.float cvar_cl_dodging_timeout;\r
+\r
+// these are used to store the last key press time for each of the keys..\r
+.float last_FORWARD_KEY_time;\r
+.float last_BACKWARD_KEY_time;\r
+.float last_LEFT_KEY_time;\r
+.float last_RIGHT_KEY_time;\r
+\r
+// these store the movement direction at the time of the dodge action happening.\r
+.float dodging_direction_x;\r
+.float dodging_direction_y;\r
+\r
+// this indicates the last time a dodge was executed. used to check if another one is allowed\r
+// and to ramp up the dodge acceleration in the physics hook.\r
+.float last_dodging_time;\r
+\r
+// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..\r
+.float dodging_action;\r
+\r
+// This is the velocity gain to be added over the ramp time.\r
+// It will decrease from frame to frame during dodging_action = 1\r
+// until it's 0.\r
+.float dodging_velocity_gain;\r
+\r
+// the jump part of the dodge cannot be ramped\r
+.float dodging_single_action;\r