#pragma once
-#include <server/defs.qh>
-#include <server/g_world.qh>
+#include <common/weapons/_all.qh>
+#include <common/stats.qh>
+#include <server/client.qh>
+#include <server/world.qh>
-#include <common/t_items.qh>
+#include <server/items/items.qh>
#include <server/mutators/_mod.qh>
#include <common/mapinfo.qh>
#include <common/turrets/all.qh>
-#ifdef RELEASE
-#define cvar_string_normal builtin_cvar_string
-#define cvar_normal builtin_cvar
-#else
-string cvar_string_normal(string n)
-{
- if (!(cvar_type(n) & CVAR_TYPEFLAG_EXISTS))
- backtrace(strcat("Attempt to access undefined cvar: ", n));
- return builtin_cvar_string(n);
-}
-
-float cvar_normal(string n)
-{
- return stof(cvar_string_normal(n));
-}
-#endif
-#define cvar_set_normal builtin_cvar_set
-
.vector dropped_origin;
-entity eliminatedPlayers;
-void EliminatedPlayers_Init(float(entity) isEliminated_func);
-
void write_recordmarker(entity pl, float tstart, float dt);
-void play2all(string samp);
-
-void play2team(float t, string filename);
-
void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name);
-float spamsound(entity e, float chan, Sound samp, float vol, float _atten);
-
void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name);
void precache_all_playermodels(string pattern);
-void soundat(entity e, vector o, float chan, string samp, float vol, float _atten);
-
void InitializeEntitiesRun();
-void stopsoundto(float _dest, entity e, float chan);
-void soundtoat(float _dest, entity e, vector o, float chan, string samp, float vol, float _atten);
-
void droptofloor(entity this);
+float trace_hits_box_1d(float end, float thmi, float thma);
+
+float trace_hits_box(vector start, vector end, vector thmi, vector thma);
+
+float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
+
void attach_sameorigin(entity e, entity to, string tag);
void crosshair_trace(entity pl);
void crosshair_trace_plusvisibletriggers(entity pl);
+void WarpZone_crosshair_trace_plusvisibletriggers(entity pl);
+void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz);
void detach_sameorigin(entity e);
string formatmessage(entity this, string msg);
-/** print(), but only print if the server is not local */
-void dedicated_print(string input);
-
-void GameLogEcho(string s);
-
-void GameLogInit();
-
-void GameLogClose();
-
void GetCvars(entity this, entity store, int f);
-string GetMapname();
-
-float isPushable(entity e);
-
float LostMovetypeFollow(entity ent);
string uid2name(string myuid);
-float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
+bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance);
float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
string NearestLocation(vector p);
-void play2(entity e, string filename);
-
string playername(entity p, bool team_colorize);
-void precache();
-
-void remove_safely(entity e);
-
-void remove_unsafely(entity e);
-
void SetMovetypeFollow(entity ent, entity e);
-void soundto(float dest, entity e, float chan, string samp, float vol, float atten);
-
-void stopsound(entity e, float chan);
-
float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
-#define IS_DEAD(s) ((s).deadflag != DEAD_NO)
-
-
-#define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
-#define ITEM_DAMAGE_NEEDKILL(dt) (((dt) == DEATH_HURTTRIGGER.m_id) || ((dt) == DEATH_SLIME.m_id) || ((dt) == DEATH_LAVA.m_id) || ((dt) == DEATH_SWAMP.m_id))
-
#define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END
-#define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
-
// copies a string to a tempstring (so one can strunzone it)
string strcat1(string s) = #115; // FRIK_FILE
-float logfile_open;
-float logfile;
-
-/*
-// NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
-// IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
-// STRINGS AND TAKE QUITE LONG. haystack and needle MUST
-// BE CONSTANT OR strzoneD!
-float strstrofs(string haystack, string needle, float offset)
-{
- float len, endpos;
- string found;
- len = strlen(needle);
- endpos = strlen(haystack) - len;
- while(offset <= endpos)
- {
- found = substring(haystack, offset, len);
- if(found == needle)
- return offset;
- offset = offset + 1;
- }
- return -1;
-}
-*/
-
const float NUM_NEAREST_ENTITIES = 4;
entity nearest_entity[NUM_NEAREST_ENTITIES];
float nearest_length[NUM_NEAREST_ENTITIES];
WepSet g_weaponarena_weapons;
float g_weaponarena_random; // TODO
string g_weaponarena_list;
-float g_weaponspeedfactor;
-float g_weaponratefactor;
-float g_weapondamagefactor;
-float g_weaponforcefactor;
-float g_weaponspreadfactor;
WepSet start_weapons;
WepSet start_weapons_default;
WepSet warmup_start_weapons;
WepSet warmup_start_weapons_default;
WepSet warmup_start_weapons_defaultmask;
-#define WARMUP_START_WEAPONS ((g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
+#define WARMUP_START_WEAPONS ((autocvar_g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
float warmup_start_ammo_shells;
float warmup_start_ammo_nails;
float warmup_start_ammo_rockets;
float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
void readplayerstartcvars();
-float sv_autotaunt;
-float sv_taunt;
+float g_grappling_hook;
+float warmup_stage;
+
+bool sv_ready_restart_after_countdown;
void readlevelcvars()
{
if(cvar("sv_allow_fullbright"))
serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
- sv_clones = cvar("sv_clones");
- sv_foginterval = cvar("sv_foginterval");
- g_footsteps = cvar("g_footsteps");
- g_jetpack = cvar("g_jetpack");
- sv_maxidle = cvar("sv_maxidle");
- sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
- sv_maxidle_slots = cvar("sv_maxidle_slots");
- sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
- sv_autotaunt = cvar("sv_autotaunt");
- sv_taunt = cvar("sv_taunt");
- sv_ready_restart = cvar("sv_ready_restart");
sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
- sv_ready_restart_repeatable = cvar("sv_ready_restart_repeatable");
warmup_stage = cvar("g_warmup");
warmup_limit = cvar("g_warmup_limit");
- g_warmup_allguns = cvar("g_warmup_allguns");
- g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
if(cvar("g_campaign"))
warmup_stage = 0; // no warmup during campaign
g_pickup_respawntimejitter_long = cvar("g_pickup_respawntimejitter_long");
g_pickup_respawntimejitter_powerup = cvar("g_pickup_respawntimejitter_powerup");
- g_weaponspeedfactor = cvar("g_weaponspeedfactor");
- g_weaponratefactor = cvar("g_weaponratefactor");
- g_weapondamagefactor = cvar("g_weapondamagefactor");
- g_weaponforcefactor = cvar("g_weaponforcefactor");
- g_weaponspreadfactor = cvar("g_weaponspreadfactor");
-
g_pickup_shells = cvar("g_pickup_shells");
g_pickup_shells_max = cvar("g_pickup_shells_max");
g_pickup_nails = cvar("g_pickup_nails");
//#NO AUTOCVARS END
-const float INITPRIO_FIRST = 0;
-const float INITPRIO_GAMETYPE = 0;
-const float INITPRIO_GAMETYPE_FALLBACK = 1;
-const float INITPRIO_FINDTARGET = 10;
-const float INITPRIO_DROPTOFLOOR = 20;
-const float INITPRIO_SETLOCATION = 90;
-const float INITPRIO_LINKDOORS = 91;
-const float INITPRIO_LAST = 99;
+const int INITPRIO_FIRST = 0;
+const int INITPRIO_GAMETYPE = 0;
+const int INITPRIO_GAMETYPE_FALLBACK = 1;
+const int INITPRIO_FINDTARGET = 10;
+const int INITPRIO_DROPTOFLOOR = 20;
+const int INITPRIO_SETLOCATION = 90;
+const int INITPRIO_LINKDOORS = 91;
+const int INITPRIO_LAST = 99;
.void(entity this) initialize_entity;
-.float initialize_entity_order;
+.int initialize_entity_order;
.entity initialize_entity_next;
entity initialize_entity_first;
-
-
-
-
-float sound_allowed(float dest, entity e);
-void InitializeEntity(entity e, void(entity this) func, float order);
+void InitializeEntity(entity e, void(entity this) func, int order);
IntrusiveList g_ctrace_changed;
STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }