1 #define INDEPENDENT_ATTACK_FINISHED
3 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
18 float ctf_score_value(string parameter);
20 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts, g_freezetag, g_keepaway;
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;
26 float g_ctf_ignore_frags;
28 float g_race_qualifying;
30 float g_pickup_respawntime_weapon;
31 float g_pickup_respawntime_ammo;
32 float g_pickup_respawntime_short;
33 float g_pickup_respawntime_medium;
34 float g_pickup_respawntime_long;
35 float g_pickup_respawntime_powerup;
36 float g_pickup_respawntimejitter_weapon;
37 float g_pickup_respawntimejitter_ammo;
38 float g_pickup_respawntimejitter_short;
39 float g_pickup_respawntimejitter_medium;
40 float g_pickup_respawntimejitter_long;
41 float g_pickup_respawntimejitter_powerup;
52 float bots_would_leave;
53 float lms_lowest_lives;
55 float LMS_NewPlayerLives();
57 void UpdateFrags(entity player, float f);
60 float team1_score, team2_score, team3_score, team4_score;
66 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
87 .float cvar_cl_hitsound;
89 .float pain_finished; //Added by Supajoe
90 .float pain_frame; //"
91 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
92 .float crouch; // Crouching or not?
94 .float strength_finished;
95 //.float speed_finished;
96 .float invincible_finished;
97 //.float slowmo_finished;
99 .vector finaldest, finalangle; //plat.qc stuff
102 .float t_length, t_width;
104 .vector destvec; // for rain
105 .float cnt; // for rain
115 // player animation state
116 .float animstate_startframe;
117 .float animstate_numframes;
118 .float animstate_framerate;
119 .float animstate_starttime;
120 .float animstate_endtime;
121 .float animstate_override;
122 .float animstate_looping;
124 // player animation data for this model
125 // each vector is as follows:
129 .vector anim_die1; // player dies
130 .vector anim_die2; // player dies differently
131 .vector anim_draw; // player pulls out a weapon
132 .vector anim_duck; // player crouches (from idle to duckidle)
133 .vector anim_duckwalk; // player walking while crouching
134 .vector anim_duckjump; // player jumping from a crouch
135 .vector anim_duckidle; // player idling while crouching
136 .vector anim_idle; // player standing
137 .vector anim_jump; // player jump
138 .vector anim_pain1; // player flinches from pain
139 .vector anim_pain2; // player flinches from pain, differently
140 .vector anim_shoot; // player shoots
141 .vector anim_taunt; // player taunts others (FIXME: no code references this)
142 .vector anim_run; // player running forward
143 .vector anim_runbackwards; // player running backward
144 .vector anim_strafeleft; // player shuffling left quickly
145 .vector anim_straferight; // player shuffling right quickly
146 .vector anim_dead1; // player dead (must be identical to last frame of die1)
147 .vector anim_dead2; // player dead (must be identical to last frame of die2)
148 .vector anim_forwardright; // player running forward and right
149 .vector anim_forwardleft; // player running forward and left
150 .vector anim_backright; // player running backward and right
151 .vector anim_backleft; // player running back and left
153 // weapon animation vectors:
159 void() player_setupanimsformodel;
160 void setanim(entity e, vector anim, float looping, float override, float restart);
170 .float respawntimejitter;
173 .float damageforcescale;
179 // for railgun damage (hitting multiple enemies)
181 .float railgunhitsolidbackup;
182 .vector railgunhitloc;
188 .float hitsound, typehitsound;
190 .float watersound_finished;
194 .float pauseregen_finished;
195 .float pauserothealth_finished;
196 .float pauserotarmor_finished;
197 .float pauserotfuel_finished;
198 .string item_pickupsound;
200 // definitions for weaponsystem
202 .entity weaponentity;
203 .entity exteriorweaponentity;
204 .vector weaponentity_glowmod;
207 float weapon_action(float wpn, float wrequest);
208 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
211 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
212 .float weapon_nextthink;
213 .void() weapon_think;
215 //float PLAYER_WEAPONSELECTION_DELAY = );
216 float PLAYER_WEAPONSELECTION_SPEED = 18;
217 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
219 // weapon states (self.weaponentity.state)
220 float WS_CLEAR = 0; // no weapon selected
221 float WS_RAISE = 1; // raise frame
222 float WS_DROP = 2; // deselecting frame
223 float WS_INUSE = 3; // fire state
224 float WS_READY = 4; // idle frame
226 // there is 2 weapon tics that can run in one server frame
227 #define W_TICSPERFRAME 2
229 void weapon_defaultspawnfunc(float wpn);
231 string w_deathtypestring;
233 void(entity client, string s) centerprint_builtin = #73;
234 .vector dest1, dest2;
237 float intermission_running;
238 float intermission_exittime;
239 float alreadychangedlevel;
245 .float welcomemessage_time;
249 .float jump_interval; // laser refire
252 .float in_swamp; // bool
253 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
259 #define RESTART_COUNTDOWN 10
260 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
262 void restartTimer_Think();
263 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
264 .float spectatortime; //point in time since the client is spectating or observing
265 void checkSpectatorBlock();
268 .float jointime; // time of joining
269 .float alivetime; // time of being alive
271 float nJoinAllowed(float includeMe);
272 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
274 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
275 #define TIMEOUT_SLOWMO_VALUE 0.0001
276 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
277 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
278 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
279 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)
280 .float allowedTimeouts; // contains the number of allowed timeouts for each player
281 entity timeoutInitiator; // contains the entity of the player who started the last timeout
282 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
283 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
284 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
285 void timeoutHandler_Think();
286 void evaluateTimeout();
287 void evaluateTimein();
288 string getTimeoutText(float addOneSecond);
290 .float spawnshieldtime;
292 .float lms_nextcheck;
293 .float lms_traveled_distance;
301 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
305 .vector death_origin;
306 .vector killer_origin;
308 float default_player_alpha;
309 float default_weapon_alpha;
311 .float() customizeentityforclient;
312 .float cvar_cl_handicap;
313 .float cvar_cl_playerdetailreduction;
314 .float cvar_scr_centertime;
315 .float cvar_cl_shownames;
316 .string cvar_g_xonoticversion;
317 .string cvar_cl_weaponpriority;
318 .string cvar_cl_weaponpriorities[10];
319 #ifdef ALLOW_FORCEMODELS
320 .float cvar_cl_forceplayermodels;
321 .float cvar_cl_forceplayermodelsfromxonotic;
322 float sv_clforceplayermodels;
324 float sv_loddistance1;
325 float sv_loddistance2;
326 .float cvar_cl_gunalign;
327 .float cvar_cl_noantilag;
329 .string weaponorder_byimpulse;
331 .float cvar_cl_allow_uid2name;
332 .float cvar_cl_allow_uidtracking;
333 .string stored_netname;
335 void Announce(string snd);
336 void AnnounceTo(entity e, string snd);
338 .float version_nagtime;
340 .float modelindex_lod0;
341 .float modelindex_lod0_from_xonotic;
343 .float modelindex_lod1;
344 .float modelindex_lod2;
346 #define NUM_JUMPPADSUSED 3
348 .entity jumppadsused[NUM_JUMPPADSUSED];
350 string gamemode_name;
353 float startitem_failed;
355 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
356 void DropBall(entity ball, vector org, vector vel);
357 void DropAllRunes(entity pl);
360 typedef .float floatfield;
361 floatfield Item_CounterField(float it);
363 float W_AmmoItemCode(float wpn);
364 float W_WeaponBit(float wpn);
365 string W_Name(float weaponid);
367 void UpdateSelectedPlayer();
368 void ClearSelectedPlayer();
369 .entity selected_player;
370 .entity last_selected_player;
371 .float selected_player_time; // when this player has been selected
372 .float selected_player_count; // how long this player has been directly pointed to
373 .float selected_player_display_needs_update; // are regular updates necessary? (health)
374 .float selected_player_display_timeout; // when the selection will time out
376 void FixIntermissionClient(entity e);
377 void FixClientCvars(entity e);
381 void centerprint_atprio(entity e, float prio, string s);
382 void centerprint_expire(entity e, float prio);
383 void centerprint(entity e, string s);
385 .float respawn_countdown; // next number to count
387 float bot_waypoints_for_items;
389 .float attack_finished_for[WEP_MAXCOUNT];
390 .float attack_finished_single;
391 #ifdef INDEPENDENT_ATTACK_FINISHED
392 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
394 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
396 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
398 // assault game mode: Which team is attacking in this round?
399 float assault_attacker_team;
401 // speedrun: when 1, player auto teleports back when capture timeout happens
409 float q3acompat_machineshotgunswap;
417 float some_spawn_has_been_used;
418 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
420 // set when showing a kill countdown
421 .entity killindicator;
422 .float killindicator_teamchange;
424 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
428 .float parm_idlesince;
430 float sv_maxidle_spectatorsareidle;
433 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
439 .float(entity to, float sendflags) SendEntity;
441 // player sounds, voice messages
442 // TODO implemented fall and falling
443 #define ALLPLAYERSOUNDS \
453 #define ALLVOICEMSGS \
455 _VOICEMSG(attackinfive) \
457 _VOICEMSG(seenflag) \
461 #define _VOICEMSG(m) .string playersound_##m;
466 // reserved sound names for the future (models lack sounds for them):
467 // _VOICEMSG(affirmative) \
468 // _VOICEMSG(attacking) \
469 // _VOICEMSG(defending) \
470 // _VOICEMSG(roaming) \
471 // _VOICEMSG(onmyway) \
472 // _VOICEMSG(droppedflag) \
473 // _VOICEMSG(flagcarriertakingdamage) \
474 // _VOICEMSG(negative) \
475 // _VOICEMSG(seenenemy) \
477 // _VOICEMSG(getflag) \
478 // _VOICEMSG(incoming) \
479 // _VOICEMSG(coverme) \
480 // _VOICEMSG(needhelp) \
481 // _VOICEMSG(defend) \
482 // _VOICEMSG(freelance) \
483 // _VOICEMSG(falling) \
485 string globalsound_fall;
486 string globalsound_metalfall;
487 string globalsound_step;
488 string globalsound_metalstep;
490 #define VOICETYPE_PLAYERSOUND 10
491 #define VOICETYPE_TEAMRADIO 11
492 #define VOICETYPE_LASTATTACKER 12
493 #define VOICETYPE_LASTATTACKER_ONLY 13
494 #define VOICETYPE_AUTOTAUNT 14
495 #define VOICETYPE_TAUNT 15
497 void PrecachePlayerSounds(string f);
498 void PrecacheGlobalSound(string samplestring);
499 void UpdatePlayerSounds();
500 void ClearPlayerSounds();
501 void PlayerSound(.string samplefield, float channel, float voicetype);
502 void GlobalSound(string samplestring, float channel, float voicetype);
503 void FakeGlobalSound(string samplestring, float channel, float voicetype);
504 void VoiceMessage(string type, string message);
505 float GetPlayerSoundSampleField_notFound;
506 .string GetVoiceMessageSampleField(string type)
509 .float cvar_cl_autotaunt;
510 .float cvar_cl_voice_directional;
511 .float cvar_cl_voice_directional_taunt_attenuation;
513 .float version_mismatch;
515 float independent_players;
516 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
517 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
518 // we're using + here instead of , because fteqcc sucks
525 .float porto_forbidden;
530 string cvar_purechanges;
531 float cvar_purechanges_count;
533 float game_starttime; //point in time when the countdown is over
534 .float stat_game_starttime;
536 .float stat_sv_airaccel_qw;
537 .float stat_sv_airstrafeaccel_qw;
538 .float stat_sv_airspeedlimit_nonqw;
539 .float stat_sv_maxspeed;
541 void W_Porto_Remove (entity p);
543 .float projectiledeathtype;
547 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
548 .float stat_allow_oldnexbeam;
550 // reset to 0 on weapon switch
551 // may be useful to all weapons
552 .float bulletcounter;
554 void target_voicescript_next(entity pl);
555 void target_voicescript_clear(entity pl);
560 .float trigger_reverse;
563 .entity ballcarried; // Also used for keepaway
565 float g_nexball_meter_period;
567 void SUB_DontUseTargets();
568 void SUB_UseTargets();
570 .void() reset; // if set, an entity is reset using this
571 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
573 void ClientData_Touch(entity e);
575 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
578 #define BITXOR(v,b) ((v) + (b) - 2 * ((v) & (b)))
579 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
583 float servertime, serverprevtime, serverframetime;
592 .float nickspamtime; // time of last nick change
593 .float nickspamcount;
594 .float floodcontrol_chat;
595 .float floodcontrol_chatteam;
596 .float floodcontrol_chattell;
597 .float floodcontrol_voice;
598 .float floodcontrol_voiceteam;
600 .float stat_shotorg; // networked stat for trueaim HUD
611 .float stat_leadlimit;
613 float radar_showennemies;
616 float client_cefc_accumulator;
617 float client_cefc_accumulatortime;
620 .float sniperrifle_bulletcounter;
623 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
624 // when doing this, hagar can go through clones
625 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
627 .float spectatee_status;
629 .float bloodloss_timer;
639 .float cvar_cl_accuracy_data_share;
640 .float cvar_cl_accuracy_data_receive;
642 .float cvar_cl_weaponimpulsemode;
643 .float selectweapon; // last selected weapon of the player
645 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
648 #define ACTIVE_ACTIVE 1
649 #define ACTIVE_IDLE 2
650 #define ACTIVE_BUSY 2
651 #define ACTIVE_TOGGLE 3
653 .float (float act_state) setactive;
657 .float nex_charge_rottime;
658 .float nex_chargepool_ammo;
660 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
664 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
666 .float freezetag_frozen;
667 .float freezetag_revive_progress;
669 .entity muzzle_flash;
670 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.