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;
21 float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_laserguided_missile, g_midair, g_minstagib, g_pinata, g_norecoil, g_vampire, 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;
86 .float cvar_cl_hitsound;
88 .float pain_finished; //Added by Supajoe
89 .float pain_frame; //"
90 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
91 .float crouch; // Crouching or not?
93 .float strength_finished;
94 //.float speed_finished;
95 .float invincible_finished;
96 //.float slowmo_finished;
98 .vector finaldest, finalangle; //plat.qc stuff
101 .float t_length, t_width;
103 .vector destvec; // for rain
104 .float cnt; // for rain
114 // player animation state
115 .float animstate_startframe;
116 .float animstate_numframes;
117 .float animstate_framerate;
118 .float animstate_starttime;
119 .float animstate_endtime;
120 .float animstate_override;
121 .float animstate_looping;
123 // player animation data for this model
124 // each vector is as follows:
128 .vector anim_die1; // player dies
129 .vector anim_die2; // player dies differently
130 .vector anim_draw; // player pulls out a weapon
131 .vector anim_duck; // player crouches (from idle to duckidle)
132 .vector anim_duckwalk; // player walking while crouching
133 .vector anim_duckjump; // player jumping from a crouch
134 .vector anim_duckidle; // player idling while crouching
135 .vector anim_idle; // player standing
136 .vector anim_jump; // player jump
137 .vector anim_pain1; // player flinches from pain
138 .vector anim_pain2; // player flinches from pain, differently
139 .vector anim_shoot; // player shoots
140 .vector anim_taunt; // player taunts others (FIXME: no code references this)
141 .vector anim_run; // player running forward
142 .vector anim_runbackwards; // player running backward
143 .vector anim_strafeleft; // player shuffling left quickly
144 .vector anim_straferight; // player shuffling right quickly
145 .vector anim_dead1; // player dead (must be identical to last frame of die1)
146 .vector anim_dead2; // player dead (must be identical to last frame of die2)
147 .vector anim_forwardright; // player running forward and right
148 .vector anim_forwardleft; // player running forward and left
149 .vector anim_backright; // player running backward and right
150 .vector anim_backleft; // player running back and left
152 // weapon animation vectors:
158 void() player_setupanimsformodel;
159 void setanim(entity e, vector anim, float looping, float override, float restart);
169 .float respawntimejitter;
172 .float damageforcescale;
178 // for railgun damage (hitting multiple enemies)
180 .float railgunhitsolidbackup;
181 .vector railgunhitloc;
187 .float hitsound, typehitsound;
189 .float watersound_finished;
193 .float pauseregen_finished;
194 .float pauserothealth_finished;
195 .float pauserotarmor_finished;
196 .float pauserotfuel_finished;
197 .string item_pickupsound;
199 // definitions for weaponsystem
201 .entity weaponentity;
202 .entity exteriorweaponentity;
205 float weapon_action(float wpn, float wrequest);
206 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
209 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
210 .float weapon_nextthink;
211 .void() weapon_think;
213 //float PLAYER_WEAPONSELECTION_DELAY = );
214 float PLAYER_WEAPONSELECTION_SPEED = 18;
215 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
217 // weapon states (self.weaponentity.state)
218 float WS_CLEAR = 0; // no weapon selected
219 float WS_RAISE = 1; // raise frame
220 float WS_DROP = 2; // deselecting frame
221 float WS_INUSE = 3; // fire state
222 float WS_READY = 4; // idle frame
224 // there is 2 weapon tics that can run in one server frame
225 #define W_TICSPERFRAME 2
227 void weapon_defaultspawnfunc(float wpn);
229 string w_deathtypestring;
232 void(entity client, string s) centerprint_builtin = #73;
233 .vector dest1, dest2;
236 float intermission_running;
237 float intermission_exittime;
238 float alreadychangedlevel;
244 .float welcomemessage_time;
247 // Laser target for laser-guided weapons
252 .float jump_interval; // laser refire
255 .float in_swamp; // bool
256 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
262 #define RESTART_COUNTDOWN 10
263 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
265 void restartTimer_Think();
266 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
267 .float spectatortime; //point in time since the client is spectating or observing
268 void checkSpectatorBlock();
273 float isJoinAllowed();
274 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
276 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
277 #define TIMEOUT_SLOWMO_VALUE 0.0001
278 float sys_frametime; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
279 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
280 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
281 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)
282 .float allowedTimeouts; // contains the number of allowed timeouts for each player
283 entity timeoutInitiator; // contains the entity of the player who started the last timeout
284 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
285 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
286 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
287 void timeoutHandler_Think();
288 void evaluateTimeout();
289 void evaluateTimein();
290 string getTimeoutText(float addOneSecond);
292 .float spawnshieldtime;
294 .float lms_nextcheck;
295 .float lms_traveled_distance;
304 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
308 .vector death_origin;
309 .vector killer_origin;
311 float default_player_alpha;
312 float default_weapon_alpha;
314 .float() customizeentityforclient;
315 .float cvar_cl_handicap;
316 .float cvar_cl_playerdetailreduction;
317 .float cvar_scr_centertime;
318 .float cvar_cl_shownames;
319 .string cvar_g_xonoticversion;
320 .string cvar_cl_weaponpriority;
321 .string cvar_cl_weaponpriorities[10];
322 #ifdef ALLOW_FORCEMODELS
323 .float cvar_cl_forceplayermodels;
324 .float cvar_cl_forceplayermodelsfromxonotic;
325 float sv_clforceplayermodels;
327 float sv_loddistance1;
328 float sv_loddistance2;
329 .float cvar_cl_gunalign;
330 .float cvar_cl_noantilag;
332 void Announce(string snd);
333 void AnnounceTo(entity e, string snd);
335 .float version_nagtime;
337 .float modelindex_lod0;
338 .float modelindex_lod0_from_xonotic;
340 .float modelindex_lod1;
341 .float modelindex_lod2;
343 #define NUM_JUMPPADSUSED 3
345 .entity jumppadsused[NUM_JUMPPADSUSED];
347 string gamemode_name;
350 float startitem_failed;
352 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
353 void DropBall(entity ball, vector org, vector vel);
354 void DropAllRunes(entity pl);
357 typedef .float floatfield;
358 floatfield Item_CounterField(float it);
360 float W_AmmoItemCode(float wpn);
361 float W_WeaponBit(float wpn);
362 string W_Name(float weaponid);
364 void UpdateSelectedPlayer();
365 void ClearSelectedPlayer();
366 .entity selected_player;
367 .entity last_selected_player;
368 .float selected_player_time; // when this player has been selected
369 .float selected_player_count; // how long this player has been directly pointed to
370 .float selected_player_display_needs_update; // are regular updates necessary? (health)
371 .float selected_player_display_timeout; // when the selection will time out
373 void FixIntermissionClient(entity e);
374 void FixClientCvars(entity e);
378 void centerprint_atprio(entity e, float prio, string s);
379 void centerprint_expire(entity e, float prio);
380 void centerprint(entity e, string s);
382 .float respawn_countdown; // next number to count
384 float bot_waypoints_for_items;
386 .float attack_finished_for[WEP_MAXCOUNT];
387 .float attack_finished_single;
388 #ifdef INDEPENDENT_ATTACK_FINISHED
389 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
391 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
393 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
395 // assault game mode: Which team is attacking in this round?
396 float assault_attacker_team;
398 // speedrun: when 1, player auto teleports back when capture timeout happens
406 float q3acompat_machineshotgunswap;
414 float some_spawn_has_been_used;
415 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
417 // set when showing a kill countdown
418 .entity killindicator;
419 .float killindicator_teamchange;
421 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
425 .float parm_idlesince;
427 float sv_maxidle_spectatorsareidle;
431 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
437 .float(entity to, float sendflags) SendEntity;
439 // player sounds, voice messages
440 // TODO implemented fall and falling
441 #define ALLPLAYERSOUNDS \
450 #define ALLVOICEMSGS \
452 _VOICEMSG(attackinfive) \
454 _VOICEMSG(seenflag) \
458 #define _VOICEMSG(m) .string playersound_##m;
463 // reserved sound names for the future (models lack sounds for them):
464 // _VOICEMSG(affirmative) \
465 // _VOICEMSG(attacking) \
466 // _VOICEMSG(defending) \
467 // _VOICEMSG(roaming) \
468 // _VOICEMSG(onmyway) \
469 // _VOICEMSG(droppedflag) \
470 // _VOICEMSG(flagcarriertakingdamage) \
471 // _VOICEMSG(negative) \
472 // _VOICEMSG(seenenemy) \
474 // _VOICEMSG(getflag) \
475 // _VOICEMSG(incoming) \
476 // _VOICEMSG(coverme) \
477 // _VOICEMSG(needhelp) \
478 // _VOICEMSG(defend) \
479 // _VOICEMSG(freelance) \
480 // _VOICEMSG(falling) \
482 string globalsound_fall;
483 string globalsound_metalfall;
484 string globalsound_step;
485 string globalsound_metalstep;
487 #define VOICETYPE_PLAYERSOUND 10
488 #define VOICETYPE_TEAMRADIO 11
489 #define VOICETYPE_LASTATTACKER 12
490 #define VOICETYPE_LASTATTACKER_ONLY 13
491 #define VOICETYPE_AUTOTAUNT 14
492 #define VOICETYPE_TAUNT 15
494 void PrecachePlayerSounds(string f);
495 void PrecacheGlobalSound(string samplestring);
496 void UpdatePlayerSounds();
497 void ClearPlayerSounds();
498 void PlayerSound(.string samplefield, float channel, float voicetype);
499 void GlobalSound(string samplestring, float channel, float voicetype);
500 void FakeGlobalSound(string samplestring, float channel, float voicetype);
501 void VoiceMessage(string type, string message);
504 .float cvar_cl_autotaunt;
505 .float cvar_cl_voice_directional;
506 .float cvar_cl_voice_directional_taunt_attenuation;
508 .float version_mismatch;
510 float independent_players;
511 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
512 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
513 // we're using + here instead of , because fteqcc sucks
520 .float porto_forbidden;
526 float game_starttime; //point in time when the countdown is over
527 .float stat_game_starttime;
529 .float stat_sv_airaccel_qw;
530 .float stat_sv_airstrafeaccel_qw;
531 .float stat_sv_airspeedlimit_nonqw;
533 void W_Porto_Remove (entity p);
535 .float projectiledeathtype;
539 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
540 .float stat_allow_oldnexbeam;
542 // reset to 0 on weapon switch
543 // may be useful to all weapons
544 .float bulletcounter;
546 void target_voicescript_next(entity pl);
547 void target_voicescript_clear(entity pl);
552 .float trigger_reverse;
557 float g_nexball_meter_period;
559 void SUB_DontUseTargets();
560 void SUB_UseTargets();
562 .void() reset; // if set, an entity is reset using this
563 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
565 void ClientData_Touch(entity e);
567 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
570 #define BITXOR(v,b) ((v) + (b) - 2 * ((v) & (b)))
571 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
575 float servertime, serverprevtime, serverframetime;
584 .float nickspamtime; // time of last nick change
585 .float nickspamcount;
586 .float floodcontrol_chat;
587 .float floodcontrol_chatteam;
588 .float floodcontrol_chattell;
589 .float floodcontrol_voice;
590 .float floodcontrol_voiceteam;
592 .float stat_shotorg; // networked stat for trueaim HUD
602 .float stats_hit[WEP_MAXCOUNT]; // for hitscan bullets hit
603 .float stats_fired[WEP_MAXCOUNT]; // for hitscan bullets fired
605 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_hit);
606 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_fired);
608 .float stat_leadlimit;
610 float radar_showennemies;
613 float client_cefc_accumulator;
614 float client_cefc_accumulatortime;
617 .float campingrifle_bulletcounter;
619 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
620 // when doing this, hagar can go through clones
621 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
623 .float spectatee_status;
625 .float bloodloss_timer;
635 .float cvar_cl_accuracy_data_share;
636 .float cvar_cl_accuracy_data_receive;
638 .float cvar_cl_weaponimpulsemode;
639 .float selectweapon; // last selected weapon of the player
641 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
644 #define ACTIVE_ACTIVE 1
645 #define ACTIVE_IDLE 2
646 #define ACTIVE_BUSY 2
647 #define ACTIVE_TOGGLE 3
649 .float (float act_state) setactive;