4 #include <common/weapons/_all.qh>
5 #include <common/stats.qh>
7 #define INDEPENDENT_ATTACK_FINISHED 1
11 float g_footsteps, g_grappling_hook, g_instagib;
12 float g_warmup_allguns;
13 float g_warmup_allow_timeout;
22 float bots_would_leave;
24 void UpdateFrags(entity player, int f);
27 float team1_score, team2_score, team3_score, team4_score;
29 // flag set on worldspawn so that the code knows if it is dedicated or not
30 float server_is_dedicated;
34 .void(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
40 // Needed for dynamic clientwalls
41 .float inactive; // Clientwall disappears when inactive
42 .float alpha_max, alpha_min;
43 .float fade_start, fade_end, fade_vertical_offset;
44 .float default_solid; // Variable to store default .solid for clientwalls
46 .float pain_finished; //Added by Supajoe
47 .float pain_frame; //"
48 .float crouch; // Crouching or not?
50 .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
52 .float cnt; // used in too many places
59 .float respawn_time_max;
64 void player_setupanimsformodel(entity this);
73 .float scheduledrespawntime;
75 .float respawntimejitter;
76 .float respawntimestart;
79 .float damageforcescale;
80 const float MIN_DAMAGEEXTRARADIUS = 2;
81 const float MAX_DAMAGEEXTRARADIUS = 16;
82 .float damageextraradius;
88 // for railgun damage (hitting multiple enemies)
90 .float railgunhitsolidbackup;
91 .vector railgunhitloc;
97 .float damage_dealt, typehitsound, killsound;
99 .float watersound_finished;
101 .float damagedbycontents;
102 .float damagedbytriggers;
106 .float pauseregen_finished;
107 .float pauserothealth_finished;
108 .float pauserotarmor_finished;
109 .float pauserotfuel_finished;
110 // string overrides entity
111 .string item_pickupsound;
112 .entity item_pickupsound_ent;
113 .entity item_model_ent;
117 bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain);
118 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
119 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
120 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
121 .float weapon_nextthink;
122 .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
125 // there is 2 weapon tics that can run in one server frame
126 const int W_TICSPERFRAME = 2;
128 void weapon_defaultspawnfunc(entity this, Weapon e);
130 float intermission_running;
131 float intermission_exittime;
132 float alreadychangedlevel;
139 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
140 .float spectatortime; //point in time since the client is spectating or observing
141 void checkSpectatorBlock(entity this);
143 float game_completion_ratio; // 0 at start, 1 near end
145 .float jointime; // time of joining
146 .float alivetime; // time of being alive
147 .float motd_actived_time; // used for both motd and campaign_message
149 bool nJoinAllowed(entity this, entity ignore);
151 .float spawnshieldtime;
152 .float item_spawnshieldtime;
157 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
159 .vector death_origin;
161 float default_player_alpha;
162 float default_weapon_alpha;
164 .float cvar_cl_handicap;
165 .float cvar_cl_clippedspectating;
166 .float cvar_cl_autoscreenshot;
167 .float cvar_cl_jetpack_jump;
168 .float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP);
169 .float cvar_cl_newusekeysupported;
171 .string cvar_g_xonoticversion;
172 .string cvar_cl_weaponpriority;
173 .string cvar_cl_weaponpriorities[10];
174 .float cvar_cl_noantilag;
176 .string weaponorder_byimpulse;
178 .float cvar_cl_allow_uid2name;
179 .float cvar_cl_allow_uidtracking;
180 .string stored_netname;
182 .float version_nagtime;
184 string gamemode_name;
186 float startitem_failed;
188 string W_Apply_Weaponreplace(string in);
190 void FixIntermissionClient(entity e);
191 void FixClientCvars(entity e);
193 // WEAPONTODO: remove this
196 #define weapons _STAT(WEAPONS)
198 .float respawn_countdown; // next number to count
200 float bot_waypoints_for_items;
202 .float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS];
203 .float attack_finished_single[MAX_WEAPONSLOTS];
204 #if INDEPENDENT_ATTACK_FINISHED
205 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
207 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
209 #define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot)
211 // assault game mode: Which team is attacking in this round?
212 float assault_attacker_team;
214 // speedrun: when 1, player auto teleports back when capture timeout happens
223 float some_spawn_has_been_used;
224 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
225 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
227 // set when showing a kill countdown
228 .entity killindicator;
229 .float killindicator_teamchange;
231 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
235 .float parm_idlesince;
237 float sv_maxidle_spectatorsareidle;
238 int sv_maxidle_slots;
239 bool sv_maxidle_slots_countbots;
241 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
246 .float cvar_cl_autotaunt;
247 .float cvar_cl_voice_directional;
248 .float cvar_cl_voice_directional_taunt_attenuation;
250 .float version_mismatch;
252 int autocvar__independent_players;
253 bool independent_players;
254 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
255 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
256 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
265 string cvar_purechanges;
266 float cvar_purechanges_count;
268 float game_starttime; //point in time when the countdown to game start is over
269 float round_starttime; //point in time when the countdown to round start is over
271 void W_Porto_Remove (entity p);
273 .int projectiledeathtype;
277 // reset to 0 on weapon switch
278 // may be useful to all weapons
279 .float bulletcounter;
282 .entity ballcarried; // Also used for keepaway
283 float g_nexball_meter_period;
285 void SUB_DontUseTargets(entity this, entity actor, entity trigger);
286 void SUB_UseTargets(entity this, entity actor, entity trigger);
288 .void(entity this) reset; // if set, an entity is reset using this
289 .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
291 void ClientData_Touch(entity e);
293 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
297 float servertime, serverprevtime, serverframetime;
304 .float nickspamtime; // time of last nick change
305 .float nickspamcount;
306 .float floodcontrol_chat;
307 .float floodcontrol_chatteam;
308 .float floodcontrol_chattell;
309 .float floodcontrol_voice;
310 .float floodcontrol_voiceteam;
312 .float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD
316 .float last_pickup = _STAT(LAST_PICKUP);
318 .float hit_time = _STAT(HIT_TIME);
319 .float typehit_time = _STAT(TYPEHIT_TIME);
320 .float kill_time = _STAT(KILL_TIME);
322 .float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
324 bool radar_showennemies;
327 float client_cefc_accumulator;
328 float client_cefc_accumulatortime;
331 .float weapon_load[Weapons_MAX];
332 .int ammo_none; // used by the reloading system, must always be 0
333 .float clip_load = _STAT(WEAPON_CLIPLOAD);
334 .float old_clip_load;
335 .float clip_size = _STAT(WEAPON_CLIPSIZE);
337 .float minelayer_mines = _STAT(LAYED_MINES);
338 .float vortex_charge = _STAT(VORTEX_CHARGE);
339 .float vortex_charge_rottime;
340 .float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
341 .float hagar_load = _STAT(HAGAR_LOAD);
343 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
345 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
346 // when doing this, hagar can go through clones
347 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
349 .float spectatee_status;
360 .float cvar_cl_weaponimpulsemode;
361 .float selectweapon; // last selected weapon of the player
363 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
365 const float ACTIVE_NOT = 0;
366 const float ACTIVE_ACTIVE = 1;
367 const float ACTIVE_IDLE = 2;
368 const float ACTIVE_BUSY = 2;
369 const float ACTIVE_TOGGLE = 3;
371 .void (entity this, int act_state) setactive;
376 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
378 .float player_blocked;
380 .float revive_progress = _STAT(REVIVE_PROGRESS);
381 .float revival_time; // time at which player was last revived
382 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
384 .entity frozen_by; // for ice fields
386 .entity muzzle_flash;
387 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
389 .float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
391 void PlayerUseKey(entity this);
393 USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
394 .spawn_evalfunc_t spawn_evalfunc;
398 .float missile_flags;
399 const int MIF_SPLASH = BIT(1);
400 const int MIF_ARC = BIT(2);
401 const int MIF_PROXY = BIT(3);
402 const int MIF_GUIDED_MANUAL = BIT(4);
403 const int MIF_GUIDED_HEAT = BIT(5);
404 const int MIF_GUIDED_LASER = BIT(6);
405 const int MIF_GUIDED_AI = BIT(7);
406 const int MIF_GUIDED_TAG = BIT(7);
407 const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
408 const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
409 const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
411 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
412 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
413 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
417 .string cvar_cl_physics;
419 .void(entity this, entity player) init_for_player;
421 .WepSet dual_weapons;
423 IntrusiveList g_monsters;
424 STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }
426 IntrusiveList g_waypoints;
427 STATIC_INIT(g_waypoints) { g_waypoints = IL_NEW(); }
429 IntrusiveList g_vehicles;
430 STATIC_INIT(g_vehicles) { g_vehicles = IL_NEW(); }
432 IntrusiveList g_turrets;
433 STATIC_INIT(g_turrets) { g_turrets = IL_NEW(); }
435 IntrusiveList g_mines;
436 STATIC_INIT(g_mines) { g_mines = IL_NEW(); }
438 IntrusiveList g_projectiles;
439 STATIC_INIT(g_projectiles) { g_projectiles = IL_NEW(); }
441 IntrusiveList g_items;
442 STATIC_INIT(g_items) { g_items = IL_NEW(); }
444 IntrusiveList g_initforplayer;
445 STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); }
447 IntrusiveList g_clones;
448 STATIC_INIT(g_clones) { g_clones = IL_NEW(); }
450 IntrusiveList g_assault_destructibles;
451 STATIC_INIT(g_assault_destructibles) { g_assault_destructibles = IL_NEW(); }
453 IntrusiveList g_assault_objectivedecreasers;
454 STATIC_INIT(g_assault_objectivedecreasers) { g_assault_objectivedecreasers = IL_NEW(); }
456 IntrusiveList g_assault_objectives;
457 STATIC_INIT(g_assault_objectives) { g_assault_objectives = IL_NEW(); }
459 IntrusiveList g_spawnpoints;
460 STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); }
462 IntrusiveList g_bot_targets;
463 STATIC_INIT(g_bot_targets) { g_bot_targets = IL_NEW(); }
465 IntrusiveList g_bot_dodge;
466 STATIC_INIT(g_bot_dodge) { g_bot_dodge = IL_NEW(); }
468 IntrusiveList g_damagedbycontents;
469 STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); }