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 void weapon_defaultspawnfunc(float wpn);
226 string w_deathtypestring;
229 void(entity client, string s) centerprint_builtin = #73;
230 .vector dest1, dest2;
233 float intermission_running;
234 float intermission_exittime;
235 float alreadychangedlevel;
241 .float welcomemessage_time;
244 // Laser target for laser-guided weapons
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();
270 float isJoinAllowed();
271 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
273 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
274 #define TIMEOUT_SLOWMO_VALUE 0.0001
275 float sys_frametime; // gets initialised in worlspawn, saves the value from cvar("sys_ticrate")
276 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
277 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
278 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)
279 .float allowedTimeouts; // contains the number of allowed timeouts for each player
280 entity timeoutInitiator; // contains the entity of the player who started the last timeout
281 float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
282 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
283 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
284 void timeoutHandler_Think();
285 void evaluateTimeout();
286 void evaluateTimein();
287 string getTimeoutText(float addOneSecond);
289 .float spawnshieldtime;
291 .float lms_nextcheck;
292 .float lms_traveled_distance;
300 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
304 .vector death_origin;
305 .vector killer_origin;
307 float default_player_alpha;
308 float default_weapon_alpha;
310 .float() customizeentityforclient;
311 .float cvar_cl_handicap;
312 .float cvar_cl_playerdetailreduction;
313 .float cvar_scr_centertime;
314 .float cvar_cl_shownames;
315 .string cvar_g_xonoticversion;
316 .string cvar_cl_weaponpriority;
317 .string cvar_cl_weaponpriorities[10];
318 #ifdef ALLOW_FORCEMODELS
319 .float cvar_cl_forceplayermodels;
320 .float cvar_cl_forceplayermodelsfromxonotic;
321 float sv_clforceplayermodels;
323 float sv_loddistance1;
324 float sv_loddistance2;
325 .float cvar_cl_gunalign;
326 .float cvar_cl_noantilag;
328 void Announce(string snd);
329 void AnnounceTo(entity e, string snd);
331 .float version_nagtime;
333 .float modelindex_lod0;
334 .float modelindex_lod0_from_xonotic;
336 .float modelindex_lod1;
337 .float modelindex_lod2;
339 #define NUM_JUMPPADSUSED 3
341 .entity jumppadsused[NUM_JUMPPADSUSED];
343 string gamemode_name;
346 float startitem_failed;
348 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
349 void DropBall(entity ball, vector org, vector vel);
350 void DropAllRunes(entity pl);
353 typedef .float floatfield;
354 floatfield Item_CounterField(float it);
356 float W_AmmoItemCode(float wpn);
357 float W_WeaponBit(float wpn);
358 string W_Name(float weaponid);
360 void UpdateSelectedPlayer();
361 void ClearSelectedPlayer();
362 .entity selected_player;
363 .entity last_selected_player;
364 .float selected_player_time; // when this player has been selected
365 .float selected_player_count; // how long this player has been directly pointed to
366 .float selected_player_display_needs_update; // are regular updates necessary? (health)
367 .float selected_player_display_timeout; // when the selection will time out
369 void FixIntermissionClient(entity e);
370 void FixClientCvars(entity e);
374 void centerprint_atprio(entity e, float prio, string s);
375 void centerprint_expire(entity e, float prio);
376 void centerprint(entity e, string s);
378 .float respawn_countdown; // next number to count
380 float bot_waypoints_for_items;
382 .float attack_finished_for[WEP_MAXCOUNT];
383 .float attack_finished_single;
384 #ifdef INDEPENDENT_ATTACK_FINISHED
385 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
387 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
389 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
391 // assault game mode: Which team is attacking in this round?
392 float assault_attacker_team;
394 // speedrun: when 1, player auto teleports back when capture timeout happens
402 float q3acompat_machineshotgunswap;
410 float some_spawn_has_been_used;
411 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
413 // set when showing a kill countdown
414 .entity killindicator;
415 .float killindicator_teamchange;
417 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
421 .float parm_idlesince;
423 float sv_maxidle_spectatorsareidle;
427 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
433 .float(entity to, float sendflags) SendEntity;
435 // player sounds, voice messages
436 // TODO implemented fall and falling
437 #define ALLPLAYERSOUNDS \
446 #define ALLVOICEMSGS \
448 _VOICEMSG(attackinfive) \
450 _VOICEMSG(seenflag) \
454 #define _VOICEMSG(m) .string playersound_##m;
459 // reserved sound names for the future (models lack sounds for them):
460 // _VOICEMSG(affirmative) \
461 // _VOICEMSG(attacking) \
462 // _VOICEMSG(defending) \
463 // _VOICEMSG(roaming) \
464 // _VOICEMSG(onmyway) \
465 // _VOICEMSG(droppedflag) \
466 // _VOICEMSG(flagcarriertakingdamage) \
467 // _VOICEMSG(negative) \
468 // _VOICEMSG(seenenemy) \
470 // _VOICEMSG(getflag) \
471 // _VOICEMSG(incoming) \
472 // _VOICEMSG(coverme) \
473 // _VOICEMSG(needhelp) \
474 // _VOICEMSG(defend) \
475 // _VOICEMSG(freelance) \
476 // _VOICEMSG(falling) \
478 string globalsound_fall;
479 string globalsound_metalfall;
480 string globalsound_step;
481 string globalsound_metalstep;
483 #define VOICETYPE_PLAYERSOUND 10
484 #define VOICETYPE_TEAMRADIO 11
485 #define VOICETYPE_LASTATTACKER 12
486 #define VOICETYPE_LASTATTACKER_ONLY 13
487 #define VOICETYPE_AUTOTAUNT 14
488 #define VOICETYPE_TAUNT 15
490 void PrecachePlayerSounds(string f);
491 void PrecacheGlobalSound(string samplestring);
492 void UpdatePlayerSounds();
493 void ClearPlayerSounds();
494 void PlayerSound(.string samplefield, float channel, float voicetype);
495 void GlobalSound(string samplestring, float channel, float voicetype);
496 void FakeGlobalSound(string samplestring, float channel, float voicetype);
497 void VoiceMessage(string type, string message);
500 .float cvar_cl_autotaunt;
501 .float cvar_cl_voice_directional;
502 .float cvar_cl_voice_directional_taunt_attenuation;
504 .float version_mismatch;
506 float independent_players;
507 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
508 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
509 // we're using + here instead of , because fteqcc sucks
516 .float porto_forbidden;
522 float game_starttime; //point in time when the countdown is over
523 .float stat_game_starttime;
525 .float stat_sv_airaccel_qw;
526 .float stat_sv_airstrafeaccel_qw;
527 .float stat_sv_airspeedlimit_nonqw;
529 void W_Porto_Remove (entity p);
531 .float projectiledeathtype;
535 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
536 .float stat_allow_oldnexbeam;
538 // reset to 0 on weapon switch
539 // may be useful to all weapons
540 .float bulletcounter;
542 void target_voicescript_next(entity pl);
543 void target_voicescript_clear(entity pl);
548 .float trigger_reverse;
553 float g_nexball_meter_period;
555 void SUB_DontUseTargets();
556 void SUB_UseTargets();
558 .void() reset; // if set, an entity is reset using this
559 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
561 void ClientData_Touch(entity e);
563 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
566 #define BITXOR(v,b) ((v) + (b) - 2 * ((v) & (b)))
567 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
571 float servertime, serverprevtime, serverframetime;
580 .float nickspamtime; // time of last nick change
581 .float nickspamcount;
582 .float floodcontrol_chat;
583 .float floodcontrol_chatteam;
584 .float floodcontrol_chattell;
585 .float floodcontrol_voice;
586 .float floodcontrol_voiceteam;
588 .float stat_shotorg; // networked stat for trueaim HUD
598 .float stats_hit[WEP_MAXCOUNT]; // for hitscan bullets hit
599 .float stats_fired[WEP_MAXCOUNT]; // for hitscan bullets fired
601 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_hit);
602 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_fired);
604 .float stat_leadlimit;
606 float radar_showennemies;
609 float client_cefc_accumulator;
610 float client_cefc_accumulatortime;
613 .float campingrifle_bulletcounter;
615 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
616 // when doing this, hagar can go through clones
617 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
619 .float spectatee_status;
621 .float bloodloss_timer;
631 .float cvar_cl_accuracy_data_share;
632 .float cvar_cl_accuracy_data_receive;
634 .float cvar_cl_weaponimpulsemode;
635 .float selectweapon; // last selected weapon of the player
637 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more