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1 #define INDEPENDENT_ATTACK_FINISHED
2
3 float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
4
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
15
16 // Globals
17
18 float ctf_score_value(string parameter);
19
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;
22 float g_warmup_limit;
23 float g_warmup_allguns;
24 float g_warmup_allow_timeout;
25 float g_ctf_win_mode;
26 float g_ctf_ignore_frags;
27 float g_ctf_reverse;
28 float g_race_qualifying;
29 float inWarmupStage;
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;
42 float g_jetpack;
43
44 float sv_clones;
45 float sv_gentle;
46 float sv_foginterval;
47
48 entity  activator;
49
50 float player_count;
51 float currentbots;
52 float bots_would_leave;
53 float lms_lowest_lives;
54 float lms_next_place;
55 float LMS_NewPlayerLives();
56
57 void UpdateFrags(entity player, float f);
58 .float totalfrags;
59
60 float team1_score, team2_score, team3_score, team4_score;
61
62 float maxclients;
63
64 // Fields
65
66 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
67
68 //.string       wad;
69 //.string       map;
70
71 //.float        worldtype;
72 .float  delay;
73 .float  wait;
74 .float  lip;
75 //.float        light_lev;
76 .float  speed;
77 //.float        style;
78 //.float        skill;
79 .float  sounds;
80
81 .string killtarget;
82
83 .vector pos1, pos2;
84 .vector mangle;
85
86 .float cvar_cl_hitsound;
87
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?
92
93 .float  strength_finished;
94 //.float        speed_finished;
95 .float  invincible_finished;
96 //.float        slowmo_finished;
97
98 .vector         finaldest, finalangle;          //plat.qc stuff
99 .void()         think1;
100 .float state;
101 .float          t_length, t_width;
102
103 .vector destvec;                // for rain
104 .float cnt;             // for rain
105 .float count;
106 //.float cnt2;
107
108 .float play_time;
109 .float death_time;
110 .float dead_frame;
111 .float fade_time;
112 .float fade_rate;
113
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;
122
123 // player animation data for this model
124 // each vector is as follows:
125 // _x = startframe
126 // _y = numframes
127 // _z = framerate
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
151
152 // weapon animation vectors:
153 .vector anim_fire1;
154 .vector anim_fire2;
155 .vector anim_idle;
156 .vector anim_reload;
157
158 void() player_setupanimsformodel;
159 void setanim(entity e, vector anim, float looping, float override, float restart);
160
161 .string mdl;
162
163 .string playermodel;
164 .string playerskin;
165
166 .float species;
167
168 .float  respawntime;
169 .float  respawntimejitter;
170 //.float        chasecam;
171
172 .float  damageforcescale;
173
174 //.float          gravity;
175
176 .float          dmg;
177
178 // for railgun damage (hitting multiple enemies)
179 .float railgunhit;
180 .float railgunhitsolidbackup;
181 .vector railgunhitloc;
182
183 .float          air_finished;
184 .float          dmgtime;
185
186 .float          killcount;
187 .float hitsound, typehitsound;
188
189 .float watersound_finished;
190 .float iscreature;
191 .vector oldvelocity;
192
193 .float pauseregen_finished;
194 .float pauserothealth_finished;
195 .float pauserotarmor_finished;
196 .float pauserotfuel_finished;
197 .string item_pickupsound;
198
199 // definitions for weaponsystem
200
201 .entity weaponentity;
202 .entity exteriorweaponentity;
203 .float switchweapon;
204 .float autoswitch;
205 float weapon_action(float wpn, float wrequest);
206 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
207 void w_clear();
208 void w_ready();
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;
212
213 //float PLAYER_WEAPONSELECTION_DELAY = );
214 float   PLAYER_WEAPONSELECTION_SPEED = 18;
215 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
216
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
223
224 void weapon_defaultspawnfunc(float wpn);
225
226 string w_deathtypestring;
227 float w_deathtype;
228
229 void(entity client, string s) centerprint_builtin = #73;
230 .vector dest1, dest2;
231
232 float gameover;
233 float intermission_running;
234 float intermission_exittime;
235 float alreadychangedlevel;
236
237
238 .float runes;
239
240
241 .float welcomemessage_time;
242 .float version;
243
244 // Laser target for laser-guided weapons
245 .entity lasertarget;
246 .float laser_on;
247
248 // minstagib vars
249 .float jump_interval;    // laser refire
250
251 //swamp
252 .float in_swamp;              // bool
253 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
254
255 // footstep interval
256 .float nextstep;
257
258 .float ready;
259 #define RESTART_COUNTDOWN 10
260 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
261 entity restartTimer;
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();
266
267 .float winning;
268 .float jointime;
269
270 float isJoinAllowed();
271 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
272
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);
288
289 .float spawnshieldtime;
290
291 .float lms_nextcheck;
292 .float lms_traveled_distance;
293
294 .entity flagcarried;
295
296 .entity lastrocket;
297
298 .float playerid;
299 float playerid_last;
300 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
301
302 .vector spawnorigin;
303
304 .vector death_origin;
305 .vector killer_origin;
306
307 float default_player_alpha;
308 float default_weapon_alpha;
309
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;
322 #endif
323 float sv_loddistance1;
324 float sv_loddistance2;
325 .float cvar_cl_gunalign;
326 .float cvar_cl_noantilag;
327
328 void Announce(string snd);
329 void AnnounceTo(entity e, string snd);
330
331 .float version_nagtime;
332
333 .float modelindex_lod0;
334 .float modelindex_lod0_from_xonotic;
335 .float skinindex;
336 .float modelindex_lod1;
337 .float modelindex_lod2;
338
339 #define NUM_JUMPPADSUSED 3
340 .float jumppadcount;
341 .entity jumppadsused[NUM_JUMPPADSUSED];
342
343 string gamemode_name;
344 float teams_matter;
345
346 float startitem_failed;
347
348 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
349 void DropBall(entity ball, vector org, vector vel);
350 void DropAllRunes(entity pl);
351
352
353 typedef .float floatfield;
354 floatfield Item_CounterField(float it);
355
356 float W_AmmoItemCode(float wpn);
357 float W_WeaponBit(float wpn);
358 string W_Name(float weaponid);
359
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
368
369 void FixIntermissionClient(entity e);
370 void FixClientCvars(entity e);
371
372 float weaponsInMap;
373
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);
377
378 .float respawn_countdown; // next number to count
379
380 float bot_waypoints_for_items;
381
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]))
386 #else
387 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
388 #endif
389 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
390
391 // assault game mode: Which team is attacking in this round?
392 float assault_attacker_team;
393
394 // speedrun: when 1, player auto teleports back when capture timeout happens
395 .float speedrunning;
396
397 // Q3 support
398 .float notteam;
399 .float notsingle;
400 .float notfree;
401 .float notq3a;
402 float q3acompat_machineshotgunswap;
403
404 // database
405 float ServerProgsDB;
406 float TemporaryDB;
407
408 .float team_saved;
409
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
412
413 // set when showing a kill countdown
414 .entity killindicator;
415 .float killindicator_teamchange;
416
417 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
418
419 float lockteams;
420
421 .float parm_idlesince;
422 float sv_maxidle;
423 float sv_maxidle_spectatorsareidle;
424
425 float sv_pogostick;
426 float sv_doublejump;
427 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
428
429 float next_pingtime;
430
431 .float Version;
432 .float SendFlags;
433 .float(entity to, float sendflags) SendEntity;
434
435 // player sounds, voice messages
436 // TODO implemented fall and falling
437 #define ALLPLAYERSOUNDS \
438                 _VOICEMSG(death) \
439                 _VOICEMSG(drown) \
440                 _VOICEMSG(gasp) \
441                 _VOICEMSG(jump) \
442                 _VOICEMSG(pain25) \
443                 _VOICEMSG(pain50) \
444                 _VOICEMSG(pain75) \
445                 _VOICEMSG(pain100)
446 #define ALLVOICEMSGS \
447                 _VOICEMSG(attack) \
448                 _VOICEMSG(attackinfive) \
449                 _VOICEMSG(meet) \
450                 _VOICEMSG(seenflag) \
451                 _VOICEMSG(taunt) \
452                 _VOICEMSG(teamshoot)
453
454 #define _VOICEMSG(m) .string playersound_##m;
455 ALLPLAYERSOUNDS
456 ALLVOICEMSGS
457 #undef _VOICEMSG
458
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) \
469 //              _VOICEMSG(fall) \
470 //              _VOICEMSG(getflag) \
471 //              _VOICEMSG(incoming) \
472 //              _VOICEMSG(coverme) \
473 //              _VOICEMSG(needhelp) \
474 //              _VOICEMSG(defend) \
475 //              _VOICEMSG(freelance) \
476 //              _VOICEMSG(falling) \
477
478 string globalsound_fall;
479 string globalsound_metalfall;
480 string globalsound_step;
481 string globalsound_metalstep;
482
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
489
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);
498
499 // autotaunt system
500 .float cvar_cl_autotaunt;
501 .float cvar_cl_voice_directional;
502 .float cvar_cl_voice_directional_taunt_attenuation;
503
504 .float version_mismatch;
505
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
510
511 string clientstuff;
512 .float phase;
513 .float weapons;
514 .float pressedkeys;
515
516 .float porto_forbidden;
517
518 .string fog;
519
520 string cvar_changes;
521
522 float game_starttime; //point in time when the countdown is over
523 .float stat_game_starttime;
524
525 .float stat_sv_airaccel_qw;
526 .float stat_sv_airstrafeaccel_qw;
527 .float stat_sv_airspeedlimit_nonqw;
528
529 void W_Porto_Remove (entity p);
530
531 .float projectiledeathtype;
532
533 .string message2;
534
535 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
536 .float stat_allow_oldnexbeam;
537
538 // reset to 0 on weapon switch
539 // may be useful to all weapons
540 .float bulletcounter;
541
542 void target_voicescript_next(entity pl);
543 void target_voicescript_clear(entity pl);
544
545 .string target2;
546 .string target3;
547 .string target4;
548 .float trigger_reverse;
549
550 // Nexball
551 .entity ballcarried;
552 .float metertime;
553 float g_nexball_meter_period;
554
555 void SUB_DontUseTargets();
556 void SUB_UseTargets();
557
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)
560
561 void ClientData_Touch(entity e);
562
563 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
564
565 // the QC VM sucks
566 #define BITXOR(v,b)        ((v) + (b) - 2 * ((v) & (b)))
567 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
568
569 .float wasplayer;
570
571 float servertime, serverprevtime, serverframetime;
572
573 .entity soundentity;
574
575 .float ammo_fuel;
576
577 .vector prevorigin;
578
579 //flood fields
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;
587
588 .float stat_shotorg; // networked stat for trueaim HUD
589
590 string matchid;
591 .float hitplotfh;
592 .string noise4;
593
594 .float stat_hit;
595 .float stat_fired;
596 .float stat_count;
597
598 .float stats_hit[WEP_MAXCOUNT];  // for hitscan bullets hit
599 .float stats_fired[WEP_MAXCOUNT];  // for hitscan bullets fired
600
601 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_hit);
602 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_fired);
603
604 .float stat_leadlimit;
605
606 float radar_showennemies;
607
608 #ifdef PROFILING
609 float client_cefc_accumulator;
610 float client_cefc_accumulatortime;
611 #endif
612
613 .float campingrifle_bulletcounter;
614
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
618
619 .float spectatee_status;
620 .float zoomstate;
621 .float bloodloss_timer;
622 .float restriction;
623
624 .entity clientdata;
625 .entity personal;
626
627 string deathmessage;
628
629 .float just_joined;
630
631 .float cvar_cl_accuracy_data_share;
632 .float cvar_cl_accuracy_data_receive;
633
634 .float cvar_cl_weaponimpulsemode;
635 .float selectweapon; // last selected weapon of the player
636
637 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more