3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
5 #include <server/client.qh>
6 #include <server/world.qh>
8 #include <server/intermission.qh>
9 #include <server/items/items.qh>
11 #include <server/mutators/_mod.qh>
13 #include <common/constants.qh>
14 #include <common/mapinfo.qh>
15 #include <common/turrets/all.qh>
17 .vector dropped_origin;
19 void write_recordmarker(entity pl, float tstart, float dt);
21 void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name);
23 void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name);
25 void precache_all_playermodels(string pattern);
27 void InitializeEntitiesRun();
29 void droptofloor(entity this);
31 float trace_hits_box_1d(float end, float thmi, float thma);
33 float trace_hits_box(vector start, vector end, vector thmi, vector thma);
35 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
37 void attach_sameorigin(entity e, entity to, string tag);
39 void crosshair_trace(entity pl);
41 void crosshair_trace_plusvisibletriggers(entity pl);
42 void WarpZone_crosshair_trace_plusvisibletriggers(entity pl);
43 void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz);
45 void detach_sameorigin(entity e);
47 void follow_sameorigin(entity e, entity to);
49 void GetCvars(entity this, entity store, int f);
51 float LostMovetypeFollow(entity ent);
53 string uid2name(string myuid);
55 bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance);
57 float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
59 string playername(entity p, bool team_colorize);
61 void SetMovetypeFollow(entity ent, entity e);
63 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
65 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
67 void WarpZone_crosshair_trace(entity pl);
69 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
71 #define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END
73 // copies a string to a tempstring (so one can strunzone it)
74 string strcat1(string s) = #115; // FRIK_FILE
79 float g_pickup_shells_max;
80 float g_pickup_nails_max;
81 float g_pickup_rockets_max;
82 float g_pickup_cells_max;
83 float g_pickup_plasma_max;
84 float g_pickup_fuel_max;
85 float g_pickup_weapons_anyway;
87 WepSet g_weaponarena_weapons;
88 float g_weaponarena_random; // TODO
89 string g_weaponarena_list;
92 WepSet start_weapons_default;
93 WepSet start_weapons_defaultmask;
95 float start_ammo_shells;
96 float start_ammo_nails;
97 float start_ammo_rockets;
98 float start_ammo_cells;
99 float start_ammo_plasma;
100 float start_ammo_fuel;
101 /// \brief Number of random start weapons to give to players.
102 int random_start_weapons_count;
103 /// \brief Holds a list of possible random start weapons.
104 string autocvar_g_random_start_weapons;
105 /// \brief Entity that contains amount of ammo to give with random start
107 entity random_start_ammo;
109 float start_armorvalue;
110 WepSet warmup_start_weapons;
111 WepSet warmup_start_weapons_default;
112 WepSet warmup_start_weapons_defaultmask;
113 #define WARMUP_START_WEAPONS ((autocvar_g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
114 float warmup_start_ammo_shells;
115 float warmup_start_ammo_nails;
116 float warmup_start_ammo_rockets;
117 float warmup_start_ammo_cells;
118 float warmup_start_ammo_plasma;
119 float warmup_start_ammo_fuel;
120 float warmup_start_health;
121 float warmup_start_armorvalue;
124 float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
125 void readplayerstartcvars();
127 float g_grappling_hook;
130 bool sv_ready_restart_after_countdown;
132 void readlevelcvars()
134 if(cvar("sv_allow_fullbright"))
135 serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
137 sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
139 warmup_stage = cvar("g_warmup");
140 warmup_limit = cvar("g_warmup_limit");
142 if(cvar("g_campaign"))
143 warmup_stage = 0; // no warmup during campaign
145 g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
146 g_pickup_respawntime_superweapon = cvar("g_pickup_respawntime_superweapon");
147 g_pickup_respawntime_ammo = cvar("g_pickup_respawntime_ammo");
148 g_pickup_respawntime_short = cvar("g_pickup_respawntime_short");
149 g_pickup_respawntime_medium = cvar("g_pickup_respawntime_medium");
150 g_pickup_respawntime_long = cvar("g_pickup_respawntime_long");
151 g_pickup_respawntime_powerup = cvar("g_pickup_respawntime_powerup");
152 g_pickup_respawntimejitter_weapon = cvar("g_pickup_respawntimejitter_weapon");
153 g_pickup_respawntimejitter_superweapon = cvar("g_pickup_respawntimejitter_superweapon");
154 g_pickup_respawntimejitter_ammo = cvar("g_pickup_respawntimejitter_ammo");
155 g_pickup_respawntimejitter_short = cvar("g_pickup_respawntimejitter_short");
156 g_pickup_respawntimejitter_medium = cvar("g_pickup_respawntimejitter_medium");
157 g_pickup_respawntimejitter_long = cvar("g_pickup_respawntimejitter_long");
158 g_pickup_respawntimejitter_powerup = cvar("g_pickup_respawntimejitter_powerup");
160 g_pickup_shells = cvar("g_pickup_shells");
161 g_pickup_shells_max = cvar("g_pickup_shells_max");
162 g_pickup_nails = cvar("g_pickup_nails");
163 g_pickup_nails_max = cvar("g_pickup_nails_max");
164 g_pickup_rockets = cvar("g_pickup_rockets");
165 g_pickup_rockets_max = cvar("g_pickup_rockets_max");
166 g_pickup_cells = cvar("g_pickup_cells");
167 g_pickup_cells_max = cvar("g_pickup_cells_max");
168 g_pickup_plasma = cvar("g_pickup_plasma");
169 g_pickup_plasma_max = cvar("g_pickup_plasma_max");
170 g_pickup_fuel = cvar("g_pickup_fuel");
171 g_pickup_fuel_jetpack = cvar("g_pickup_fuel_jetpack");
172 g_pickup_fuel_max = cvar("g_pickup_fuel_max");
173 g_pickup_armorsmall = cvar("g_pickup_armorsmall");
174 g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
175 g_pickup_armorsmall_anyway = cvar("g_pickup_armorsmall_anyway");
176 g_pickup_armormedium = cvar("g_pickup_armormedium");
177 g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
178 g_pickup_armormedium_anyway = cvar("g_pickup_armormedium_anyway");
179 g_pickup_armorbig = cvar("g_pickup_armorbig");
180 g_pickup_armorbig_max = cvar("g_pickup_armorbig_max");
181 g_pickup_armorbig_anyway = cvar("g_pickup_armorbig_anyway");
182 g_pickup_armormega = cvar("g_pickup_armormega");
183 g_pickup_armormega_max = cvar("g_pickup_armormega_max");
184 g_pickup_armormega_anyway = cvar("g_pickup_armormega_anyway");
185 g_pickup_healthsmall = cvar("g_pickup_healthsmall");
186 g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
187 g_pickup_healthsmall_anyway = cvar("g_pickup_healthsmall_anyway");
188 g_pickup_healthmedium = cvar("g_pickup_healthmedium");
189 g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
190 g_pickup_healthmedium_anyway = cvar("g_pickup_healthmedium_anyway");
191 g_pickup_healthbig = cvar("g_pickup_healthbig");
192 g_pickup_healthbig_max = cvar("g_pickup_healthbig_max");
193 g_pickup_healthbig_anyway = cvar("g_pickup_healthbig_anyway");
194 g_pickup_healthmega = cvar("g_pickup_healthmega");
195 g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
196 g_pickup_healthmega_anyway = cvar("g_pickup_healthmega_anyway");
198 g_pickup_ammo_anyway = cvar("g_pickup_ammo_anyway");
199 g_pickup_weapons_anyway = cvar("g_pickup_weapons_anyway");
201 g_weapon_stay = cvar(strcat("g_", GetGametype(), "_weapon_stay"));
203 g_weapon_stay = cvar("g_weapon_stay");
205 MUTATOR_CALLHOOK(ReadLevelCvars);
208 game_starttime = time + cvar("g_start_delay");
210 FOREACH(Weapons, it != WEP_Null, { it.wr_init(it); });
212 readplayerstartcvars();
217 const int INITPRIO_FIRST = 0;
218 const int INITPRIO_GAMETYPE = 0;
219 const int INITPRIO_GAMETYPE_FALLBACK = 1;
220 const int INITPRIO_FINDTARGET = 10;
221 const int INITPRIO_DROPTOFLOOR = 20;
222 const int INITPRIO_SETLOCATION = 90;
223 const int INITPRIO_LINKDOORS = 91;
224 const int INITPRIO_LAST = 99;
226 .void(entity this) initialize_entity;
227 .int initialize_entity_order;
228 .entity initialize_entity_next;
229 entity initialize_entity_first;
231 void InitializeEntity(entity e, void(entity this) func, int order);
233 IntrusiveList g_ctrace_changed;
234 STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }