float ctf_score_value(string parameter);
-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, g_freezetag, g_keepaway;
float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
-float g_ctf_win_mode;
float g_ctf_ignore_frags;
float g_ctf_reverse;
float g_race_qualifying;
float inWarmupStage;
float g_pickup_respawntime_weapon;
+float g_pickup_respawntime_superweapon;
float g_pickup_respawntime_ammo;
float g_pickup_respawntime_short;
float g_pickup_respawntime_medium;
float g_pickup_respawntime_long;
float g_pickup_respawntime_powerup;
float g_pickup_respawntimejitter_weapon;
+float g_pickup_respawntimejitter_superweapon;
float g_pickup_respawntimejitter_ammo;
float g_pickup_respawntimejitter_short;
float g_pickup_respawntimejitter_medium;
.float crouch; // Crouching or not?
.float strength_finished;
-//.float speed_finished;
.float invincible_finished;
-//.float slowmo_finished;
+.float superweapons_finished;
.vector finaldest, finalangle; //plat.qc stuff
.void() think1;
//.float cnt2;
.float play_time;
+.float respawn_time;
.float death_time;
-.float dead_frame;
.float fade_time;
.float fade_rate;
.vector anim_draw; // player pulls out a weapon
// .vector anim_duck; // player crouches (from idle to duckidle)
.vector anim_duckwalk; // player walking while crouching
-.vector anim_duckwalkbackwards; // player walking while crouching
.vector anim_duckjump; // player jumping from a crouch
.vector anim_duckidle; // player idling while crouching
.vector anim_idle; // player standing
.vector anim_runbackwards; // player running backward
.vector anim_strafeleft; // player shuffling left quickly
.vector anim_straferight; // player shuffling right quickly
-.vector anim_dead1; // player dead (must be identical to last frame of die1)
-.vector anim_dead2; // player dead (must be identical to last frame of die2)
+//.vector anim_dead1; // player dead (must be identical to last frame of die1)
+//.vector anim_dead2; // player dead (must be identical to last frame of die2)
.vector anim_forwardright; // player running forward and right
.vector anim_forwardleft; // player running forward and left
.vector anim_backright; // player running backward and right
.vector anim_backleft; // player running back and left
.vector anim_melee; // player doing the melee action
+.vector anim_duck; // player doing the melee action
+.vector anim_duckwalkbackwards;
+.vector anim_duckwalkstrafeleft;
+.vector anim_duckwalkstraferight;
+.vector anim_duckwalkforwardright;
+.vector anim_duckwalkforwardleft;
+.vector anim_duckwalkbackright;
+.vector anim_duckwalkbackleft;
// weapon animation vectors:
.vector anim_fire1;
//.float chasecam;
.float damageforcescale;
+#define MIN_DAMAGEEXTRARADIUS 2
+#define MAX_DAMAGEEXTRARADIUS 16
+.float damageextraradius;
//.float gravity;
.float version;
-// minstagib vars
-.float jump_interval; // laser refire
-
//swamp
.float in_swamp; // bool
.entity swampslug; // Uses this to release from swamp ("untouch" fix)
.float jointime; // time of joining
.float alivetime; // time of being alive
-float nJoinAllowed(float includeMe);
+float nJoinAllowed(entity ignore);
#define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
-//sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
-#define TIMEOUT_SLOWMO_VALUE 0.0001
-float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
-float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
-float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
-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)
-.float allowedTimeouts; // contains the number of allowed timeouts for each player
-entity timeoutInitiator; // contains the entity of the player who started the last timeout
-float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
-.vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
-entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
-void timeoutHandler_Think();
-
.float spawnshieldtime;
.float lms_nextcheck;
.float() customizeentityforclient;
.float cvar_cl_handicap;
-.float cvar_cl_playerdetailreduction;
.float cvar_cl_clippedspectating;
.float cvar_cl_autoscreenshot;
.float cvar_cl_movement_track_canjump;
.float cvar_cl_forceplayermodelsfromxonotic;
float sv_clforceplayermodels;
#endif
-float sv_loddistance1;
-float sv_loddistance2;
.float cvar_cl_gunalign;
.float cvar_cl_noantilag;
.float version_nagtime;
-.float modelindex_lod0;
-.float modelindex_lod0_from_xonotic;
-.float skinindex;
-.float modelindex_lod1;
-.float modelindex_lod2;
-
#define NUM_JUMPPADSUSED 3
.float jumppadcount;
.entity jumppadsused[NUM_JUMPPADSUSED];
void ClientData_Touch(entity e);
-vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
+//vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
.float wasplayer;
typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
.spawn_evalfunc_t spawn_evalfunc;
+
+.entity conveyor;
+
+string modname;