\r
.entity predator;\r
.entity fakepredator;\r
+.float swallow_progress_prey, swallow_progress_pred;\r
.float digesting;\r
-.float stomach_load;\r
+.float stomach_load, stomach_maxload;\r
.float weapon_delay;\r
.float fakeprey;\r
-.float stat_eaten, stat_stomachload, stat_digesting, stat_canleave, stat_canswallow;\r
+.float stat_eaten, stat_stomachload, stat_stomachmaxload, stat_digesting, stat_canleave, stat_canswallow;\r
+.float dropweapon_check;\r
\r
// Fields\r
\r
.vector anim_forwardleft; // player running forward and left\r
.vector anim_backright; // player running backward and right\r
.vector anim_backleft; // player running back and left\r
+.vector anim_melee; // player doing the melee action\r
+.vector anim_duck; // player doing the melee action\r
+.vector anim_duckwalkbackwards;\r
+.vector anim_duckwalkstrafeleft;\r
+.vector anim_duckwalkstraferight;\r
+.vector anim_duckwalkforwardright;\r
+.vector anim_duckwalkforwardleft;\r
+.vector anim_duckwalkbackright;\r
+.vector anim_duckwalkbackleft;\r
\r
// weapon animation vectors:\r
.vector anim_fire1;\r
\r
.entity weaponentity;\r
.entity exteriorweaponentity;\r
+.vector weaponentity_glowmod;\r
.float switchweapon;\r
.float autoswitch;\r
float weapon_action(float wpn, float wrequest);\r
\r
.float() customizeentityforclient;\r
.float cvar_cl_handicap;\r
+.float cvar_cl_clippedspectating;\r
.float cvar_scr_centertime;\r
.float cvar_cl_shownames;\r
.string cvar_g_voretournamentversion;\r
.float cvar_cl_gunalign;\r
.float cvar_cl_noantilag;\r
.float cvar_cl_vore_stomachmodel;\r
-.float cvar_cl_vore_cameraspeed;\r
-.float cvar_cl_vore_punchangle, cvar_cl_vore_kick_punchangle;\r
+.float cvar_cl_vore_gulletmodel;\r
.float cvar_cl_vore_autodigest;\r
.float cvar_chase_active;\r
\r
_VOICEMSG(fall) \\r
_VOICEMSG(drown) \\r
_VOICEMSG(gasp) \\r
+ _VOICEMSG(grab) \\r
_VOICEMSG(swallow) \\r
_VOICEMSG(digest) \\r
_VOICEMSG(regurgitate) \\r
void UpdatePlayerSounds();\r
void ClearPlayerSounds();\r
void PlayerSound(entity player, .string samplefield, float channel, float voicetype);\r
-void GlobalSound(string samplestring, float channel, float voicetype);\r
+void GlobalSound(string samplestring, float channel, float voicetype, float vol);\r
void VoiceMessage(string type, string message);\r
\r
// autotaunt system\r
.float stats_hit[WEP_MAXCOUNT]; // for hitscan bullets hit\r
.float stats_fired[WEP_MAXCOUNT]; // for hitscan bullets fired\r
\r
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_hit);\r
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_fired);\r
+.float stat_sbring1_type, stat_sbring1_clip, stat_sbring2_type, stat_sbring2_clip;\r
+.float stat_crosshair_style;\r
\r
.float stat_leadlimit;\r
\r
-float radar_showennemies;\r
+.float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn\r
\r
#ifdef PROFILING\r
float client_cefc_accumulator;\r
\r
..float current_ammo;\r
\r
-.float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);\r
+.float weapon_load[WEP_MAXCOUNT];\r
.float clip_load;\r
.float old_clip_load;\r
.float clip_size;\r
\r
+.float grabber_stunned;\r
+\r
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE\r
// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX\r
\r
\r
.float cvar_cl_accuracy_data_share;\r
.float cvar_cl_accuracy_data_receive;\r
+\r
+// dodging\r
+.float cvar_cl_dodging_timeout;\r
+\r
+// these are used to store the last key press time for each of the keys..\r
+.float last_FORWARD_KEY_time;\r
+.float last_BACKWARD_KEY_time;\r
+.float last_LEFT_KEY_time;\r
+.float last_RIGHT_KEY_time;\r
+\r
+// these store the movement direction at the time of the dodge action happening.\r
+.float dodging_direction_x;\r
+.float dodging_direction_y;\r
+\r
+// this indicates the last time a dodge was executed. used to check if another one is allowed\r
+// and to ramp up the dodge acceleration in the physics hook.\r
+.float last_dodging_time;\r
+\r
+// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..\r
+.float dodging_action;\r
+\r
+// This is the velocity gain to be added over the ramp time.\r
+// It will decrease from frame to frame during dodging_action = 1\r
+// until it's 0.\r
+.float dodging_velocity_gain;\r
+\r
+// the jump part of the dodge cannot be ramped\r
+.float dodging_single_action;\r