3 // Additional OPTIONAL Fields and Globals
5 float scoreboard_showscores;
6 float scoreboard_showaccuracy;
16 // Darkplaces Render Modifications
24 .int enttype; // entity type sent from server
25 .int sv_entnum; // entity number sent from server
33 float race_checkpoint;
36 float race_checkpointtime;
37 float race_previousbesttime;
38 float race_mypreviousbesttime;
39 string race_previousbestname;
40 float race_nextcheckpoint;
41 float race_nextbesttime;
42 float race_mybesttime;
43 string race_nextbestname;
44 float race_penaltyaccumulator; // qualifying: total penalty time in tenths
45 float race_penaltyeventtime; // time when the player got the penalty
46 float race_penaltytime; // duration of penalty time, in tenths
47 string race_penaltyreason; // reason for penalty
48 float race_server_record; // server record
49 float race_speedaward;
50 string race_speedaward_holder;
51 string race_speedaward_unit;
52 float race_speedaward_alltimebest;
53 string race_speedaward_alltimebest_holder;
54 string race_speedaward_alltimebest_unit;
57 float race_mycheckpoint;
58 float race_mycheckpointtime;
59 float race_mycheckpointdelta;
60 float race_mycheckpointlapsdelta;
61 string race_mycheckpointenemy;
62 float race_othercheckpoint;
63 float race_othercheckpointtime;
64 float race_othercheckpointdelta;
65 float race_othercheckpointlapsdelta;
66 string race_othercheckpointenemy;
67 float scoreboard_showscores_force;
69 string race_status_name;
78 // >0 - id of spectated player
79 float spectatee_status;
80 float spectatee_status_changed_time;
85 // database for misc stuff
88 vector hook_shotorigin[4];
89 vector lightning_shotorigin[4];
93 float blurtest_time0, blurtest_time1, blurtest_radius, blurtest_power;
96 float serverprevtime, serverdeltatime;
100 .float damageforcescale;
101 const float MIN_DAMAGEEXTRARADIUS = 2;
102 const float MAX_DAMAGEEXTRARADIUS = 16;
103 .float damageextraradius;
104 .void(entity this, float thisdmg, int hittype, vector org, vector thisforce) event_damage;
110 float w_issilent, w_random;
111 vector w_org, w_backoff;
115 string weaponorder_byimpulse;
116 string weaponorder_bypriority;
118 float vortex_charge_movingavg;
122 float uid2name_dialog;
124 float intermission_time;
126 .bool csqcmodel_isdead; // used by shownames and miscfunctions (entcs_IsDead) to know when a player is dead
128 #define player_currententnum (spectatee_status > 0 ? spectatee_status : player_localnum + 1)