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1 #ifndef CLIENT_DEFS_H
2 #define CLIENT_DEFS_H
3
4 // Additional OPTIONAL Fields and Globals
5 //float         intermission;
6 float           scoreboard_showscores;
7 float           scoreboard_showaccuracy;
8 .string         message;
9 .int            renderflags;
10 // float                coop;
11 // float                deathmatch;
12
13 float           dmg_take;
14 // float                dmg_save;
15 // vector               dmg_origin;
16
17 // Darkplaces Render Modifications
18 #if 0
19 .float alpha;
20 .float renderflags;
21 .vector colormod;
22 .float scale;
23 #endif
24
25 // Basic variables
26 .int enttype; // entity type sent from server
27 .int sv_entnum; // entity number sent from server
28 .int team;
29 .int team_size;
30
31 float vid_conwidth, vid_conheight;
32 int binddb;
33
34 // QUALIFYING
35 float race_checkpoint;
36 float race_time;
37 float race_laptime;
38 float race_checkpointtime;
39 float race_previousbesttime;
40 string race_previousbestname;
41 float race_nextcheckpoint;
42 float race_nextbesttime;
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 float race_speedaward_alltimebest;
52 string race_speedaward_alltimebest_holder;
53
54 // RACE
55 float race_mycheckpoint;
56 float race_mycheckpointtime;
57 float race_mycheckpointdelta;
58 float race_mycheckpointlapsdelta;
59 string race_mycheckpointenemy;
60 float race_othercheckpoint;
61 float race_othercheckpointtime;
62 float race_othercheckpointdelta;
63 float race_othercheckpointlapsdelta;
64 string race_othercheckpointenemy;
65 float scoreboard_showscores_force;
66 float race_status;
67 string race_status_name;
68 float race_myrank;
69
70 // Nexball
71 float nb_pb_period;
72
73 // Spectating
74 float spectatee_status;
75
76 // short mapname
77 string shortmapname;
78
79 // database for misc stuff
80 int tempdb;
81 int ClientProgsDB;
82 vector hook_shotorigin[4];
83 vector lightning_shotorigin[4];
84
85
86 #ifdef BLURTEST
87 float blurtest_time0, blurtest_time1, blurtest_radius, blurtest_power;
88 #endif
89
90 float servertime, serverprevtime, serverdeltatime;
91
92 float ticrate;
93
94 .float damageforcescale;
95 const float MIN_DAMAGEEXTRARADIUS = 2;
96 const float MAX_DAMAGEEXTRARADIUS = 16;
97 .float damageextraradius;
98 .void(entity this, float thisdmg, int hittype, vector org, vector thisforce) event_damage;
99
100 // only for Porto
101 float angles_held_status;
102 vector angles_held;
103
104 // weapons
105 .bool silent;
106
107 int w_deathtype;
108 float w_issilent, w_random;
109 vector w_org, w_backoff;
110
111 float bgmtime;
112
113 string weaponorder_byimpulse;
114 string weaponorder_bypriority;
115
116 float vortex_charge_movingavg;
117
118 int serverflags;
119
120 float uid2name_dialog;
121
122 .bool csqcmodel_isdead; // used by shownames and miscfunctions (entcs_IsDead) to know when a player is dead
123
124 #define player_currententnum (spectatee_status > 0 ? spectatee_status : player_localnum + 1)
125
126 #endif