6 const string STR_PLAYER = "player";
7 const string STR_SPECTATOR = "spectator";
8 const string STR_OBSERVER = "observer";
10 #define IS_PLAYER(v) ((v).classname == STR_PLAYER)
11 #define IS_SPEC(v) ((v).classname == STR_SPECTATOR)
12 #define IS_OBSERVER(v) ((v).classname == STR_OBSERVER)
14 #define IS_CLIENT(v) (v.flags & FL_CLIENT)
15 #define IS_BOT_CLIENT(v) (clienttype(v) == CLIENTTYPE_BOT)
16 #define IS_REAL_CLIENT(v) (clienttype(v) == CLIENTTYPE_REAL)
17 #define IS_NOT_A_CLIENT(v) (clienttype(v) == CLIENTTYPE_NOTACLIENT)
19 #define IS_MONSTER(v) (v.flags & FL_MONSTER)
20 #define IS_VEHICLE(v) (v.vehicle_flags & VHF_ISVEHICLE)
21 #define IS_TURRET(v) (v.turret_flags & TUR_FLAG_ISTURRET)
23 #define FOR_EACH_CLIENTSLOT(v) for (v = world; (v = nextent(v)) && (etof(v) <= maxclients); )
24 #define FOR_EACH_CLIENT(v) FOR_EACH_CLIENTSLOT(v) if (IS_CLIENT(v))
25 // NOTE: FOR_EACH_REALCLIENT deprecated! Use the following instead: FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(yourcode));
27 // NOTE: FOR_EACH_PLAYER deprecated! Use the following instead: FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(yourcode));
28 // NOTE: FOR_EACH_SPEC deprecated! Use the following instead: FOREACH_CLIENT(IS_SPEC(it), LAMBDA(yourcode));
29 // NOTE: FOR_EACH_OBSERVER deprecated! Use the following instead: FOREACH_CLIENT(IS_OBSERVER(it), LAMBDA(yourcode));
30 // NOTE: FOR_EACH_REALPLAYER deprecated! Use the following instead: FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(yourcode));
32 #define FOREACH_CLIENT(cond, body) \
34 for(int _i = 1; _i <= maxclients; ++_i) \
36 const noref int i = _i; \
37 const noref entity it = ftoe(i); \
38 if(it == NULL || !IS_CLIENT(it)) continue; \
39 if(cond) { LAMBDA(body) } \
43 // NOTE: FOR_EACH_MONSTER deprecated! Use the following instead: FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA(yourcode));
45 #include <common/effects/all.qh>
46 #include <common/models/all.qh>
47 #include <common/sounds/all.qh>
49 #include "autocvars.qh"
50 #include "constants.qh"
52 #include "miscfunctions.qh"