3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
6 #define INDEPENDENT_ATTACK_FINISHED 1
10 float g_footsteps, g_grappling_hook, g_instagib;
11 float g_warmup_allguns;
12 float g_warmup_allow_timeout;
16 bool sv_ready_restart;
17 bool sv_ready_restart_after_countdown;
18 bool sv_ready_restart_repeatable;
25 float bots_would_leave;
27 void UpdateFrags(entity player, int f);
30 float team1_score, team2_score, team3_score, team4_score;
32 // flag set on worldspawn so that the code knows if it is dedicated or not
33 float server_is_dedicated;
37 .void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage;
43 // Needed for dynamic clientwalls
44 .float inactive; // Clientwall disappears when inactive
45 .float alpha_max, alpha_min;
46 .float fade_start, fade_end, fade_vertical_offset;
47 .float default_solid; // Variable to store default .solid for clientwalls
49 .float pain_finished; //Added by Supajoe
50 .float pain_frame; //"
51 .float crouch; // Crouching or not?
53 .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
55 .float cnt; // used in too many places
61 .float respawn_time_max;
66 void player_setupanimsformodel(entity this);
75 .float scheduledrespawntime;
77 .float respawntimejitter;
78 .float respawntimestart;
81 .float damageforcescale;
82 const float MIN_DAMAGEEXTRARADIUS = 2;
83 const float MAX_DAMAGEEXTRARADIUS = 16;
84 .float damageextraradius;
90 // for railgun damage (hitting multiple enemies)
92 .float railgunhitsolidbackup;
93 .vector railgunhitloc;
99 .float damage_dealt, typehitsound, killsound;
101 .float watersound_finished;
103 .float damagedbycontents;
104 .float damagedbytriggers;
108 .float pauseregen_finished;
109 .float pauserothealth_finished;
110 .float pauserotarmor_finished;
111 .float pauserotfuel_finished;
112 // string overrides entity
113 .string item_pickupsound;
114 .entity item_pickupsound_ent;
115 .entity item_model_ent;
119 bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain);
120 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
121 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
122 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
123 .float weapon_nextthink;
124 .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
127 // there is 2 weapon tics that can run in one server frame
128 const int W_TICSPERFRAME = 2;
130 void weapon_defaultspawnfunc(entity this, Weapon e);
132 float intermission_running;
133 float intermission_exittime;
134 float alreadychangedlevel;
139 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
140 .float spectatortime; //point in time since the client is spectating or observing
141 void checkSpectatorBlock(entity this);
143 float game_completion_ratio; // 0 at start, 1 near end
145 .float jointime; // time of connecting
146 .float startplaytime; // time of switching from spectator to player
147 .float alivetime; // time of being alive
148 .float motd_actived_time; // used for both motd and campaign_message
150 bool nJoinAllowed(entity this, entity ignore);
152 .float spawnshieldtime;
153 .float item_spawnshieldtime;
158 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
160 .vector death_origin;
162 float default_player_alpha;
163 float default_weapon_alpha;
165 .float cvar_cl_handicap;
166 .float cvar_cl_clippedspectating;
167 .float cvar_cl_autoscreenshot;
168 .float cvar_cl_jetpack_jump;
169 .float cvar_cl_movement_track_canjump;
170 .float cvar_cl_newusekeysupported;
172 .string cvar_g_xonoticversion;
173 .string cvar_cl_weaponpriority;
174 .string cvar_cl_weaponpriorities[10];
175 .float cvar_cl_noantilag;
177 .string weaponorder_byimpulse;
179 .float cvar_cl_allow_uid2name;
180 .float cvar_cl_allow_uidtracking;
181 .string stored_netname;
183 string gamemode_name;
185 float startitem_failed;
187 string W_Apply_Weaponreplace(string in);
189 void FixIntermissionClient(entity e);
190 void FixClientCvars(entity e);
192 // WEAPONTODO: remove this
193 //WepSet weaponsInMap;
195 #define weapons _STAT(WEAPONS)
197 .float respawn_countdown; // next number to count
199 float bot_waypoints_for_items;
201 .float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS];
202 .float attack_finished_single[MAX_WEAPONSLOTS];
203 #if INDEPENDENT_ATTACK_FINISHED
204 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
206 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
208 #define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot)
210 // assault game mode: Which team is attacking in this round?
211 float assault_attacker_team;
213 // speedrun: when 1, player auto teleports back when capture timeout happens
222 bool some_spawn_has_been_used;
223 int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
224 int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it has no spawns; team 0 is the "no-team"
226 // set when showing a kill countdown
227 .entity killindicator;
231 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
234 #define DMG_NOWEP (weaponentities[0])
239 float sv_maxidle_spectatorsareidle;
240 int sv_maxidle_slots;
241 bool sv_maxidle_slots_countbots;
243 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
248 .float cvar_cl_autotaunt;
249 .float cvar_cl_voice_directional;
250 .float cvar_cl_voice_directional_taunt_attenuation;
252 int autocvar__independent_players;
253 bool independent_players;
254 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
255 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
256 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
265 string cvar_purechanges;
266 float cvar_purechanges_count;
268 //float game_starttime; //point in time when the countdown to game start is over
269 //float round_starttime; //point in time when the countdown to round start is over
271 void W_Porto_Remove (entity p);
273 .int projectiledeathtype;
277 // reset to 0 on weapon switch
278 // may be useful to all weapons
279 .float bulletcounter;
282 float g_nexball_meter_period;
284 void SUB_DontUseTargets(entity this, entity actor, entity trigger);
285 void SUB_UseTargets(entity this, entity actor, entity trigger);
287 .void(entity this) reset; // if set, an entity is reset using this
288 .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
290 void ClientData_Touch(entity e);
292 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
296 float servertime, serverprevtime, serverframetime;
301 .float nickspamtime; // time of last nick change
302 .float nickspamcount;
303 .float floodcontrol_chat;
304 .float floodcontrol_chatteam;
305 .float floodcontrol_chattell;
306 .float floodcontrol_voice;
307 .float floodcontrol_voiceteam;
311 bool radar_showennemies;
314 float client_cefc_accumulator;
315 float client_cefc_accumulatortime;
318 .float weapon_load[Weapons_MAX];
319 .int ammo_none; // used by the reloading system, must always be 0
321 .float old_clip_load;
324 .int minelayer_mines;
325 .float vortex_charge;
326 .float vortex_charge_rottime;
327 .float vortex_chargepool_ammo;
330 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
332 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
333 // when doing this, hagar can go through clones
334 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
336 .float spectatee_status;
347 .float cvar_cl_weaponimpulsemode;
348 .float selectweapon; // last selected weapon of the player
350 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
352 const float ACTIVE_NOT = 0;
353 const float ACTIVE_ACTIVE = 1;
354 const float ACTIVE_IDLE = 2;
355 const float ACTIVE_BUSY = 2;
356 const float ACTIVE_TOGGLE = 3;
358 .void (entity this, int act_state) setactive;
363 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
365 .float player_blocked;
367 .float revival_time; // time at which player was last revived
368 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
370 .entity frozen_by; // for ice fields
372 .entity muzzle_flash;
373 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
375 .int killindicator_teamchange;
377 void PlayerUseKey(entity this);
379 USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
380 .spawn_evalfunc_t spawn_evalfunc;
384 .float missile_flags;
385 const int MIF_SPLASH = BIT(1);
386 const int MIF_ARC = BIT(2);
387 const int MIF_PROXY = BIT(3);
388 const int MIF_GUIDED_MANUAL = BIT(4);
389 const int MIF_GUIDED_HEAT = BIT(5);
390 const int MIF_GUIDED_LASER = BIT(6);
391 const int MIF_GUIDED_AI = BIT(7);
392 const int MIF_GUIDED_TAG = BIT(7);
393 const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
394 const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
395 const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
397 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
398 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
399 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
403 .string cvar_cl_physics;
405 .void(entity this, entity player) init_for_player;
407 .WepSet dual_weapons;
409 IntrusiveList g_monsters;
410 STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }
412 IntrusiveList g_waypoints;
413 STATIC_INIT(g_waypoints) { g_waypoints = IL_NEW(); }
415 IntrusiveList g_vehicles;
416 STATIC_INIT(g_vehicles) { g_vehicles = IL_NEW(); }
418 IntrusiveList g_turrets;
419 STATIC_INIT(g_turrets) { g_turrets = IL_NEW(); }
421 IntrusiveList g_mines;
422 STATIC_INIT(g_mines) { g_mines = IL_NEW(); }
424 IntrusiveList g_projectiles;
425 STATIC_INIT(g_projectiles) { g_projectiles = IL_NEW(); }
427 IntrusiveList g_items;
428 STATIC_INIT(g_items) { g_items = IL_NEW(); }
430 IntrusiveList g_initforplayer;
431 STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); }
433 IntrusiveList g_clones;
434 STATIC_INIT(g_clones) { g_clones = IL_NEW(); }
436 IntrusiveList g_assault_destructibles;
437 STATIC_INIT(g_assault_destructibles) { g_assault_destructibles = IL_NEW(); }
439 IntrusiveList g_assault_objectivedecreasers;
440 STATIC_INIT(g_assault_objectivedecreasers) { g_assault_objectivedecreasers = IL_NEW(); }
442 IntrusiveList g_assault_objectives;
443 STATIC_INIT(g_assault_objectives) { g_assault_objectives = IL_NEW(); }
445 IntrusiveList g_spawnpoints;
446 STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); }
448 IntrusiveList g_bot_targets;
449 STATIC_INIT(g_bot_targets) { g_bot_targets = IL_NEW(); }
451 IntrusiveList g_bot_dodge;
452 STATIC_INIT(g_bot_dodge) { g_bot_dodge = IL_NEW(); }
454 IntrusiveList g_damagedbycontents;
455 STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); }
457 IntrusiveList g_railgunhit;
458 STATIC_INIT(g_railgunhit) { g_railgunhit = IL_NEW(); }
460 IntrusiveList g_ladders;
461 STATIC_INIT(g_ladders) { g_ladders = IL_NEW(); }
463 IntrusiveList g_locations;
464 STATIC_INIT(g_locations) { g_locations = IL_NEW(); }
466 IntrusiveList g_saved_team;
467 STATIC_INIT(g_saved_team) { g_saved_team = IL_NEW(); }
469 IntrusiveList g_monster_targets;
470 STATIC_INIT(g_monster_targets) { g_monster_targets = IL_NEW(); }
472 IntrusiveList g_pathlib_nodes;
473 STATIC_INIT(g_pathlib_nodes) { g_pathlib_nodes = IL_NEW(); }