1 #define INDEPENDENT_ATTACK_FINISHED
3 noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
5 #define BUTTON_ATCK button0
6 #define BUTTON_JUMP button2
7 #define BUTTON_ATCK2 button3
8 #define BUTTON_ZOOM button4
9 #define BUTTON_CROUCH button5
10 #define BUTTON_HOOK button6
11 #define BUTTON_INFO button7
12 #define BUTTON_CHAT buttonchat
13 #define BUTTON_USE buttonuse
14 #define BUTTON_DRAG button8
15 #define BUTTON_ZOOMSCRIPT button9
19 float ctf_score_value(string parameter);
21 float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
23 float g_warmup_allguns;
24 float g_warmup_allow_timeout;
25 float g_ctf_ignore_frags;
27 float g_race_qualifying;
29 float g_pickup_respawntime_weapon;
30 float g_pickup_respawntime_superweapon;
31 float g_pickup_respawntime_ammo;
32 float g_pickup_respawntime_short;
33 float g_pickup_respawntime_medium;
34 float g_pickup_respawntime_long;
35 float g_pickup_respawntime_powerup;
36 float g_pickup_respawntimejitter_weapon;
37 float g_pickup_respawntimejitter_superweapon;
38 float g_pickup_respawntimejitter_ammo;
39 float g_pickup_respawntimejitter_short;
40 float g_pickup_respawntimejitter_medium;
41 float g_pickup_respawntimejitter_long;
42 float g_pickup_respawntimejitter_powerup;
53 float bots_would_leave;
54 float lms_lowest_lives;
56 float LMS_NewPlayerLives();
58 void UpdateFrags(entity player, float f);
61 float team1_score, team2_score, team3_score, team4_score;
67 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
88 .float pain_finished; //Added by Supajoe
89 .float pain_frame; //"
90 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
91 .float crouch; // Crouching or not?
93 .float strength_finished;
94 .float invincible_finished;
95 .float superweapons_finished;
97 .vector finaldest, finalangle; //plat.qc stuff
100 .float t_length, t_width;
102 .vector destvec; // for rain
103 .float cnt; // for rain
113 // player animation state
114 .float animstate_startframe;
115 .float animstate_numframes;
116 .float animstate_framerate;
117 .float animstate_starttime;
118 .float animstate_endtime;
119 .float animstate_override;
120 .float animstate_looping;
122 // player animation data for this model
123 // each vector is as follows:
127 .vector anim_die1; // player dies
128 .vector anim_die2; // player dies differently
129 .vector anim_draw; // player pulls out a weapon
130 // .vector anim_duck; // player crouches (from idle to duckidle)
131 .vector anim_duckwalk; // player walking while crouching
132 .vector anim_duckjump; // player jumping from a crouch
133 .vector anim_duckidle; // player idling while crouching
134 .vector anim_idle; // player standing
135 .vector anim_jump; // player jump
136 .vector anim_pain1; // player flinches from pain
137 .vector anim_pain2; // player flinches from pain, differently
138 .vector anim_shoot; // player shoots
139 .vector anim_taunt; // player taunts others (FIXME: no code references this)
140 .vector anim_run; // player running forward
141 .vector anim_runbackwards; // player running backward
142 .vector anim_strafeleft; // player shuffling left quickly
143 .vector anim_straferight; // player shuffling right quickly
144 //.vector anim_dead1; // player dead (must be identical to last frame of die1)
145 //.vector anim_dead2; // player dead (must be identical to last frame of die2)
146 .vector anim_forwardright; // player running forward and right
147 .vector anim_forwardleft; // player running forward and left
148 .vector anim_backright; // player running backward and right
149 .vector anim_backleft; // player running back and left
150 .vector anim_melee; // player doing the melee action
151 .vector anim_duck; // player doing the melee action
152 .vector anim_duckwalkbackwards;
153 .vector anim_duckwalkstrafeleft;
154 .vector anim_duckwalkstraferight;
155 .vector anim_duckwalkforwardright;
156 .vector anim_duckwalkforwardleft;
157 .vector anim_duckwalkbackright;
158 .vector anim_duckwalkbackleft;
160 // weapon animation vectors:
166 void() player_setupanimsformodel;
167 void setanim(entity e, vector anim, float looping, float override, float restart);
177 .float respawntimejitter;
180 .float damageforcescale;
181 #define MIN_DAMAGEEXTRARADIUS 2
182 #define MAX_DAMAGEEXTRARADIUS 16
183 .float damageextraradius;
189 // for railgun damage (hitting multiple enemies)
191 .float railgunhitsolidbackup;
192 .vector railgunhitloc;
198 .float hitsound, typehitsound;
200 .float watersound_finished;
202 .float damagedbycontents;
205 .float pauseregen_finished;
206 .float pauserothealth_finished;
207 .float pauserotarmor_finished;
208 .float pauserotfuel_finished;
209 .string item_pickupsound;
211 // definitions for weaponsystem
213 .entity weaponentity;
214 .entity exteriorweaponentity;
215 .vector weaponentity_glowmod;
217 //.float weapon; // current weapon
218 .float switchweapon; // weapon requested to switch to
219 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
220 .string weaponname; // name of .weapon
223 float weapon_action(float wpn, float wrequest);
224 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
227 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
228 .float weapon_nextthink;
229 .void() weapon_think;
231 //float PLAYER_WEAPONSELECTION_DELAY = );
232 float PLAYER_WEAPONSELECTION_SPEED = 18;
233 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
235 // weapon states (self.weaponentity.state)
236 float WS_CLEAR = 0; // no weapon selected
237 float WS_RAISE = 1; // raise frame
238 float WS_DROP = 2; // deselecting frame
239 float WS_INUSE = 3; // fire state
240 float WS_READY = 4; // idle frame
242 // there is 2 weapon tics that can run in one server frame
243 #define W_TICSPERFRAME 2
245 void weapon_defaultspawnfunc(float wpn);
247 string w_deathtypestring;
249 .vector dest1, dest2;
252 float intermission_running;
253 float intermission_exittime;
254 float alreadychangedlevel;
259 // Keys player is holding
261 // message delay for func_door locked by keys and key locks
262 // this field is used on player entities
263 .float key_door_messagetime;
269 .float in_swamp; // bool
270 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
275 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
276 .float spectatortime; //point in time since the client is spectating or observing
277 void checkSpectatorBlock();
280 .float jointime; // time of joining
281 .float alivetime; // time of being alive
283 float nJoinAllowed(entity ignore);
284 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
286 .float spawnshieldtime;
288 .float lms_nextcheck;
289 .float lms_traveled_distance;
297 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
301 .vector death_origin;
302 .vector killer_origin;
304 float default_player_alpha;
305 float default_weapon_alpha;
307 .float() customizeentityforclient;
308 .float cvar_cl_handicap;
309 .float cvar_cl_clippedspectating;
310 .float cvar_cl_autoscreenshot;
311 .float cvar_cl_movement_track_canjump;
312 .float cvar_cl_newusekeysupported;
314 .string cvar_g_xonoticversion;
315 .string cvar_cl_weaponpriority;
316 .string cvar_cl_weaponpriorities[10];
317 #ifdef ALLOW_FORCEMODELS
318 .float cvar_cl_forceplayermodels;
319 .float cvar_cl_forceplayermodelsfromxonotic;
320 float sv_clforceplayermodels;
322 .float cvar_cl_gunalign;
323 .float cvar_cl_noantilag;
325 .string weaponorder_byimpulse;
327 .float cvar_cl_allow_uid2name;
328 .float cvar_cl_allow_uidtracking;
329 .string stored_netname;
331 void Announce(string snd);
332 void AnnounceTo(entity e, string snd);
334 .float version_nagtime;
336 #define NUM_JUMPPADSUSED 3
338 .entity jumppadsused[NUM_JUMPPADSUSED];
340 string gamemode_name;
342 float startitem_failed;
344 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
345 void DropAllRunes(entity pl);
348 typedef .float floatfield;
349 floatfield Item_CounterField(float it);
351 float W_AmmoItemCode(float wpn);
352 string W_Name(float weaponid);
354 void FixIntermissionClient(entity e);
355 void FixClientCvars(entity e);
357 WEPSET_DECLARE_A(weaponsInMap);
359 .float respawn_countdown; // next number to count
361 float bot_waypoints_for_items;
363 .float attack_finished_for[WEP_MAXCOUNT];
364 .float attack_finished_single;
365 #ifdef INDEPENDENT_ATTACK_FINISHED
366 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
368 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
370 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
372 // assault game mode: Which team is attacking in this round?
373 float assault_attacker_team;
375 // speedrun: when 1, player auto teleports back when capture timeout happens
384 float some_spawn_has_been_used;
385 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
386 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
388 // set when showing a kill countdown
389 .entity killindicator;
390 .float killindicator_teamchange;
392 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
396 .float parm_idlesince;
398 float sv_maxidle_spectatorsareidle;
400 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
406 .float(entity to, float sendflags) SendEntity;
408 // player sounds, voice messages
409 // TODO implemented fall and falling
410 #define ALLPLAYERSOUNDS \
423 #define ALLVOICEMSGS \
425 _VOICEMSG(attackinfive) \
428 _VOICEMSG(freelance) \
429 _VOICEMSG(incoming) \
431 _VOICEMSG(needhelp) \
432 _VOICEMSG(seenflag) \
436 #define _VOICEMSG(m) .string playersound_##m;
441 // reserved sound names for the future (some models lack sounds for them):
442 // _VOICEMSG(flagcarriertakingdamage) \
443 // _VOICEMSG(getflag) \
444 // reserved sound names for the future (ALL models lack sounds for them):
445 // _VOICEMSG(affirmative) \
446 // _VOICEMSG(attacking) \
447 // _VOICEMSG(defending) \
448 // _VOICEMSG(roaming) \
449 // _VOICEMSG(onmyway) \
450 // _VOICEMSG(droppedflag) \
451 // _VOICEMSG(negative) \
452 // _VOICEMSG(seenenemy) \
454 string globalsound_fall;
455 string globalsound_metalfall;
456 string globalsound_step;
457 string globalsound_metalstep;
459 #define VOICETYPE_PLAYERSOUND 10
460 #define VOICETYPE_TEAMRADIO 11
461 #define VOICETYPE_LASTATTACKER 12
462 #define VOICETYPE_LASTATTACKER_ONLY 13
463 #define VOICETYPE_AUTOTAUNT 14
464 #define VOICETYPE_TAUNT 15
466 void PrecachePlayerSounds(string f);
467 void PrecacheGlobalSound(string samplestring);
468 void UpdatePlayerSounds();
469 void ClearPlayerSounds();
470 void PlayerSound(.string samplefield, float channel, float voicetype);
471 void GlobalSound(string samplestring, float channel, float voicetype);
472 void FakeGlobalSound(string samplestring, float channel, float voicetype);
473 void VoiceMessage(string type, string message);
474 float GetPlayerSoundSampleField_notFound;
475 .string GetVoiceMessageSampleField(string type)
478 .float cvar_cl_autotaunt;
479 .float cvar_cl_voice_directional;
480 .float cvar_cl_voice_directional_taunt_attenuation;
482 .float version_mismatch;
484 float independent_players;
485 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
486 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
487 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
488 // we're using + here instead of , because fteqcc sucks
494 .float porto_forbidden;
499 string cvar_purechanges;
500 float cvar_purechanges_count;
502 float game_starttime; //point in time when the countdown is over
503 .float stat_game_starttime;
505 .float stat_sv_airaccel_qw;
506 .float stat_sv_airstrafeaccel_qw;
507 .float stat_sv_airspeedlimit_nonqw;
508 .float stat_sv_maxspeed;
510 void W_Porto_Remove (entity p);
512 .float projectiledeathtype;
516 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
517 .float stat_allow_oldnexbeam;
519 // reset to 0 on weapon switch
520 // may be useful to all weapons
521 .float bulletcounter;
523 void target_voicescript_next(entity pl);
524 void target_voicescript_clear(entity pl);
529 .float target_random;
530 .float trigger_reverse;
533 .entity ballcarried; // Also used for keepaway
535 float g_nexball_meter_period;
537 void SUB_DontUseTargets();
538 void SUB_UseTargets();
540 .void() reset; // if set, an entity is reset using this
541 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
543 void ClientData_Touch(entity e);
545 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
549 float servertime, serverprevtime, serverframetime;
558 .float nickspamtime; // time of last nick change
559 .float nickspamcount;
560 .float floodcontrol_chat;
561 .float floodcontrol_chatteam;
562 .float floodcontrol_chattell;
563 .float floodcontrol_voice;
564 .float floodcontrol_voiceteam;
566 .float stat_shotorg; // networked stat for trueaim HUD
577 .float stat_leadlimit;
579 float radar_showennemies;
582 float client_cefc_accumulator;
583 float client_cefc_accumulatortime;
586 ..float current_ammo;
588 .float weapon_load[WEP_MAXCOUNT];
589 .float ammo_none; // used by the reloading system, must always be 0
591 .float old_clip_load;
593 .float minelayer_mines;
595 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
597 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
598 // when doing this, hagar can go through clones
599 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
601 .float spectatee_status;
603 .float bloodloss_timer;
613 .float cvar_cl_accuracy_data_share;
614 .float cvar_cl_accuracy_data_receive;
616 .float cvar_cl_weaponimpulsemode;
617 .float selectweapon; // last selected weapon of the player
619 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
622 #define ACTIVE_ACTIVE 1
623 #define ACTIVE_IDLE 2
624 #define ACTIVE_BUSY 2
625 #define ACTIVE_TOGGLE 3
627 .float (float act_state) setactive;
631 .float nex_charge_rottime;
632 .float nex_chargepool_ammo;
636 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
640 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
642 .float player_blocked;
644 .float freezetag_frozen;
645 .float freezetag_revive_progress;
647 .entity muzzle_flash;
648 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
652 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
653 .spawn_evalfunc_t spawn_evalfunc;