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;
21 float bots_would_leave;
23 void UpdateFrags(entity player, int f);
26 float team1_score, team2_score, team3_score, team4_score;
28 // flag set on worldspawn so that the code knows if it is dedicated or not
29 float server_is_dedicated;
33 .void(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
39 // Needed for dynamic clientwalls
40 .float inactive; // Clientwall disappears when inactive
41 .float alpha_max, alpha_min;
42 .float fade_start, fade_end, fade_vertical_offset;
43 .float default_solid; // Variable to store default .solid for clientwalls
45 .float pain_finished; //Added by Supajoe
46 .float pain_frame; //"
47 .float crouch; // Crouching or not?
49 .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
51 .float cnt; // used in too many places
57 .float respawn_time_max;
62 void player_setupanimsformodel(entity this);
71 .float scheduledrespawntime;
73 .float respawntimejitter;
74 .float respawntimestart;
77 .float damageforcescale;
78 const float MIN_DAMAGEEXTRARADIUS = 2;
79 const float MAX_DAMAGEEXTRARADIUS = 16;
80 .float damageextraradius;
86 // for railgun damage (hitting multiple enemies)
88 .float railgunhitsolidbackup;
89 .vector railgunhitloc;
95 .float damage_dealt, typehitsound, killsound;
97 .float watersound_finished;
99 .float damagedbycontents;
100 .float damagedbytriggers;
104 .float pauseregen_finished;
105 .float pauserothealth_finished;
106 .float pauserotarmor_finished;
107 .float pauserotfuel_finished;
108 // string overrides entity
109 .string item_pickupsound;
110 .entity item_pickupsound_ent;
111 .entity item_model_ent;
115 bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain);
116 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
117 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
118 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
119 .float weapon_nextthink;
120 .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
123 // there is 2 weapon tics that can run in one server frame
124 const int W_TICSPERFRAME = 2;
126 void weapon_defaultspawnfunc(entity this, Weapon e);
128 float intermission_running;
129 float intermission_exittime;
130 float alreadychangedlevel;
135 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
136 .float spectatortime; //point in time since the client is spectating or observing
137 void checkSpectatorBlock(entity this);
139 float game_completion_ratio; // 0 at start, 1 near end
141 .float jointime; // time of connecting
142 .float startplaytime; // time of switching from spectator to player
143 .float alivetime; // time of being alive
144 .float motd_actived_time; // used for both motd and campaign_message
146 bool nJoinAllowed(entity this, entity ignore);
148 .float spawnshieldtime;
149 .float item_spawnshieldtime;
154 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
156 .vector death_origin;
158 float default_player_alpha;
159 float default_weapon_alpha;
161 .float cvar_cl_handicap;
162 .float cvar_cl_clippedspectating;
163 .float cvar_cl_autoscreenshot;
164 .float cvar_cl_jetpack_jump;
165 .float cvar_cl_movement_track_canjump;
166 .float cvar_cl_newusekeysupported;
168 .string cvar_g_xonoticversion;
169 .string cvar_cl_weaponpriority;
170 .string cvar_cl_weaponpriorities[10];
171 .float cvar_cl_noantilag;
173 .string weaponorder_byimpulse;
175 .float cvar_cl_allow_uid2name;
176 .float cvar_cl_allow_uidtracking;
177 .string stored_netname;
179 string gamemode_name;
181 float startitem_failed;
183 string W_Apply_Weaponreplace(string in);
185 void FixIntermissionClient(entity e);
186 void FixClientCvars(entity e);
188 // WEAPONTODO: remove this
189 //WepSet weaponsInMap;
191 #define weapons _STAT(WEAPONS)
193 .float respawn_countdown; // next number to count
195 float bot_waypoints_for_items;
197 .float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS];
198 .float attack_finished_single[MAX_WEAPONSLOTS];
199 #if INDEPENDENT_ATTACK_FINISHED
200 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
202 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
204 #define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot)
206 // assault game mode: Which team is attacking in this round?
207 float assault_attacker_team;
209 // speedrun: when 1, player auto teleports back when capture timeout happens
218 bool some_spawn_has_been_used;
219 int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
220 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"
222 // set when showing a kill countdown
223 .entity killindicator;
225 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
230 float sv_maxidle_spectatorsareidle;
231 int sv_maxidle_slots;
232 bool sv_maxidle_slots_countbots;
234 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
239 .float cvar_cl_autotaunt;
240 .float cvar_cl_voice_directional;
241 .float cvar_cl_voice_directional_taunt_attenuation;
243 int autocvar__independent_players;
244 bool independent_players;
245 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
246 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
247 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
256 string cvar_purechanges;
257 float cvar_purechanges_count;
259 //float game_starttime; //point in time when the countdown to game start is over
260 //float round_starttime; //point in time when the countdown to round start is over
262 void W_Porto_Remove (entity p);
264 .int projectiledeathtype;
268 // reset to 0 on weapon switch
269 // may be useful to all weapons
270 .float bulletcounter;
273 float g_nexball_meter_period;
275 void SUB_DontUseTargets(entity this, entity actor, entity trigger);
276 void SUB_UseTargets(entity this, entity actor, entity trigger);
278 .void(entity this) reset; // if set, an entity is reset using this
279 .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
281 void ClientData_Touch(entity e);
283 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
287 float servertime, serverprevtime, serverframetime;
292 .float nickspamtime; // time of last nick change
293 .float nickspamcount;
294 .float floodcontrol_chat;
295 .float floodcontrol_chatteam;
296 .float floodcontrol_chattell;
297 .float floodcontrol_voice;
298 .float floodcontrol_voiceteam;
300 .float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD
304 .float last_pickup = _STAT(LAST_PICKUP);
306 .float hit_time = _STAT(HIT_TIME);
307 .float typehit_time = _STAT(TYPEHIT_TIME);
308 .float kill_time = _STAT(KILL_TIME);
310 .float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
312 bool radar_showennemies;
315 float client_cefc_accumulator;
316 float client_cefc_accumulatortime;
319 .float weapon_load[Weapons_MAX];
320 .int ammo_none; // used by the reloading system, must always be 0
321 .float clip_load = _STAT(WEAPON_CLIPLOAD);
322 .float old_clip_load;
323 .float clip_size = _STAT(WEAPON_CLIPSIZE);
325 .float minelayer_mines = _STAT(LAYED_MINES);
326 .float vortex_charge = _STAT(VORTEX_CHARGE);
327 .float vortex_charge_rottime;
328 .float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
329 .float hagar_load = _STAT(HAGAR_LOAD);
331 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
333 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
334 // when doing this, hagar can go through clones
335 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
337 .float spectatee_status;
348 .float cvar_cl_weaponimpulsemode;
349 .float selectweapon; // last selected weapon of the player
351 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
353 const float ACTIVE_NOT = 0;
354 const float ACTIVE_ACTIVE = 1;
355 const float ACTIVE_IDLE = 2;
356 const float ACTIVE_BUSY = 2;
357 const float ACTIVE_TOGGLE = 3;
359 .void (entity this, int act_state) setactive;
364 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
366 .float player_blocked;
368 .float revive_progress = _STAT(REVIVE_PROGRESS);
369 .float revival_time; // time at which player was last revived
370 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
372 .entity frozen_by; // for ice fields
374 .entity muzzle_flash;
375 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
377 .float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
379 .int killindicator_teamchange;
381 void PlayerUseKey(entity this);
383 USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
384 .spawn_evalfunc_t spawn_evalfunc;
388 .float missile_flags;
389 const int MIF_SPLASH = BIT(1);
390 const int MIF_ARC = BIT(2);
391 const int MIF_PROXY = BIT(3);
392 const int MIF_GUIDED_MANUAL = BIT(4);
393 const int MIF_GUIDED_HEAT = BIT(5);
394 const int MIF_GUIDED_LASER = BIT(6);
395 const int MIF_GUIDED_AI = BIT(7);
396 const int MIF_GUIDED_TAG = BIT(7);
397 const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
398 const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
399 const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
401 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
402 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
403 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
407 .string cvar_cl_physics;
409 .void(entity this, entity player) init_for_player;
411 .WepSet dual_weapons;
413 IntrusiveList g_monsters;
414 STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }
416 IntrusiveList g_waypoints;
417 STATIC_INIT(g_waypoints) { g_waypoints = IL_NEW(); }
419 IntrusiveList g_vehicles;
420 STATIC_INIT(g_vehicles) { g_vehicles = IL_NEW(); }
422 IntrusiveList g_turrets;
423 STATIC_INIT(g_turrets) { g_turrets = IL_NEW(); }
425 IntrusiveList g_mines;
426 STATIC_INIT(g_mines) { g_mines = IL_NEW(); }
428 IntrusiveList g_projectiles;
429 STATIC_INIT(g_projectiles) { g_projectiles = IL_NEW(); }
431 IntrusiveList g_items;
432 STATIC_INIT(g_items) { g_items = IL_NEW(); }
434 IntrusiveList g_initforplayer;
435 STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); }
437 IntrusiveList g_clones;
438 STATIC_INIT(g_clones) { g_clones = IL_NEW(); }
440 IntrusiveList g_assault_destructibles;
441 STATIC_INIT(g_assault_destructibles) { g_assault_destructibles = IL_NEW(); }
443 IntrusiveList g_assault_objectivedecreasers;
444 STATIC_INIT(g_assault_objectivedecreasers) { g_assault_objectivedecreasers = IL_NEW(); }
446 IntrusiveList g_assault_objectives;
447 STATIC_INIT(g_assault_objectives) { g_assault_objectives = IL_NEW(); }
449 IntrusiveList g_spawnpoints;
450 STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); }
452 IntrusiveList g_bot_targets;
453 STATIC_INIT(g_bot_targets) { g_bot_targets = IL_NEW(); }
455 IntrusiveList g_bot_dodge;
456 STATIC_INIT(g_bot_dodge) { g_bot_dodge = IL_NEW(); }
458 IntrusiveList g_damagedbycontents;
459 STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); }
461 IntrusiveList g_railgunhit;
462 STATIC_INIT(g_railgunhit) { g_railgunhit = IL_NEW(); }
464 IntrusiveList g_ladders;
465 STATIC_INIT(g_ladders) { g_ladders = IL_NEW(); }
467 IntrusiveList g_locations;
468 STATIC_INIT(g_locations) { g_locations = IL_NEW(); }
470 IntrusiveList g_saved_team;
471 STATIC_INIT(g_saved_team) { g_saved_team = IL_NEW(); }
473 IntrusiveList g_monster_targets;
474 STATIC_INIT(g_monster_targets) { g_monster_targets = IL_NEW(); }
476 IntrusiveList g_pathlib_nodes;
477 STATIC_INIT(g_pathlib_nodes) { g_pathlib_nodes = IL_NEW(); }