4 #include <common/weapons/_all.qh>
5 #include <common/stats.qh>
7 #define INDEPENDENT_ATTACK_FINISHED 1
11 float g_footsteps, g_grappling_hook, g_instagib;
12 float g_warmup_allguns;
13 float g_warmup_allow_timeout;
22 float bots_would_leave;
24 void UpdateFrags(entity player, int f);
27 float team1_score, team2_score, team3_score, team4_score;
29 // flag set on worldspawn so that the code knows if it is dedicated or not
30 float server_is_dedicated;
34 .void(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
40 // Needed for dynamic clientwalls
41 .float inactive; // Clientwall disappears when inactive
42 .float alpha_max, alpha_min;
43 .float fade_start, fade_end, fade_vertical_offset;
44 .float default_solid; // Variable to store default .solid for clientwalls
46 .float pain_finished; //Added by Supajoe
47 .float pain_frame; //"
48 .float crouch; // Crouching or not?
50 .float strength_finished = _STAT(STRENGTH_FINISHED);
51 .float invincible_finished = _STAT(INVINCIBLE_FINISHED);
52 .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
54 .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;
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, 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);
133 float intermission_running;
134 float intermission_exittime;
135 float alreadychangedlevel;
142 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
143 .float spectatortime; //point in time since the client is spectating or observing
144 void checkSpectatorBlock(entity this);
146 float game_completion_ratio; // 0 at start, 1 near end
148 .float jointime; // time of joining
149 .float alivetime; // time of being alive
150 .float motd_actived_time; // used for both motd and campaign_message
152 bool nJoinAllowed(entity this, entity ignore);
154 .float spawnshieldtime;
155 .float item_spawnshieldtime;
160 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
162 .vector death_origin;
163 .vector killer_origin;
165 float default_player_alpha;
166 float default_weapon_alpha;
168 .float cvar_cl_handicap;
169 .float cvar_cl_clippedspectating;
170 .float cvar_cl_autoscreenshot;
171 .float cvar_cl_jetpack_jump;
172 .float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP);
173 .float cvar_cl_newusekeysupported;
175 .string cvar_g_xonoticversion;
176 .string cvar_cl_weaponpriority;
177 .string cvar_cl_weaponpriorities[10];
178 .float cvar_cl_noantilag;
180 .string weaponorder_byimpulse;
182 .float cvar_cl_allow_uid2name;
183 .float cvar_cl_allow_uidtracking;
184 .string stored_netname;
186 .float version_nagtime;
188 string gamemode_name;
190 float startitem_failed;
192 string W_Apply_Weaponreplace(string in);
194 void FixIntermissionClient(entity e);
195 void FixClientCvars(entity e);
197 // WEAPONTODO: remove this
200 #define weapons _STAT(WEAPONS)
202 .float respawn_countdown; // next number to count
204 float bot_waypoints_for_items;
206 .float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS];
207 .float attack_finished_single[MAX_WEAPONSLOTS];
208 #if INDEPENDENT_ATTACK_FINISHED
209 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
211 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
213 #define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, PS(ent).m_weapon.m_id, slot)
215 // assault game mode: Which team is attacking in this round?
216 float assault_attacker_team;
218 // speedrun: when 1, player auto teleports back when capture timeout happens
227 float some_spawn_has_been_used;
228 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
229 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
231 // set when showing a kill countdown
232 .entity killindicator;
233 .float killindicator_teamchange;
235 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
239 .float parm_idlesince;
241 float sv_maxidle_spectatorsareidle;
242 int sv_maxidle_slots;
243 bool sv_maxidle_slots_countbots;
245 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
250 .float cvar_cl_autotaunt;
251 .float cvar_cl_voice_directional;
252 .float cvar_cl_voice_directional_taunt_attenuation;
254 .float version_mismatch;
256 int autocvar__independent_players;
257 bool independent_players;
258 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
259 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
260 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
264 .int pressedkeys = _STAT(PRESSED_KEYS);
269 string cvar_purechanges;
270 float cvar_purechanges_count;
272 float game_starttime; //point in time when the countdown to game start is over
273 float round_starttime; //point in time when the countdown to round start is over
275 void W_Porto_Remove (entity p);
277 .int projectiledeathtype;
281 // reset to 0 on weapon switch
282 // may be useful to all weapons
283 .float bulletcounter;
286 .entity ballcarried; // Also used for keepaway
287 float g_nexball_meter_period;
289 void SUB_DontUseTargets(entity this, entity actor, entity trigger);
290 void SUB_UseTargets(entity this, entity actor, entity trigger);
292 .void(entity this) reset; // if set, an entity is reset using this
293 .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
295 void ClientData_Touch(entity e);
297 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
301 float servertime, serverprevtime, serverframetime;
308 .float nickspamtime; // time of last nick change
309 .float nickspamcount;
310 .float floodcontrol_chat;
311 .float floodcontrol_chatteam;
312 .float floodcontrol_chattell;
313 .float floodcontrol_voice;
314 .float floodcontrol_voiceteam;
316 .float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD
320 .float last_pickup = _STAT(LAST_PICKUP);
322 .float hit_time = _STAT(HIT_TIME);
323 .float typehit_time = _STAT(TYPEHIT_TIME);
325 .float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
327 bool radar_showennemies;
330 float client_cefc_accumulator;
331 float client_cefc_accumulatortime;
334 .float weapon_load[Weapons_MAX];
335 .int ammo_none; // used by the reloading system, must always be 0
336 .float clip_load = _STAT(WEAPON_CLIPLOAD);
337 .float old_clip_load;
338 .float clip_size = _STAT(WEAPON_CLIPSIZE);
340 .float minelayer_mines = _STAT(LAYED_MINES);
341 .float vortex_charge = _STAT(VORTEX_CHARGE);
342 .float vortex_charge_rottime;
343 .float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
344 .float hagar_load = _STAT(HAGAR_LOAD);
346 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
348 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
349 // when doing this, hagar can go through clones
350 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
352 .float spectatee_status;
363 .float cvar_cl_weaponimpulsemode;
364 .float selectweapon; // last selected weapon of the player
366 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
368 const float ACTIVE_NOT = 0;
369 const float ACTIVE_ACTIVE = 1;
370 const float ACTIVE_IDLE = 2;
371 const float ACTIVE_BUSY = 2;
372 const float ACTIVE_TOGGLE = 3;
374 .void (entity this, int act_state) setactive;
379 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
381 .float player_blocked;
382 .float weapon_blocked; // weapon use disabled
384 .float revive_progress = _STAT(REVIVE_PROGRESS);
385 .float revival_time; // time at which player was last revived
386 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
388 .entity frozen_by; // for ice fields
390 .entity muzzle_flash;
391 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
393 .float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
395 void PlayerUseKey(entity this);
397 USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
398 .spawn_evalfunc_t spawn_evalfunc;
402 .float missile_flags;
403 const int MIF_SPLASH = BIT(1);
404 const int MIF_ARC = BIT(2);
405 const int MIF_PROXY = BIT(3);
406 const int MIF_GUIDED_MANUAL = BIT(4);
407 const int MIF_GUIDED_HEAT = BIT(5);
408 const int MIF_GUIDED_LASER = BIT(6);
409 const int MIF_GUIDED_AI = BIT(7);
410 const int MIF_GUIDED_TAG = BIT(7);
411 const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
412 const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
413 const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
415 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
416 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
417 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
421 .entity player_stats;
427 .string cvar_cl_physics;
429 .bool init_for_player_needed;
430 .void(entity this, entity player) init_for_player;
432 IntrusiveList g_monsters;
433 STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }
435 IntrusiveList g_waypoints;
436 STATIC_INIT(g_waypoints) { g_waypoints = IL_NEW(); }
438 IntrusiveList g_vehicles;
439 STATIC_INIT(g_vehicles) { g_vehicles = IL_NEW(); }
441 IntrusiveList g_turrets;
442 STATIC_INIT(g_turrets) { g_turrets = IL_NEW(); }
444 IntrusiveList g_mines;
445 STATIC_INIT(g_mines) { g_mines = IL_NEW(); }
447 IntrusiveList g_projectiles;
448 STATIC_INIT(g_projectiles) { g_projectiles = IL_NEW(); }
450 IntrusiveList g_items;
451 STATIC_INIT(g_items) { g_items = IL_NEW(); }