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;
15 PROPERTY(float, g_pickup_respawntime_weapon)
16 PROPERTY(float, g_pickup_respawntime_superweapon)
17 PROPERTY(float, g_pickup_respawntime_ammo)
18 PROPERTY(float, g_pickup_respawntime_short)
19 PROPERTY(float, g_pickup_respawntime_medium)
20 PROPERTY(float, g_pickup_respawntime_long)
21 PROPERTY(float, g_pickup_respawntime_powerup)
22 PROPERTY(float, g_pickup_respawntimejitter_weapon)
23 PROPERTY(float, g_pickup_respawntimejitter_superweapon)
24 PROPERTY(float, g_pickup_respawntimejitter_ammo)
25 PROPERTY(float, g_pickup_respawntimejitter_short)
26 PROPERTY(float, g_pickup_respawntimejitter_medium)
27 PROPERTY(float, g_pickup_respawntimejitter_long)
28 PROPERTY(float, g_pickup_respawntimejitter_powerup)
36 float bots_would_leave;
38 void UpdateFrags(entity player, float f);
41 float team1_score, team2_score, team3_score, team4_score;
43 // flag set on worldspawn so that the code knows if it is dedicated or not
44 float server_is_dedicated;
48 .void(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
54 // Needed for dynamic clientwalls
55 .float inactive; // Clientwall disappears when inactive
56 .float alpha_max, alpha_min;
57 .float fade_start, fade_end, fade_vertical_offset;
58 .float default_solid; // Variable to store default self.solid for clientwalls
60 .float pain_finished; //Added by Supajoe
61 .float pain_frame; //"
62 .float crouch; // Crouching or not?
64 .float strength_finished = _STAT(STRENGTH_FINISHED);
65 .float invincible_finished = _STAT(INVINCIBLE_FINISHED);
66 .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
68 .float cnt; // used in too many places
75 .float respawn_time_max;
80 void() player_setupanimsformodel;
89 .float scheduledrespawntime;
91 .float respawntimejitter;
92 .float respawntimestart;
95 .float damageforcescale;
96 const float MIN_DAMAGEEXTRARADIUS = 2;
97 const float MAX_DAMAGEEXTRARADIUS = 16;
98 .float damageextraradius;
104 // for railgun damage (hitting multiple enemies)
106 .float railgunhitsolidbackup;
107 .vector railgunhitloc;
113 .float damage_dealt, typehitsound;
115 .float watersound_finished;
117 .float damagedbycontents;
118 .float damagedbytriggers;
122 .float pauseregen_finished;
123 .float pauserothealth_finished;
124 .float pauserotarmor_finished;
125 .float pauserotfuel_finished;
126 // string overrides entity
127 .string item_pickupsound;
128 .entity item_pickupsound_ent;
129 .entity item_model_ent;
133 bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain);
134 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
135 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
136 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
137 .float weapon_nextthink;
138 .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
141 // there is 2 weapon tics that can run in one server frame
142 const int W_TICSPERFRAME = 2;
144 void weapon_defaultspawnfunc(entity this, Weapon e);
147 float intermission_running;
148 float intermission_exittime;
149 float alreadychangedlevel;
156 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
157 .float spectatortime; //point in time since the client is spectating or observing
158 void checkSpectatorBlock();
160 float game_completion_ratio; // 0 at start, 1 near end
162 .float jointime; // time of joining
163 .float alivetime; // time of being alive
164 .float motd_actived_time; // used for both motd and campaign_message
166 bool nJoinAllowed(entity this, entity ignore);
168 .float spawnshieldtime;
169 .float item_spawnshieldtime;
174 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
176 .vector death_origin;
177 .vector killer_origin;
179 float default_player_alpha;
180 float default_weapon_alpha;
182 .float() customizeentityforclient;
183 .float cvar_cl_handicap;
184 .float cvar_cl_clippedspectating;
185 .float cvar_cl_autoscreenshot;
186 .float cvar_cl_jetpack_jump;
187 .float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP);
188 .float cvar_cl_newusekeysupported;
190 .string cvar_g_xonoticversion;
191 .string cvar_cl_weaponpriority;
192 .string cvar_cl_weaponpriorities[10];
193 .float cvar_cl_noantilag;
195 .string weaponorder_byimpulse;
197 .float cvar_cl_allow_uid2name;
198 .float cvar_cl_allow_uidtracking;
199 .string stored_netname;
201 .float version_nagtime;
203 string gamemode_name;
205 float startitem_failed;
207 string W_Apply_Weaponreplace(string in);
209 void FixIntermissionClient(entity e);
210 void FixClientCvars(entity e);
212 // WEAPONTODO: remove this
215 #define weapons _STAT(WEAPONS)
217 .float respawn_countdown; // next number to count
219 float bot_waypoints_for_items;
221 .float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS];
222 .float attack_finished_single[MAX_WEAPONSLOTS];
223 #if INDEPENDENT_ATTACK_FINISHED
224 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
226 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
228 #define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, PS(ent).m_weapon.m_id, slot)
230 // assault game mode: Which team is attacking in this round?
231 float assault_attacker_team;
233 // speedrun: when 1, player auto teleports back when capture timeout happens
242 float some_spawn_has_been_used;
243 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
244 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
246 // set when showing a kill countdown
247 .entity killindicator;
248 .float killindicator_teamchange;
250 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
254 .float parm_idlesince;
256 float sv_maxidle_spectatorsareidle;
258 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
263 .float cvar_cl_autotaunt;
264 .float cvar_cl_voice_directional;
265 .float cvar_cl_voice_directional_taunt_attenuation;
267 .float version_mismatch;
269 int autocvar__independent_players;
270 bool independent_players;
271 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
272 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
273 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
277 .int pressedkeys = _STAT(PRESSED_KEYS);
282 string cvar_purechanges;
283 float cvar_purechanges_count;
285 float game_starttime; //point in time when the countdown to game start is over
286 float round_starttime; //point in time when the countdown to round start is over
288 void W_Porto_Remove (entity p);
290 .int projectiledeathtype;
294 // reset to 0 on weapon switch
295 // may be useful to all weapons
296 .float bulletcounter;
299 .entity ballcarried; // Also used for keepaway
300 float g_nexball_meter_period;
302 void SUB_DontUseTargets(entity this, entity actor, entity trigger);
303 void SUB_UseTargets(entity this, entity actor, entity trigger);
305 .void(entity this) reset; // if set, an entity is reset using this
306 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
308 void ClientData_Touch(entity e);
310 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
314 float servertime, serverprevtime, serverframetime;
321 .float nickspamtime; // time of last nick change
322 .float nickspamcount;
323 .float floodcontrol_chat;
324 .float floodcontrol_chatteam;
325 .float floodcontrol_chattell;
326 .float floodcontrol_voice;
327 .float floodcontrol_voiceteam;
329 .float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD
333 .float last_pickup = _STAT(LAST_PICKUP);
335 .float hit_time = _STAT(HIT_TIME);
336 .float typehit_time = _STAT(TYPEHIT_TIME);
338 .float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
340 bool radar_showennemies;
343 float client_cefc_accumulator;
344 float client_cefc_accumulatortime;
347 .float weapon_load[Weapons_MAX];
348 .int ammo_none; // used by the reloading system, must always be 0
349 .float clip_load = _STAT(WEAPON_CLIPLOAD);
350 .float old_clip_load;
351 .float clip_size = _STAT(WEAPON_CLIPSIZE);
353 .float minelayer_mines = _STAT(LAYED_MINES);
354 .float vortex_charge = _STAT(VORTEX_CHARGE);
355 .float vortex_charge_rottime;
356 .float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
357 .float hagar_load = _STAT(HAGAR_LOAD);
359 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
361 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
362 // when doing this, hagar can go through clones
363 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
365 .float spectatee_status;
376 .float cvar_cl_weaponimpulsemode;
377 .float selectweapon; // last selected weapon of the player
379 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
381 const float ACTIVE_NOT = 0;
382 const float ACTIVE_ACTIVE = 1;
383 const float ACTIVE_IDLE = 2;
384 const float ACTIVE_BUSY = 2;
385 const float ACTIVE_TOGGLE = 3;
387 .void (entity this, int act_state) setactive;
392 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
394 .float player_blocked;
395 .float weapon_blocked; // weapon use disabled
397 .float frozen = _STAT(FROZEN); // for freeze attacks
398 .float revive_progress = _STAT(REVIVE_PROGRESS);
399 .float revival_time; // time at which player was last revived
400 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
402 .entity frozen_by; // for ice fields
404 .entity muzzle_flash;
405 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
407 .float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
411 USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
412 .spawn_evalfunc_t spawn_evalfunc;
416 .float missile_flags;
417 const int MIF_SPLASH = BIT(1);
418 const int MIF_ARC = BIT(2);
419 const int MIF_PROXY = BIT(3);
420 const int MIF_GUIDED_MANUAL = BIT(4);
421 const int MIF_GUIDED_HEAT = BIT(5);
422 const int MIF_GUIDED_LASER = BIT(6);
423 const int MIF_GUIDED_AI = BIT(7);
424 const int MIF_GUIDED_TAG = BIT(7);
425 const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
426 const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
427 const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
429 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
430 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
431 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
436 .entity player_stats;
442 .string cvar_cl_physics;
444 .float init_for_player_needed;
445 .void(entity) init_for_player;