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 g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
21 float g_warmup_allguns;
22 float g_warmup_allow_timeout;
23 float g_race_qualifying;
25 float g_pickup_respawntime_weapon;
26 float g_pickup_respawntime_superweapon;
27 float g_pickup_respawntime_ammo;
28 float g_pickup_respawntime_short;
29 float g_pickup_respawntime_medium;
30 float g_pickup_respawntime_long;
31 float g_pickup_respawntime_powerup;
32 float g_pickup_respawntimejitter_weapon;
33 float g_pickup_respawntimejitter_superweapon;
34 float g_pickup_respawntimejitter_ammo;
35 float g_pickup_respawntimejitter_short;
36 float g_pickup_respawntimejitter_medium;
37 float g_pickup_respawntimejitter_long;
38 float g_pickup_respawntimejitter_powerup;
49 float bots_would_leave;
50 float lms_lowest_lives;
52 float LMS_NewPlayerLives();
54 void UpdateFrags(entity player, float f);
57 float team1_score, team2_score, team3_score, team4_score;
63 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
84 .float pain_finished; //Added by Supajoe
85 .float pain_frame; //"
86 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
87 .float crouch; // Crouching or not?
89 .float strength_finished;
90 .float invincible_finished;
91 .float superweapons_finished;
93 .vector finaldest, finalangle; //plat.qc stuff
96 .float t_length, t_width;
98 .vector destvec; // for rain
99 .float cnt; // for rain
109 // player animation state
110 .float animstate_startframe;
111 .float animstate_numframes;
112 .float animstate_framerate;
113 .float animstate_starttime;
114 .float animstate_endtime;
115 .float animstate_override;
116 .float animstate_looping;
118 // player animation data for this model
119 // each vector is as follows:
123 .vector anim_die1; // player dies
124 .vector anim_die2; // player dies differently
125 .vector anim_draw; // player pulls out a weapon
126 // .vector anim_duck; // player crouches (from idle to duckidle)
127 .vector anim_duckwalk; // player walking while crouching
128 .vector anim_duckjump; // player jumping from a crouch
129 .vector anim_duckidle; // player idling while crouching
130 .vector anim_idle; // player standing
131 .vector anim_jump; // player jump
132 .vector anim_pain1; // player flinches from pain
133 .vector anim_pain2; // player flinches from pain, differently
134 .vector anim_shoot; // player shoots
135 .vector anim_taunt; // player taunts others (FIXME: no code references this)
136 .vector anim_run; // player running forward
137 .vector anim_runbackwards; // player running backward
138 .vector anim_strafeleft; // player shuffling left quickly
139 .vector anim_straferight; // player shuffling right quickly
140 //.vector anim_dead1; // player dead (must be identical to last frame of die1)
141 //.vector anim_dead2; // player dead (must be identical to last frame of die2)
142 .vector anim_forwardright; // player running forward and right
143 .vector anim_forwardleft; // player running forward and left
144 .vector anim_backright; // player running backward and right
145 .vector anim_backleft; // player running back and left
146 .vector anim_melee; // player doing the melee action
147 .vector anim_duck; // player doing the melee action
148 .vector anim_duckwalkbackwards;
149 .vector anim_duckwalkstrafeleft;
150 .vector anim_duckwalkstraferight;
151 .vector anim_duckwalkforwardright;
152 .vector anim_duckwalkforwardleft;
153 .vector anim_duckwalkbackright;
154 .vector anim_duckwalkbackleft;
156 // weapon animation vectors:
162 void() player_setupanimsformodel;
163 void setanim(entity e, vector anim, float looping, float override, float restart);
173 .float respawntimejitter;
176 .float damageforcescale;
177 #define MIN_DAMAGEEXTRARADIUS 2
178 #define MAX_DAMAGEEXTRARADIUS 16
179 .float damageextraradius;
185 // for railgun damage (hitting multiple enemies)
187 .float railgunhitsolidbackup;
188 .vector railgunhitloc;
194 .float hitsound, typehitsound;
196 .float watersound_finished;
198 .float damagedbycontents;
199 .float damagedbytriggers;
202 .float pauseregen_finished;
203 .float pauserothealth_finished;
204 .float pauserotarmor_finished;
205 .float pauserotfuel_finished;
206 .string item_pickupsound;
208 // definitions for weaponsystem
210 .entity weaponentity;
211 .entity exteriorweaponentity;
212 .vector weaponentity_glowmod;
214 //.float weapon; // current weapon
215 .float switchweapon; // weapon requested to switch to
216 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
217 .string weaponname; // name of .weapon
220 float weapon_action(float wpn, float wrequest);
221 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
224 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
225 .float weapon_nextthink;
226 .void() weapon_think;
228 //float PLAYER_WEAPONSELECTION_DELAY = );
229 float PLAYER_WEAPONSELECTION_SPEED = 18;
230 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
232 // weapon states (self.weaponentity.state)
233 float WS_CLEAR = 0; // no weapon selected
234 float WS_RAISE = 1; // raise frame
235 float WS_DROP = 2; // deselecting frame
236 float WS_INUSE = 3; // fire state
237 float WS_READY = 4; // idle frame
239 // there is 2 weapon tics that can run in one server frame
240 #define W_TICSPERFRAME 2
242 void weapon_defaultspawnfunc(float wpn);
244 string w_deathtypestring;
246 .vector dest1, dest2;
249 float intermission_running;
250 float intermission_exittime;
251 float alreadychangedlevel;
256 // Keys player is holding
258 // message delay for func_door locked by keys and key locks
259 // this field is used on player entities
260 .float key_door_messagetime;
266 .float in_swamp; // bool
267 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
272 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
273 .float spectatortime; //point in time since the client is spectating or observing
274 void checkSpectatorBlock();
277 .float jointime; // time of joining
278 .float alivetime; // time of being alive
280 float nJoinAllowed(entity ignore);
281 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
283 .float spawnshieldtime;
285 .float lms_nextcheck;
286 .float lms_traveled_distance;
294 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
298 .vector death_origin;
299 .vector killer_origin;
301 float default_player_alpha;
302 float default_weapon_alpha;
304 .float() customizeentityforclient;
305 .float cvar_cl_handicap;
306 .float cvar_cl_clippedspectating;
307 .float cvar_cl_autoscreenshot;
308 .float cvar_cl_movement_track_canjump;
309 .float cvar_cl_newusekeysupported;
311 .string cvar_g_xonoticversion;
312 .string cvar_cl_weaponpriority;
313 .string cvar_cl_weaponpriorities[10];
314 #ifdef ALLOW_FORCEMODELS
315 .float cvar_cl_forceplayermodels;
316 .float cvar_cl_forceplayermodelsfromxonotic;
317 float sv_clforceplayermodels;
319 .float cvar_cl_gunalign;
320 .float cvar_cl_noantilag;
322 .string weaponorder_byimpulse;
324 .float cvar_cl_allow_uid2name;
325 .float cvar_cl_allow_uidtracking;
326 .string stored_netname;
328 void Announce(string snd);
329 void AnnounceTo(entity e, string snd);
331 .float version_nagtime;
333 #define NUM_JUMPPADSUSED 3
335 .entity jumppadsused[NUM_JUMPPADSUSED];
337 string gamemode_name;
339 float startitem_failed;
341 void DropAllRunes(entity pl);
344 typedef .float floatfield;
345 floatfield Item_CounterField(float it);
347 float W_AmmoItemCode(float wpn);
348 float W_WeaponBit(float wpn);
349 string W_Name(float weaponid);
351 void FixIntermissionClient(entity e);
352 void FixClientCvars(entity e);
356 .float respawn_countdown; // next number to count
358 float bot_waypoints_for_items;
360 .float attack_finished_for[WEP_MAXCOUNT];
361 .float attack_finished_single;
362 #ifdef INDEPENDENT_ATTACK_FINISHED
363 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
365 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
367 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
369 // assault game mode: Which team is attacking in this round?
370 float assault_attacker_team;
372 // speedrun: when 1, player auto teleports back when capture timeout happens
381 float some_spawn_has_been_used;
382 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
383 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
385 // set when showing a kill countdown
386 .entity killindicator;
387 .float killindicator_teamchange;
389 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
393 .float parm_idlesince;
395 float sv_maxidle_spectatorsareidle;
397 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
403 .float(entity to, float sendflags) SendEntity;
405 // player sounds, voice messages
406 // TODO implemented fall and falling
407 #define ALLPLAYERSOUNDS \
420 #define ALLVOICEMSGS \
422 _VOICEMSG(attackinfive) \
425 _VOICEMSG(freelance) \
426 _VOICEMSG(incoming) \
428 _VOICEMSG(needhelp) \
429 _VOICEMSG(seenflag) \
433 #define _VOICEMSG(m) .string playersound_##m;
438 // reserved sound names for the future (some models lack sounds for them):
439 // _VOICEMSG(flagcarriertakingdamage) \
440 // _VOICEMSG(getflag) \
441 // reserved sound names for the future (ALL models lack sounds for them):
442 // _VOICEMSG(affirmative) \
443 // _VOICEMSG(attacking) \
444 // _VOICEMSG(defending) \
445 // _VOICEMSG(roaming) \
446 // _VOICEMSG(onmyway) \
447 // _VOICEMSG(droppedflag) \
448 // _VOICEMSG(negative) \
449 // _VOICEMSG(seenenemy) \
451 string globalsound_fall;
452 string globalsound_metalfall;
453 string globalsound_step;
454 string globalsound_metalstep;
456 #define VOICETYPE_PLAYERSOUND 10
457 #define VOICETYPE_TEAMRADIO 11
458 #define VOICETYPE_LASTATTACKER 12
459 #define VOICETYPE_LASTATTACKER_ONLY 13
460 #define VOICETYPE_AUTOTAUNT 14
461 #define VOICETYPE_TAUNT 15
463 void PrecachePlayerSounds(string f);
464 void PrecacheGlobalSound(string samplestring);
465 void UpdatePlayerSounds();
466 void ClearPlayerSounds();
467 void PlayerSound(.string samplefield, float channel, float voicetype);
468 void GlobalSound(string samplestring, float channel, float voicetype);
469 void FakeGlobalSound(string samplestring, float channel, float voicetype);
470 void VoiceMessage(string type, string message);
471 float GetPlayerSoundSampleField_notFound;
472 .string GetVoiceMessageSampleField(string type)
475 .float cvar_cl_autotaunt;
476 .float cvar_cl_voice_directional;
477 .float cvar_cl_voice_directional_taunt_attenuation;
479 .float version_mismatch;
481 float independent_players;
482 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
483 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
484 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
485 // we're using + here instead of , because fteqcc sucks
492 .float porto_forbidden;
497 string cvar_purechanges;
498 float cvar_purechanges_count;
500 float game_starttime; //point in time when the countdown is over
501 .float stat_game_starttime;
503 .float stat_sv_airaccel_qw;
504 .float stat_sv_airstrafeaccel_qw;
505 .float stat_sv_airspeedlimit_nonqw;
506 .float stat_sv_maxspeed;
508 void W_Porto_Remove (entity p);
510 .float projectiledeathtype;
514 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
515 .float stat_allow_oldnexbeam;
517 // reset to 0 on weapon switch
518 // may be useful to all weapons
519 .float bulletcounter;
521 void target_voicescript_next(entity pl);
522 void target_voicescript_clear(entity pl);
527 .float target_random;
528 .float trigger_reverse;
531 .entity ballcarried; // Also used for keepaway
533 float g_nexball_meter_period;
535 void SUB_DontUseTargets();
536 void SUB_UseTargets();
538 .void() reset; // if set, an entity is reset using this
539 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
541 void ClientData_Touch(entity e);
543 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
547 float servertime, serverprevtime, serverframetime;
556 .float nickspamtime; // time of last nick change
557 .float nickspamcount;
558 .float floodcontrol_chat;
559 .float floodcontrol_chatteam;
560 .float floodcontrol_chattell;
561 .float floodcontrol_voice;
562 .float floodcontrol_voiceteam;
564 .float stat_shotorg; // networked stat for trueaim HUD
574 .float stat_leadlimit;
576 float radar_showennemies;
579 float client_cefc_accumulator;
580 float client_cefc_accumulatortime;
583 ..float current_ammo;
585 .float weapon_load[WEP_MAXCOUNT];
586 .float ammo_none; // used by the reloading system, must always be 0
588 .float old_clip_load;
590 .float minelayer_mines;
592 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
594 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
595 // when doing this, hagar can go through clones
596 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
598 .float spectatee_status;
600 .float bloodloss_timer;
610 .float cvar_cl_accuracy_data_share;
611 .float cvar_cl_accuracy_data_receive;
613 .float cvar_cl_weaponimpulsemode;
614 .float selectweapon; // last selected weapon of the player
616 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
619 #define ACTIVE_ACTIVE 1
620 #define ACTIVE_IDLE 2
621 #define ACTIVE_BUSY 2
622 #define ACTIVE_TOGGLE 3
624 .float (float act_state) setactive;
628 .float nex_charge_rottime;
629 .float nex_chargepool_ammo;
633 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
637 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
639 .float player_blocked;
641 .float freezetag_frozen;
642 .float freezetag_revive_progress;
644 .entity muzzle_flash;
645 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
649 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
650 .spawn_evalfunc_t spawn_evalfunc;