3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
6 #define INDEPENDENT_ATTACK_FINISHED 1
10 float g_footsteps, g_grappling_hook;
11 float g_warmup_allguns;
12 float g_warmup_allow_timeout;
16 bool sv_ready_restart;
17 bool sv_ready_restart_after_countdown;
18 bool sv_ready_restart_repeatable;
25 float bots_would_leave;
27 void UpdateFrags(entity player, int f);
30 // flag set on worldspawn so that the code knows if it is dedicated or not
31 float server_is_dedicated;
35 .void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage;
41 // Needed for dynamic clientwalls
42 .float inactive; // Clientwall disappears when inactive
43 .float alpha_max, alpha_min;
44 .float fade_start, fade_end, fade_vertical_offset;
45 .float default_solid; // Variable to store default .solid for clientwalls
47 .float pain_finished; //Added by Supajoe
48 .float pain_frame; //"
49 .float crouch; // Crouching or not?
51 .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
53 .float cnt; // used in too many places
59 .float respawn_time_max;
64 void player_setupanimsformodel(entity this);
73 .float scheduledrespawntime;
75 .float respawntimejitter;
76 .float respawntimestart;
79 .float damageforcescale;
80 const float MIN_DAMAGEEXTRARADIUS = 2;
81 const float MAX_DAMAGEEXTRARADIUS = 16;
82 .float damageextraradius;
88 // for railgun damage (hitting multiple enemies)
90 .float railgunhitsolidbackup;
91 .vector railgunhitloc;
97 .float damage_dealt, typehitsound, killsound;
99 .float watersound_finished;
101 .float damagedbycontents;
102 .float damagedbytriggers;
106 .float pauseregen_finished;
107 .float pauserothealth_finished;
108 .float pauserotarmor_finished;
109 .float pauserotfuel_finished;
110 // string overrides entity
111 .string item_pickupsound;
112 .entity item_pickupsound_ent;
113 .entity item_model_ent;
117 bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain);
118 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
119 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
120 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
121 .float weapon_nextthink;
122 .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
125 // there is 2 weapon tics that can run in one server frame
126 const int W_TICSPERFRAME = 2;
128 void weapon_defaultspawnfunc(entity this, Weapon e);
130 float intermission_running;
131 float intermission_exittime;
132 float alreadychangedlevel;
137 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
138 .float spectatortime; //point in time since the client is spectating or observing
139 void checkSpectatorBlock(entity this);
141 float game_completion_ratio; // 0 at start, 1 near end
143 .float jointime; // time of connecting
144 .float startplaytime; // time of switching from spectator to player
145 .float alivetime; // time of being alive
146 .float motd_actived_time; // used for both motd and campaign_message
148 bool nJoinAllowed(entity this, entity ignore);
150 .float spawnshieldtime;
151 .float item_spawnshieldtime;
156 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
158 .vector death_origin;
160 float default_player_alpha;
161 float default_weapon_alpha;
163 .float cvar_cl_handicap;
164 .float cvar_cl_clippedspectating;
165 .float cvar_cl_autoscreenshot;
166 .float cvar_cl_jetpack_jump;
167 .float cvar_cl_movement_track_canjump;
168 .float cvar_cl_newusekeysupported;
170 .string cvar_g_xonoticversion;
171 .string cvar_cl_weaponpriority;
172 .string cvar_cl_weaponpriorities[10];
173 .float cvar_cl_noantilag;
175 .string weaponorder_byimpulse;
177 .float cvar_cl_allow_uid2name;
178 .float cvar_cl_allow_uidtracking;
179 .string stored_netname;
181 string gamemode_name;
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;
227 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
230 #define DMG_NOWEP (weaponentities[0])
233 float sv_maxidle_spectatorsareidle;
234 int sv_maxidle_slots;
235 bool sv_maxidle_slots_countbots;
237 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
242 .float cvar_cl_autotaunt;
243 .float cvar_cl_voice_directional;
244 .float cvar_cl_voice_directional_taunt_attenuation;
246 int autocvar__independent_players;
247 bool independent_players;
248 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
249 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
250 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
259 string cvar_purechanges;
260 float cvar_purechanges_count;
262 //float game_starttime; //point in time when the countdown to game start is over
263 //float round_starttime; //point in time when the countdown to round start is over
265 void W_Porto_Remove (entity p);
267 .int projectiledeathtype;
271 // reset to 0 on weapon switch
272 // may be useful to all weapons
273 .float bulletcounter;
276 float g_nexball_meter_period;
278 void SUB_DontUseTargets(entity this, entity actor, entity trigger);
279 void SUB_UseTargets(entity this, entity actor, entity trigger);
281 .void(entity this) reset; // if set, an entity is reset using this
282 .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
284 void ClientData_Touch(entity e);
286 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
290 float servertime, serverprevtime, serverframetime;
295 .float nickspamtime; // time of last nick change
296 .float nickspamcount;
297 .float floodcontrol_chat;
298 .float floodcontrol_chatteam;
299 .float floodcontrol_chattell;
300 .float floodcontrol_voice;
301 .float floodcontrol_voiceteam;
305 bool radar_showennemies;
308 float client_cefc_accumulator;
309 float client_cefc_accumulatortime;
312 .float weapon_load[Weapons_MAX];
313 .int ammo_none; // used by the reloading system, must always be 0
315 .float old_clip_load;
318 .int minelayer_mines;
319 .float vortex_charge;
320 .float vortex_charge_rottime;
321 .float vortex_chargepool_ammo;
324 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
326 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
327 // when doing this, hagar can go through clones
328 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
330 .float spectatee_status;
341 .float cvar_cl_weaponimpulsemode;
342 .float selectweapon; // last selected weapon of the player
344 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
346 const float ACTIVE_NOT = 0;
347 const float ACTIVE_ACTIVE = 1;
348 const float ACTIVE_IDLE = 2;
349 const float ACTIVE_BUSY = 2;
350 const float ACTIVE_TOGGLE = 3;
352 .void (entity this, int act_state) setactive;
357 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
359 .float player_blocked;
361 .float revival_time; // time at which player was last revived
362 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
365 .entity frozen_by; // for ice fields
367 .entity muzzle_flash;
368 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
370 .int killindicator_teamchange;
372 void PlayerUseKey(entity this);
374 USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
375 .spawn_evalfunc_t spawn_evalfunc;
379 .float missile_flags;
380 const int MIF_SPLASH = BIT(1);
381 const int MIF_ARC = BIT(2);
382 const int MIF_PROXY = BIT(3);
383 const int MIF_GUIDED_MANUAL = BIT(4);
384 const int MIF_GUIDED_HEAT = BIT(5);
385 const int MIF_GUIDED_LASER = BIT(6);
386 const int MIF_GUIDED_AI = BIT(7);
387 const int MIF_GUIDED_TAG = BIT(7);
388 const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
389 const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
390 const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
392 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
393 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
394 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
398 .string cvar_cl_physics;
400 .void(entity this, entity player) init_for_player;
402 .WepSet dual_weapons;
404 IntrusiveList g_monsters;
405 IntrusiveList g_waypoints;
406 IntrusiveList g_vehicles;
407 IntrusiveList g_turrets;
408 IntrusiveList g_mines;
409 IntrusiveList g_projectiles;
410 IntrusiveList g_items;
411 IntrusiveList g_initforplayer;
412 IntrusiveList g_clones;
413 IntrusiveList g_spawnpoints;
414 IntrusiveList g_bot_targets;
415 IntrusiveList g_bot_dodge;
416 IntrusiveList g_damagedbycontents;
417 IntrusiveList g_railgunhit;
418 IntrusiveList g_ladders;
419 IntrusiveList g_locations;
420 IntrusiveList g_saved_team;
421 IntrusiveList g_monster_targets;
422 IntrusiveList g_pathlib_nodes;
425 g_monsters = IL_NEW();
426 g_waypoints = IL_NEW();
427 g_vehicles = IL_NEW();
428 g_turrets = IL_NEW();
430 g_projectiles = IL_NEW();
432 g_initforplayer = IL_NEW();
434 g_spawnpoints = IL_NEW();
435 g_bot_targets = IL_NEW();
436 g_bot_dodge = IL_NEW();
437 g_damagedbycontents = IL_NEW();
438 g_railgunhit = IL_NEW();
439 g_ladders = IL_NEW();
440 g_locations = IL_NEW();
441 g_saved_team = IL_NEW();
442 g_monster_targets = IL_NEW();
443 g_pathlib_nodes = IL_NEW();