3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
8 float g_footsteps, g_grappling_hook;
9 float g_warmup_allguns;
10 float g_warmup_allow_timeout;
14 bool sv_ready_restart;
15 bool sv_ready_restart_after_countdown;
16 bool sv_ready_restart_repeatable;
28 .float pain_finished; //Added by Supajoe
29 .float pain_frame; //"
31 .float cnt; // used in too many places
45 .float scheduledrespawntime;
47 .float respawntimejitter;
48 .float respawntimestart;
55 // for railgun damage (hitting multiple enemies)
57 .float railgunhitsolidbackup;
58 .vector railgunhitloc;
63 .float damage_dealt, typehitsound, killsound;
65 // string overrides entity
66 .string item_pickupsound;
67 .entity item_pickupsound_ent;
68 .entity item_model_ent;
72 .float spawnshieldtime;
75 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
79 float default_player_alpha;
80 float default_weapon_alpha;
84 bool some_spawn_has_been_used;
85 int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
86 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"
90 int autocvar__independent_players;
91 bool independent_players;
92 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
93 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
94 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME))
103 string cvar_purechanges;
104 float cvar_purechanges_count;
106 //float game_starttime; //point in time when the countdown to game start is over
107 //float round_starttime; //point in time when the countdown to round start is over
109 .int projectiledeathtype;
113 // reset to 0 on weapon switch
114 // may be useful to all weapons
115 .float bulletcounter;
118 float g_nexball_meter_period;
120 .void(entity this) reset; // if set, an entity is reset using this
121 .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
127 .int minelayer_mines;
128 .float vortex_charge;
129 .float vortex_charge_rottime;
130 .float vortex_chargepool_ammo;
132 .float oknex_charge_rottime;
133 .float oknex_chargepool_ammo;
136 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
138 .int spectatee_status;
149 .bool player_blocked;
153 .WepSet dual_weapons;
155 IntrusiveList g_monsters;
156 IntrusiveList g_waypoints;
157 IntrusiveList g_vehicles;
158 IntrusiveList g_turrets;
159 IntrusiveList g_mines;
160 IntrusiveList g_projectiles;
161 IntrusiveList g_items;
162 IntrusiveList g_initforplayer;
163 IntrusiveList g_clones;
164 IntrusiveList g_spawnpoints;
165 IntrusiveList g_bot_targets;
166 IntrusiveList g_bot_dodge;
167 IntrusiveList g_damagedbycontents;
168 IntrusiveList g_railgunhit;
169 IntrusiveList g_ladders;
170 IntrusiveList g_locations;
171 IntrusiveList g_saved_team;
172 IntrusiveList g_monster_targets;
173 IntrusiveList g_pathlib_nodes;
174 IntrusiveList g_moveables;
177 g_monsters = IL_NEW();
178 g_waypoints = IL_NEW();
179 g_vehicles = IL_NEW();
180 g_turrets = IL_NEW();
182 g_projectiles = IL_NEW();
184 g_initforplayer = IL_NEW();
186 g_spawnpoints = IL_NEW();
187 g_bot_targets = IL_NEW();
188 g_bot_dodge = IL_NEW();
189 g_damagedbycontents = IL_NEW();
190 g_railgunhit = IL_NEW();
191 g_ladders = IL_NEW();
192 g_locations = IL_NEW();
193 g_saved_team = IL_NEW();
194 g_monster_targets = IL_NEW();
195 g_pathlib_nodes = IL_NEW();
196 g_moveables = IL_NEW();