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1 #define INDEPENDENT_ATTACK_FINISHED
2
3 noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
4
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
16
17 // Globals
18
19 float ctf_score_value(string parameter);
20
21 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;
22 float g_warmup_limit;
23 float g_warmup_allguns;
24 float g_warmup_allow_timeout;
25 float g_ctf_ignore_frags;
26 float g_ctf_reverse;
27 float g_race_qualifying;
28 float inWarmupStage;
29 float g_pickup_respawntime_weapon;
30 float g_pickup_respawntime_superweapon;
31 float g_pickup_respawntime_ammo;
32 float g_pickup_respawntime_short;
33 float g_pickup_respawntime_medium;
34 float g_pickup_respawntime_long;
35 float g_pickup_respawntime_powerup;
36 float g_pickup_respawntimejitter_weapon;
37 float g_pickup_respawntimejitter_superweapon;
38 float g_pickup_respawntimejitter_ammo;
39 float g_pickup_respawntimejitter_short;
40 float g_pickup_respawntimejitter_medium;
41 float g_pickup_respawntimejitter_long;
42 float g_pickup_respawntimejitter_powerup;
43 float g_jetpack;
44
45 float sv_clones;
46 float sv_gentle;
47 float sv_foginterval;
48
49 entity  activator;
50
51 float player_count;
52 float currentbots;
53 float bots_would_leave;
54 float lms_lowest_lives;
55 float lms_next_place;
56 float LMS_NewPlayerLives();
57
58 void UpdateFrags(entity player, float f);
59 .float totalfrags;
60
61 float team1_score, team2_score, team3_score, team4_score;
62
63 float maxclients;
64
65 // Fields
66
67 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
68
69 //.string       wad;
70 //.string       map;
71
72 //.float        worldtype;
73 .float  delay;
74 .float  wait;
75 .float  lip;
76 //.float        light_lev;
77 .float  speed;
78 //.float        style;
79 //.float        skill;
80 .float  sounds;
81 .float  platmovetype;
82
83 .string killtarget;
84
85 .vector pos1, pos2;
86 .vector mangle;
87
88 .float  pain_finished;                  //Added by Supajoe
89 .float  pain_frame;                     //"
90 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
91 .float  crouch; // Crouching or not?
92
93 .float  strength_finished;
94 .float  invincible_finished;
95 .float  superweapons_finished;
96
97 .vector         finaldest, finalangle;          //plat.qc stuff
98 .void()         think1;
99 .float state;
100 .float          t_length, t_width;
101
102 .vector destvec;                // for rain
103 .float cnt;             // for rain
104 .float count;
105 //.float cnt2;
106
107 .float play_time;
108 .float respawn_time;
109 .float death_time;
110 .float fade_time;
111 .float fade_rate;
112
113 // player animation state
114 .float animstate_startframe;
115 .float animstate_numframes;
116 .float animstate_framerate;
117 .float animstate_starttime;
118 .float animstate_endtime;
119 .float animstate_override;
120 .float animstate_looping;
121
122 // player animation data for this model
123 // each vector is as follows:
124 // _x = startframe
125 // _y = numframes
126 // _z = framerate
127 .vector anim_die1; // player dies
128 .vector anim_die2; // player dies differently
129 .vector anim_draw; // player pulls out a weapon
130 // .vector anim_duck; // player crouches (from idle to duckidle)
131 .vector anim_duckwalk; // player walking while crouching
132 .vector anim_duckjump; // player jumping from a crouch
133 .vector anim_duckidle; // player idling while crouching
134 .vector anim_idle; // player standing
135 .vector anim_jump; // player jump
136 .vector anim_pain1; // player flinches from pain
137 .vector anim_pain2; // player flinches from pain, differently
138 .vector anim_shoot; // player shoots
139 .vector anim_taunt; // player taunts others (FIXME: no code references this)
140 .vector anim_run; // player running forward
141 .vector anim_runbackwards; // player running backward
142 .vector anim_strafeleft; // player shuffling left quickly
143 .vector anim_straferight; // player shuffling right quickly
144 //.vector anim_dead1; // player dead (must be identical to last frame of die1)
145 //.vector anim_dead2; // player dead (must be identical to last frame of die2)
146 .vector anim_forwardright; // player running forward and right
147 .vector anim_forwardleft; // player running forward and left
148 .vector anim_backright; // player running backward and right
149 .vector anim_backleft; // player running back and left
150 .vector anim_melee; // player doing the melee action
151 .vector anim_duck; // player doing the melee action
152 .vector anim_duckwalkbackwards;
153 .vector anim_duckwalkstrafeleft;
154 .vector anim_duckwalkstraferight;
155 .vector anim_duckwalkforwardright;
156 .vector anim_duckwalkforwardleft;
157 .vector anim_duckwalkbackright;
158 .vector anim_duckwalkbackleft;
159
160 // weapon animation vectors:
161 .vector anim_fire1;
162 .vector anim_fire2;
163 .vector anim_idle;
164 .vector anim_reload;
165
166 void() player_setupanimsformodel;
167 void setanim(entity e, vector anim, float looping, float override, float restart);
168
169 .string mdl;
170
171 .string playermodel;
172 .string playerskin;
173
174 .float species;
175
176 .float  respawntime;
177 .float  respawntimejitter;
178 //.float        chasecam;
179
180 .float  damageforcescale;
181 #define MIN_DAMAGEEXTRARADIUS 2
182 #define MAX_DAMAGEEXTRARADIUS 16
183 .float damageextraradius;
184
185 //.float          gravity;
186
187 .float          dmg;
188
189 // for railgun damage (hitting multiple enemies)
190 .float railgunhit;
191 .float railgunhitsolidbackup;
192 .vector railgunhitloc;
193
194 .float          air_finished;
195 .float          dmgtime;
196
197 .float          killcount;
198 .float hitsound, typehitsound;
199
200 .float watersound_finished;
201 .float iscreature;
202 .float damagedbycontents;
203 .vector oldvelocity;
204
205 .float pauseregen_finished;
206 .float pauserothealth_finished;
207 .float pauserotarmor_finished;
208 .float pauserotfuel_finished;
209 .string item_pickupsound;
210
211 // definitions for weaponsystem
212
213 .entity weaponentity;
214 .entity exteriorweaponentity;
215 .vector weaponentity_glowmod;
216
217 //.float weapon; // current weapon
218 .float switchweapon; // weapon requested to switch to
219 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
220 .string weaponname; // name of .weapon
221
222 .float autoswitch;
223 float weapon_action(float wpn, float wrequest);
224 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
225 void w_clear();
226 void w_ready();
227 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
228 .float weapon_nextthink;
229 .void() weapon_think;
230
231 //float PLAYER_WEAPONSELECTION_DELAY = );
232 float   PLAYER_WEAPONSELECTION_SPEED = 18;
233 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
234
235 // weapon states (self.weaponentity.state)
236 float WS_CLEAR                  = 0; // no weapon selected
237 float WS_RAISE                  = 1; // raise frame
238 float WS_DROP                   = 2; // deselecting frame
239 float WS_INUSE                  = 3; // fire state
240 float WS_READY                  = 4; // idle frame
241
242 // there is 2 weapon tics that can run in one server frame
243 #define W_TICSPERFRAME 2
244
245 void weapon_defaultspawnfunc(float wpn);
246
247 string w_deathtypestring;
248
249 .vector dest1, dest2;
250
251 float gameover;
252 float intermission_running;
253 float intermission_exittime;
254 float alreadychangedlevel;
255
256
257 .float runes;
258
259 // Keys player is holding
260 .float itemkeys;
261 // message delay for func_door locked by keys and key locks
262 // this field is used on player entities
263 .float key_door_messagetime;
264
265
266 .float version;
267
268 //swamp
269 .float in_swamp;              // bool
270 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
271
272 // footstep interval
273 .float nextstep;
274
275 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
276 .float spectatortime; //point in time since the client is spectating or observing
277 void checkSpectatorBlock();
278
279 .float winning;
280 .float jointime; // time of joining
281 .float alivetime; // time of being alive
282
283 float nJoinAllowed(float includeMe);
284 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
285
286 .float spawnshieldtime;
287
288 .float lms_nextcheck;
289 .float lms_traveled_distance;
290
291 .entity flagcarried;
292
293 .entity lastrocket;
294
295 .float playerid;
296 float playerid_last;
297 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
298
299 .vector spawnorigin;
300
301 .vector death_origin;
302 .vector killer_origin;
303
304 float default_player_alpha;
305 float default_weapon_alpha;
306
307 .float() customizeentityforclient;
308 .float cvar_cl_handicap;
309 .float cvar_cl_clippedspectating;
310 .float cvar_cl_autoscreenshot;
311 .float cvar_cl_movement_track_canjump;
312 .float cvar_cl_newusekeysupported;
313
314 .string cvar_g_xonoticversion;
315 .string cvar_cl_weaponpriority;
316 .string cvar_cl_weaponpriorities[10];
317 #ifdef ALLOW_FORCEMODELS
318 .float cvar_cl_forceplayermodels;
319 .float cvar_cl_forceplayermodelsfromxonotic;
320 float sv_clforceplayermodels;
321 #endif
322 .float cvar_cl_gunalign;
323 .float cvar_cl_noantilag;
324
325 .string weaponorder_byimpulse;
326
327 .float cvar_cl_allow_uid2name;
328 .float cvar_cl_allow_uidtracking;
329 .string stored_netname;
330
331 void Announce(string snd);
332 void AnnounceTo(entity e, string snd);
333
334 .float version_nagtime;
335
336 #define NUM_JUMPPADSUSED 3
337 .float jumppadcount;
338 .entity jumppadsused[NUM_JUMPPADSUSED];
339
340 string gamemode_name;
341
342 float startitem_failed;
343
344 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
345 void DropBall(entity ball, vector org, vector vel);
346 void DropAllRunes(entity pl);
347
348
349 typedef .float floatfield;
350 floatfield Item_CounterField(float it);
351
352 float W_AmmoItemCode(float wpn);
353 float W_WeaponBit(float wpn);
354 string W_Name(float weaponid);
355
356 void FixIntermissionClient(entity e);
357 void FixClientCvars(entity e);
358
359 float weaponsInMap;
360
361 .float respawn_countdown; // next number to count
362
363 float bot_waypoints_for_items;
364
365 .float attack_finished_for[WEP_MAXCOUNT];
366 .float attack_finished_single;
367 #ifdef INDEPENDENT_ATTACK_FINISHED
368 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
369 #else
370 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
371 #endif
372 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
373
374 // assault game mode: Which team is attacking in this round?
375 float assault_attacker_team;
376
377 // speedrun: when 1, player auto teleports back when capture timeout happens
378 .float speedrunning;
379
380 // database
381 float ServerProgsDB;
382 float TemporaryDB;
383
384 .float team_saved;
385
386 float some_spawn_has_been_used;
387 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
388 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
389
390 // set when showing a kill countdown
391 .entity killindicator;
392 .float killindicator_teamchange;
393
394 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
395
396 float lockteams;
397
398 .float parm_idlesince;
399 float sv_maxidle;
400 float sv_maxidle_spectatorsareidle;
401
402 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
403
404 float next_pingtime;
405
406 .float Version;
407 .float SendFlags;
408 .float(entity to, float sendflags) SendEntity;
409
410 // player sounds, voice messages
411 // TODO implemented fall and falling
412 #define ALLPLAYERSOUNDS \
413                 _VOICEMSG(death) \
414                 _VOICEMSG(drown) \
415                 _VOICEMSG(fall) \
416                 _VOICEMSG(fall) \
417                 _VOICEMSG(falling) \
418                 _VOICEMSG(gasp) \
419                 _VOICEMSG(jump) \
420                 _VOICEMSG(pain100) \
421                 _VOICEMSG(pain25) \
422                 _VOICEMSG(pain50) \
423                 _VOICEMSG(pain75)
424
425 #define ALLVOICEMSGS \
426                 _VOICEMSG(attack) \
427                 _VOICEMSG(attackinfive) \
428                 _VOICEMSG(coverme) \
429                 _VOICEMSG(defend) \
430                 _VOICEMSG(freelance) \
431                 _VOICEMSG(incoming) \
432                 _VOICEMSG(meet) \
433                 _VOICEMSG(needhelp) \
434                 _VOICEMSG(seenflag) \
435                 _VOICEMSG(taunt) \
436                 _VOICEMSG(teamshoot)
437
438 #define _VOICEMSG(m) .string playersound_##m;
439 ALLPLAYERSOUNDS
440 ALLVOICEMSGS
441 #undef _VOICEMSG
442
443 // reserved sound names for the future (some models lack sounds for them):
444 //              _VOICEMSG(flagcarriertakingdamage) \
445 //              _VOICEMSG(getflag) \
446 // reserved sound names for the future (ALL models lack sounds for them):
447 //              _VOICEMSG(affirmative) \
448 //              _VOICEMSG(attacking) \
449 //              _VOICEMSG(defending) \
450 //              _VOICEMSG(roaming) \
451 //              _VOICEMSG(onmyway) \
452 //              _VOICEMSG(droppedflag) \
453 //              _VOICEMSG(negative) \
454 //              _VOICEMSG(seenenemy) \
455
456 string globalsound_fall;
457 string globalsound_metalfall;
458 string globalsound_step;
459 string globalsound_metalstep;
460
461 #define VOICETYPE_PLAYERSOUND 10
462 #define VOICETYPE_TEAMRADIO 11
463 #define VOICETYPE_LASTATTACKER 12
464 #define VOICETYPE_LASTATTACKER_ONLY 13
465 #define VOICETYPE_AUTOTAUNT 14
466 #define VOICETYPE_TAUNT 15
467
468 void PrecachePlayerSounds(string f);
469 void PrecacheGlobalSound(string samplestring);
470 void UpdatePlayerSounds();
471 void ClearPlayerSounds();
472 void PlayerSound(.string samplefield, float channel, float voicetype);
473 void GlobalSound(string samplestring, float channel, float voicetype);
474 void FakeGlobalSound(string samplestring, float channel, float voicetype);
475 void VoiceMessage(string type, string message);
476 float GetPlayerSoundSampleField_notFound;
477 .string GetVoiceMessageSampleField(string type)
478
479 // autotaunt system
480 .float cvar_cl_autotaunt;
481 .float cvar_cl_voice_directional;
482 .float cvar_cl_voice_directional_taunt_attenuation;
483
484 .float version_mismatch;
485
486 float independent_players;
487 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
488 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
489 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
490 // we're using + here instead of , because fteqcc sucks
491
492 string clientstuff;
493 .float phase;
494 .float weapons;
495 .float pressedkeys;
496
497 .float porto_forbidden;
498
499 .string fog;
500
501 string cvar_changes;
502 string cvar_purechanges;
503 float cvar_purechanges_count;
504
505 float game_starttime; //point in time when the countdown is over
506 .float stat_game_starttime;
507
508 .float stat_sv_airaccel_qw;
509 .float stat_sv_airstrafeaccel_qw;
510 .float stat_sv_airspeedlimit_nonqw;
511 .float stat_sv_maxspeed;
512
513 void W_Porto_Remove (entity p);
514
515 .float projectiledeathtype;
516
517 .string message2;
518
519 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
520 .float stat_allow_oldnexbeam;
521
522 // reset to 0 on weapon switch
523 // may be useful to all weapons
524 .float bulletcounter;
525
526 void target_voicescript_next(entity pl);
527 void target_voicescript_clear(entity pl);
528
529 .string target2;
530 .string target3;
531 .string target4;
532 .float target_random;
533 .float trigger_reverse;
534
535 // Nexball 
536 .entity ballcarried; // Also used for keepaway
537 .float metertime;
538 float g_nexball_meter_period;
539
540 void SUB_DontUseTargets();
541 void SUB_UseTargets();
542
543 .void() reset; // if set, an entity is reset using this
544 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
545
546 void ClientData_Touch(entity e);
547
548 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
549
550 .float wasplayer;
551
552 float servertime, serverprevtime, serverframetime;
553
554 .entity soundentity;
555
556 .float ammo_fuel;
557
558 .vector prevorigin;
559
560 //flood fields
561 .float nickspamtime; // time of last nick change
562 .float nickspamcount;
563 .float floodcontrol_chat;
564 .float floodcontrol_chatteam;
565 .float floodcontrol_chattell;
566 .float floodcontrol_voice;
567 .float floodcontrol_voiceteam;
568
569 .float stat_shotorg; // networked stat for trueaim HUD
570
571 string matchid;
572 .float hitplotfh;
573 .string noise4;
574
575 .float last_pickup;
576
577 .float hit_time; 
578 .float typehit_time; 
579
580 .float stat_leadlimit;
581
582 float radar_showennemies;
583
584 #ifdef PROFILING
585 float client_cefc_accumulator;
586 float client_cefc_accumulatortime;
587 #endif
588
589 ..float current_ammo;
590
591 .float weapon_load[WEP_MAXCOUNT];
592 .float ammo_none; // used by the reloading system, must always be 0
593 .float clip_load;
594 .float old_clip_load;
595 .float clip_size;
596 .float minelayer_mines;
597
598 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
599
600 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
601 // when doing this, hagar can go through clones
602 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
603
604 .float spectatee_status;
605 .float zoomstate;
606 .float bloodloss_timer;
607 .float restriction;
608
609 .entity clientdata;
610 .entity personal;
611
612 string deathmessage;
613
614 .float just_joined;
615
616 .float cvar_cl_accuracy_data_share;
617 .float cvar_cl_accuracy_data_receive;
618
619 .float cvar_cl_weaponimpulsemode;
620 .float selectweapon; // last selected weapon of the player
621
622 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
623
624 #define ACTIVE_NOT              0
625 #define ACTIVE_ACTIVE   1
626 #define ACTIVE_IDLE     2
627 #define ACTIVE_BUSY     2
628 #define ACTIVE_TOGGLE   3
629 .float active;
630 .float (float act_state) setactive;
631 .entity realowner;
632
633 .float nex_charge;
634 .float nex_charge_rottime;
635 .float nex_chargepool_ammo;
636
637 .float hagar_load;
638
639 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
640
641 float serverflags;
642
643 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
644
645 .float freezetag_frozen;
646 .float freezetag_revive_progress;
647
648 .entity muzzle_flash;
649 .float misc_bulletcounter;      // replaces uzi & hlac bullet counter.
650
651 void PlayerUseKey();
652
653 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
654 .spawn_evalfunc_t spawn_evalfunc;
655
656 .entity conveyor;