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
16 #define BUTTON_JETPACK button10
20 float g_cloaked, g_footsteps, g_grappling_hook, g_instagib;
22 float g_warmup_allguns;
23 float g_warmup_allow_timeout;
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;
48 float bots_would_leave;
50 void UpdateFrags(entity player, float f);
53 float team1_score, team2_score, team3_score, team4_score;
57 // flag set on worldspawn so that the code knows if it is dedicated or not
58 float server_is_dedicated;
62 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
77 .float platmovetype_start, platmovetype_end;
84 .float pain_finished; //Added by Supajoe
85 .float pain_frame; //"
86 .float crouch; // Crouching or not?
88 .float strength_finished;
89 .float invincible_finished;
90 .float superweapons_finished;
92 .vector finaldest, finalangle; //plat.qc stuff
95 .float t_length, t_width;
97 .vector destvec; // for rain
98 .vector destvec2; // for train
99 .float cnt; // for rain
104 .float respawn_flags;
106 .float respawn_time_max;
111 // player animation state
112 .float animstate_startframe;
113 .float animstate_numframes;
114 .float animstate_framerate;
115 .float animstate_starttime;
116 .float animstate_endtime;
117 .float animstate_override;
118 .float animstate_looping;
120 // weapon animation vectors:
126 void() player_setupanimsformodel;
127 void setanim(entity e, vector anim, float looping, float override, float restart);
136 .float scheduledrespawntime;
138 .float respawntimejitter;
141 .float damageforcescale;
142 #define MIN_DAMAGEEXTRARADIUS 2
143 #define MAX_DAMAGEEXTRARADIUS 16
144 .float damageextraradius;
150 // for railgun damage (hitting multiple enemies)
152 .float railgunhitsolidbackup;
153 .vector railgunhitloc;
159 .float damage_dealt, typehitsound;
161 .float watersound_finished;
163 .float damagedbycontents;
164 .float damagedbytriggers;
169 .float pauseregen_finished;
170 .float pauserothealth_finished;
171 .float pauserotarmor_finished;
172 .float pauserotfuel_finished;
173 .string item_pickupsound;
175 // definitions for weaponsystem
176 // more WEAPONTODO: move these to their proper files
177 .entity weaponentity;
178 .entity exteriorweaponentity;
179 .vector weaponentity_glowmod;
181 //.float weapon; // current weapon
182 .float switchweapon; // weapon requested to switch to
183 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
184 .string weaponname; // name of .weapon
188 //float WEP_ACTION(float wpn, float wrequest);
189 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
192 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
193 .float weapon_nextthink;
194 .void() weapon_think;
197 // weapon states (self.weaponentity.state)
198 const float WS_CLEAR = 0; // no weapon selected
199 const float WS_RAISE = 1; // raise frame
200 const float WS_DROP = 2; // deselecting frame
201 const float WS_INUSE = 3; // fire state
202 const float WS_READY = 4; // idle frame
204 // there is 2 weapon tics that can run in one server frame
205 #define W_TICSPERFRAME 2
207 void weapon_defaultspawnfunc(float wpn);
209 .vector dest1, dest2;
212 float intermission_running;
213 float intermission_exittime;
214 float alreadychangedlevel;
216 // Keys player is holding
218 // message delay for func_door locked by keys and key locks
219 // this field is used on player entities
220 .float key_door_messagetime;
226 .float in_swamp; // bool
227 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
232 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
233 .float spectatortime; //point in time since the client is spectating or observing
234 void checkSpectatorBlock();
236 float game_completion_ratio; // 0 at start, 1 near end
238 .float jointime; // time of joining
239 .float alivetime; // time of being alive
240 .float motd_actived_time; // used for both motd and campaign_message
242 float nJoinAllowed(entity ignore);
244 .float spawnshieldtime;
245 .float item_spawnshieldtime;
251 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
255 .vector death_origin;
256 .vector killer_origin;
258 float default_player_alpha;
259 float default_weapon_alpha;
261 .float() customizeentityforclient;
262 .float cvar_cl_handicap;
263 .float cvar_cl_clippedspectating;
264 .float cvar_cl_autoscreenshot;
265 .float cvar_cl_jetpack_jump;
266 .float cvar_cl_movement_track_canjump;
267 .float cvar_cl_newusekeysupported;
269 .string cvar_g_xonoticversion;
270 .string cvar_cl_weaponpriority;
271 .string cvar_cl_weaponpriorities[10];
272 .float cvar_cl_gunalign;
273 .float cvar_cl_noantilag;
275 .string weaponorder_byimpulse;
277 .float cvar_cl_allow_uid2name;
278 .float cvar_cl_allow_uidtracking;
279 .string stored_netname;
281 .float version_nagtime;
283 #define NUM_JUMPPADSUSED 3
285 .entity jumppadsused[NUM_JUMPPADSUSED];
287 string gamemode_name;
289 float startitem_failed;
291 string W_Apply_Weaponreplace(string in);
293 void FixIntermissionClient(entity e);
294 void FixClientCvars(entity e);
296 // WEAPONTODO: remove this
299 .float respawn_countdown; // next number to count
301 float bot_waypoints_for_items;
303 .float attack_finished_for[WEP_MAXCOUNT];
304 .float attack_finished_single;
305 #ifdef INDEPENDENT_ATTACK_FINISHED
306 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
308 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
310 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
312 // assault game mode: Which team is attacking in this round?
313 float assault_attacker_team;
315 // speedrun: when 1, player auto teleports back when capture timeout happens
324 float some_spawn_has_been_used;
325 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
326 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
328 // set when showing a kill countdown
329 .entity killindicator;
330 .float killindicator_teamchange;
332 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
336 .float parm_idlesince;
338 float sv_maxidle_spectatorsareidle;
340 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
346 .float(entity to, float sendflags) SendEntity;
348 // player sounds, voice messages
349 // TODO implemented fall and falling
350 #define ALLPLAYERSOUNDS \
362 #define ALLVOICEMSGS \
364 _VOICEMSG(attackinfive) \
367 _VOICEMSG(freelance) \
368 _VOICEMSG(incoming) \
370 _VOICEMSG(needhelp) \
371 _VOICEMSG(seenflag) \
375 #define _VOICEMSG(m) .string playersound_##m;
380 // reserved sound names for the future (some models lack sounds for them):
381 // _VOICEMSG(flagcarriertakingdamage) \
382 // _VOICEMSG(getflag) \
383 // reserved sound names for the future (ALL models lack sounds for them):
384 // _VOICEMSG(affirmative) \
385 // _VOICEMSG(attacking) \
386 // _VOICEMSG(defending) \
387 // _VOICEMSG(roaming) \
388 // _VOICEMSG(onmyway) \
389 // _VOICEMSG(droppedflag) \
390 // _VOICEMSG(negative) \
391 // _VOICEMSG(seenenemy) \
393 string globalsound_fall;
394 string globalsound_metalfall;
395 string globalsound_step;
396 string globalsound_metalstep;
398 #define VOICETYPE_PLAYERSOUND 10
399 #define VOICETYPE_TEAMRADIO 11
400 #define VOICETYPE_LASTATTACKER 12
401 #define VOICETYPE_LASTATTACKER_ONLY 13
402 #define VOICETYPE_AUTOTAUNT 14
403 #define VOICETYPE_TAUNT 15
405 void PrecachePlayerSounds(string f);
406 void PrecacheGlobalSound(string samplestring);
407 void UpdatePlayerSounds();
408 void ClearPlayerSounds();
409 void PlayerSound(.string samplefield, float channel, float voicetype);
410 void GlobalSound(string samplestring, float channel, float voicetype);
411 void FakeGlobalSound(string samplestring, float channel, float voicetype);
412 void VoiceMessage(string type, string message);
413 float GetPlayerSoundSampleField_notFound;
414 .string GetVoiceMessageSampleField(string type);
417 .float cvar_cl_autotaunt;
418 .float cvar_cl_voice_directional;
419 .float cvar_cl_voice_directional_taunt_attenuation;
421 .float version_mismatch;
423 float independent_players;
424 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
425 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
426 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
427 // we're using + here instead of , because fteqcc sucks
433 .float porto_forbidden;
438 string cvar_purechanges;
439 float cvar_purechanges_count;
441 float game_starttime; //point in time when the countdown to game start is over
442 float round_starttime; //point in time when the countdown to round start is over
443 .float stat_game_starttime;
444 .float stat_round_starttime;
446 .float stat_sv_airaccel_qw;
447 .float stat_sv_airstrafeaccel_qw;
448 .float stat_sv_airspeedlimit_nonqw;
449 .float stat_sv_maxspeed;
451 void W_Porto_Remove (entity p);
453 .float projectiledeathtype;
457 .float stat_allow_oldvortexbeam;
459 // reset to 0 on weapon switch
460 // may be useful to all weapons
461 .float bulletcounter;
463 void target_voicescript_next(entity pl);
464 void target_voicescript_clear(entity pl);
470 .float target_random;
471 .float trigger_reverse;
474 .entity ballcarried; // Also used for keepaway
476 float g_nexball_meter_period;
478 void SUB_DontUseTargets();
479 void SUB_UseTargets();
481 .void() reset; // if set, an entity is reset using this
482 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
484 void ClientData_Touch(entity e);
486 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
490 float servertime, serverprevtime, serverframetime;
497 .float nickspamtime; // time of last nick change
498 .float nickspamcount;
499 .float floodcontrol_chat;
500 .float floodcontrol_chatteam;
501 .float floodcontrol_chattell;
502 .float floodcontrol_voice;
503 .float floodcontrol_voiceteam;
505 .float stat_shotorg; // networked stat for trueaim HUD
514 .float damage_dealt_total;
516 .float stat_leadlimit;
518 float radar_showennemies;
521 float client_cefc_accumulator;
522 float client_cefc_accumulatortime;
525 .float weapon_load[WEP_MAXCOUNT];
526 .float ammo_none; // used by the reloading system, must always be 0
528 .float old_clip_load;
532 .float minelayer_mines;
533 .float vortex_charge;
534 .float vortex_charge_rottime;
535 .float vortex_chargepool_ammo;
538 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
540 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
541 // when doing this, hagar can go through clones
542 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
544 .float spectatee_status;
555 .float cvar_cl_weaponimpulsemode;
556 .float selectweapon; // last selected weapon of the player
558 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
561 #define ACTIVE_ACTIVE 1
562 #define ACTIVE_IDLE 2
563 #define ACTIVE_BUSY 2
564 #define ACTIVE_TOGGLE 3
566 .void (float act_state) setactive;
569 .float item_armor_large_time;
570 .float item_health_mega_time;
571 .float item_invisible_time;
572 .float item_speed_time;
573 .float item_extralife_time;
574 .float item_strength_time;
575 .float item_shield_time;
576 .float item_fuelregen_time;
577 .float item_jetpack_time;
578 .float item_superweapons_time;
582 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
584 .float player_blocked;
585 .float weapon_blocked; // weapon use disabled
587 .float frozen; // for freeze attacks
588 .float revive_progress;
589 .float revival_time; // time at which player was last revived
590 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
592 .entity frozen_by; // for ice fields
594 .entity muzzle_flash;
595 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
597 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
601 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
602 .spawn_evalfunc_t spawn_evalfunc;
608 .float missile_flags;
612 #define MIF_GUIDED_MANUAL 16
613 #define MIF_GUIDED_HEAT 32
614 #define MIF_GUIDED_LASER 64
615 #define MIF_GUIDED_AI 128
616 #define MIF_GUIDED_TAG 128
617 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
618 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
619 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
621 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE)
622 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE)
623 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)
628 .entity player_stats;