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