Merge remote branch 'origin/master' into tzork/gm_nexball
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / defs.qh
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 ready;
275 #define RESTART_COUNTDOWN 10
276 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
277 entity restartTimer;
278 void restartTimer_Think();
279 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
280 .float spectatortime; //point in time since the client is spectating or observing
281 void checkSpectatorBlock();
282
283 .float winning;
284 .float jointime; // time of joining
285 .float alivetime; // time of being alive
286
287 float nJoinAllowed(float includeMe);
288 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
289
290 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
291 #define TIMEOUT_SLOWMO_VALUE 0.0001
292 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
293 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
294 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
295 float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
296 .float allowedTimeouts; // contains the number of allowed timeouts for each player
297 entity timeoutInitiator; // contains the entity of the player who started the last timeout
298 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
299 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
300 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
301 void timeoutHandler_Think();
302 void evaluateTimeout();
303 void evaluateTimein();
304
305 .float spawnshieldtime;
306
307 .float lms_nextcheck;
308 .float lms_traveled_distance;
309
310 .entity flagcarried;
311
312 .entity lastrocket;
313
314 .float playerid;
315 float playerid_last;
316 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
317
318 .vector spawnorigin;
319
320 .vector death_origin;
321 .vector killer_origin;
322
323 float default_player_alpha;
324 float default_weapon_alpha;
325
326 .float() customizeentityforclient;
327 .float cvar_cl_handicap;
328 .float cvar_cl_clippedspectating;
329 .float cvar_cl_autoscreenshot;
330 .float cvar_cl_movement_track_canjump;
331 .float cvar_cl_newusekeysupported;
332
333 .string cvar_g_xonoticversion;
334 .string cvar_cl_weaponpriority;
335 .string cvar_cl_weaponpriorities[10];
336 #ifdef ALLOW_FORCEMODELS
337 .float cvar_cl_forceplayermodels;
338 .float cvar_cl_forceplayermodelsfromxonotic;
339 float sv_clforceplayermodels;
340 #endif
341 .float cvar_cl_gunalign;
342 .float cvar_cl_noantilag;
343
344 .string weaponorder_byimpulse;
345
346 .float cvar_cl_allow_uid2name;
347 .float cvar_cl_allow_uidtracking;
348 .string stored_netname;
349
350 void Announce(string snd);
351 void AnnounceTo(entity e, string snd);
352
353 .float version_nagtime;
354
355 #define NUM_JUMPPADSUSED 3
356 .float jumppadcount;
357 .entity jumppadsused[NUM_JUMPPADSUSED];
358
359 string gamemode_name;
360
361 float startitem_failed;
362
363 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
364 void DropAllRunes(entity pl);
365
366
367 typedef .float floatfield;
368 floatfield Item_CounterField(float it);
369
370 float W_AmmoItemCode(float wpn);
371 float W_WeaponBit(float wpn);
372 string W_Name(float weaponid);
373
374 void FixIntermissionClient(entity e);
375 void FixClientCvars(entity e);
376
377 float weaponsInMap;
378
379 .float respawn_countdown; // next number to count
380
381 float bot_waypoints_for_items;
382
383 .float attack_finished_for[WEP_MAXCOUNT];
384 .float attack_finished_single;
385 #ifdef INDEPENDENT_ATTACK_FINISHED
386 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
387 #else
388 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
389 #endif
390 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
391
392 // assault game mode: Which team is attacking in this round?
393 float assault_attacker_team;
394
395 // speedrun: when 1, player auto teleports back when capture timeout happens
396 .float speedrunning;
397
398 // database
399 float ServerProgsDB;
400 float TemporaryDB;
401
402 .float team_saved;
403
404 float some_spawn_has_been_used;
405 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
406 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
407
408 // set when showing a kill countdown
409 .entity killindicator;
410 .float killindicator_teamchange;
411
412 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
413
414 float lockteams;
415
416 .float parm_idlesince;
417 float sv_maxidle;
418 float sv_maxidle_spectatorsareidle;
419
420 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
421
422 float next_pingtime;
423
424 .float Version;
425 .float SendFlags;
426 .float(entity to, float sendflags) SendEntity;
427
428 // player sounds, voice messages
429 // TODO implemented fall and falling
430 #define ALLPLAYERSOUNDS \
431                 _VOICEMSG(death) \
432                 _VOICEMSG(drown) \
433                 _VOICEMSG(fall) \
434                 _VOICEMSG(fall) \
435                 _VOICEMSG(falling) \
436                 _VOICEMSG(gasp) \
437                 _VOICEMSG(jump) \
438                 _VOICEMSG(pain100) \
439                 _VOICEMSG(pain25) \
440                 _VOICEMSG(pain50) \
441                 _VOICEMSG(pain75)
442
443 #define ALLVOICEMSGS \
444                 _VOICEMSG(attack) \
445                 _VOICEMSG(attackinfive) \
446                 _VOICEMSG(coverme) \
447                 _VOICEMSG(defend) \
448                 _VOICEMSG(freelance) \
449                 _VOICEMSG(incoming) \
450                 _VOICEMSG(meet) \
451                 _VOICEMSG(needhelp) \
452                 _VOICEMSG(seenflag) \
453                 _VOICEMSG(taunt) \
454                 _VOICEMSG(teamshoot)
455
456 #define _VOICEMSG(m) .string playersound_##m;
457 ALLPLAYERSOUNDS
458 ALLVOICEMSGS
459 #undef _VOICEMSG
460
461 // reserved sound names for the future (some models lack sounds for them):
462 //              _VOICEMSG(flagcarriertakingdamage) \
463 //              _VOICEMSG(getflag) \
464 // reserved sound names for the future (ALL models lack sounds for them):
465 //              _VOICEMSG(affirmative) \
466 //              _VOICEMSG(attacking) \
467 //              _VOICEMSG(defending) \
468 //              _VOICEMSG(roaming) \
469 //              _VOICEMSG(onmyway) \
470 //              _VOICEMSG(droppedflag) \
471 //              _VOICEMSG(negative) \
472 //              _VOICEMSG(seenenemy) \
473
474 string globalsound_fall;
475 string globalsound_metalfall;
476 string globalsound_step;
477 string globalsound_metalstep;
478
479 #define VOICETYPE_PLAYERSOUND 10
480 #define VOICETYPE_TEAMRADIO 11
481 #define VOICETYPE_LASTATTACKER 12
482 #define VOICETYPE_LASTATTACKER_ONLY 13
483 #define VOICETYPE_AUTOTAUNT 14
484 #define VOICETYPE_TAUNT 15
485
486 void PrecachePlayerSounds(string f);
487 void PrecacheGlobalSound(string samplestring);
488 void UpdatePlayerSounds();
489 void ClearPlayerSounds();
490 void PlayerSound(.string samplefield, float channel, float voicetype);
491 void GlobalSound(string samplestring, float channel, float voicetype);
492 void FakeGlobalSound(string samplestring, float channel, float voicetype);
493 void VoiceMessage(string type, string message);
494 float GetPlayerSoundSampleField_notFound;
495 .string GetVoiceMessageSampleField(string type)
496
497 // autotaunt system
498 .float cvar_cl_autotaunt;
499 .float cvar_cl_voice_directional;
500 .float cvar_cl_voice_directional_taunt_attenuation;
501
502 .float version_mismatch;
503
504 float independent_players;
505 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
506 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
507 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
508 // we're using + here instead of , because fteqcc sucks
509
510 string clientstuff;
511 .float phase;
512 .float weapons;
513 .float pressedkeys;
514
515 .float porto_forbidden;
516
517 .string fog;
518
519 string cvar_changes;
520 string cvar_purechanges;
521 float cvar_purechanges_count;
522
523 float game_starttime; //point in time when the countdown is over
524 .float stat_game_starttime;
525
526 .float stat_sv_airaccel_qw;
527 .float stat_sv_airstrafeaccel_qw;
528 .float stat_sv_airspeedlimit_nonqw;
529 .float stat_sv_maxspeed;
530
531 void W_Porto_Remove (entity p);
532
533 .float projectiledeathtype;
534
535 .string message2;
536
537 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
538 .float stat_allow_oldnexbeam;
539
540 // reset to 0 on weapon switch
541 // may be useful to all weapons
542 .float bulletcounter;
543
544 void target_voicescript_next(entity pl);
545 void target_voicescript_clear(entity pl);
546
547 .string target2;
548 .string target3;
549 .string target4;
550 .float target_random;
551 .float trigger_reverse;
552
553 // Nexball 
554 .entity ballcarried; // Also used for keepaway
555 .float metertime;
556 float g_nexball_meter_period;
557
558 void SUB_DontUseTargets();
559 void SUB_UseTargets();
560
561 .void() reset; // if set, an entity is reset using this
562 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
563
564 void ClientData_Touch(entity e);
565
566 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
567
568 .float wasplayer;
569
570 float servertime, serverprevtime, serverframetime;
571
572 .entity soundentity;
573
574 .float ammo_fuel;
575
576 .vector prevorigin;
577
578 //flood fields
579 .float nickspamtime; // time of last nick change
580 .float nickspamcount;
581 .float floodcontrol_chat;
582 .float floodcontrol_chatteam;
583 .float floodcontrol_chattell;
584 .float floodcontrol_voice;
585 .float floodcontrol_voiceteam;
586
587 .float stat_shotorg; // networked stat for trueaim HUD
588
589 string matchid;
590 .float hitplotfh;
591 .string noise4;
592
593 .float last_pickup;
594
595 .float hit_time; 
596 .float typehit_time; 
597
598 .float stat_leadlimit;
599
600 float radar_showennemies;
601
602 #ifdef PROFILING
603 float client_cefc_accumulator;
604 float client_cefc_accumulatortime;
605 #endif
606
607 ..float current_ammo;
608
609 .float weapon_load[WEP_MAXCOUNT];
610 .float ammo_none; // used by the reloading system, must always be 0
611 .float clip_load;
612 .float old_clip_load;
613 .float clip_size;
614 .float minelayer_mines;
615
616 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
617
618 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
619 // when doing this, hagar can go through clones
620 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
621
622 .float spectatee_status;
623 .float zoomstate;
624 .float bloodloss_timer;
625 .float restriction;
626
627 .entity clientdata;
628 .entity personal;
629
630 string deathmessage;
631
632 .float just_joined;
633
634 .float cvar_cl_accuracy_data_share;
635 .float cvar_cl_accuracy_data_receive;
636
637 .float cvar_cl_weaponimpulsemode;
638 .float selectweapon; // last selected weapon of the player
639
640 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
641
642 #define ACTIVE_NOT              0
643 #define ACTIVE_ACTIVE   1
644 #define ACTIVE_IDLE     2
645 #define ACTIVE_BUSY     2
646 #define ACTIVE_TOGGLE   3
647 .float active;
648 .float (float act_state) setactive;
649 .entity realowner;
650
651 .float nex_charge;
652 .float nex_charge_rottime;
653 .float nex_chargepool_ammo;
654
655 .float hagar_load;
656
657 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
658
659 float serverflags;
660
661 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
662
663 .float freezetag_frozen;
664 .float freezetag_revive_progress;
665
666 .entity muzzle_flash;
667 .float misc_bulletcounter;      // replaces uzi & hlac bullet counter.
668
669 void PlayerUseKey();
670
671 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
672 .spawn_evalfunc_t spawn_evalfunc;