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