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1 #define INDEPENDENT_ATTACK_FINISHED
2
3 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
16 // Globals
17
18 float ctf_score_value(string parameter);
19
20 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;
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_win_mode;
26 float g_ctf_ignore_frags;
27 float g_ctf_reverse;
28 float g_race_qualifying;
29 float inWarmupStage;
30 float g_pickup_respawntime_weapon;
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_ammo;
38 float g_pickup_respawntimejitter_short;
39 float g_pickup_respawntimejitter_medium;
40 float g_pickup_respawntimejitter_long;
41 float g_pickup_respawntimejitter_powerup;
42 float g_jetpack;
43
44 float sv_clones;
45 float sv_gentle;
46 float sv_foginterval;
47
48 entity  activator;
49
50 float player_count;
51 float currentbots;
52 float bots_would_leave;
53 float lms_lowest_lives;
54 float lms_next_place;
55 float LMS_NewPlayerLives();
56
57 void UpdateFrags(entity player, float f);
58 .float totalfrags;
59
60 float team1_score, team2_score, team3_score, team4_score;
61
62 float maxclients;
63
64 // Fields
65
66 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
67
68 //.string       wad;
69 //.string       map;
70
71 //.float        worldtype;
72 .float  delay;
73 .float  wait;
74 .float  lip;
75 //.float        light_lev;
76 .float  speed;
77 //.float        style;
78 //.float        skill;
79 .float  sounds;
80 .float  platmovetype;
81
82 .string killtarget;
83
84 .vector pos1, pos2;
85 .vector mangle;
86
87 .float  pain_finished;                  //Added by Supajoe
88 .float  pain_frame;                     //"
89 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
90 .float  crouch; // Crouching or not?
91
92 .float  strength_finished;
93 //.float        speed_finished;
94 .float  invincible_finished;
95 //.float        slowmo_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 death_time;
109 .float dead_frame;
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
151 // weapon animation vectors:
152 .vector anim_fire1;
153 .vector anim_fire2;
154 .vector anim_idle;
155 .vector anim_reload;
156
157 void() player_setupanimsformodel;
158 void setanim(entity e, vector anim, float looping, float override, float restart);
159
160 .string mdl;
161
162 .string playermodel;
163 .string playerskin;
164
165 .float species;
166
167 .float  respawntime;
168 .float  respawntimejitter;
169 //.float        chasecam;
170
171 .float  damageforcescale;
172
173 //.float          gravity;
174
175 .float          dmg;
176
177 // for railgun damage (hitting multiple enemies)
178 .float railgunhit;
179 .float railgunhitsolidbackup;
180 .vector railgunhitloc;
181
182 .float          air_finished;
183 .float          dmgtime;
184
185 .float          killcount;
186 .float hitsound, typehitsound;
187
188 .float watersound_finished;
189 .float iscreature;
190 .vector oldvelocity;
191
192 .float pauseregen_finished;
193 .float pauserothealth_finished;
194 .float pauserotarmor_finished;
195 .float pauserotfuel_finished;
196 .string item_pickupsound;
197
198 // definitions for weaponsystem
199
200 .entity weaponentity;
201 .entity exteriorweaponentity;
202 .vector weaponentity_glowmod;
203 .float switchweapon;
204 .float autoswitch;
205 float weapon_action(float wpn, float wrequest);
206 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
207 void w_clear();
208 void w_ready();
209 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
210 .float weapon_nextthink;
211 .void() weapon_think;
212
213 //float PLAYER_WEAPONSELECTION_DELAY = );
214 float   PLAYER_WEAPONSELECTION_SPEED = 18;
215 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
216
217 // weapon states (self.weaponentity.state)
218 float WS_CLEAR                  = 0; // no weapon selected
219 float WS_RAISE                  = 1; // raise frame
220 float WS_DROP                   = 2; // deselecting frame
221 float WS_INUSE                  = 3; // fire state
222 float WS_READY                  = 4; // idle frame
223
224 // there is 2 weapon tics that can run in one server frame
225 #define W_TICSPERFRAME 2
226
227 void weapon_defaultspawnfunc(float wpn);
228
229 string w_deathtypestring;
230
231 void(entity client, string s) centerprint_builtin = #73;
232 .vector dest1, dest2;
233
234 float gameover;
235 float intermission_running;
236 float intermission_exittime;
237 float alreadychangedlevel;
238
239
240 .float runes;
241
242
243 .float welcomemessage_time;
244 .float version;
245
246 // minstagib vars
247 .float jump_interval;    // laser refire
248
249 //swamp
250 .float in_swamp;              // bool
251 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
252
253 // footstep interval
254 .float nextstep;
255
256 .float ready;
257 #define RESTART_COUNTDOWN 10
258 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
259 entity restartTimer;
260 void restartTimer_Think();
261 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
262 .float spectatortime; //point in time since the client is spectating or observing
263 void checkSpectatorBlock();
264
265 .float winning;
266 .float jointime; // time of joining
267 .float alivetime; // time of being alive
268
269 float nJoinAllowed(float includeMe);
270 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
271
272 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
273 #define TIMEOUT_SLOWMO_VALUE 0.0001
274 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
275 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
276 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
277 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)
278 .float allowedTimeouts; // contains the number of allowed timeouts for each player
279 entity timeoutInitiator; // contains the entity of the player who started the last timeout
280 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
281 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
282 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
283 void timeoutHandler_Think();
284 void evaluateTimeout();
285 void evaluateTimein();
286 string getTimeoutText(float addOneSecond);
287
288 .float spawnshieldtime;
289
290 .float lms_nextcheck;
291 .float lms_traveled_distance;
292
293 .entity flagcarried;
294
295 .entity lastrocket;
296
297 .float playerid;
298 float playerid_last;
299 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
300
301 .vector spawnorigin;
302
303 .vector death_origin;
304 .vector killer_origin;
305
306 float default_player_alpha;
307 float default_weapon_alpha;
308
309 .float() customizeentityforclient;
310 .float cvar_cl_handicap;
311 .float cvar_cl_playerdetailreduction;
312 .float cvar_scr_centertime;
313 .float cvar_cl_shownames;
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 sv_loddistance1;
323 float sv_loddistance2;
324 .float cvar_cl_gunalign;
325 .float cvar_cl_noantilag;
326
327 .string weaponorder_byimpulse;
328
329 .float cvar_cl_allow_uid2name;
330 .float cvar_cl_allow_uidtracking;
331 .string stored_netname;
332
333 void Announce(string snd);
334 void AnnounceTo(entity e, string snd);
335
336 .float version_nagtime;
337
338 .float modelindex_lod0;
339 .float modelindex_lod0_from_xonotic;
340 .float skinindex;
341 .float modelindex_lod1;
342 .float modelindex_lod2;
343
344 #define NUM_JUMPPADSUSED 3
345 .float jumppadcount;
346 .entity jumppadsused[NUM_JUMPPADSUSED];
347
348 string gamemode_name;
349 float teams_matter;
350
351 float startitem_failed;
352
353 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
354 void DropBall(entity ball, vector org, vector vel);
355 void DropAllRunes(entity pl);
356
357
358 typedef .float floatfield;
359 floatfield Item_CounterField(float it);
360
361 float W_AmmoItemCode(float wpn);
362 float W_WeaponBit(float wpn);
363 string W_Name(float weaponid);
364
365 void UpdateSelectedPlayer();
366 void ClearSelectedPlayer();
367 .entity selected_player;
368 .entity last_selected_player;
369 .float selected_player_time; // when this player has been selected
370 .float selected_player_count; // how long this player has been directly pointed to
371 .float selected_player_display_needs_update; // are regular updates necessary? (health)
372 .float selected_player_display_timeout; // when the selection will time out
373
374 void FixIntermissionClient(entity e);
375 void FixClientCvars(entity e);
376
377 float weaponsInMap;
378
379 void centerprint_atprio(entity e, float prio, string s);
380 void centerprint_expire(entity e, float prio);
381 void centerprint(entity e, string s);
382
383 .float respawn_countdown; // next number to count
384
385 float bot_waypoints_for_items;
386
387 .float attack_finished_for[WEP_MAXCOUNT];
388 .float attack_finished_single;
389 #ifdef INDEPENDENT_ATTACK_FINISHED
390 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
391 #else
392 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
393 #endif
394 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
395
396 // assault game mode: Which team is attacking in this round?
397 float assault_attacker_team;
398
399 // speedrun: when 1, player auto teleports back when capture timeout happens
400 .float speedrunning;
401
402 // Q3 support
403 float q3acompat_machineshotgunswap;
404
405 // database
406 float ServerProgsDB;
407 float TemporaryDB;
408
409 .float team_saved;
410
411 float some_spawn_has_been_used;
412 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
413
414 // set when showing a kill countdown
415 .entity killindicator;
416 .float killindicator_teamchange;
417
418 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
419
420 float lockteams;
421
422 .float parm_idlesince;
423 float sv_maxidle;
424 float sv_maxidle_spectatorsareidle;
425
426 float sv_pogostick;
427 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
428
429 float next_pingtime;
430
431 .float Version;
432 .float SendFlags;
433 .float(entity to, float sendflags) SendEntity;
434
435 // player sounds, voice messages
436 // TODO implemented fall and falling
437 #define ALLPLAYERSOUNDS \
438                 _VOICEMSG(death) \
439                 _VOICEMSG(fall) \
440                 _VOICEMSG(drown) \
441                 _VOICEMSG(gasp) \
442                 _VOICEMSG(jump) \
443                 _VOICEMSG(pain25) \
444                 _VOICEMSG(pain50) \
445                 _VOICEMSG(pain75) \
446                 _VOICEMSG(pain100)
447 #define ALLVOICEMSGS \
448                 _VOICEMSG(attack) \
449                 _VOICEMSG(attackinfive) \
450                 _VOICEMSG(meet) \
451                 _VOICEMSG(seenflag) \
452                 _VOICEMSG(taunt) \
453                 _VOICEMSG(teamshoot)
454
455 #define _VOICEMSG(m) .string playersound_##m;
456 ALLPLAYERSOUNDS
457 ALLVOICEMSGS
458 #undef _VOICEMSG
459
460 // reserved sound names for the future (models lack sounds for them):
461 //              _VOICEMSG(affirmative) \
462 //              _VOICEMSG(attacking) \
463 //              _VOICEMSG(defending) \
464 //              _VOICEMSG(roaming) \
465 //              _VOICEMSG(onmyway) \
466 //              _VOICEMSG(droppedflag) \
467 //              _VOICEMSG(flagcarriertakingdamage) \
468 //              _VOICEMSG(negative) \
469 //              _VOICEMSG(seenenemy) \
470 //              _VOICEMSG(fall) \
471 //              _VOICEMSG(getflag) \
472 //              _VOICEMSG(incoming) \
473 //              _VOICEMSG(coverme) \
474 //              _VOICEMSG(needhelp) \
475 //              _VOICEMSG(defend) \
476 //              _VOICEMSG(freelance) \
477 //              _VOICEMSG(falling) \
478
479 string globalsound_fall;
480 string globalsound_metalfall;
481 string globalsound_step;
482 string globalsound_metalstep;
483
484 #define VOICETYPE_PLAYERSOUND 10
485 #define VOICETYPE_TEAMRADIO 11
486 #define VOICETYPE_LASTATTACKER 12
487 #define VOICETYPE_LASTATTACKER_ONLY 13
488 #define VOICETYPE_AUTOTAUNT 14
489 #define VOICETYPE_TAUNT 15
490
491 void PrecachePlayerSounds(string f);
492 void PrecacheGlobalSound(string samplestring);
493 void UpdatePlayerSounds();
494 void ClearPlayerSounds();
495 void PlayerSound(.string samplefield, float channel, float voicetype);
496 void GlobalSound(string samplestring, float channel, float voicetype);
497 void FakeGlobalSound(string samplestring, float channel, float voicetype);
498 void VoiceMessage(string type, string message);
499 float GetPlayerSoundSampleField_notFound;
500 .string GetVoiceMessageSampleField(string type)
501
502 // autotaunt system
503 .float cvar_cl_autotaunt;
504 .float cvar_cl_voice_directional;
505 .float cvar_cl_voice_directional_taunt_attenuation;
506
507 .float version_mismatch;
508
509 float independent_players;
510 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
511 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
512 // we're using + here instead of , because fteqcc sucks
513
514 string clientstuff;
515 .float phase;
516 .float weapons;
517 .float pressedkeys;
518
519 .float porto_forbidden;
520
521 .string fog;
522
523 string cvar_changes;
524 string cvar_purechanges;
525 float cvar_purechanges_count;
526
527 float game_starttime; //point in time when the countdown is over
528 .float stat_game_starttime;
529
530 .float stat_sv_airaccel_qw;
531 .float stat_sv_airstrafeaccel_qw;
532 .float stat_sv_airspeedlimit_nonqw;
533 .float stat_sv_maxspeed;
534
535 void W_Porto_Remove (entity p);
536
537 .float projectiledeathtype;
538
539 .string message2;
540
541 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
542 .float stat_allow_oldnexbeam;
543
544 // reset to 0 on weapon switch
545 // may be useful to all weapons
546 .float bulletcounter;
547
548 void target_voicescript_next(entity pl);
549 void target_voicescript_clear(entity pl);
550
551 .string target2;
552 .string target3;
553 .string target4;
554 .float trigger_reverse;
555
556 // Nexball 
557 .entity ballcarried; // Also used for keepaway
558 .float metertime;
559 float g_nexball_meter_period;
560
561 void SUB_DontUseTargets();
562 void SUB_UseTargets();
563
564 .void() reset; // if set, an entity is reset using this
565 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
566
567 void ClientData_Touch(entity e);
568
569 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
570
571 // the QC VM sucks
572 #define BITXOR(v,b)        ((v) + (b) - 2 * ((v) & (b)))
573 #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
574
575 .float wasplayer;
576
577 float servertime, serverprevtime, serverframetime;
578
579 .entity soundentity;
580
581 .float ammo_fuel;
582
583 .vector prevorigin;
584
585 //flood fields
586 .float nickspamtime; // time of last nick change
587 .float nickspamcount;
588 .float floodcontrol_chat;
589 .float floodcontrol_chatteam;
590 .float floodcontrol_chattell;
591 .float floodcontrol_voice;
592 .float floodcontrol_voiceteam;
593
594 .float stat_shotorg; // networked stat for trueaim HUD
595
596 string matchid;
597 .float hitplotfh;
598 .string noise4;
599
600 .float last_pickup;
601
602 .float hit_time; 
603 .float typehit_time; 
604
605 .float stat_leadlimit;
606
607 float radar_showennemies;
608
609 #ifdef PROFILING
610 float client_cefc_accumulator;
611 float client_cefc_accumulatortime;
612 #endif
613
614 .float minelayer_mines;
615 .float sniperrifle_bulletcounter;
616 .float wish_reload;
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 allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
656
657 float serverflags;
658
659 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
660
661 .float freezetag_frozen;
662 .float freezetag_revive_progress;
663
664 .entity muzzle_flash;
665 .float misc_bulletcounter;      // replaces uzi & hlac bullet counter.