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