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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 #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
153 // weapon animation vectors:
154 .vector anim_fire1;
155 .vector anim_fire2;
156 .vector anim_idle;
157 .vector anim_reload;
158
159 void() player_setupanimsformodel;
160 void setanim(entity e, vector anim, float looping, float override, float restart);
161
162 .string mdl;
163
164 .string playermodel;
165 .string playerskin;
166
167 .float species;
168
169 .float  respawntime;
170 .float  respawntimejitter;
171 //.float        chasecam;
172
173 .float  damageforcescale;
174
175 //.float          gravity;
176
177 .float          dmg;
178
179 // for railgun damage (hitting multiple enemies)
180 .float railgunhit;
181 .float railgunhitsolidbackup;
182 .vector railgunhitloc;
183
184 .float          air_finished;
185 .float          dmgtime;
186
187 .float          killcount;
188 .float hitsound, typehitsound;
189
190 .float watersound_finished;
191 .float iscreature;
192 .vector oldvelocity;
193
194 .float pauseregen_finished;
195 .float pauserothealth_finished;
196 .float pauserotarmor_finished;
197 .float pauserotfuel_finished;
198 .string item_pickupsound;
199
200 // definitions for weaponsystem
201
202 .entity weaponentity;
203 .entity exteriorweaponentity;
204 .vector weaponentity_glowmod;
205 .float switchweapon;
206 .float autoswitch;
207 float weapon_action(float wpn, float wrequest);
208 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
209 void w_clear();
210 void w_ready();
211 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
212 .float weapon_nextthink;
213 .float weapon_forbidchange;
214 .void() weapon_think;
215
216 //float PLAYER_WEAPONSELECTION_DELAY = );
217 float   PLAYER_WEAPONSELECTION_SPEED = 18;
218 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
219
220 // weapon states (self.weaponentity.state)
221 float WS_CLEAR                  = 0; // no weapon selected
222 float WS_RAISE                  = 1; // raise frame
223 float WS_DROP                   = 2; // deselecting frame
224 float WS_INUSE                  = 3; // fire state
225 float WS_READY                  = 4; // idle frame
226
227 // there is 2 weapon tics that can run in one server frame
228 #define W_TICSPERFRAME 2
229
230 void weapon_defaultspawnfunc(float wpn);
231
232 string w_deathtypestring;
233
234 void(entity client, string s) centerprint_builtin = #73;
235 .vector dest1, dest2;
236
237 float gameover;
238 float intermission_running;
239 float intermission_exittime;
240 float alreadychangedlevel;
241
242
243 .float runes;
244
245
246 .float welcomemessage_time;
247 .float version;
248
249 // minstagib vars
250 .float jump_interval;    // laser refire
251
252 //swamp
253 .float in_swamp;              // bool
254 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
255
256 // footstep interval
257 .float nextstep;
258
259 .float ready;
260 #define RESTART_COUNTDOWN 10
261 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
262 entity restartTimer;
263 void restartTimer_Think();
264 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
265 .float spectatortime; //point in time since the client is spectating or observing
266 void checkSpectatorBlock();
267
268 .float winning;
269 .float jointime; // time of joining
270 .float alivetime; // time of being alive
271
272 float nJoinAllowed(float includeMe);
273 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
274
275 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
276 #define TIMEOUT_SLOWMO_VALUE 0.0001
277 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
278 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
279 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
280 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)
281 .float allowedTimeouts; // contains the number of allowed timeouts for each player
282 entity timeoutInitiator; // contains the entity of the player who started the last timeout
283 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
284 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
285 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
286 void timeoutHandler_Think();
287 void evaluateTimeout();
288 void evaluateTimein();
289 string getTimeoutText(float addOneSecond);
290
291 .float spawnshieldtime;
292
293 .float lms_nextcheck;
294 .float lms_traveled_distance;
295
296 .entity flagcarried;
297
298 .entity lastrocket;
299
300 .float playerid;
301 float playerid_last;
302 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
303
304 .vector spawnorigin;
305
306 .vector death_origin;
307 .vector killer_origin;
308
309 float default_player_alpha;
310 float default_weapon_alpha;
311
312 .float() customizeentityforclient;
313 .float cvar_cl_handicap;
314 .float cvar_cl_playerdetailreduction;
315 .float cvar_scr_centertime;
316 .string cvar_g_xonoticversion;
317 .string cvar_cl_weaponpriority;
318 .string cvar_cl_weaponpriorities[10];
319 #ifdef ALLOW_FORCEMODELS
320 .float cvar_cl_forceplayermodels;
321 .float cvar_cl_forceplayermodelsfromxonotic;
322 float sv_clforceplayermodels;
323 #endif
324 float sv_loddistance1;
325 float sv_loddistance2;
326 .float cvar_cl_gunalign;
327 .float cvar_cl_noantilag;
328
329 .string weaponorder_byimpulse;
330
331 .float cvar_cl_allow_uid2name;
332 .float cvar_cl_allow_uidtracking;
333 .string stored_netname;
334
335 void Announce(string snd);
336 void AnnounceTo(entity e, string snd);
337
338 .float version_nagtime;
339
340 .float modelindex_lod0;
341 .float modelindex_lod0_from_xonotic;
342 .float skinindex;
343 .float modelindex_lod1;
344 .float modelindex_lod2;
345
346 #define NUM_JUMPPADSUSED 3
347 .float jumppadcount;
348 .entity jumppadsused[NUM_JUMPPADSUSED];
349
350 string gamemode_name;
351
352 float startitem_failed;
353
354 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
355 void DropBall(entity ball, vector org, vector vel);
356 void DropAllRunes(entity pl);
357
358
359 typedef .float floatfield;
360 floatfield Item_CounterField(float it);
361
362 float W_AmmoItemCode(float wpn);
363 float W_WeaponBit(float wpn);
364 string W_Name(float weaponid);
365
366 void FixIntermissionClient(entity e);
367 void FixClientCvars(entity e);
368
369 float weaponsInMap;
370
371 void centerprint_atprio(entity e, float prio, string s);
372 void centerprint_expire(entity e, float prio);
373 void centerprint(entity e, string s);
374
375 .float respawn_countdown; // next number to count
376
377 float bot_waypoints_for_items;
378
379 .float attack_finished_for[WEP_MAXCOUNT];
380 .float attack_finished_single;
381 #ifdef INDEPENDENT_ATTACK_FINISHED
382 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
383 #else
384 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
385 #endif
386 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
387
388 // assault game mode: Which team is attacking in this round?
389 float assault_attacker_team;
390
391 // speedrun: when 1, player auto teleports back when capture timeout happens
392 .float speedrunning;
393
394 // Q3 support
395 float q3acompat_machineshotgunswap;
396
397 // database
398 float ServerProgsDB;
399 float TemporaryDB;
400
401 .float team_saved;
402
403 float some_spawn_has_been_used;
404 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
405 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
406
407 // set when showing a kill countdown
408 .entity killindicator;
409 .float killindicator_teamchange;
410
411 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
412
413 float lockteams;
414
415 .float parm_idlesince;
416 float sv_maxidle;
417 float sv_maxidle_spectatorsareidle;
418
419 float sv_pogostick;
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 IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
506 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
507 // we're using + here instead of , because fteqcc sucks
508
509 string clientstuff;
510 .float phase;
511 .float weapons;
512 .float pressedkeys;
513
514 .float porto_forbidden;
515
516 .string fog;
517
518 string cvar_changes;
519 string cvar_purechanges;
520 float cvar_purechanges_count;
521
522 float game_starttime; //point in time when the countdown is over
523 .float stat_game_starttime;
524
525 .float stat_sv_airaccel_qw;
526 .float stat_sv_airstrafeaccel_qw;
527 .float stat_sv_airspeedlimit_nonqw;
528 .float stat_sv_maxspeed;
529
530 void W_Porto_Remove (entity p);
531
532 .float projectiledeathtype;
533
534 .string message2;
535
536 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
537 .float stat_allow_oldnexbeam;
538
539 // reset to 0 on weapon switch
540 // may be useful to all weapons
541 .float bulletcounter;
542
543 void target_voicescript_next(entity pl);
544 void target_voicescript_clear(entity pl);
545
546 .string target2;
547 .string target3;
548 .string target4;
549 .float target_random;
550 .float trigger_reverse;
551
552 // Nexball 
553 .entity ballcarried; // Also used for keepaway
554 .float metertime;
555 float g_nexball_meter_period;
556
557 void SUB_DontUseTargets();
558 void SUB_UseTargets();
559
560 .void() reset; // if set, an entity is reset using this
561 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
562
563 void ClientData_Touch(entity e);
564
565 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
566
567 .float wasplayer;
568
569 float servertime, serverprevtime, serverframetime;
570
571 .entity soundentity;
572
573 .float ammo_fuel;
574
575 .vector prevorigin;
576
577 //flood fields
578 .float nickspamtime; // time of last nick change
579 .float nickspamcount;
580 .float floodcontrol_chat;
581 .float floodcontrol_chatteam;
582 .float floodcontrol_chattell;
583 .float floodcontrol_voice;
584 .float floodcontrol_voiceteam;
585
586 .float stat_shotorg; // networked stat for trueaim HUD
587
588 string matchid;
589 .float hitplotfh;
590 .string noise4;
591
592 .float last_pickup;
593
594 .float hit_time; 
595 .float typehit_time; 
596
597 .float stat_leadlimit;
598
599 float radar_showennemies;
600
601 #ifdef PROFILING
602 float client_cefc_accumulator;
603 float client_cefc_accumulatortime;
604 #endif
605
606 ..float current_ammo;
607
608 .float weapon_load[WEP_MAXCOUNT];
609 .float ammo_none; // used by the reloading system, must always be 0
610 .float clip_load;
611 .float old_clip_load;
612 .float clip_size;
613 .float minelayer_mines;
614
615 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
616 // when doing this, hagar can go through clones
617 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
618
619 .float spectatee_status;
620 .float zoomstate;
621 .float bloodloss_timer;
622 .float restriction;
623
624 .entity clientdata;
625 .entity personal;
626
627 string deathmessage;
628
629 .float just_joined;
630
631 .float cvar_cl_accuracy_data_share;
632 .float cvar_cl_accuracy_data_receive;
633
634 .float cvar_cl_weaponimpulsemode;
635 .float selectweapon; // last selected weapon of the player
636
637 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
638
639 #define ACTIVE_NOT              0
640 #define ACTIVE_ACTIVE   1
641 #define ACTIVE_IDLE     2
642 #define ACTIVE_BUSY     2
643 #define ACTIVE_TOGGLE   3
644 .float active;
645 .float (float act_state) setactive;
646 .entity realowner;
647
648 .float nex_charge;
649 .float nex_charge_rottime;
650 .float nex_chargepool_ammo;
651
652 .float hagar_load;
653
654 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
655
656 float serverflags;
657
658 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
659
660 .float freezetag_frozen;
661 .float freezetag_revive_progress;
662
663 .entity muzzle_flash;
664 .float misc_bulletcounter;      // replaces uzi & hlac bullet counter.
665
666 void PlayerUseKey();