#pragma once // Additional OPTIONAL Fields and Globals //float intermission; float scoreboard_showscores; .string message; .float renderflags; // float coop; // float deathmatch; float dmg_take; // float dmg_save; // vector dmg_origin; // Darkplaces Render Modifications #if 0 .float alpha; .vector colormod; .float scale; #endif // Basic variables .int enttype; // entity type sent from server .int sv_entnum; // entity number sent from server .int team; .int team_size; float vid_conheight; int binddb; // QUALIFYING float race_checkpoint; float race_time; float race_laptime; float race_checkpointtime; float race_previousbesttime; float race_mypreviousbesttime; string race_previousbestname; float race_nextcheckpoint; float race_nextbesttime; float race_mybesttime; string race_nextbestname; float race_penaltyaccumulator; // qualifying: total penalty time in tenths float race_penaltyeventtime; // time when the player got the penalty float race_penaltytime; // duration of penalty time, in tenths string race_penaltyreason; // reason for penalty float race_server_record; // server record float race_speedaward; string race_speedaward_holder; string race_speedaward_unit; float race_speedaward_alltimebest; string race_speedaward_alltimebest_holder; string race_speedaward_alltimebest_unit; // RACE float race_mycheckpoint; float race_mycheckpointtime; float race_mycheckpointdelta; float race_mycheckpointlapsdelta; string race_mycheckpointenemy; float race_othercheckpoint; float race_othercheckpointtime; float race_othercheckpointdelta; float race_othercheckpointlapsdelta; string race_othercheckpointenemy; float scoreboard_showscores_force; float race_status; string race_status_name; float race_myrank; // Nexball float nb_pb_period; // Spectating // -1 - observing // 0 - playing // >0 - id of spectated player float spectatee_status; float spectatee_status_changed_time; // short mapname string shortmapname; // database for misc stuff int tempdb; int ClientProgsDB; vector hook_shotorigin[4]; vector lightning_shotorigin[4]; #ifdef BLURTEST float blurtest_time0, blurtest_time1, blurtest_radius, blurtest_power; #endif float serverprevtime, serverdeltatime; float ticrate; .float damageforcescale; const float MIN_DAMAGEEXTRARADIUS = 2; const float MAX_DAMAGEEXTRARADIUS = 16; .float damageextraradius; .void(entity this, float thisdmg, int hittype, vector org, vector thisforce) event_damage; // weapons .bool silent; int w_deathtype; float w_issilent, w_random; vector w_org, w_backoff; float autoswitch; bool cvar_cl_allow_uid2name; bool cvar_cl_allow_uidranking; float cvar_cl_autoscreenshot; float cvar_cl_autotaunt; float cvar_cl_clippedspectating; int cvar_cl_gunalign; float cvar_cl_handicap; float cvar_cl_jetpack_jump; float cvar_cl_movement_track_canjump; float cvar_cl_noantilag; string cvar_cl_physics; float cvar_cl_voice_directional; float cvar_cl_voice_directional_taunt_attenuation; float cvar_cl_weaponimpulsemode; string cvar_g_xonoticversion; float cvar_cl_cts_noautoswitch; bool cvar_cl_weapon_switch_reload; bool cvar_cl_weapon_switch_fallback_to_impulse; REPLICATE(autoswitch, bool, "cl_autoswitch"); REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name"); REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking"); REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot"); REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt"); REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating"); REPLICATE(cvar_cl_gunalign, int, "cl_gunalign"); REPLICATE(cvar_cl_handicap, float, "cl_handicap"); REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump"); REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump"); REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag"); REPLICATE(cvar_cl_physics, string, "cl_physics"); REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional"); REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation"); REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode"); REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion"); REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch"); REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload"); REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse"); /* // cvar cl_newusekeysupported doesn't exist float cvar_cl_newusekeysupported; REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported"); */ string cvar_cl_allow_uidtracking; REPLICATE(cvar_cl_allow_uidtracking, string, "cl_allow_uidtracking"); string cvar_cl_weaponpriority; REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority"); string cvar_cl_weaponpriorities[10]; REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0"); REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1"); REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2"); REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3"); REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4"); REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5"); REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6"); REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7"); REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8"); REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9"); float bgmtime; string weaponorder_byimpulse; string weaponorder_bypriority; bool weapons_orderbyimpulse; // update priority list when toggling this float vortex_charge_movingavg; int serverflags; float uid2name_dialog; float intermission_time; .bool csqcmodel_isdead; // used by shownames and miscfunctions (entcs_IsDead) to know when a player is dead #define player_currententnum (spectatee_status > 0 ? spectatee_status : player_localnum + 1)