#pragma once #include #include // Globals float g_footsteps, g_grappling_hook; float g_warmup_allguns; float g_warmup_allow_timeout; float warmup_stage; float g_jetpack; bool sv_ready_restart; bool sv_ready_restart_after_countdown; bool sv_ready_restart_repeatable; float sv_clones; float sv_foginterval; // Fields //.string wad; //.string map; //.float worldtype; .float pain_finished; //Added by Supajoe .float pain_frame; //" .float cnt; // used in too many places .float count; //.float cnt2; .float fade_time; .float fade_rate; .string mdl; .string playermodel; .string playerskin; .float species; .float scheduledrespawntime; .float respawntime; .float respawntimejitter; .float respawntimestart; //.float chasecam; //.float gravity; .float dmg; // for railgun damage (hitting multiple enemies) .bool railgunhit; .float railgunhitsolidbackup; .vector railgunhitloc; .float dmgtime; .float killcount; .float damage_dealt, typehitsound, killsound; // string overrides entity .string item_pickupsound; .entity item_pickupsound_ent; .entity item_model_ent; .float winning; .float spawnshieldtime; .int playerid; .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor .vector death_origin; float default_player_alpha; float default_weapon_alpha; .int team_saved; bool some_spawn_has_been_used; int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it has no spawns; team 0 is the "no-team" .bool canteamdamage; int autocvar__independent_players; bool independent_players; #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players) #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER) #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME)) string clientstuff; .float phase; .int pressedkeys; .string fog; string cvar_changes; string cvar_purechanges; float cvar_purechanges_count; //float game_starttime; //point in time when the countdown to game start is over //float round_starttime; //point in time when the countdown to round start is over .int projectiledeathtype; .string message2; // reset to 0 on weapon switch // may be useful to all weapons .float bulletcounter; // Nexball float g_nexball_meter_period; .void(entity this) reset; // if set, an entity is reset using this .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) .bool wasplayer; string matchid; .int minelayer_mines; .float vortex_charge; .float vortex_charge_rottime; .float vortex_chargepool_ammo; .float oknex_charge; .float oknex_charge_rottime; .float oknex_chargepool_ammo; .int hagar_load; .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab .int spectatee_status; .bool zoomstate; .entity personal; .bool just_joined; .entity realowner; //float serverflags; .bool player_blocked; //// .WepSet dual_weapons; IntrusiveList g_monsters; IntrusiveList g_waypoints; IntrusiveList g_vehicles; IntrusiveList g_turrets; IntrusiveList g_mines; IntrusiveList g_projectiles; IntrusiveList g_items; IntrusiveList g_initforplayer; IntrusiveList g_clones; IntrusiveList g_spawnpoints; IntrusiveList g_bot_targets; IntrusiveList g_bot_dodge; IntrusiveList g_damagedbycontents; IntrusiveList g_railgunhit; IntrusiveList g_ladders; IntrusiveList g_locations; IntrusiveList g_saved_team; IntrusiveList g_monster_targets; IntrusiveList g_pathlib_nodes; IntrusiveList g_moveables; STATIC_INIT(defs) { g_monsters = IL_NEW(); g_waypoints = IL_NEW(); g_vehicles = IL_NEW(); g_turrets = IL_NEW(); g_mines = IL_NEW(); g_projectiles = IL_NEW(); g_items = IL_NEW(); g_initforplayer = IL_NEW(); g_clones = IL_NEW(); g_spawnpoints = IL_NEW(); g_bot_targets = IL_NEW(); g_bot_dodge = IL_NEW(); g_damagedbycontents = IL_NEW(); g_railgunhit = IL_NEW(); g_ladders = IL_NEW(); g_locations = IL_NEW(); g_saved_team = IL_NEW(); g_monster_targets = IL_NEW(); g_pathlib_nodes = IL_NEW(); g_moveables = IL_NEW(); }