#pragma once #include #include #include #include #include #include #include .vector dropped_origin; entity eliminatedPlayers; void EliminatedPlayers_Init(float(entity) isEliminated_func); void write_recordmarker(entity pl, float tstart, float dt); void play2all(string samp); void play2team(float t, string filename); void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name); float spamsound(entity e, float chan, Sound samp, float vol, float _atten); void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name); void precache_all_playermodels(string pattern); void soundat(entity e, vector o, float chan, string samp, float vol, float _atten); void InitializeEntitiesRun(); void stopsoundto(float _dest, entity e, float chan); void soundtoat(float _dest, entity e, vector o, float chan, string samp, float vol, float _atten); void droptofloor(entity this); void attach_sameorigin(entity e, entity to, string tag); void crosshair_trace(entity pl); void crosshair_trace_plusvisibletriggers(entity pl); void WarpZone_crosshair_trace_plusvisibletriggers(entity pl); void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz); void detach_sameorigin(entity e); void follow_sameorigin(entity e, entity to); string formatmessage(entity this, string msg); /** print(), but only print if the server is not local */ void dedicated_print(string input); string GameLog_ProcessIP(string s); void GameLogEcho(string s); void GameLogInit(); void GameLogClose(); void GetCvars(entity this, entity store, int f); string GetMapname(); float isPushable(entity e); float LostMovetypeFollow(entity ent); string uid2name(string myuid); bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance); float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance); string NearestLocation(vector p); void play2(entity e, string filename); string playername(entity p, bool team_colorize); void remove_safely(entity e); void remove_unsafely(entity e); void SetMovetypeFollow(entity ent, entity e); void soundto(float dest, entity e, float chan, string samp, float vol, float atten); void stopsound(entity e, float chan); float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma); void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag); void WarpZone_crosshair_trace(entity pl); void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag); #define IS_DEAD(s) ((s).deadflag != DEAD_NO) #define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) #define ITEM_DAMAGE_NEEDKILL(dt) (((dt) == DEATH_HURTTRIGGER.m_id) || ((dt) == DEATH_SLIME.m_id) || ((dt) == DEATH_LAVA.m_id) || ((dt) == DEATH_SWAMP.m_id)) #define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END #define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5))) // copies a string to a tempstring (so one can strunzone it) string strcat1(string s) = #115; // FRIK_FILE float logfile_open; float logfile; /* // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN. // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP // STRINGS AND TAKE QUITE LONG. haystack and needle MUST // BE CONSTANT OR strzoneD! float strstrofs(string haystack, string needle, float offset) { float len, endpos; string found; len = strlen(needle); endpos = strlen(haystack) - len; while(offset <= endpos) { found = substring(haystack, offset, len); if(found == needle) return offset; offset = offset + 1; } return -1; } */ const float NUM_NEAREST_ENTITIES = 4; entity nearest_entity[NUM_NEAREST_ENTITIES]; float nearest_length[NUM_NEAREST_ENTITIES]; //#NO AUTOCVARS START float g_pickup_shells_max; float g_pickup_nails_max; float g_pickup_rockets_max; float g_pickup_cells_max; float g_pickup_plasma_max; float g_pickup_fuel_max; float g_pickup_weapons_anyway; float g_weaponarena; WepSet g_weaponarena_weapons; float g_weaponarena_random; // TODO string g_weaponarena_list; float g_weaponspeedfactor; float g_weaponratefactor; float g_weapondamagefactor; float g_weaponforcefactor; float g_weaponspreadfactor; WepSet start_weapons; WepSet start_weapons_default; WepSet start_weapons_defaultmask; int start_items; float start_ammo_shells; float start_ammo_nails; float start_ammo_rockets; float start_ammo_cells; float start_ammo_plasma; float start_ammo_fuel; /// \brief Number of random start weapons to give to players. int random_start_weapons_count; /// \brief Holds a list of possible random start weapons. string autocvar_g_random_start_weapons; /// \brief Entity that contains amount of ammo to give with random start /// weapons. entity random_start_ammo; float start_health; float start_armorvalue; WepSet warmup_start_weapons; WepSet warmup_start_weapons_default; WepSet warmup_start_weapons_defaultmask; #define WARMUP_START_WEAPONS ((g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons) float warmup_start_ammo_shells; float warmup_start_ammo_nails; float warmup_start_ammo_rockets; float warmup_start_ammo_cells; float warmup_start_ammo_plasma; float warmup_start_ammo_fuel; float warmup_start_health; float warmup_start_armorvalue; float g_weapon_stay; float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done? void readplayerstartcvars(); float sv_autotaunt; float sv_taunt; void readlevelcvars() { if(cvar("sv_allow_fullbright")) serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT; sv_clones = cvar("sv_clones"); sv_foginterval = cvar("sv_foginterval"); g_footsteps = cvar("g_footsteps"); g_jetpack = cvar("g_jetpack"); sv_maxidle = cvar("sv_maxidle"); sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle"); sv_maxidle_slots = cvar("sv_maxidle_slots"); sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots"); sv_autotaunt = cvar("sv_autotaunt"); sv_taunt = cvar("sv_taunt"); sv_ready_restart = cvar("sv_ready_restart"); sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown"); sv_ready_restart_repeatable = cvar("sv_ready_restart_repeatable"); warmup_stage = cvar("g_warmup"); warmup_limit = cvar("g_warmup_limit"); g_warmup_allguns = cvar("g_warmup_allguns"); g_warmup_allow_timeout = cvar("g_warmup_allow_timeout"); if(cvar("g_campaign")) warmup_stage = 0; // no warmup during campaign g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon"); g_pickup_respawntime_superweapon = cvar("g_pickup_respawntime_superweapon"); g_pickup_respawntime_ammo = cvar("g_pickup_respawntime_ammo"); g_pickup_respawntime_short = cvar("g_pickup_respawntime_short"); g_pickup_respawntime_medium = cvar("g_pickup_respawntime_medium"); g_pickup_respawntime_long = cvar("g_pickup_respawntime_long"); g_pickup_respawntime_powerup = cvar("g_pickup_respawntime_powerup"); g_pickup_respawntimejitter_weapon = cvar("g_pickup_respawntimejitter_weapon"); g_pickup_respawntimejitter_superweapon = cvar("g_pickup_respawntimejitter_superweapon"); g_pickup_respawntimejitter_ammo = cvar("g_pickup_respawntimejitter_ammo"); g_pickup_respawntimejitter_short = cvar("g_pickup_respawntimejitter_short"); g_pickup_respawntimejitter_medium = cvar("g_pickup_respawntimejitter_medium"); g_pickup_respawntimejitter_long = cvar("g_pickup_respawntimejitter_long"); g_pickup_respawntimejitter_powerup = cvar("g_pickup_respawntimejitter_powerup"); g_weaponspeedfactor = cvar("g_weaponspeedfactor"); g_weaponratefactor = cvar("g_weaponratefactor"); g_weapondamagefactor = cvar("g_weapondamagefactor"); g_weaponforcefactor = cvar("g_weaponforcefactor"); g_weaponspreadfactor = cvar("g_weaponspreadfactor"); g_pickup_shells = cvar("g_pickup_shells"); g_pickup_shells_max = cvar("g_pickup_shells_max"); g_pickup_nails = cvar("g_pickup_nails"); g_pickup_nails_max = cvar("g_pickup_nails_max"); g_pickup_rockets = cvar("g_pickup_rockets"); g_pickup_rockets_max = cvar("g_pickup_rockets_max"); g_pickup_cells = cvar("g_pickup_cells"); g_pickup_cells_max = cvar("g_pickup_cells_max"); g_pickup_plasma = cvar("g_pickup_plasma"); g_pickup_plasma_max = cvar("g_pickup_plasma_max"); g_pickup_fuel = cvar("g_pickup_fuel"); g_pickup_fuel_jetpack = cvar("g_pickup_fuel_jetpack"); g_pickup_fuel_max = cvar("g_pickup_fuel_max"); g_pickup_armorsmall = cvar("g_pickup_armorsmall"); g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max"); g_pickup_armorsmall_anyway = cvar("g_pickup_armorsmall_anyway"); g_pickup_armormedium = cvar("g_pickup_armormedium"); g_pickup_armormedium_max = cvar("g_pickup_armormedium_max"); g_pickup_armormedium_anyway = cvar("g_pickup_armormedium_anyway"); g_pickup_armorbig = cvar("g_pickup_armorbig"); g_pickup_armorbig_max = cvar("g_pickup_armorbig_max"); g_pickup_armorbig_anyway = cvar("g_pickup_armorbig_anyway"); g_pickup_armormega = cvar("g_pickup_armormega"); g_pickup_armormega_max = cvar("g_pickup_armormega_max"); g_pickup_armormega_anyway = cvar("g_pickup_armormega_anyway"); g_pickup_healthsmall = cvar("g_pickup_healthsmall"); g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max"); g_pickup_healthsmall_anyway = cvar("g_pickup_healthsmall_anyway"); g_pickup_healthmedium = cvar("g_pickup_healthmedium"); g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max"); g_pickup_healthmedium_anyway = cvar("g_pickup_healthmedium_anyway"); g_pickup_healthbig = cvar("g_pickup_healthbig"); g_pickup_healthbig_max = cvar("g_pickup_healthbig_max"); g_pickup_healthbig_anyway = cvar("g_pickup_healthbig_anyway"); g_pickup_healthmega = cvar("g_pickup_healthmega"); g_pickup_healthmega_max = cvar("g_pickup_healthmega_max"); g_pickup_healthmega_anyway = cvar("g_pickup_healthmega_anyway"); g_pickup_ammo_anyway = cvar("g_pickup_ammo_anyway"); g_pickup_weapons_anyway = cvar("g_pickup_weapons_anyway"); g_weapon_stay = cvar(strcat("g_", GetGametype(), "_weapon_stay")); if(!g_weapon_stay) g_weapon_stay = cvar("g_weapon_stay"); MUTATOR_CALLHOOK(ReadLevelCvars); if (!warmup_stage) game_starttime = time + cvar("g_start_delay"); FOREACH(Weapons, it != WEP_Null, { it.wr_init(it); }); readplayerstartcvars(); } //#NO AUTOCVARS END const int INITPRIO_FIRST = 0; const int INITPRIO_GAMETYPE = 0; const int INITPRIO_GAMETYPE_FALLBACK = 1; const int INITPRIO_FINDTARGET = 10; const int INITPRIO_DROPTOFLOOR = 20; const int INITPRIO_SETLOCATION = 90; const int INITPRIO_LINKDOORS = 91; const int INITPRIO_LAST = 99; .void(entity this) initialize_entity; .int initialize_entity_order; .entity initialize_entity_next; entity initialize_entity_first; bool sound_allowed(int dest, entity e); void InitializeEntity(entity e, void(entity this) func, int order); IntrusiveList g_ctrace_changed; STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }