// list of control points on the map
entity ons_worldcplist;
.entity ons_worldcpnext;
-.entity ons_stalecpnext;
// list of links on the map
entity ons_worldlinklist;
.entity ons_worldlinknext;
-.entity ons_stalelinknext;
// definitions
.entity sprite;
string pp_curr_pos; // identifier of the tile under the mouse
vector pp_boardpos; // HUD board position
-vector pp_boardsize;// HUD board size
-.int pp_checkwin; // Used to optimize checks to display a win
+vector pp_boardsize; // HUD board size
// Required function, draw the game board
void pp_hud_board(vector pos, vector mySize)
.vector anim_melee1;
.vector anim_melee2;
.vector anim_melee3;
-.vector anim_pain3;
-.vector anim_pain4;
-.vector anim_pain5;
.vector anim_walk;
.vector anim_spawn;
// turret fields
.float ticrate; // interal ai think rate
-.vector aim_idle; // where to aim while idle
.entity tur_head; // top part of the turret
.entity tur_defend; // defend this entity
.vector tur_shotorg; // shot origin
if(!this.bot_cmd_current)
{
this.bot_cmd_current = new_pure(bot_cmd);
- this.bot_cmd_current.is_bot_cmd = true;
}
bot_cmd = this.bot_cmd_current;
entity bot_cmd; // global current command
.entity bot_cmd_current; // current command of this bot
-.float is_bot_cmd; // Tells if the entity is a bot command
.float bot_cmd_index; // Position of the command in the queue
.int bot_cmd_type; // If of command (see the BOT_CMD_* defines)
.float bot_cmd_parm_float; // Field to store a float parameter
void ClientInit_misc(entity this);
-.float ebouncefactor, ebouncestop; // electro's values
// TODO do we need all these fields, or should we stop autodetecting runtime
// changes and just have a console command to update this?
bool ClientInit_SendEntity(entity this, entity to, int sf)
.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
.vector death_origin;
-.vector killer_origin;
float default_player_alpha;
float default_weapon_alpha;
////
-.entity player_stats;
-//.float playerid;
-.string playernick;
-.float elos;
-.float ranks;
-
.string cvar_cl_physics;
.void(entity this, entity player) init_for_player;
// Set final information for the death
targ.death_origin = targ.origin;
- if(targ != attacker) { targ.killer_origin = attacker.origin; }
string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
#ifdef NOTIFICATIONS_DEBUG
void(entity this) havocbot_role_ast_defense;
void(entity this) havocbot_role_ast_offense;
-.entity havocbot_ast_target;
void(entity bot) havocbot_ast_reset_role;
.float kh_dropperteam;
.entity kh_previous_owner;
.float kh_previous_owner_playerid;
-.float kh_cp_duration;
float kh_key_dropped, kh_key_carried;
setsize(node, '0 0 0', '0 0 0');
setorigin(node, where);
- node.medium = pointcontents(where);
#if DEBUGPATHING
pathlib_showsquare(where, 1 ,15);
#endif
.entity path_prev;
#define inwater(point) (pointcontents(point) == CONTENT_WATER)
-.int medium;
const vector PLIB_FORWARD = '0 1 0';
//#define PLIB_BACK '0 -1 0'