1 #define INDEPENDENT_ATTACK_FINISHED
3 noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
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
19 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;
21 float g_warmup_allguns;
22 float g_warmup_allow_timeout;
23 float g_race_qualifying;
25 float g_pickup_respawntime_weapon;
26 float g_pickup_respawntime_superweapon;
27 float g_pickup_respawntime_ammo;
28 float g_pickup_respawntime_short;
29 float g_pickup_respawntime_medium;
30 float g_pickup_respawntime_long;
31 float g_pickup_respawntime_powerup;
32 float g_pickup_respawntimejitter_weapon;
33 float g_pickup_respawntimejitter_superweapon;
34 float g_pickup_respawntimejitter_ammo;
35 float g_pickup_respawntimejitter_short;
36 float g_pickup_respawntimejitter_medium;
37 float g_pickup_respawntimejitter_long;
38 float g_pickup_respawntimejitter_powerup;
48 float bots_would_leave;
49 float lms_lowest_lives;
51 float LMS_NewPlayerLives();
53 void UpdateFrags(entity player, float f);
56 float team1_score, team2_score, team3_score, team4_score;
60 float server_is_local; // innocent until proven guilty by ClientConnect() in cl_client.qc
64 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
85 .float pain_finished; //Added by Supajoe
86 .float pain_frame; //"
87 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
88 .float crouch; // Crouching or not?
90 .float strength_finished;
91 .float invincible_finished;
92 .float superweapons_finished;
94 .vector finaldest, finalangle; //plat.qc stuff
97 .float t_length, t_width;
99 .vector destvec; // for rain
100 .vector destvec2; // for train
101 .float cnt; // for rain
111 // player animation state
112 .float animstate_startframe;
113 .float animstate_numframes;
114 .float animstate_framerate;
115 .float animstate_starttime;
116 .float animstate_endtime;
117 .float animstate_override;
118 .float animstate_looping;
120 // weapon animation vectors:
126 void() player_setupanimsformodel;
127 void setanim(entity e, vector anim, float looping, float override, float restart);
137 .float respawntimejitter;
140 .float damageforcescale;
141 #define MIN_DAMAGEEXTRARADIUS 2
142 #define MAX_DAMAGEEXTRARADIUS 16
143 .float damageextraradius;
149 // for railgun damage (hitting multiple enemies)
151 .float railgunhitsolidbackup;
152 .vector railgunhitloc;
158 .float hitsound, typehitsound;
160 .float watersound_finished;
162 .float damagedbycontents;
163 .float damagedbytriggers;
168 .float pauseregen_finished;
169 .float pauserothealth_finished;
170 .float pauserotarmor_finished;
171 .float pauserotfuel_finished;
172 .string item_pickupsound;
174 // definitions for weaponsystem
176 .entity weaponentity;
177 .entity exteriorweaponentity;
178 .vector weaponentity_glowmod;
180 //.float weapon; // current weapon
181 .float switchweapon; // weapon requested to switch to
182 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
183 .string weaponname; // name of .weapon
186 float weapon_action(float wpn, float wrequest);
187 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
190 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
191 .float weapon_nextthink;
192 .void() weapon_think;
194 //float PLAYER_WEAPONSELECTION_DELAY = );
195 float PLAYER_WEAPONSELECTION_SPEED = 18;
196 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
198 // weapon states (self.weaponentity.state)
199 float WS_CLEAR = 0; // no weapon selected
200 float WS_RAISE = 1; // raise frame
201 float WS_DROP = 2; // deselecting frame
202 float WS_INUSE = 3; // fire state
203 float WS_READY = 4; // idle frame
205 // there is 2 weapon tics that can run in one server frame
206 #define W_TICSPERFRAME 2
208 void weapon_defaultspawnfunc(float wpn);
210 string w_deathtypestring;
212 .vector dest1, dest2;
215 float intermission_running;
216 float intermission_exittime;
217 float alreadychangedlevel;
222 // Keys player is holding
224 // message delay for func_door locked by keys and key locks
225 // this field is used on player entities
226 .float key_door_messagetime;
232 .float in_swamp; // bool
233 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
238 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
239 .float spectatortime; //point in time since the client is spectating or observing
240 void checkSpectatorBlock();
242 float game_completion_ratio; // 0 at start, 1 near end
244 .float jointime; // time of joining
245 .float alivetime; // time of being alive
247 float nJoinAllowed(entity ignore);
248 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
250 .float spawnshieldtime;
252 .float lms_nextcheck;
253 .float lms_traveled_distance;
261 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
265 .vector death_origin;
266 .vector killer_origin;
268 float default_player_alpha;
269 float default_weapon_alpha;
271 .float() customizeentityforclient;
272 .float cvar_cl_handicap;
273 .float cvar_cl_clippedspectating;
274 .float cvar_cl_autoscreenshot;
275 .float cvar_cl_movement_track_canjump;
276 .float cvar_cl_newusekeysupported;
278 .string cvar_g_xonoticversion;
279 .string cvar_cl_weaponpriority;
280 .string cvar_cl_weaponpriorities[10];
281 .float cvar_cl_gunalign;
282 .float cvar_cl_noantilag;
284 .string weaponorder_byimpulse;
286 .float cvar_cl_allow_uid2name;
287 .float cvar_cl_allow_uidtracking;
288 .string stored_netname;
290 void Announce(string snd);
291 void AnnounceTo(entity e, string snd);
293 .float version_nagtime;
295 #define NUM_JUMPPADSUSED 3
297 .entity jumppadsused[NUM_JUMPPADSUSED];
299 string gamemode_name;
301 float startitem_failed;
303 void DropAllRunes(entity pl);
306 typedef .float floatfield;
307 floatfield Item_CounterField(float it);
309 float W_AmmoItemCode(float wpn);
310 string W_Name(float weaponid);
311 string W_Apply_Weaponreplace(string in);
313 void FixIntermissionClient(entity e);
314 void FixClientCvars(entity e);
316 WEPSET_DECLARE_A(weaponsInMap);
318 .float respawn_countdown; // next number to count
320 float bot_waypoints_for_items;
322 .float attack_finished_for[WEP_MAXCOUNT];
323 .float attack_finished_single;
324 #ifdef INDEPENDENT_ATTACK_FINISHED
325 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
327 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
329 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
331 // assault game mode: Which team is attacking in this round?
332 float assault_attacker_team;
334 // speedrun: when 1, player auto teleports back when capture timeout happens
343 float some_spawn_has_been_used;
344 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
345 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
347 // set when showing a kill countdown
348 .entity killindicator;
349 .float killindicator_teamchange;
351 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
355 .float parm_idlesince;
357 float sv_maxidle_spectatorsareidle;
359 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
365 .float(entity to, float sendflags) SendEntity;
367 // player sounds, voice messages
368 // TODO implemented fall and falling
369 #define ALLPLAYERSOUNDS \
382 #define ALLVOICEMSGS \
384 _VOICEMSG(attackinfive) \
387 _VOICEMSG(freelance) \
388 _VOICEMSG(incoming) \
390 _VOICEMSG(needhelp) \
391 _VOICEMSG(seenflag) \
395 #define _VOICEMSG(m) .string playersound_##m;
400 // reserved sound names for the future (some models lack sounds for them):
401 // _VOICEMSG(flagcarriertakingdamage) \
402 // _VOICEMSG(getflag) \
403 // reserved sound names for the future (ALL models lack sounds for them):
404 // _VOICEMSG(affirmative) \
405 // _VOICEMSG(attacking) \
406 // _VOICEMSG(defending) \
407 // _VOICEMSG(roaming) \
408 // _VOICEMSG(onmyway) \
409 // _VOICEMSG(droppedflag) \
410 // _VOICEMSG(negative) \
411 // _VOICEMSG(seenenemy) \
413 string globalsound_fall;
414 string globalsound_metalfall;
415 string globalsound_step;
416 string globalsound_metalstep;
418 #define VOICETYPE_PLAYERSOUND 10
419 #define VOICETYPE_TEAMRADIO 11
420 #define VOICETYPE_LASTATTACKER 12
421 #define VOICETYPE_LASTATTACKER_ONLY 13
422 #define VOICETYPE_AUTOTAUNT 14
423 #define VOICETYPE_TAUNT 15
425 void PrecachePlayerSounds(string f);
426 void PrecacheGlobalSound(string samplestring);
427 void UpdatePlayerSounds();
428 void ClearPlayerSounds();
429 void PlayerSound(.string samplefield, float channel, float voicetype);
430 void GlobalSound(string samplestring, float channel, float voicetype);
431 void FakeGlobalSound(string samplestring, float channel, float voicetype);
432 void VoiceMessage(string type, string message);
433 float GetPlayerSoundSampleField_notFound;
434 .string GetVoiceMessageSampleField(string type);
437 .float cvar_cl_autotaunt;
438 .float cvar_cl_voice_directional;
439 .float cvar_cl_voice_directional_taunt_attenuation;
441 .float version_mismatch;
443 float independent_players;
444 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
445 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
446 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
447 // we're using + here instead of , because fteqcc sucks
453 .float porto_forbidden;
458 string cvar_purechanges;
459 float cvar_purechanges_count;
461 float game_starttime; //point in time when the countdown is over
462 .float stat_game_starttime;
464 .float stat_sv_airaccel_qw;
465 .float stat_sv_airstrafeaccel_qw;
466 .float stat_sv_airspeedlimit_nonqw;
467 .float stat_sv_maxspeed;
469 void W_Porto_Remove (entity p);
471 .float projectiledeathtype;
475 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
476 .float stat_allow_oldnexbeam;
478 // reset to 0 on weapon switch
479 // may be useful to all weapons
480 .float bulletcounter;
482 void target_voicescript_next(entity pl);
483 void target_voicescript_clear(entity pl);
488 .float target_random;
489 .float trigger_reverse;
492 .entity ballcarried; // Also used for keepaway
494 float g_nexball_meter_period;
496 void SUB_DontUseTargets();
497 void SUB_UseTargets();
499 .void() reset; // if set, an entity is reset using this
500 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
502 void ClientData_Touch(entity e);
504 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
508 float servertime, serverprevtime, serverframetime;
517 .float nickspamtime; // time of last nick change
518 .float nickspamcount;
519 .float floodcontrol_chat;
520 .float floodcontrol_chatteam;
521 .float floodcontrol_chattell;
522 .float floodcontrol_voice;
523 .float floodcontrol_voiceteam;
525 .float stat_shotorg; // networked stat for trueaim HUD
535 .float stat_leadlimit;
537 float radar_showennemies;
540 float client_cefc_accumulator;
541 float client_cefc_accumulatortime;
544 ..float current_ammo;
546 .float weapon_load[WEP_MAXCOUNT];
547 .float ammo_none; // used by the reloading system, must always be 0
549 .float old_clip_load;
551 .float minelayer_mines;
553 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
555 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
556 // when doing this, hagar can go through clones
557 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
559 .float spectatee_status;
561 .float bloodloss_timer;
571 .float cvar_cl_accuracy_data_share;
572 .float cvar_cl_accuracy_data_receive;
574 .float cvar_cl_weaponimpulsemode;
575 .float selectweapon; // last selected weapon of the player
577 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
580 #define ACTIVE_ACTIVE 1
581 #define ACTIVE_IDLE 2
582 #define ACTIVE_BUSY 2
583 #define ACTIVE_TOGGLE 3
585 .void (float act_state) setactive;
589 .float nex_charge_rottime;
590 .float nex_chargepool_ammo;
594 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
598 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
600 .float player_blocked;
602 .float freezetag_frozen;
603 .float freezetag_revive_progress;
605 .entity muzzle_flash;
606 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
608 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
612 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
613 .spawn_evalfunc_t spawn_evalfunc;
619 .float missile_flags;
623 #define MIF_GUIDED_MANUAL 16
624 #define MIF_GUIDED_HEAT 32
625 #define MIF_GUIDED_LASER 64
626 #define MIF_GUIDED_AI 128
627 #define MIF_GUIDED_TAG 128
628 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
629 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
630 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
632 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE)
633 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE)
634 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)