1 #define INDEPENDENT_ATTACK_FINISHED
3 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 ctf_score_value(string parameter);
21 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts, g_freezetag, g_keepaway;
22 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;
24 float g_warmup_allguns;
25 float g_warmup_allow_timeout;
27 float g_ctf_ignore_frags;
29 float g_race_qualifying;
31 float g_pickup_respawntime_weapon;
32 float g_pickup_respawntime_ammo;
33 float g_pickup_respawntime_short;
34 float g_pickup_respawntime_medium;
35 float g_pickup_respawntime_long;
36 float g_pickup_respawntime_powerup;
37 float g_pickup_respawntimejitter_weapon;
38 float g_pickup_respawntimejitter_ammo;
39 float g_pickup_respawntimejitter_short;
40 float g_pickup_respawntimejitter_medium;
41 float g_pickup_respawntimejitter_long;
42 float g_pickup_respawntimejitter_powerup;
53 float bots_would_leave;
54 float lms_lowest_lives;
56 float LMS_NewPlayerLives();
58 void UpdateFrags(entity player, float f);
61 float team1_score, team2_score, team3_score, team4_score;
67 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
88 .float pain_finished; //Added by Supajoe
89 .float pain_frame; //"
90 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
91 .float crouch; // Crouching or not?
93 .float strength_finished;
94 //.float speed_finished;
95 .float invincible_finished;
96 //.float slowmo_finished;
98 .vector finaldest, finalangle; //plat.qc stuff
101 .float t_length, t_width;
103 .vector destvec; // for rain
104 .float cnt; // for rain
114 // player animation state
115 .float animstate_startframe;
116 .float animstate_numframes;
117 .float animstate_framerate;
118 .float animstate_starttime;
119 .float animstate_endtime;
120 .float animstate_override;
121 .float animstate_looping;
123 // player animation data for this model
124 // each vector is as follows:
128 .vector anim_die1; // player dies
129 .vector anim_die2; // player dies differently
130 .vector anim_draw; // player pulls out a weapon
131 .vector anim_duck; // player crouches (from idle to duckidle)
132 .vector anim_duckwalk; // player walking while crouching
133 .vector anim_duckjump; // player jumping from a crouch
134 .vector anim_duckidle; // player idling while crouching
135 .vector anim_idle; // player standing
136 .vector anim_jump; // player jump
137 .vector anim_pain1; // player flinches from pain
138 .vector anim_pain2; // player flinches from pain, differently
139 .vector anim_shoot; // player shoots
140 .vector anim_taunt; // player taunts others (FIXME: no code references this)
141 .vector anim_run; // player running forward
142 .vector anim_runbackwards; // player running backward
143 .vector anim_strafeleft; // player shuffling left quickly
144 .vector anim_straferight; // player shuffling right quickly
145 .vector anim_dead1; // player dead (must be identical to last frame of die1)
146 .vector anim_dead2; // player dead (must be identical to last frame of die2)
147 .vector anim_forwardright; // player running forward and right
148 .vector anim_forwardleft; // player running forward and left
149 .vector anim_backright; // player running backward and right
150 .vector anim_backleft; // player running back and left
151 .vector anim_melee; // player doing the melee action
153 // weapon animation vectors:
159 void() player_setupanimsformodel;
160 void setanim(entity e, vector anim, float looping, float override, float restart);
170 .float respawntimejitter;
173 .float damageforcescale;
179 // for railgun damage (hitting multiple enemies)
181 .float railgunhitsolidbackup;
182 .vector railgunhitloc;
188 .float hitsound, typehitsound;
190 .float watersound_finished;
194 .float pauseregen_finished;
195 .float pauserothealth_finished;
196 .float pauserotarmor_finished;
197 .float pauserotfuel_finished;
198 .string item_pickupsound;
200 // definitions for weaponsystem
202 .entity weaponentity;
203 .entity exteriorweaponentity;
204 .vector weaponentity_glowmod;
207 float weapon_action(float wpn, float wrequest);
208 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
211 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
212 .float weapon_nextthink;
213 .float weapon_forbidchange;
214 .void() weapon_think;
216 //float PLAYER_WEAPONSELECTION_DELAY = );
217 float PLAYER_WEAPONSELECTION_SPEED = 18;
218 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
220 // weapon states (self.weaponentity.state)
221 float WS_CLEAR = 0; // no weapon selected
222 float WS_RAISE = 1; // raise frame
223 float WS_DROP = 2; // deselecting frame
224 float WS_INUSE = 3; // fire state
225 float WS_READY = 4; // idle frame
227 // there is 2 weapon tics that can run in one server frame
228 #define W_TICSPERFRAME 2
230 void weapon_defaultspawnfunc(float wpn);
232 string w_deathtypestring;
234 // void(entity client, string s) centerprint_builtin = #73;
235 .vector dest1, dest2;
238 float intermission_running;
239 float intermission_exittime;
240 float alreadychangedlevel;
246 .float welcomemessage_time;
250 .float jump_interval; // laser refire
253 .float in_swamp; // bool
254 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
260 #define RESTART_COUNTDOWN 10
261 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
263 void restartTimer_Think();
264 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
265 .float spectatortime; //point in time since the client is spectating or observing
266 void checkSpectatorBlock();
269 .float jointime; // time of joining
270 .float alivetime; // time of being alive
272 float nJoinAllowed(float includeMe);
273 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
275 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
276 #define TIMEOUT_SLOWMO_VALUE 0.0001
277 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
278 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
279 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
280 float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
281 .float allowedTimeouts; // contains the number of allowed timeouts for each player
282 entity timeoutInitiator; // contains the entity of the player who started the last timeout
283 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
284 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
285 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
286 void timeoutHandler_Think();
287 void evaluateTimeout();
288 void evaluateTimein();
290 .float spawnshieldtime;
292 .float lms_nextcheck;
293 .float lms_traveled_distance;
301 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
305 .vector death_origin;
306 .vector killer_origin;
308 float default_player_alpha;
309 float default_weapon_alpha;
311 .float() customizeentityforclient;
312 .float cvar_cl_handicap;
313 .float cvar_cl_playerdetailreduction;
314 .string cvar_g_xonoticversion;
315 .string cvar_cl_weaponpriority;
316 .string cvar_cl_weaponpriorities[10];
317 #ifdef ALLOW_FORCEMODELS
318 .float cvar_cl_forceplayermodels;
319 .float cvar_cl_forceplayermodelsfromxonotic;
320 float sv_clforceplayermodels;
322 float sv_loddistance1;
323 float sv_loddistance2;
324 .float cvar_cl_gunalign;
325 .float cvar_cl_noantilag;
327 .string weaponorder_byimpulse;
329 .float cvar_cl_allow_uid2name;
330 .float cvar_cl_allow_uidtracking;
331 .string stored_netname;
333 void Announce(string snd);
334 void AnnounceTo(entity e, string snd);
336 .float version_nagtime;
338 .float modelindex_lod0;
339 .float modelindex_lod0_from_xonotic;
341 .float modelindex_lod1;
342 .float modelindex_lod2;
344 #define NUM_JUMPPADSUSED 3
346 .entity jumppadsused[NUM_JUMPPADSUSED];
348 string gamemode_name;
350 float startitem_failed;
352 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
353 void DropBall(entity ball, vector org, vector vel);
354 void DropAllRunes(entity pl);
357 typedef .float floatfield;
358 floatfield Item_CounterField(float it);
360 float W_AmmoItemCode(float wpn);
361 float W_WeaponBit(float wpn);
362 string W_Name(float weaponid);
364 void FixIntermissionClient(entity e);
365 void FixClientCvars(entity e);
369 void centerprint(entity e, string s);
371 .float respawn_countdown; // next number to count
373 float bot_waypoints_for_items;
375 .float attack_finished_for[WEP_MAXCOUNT];
376 .float attack_finished_single;
377 #ifdef INDEPENDENT_ATTACK_FINISHED
378 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
380 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
382 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
384 // assault game mode: Which team is attacking in this round?
385 float assault_attacker_team;
387 // speedrun: when 1, player auto teleports back when capture timeout happens
391 float q3acompat_machineshotgunswap;
399 float some_spawn_has_been_used;
400 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
401 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
403 // set when showing a kill countdown
404 .entity killindicator;
405 .float killindicator_teamchange;
407 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
411 .float parm_idlesince;
413 float sv_maxidle_spectatorsareidle;
416 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
422 .float(entity to, float sendflags) SendEntity;
424 // player sounds, voice messages
425 // TODO implemented fall and falling
426 #define ALLPLAYERSOUNDS \
436 #define ALLVOICEMSGS \
438 _VOICEMSG(attackinfive) \
440 _VOICEMSG(seenflag) \
444 #define _VOICEMSG(m) .string playersound_##m;
449 // reserved sound names for the future (models lack sounds for them):
450 // _VOICEMSG(affirmative) \
451 // _VOICEMSG(attacking) \
452 // _VOICEMSG(defending) \
453 // _VOICEMSG(roaming) \
454 // _VOICEMSG(onmyway) \
455 // _VOICEMSG(droppedflag) \
456 // _VOICEMSG(flagcarriertakingdamage) \
457 // _VOICEMSG(negative) \
458 // _VOICEMSG(seenenemy) \
460 // _VOICEMSG(getflag) \
461 // _VOICEMSG(incoming) \
462 // _VOICEMSG(coverme) \
463 // _VOICEMSG(needhelp) \
464 // _VOICEMSG(defend) \
465 // _VOICEMSG(freelance) \
466 // _VOICEMSG(falling) \
468 string globalsound_fall;
469 string globalsound_metalfall;
470 string globalsound_step;
471 string globalsound_metalstep;
473 #define VOICETYPE_PLAYERSOUND 10
474 #define VOICETYPE_TEAMRADIO 11
475 #define VOICETYPE_LASTATTACKER 12
476 #define VOICETYPE_LASTATTACKER_ONLY 13
477 #define VOICETYPE_AUTOTAUNT 14
478 #define VOICETYPE_TAUNT 15
480 void PrecachePlayerSounds(string f);
481 void PrecacheGlobalSound(string samplestring);
482 void UpdatePlayerSounds();
483 void ClearPlayerSounds();
484 void PlayerSound(.string samplefield, float channel, float voicetype);
485 void GlobalSound(string samplestring, float channel, float voicetype);
486 void FakeGlobalSound(string samplestring, float channel, float voicetype);
487 void VoiceMessage(string type, string message);
488 float GetPlayerSoundSampleField_notFound;
489 .string GetVoiceMessageSampleField(string type)
492 .float cvar_cl_autotaunt;
493 .float cvar_cl_voice_directional;
494 .float cvar_cl_voice_directional_taunt_attenuation;
496 .float version_mismatch;
498 float independent_players;
499 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
500 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
501 // we're using + here instead of , because fteqcc sucks
508 .float porto_forbidden;
513 string cvar_purechanges;
514 float cvar_purechanges_count;
516 float game_starttime; //point in time when the countdown is over
517 .float stat_game_starttime;
519 .float stat_sv_airaccel_qw;
520 .float stat_sv_airstrafeaccel_qw;
521 .float stat_sv_airspeedlimit_nonqw;
522 .float stat_sv_maxspeed;
524 void W_Porto_Remove (entity p);
526 .float projectiledeathtype;
530 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
531 .float stat_allow_oldnexbeam;
533 // reset to 0 on weapon switch
534 // may be useful to all weapons
535 .float bulletcounter;
537 void target_voicescript_next(entity pl);
538 void target_voicescript_clear(entity pl);
543 .float target_random;
544 .float trigger_reverse;
547 .entity ballcarried; // Also used for keepaway
549 float g_nexball_meter_period;
551 void SUB_DontUseTargets();
552 void SUB_UseTargets();
554 .void() reset; // if set, an entity is reset using this
555 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
557 void ClientData_Touch(entity e);
559 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
563 float servertime, serverprevtime, serverframetime;
572 .float nickspamtime; // time of last nick change
573 .float nickspamcount;
574 .float floodcontrol_chat;
575 .float floodcontrol_chatteam;
576 .float floodcontrol_chattell;
577 .float floodcontrol_voice;
578 .float floodcontrol_voiceteam;
580 .float stat_shotorg; // networked stat for trueaim HUD
591 .float stat_leadlimit;
593 float radar_showennemies;
596 float client_cefc_accumulator;
597 float client_cefc_accumulatortime;
600 ..float current_ammo;
602 .float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);
603 .float ammo_none; // used by the reloading system, must always be 0
605 .float old_clip_load;
607 .float minelayer_mines;
609 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
610 // when doing this, hagar can go through clones
611 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
613 .float spectatee_status;
615 .float bloodloss_timer;
625 .float cvar_cl_accuracy_data_share;
626 .float cvar_cl_accuracy_data_receive;
628 .float cvar_cl_weaponimpulsemode;
629 .float selectweapon; // last selected weapon of the player
631 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
634 #define ACTIVE_ACTIVE 1
635 #define ACTIVE_IDLE 2
636 #define ACTIVE_BUSY 2
637 #define ACTIVE_TOGGLE 3
639 .float (float act_state) setactive;
643 .float nex_charge_rottime;
644 .float nex_chargepool_ammo;
648 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
652 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
654 .float freezetag_frozen;
655 .float freezetag_revive_progress;
657 .entity muzzle_flash;
658 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.