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;
49 float bots_would_leave;
50 float lms_lowest_lives;
52 float LMS_NewPlayerLives();
54 void UpdateFrags(entity player, float f);
57 float team1_score, team2_score, team3_score, team4_score;
63 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
84 .float pain_finished; //Added by Supajoe
85 .float pain_frame; //"
86 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
87 .float crouch; // Crouching or not?
89 .float strength_finished;
90 .float invincible_finished;
91 .float superweapons_finished;
93 .vector finaldest, finalangle; //plat.qc stuff
96 .float t_length, t_width;
98 .vector destvec; // for rain
99 .vector destvec2; // for train
100 .float cnt; // for rain
110 // player animation state
111 .float animstate_startframe;
112 .float animstate_numframes;
113 .float animstate_framerate;
114 .float animstate_starttime;
115 .float animstate_endtime;
116 .float animstate_override;
117 .float animstate_looping;
119 // weapon animation vectors:
125 void() player_setupanimsformodel;
126 void setanim(entity e, vector anim, float looping, float override, float restart);
136 .float respawntimejitter;
139 .float damageforcescale;
140 #define MIN_DAMAGEEXTRARADIUS 2
141 #define MAX_DAMAGEEXTRARADIUS 16
142 .float damageextraradius;
148 // for railgun damage (hitting multiple enemies)
150 .float railgunhitsolidbackup;
151 .vector railgunhitloc;
157 .float hitsound, typehitsound;
159 .float watersound_finished;
161 .float damagedbycontents;
162 .float damagedbytriggers;
167 .float pauseregen_finished;
168 .float pauserothealth_finished;
169 .float pauserotarmor_finished;
170 .float pauserotfuel_finished;
171 .string item_pickupsound;
173 // definitions for weaponsystem
175 .entity weaponentity;
176 .entity exteriorweaponentity;
177 .vector weaponentity_glowmod;
179 //.float weapon; // current weapon
180 .float switchweapon; // weapon requested to switch to
181 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
182 .string weaponname; // name of .weapon
185 float weapon_action(float wpn, float wrequest);
186 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
189 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
190 .float weapon_nextthink;
191 .void() weapon_think;
193 //float PLAYER_WEAPONSELECTION_DELAY = );
194 float PLAYER_WEAPONSELECTION_SPEED = 18;
195 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
197 // weapon states (self.weaponentity.state)
198 float WS_CLEAR = 0; // no weapon selected
199 float WS_RAISE = 1; // raise frame
200 float WS_DROP = 2; // deselecting frame
201 float WS_INUSE = 3; // fire state
202 float WS_READY = 4; // idle frame
204 // there is 2 weapon tics that can run in one server frame
205 #define W_TICSPERFRAME 2
207 void weapon_defaultspawnfunc(float wpn);
209 string w_deathtypestring;
211 .vector dest1, dest2;
214 float intermission_running;
215 float intermission_exittime;
216 float alreadychangedlevel;
221 // Keys player is holding
223 // message delay for func_door locked by keys and key locks
224 // this field is used on player entities
225 .float key_door_messagetime;
231 .float in_swamp; // bool
232 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
237 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
238 .float spectatortime; //point in time since the client is spectating or observing
239 void checkSpectatorBlock();
241 float game_completion_ratio; // 0 at start, 1 near end
243 .float jointime; // time of joining
244 .float alivetime; // time of being alive
246 float nJoinAllowed(entity ignore);
247 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
249 .float spawnshieldtime;
251 .float lms_nextcheck;
252 .float lms_traveled_distance;
260 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
264 .vector death_origin;
265 .vector killer_origin;
267 float default_player_alpha;
268 float default_weapon_alpha;
270 .float() customizeentityforclient;
271 .float cvar_cl_handicap;
272 .float cvar_cl_clippedspectating;
273 .float cvar_cl_autoscreenshot;
274 .float cvar_cl_movement_track_canjump;
275 .float cvar_cl_newusekeysupported;
277 .string cvar_g_xonoticversion;
278 .string cvar_cl_weaponpriority;
279 .string cvar_cl_weaponpriorities[10];
280 .float cvar_cl_gunalign;
281 .float cvar_cl_noantilag;
283 .string weaponorder_byimpulse;
285 .float cvar_cl_allow_uid2name;
286 .float cvar_cl_allow_uidtracking;
287 .string stored_netname;
289 void Announce(string snd);
290 void AnnounceTo(entity e, string snd);
292 .float version_nagtime;
294 #define NUM_JUMPPADSUSED 3
296 .entity jumppadsused[NUM_JUMPPADSUSED];
298 string gamemode_name;
300 float startitem_failed;
302 void DropAllRunes(entity pl);
305 typedef .float floatfield;
306 floatfield Item_CounterField(float it);
308 float W_AmmoItemCode(float wpn);
309 string W_Name(float weaponid);
310 string W_Apply_Weaponreplace(string in);
312 void FixIntermissionClient(entity e);
313 void FixClientCvars(entity e);
315 WEPSET_DECLARE_A(weaponsInMap);
317 .float respawn_countdown; // next number to count
319 float bot_waypoints_for_items;
321 .float attack_finished_for[WEP_MAXCOUNT];
322 .float attack_finished_single;
323 #ifdef INDEPENDENT_ATTACK_FINISHED
324 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
326 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
328 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
330 // assault game mode: Which team is attacking in this round?
331 float assault_attacker_team;
333 // speedrun: when 1, player auto teleports back when capture timeout happens
342 float some_spawn_has_been_used;
343 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
344 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
346 // set when showing a kill countdown
347 .entity killindicator;
348 .float killindicator_teamchange;
350 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
354 .float parm_idlesince;
356 float sv_maxidle_spectatorsareidle;
358 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
364 .float(entity to, float sendflags) SendEntity;
366 // player sounds, voice messages
367 // TODO implemented fall and falling
368 #define ALLPLAYERSOUNDS \
381 #define ALLVOICEMSGS \
383 _VOICEMSG(attackinfive) \
386 _VOICEMSG(freelance) \
387 _VOICEMSG(incoming) \
389 _VOICEMSG(needhelp) \
390 _VOICEMSG(seenflag) \
394 #define _VOICEMSG(m) .string playersound_##m;
399 // reserved sound names for the future (some models lack sounds for them):
400 // _VOICEMSG(flagcarriertakingdamage) \
401 // _VOICEMSG(getflag) \
402 // reserved sound names for the future (ALL models lack sounds for them):
403 // _VOICEMSG(affirmative) \
404 // _VOICEMSG(attacking) \
405 // _VOICEMSG(defending) \
406 // _VOICEMSG(roaming) \
407 // _VOICEMSG(onmyway) \
408 // _VOICEMSG(droppedflag) \
409 // _VOICEMSG(negative) \
410 // _VOICEMSG(seenenemy) \
412 string globalsound_fall;
413 string globalsound_metalfall;
414 string globalsound_step;
415 string globalsound_metalstep;
417 #define VOICETYPE_PLAYERSOUND 10
418 #define VOICETYPE_TEAMRADIO 11
419 #define VOICETYPE_LASTATTACKER 12
420 #define VOICETYPE_LASTATTACKER_ONLY 13
421 #define VOICETYPE_AUTOTAUNT 14
422 #define VOICETYPE_TAUNT 15
424 void PrecachePlayerSounds(string f);
425 void PrecacheGlobalSound(string samplestring);
426 void UpdatePlayerSounds();
427 void ClearPlayerSounds();
428 void PlayerSound(.string samplefield, float channel, float voicetype);
429 void GlobalSound(string samplestring, float channel, float voicetype);
430 void FakeGlobalSound(string samplestring, float channel, float voicetype);
431 void VoiceMessage(string type, string message);
432 float GetPlayerSoundSampleField_notFound;
433 .string GetVoiceMessageSampleField(string type);
436 .float cvar_cl_autotaunt;
437 .float cvar_cl_voice_directional;
438 .float cvar_cl_voice_directional_taunt_attenuation;
440 .float version_mismatch;
442 float independent_players;
443 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
444 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
445 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
446 // we're using + here instead of , because fteqcc sucks
452 .float porto_forbidden;
457 string cvar_purechanges;
458 float cvar_purechanges_count;
460 float game_starttime; //point in time when the countdown is over
461 .float stat_game_starttime;
463 .float stat_sv_airaccel_qw;
464 .float stat_sv_airstrafeaccel_qw;
465 .float stat_sv_airspeedlimit_nonqw;
466 .float stat_sv_maxspeed;
468 void W_Porto_Remove (entity p);
470 .float projectiledeathtype;
474 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
475 .float stat_allow_oldnexbeam;
477 // reset to 0 on weapon switch
478 // may be useful to all weapons
479 .float bulletcounter;
481 void target_voicescript_next(entity pl);
482 void target_voicescript_clear(entity pl);
487 .float target_random;
488 .float trigger_reverse;
491 .entity ballcarried; // Also used for keepaway
493 float g_nexball_meter_period;
495 void SUB_DontUseTargets();
496 void SUB_UseTargets();
498 .void() reset; // if set, an entity is reset using this
499 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
501 void ClientData_Touch(entity e);
503 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
507 float servertime, serverprevtime, serverframetime;
516 .float nickspamtime; // time of last nick change
517 .float nickspamcount;
518 .float floodcontrol_chat;
519 .float floodcontrol_chatteam;
520 .float floodcontrol_chattell;
521 .float floodcontrol_voice;
522 .float floodcontrol_voiceteam;
524 .float stat_shotorg; // networked stat for trueaim HUD
534 .float stat_leadlimit;
536 float radar_showennemies;
539 float client_cefc_accumulator;
540 float client_cefc_accumulatortime;
543 ..float current_ammo;
545 .float weapon_load[WEP_MAXCOUNT];
546 .float ammo_none; // used by the reloading system, must always be 0
548 .float old_clip_load;
550 .float minelayer_mines;
552 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
554 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
555 // when doing this, hagar can go through clones
556 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
558 .float spectatee_status;
560 .float bloodloss_timer;
570 .float cvar_cl_accuracy_data_share;
571 .float cvar_cl_accuracy_data_receive;
573 .float cvar_cl_weaponimpulsemode;
574 .float selectweapon; // last selected weapon of the player
576 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
579 #define ACTIVE_ACTIVE 1
580 #define ACTIVE_IDLE 2
581 #define ACTIVE_BUSY 2
582 #define ACTIVE_TOGGLE 3
584 .void (float act_state) setactive;
588 .float nex_charge_rottime;
589 .float nex_chargepool_ammo;
593 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
597 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
599 .float player_blocked;
601 .float freezetag_frozen;
602 .float freezetag_revive_progress;
604 .float frozen; // for freeze attacks
605 .float revive_progress;
606 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
608 .entity muzzle_flash;
609 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
611 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
615 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
616 .spawn_evalfunc_t spawn_evalfunc;
622 .float missile_flags;
626 #define MIF_GUIDED_MANUAL 16
627 #define MIF_GUIDED_HEAT 32
628 #define MIF_GUIDED_LASER 64
629 #define MIF_GUIDED_AI 128
630 #define MIF_GUIDED_TAG 128
631 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
632 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
633 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
635 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE)
636 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE)
637 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)
640 .float monster_attack;
643 float spawncode_first_load; // used to tell the player the monster database is loading (TODO: fix this?)
645 .entity monster_owner; // new monster owner entity, fixes non-solid monsters
646 .float monstercount; // per player monster count
648 .float stat_monsters_killed; // stats
649 .float stat_monsters_total;
650 float monsters_total;
651 float monsters_killed;
652 void monsters_setstatus(); // monsters.qc