4 #include "../common/weapons/weapons.qh"
6 #define INDEPENDENT_ATTACK_FINISHED
8 noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
10 #define BUTTON_ATCK button0
11 #define BUTTON_JUMP button2
12 #define BUTTON_ATCK2 button3
13 #define BUTTON_ZOOM button4
14 #define BUTTON_CROUCH button5
15 #define BUTTON_HOOK button6
16 #define BUTTON_INFO button7
17 #define BUTTON_CHAT buttonchat
18 #define BUTTON_USE buttonuse
19 #define BUTTON_DRAG button8
20 #define BUTTON_ZOOMSCRIPT button9
21 #define BUTTON_JETPACK button10
25 float g_cloaked, g_footsteps, g_grappling_hook, g_instagib;
27 float g_warmup_allguns;
28 float g_warmup_allow_timeout;
30 float g_pickup_respawntime_weapon;
31 float g_pickup_respawntime_superweapon;
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_superweapon;
39 float g_pickup_respawntimejitter_ammo;
40 float g_pickup_respawntimejitter_short;
41 float g_pickup_respawntimejitter_medium;
42 float g_pickup_respawntimejitter_long;
43 float g_pickup_respawntimejitter_powerup;
53 float bots_would_leave;
55 void UpdateFrags(entity player, float f);
58 float team1_score, team2_score, team3_score, team4_score;
62 // flag set on worldspawn so that the code knows if it is dedicated or not
63 float server_is_dedicated;
67 .void(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
82 .float platmovetype_start, platmovetype_end;
85 // Needed for dynamic clientwalls
86 .float inactive; // Clientwall disappears when inactive
87 .float alpha_max, alpha_min;
88 .float fade_start, fade_end, fade_vertical_offset;
89 .float default_solid; // Variable to store default self.solid for clientwalls
96 .float pain_finished; //Added by Supajoe
97 .float pain_frame; //"
98 .float crouch; // Crouching or not?
100 .float strength_finished;
101 .float invincible_finished;
102 .float superweapons_finished;
104 .vector finaldest, finalangle; //plat.qc stuff
107 .float t_length, t_width;
109 .vector destvec; // for rain
110 .vector destvec2; // for train
111 .float cnt; // for rain
118 .float respawn_time_max;
123 // player animation state
124 .float animstate_startframe;
125 .float animstate_numframes;
126 .float animstate_framerate;
127 .float animstate_starttime;
128 .float animstate_endtime;
129 .float animstate_override;
130 .float animstate_looping;
132 // weapon animation vectors:
138 void() player_setupanimsformodel;
139 void setanim(entity e, vector anim, float looping, float override, float restart);
149 .float respawntimejitter;
152 .float damageforcescale;
153 const float MIN_DAMAGEEXTRARADIUS = 2;
154 const float MAX_DAMAGEEXTRARADIUS = 16;
155 .float damageextraradius;
161 // for railgun damage (hitting multiple enemies)
163 .float railgunhitsolidbackup;
164 .vector railgunhitloc;
170 .float damage_dealt, typehitsound;
172 .float watersound_finished;
174 .float damagedbycontents;
175 .float damagedbytriggers;
180 .float pauseregen_finished;
181 .float pauserothealth_finished;
182 .float pauserotarmor_finished;
183 .float pauserotfuel_finished;
184 .string item_pickupsound;
186 // definitions for weaponsystem
187 // more WEAPONTODO: move these to their proper files
188 .entity weaponentity;
189 .entity exteriorweaponentity;
190 .vector weaponentity_glowmod;
192 //.int weapon; // current weapon
193 .int switchweapon; // weapon requested to switch to
194 .int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
195 .string weaponname; // name of .weapon
199 //float WEP_ACTION(float wpn, float wrequest);
200 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
203 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
204 .float weapon_nextthink;
205 .void() weapon_think;
208 // weapon states (self.weaponentity.state)
209 const int WS_CLEAR = 0; // no weapon selected
210 const int WS_RAISE = 1; // raise frame
211 const int WS_DROP = 2; // deselecting frame
212 const int WS_INUSE = 3; // fire state
213 const int WS_READY = 4; // idle frame
215 // there is 2 weapon tics that can run in one server frame
216 const int W_TICSPERFRAME = 2;
218 void weapon_defaultspawnfunc(float wpn);
220 .vector dest1, dest2;
223 float intermission_running;
224 float intermission_exittime;
225 float alreadychangedlevel;
227 // Keys player is holding
229 // message delay for func_door locked by keys and key locks
230 // this field is used on player entities
231 .float key_door_messagetime;
237 .float in_swamp; // bool
238 .entity swampslug; // Uses this to release from swamp ("untouch" fix)
243 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
244 .float spectatortime; //point in time since the client is spectating or observing
245 void checkSpectatorBlock();
247 float game_completion_ratio; // 0 at start, 1 near end
249 .float jointime; // time of joining
250 .float alivetime; // time of being alive
251 .float motd_actived_time; // used for both motd and campaign_message
253 float nJoinAllowed(entity ignore);
255 .float spawnshieldtime;
256 .float item_spawnshieldtime;
262 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
266 .vector death_origin;
267 .vector killer_origin;
269 float default_player_alpha;
270 float default_weapon_alpha;
272 .float() customizeentityforclient;
273 .float cvar_cl_handicap;
274 .float cvar_cl_clippedspectating;
275 .float cvar_cl_autoscreenshot;
276 .float cvar_cl_jetpack_jump;
277 .float cvar_cl_movement_track_canjump;
278 .float cvar_cl_newusekeysupported;
280 .string cvar_g_xonoticversion;
281 .string cvar_cl_weaponpriority;
282 .string cvar_cl_weaponpriorities[10];
283 .float cvar_cl_gunalign;
284 .float cvar_cl_noantilag;
286 .string weaponorder_byimpulse;
288 .float cvar_cl_allow_uid2name;
289 .float cvar_cl_allow_uidtracking;
290 .string stored_netname;
292 .float version_nagtime;
294 const int NUM_JUMPPADSUSED = 3;
296 .entity jumppadsused[NUM_JUMPPADSUSED];
298 string gamemode_name;
300 float startitem_failed;
302 string W_Apply_Weaponreplace(string in);
304 void FixIntermissionClient(entity e);
305 void FixClientCvars(entity e);
307 // WEAPONTODO: remove this
310 .float respawn_countdown; // next number to count
312 float bot_waypoints_for_items;
314 .float attack_finished_for[WEP_MAXCOUNT];
315 .float attack_finished_single;
316 #ifdef INDEPENDENT_ATTACK_FINISHED
317 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
319 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
321 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
323 // assault game mode: Which team is attacking in this round?
324 float assault_attacker_team;
326 // speedrun: when 1, player auto teleports back when capture timeout happens
335 float some_spawn_has_been_used;
336 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
337 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
339 // set when showing a kill countdown
340 .entity killindicator;
341 .float killindicator_teamchange;
343 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
347 .float parm_idlesince;
349 float sv_maxidle_spectatorsareidle;
351 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
357 .float(entity to, float sendflags) SendEntity;
359 // player sounds, voice messages
360 // TODO implemented fall and falling
361 #define ALLPLAYERSOUNDS \
373 #define ALLVOICEMSGS \
375 _VOICEMSG(attackinfive) \
378 _VOICEMSG(freelance) \
379 _VOICEMSG(incoming) \
381 _VOICEMSG(needhelp) \
382 _VOICEMSG(seenflag) \
386 #define _VOICEMSG(m) .string playersound_##m;
391 // reserved sound names for the future (some models lack sounds for them):
392 // _VOICEMSG(flagcarriertakingdamage) \
393 // _VOICEMSG(getflag) \
394 // reserved sound names for the future (ALL models lack sounds for them):
395 // _VOICEMSG(affirmative) \
396 // _VOICEMSG(attacking) \
397 // _VOICEMSG(defending) \
398 // _VOICEMSG(roaming) \
399 // _VOICEMSG(onmyway) \
400 // _VOICEMSG(droppedflag) \
401 // _VOICEMSG(negative) \
402 // _VOICEMSG(seenenemy) \
404 string globalsound_fall;
405 string globalsound_metalfall;
406 string globalsound_step;
407 string globalsound_metalstep;
409 const float VOICETYPE_PLAYERSOUND = 10;
410 const float VOICETYPE_TEAMRADIO = 11;
411 const float VOICETYPE_LASTATTACKER = 12;
412 const float VOICETYPE_LASTATTACKER_ONLY = 13;
413 const float VOICETYPE_AUTOTAUNT = 14;
414 const float VOICETYPE_TAUNT = 15;
416 void PrecachePlayerSounds(string f);
417 void PrecacheGlobalSound(string samplestring);
418 void UpdatePlayerSounds();
419 void ClearPlayerSounds();
420 void PlayerSound(.string samplefield, float channel, float voicetype);
421 void GlobalSound(string samplestring, float channel, float voicetype);
422 void FakeGlobalSound(string samplestring, float channel, float voicetype);
423 void VoiceMessage(string type, string message);
424 float GetPlayerSoundSampleField_notFound;
425 .string GetVoiceMessageSampleField(string type);
428 .float cvar_cl_autotaunt;
429 .float cvar_cl_voice_directional;
430 .float cvar_cl_voice_directional_taunt_attenuation;
432 .float version_mismatch;
434 float independent_players;
435 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
436 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
437 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
438 // we're using + here instead of , because fteqcc sucks
444 .float porto_forbidden;
449 string cvar_purechanges;
450 float cvar_purechanges_count;
452 float game_starttime; //point in time when the countdown to game start is over
453 float round_starttime; //point in time when the countdown to round start is over
454 .float stat_game_starttime;
455 .float stat_round_starttime;
457 .float stat_sv_airaccel_qw;
458 .float stat_sv_airstrafeaccel_qw;
459 .float stat_sv_airspeedlimit_nonqw;
460 .float stat_sv_maxspeed;
462 void W_Porto_Remove (entity p);
464 .int projectiledeathtype;
468 .float stat_allow_oldvortexbeam;
470 // reset to 0 on weapon switch
471 // may be useful to all weapons
472 .float bulletcounter;
474 void target_voicescript_next(entity pl);
475 void target_voicescript_clear(entity pl);
481 .float target_random;
482 .float trigger_reverse;
485 .entity ballcarried; // Also used for keepaway
487 float g_nexball_meter_period;
489 void SUB_DontUseTargets();
490 void SUB_UseTargets();
492 .void() reset; // if set, an entity is reset using this
493 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
495 void ClientData_Touch(entity e);
497 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
501 float servertime, serverprevtime, serverframetime;
508 .float nickspamtime; // time of last nick change
509 .float nickspamcount;
510 .float floodcontrol_chat;
511 .float floodcontrol_chatteam;
512 .float floodcontrol_chattell;
513 .float floodcontrol_voice;
514 .float floodcontrol_voiceteam;
516 .float stat_shotorg; // networked stat for trueaim HUD
525 .float damage_dealt_total;
527 .float stat_leadlimit;
529 float radar_showennemies;
532 float client_cefc_accumulator;
533 float client_cefc_accumulatortime;
536 .float weapon_load[WEP_MAXCOUNT];
537 .float ammo_none; // used by the reloading system, must always be 0
539 .float old_clip_load;
543 .float minelayer_mines;
544 .float vortex_charge;
545 .float vortex_charge_rottime;
546 .float vortex_chargepool_ammo;
549 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
551 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
552 // when doing this, hagar can go through clones
553 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
555 .float spectatee_status;
566 .float cvar_cl_weaponimpulsemode;
567 .float selectweapon; // last selected weapon of the player
569 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
571 const float ACTIVE_NOT = 0;
572 const float ACTIVE_ACTIVE = 1;
573 const float ACTIVE_IDLE = 2;
574 const float ACTIVE_BUSY = 2;
575 const float ACTIVE_TOGGLE = 3;
577 .void (float act_state) setactive;
582 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
584 .float player_blocked;
585 .float weapon_blocked; // weapon use disabled
587 .float frozen; // for freeze attacks
588 .float revive_progress;
589 .float revival_time; // time at which player was last revived
590 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
592 .entity frozen_by; // for ice fields
594 .entity muzzle_flash;
595 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
597 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
601 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
602 .spawn_evalfunc_t spawn_evalfunc;
608 .float missile_flags;
609 const int MIF_SPLASH = 2;
610 const int MIF_ARC = 4;
611 const int MIF_PROXY = 8;
612 const int MIF_GUIDED_MANUAL = 16;
613 const int MIF_GUIDED_HEAT = 32;
614 const int MIF_GUIDED_LASER = 64;
615 const int MIF_GUIDED_AI = 128;
616 const int MIF_GUIDED_TAG = 128;
617 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
618 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
619 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
621 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
622 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
623 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
628 .entity player_stats;
634 .float init_for_player_needed;
635 .void(entity) init_for_player;