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 // flag set on worldspawn so that the code knows if it is dedicated or not
61 float server_is_dedicated;
65 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
86 .float pain_finished; //Added by Supajoe
87 .float pain_frame; //"
88 .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
89 .float crouch; // Crouching or not?
91 .float strength_finished;
92 .float invincible_finished;
93 .float superweapons_finished;
95 .vector finaldest, finalangle; //plat.qc stuff
98 .float t_length, t_width;
100 .vector destvec; // for rain
101 .vector destvec2; // for train
102 .float cnt; // for rain
107 .float respawn_flags;
113 // player animation state
114 .float animstate_startframe;
115 .float animstate_numframes;
116 .float animstate_framerate;
117 .float animstate_starttime;
118 .float animstate_endtime;
119 .float animstate_override;
120 .float animstate_looping;
122 // weapon animation vectors:
128 void() player_setupanimsformodel;
129 void setanim(entity e, vector anim, float looping, float override, float restart);
139 .float respawntimejitter;
142 .float damageforcescale;
143 #define MIN_DAMAGEEXTRARADIUS 2
144 #define MAX_DAMAGEEXTRARADIUS 16
145 .float damageextraradius;
151 // for railgun damage (hitting multiple enemies)
153 .float railgunhitsolidbackup;
154 .vector railgunhitloc;
160 .float hitsound, typehitsound;
162 .float watersound_finished;
164 .float damagedbycontents;
165 .float damagedbytriggers;
170 .float pauseregen_finished;
171 .float pauserothealth_finished;
172 .float pauserotarmor_finished;
173 .float pauserotfuel_finished;
174 .string item_pickupsound;
176 // definitions for weaponsystem
178 .entity weaponentity;
179 .entity exteriorweaponentity;
180 .vector weaponentity_glowmod;
182 //.float weapon; // current weapon
183 .float switchweapon; // weapon requested to switch to
184 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
185 .string weaponname; // name of .weapon
188 float weapon_action(float wpn, float wrequest);
189 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
192 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
193 .float weapon_nextthink;
194 .void() weapon_think;
196 //float PLAYER_WEAPONSELECTION_DELAY = );
197 float PLAYER_WEAPONSELECTION_SPEED = 18;
198 vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
200 // weapon states (self.weaponentity.state)
201 float WS_CLEAR = 0; // no weapon selected
202 float WS_RAISE = 1; // raise frame
203 float WS_DROP = 2; // deselecting frame
204 float WS_INUSE = 3; // fire state
205 float WS_READY = 4; // idle frame
207 // there is 2 weapon tics that can run in one server frame
208 #define W_TICSPERFRAME 2
210 void weapon_defaultspawnfunc(float wpn);
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;
259 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
263 .vector death_origin;
264 .vector killer_origin;
266 float default_player_alpha;
267 float default_weapon_alpha;
269 .float() customizeentityforclient;
270 .float cvar_cl_handicap;
271 .float cvar_cl_clippedspectating;
272 .float cvar_cl_autoscreenshot;
273 .float cvar_cl_movement_track_canjump;
274 .float cvar_cl_newusekeysupported;
276 .string cvar_g_xonoticversion;
277 .string cvar_cl_weaponpriority;
278 .string cvar_cl_weaponpriorities[10];
279 .float cvar_cl_gunalign;
280 .float cvar_cl_noantilag;
282 .string weaponorder_byimpulse;
284 .float cvar_cl_allow_uid2name;
285 .float cvar_cl_allow_uidtracking;
286 .string stored_netname;
288 void Announce(string snd);
289 void AnnounceTo(entity e, string snd);
291 .float version_nagtime;
293 #define NUM_JUMPPADSUSED 3
295 .entity jumppadsused[NUM_JUMPPADSUSED];
297 string gamemode_name;
299 float startitem_failed;
301 void DropAllRunes(entity pl);
304 typedef .float floatfield;
305 floatfield Item_CounterField(float it);
307 float W_AmmoItemCode(float wpn);
308 string W_Name(float weaponid);
309 string W_Apply_Weaponreplace(string in);
311 void FixIntermissionClient(entity e);
312 void FixClientCvars(entity e);
314 WEPSET_DECLARE_A(weaponsInMap);
316 .float respawn_countdown; // next number to count
318 float bot_waypoints_for_items;
320 .float attack_finished_for[WEP_MAXCOUNT];
321 .float attack_finished_single;
322 #ifdef INDEPENDENT_ATTACK_FINISHED
323 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
325 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
327 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
329 // assault game mode: Which team is attacking in this round?
330 float assault_attacker_team;
332 // speedrun: when 1, player auto teleports back when capture timeout happens
341 float some_spawn_has_been_used;
342 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
343 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
345 // set when showing a kill countdown
346 .entity killindicator;
347 .float killindicator_teamchange;
349 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
353 .float parm_idlesince;
355 float sv_maxidle_spectatorsareidle;
357 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
363 .float(entity to, float sendflags) SendEntity;
365 // player sounds, voice messages
366 // TODO implemented fall and falling
367 #define ALLPLAYERSOUNDS \
380 #define ALLVOICEMSGS \
382 _VOICEMSG(attackinfive) \
385 _VOICEMSG(freelance) \
386 _VOICEMSG(incoming) \
388 _VOICEMSG(needhelp) \
389 _VOICEMSG(seenflag) \
393 #define _VOICEMSG(m) .string playersound_##m;
398 // reserved sound names for the future (some models lack sounds for them):
399 // _VOICEMSG(flagcarriertakingdamage) \
400 // _VOICEMSG(getflag) \
401 // reserved sound names for the future (ALL models lack sounds for them):
402 // _VOICEMSG(affirmative) \
403 // _VOICEMSG(attacking) \
404 // _VOICEMSG(defending) \
405 // _VOICEMSG(roaming) \
406 // _VOICEMSG(onmyway) \
407 // _VOICEMSG(droppedflag) \
408 // _VOICEMSG(negative) \
409 // _VOICEMSG(seenenemy) \
411 string globalsound_fall;
412 string globalsound_metalfall;
413 string globalsound_step;
414 string globalsound_metalstep;
416 #define VOICETYPE_PLAYERSOUND 10
417 #define VOICETYPE_TEAMRADIO 11
418 #define VOICETYPE_LASTATTACKER 12
419 #define VOICETYPE_LASTATTACKER_ONLY 13
420 #define VOICETYPE_AUTOTAUNT 14
421 #define VOICETYPE_TAUNT 15
423 void PrecachePlayerSounds(string f);
424 void PrecacheGlobalSound(string samplestring);
425 void UpdatePlayerSounds();
426 void ClearPlayerSounds();
427 void PlayerSound(.string samplefield, float channel, float voicetype);
428 void GlobalSound(string samplestring, float channel, float voicetype);
429 void FakeGlobalSound(string samplestring, float channel, float voicetype);
430 void VoiceMessage(string type, string message);
431 float GetPlayerSoundSampleField_notFound;
432 .string GetVoiceMessageSampleField(string type);
435 .float cvar_cl_autotaunt;
436 .float cvar_cl_voice_directional;
437 .float cvar_cl_voice_directional_taunt_attenuation;
439 .float version_mismatch;
441 float independent_players;
442 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
443 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
444 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
445 // we're using + here instead of , because fteqcc sucks
451 .float porto_forbidden;
456 string cvar_purechanges;
457 float cvar_purechanges_count;
459 float game_starttime; //point in time when the countdown to game start is over
460 float round_starttime; //point in time when the countdown to round start is over
461 .float stat_game_starttime;
462 .float stat_round_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;
553 .float minelayer_mines;
555 .float nex_charge_rottime;
556 .float nex_chargepool_ammo;
559 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
561 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
562 // when doing this, hagar can go through clones
563 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
565 .float spectatee_status;
567 .float bloodloss_timer;
577 .float cvar_cl_accuracy_data_share;
578 .float cvar_cl_accuracy_data_receive;
580 .float cvar_cl_weaponimpulsemode;
581 .float selectweapon; // last selected weapon of the player
583 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
586 #define ACTIVE_ACTIVE 1
587 #define ACTIVE_IDLE 2
588 #define ACTIVE_BUSY 2
589 #define ACTIVE_TOGGLE 3
591 .void (float act_state) setactive;
596 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
598 .float player_blocked;
600 .float freezetag_frozen;
602 .entity muzzle_flash;
603 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
605 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
609 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
610 .spawn_evalfunc_t spawn_evalfunc;
616 .float missile_flags;
620 #define MIF_GUIDED_MANUAL 16
621 #define MIF_GUIDED_HEAT 32
622 #define MIF_GUIDED_LASER 64
623 #define MIF_GUIDED_AI 128
624 #define MIF_GUIDED_TAG 128
625 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
626 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
627 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
629 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE)
630 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE)
631 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)