4 #include "../common/weapons/all.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;
51 float bots_would_leave;
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, int deathtype, vector hitloc, vector force) event_damage;
71 // Needed for dynamic clientwalls
72 .float inactive; // Clientwall disappears when inactive
73 .float alpha_max, alpha_min;
74 .float fade_start, fade_end, fade_vertical_offset;
75 .float default_solid; // Variable to store default self.solid for clientwalls
77 .float pain_finished; //Added by Supajoe
78 .float pain_frame; //"
79 .float crouch; // Crouching or not?
81 .float strength_finished;
82 .float invincible_finished;
83 .float superweapons_finished;
85 .float cnt; // used in too many places
92 .float respawn_time_max;
97 // weapon animation vectors:
103 void() player_setupanimsformodel;
104 void setanim(entity e, vector anim, float looping, float override, float restart);
113 .float scheduledrespawntime;
115 .float respawntimejitter;
118 .float damageforcescale;
119 const float MIN_DAMAGEEXTRARADIUS = 2;
120 const float MAX_DAMAGEEXTRARADIUS = 16;
121 .float damageextraradius;
127 // for railgun damage (hitting multiple enemies)
129 .float railgunhitsolidbackup;
130 .vector railgunhitloc;
136 .float damage_dealt, typehitsound;
138 .float watersound_finished;
140 .float damagedbycontents;
141 .float damagedbytriggers;
146 .float pauseregen_finished;
147 .float pauserothealth_finished;
148 .float pauserotarmor_finished;
149 .float pauserotfuel_finished;
150 .string item_pickupsound;
152 // definitions for weaponsystem
153 // more WEAPONTODO: move these to their proper files
154 .entity weaponentity;
155 .entity exteriorweaponentity;
156 .vector weaponentity_glowmod;
158 //.int weapon; // current weapon
159 .int switchweapon; // weapon requested to switch to
160 .int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
161 .string weaponname; // name of .weapon
165 //float WEP_ACTION(float wpn, float wrequest);
166 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
169 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
170 .float weapon_nextthink;
171 .void() weapon_think;
174 // weapon states (self.weaponentity.state)
175 const int WS_CLEAR = 0; // no weapon selected
176 const int WS_RAISE = 1; // raise frame
177 const int WS_DROP = 2; // deselecting frame
178 const int WS_INUSE = 3; // fire state
179 const int WS_READY = 4; // idle frame
181 // there is 2 weapon tics that can run in one server frame
182 const int W_TICSPERFRAME = 2;
184 void weapon_defaultspawnfunc(float wpn);
187 float intermission_running;
188 float intermission_exittime;
189 float alreadychangedlevel;
196 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
197 .float spectatortime; //point in time since the client is spectating or observing
198 void checkSpectatorBlock();
200 float game_completion_ratio; // 0 at start, 1 near end
202 .float jointime; // time of joining
203 .float alivetime; // time of being alive
204 .float motd_actived_time; // used for both motd and campaign_message
206 float nJoinAllowed(entity ignore);
208 .float spawnshieldtime;
209 .float item_spawnshieldtime;
215 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
219 .vector death_origin;
220 .vector killer_origin;
222 float default_player_alpha;
223 float default_weapon_alpha;
225 .float() customizeentityforclient;
226 .float cvar_cl_handicap;
227 .float cvar_cl_clippedspectating;
228 .float cvar_cl_autoscreenshot;
229 .float cvar_cl_jetpack_jump;
230 .float cvar_cl_movement_track_canjump;
231 .float cvar_cl_newusekeysupported;
233 .string cvar_g_xonoticversion;
234 .string cvar_cl_weaponpriority;
235 .string cvar_cl_weaponpriorities[10];
236 .float cvar_cl_gunalign;
237 .float cvar_cl_noantilag;
239 .string weaponorder_byimpulse;
241 .float cvar_cl_allow_uid2name;
242 .float cvar_cl_allow_uidtracking;
243 .string stored_netname;
245 .float version_nagtime;
247 string gamemode_name;
249 float startitem_failed;
251 string W_Apply_Weaponreplace(string in);
253 void FixIntermissionClient(entity e);
254 void FixClientCvars(entity e);
256 // WEAPONTODO: remove this
259 .WepSet weaponsinmap;
261 .float respawn_countdown; // next number to count
263 float bot_waypoints_for_items;
265 .float attack_finished_for[WEP_MAXCOUNT];
266 .float attack_finished_single;
267 #ifdef INDEPENDENT_ATTACK_FINISHED
268 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
270 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
272 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
274 // assault game mode: Which team is attacking in this round?
275 float assault_attacker_team;
277 // speedrun: when 1, player auto teleports back when capture timeout happens
286 float some_spawn_has_been_used;
287 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
288 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
290 // set when showing a kill countdown
291 .entity killindicator;
292 .float killindicator_teamchange;
294 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
298 .float parm_idlesince;
300 float sv_maxidle_spectatorsareidle;
302 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
308 .bool(entity to, int sendflags) SendEntity;
310 // player sounds, voice messages
311 // TODO implemented fall and falling
312 #define ALLPLAYERSOUNDS \
324 #define ALLVOICEMSGS \
326 _VOICEMSG(attackinfive) \
329 _VOICEMSG(freelance) \
330 _VOICEMSG(incoming) \
332 _VOICEMSG(needhelp) \
333 _VOICEMSG(seenflag) \
337 #define _VOICEMSG(m) .string playersound_##m;
342 // reserved sound names for the future (some models lack sounds for them):
343 // _VOICEMSG(flagcarriertakingdamage) \
344 // _VOICEMSG(getflag) \
345 // reserved sound names for the future (ALL models lack sounds for them):
346 // _VOICEMSG(affirmative) \
347 // _VOICEMSG(attacking) \
348 // _VOICEMSG(defending) \
349 // _VOICEMSG(roaming) \
350 // _VOICEMSG(onmyway) \
351 // _VOICEMSG(droppedflag) \
352 // _VOICEMSG(negative) \
353 // _VOICEMSG(seenenemy) \
355 string globalsound_fall;
356 string globalsound_metalfall;
357 string globalsound_step;
358 string globalsound_metalstep;
360 const float VOICETYPE_PLAYERSOUND = 10;
361 const float VOICETYPE_TEAMRADIO = 11;
362 const float VOICETYPE_LASTATTACKER = 12;
363 const float VOICETYPE_LASTATTACKER_ONLY = 13;
364 const float VOICETYPE_AUTOTAUNT = 14;
365 const float VOICETYPE_TAUNT = 15;
367 void PrecachePlayerSounds(string f);
368 void PrecacheGlobalSound(string samplestring);
369 void UpdatePlayerSounds();
370 void ClearPlayerSounds();
371 void PlayerSound(.string samplefield, float channel, float voicetype);
372 void GlobalSound(string samplestring, float channel, float voicetype);
373 void FakeGlobalSound(string samplestring, float channel, float voicetype);
374 void VoiceMessage(string type, string message);
375 float GetPlayerSoundSampleField_notFound;
376 .string GetVoiceMessageSampleField(string type);
379 .float cvar_cl_autotaunt;
380 .float cvar_cl_voice_directional;
381 .float cvar_cl_voice_directional_taunt_attenuation;
383 .float version_mismatch;
385 float independent_players;
386 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
387 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
388 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
389 // we're using + here instead of , because fteqcc sucks
395 .float porto_forbidden;
400 string cvar_purechanges;
401 float cvar_purechanges_count;
403 float game_starttime; //point in time when the countdown to game start is over
404 float round_starttime; //point in time when the countdown to round start is over
405 .float stat_game_starttime;
406 .float stat_round_starttime;
408 void W_Porto_Remove (entity p);
410 .int projectiledeathtype;
414 .float stat_allow_oldvortexbeam;
416 // reset to 0 on weapon switch
417 // may be useful to all weapons
418 .float bulletcounter;
421 .entity ballcarried; // Also used for keepaway
423 float g_nexball_meter_period;
425 void SUB_DontUseTargets();
426 void SUB_UseTargets();
428 .void() reset; // if set, an entity is reset using this
429 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
431 void ClientData_Touch(entity e);
433 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
437 float servertime, serverprevtime, serverframetime;
444 .float nickspamtime; // time of last nick change
445 .float nickspamcount;
446 .float floodcontrol_chat;
447 .float floodcontrol_chatteam;
448 .float floodcontrol_chattell;
449 .float floodcontrol_voice;
450 .float floodcontrol_voiceteam;
452 .float stat_shotorg; // networked stat for trueaim HUD
461 .float damage_dealt_total;
463 .float stat_leadlimit;
465 bool radar_showennemies;
468 float client_cefc_accumulator;
469 float client_cefc_accumulatortime;
472 .float weapon_load[WEP_MAXCOUNT];
473 .int ammo_none; // used by the reloading system, must always be 0
475 .float old_clip_load;
479 .float minelayer_mines;
480 .float vortex_charge;
481 .float vortex_charge_rottime;
482 .float vortex_chargepool_ammo;
485 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
487 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
488 // when doing this, hagar can go through clones
489 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
491 .float spectatee_status;
502 .float cvar_cl_weaponimpulsemode;
503 .float selectweapon; // last selected weapon of the player
505 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
507 const float ACTIVE_NOT = 0;
508 const float ACTIVE_ACTIVE = 1;
509 const float ACTIVE_IDLE = 2;
510 const float ACTIVE_BUSY = 2;
511 const float ACTIVE_TOGGLE = 3;
513 .void (float act_state) setactive;
516 .float item_armor_large_time;
517 .float item_health_mega_time;
518 .float item_invisible_time;
519 .float item_speed_time;
520 .float item_extralife_time;
521 .float item_strength_time;
522 .float item_shield_time;
523 .float item_fuelregen_time;
524 .float item_jetpack_time;
525 .float item_superweapons_time;
529 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
531 .float player_blocked;
532 .float weapon_blocked; // weapon use disabled
534 .float frozen; // for freeze attacks
535 .float revive_progress;
536 .float revival_time; // time at which player was last revived
537 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
539 .entity frozen_by; // for ice fields
541 .entity muzzle_flash;
542 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
544 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
548 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
549 .spawn_evalfunc_t spawn_evalfunc;
553 .float missile_flags;
554 const int MIF_SPLASH = 2;
555 const int MIF_ARC = 4;
556 const int MIF_PROXY = 8;
557 const int MIF_GUIDED_MANUAL = 16;
558 const int MIF_GUIDED_HEAT = 32;
559 const int MIF_GUIDED_LASER = 64;
560 const int MIF_GUIDED_AI = 128;
561 const int MIF_GUIDED_TAG = 128;
562 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
563 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
564 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
566 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
567 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
568 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
573 .entity player_stats;
579 .string cvar_cl_physics;
581 .float init_for_player_needed;
582 .void(entity) init_for_player;