4 #include "../common/weapons/all.qh"
6 #define INDEPENDENT_ATTACK_FINISHED
8 #define BUTTON_ATCK button0
9 #define BUTTON_JUMP button2
10 #define BUTTON_ATCK2 button3
11 #define BUTTON_ZOOM button4
12 #define BUTTON_CROUCH button5
13 #define BUTTON_HOOK button6
14 #define BUTTON_INFO button7
15 #define BUTTON_CHAT buttonchat
16 #define BUTTON_USE buttonuse
17 #define BUTTON_DRAG button8
18 #define BUTTON_ZOOMSCRIPT button9
19 #define BUTTON_JETPACK button10
23 float g_cloaked, g_footsteps, g_grappling_hook, g_instagib;
25 float g_warmup_allguns;
26 float g_warmup_allow_timeout;
28 float g_pickup_respawntime_weapon;
29 float g_pickup_respawntime_superweapon;
30 float g_pickup_respawntime_ammo;
31 float g_pickup_respawntime_short;
32 float g_pickup_respawntime_medium;
33 float g_pickup_respawntime_long;
34 float g_pickup_respawntime_powerup;
35 float g_pickup_respawntimejitter_weapon;
36 float g_pickup_respawntimejitter_superweapon;
37 float g_pickup_respawntimejitter_ammo;
38 float g_pickup_respawntimejitter_short;
39 float g_pickup_respawntimejitter_medium;
40 float g_pickup_respawntimejitter_long;
41 float g_pickup_respawntimejitter_powerup;
48 float bots_would_leave;
50 void UpdateFrags(entity player, float f);
53 float team1_score, team2_score, team3_score, team4_score;
57 // flag set on worldspawn so that the code knows if it is dedicated or not
58 float server_is_dedicated;
62 .void(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
68 // Needed for dynamic clientwalls
69 .float inactive; // Clientwall disappears when inactive
70 .float alpha_max, alpha_min;
71 .float fade_start, fade_end, fade_vertical_offset;
72 .float default_solid; // Variable to store default self.solid for clientwalls
74 .float pain_finished; //Added by Supajoe
75 .float pain_frame; //"
76 .float crouch; // Crouching or not?
78 .float strength_finished;
79 .float invincible_finished;
80 .float superweapons_finished;
82 .float cnt; // used in too many places
89 .float respawn_time_max;
94 // weapon animation vectors:
100 void() player_setupanimsformodel;
101 void setanim(entity e, vector anim, float looping, float override, float restart);
110 .float scheduledrespawntime;
112 .float respawntimejitter;
115 .float damageforcescale;
116 const float MIN_DAMAGEEXTRARADIUS = 2;
117 const float MAX_DAMAGEEXTRARADIUS = 16;
118 .float damageextraradius;
124 // for railgun damage (hitting multiple enemies)
126 .float railgunhitsolidbackup;
127 .vector railgunhitloc;
133 .float damage_dealt, typehitsound;
135 .float watersound_finished;
137 .float damagedbycontents;
138 .float damagedbytriggers;
143 .float pauseregen_finished;
144 .float pauserothealth_finished;
145 .float pauserotarmor_finished;
146 .float pauserotfuel_finished;
147 // string overrides entity
148 .string item_pickupsound;
149 .entity item_pickupsound_ent;
151 // definitions for weaponsystem
152 // more WEAPONTODO: move these to their proper files
153 .entity weaponentity;
154 .entity exteriorweaponentity;
155 .vector weaponentity_glowmod;
157 //.int weapon; // current weapon
158 .int switchweapon; // weapon requested to switch to
159 .int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
160 .string weaponname; // name of .weapon
164 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
165 void w_clear(Weapon thiswep, entity actor, bool fire1, bool fire2);
166 void w_ready(Weapon thiswep, entity actor, bool fire1, bool fire2);
167 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
168 .float weapon_nextthink;
169 .void(Weapon thiswep, entity actor, bool fire1, bool fire2) weapon_think;
172 // weapon states (self.weaponentity.state)
173 const int WS_CLEAR = 0; // no weapon selected
174 const int WS_RAISE = 1; // raise frame
175 const int WS_DROP = 2; // deselecting frame
176 const int WS_INUSE = 3; // fire state
177 const int WS_READY = 4; // idle frame
179 // there is 2 weapon tics that can run in one server frame
180 const int W_TICSPERFRAME = 2;
182 void weapon_defaultspawnfunc(float wpn);
185 float intermission_running;
186 float intermission_exittime;
187 float alreadychangedlevel;
194 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
195 .float spectatortime; //point in time since the client is spectating or observing
196 void checkSpectatorBlock();
198 float game_completion_ratio; // 0 at start, 1 near end
200 .float jointime; // time of joining
201 .float alivetime; // time of being alive
202 .float motd_actived_time; // used for both motd and campaign_message
204 float nJoinAllowed(entity ignore);
206 .float spawnshieldtime;
207 .float item_spawnshieldtime;
213 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
217 .vector death_origin;
218 .vector killer_origin;
220 float default_player_alpha;
221 float default_weapon_alpha;
223 .float() customizeentityforclient;
224 .float cvar_cl_handicap;
225 .float cvar_cl_clippedspectating;
226 .float cvar_cl_autoscreenshot;
227 .float cvar_cl_jetpack_jump;
228 .float cvar_cl_movement_track_canjump;
229 .float cvar_cl_newusekeysupported;
231 .string cvar_g_xonoticversion;
232 .string cvar_cl_weaponpriority;
233 .string cvar_cl_weaponpriorities[10];
234 .float cvar_cl_gunalign;
235 .float cvar_cl_noantilag;
237 .string weaponorder_byimpulse;
239 .float cvar_cl_allow_uid2name;
240 .float cvar_cl_allow_uidtracking;
241 .string stored_netname;
243 .float version_nagtime;
245 string gamemode_name;
247 float startitem_failed;
249 string W_Apply_Weaponreplace(string in);
251 void FixIntermissionClient(entity e);
252 void FixClientCvars(entity e);
254 // WEAPONTODO: remove this
257 .WepSet weaponsinmap;
259 .float respawn_countdown; // next number to count
261 float bot_waypoints_for_items;
263 .float attack_finished_for[Weapons_MAX];
264 .float attack_finished_single;
265 #ifdef INDEPENDENT_ATTACK_FINISHED
266 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
268 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
270 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
272 // assault game mode: Which team is attacking in this round?
273 float assault_attacker_team;
275 // speedrun: when 1, player auto teleports back when capture timeout happens
284 float some_spawn_has_been_used;
285 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
286 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
288 // set when showing a kill countdown
289 .entity killindicator;
290 .float killindicator_teamchange;
292 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
296 .float parm_idlesince;
298 float sv_maxidle_spectatorsareidle;
300 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
304 // player sounds, voice messages
305 // TODO implemented fall and falling
306 #define ALLPLAYERSOUNDS \
318 #define ALLVOICEMSGS \
320 _VOICEMSG(attackinfive) \
323 _VOICEMSG(freelance) \
324 _VOICEMSG(incoming) \
326 _VOICEMSG(needhelp) \
327 _VOICEMSG(seenflag) \
331 #define _VOICEMSG(m) .string playersound_##m;
336 // reserved sound names for the future (some models lack sounds for them):
337 // _VOICEMSG(flagcarriertakingdamage) \
338 // _VOICEMSG(getflag) \
339 // reserved sound names for the future (ALL models lack sounds for them):
340 // _VOICEMSG(affirmative) \
341 // _VOICEMSG(attacking) \
342 // _VOICEMSG(defending) \
343 // _VOICEMSG(roaming) \
344 // _VOICEMSG(onmyway) \
345 // _VOICEMSG(droppedflag) \
346 // _VOICEMSG(negative) \
347 // _VOICEMSG(seenenemy) \
350 string globalsound_fall;
351 string globalsound_metalfall;
352 string globalsound_step;
353 string globalsound_metalstep;
355 const float VOICETYPE_PLAYERSOUND = 10;
356 const float VOICETYPE_TEAMRADIO = 11;
357 const float VOICETYPE_LASTATTACKER = 12;
358 const float VOICETYPE_LASTATTACKER_ONLY = 13;
359 const float VOICETYPE_AUTOTAUNT = 14;
360 const float VOICETYPE_TAUNT = 15;
362 void PrecachePlayerSounds(string f);
363 void PrecacheGlobalSound(string samplestring);
364 void UpdatePlayerSounds();
365 void ClearPlayerSounds();
366 void PlayerSound(.string samplefield, float channel, float voicetype);
367 void GlobalSound(string samplestring, float channel, float voicetype);
368 void FakeGlobalSound(string samplestring, float channel, float voicetype);
369 void VoiceMessage(string type, string message);
370 float GetPlayerSoundSampleField_notFound;
371 .string GetVoiceMessageSampleField(string type);
374 .float cvar_cl_autotaunt;
375 .float cvar_cl_voice_directional;
376 .float cvar_cl_voice_directional_taunt_attenuation;
378 .float version_mismatch;
380 float independent_players;
381 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
382 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
383 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
384 // we're using + here instead of , because fteqcc sucks
390 .float porto_forbidden;
395 string cvar_purechanges;
396 float cvar_purechanges_count;
398 float game_starttime; //point in time when the countdown to game start is over
399 float round_starttime; //point in time when the countdown to round start is over
400 .float stat_game_starttime;
401 .float stat_round_starttime;
403 void W_Porto_Remove (entity p);
405 .int projectiledeathtype;
409 .float stat_allow_oldvortexbeam;
411 // reset to 0 on weapon switch
412 // may be useful to all weapons
413 .float bulletcounter;
416 .entity ballcarried; // Also used for keepaway
418 float g_nexball_meter_period;
420 void SUB_DontUseTargets();
421 void SUB_UseTargets();
423 .void() reset; // if set, an entity is reset using this
424 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
426 void ClientData_Touch(entity e);
428 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
432 float servertime, serverprevtime, serverframetime;
439 .float nickspamtime; // time of last nick change
440 .float nickspamcount;
441 .float floodcontrol_chat;
442 .float floodcontrol_chatteam;
443 .float floodcontrol_chattell;
444 .float floodcontrol_voice;
445 .float floodcontrol_voiceteam;
447 .float stat_shotorg; // networked stat for trueaim HUD
456 .float damage_dealt_total;
458 .float stat_leadlimit;
460 bool radar_showennemies;
463 float client_cefc_accumulator;
464 float client_cefc_accumulatortime;
467 .float weapon_load[Weapons_MAX];
468 .int ammo_none; // used by the reloading system, must always be 0
470 .float old_clip_load;
474 .float minelayer_mines;
475 .float vortex_charge;
476 .float vortex_charge_rottime;
477 .float vortex_chargepool_ammo;
480 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
482 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
483 // when doing this, hagar can go through clones
484 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
486 .float spectatee_status;
497 .float cvar_cl_weaponimpulsemode;
498 .float selectweapon; // last selected weapon of the player
500 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
502 const float ACTIVE_NOT = 0;
503 const float ACTIVE_ACTIVE = 1;
504 const float ACTIVE_IDLE = 2;
505 const float ACTIVE_BUSY = 2;
506 const float ACTIVE_TOGGLE = 3;
508 .void (float act_state) setactive;
513 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
515 .float player_blocked;
516 .float weapon_blocked; // weapon use disabled
518 .float frozen; // for freeze attacks
519 .float revive_progress;
520 .float revival_time; // time at which player was last revived
521 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
523 .entity frozen_by; // for ice fields
525 .entity muzzle_flash;
526 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
528 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
532 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
533 .spawn_evalfunc_t spawn_evalfunc;
537 .float missile_flags;
538 const int MIF_SPLASH = 2;
539 const int MIF_ARC = 4;
540 const int MIF_PROXY = 8;
541 const int MIF_GUIDED_MANUAL = 16;
542 const int MIF_GUIDED_HEAT = 32;
543 const int MIF_GUIDED_LASER = 64;
544 const int MIF_GUIDED_AI = 128;
545 const int MIF_GUIDED_TAG = 128;
546 #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
547 #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
548 #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
550 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
551 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
552 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
557 .entity player_stats;
563 .string cvar_cl_physics;
565 .float init_for_player_needed;
566 .void(entity) init_for_player;