4 #include "../common/weapons/all.qh"
6 #define INDEPENDENT_ATTACK_FINISHED 1
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 PROPERTY(float, g_pickup_respawntime_weapon)
29 PROPERTY(float, g_pickup_respawntime_superweapon)
30 PROPERTY(float, g_pickup_respawntime_ammo)
31 PROPERTY(float, g_pickup_respawntime_short)
32 PROPERTY(float, g_pickup_respawntime_medium)
33 PROPERTY(float, g_pickup_respawntime_long)
34 PROPERTY(float, g_pickup_respawntime_powerup)
35 PROPERTY(float, g_pickup_respawntimejitter_weapon)
36 PROPERTY(float, g_pickup_respawntimejitter_superweapon)
37 PROPERTY(float, g_pickup_respawntimejitter_ammo)
38 PROPERTY(float, g_pickup_respawntimejitter_short)
39 PROPERTY(float, g_pickup_respawntimejitter_medium)
40 PROPERTY(float, g_pickup_respawntimejitter_long)
41 PROPERTY(float, g_pickup_respawntimejitter_powerup)
49 float bots_would_leave;
51 void UpdateFrags(entity player, float f);
54 float team1_score, team2_score, team3_score, team4_score;
58 // flag set on worldspawn so that the code knows if it is dedicated or not
59 float server_is_dedicated;
63 .void(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
69 // Needed for dynamic clientwalls
70 .float inactive; // Clientwall disappears when inactive
71 .float alpha_max, alpha_min;
72 .float fade_start, fade_end, fade_vertical_offset;
73 .float default_solid; // Variable to store default self.solid for clientwalls
75 .float pain_finished; //Added by Supajoe
76 .float pain_frame; //"
77 .float crouch; // Crouching or not?
79 .float strength_finished;
80 .float invincible_finished;
81 .float superweapons_finished;
83 .float cnt; // used in too many places
90 .float respawn_time_max;
95 // weapon animation vectors:
101 void() player_setupanimsformodel;
102 void setanim(entity e, vector anim, float looping, float override, float restart);
111 .float scheduledrespawntime;
113 .float respawntimejitter;
116 .float damageforcescale;
117 const float MIN_DAMAGEEXTRARADIUS = 2;
118 const float MAX_DAMAGEEXTRARADIUS = 16;
119 .float damageextraradius;
125 // for railgun damage (hitting multiple enemies)
127 .float railgunhitsolidbackup;
128 .vector railgunhitloc;
134 .float damage_dealt, typehitsound;
136 .float watersound_finished;
138 .float damagedbycontents;
139 .float damagedbytriggers;
144 .float pauseregen_finished;
145 .float pauserothealth_finished;
146 .float pauserotarmor_finished;
147 .float pauserotfuel_finished;
148 // string overrides entity
149 .string item_pickupsound;
150 .entity item_pickupsound_ent;
151 .entity item_model_ent;
153 // definitions for weaponsystem
154 // more WEAPONTODO: move these to their proper files
155 .entity weaponentity[MAX_WEAPONSLOTS];
156 .entity exteriorweaponentity;
157 .vector weaponentity_glowmod;
159 //.int weapon; // current weapon
160 .int switchweapon; // weapon requested to switch to
161 .int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
162 .string weaponname; // name of .weapon
166 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
167 void w_clear(Weapon thiswep, entity actor, int slot, int fire);
168 void w_ready(Weapon thiswep, entity actor, int slot, int fire);
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 thiswep, entity actor, int slot, int fire) 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(entity this, Weapon e);
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[Weapons_MAX * MAX_WEAPONSLOTS];
266 .float attack_finished_single[MAX_WEAPONSLOTS];
267 #if INDEPENDENT_ATTACK_FINISHED
268 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
270 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
272 #define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, (ent).weapon, slot)
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);
306 // player sounds, voice messages
307 // TODO implemented fall and falling
308 #define ALLPLAYERSOUNDS \
320 #define ALLVOICEMSGS \
322 _VOICEMSG(attackinfive) \
325 _VOICEMSG(freelance) \
326 _VOICEMSG(incoming) \
328 _VOICEMSG(needhelp) \
329 _VOICEMSG(seenflag) \
333 #define _VOICEMSG(m) .string playersound_##m;
338 // reserved sound names for the future (some models lack sounds for them):
339 // _VOICEMSG(flagcarriertakingdamage) \
340 // _VOICEMSG(getflag) \
341 // reserved sound names for the future (ALL models lack sounds for them):
342 // _VOICEMSG(affirmative) \
343 // _VOICEMSG(attacking) \
344 // _VOICEMSG(defending) \
345 // _VOICEMSG(roaming) \
346 // _VOICEMSG(onmyway) \
347 // _VOICEMSG(droppedflag) \
348 // _VOICEMSG(negative) \
349 // _VOICEMSG(seenenemy) \
352 string globalsound_fall;
353 string globalsound_metalfall;
354 string globalsound_step;
355 string globalsound_metalstep;
357 const float VOICETYPE_PLAYERSOUND = 10;
358 const float VOICETYPE_TEAMRADIO = 11;
359 const float VOICETYPE_LASTATTACKER = 12;
360 const float VOICETYPE_LASTATTACKER_ONLY = 13;
361 const float VOICETYPE_AUTOTAUNT = 14;
362 const float VOICETYPE_TAUNT = 15;
364 void PrecachePlayerSounds(string f);
365 void PrecacheGlobalSound(string samplestring);
366 void UpdatePlayerSounds();
367 void ClearPlayerSounds();
368 void PlayerSound(.string samplefield, float channel, float voicetype);
369 void GlobalSound(string samplestring, float channel, float voicetype);
370 void FakeGlobalSound(string samplestring, float channel, float voicetype);
371 void VoiceMessage(string type, string message);
372 float GetPlayerSoundSampleField_notFound;
373 .string GetVoiceMessageSampleField(string type);
376 .float cvar_cl_autotaunt;
377 .float cvar_cl_voice_directional;
378 .float cvar_cl_voice_directional_taunt_attenuation;
380 .float version_mismatch;
382 int autocvar__independent_players;
383 bool independent_players;
384 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
385 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
386 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
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
417 float g_nexball_meter_period;
419 void SUB_DontUseTargets();
420 void SUB_UseTargets();
422 .void() reset; // if set, an entity is reset using this
423 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
425 void ClientData_Touch(entity e);
427 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
431 float servertime, serverprevtime, serverframetime;
438 .float nickspamtime; // time of last nick change
439 .float nickspamcount;
440 .float floodcontrol_chat;
441 .float floodcontrol_chatteam;
442 .float floodcontrol_chattell;
443 .float floodcontrol_voice;
444 .float floodcontrol_voiceteam;
446 .float stat_shotorg; // networked stat for trueaim HUD
455 .float damage_dealt_total;
457 .float stat_leadlimit;
459 bool radar_showennemies;
462 float client_cefc_accumulator;
463 float client_cefc_accumulatortime;
466 .float weapon_load[Weapons_MAX];
467 .int ammo_none; // used by the reloading system, must always be 0
469 .float old_clip_load;
472 .float minelayer_mines;
473 .float vortex_charge;
474 .float vortex_charge_rottime;
475 .float vortex_chargepool_ammo;
478 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
480 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
481 // when doing this, hagar can go through clones
482 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
484 .float spectatee_status;
495 .float cvar_cl_weaponimpulsemode;
496 .float selectweapon; // last selected weapon of the player
498 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
500 const float ACTIVE_NOT = 0;
501 const float ACTIVE_ACTIVE = 1;
502 const float ACTIVE_IDLE = 2;
503 const float ACTIVE_BUSY = 2;
504 const float ACTIVE_TOGGLE = 3;
506 .void (float act_state) setactive;
511 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
513 .float player_blocked;
514 .float weapon_blocked; // weapon use disabled
516 .float frozen; // for freeze attacks
517 .float revive_progress;
518 .float revival_time; // time at which player was last revived
519 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
521 .entity frozen_by; // for ice fields
523 .entity muzzle_flash;
524 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
526 .float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
530 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
531 .spawn_evalfunc_t spawn_evalfunc;
535 .float missile_flags;
536 const int MIF_SPLASH = BIT(1);
537 const int MIF_ARC = BIT(2);
538 const int MIF_PROXY = BIT(3);
539 const int MIF_GUIDED_MANUAL = BIT(4);
540 const int MIF_GUIDED_HEAT = BIT(5);
541 const int MIF_GUIDED_LASER = BIT(6);
542 const int MIF_GUIDED_AI = BIT(7);
543 const int MIF_GUIDED_TAG = BIT(7);
544 const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
545 const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
546 const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
548 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
549 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
550 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
555 .entity player_stats;
561 .string cvar_cl_physics;
563 .float init_for_player_needed;
564 .void(entity) init_for_player;