#pragma once
-#ifdef SVQC
- #include <server/autocvars.qh>
-#endif
-
#ifdef SVQC
float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity); // returns the number of traces done, for benchmarking
#endif
#ifdef SVQC
-// temporary array used to dump weapon and turret settings
-const int MAX_CONFIG_SETTINGS = 256;
+// temporary array used to dump settings for each weapon / turret
+const int MAX_CONFIG_SETTINGS = 70;
string config_queue[MAX_CONFIG_SETTINGS];
#endif
#ifndef SVQC
string draw_currentSkin;
string draw_UseSkinFor(string pic);
+
+// NOTE they aren't all registered mutators, e.g. jetpack, low gravity
+// TODO add missing "mutators"
+const int MUT_DODGING = 0;
+const int MUT_INSTAGIB = 1;
+const int MUT_NEW_TOYS = 2;
+const int MUT_NIX = 3;
+const int MUT_ROCKET_FLYING = 4;
+const int MUT_INVINCIBLE_PROJECTILES = 5;
+const int MUT_GRAVITY = 6;
+const int MUT_CLOAKED = 7;
+const int MUT_GRAPPLING_HOOK = 8;
+const int MUT_MIDAIR = 9;
+const int MUT_MELEE_ONLY = 10;
+const int MUT_VAMPIRE = 11;
+const int MUT_PINATA = 12;
+const int MUT_WEAPON_STAY = 13;
+const int MUT_BLOODLOSS = 14;
+const int MUT_JETPACK = 15;
+const int MUT_BUFFS = 16;
+const int MUT_OVERKILL = 17;
+const int MUT_NO_POWERUPS = 18;
+const int MUT_POWERUPS = 19;
+const int MUT_TOUCHEXPLODE = 20;
+const int MUT_WALLJUMP = 21;
+const int MUT_NO_START_WEAPONS = 22;
+const int MUT_NADES = 23;
+const int MUT_OFFHAND_BLASTER = 24;
+
+const int MUT_MAX = 47;
+
+int active_mutators[2];
+bool mut_is_active(int mut);
+string build_mutator_list(string s);
#endif
// iterative depth-first search, with fields that go "up", "down left" and "right" in a tree
const int TIME_DECIMALS = 2;
const float TIME_FACTOR = 100;
-#define TIME_ENCODED_TOSTRING(n) mmssss(n)
+#define TIME_ENCODED_TOSTRING(n) mmssth(n)
#define RACE_RECORD "/race100record/"
#define CTS_RECORD "/cts100record/"
#define CTF_RECORD "/ctf100record/"
string get_model_parameters_desc;
float get_model_parameters(string mod, float skn); // call with string_null to clear; skin -1 means mod is the filename of the txt file and is to be split
+ERASEABLE
+string translate_key(string key);
+
// x-encoding (encoding as zero length invisible string)
// encodes approx. 14 bits into 5 bytes of color code string
const float XENCODE_MAX = 21295; // 2*22*22*22-1
#ifdef GAMEQC
#ifdef CSQC
+ bool autocvar_cl_gentle;
+ int autocvar_cl_gentle_messages;
#define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages)
#else
+ int autocvar_sv_gentle;
#define GENTLE autocvar_sv_gentle
#endif
- #define normal_or_gentle(normal, gentle) (GENTLE ? ((gentle != "") ? gentle : normal) : normal)
+ #define normal_or_gentle(normal, gentle) ((GENTLE && (gentle != "")) ? gentle : normal)
#endif
#ifdef GAMEQC
#ifdef GAMEQC
const int CNT_NORMAL = 1;
const int CNT_GAMESTART = 2;
-const int CNT_IDLE = 3;
+//const int CNT_IDLE = 3;
const int CNT_KILL = 4;
const int CNT_RESPAWN = 5;
const int CNT_ROUNDSTART = 6;
// Returns the correct difference between two always increasing numbers
#define COMPARE_INCREASING(to,from) (to < from ? from + to + 2 : to - from)
+
+#ifdef SVQC
+void attach_sameorigin(entity e, entity to, string tag);
+void detach_sameorigin(entity e);
+void follow_sameorigin(entity e, entity to);
+
+void SetMovetypeFollow(entity ent, entity e);
+void UnsetMovetypeFollow(entity ent);
+int LostMovetypeFollow(entity ent);
+#endif
+
+#ifdef GAMEQC
+string playername(string thename, int teamid, bool team_colorize);
+
+float trace_hits_box_1d(float end, float thmi, float thma);
+
+float trace_hits_box(vector start, vector end, vector thmi, vector thma);
+
+float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
+
+float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
+#endif
+
+float cvar_or(string cv, float v);
+
+float blink_synced(float base, float range, float freq, float start_time, int start_blink);
+
+float blink(float base, float range, float freq);