#define INDEPENDENT_ATTACK_FINISHED
-float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
+noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
#define BUTTON_ATCK button0
#define BUTTON_JUMP button2
.vector anim_die1; // player dies
.vector anim_die2; // player dies differently
.vector anim_draw; // player pulls out a weapon
-.vector anim_duck; // player crouches (from idle to duckidle)
+// .vector anim_duck; // player crouches (from idle to duckidle)
.vector anim_duckwalk; // player walking while crouching
.vector anim_duckjump; // player jumping from a crouch
.vector anim_duckidle; // player idling while crouching
.vector anim_backright; // player running backward and right
.vector anim_backleft; // player running back and left
.vector anim_melee; // player doing the melee action
-.vector anim_fly; // player animation played after jump, if player is still in air. Also if falling from a ledge
// weapon animation vectors:
.vector anim_fire1;
.float watersound_finished;
.float iscreature;
+.float damagedbycontents;
.vector oldvelocity;
.float pauseregen_finished;
.entity weaponentity;
.entity exteriorweaponentity;
.vector weaponentity_glowmod;
-.float switchweapon;
+
+//.float weapon; // current weapon
+.float switchweapon; // weapon requested to switch to
+.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
+.string weaponname; // name of .weapon
+
.float autoswitch;
float weapon_action(float wpn, float wrequest);
float client_hasweapon(entity cl, float wpn, float andammo, float complain);
void w_ready();
// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
.float weapon_nextthink;
-.float weapon_forbidchange;
.void() weapon_think;
//float PLAYER_WEAPONSELECTION_DELAY = );
.float runes;
+// Keys player is holding
+.float itemkeys;
+// message delay for func_door locked by keys and key locks
+// this field is used on player entities
+.float key_door_messagetime;
+
.float version;
.vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
void timeoutHandler_Think();
-void evaluateTimeout();
-void evaluateTimein();
.float spawnshieldtime;
.float() customizeentityforclient;
.float cvar_cl_handicap;
.float cvar_cl_playerdetailreduction;
+.float cvar_cl_clippedspectating;
+.float cvar_cl_autoscreenshot;
+.float cvar_cl_movement_track_canjump;
+.float cvar_cl_newusekeysupported;
+
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
// speedrun: when 1, player auto teleports back when capture timeout happens
.float speedrunning;
-// Q3 support
-float q3acompat_machineshotgunswap;
-
// database
float ServerProgsDB;
float TemporaryDB;
float sv_maxidle;
float sv_maxidle_spectatorsareidle;
-float sv_pogostick;
float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
float next_pingtime;
.float version_mismatch;
float independent_players;
+#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
#define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
// we're using + here instead of , because fteqcc sucks