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 = );
string w_deathtypestring;
-void(entity client, string s) centerprint_builtin = #73;
.vector dest1, dest2;
float gameover;
.float runes;
-.float welcomemessage_time;
.float version;
// minstagib vars
void timeoutHandler_Think();
void evaluateTimeout();
void evaluateTimein();
-string getTimeoutText(float addOneSecond);
.float spawnshieldtime;
.float() customizeentityforclient;
.float cvar_cl_handicap;
.float cvar_cl_playerdetailreduction;
-.float cvar_scr_centertime;
-.float cvar_cl_shownames;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
.entity jumppadsused[NUM_JUMPPADSUSED];
string gamemode_name;
-float teams_matter;
float startitem_failed;
float W_WeaponBit(float wpn);
string W_Name(float weaponid);
-void UpdateSelectedPlayer();
-void ClearSelectedPlayer();
-.entity selected_player;
-.entity last_selected_player;
-.float selected_player_time; // when this player has been selected
-.float selected_player_count; // how long this player has been directly pointed to
-.float selected_player_display_needs_update; // are regular updates necessary? (health)
-.float selected_player_display_timeout; // when the selection will time out
-
void FixIntermissionClient(entity e);
void FixClientCvars(entity e);
float weaponsInMap;
-void centerprint_atprio(entity e, float prio, string s);
-void centerprint_expire(entity e, float prio);
-void centerprint(entity e, string s);
-
.float respawn_countdown; // next number to count
float bot_waypoints_for_items;
// TODO implemented fall and falling
#define ALLPLAYERSOUNDS \
_VOICEMSG(death) \
- _VOICEMSG(fall) \
_VOICEMSG(drown) \
+ _VOICEMSG(fall) \
+ _VOICEMSG(fall) \
+ _VOICEMSG(falling) \
_VOICEMSG(gasp) \
_VOICEMSG(jump) \
+ _VOICEMSG(pain100) \
_VOICEMSG(pain25) \
_VOICEMSG(pain50) \
- _VOICEMSG(pain75) \
- _VOICEMSG(pain100)
+ _VOICEMSG(pain75)
+
#define ALLVOICEMSGS \
_VOICEMSG(attack) \
_VOICEMSG(attackinfive) \
+ _VOICEMSG(coverme) \
+ _VOICEMSG(defend) \
+ _VOICEMSG(freelance) \
+ _VOICEMSG(incoming) \
_VOICEMSG(meet) \
+ _VOICEMSG(needhelp) \
_VOICEMSG(seenflag) \
_VOICEMSG(taunt) \
_VOICEMSG(teamshoot)
ALLVOICEMSGS
#undef _VOICEMSG
-// reserved sound names for the future (models lack sounds for them):
+// reserved sound names for the future (some models lack sounds for them):
+// _VOICEMSG(flagcarriertakingdamage) \
+// _VOICEMSG(getflag) \
+// reserved sound names for the future (ALL models lack sounds for them):
// _VOICEMSG(affirmative) \
// _VOICEMSG(attacking) \
// _VOICEMSG(defending) \
// _VOICEMSG(roaming) \
// _VOICEMSG(onmyway) \
// _VOICEMSG(droppedflag) \
-// _VOICEMSG(flagcarriertakingdamage) \
// _VOICEMSG(negative) \
// _VOICEMSG(seenenemy) \
-// _VOICEMSG(fall) \
-// _VOICEMSG(getflag) \
-// _VOICEMSG(incoming) \
-// _VOICEMSG(coverme) \
-// _VOICEMSG(needhelp) \
-// _VOICEMSG(defend) \
-// _VOICEMSG(freelance) \
-// _VOICEMSG(falling) \
string globalsound_fall;
string globalsound_metalfall;
.string target2;
.string target3;
.string target4;
+.float target_random;
.float trigger_reverse;
// Nexball
vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
-// the QC VM sucks
-#define BITXOR(v,b) ((v) + (b) - 2 * ((v) & (b)))
-#define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
-
.float wasplayer;
float servertime, serverprevtime, serverframetime;
..float current_ammo;
-.float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);
+.float weapon_load[WEP_MAXCOUNT];
.float ammo_none; // used by the reloading system, must always be 0
.float clip_load;
.float old_clip_load;
.float nex_charge_rottime;
.float nex_chargepool_ammo;
+.float hagar_load;
+
float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
float serverflags;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
+
+void PlayerUseKey();