Merge remote branch 'origin/master' into fruitiex/animations
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / defs.qh
1 #define INDEPENDENT_ATTACK_FINISHED
2
3 float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
4
5 #define BUTTON_ATCK       button0
6 #define BUTTON_JUMP       button2
7 #define BUTTON_ATCK2      button3
8 #define BUTTON_ZOOM       button4
9 #define BUTTON_CROUCH     button5
10 #define BUTTON_HOOK       button6
11 #define BUTTON_INFO       button7
12 #define BUTTON_CHAT       buttonchat
13 #define BUTTON_USE        buttonuse
14 #define BUTTON_DRAG       button8
15 #define BUTTON_ZOOMSCRIPT button9
16
17 // Globals
18
19 float ctf_score_value(string parameter);
20
21 float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts, g_freezetag, g_keepaway;
22 float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
23 float g_warmup_limit;
24 float g_warmup_allguns;
25 float g_warmup_allow_timeout;
26 float g_ctf_win_mode;
27 float g_ctf_ignore_frags;
28 float g_ctf_reverse;
29 float g_race_qualifying;
30 float inWarmupStage;
31 float g_pickup_respawntime_weapon;
32 float g_pickup_respawntime_ammo;
33 float g_pickup_respawntime_short;
34 float g_pickup_respawntime_medium;
35 float g_pickup_respawntime_long;
36 float g_pickup_respawntime_powerup;
37 float g_pickup_respawntimejitter_weapon;
38 float g_pickup_respawntimejitter_ammo;
39 float g_pickup_respawntimejitter_short;
40 float g_pickup_respawntimejitter_medium;
41 float g_pickup_respawntimejitter_long;
42 float g_pickup_respawntimejitter_powerup;
43 float g_jetpack;
44
45 float sv_clones;
46 float sv_gentle;
47 float sv_foginterval;
48
49 entity  activator;
50
51 float player_count;
52 float currentbots;
53 float bots_would_leave;
54 float lms_lowest_lives;
55 float lms_next_place;
56 float LMS_NewPlayerLives();
57
58 void UpdateFrags(entity player, float f);
59 .float totalfrags;
60
61 float team1_score, team2_score, team3_score, team4_score;
62
63 float maxclients;
64
65 // Fields
66
67 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
68
69 //.string       wad;
70 //.string       map;
71
72 //.float        worldtype;
73 .float  delay;
74 .float  wait;
75 .float  lip;
76 //.float        light_lev;
77 .float  speed;
78 //.float        style;
79 //.float        skill;
80 .float  sounds;
81 .float  platmovetype;
82
83 .string killtarget;
84
85 .vector pos1, pos2;
86 .vector mangle;
87
88 .float  pain_finished;                  //Added by Supajoe
89 .float  pain_frame;                     //"
90 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
91 .float  crouch; // Crouching or not?
92
93 .float  strength_finished;
94 //.float        speed_finished;
95 .float  invincible_finished;
96 //.float        slowmo_finished;
97
98 .vector         finaldest, finalangle;          //plat.qc stuff
99 .void()         think1;
100 .float state;
101 .float          t_length, t_width;
102
103 .vector destvec;                // for rain
104 .float cnt;             // for rain
105 .float count;
106 //.float cnt2;
107
108 .float play_time;
109 .float death_time;
110 .float dead_frame;
111 .float fade_time;
112 .float fade_rate;
113
114 // player animation state
115 .float animstate_startframe;
116 .float animstate_numframes;
117 .float animstate_framerate;
118 .float animstate_starttime;
119 .float animstate_endtime;
120 .float animstate_override;
121 .float animstate_looping;
122
123 // player animation data for this model
124 // each vector is as follows:
125 // _x = startframe
126 // _y = numframes
127 // _z = framerate
128 .vector anim_die1; // player dies
129 .vector anim_die2; // player dies differently
130 .vector anim_draw; // player pulls out a weapon
131 .vector anim_duck; // player crouches (from idle to duckidle)
132 .vector anim_duckwalk; // player walking while crouching
133 .vector anim_duckjump; // player jumping from a crouch
134 .vector anim_duckidle; // player idling while crouching
135 .vector anim_idle; // player standing
136 .vector anim_jump; // player jump
137 .vector anim_pain1; // player flinches from pain
138 .vector anim_pain2; // player flinches from pain, differently
139 .vector anim_shoot; // player shoots
140 .vector anim_taunt; // player taunts others (FIXME: no code references this)
141 .vector anim_run; // player running forward
142 .vector anim_runbackwards; // player running backward
143 .vector anim_strafeleft; // player shuffling left quickly
144 .vector anim_straferight; // player shuffling right quickly
145 .vector anim_dead1; // player dead (must be identical to last frame of die1)
146 .vector anim_dead2; // player dead (must be identical to last frame of die2)
147 .vector anim_forwardright; // player running forward and right
148 .vector anim_forwardleft; // player running forward and left
149 .vector anim_backright; // player running backward and right
150 .vector anim_backleft; // player running back and left
151 .vector anim_melee; // player doing the melee action
152 .vector anim_fly; // player animation played after jump, if player is still in air. Also if falling from a ledge
153
154 // weapon animation vectors:
155 .vector anim_fire1;
156 .vector anim_fire2;
157 .vector anim_idle;
158 .vector anim_reload;
159
160 void() player_setupanimsformodel;
161 void setanim(entity e, vector anim, float looping, float override, float restart);
162
163 .string mdl;
164
165 .string playermodel;
166 .string playerskin;
167
168 .float species;
169
170 .float  respawntime;
171 .float  respawntimejitter;
172 //.float        chasecam;
173
174 .float  damageforcescale;
175
176 //.float          gravity;
177
178 .float          dmg;
179
180 // for railgun damage (hitting multiple enemies)
181 .float railgunhit;
182 .float railgunhitsolidbackup;
183 .vector railgunhitloc;
184
185 .float          air_finished;
186 .float          dmgtime;
187
188 .float          killcount;
189 .float hitsound, typehitsound;
190
191 .float watersound_finished;
192 .float iscreature;
193 .vector oldvelocity;
194
195 .float pauseregen_finished;
196 .float pauserothealth_finished;
197 .float pauserotarmor_finished;
198 .float pauserotfuel_finished;
199 .string item_pickupsound;
200
201 // definitions for weaponsystem
202
203 .entity weaponentity;
204 .entity exteriorweaponentity;
205 .vector weaponentity_glowmod;
206 .float switchweapon;
207 .float autoswitch;
208 float weapon_action(float wpn, float wrequest);
209 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
210 void w_clear();
211 void w_ready();
212 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
213 .float weapon_nextthink;
214 .float weapon_forbidchange;
215 .void() weapon_think;
216
217 //float PLAYER_WEAPONSELECTION_DELAY = );
218 float   PLAYER_WEAPONSELECTION_SPEED = 18;
219 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
220
221 // weapon states (self.weaponentity.state)
222 float WS_CLEAR                  = 0; // no weapon selected
223 float WS_RAISE                  = 1; // raise frame
224 float WS_DROP                   = 2; // deselecting frame
225 float WS_INUSE                  = 3; // fire state
226 float WS_READY                  = 4; // idle frame
227
228 // there is 2 weapon tics that can run in one server frame
229 #define W_TICSPERFRAME 2
230
231 void weapon_defaultspawnfunc(float wpn);
232
233 string w_deathtypestring;
234
235 .vector dest1, dest2;
236
237 float gameover;
238 float intermission_running;
239 float intermission_exittime;
240 float alreadychangedlevel;
241
242
243 .float runes;
244
245
246 .float version;
247
248 // minstagib vars
249 .float jump_interval;    // laser refire
250
251 //swamp
252 .float in_swamp;              // bool
253 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
254
255 // footstep interval
256 .float nextstep;
257
258 .float ready;
259 #define RESTART_COUNTDOWN 10
260 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
261 entity restartTimer;
262 void restartTimer_Think();
263 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
264 .float spectatortime; //point in time since the client is spectating or observing
265 void checkSpectatorBlock();
266
267 .float winning;
268 .float jointime; // time of joining
269 .float alivetime; // time of being alive
270
271 float nJoinAllowed(float includeMe);
272 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
273
274 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
275 #define TIMEOUT_SLOWMO_VALUE 0.0001
276 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
277 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
278 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
279 float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
280 .float allowedTimeouts; // contains the number of allowed timeouts for each player
281 entity timeoutInitiator; // contains the entity of the player who started the last timeout
282 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
283 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
284 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
285 void timeoutHandler_Think();
286 void evaluateTimeout();
287 void evaluateTimein();
288
289 .float spawnshieldtime;
290
291 .float lms_nextcheck;
292 .float lms_traveled_distance;
293
294 .entity flagcarried;
295
296 .entity lastrocket;
297
298 .float playerid;
299 float playerid_last;
300 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
301
302 .vector spawnorigin;
303
304 .vector death_origin;
305 .vector killer_origin;
306
307 float default_player_alpha;
308 float default_weapon_alpha;
309
310 .float() customizeentityforclient;
311 .float cvar_cl_handicap;
312 .float cvar_cl_playerdetailreduction;
313 .string cvar_g_xonoticversion;
314 .string cvar_cl_weaponpriority;
315 .string cvar_cl_weaponpriorities[10];
316 #ifdef ALLOW_FORCEMODELS
317 .float cvar_cl_forceplayermodels;
318 .float cvar_cl_forceplayermodelsfromxonotic;
319 float sv_clforceplayermodels;
320 #endif
321 float sv_loddistance1;
322 float sv_loddistance2;
323 .float cvar_cl_gunalign;
324 .float cvar_cl_noantilag;
325
326 .string weaponorder_byimpulse;
327
328 .float cvar_cl_allow_uid2name;
329 .float cvar_cl_allow_uidtracking;
330 .string stored_netname;
331
332 void Announce(string snd);
333 void AnnounceTo(entity e, string snd);
334
335 .float version_nagtime;
336
337 .float modelindex_lod0;
338 .float modelindex_lod0_from_xonotic;
339 .float skinindex;
340 .float modelindex_lod1;
341 .float modelindex_lod2;
342
343 #define NUM_JUMPPADSUSED 3
344 .float jumppadcount;
345 .entity jumppadsused[NUM_JUMPPADSUSED];
346
347 string gamemode_name;
348
349 float startitem_failed;
350
351 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
352 void DropBall(entity ball, vector org, vector vel);
353 void DropAllRunes(entity pl);
354
355
356 typedef .float floatfield;
357 floatfield Item_CounterField(float it);
358
359 float W_AmmoItemCode(float wpn);
360 float W_WeaponBit(float wpn);
361 string W_Name(float weaponid);
362
363 void FixIntermissionClient(entity e);
364 void FixClientCvars(entity e);
365
366 float weaponsInMap;
367
368 .float respawn_countdown; // next number to count
369
370 float bot_waypoints_for_items;
371
372 .float attack_finished_for[WEP_MAXCOUNT];
373 .float attack_finished_single;
374 #ifdef INDEPENDENT_ATTACK_FINISHED
375 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
376 #else
377 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
378 #endif
379 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
380
381 // assault game mode: Which team is attacking in this round?
382 float assault_attacker_team;
383
384 // speedrun: when 1, player auto teleports back when capture timeout happens
385 .float speedrunning;
386
387 // Q3 support
388 float q3acompat_machineshotgunswap;
389
390 // database
391 float ServerProgsDB;
392 float TemporaryDB;
393
394 .float team_saved;
395
396 float some_spawn_has_been_used;
397 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
398 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
399
400 // set when showing a kill countdown
401 .entity killindicator;
402 .float killindicator_teamchange;
403
404 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
405
406 float lockteams;
407
408 .float parm_idlesince;
409 float sv_maxidle;
410 float sv_maxidle_spectatorsareidle;
411
412 float sv_pogostick;
413 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
414
415 float next_pingtime;
416
417 .float Version;
418 .float SendFlags;
419 .float(entity to, float sendflags) SendEntity;
420
421 // player sounds, voice messages
422 // TODO implemented fall and falling
423 #define ALLPLAYERSOUNDS \
424                 _VOICEMSG(death) \
425                 _VOICEMSG(drown) \
426                 _VOICEMSG(fall) \
427                 _VOICEMSG(fall) \
428                 _VOICEMSG(falling) \
429                 _VOICEMSG(gasp) \
430                 _VOICEMSG(jump) \
431                 _VOICEMSG(pain100) \
432                 _VOICEMSG(pain25) \
433                 _VOICEMSG(pain50) \
434                 _VOICEMSG(pain75)
435
436 #define ALLVOICEMSGS \
437                 _VOICEMSG(attack) \
438                 _VOICEMSG(attackinfive) \
439                 _VOICEMSG(coverme) \
440                 _VOICEMSG(defend) \
441                 _VOICEMSG(freelance) \
442                 _VOICEMSG(incoming) \
443                 _VOICEMSG(meet) \
444                 _VOICEMSG(needhelp) \
445                 _VOICEMSG(seenflag) \
446                 _VOICEMSG(taunt) \
447                 _VOICEMSG(teamshoot)
448
449 #define _VOICEMSG(m) .string playersound_##m;
450 ALLPLAYERSOUNDS
451 ALLVOICEMSGS
452 #undef _VOICEMSG
453
454 // reserved sound names for the future (some models lack sounds for them):
455 //              _VOICEMSG(flagcarriertakingdamage) \
456 //              _VOICEMSG(getflag) \
457 // reserved sound names for the future (ALL models lack sounds for them):
458 //              _VOICEMSG(affirmative) \
459 //              _VOICEMSG(attacking) \
460 //              _VOICEMSG(defending) \
461 //              _VOICEMSG(roaming) \
462 //              _VOICEMSG(onmyway) \
463 //              _VOICEMSG(droppedflag) \
464 //              _VOICEMSG(negative) \
465 //              _VOICEMSG(seenenemy) \
466
467 string globalsound_fall;
468 string globalsound_metalfall;
469 string globalsound_step;
470 string globalsound_metalstep;
471
472 #define VOICETYPE_PLAYERSOUND 10
473 #define VOICETYPE_TEAMRADIO 11
474 #define VOICETYPE_LASTATTACKER 12
475 #define VOICETYPE_LASTATTACKER_ONLY 13
476 #define VOICETYPE_AUTOTAUNT 14
477 #define VOICETYPE_TAUNT 15
478
479 void PrecachePlayerSounds(string f);
480 void PrecacheGlobalSound(string samplestring);
481 void UpdatePlayerSounds();
482 void ClearPlayerSounds();
483 void PlayerSound(.string samplefield, float channel, float voicetype);
484 void GlobalSound(string samplestring, float channel, float voicetype);
485 void FakeGlobalSound(string samplestring, float channel, float voicetype);
486 void VoiceMessage(string type, string message);
487 float GetPlayerSoundSampleField_notFound;
488 .string GetVoiceMessageSampleField(string type)
489
490 // autotaunt system
491 .float cvar_cl_autotaunt;
492 .float cvar_cl_voice_directional;
493 .float cvar_cl_voice_directional_taunt_attenuation;
494
495 .float version_mismatch;
496
497 float independent_players;
498 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
499 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
500 // we're using + here instead of , because fteqcc sucks
501
502 string clientstuff;
503 .float phase;
504 .float weapons;
505 .float pressedkeys;
506
507 .float porto_forbidden;
508
509 .string fog;
510
511 string cvar_changes;
512 string cvar_purechanges;
513 float cvar_purechanges_count;
514
515 float game_starttime; //point in time when the countdown is over
516 .float stat_game_starttime;
517
518 .float stat_sv_airaccel_qw;
519 .float stat_sv_airstrafeaccel_qw;
520 .float stat_sv_airspeedlimit_nonqw;
521 .float stat_sv_maxspeed;
522
523 void W_Porto_Remove (entity p);
524
525 .float projectiledeathtype;
526
527 .string message2;
528
529 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
530 .float stat_allow_oldnexbeam;
531
532 // reset to 0 on weapon switch
533 // may be useful to all weapons
534 .float bulletcounter;
535
536 void target_voicescript_next(entity pl);
537 void target_voicescript_clear(entity pl);
538
539 .string target2;
540 .string target3;
541 .string target4;
542 .float target_random;
543 .float trigger_reverse;
544
545 // Nexball 
546 .entity ballcarried; // Also used for keepaway
547 .float metertime;
548 float g_nexball_meter_period;
549
550 void SUB_DontUseTargets();
551 void SUB_UseTargets();
552
553 .void() reset; // if set, an entity is reset using this
554 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
555
556 void ClientData_Touch(entity e);
557
558 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
559
560 .float wasplayer;
561
562 float servertime, serverprevtime, serverframetime;
563
564 .entity soundentity;
565
566 .float ammo_fuel;
567
568 .vector prevorigin;
569
570 //flood fields
571 .float nickspamtime; // time of last nick change
572 .float nickspamcount;
573 .float floodcontrol_chat;
574 .float floodcontrol_chatteam;
575 .float floodcontrol_chattell;
576 .float floodcontrol_voice;
577 .float floodcontrol_voiceteam;
578
579 .float stat_shotorg; // networked stat for trueaim HUD
580
581 string matchid;
582 .float hitplotfh;
583 .string noise4;
584
585 .float last_pickup;
586
587 .float hit_time; 
588 .float typehit_time; 
589
590 .float stat_leadlimit;
591
592 float radar_showennemies;
593
594 #ifdef PROFILING
595 float client_cefc_accumulator;
596 float client_cefc_accumulatortime;
597 #endif
598
599 ..float current_ammo;
600
601 .float weapon_load[WEP_MAXCOUNT];
602 .float ammo_none; // used by the reloading system, must always be 0
603 .float clip_load;
604 .float old_clip_load;
605 .float clip_size;
606 .float minelayer_mines;
607
608 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
609 // when doing this, hagar can go through clones
610 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
611
612 .float spectatee_status;
613 .float zoomstate;
614 .float bloodloss_timer;
615 .float restriction;
616
617 .entity clientdata;
618 .entity personal;
619
620 string deathmessage;
621
622 .float just_joined;
623
624 .float cvar_cl_accuracy_data_share;
625 .float cvar_cl_accuracy_data_receive;
626
627 .float cvar_cl_weaponimpulsemode;
628 .float selectweapon; // last selected weapon of the player
629
630 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
631
632 #define ACTIVE_NOT              0
633 #define ACTIVE_ACTIVE   1
634 #define ACTIVE_IDLE     2
635 #define ACTIVE_BUSY     2
636 #define ACTIVE_TOGGLE   3
637 .float active;
638 .float (float act_state) setactive;
639 .entity realowner;
640
641 .float nex_charge;
642 .float nex_charge_rottime;
643 .float nex_chargepool_ammo;
644
645 .float hagar_load;
646
647 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
648
649 float serverflags;
650
651 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
652
653 .float freezetag_frozen;
654 .float freezetag_revive_progress;
655
656 .entity muzzle_flash;
657 .float misc_bulletcounter;      // replaces uzi & hlac bullet counter.
658
659 void PlayerUseKey();