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rewrite the use key system to always rely on the impulse for impulse actions, and...
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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_USELEGACY  buttonuse
14 #define BUTTON_DRAG       button8
15 #define BUTTON_ZOOMSCRIPT button9
16 #define BUTTON_USEPRESSED button10
17
18 // Globals
19
20 float ctf_score_value(string parameter);
21
22 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;
23 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;
24 float g_warmup_limit;
25 float g_warmup_allguns;
26 float g_warmup_allow_timeout;
27 float g_ctf_win_mode;
28 float g_ctf_ignore_frags;
29 float g_ctf_reverse;
30 float g_race_qualifying;
31 float inWarmupStage;
32 float g_pickup_respawntime_weapon;
33 float g_pickup_respawntime_ammo;
34 float g_pickup_respawntime_short;
35 float g_pickup_respawntime_medium;
36 float g_pickup_respawntime_long;
37 float g_pickup_respawntime_powerup;
38 float g_pickup_respawntimejitter_weapon;
39 float g_pickup_respawntimejitter_ammo;
40 float g_pickup_respawntimejitter_short;
41 float g_pickup_respawntimejitter_medium;
42 float g_pickup_respawntimejitter_long;
43 float g_pickup_respawntimejitter_powerup;
44 float g_jetpack;
45
46 float sv_clones;
47 float sv_gentle;
48 float sv_foginterval;
49
50 entity  activator;
51
52 float player_count;
53 float currentbots;
54 float bots_would_leave;
55 float lms_lowest_lives;
56 float lms_next_place;
57 float LMS_NewPlayerLives();
58
59 void UpdateFrags(entity player, float f);
60 .float totalfrags;
61
62 float team1_score, team2_score, team3_score, team4_score;
63
64 float maxclients;
65
66 // Fields
67
68 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
69
70 //.string       wad;
71 //.string       map;
72
73 //.float        worldtype;
74 .float  delay;
75 .float  wait;
76 .float  lip;
77 //.float        light_lev;
78 .float  speed;
79 //.float        style;
80 //.float        skill;
81 .float  sounds;
82 .float  platmovetype;
83
84 .string killtarget;
85
86 .vector pos1, pos2;
87 .vector mangle;
88
89 .float  pain_finished;                  //Added by Supajoe
90 .float  pain_frame;                     //"
91 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
92 .float  crouch; // Crouching or not?
93
94 .float  strength_finished;
95 //.float        speed_finished;
96 .float  invincible_finished;
97 //.float        slowmo_finished;
98
99 .vector         finaldest, finalangle;          //plat.qc stuff
100 .void()         think1;
101 .float state;
102 .float          t_length, t_width;
103
104 .vector destvec;                // for rain
105 .float cnt;             // for rain
106 .float count;
107 //.float cnt2;
108
109 .float play_time;
110 .float death_time;
111 .float dead_frame;
112 .float fade_time;
113 .float fade_rate;
114
115 // player animation state
116 .float animstate_startframe;
117 .float animstate_numframes;
118 .float animstate_framerate;
119 .float animstate_starttime;
120 .float animstate_endtime;
121 .float animstate_override;
122 .float animstate_looping;
123
124 // player animation data for this model
125 // each vector is as follows:
126 // _x = startframe
127 // _y = numframes
128 // _z = framerate
129 .vector anim_die1; // player dies
130 .vector anim_die2; // player dies differently
131 .vector anim_draw; // player pulls out a weapon
132 .vector anim_duck; // player crouches (from idle to duckidle)
133 .vector anim_duckwalk; // player walking while crouching
134 .vector anim_duckjump; // player jumping from a crouch
135 .vector anim_duckidle; // player idling while crouching
136 .vector anim_idle; // player standing
137 .vector anim_jump; // player jump
138 .vector anim_pain1; // player flinches from pain
139 .vector anim_pain2; // player flinches from pain, differently
140 .vector anim_shoot; // player shoots
141 .vector anim_taunt; // player taunts others (FIXME: no code references this)
142 .vector anim_run; // player running forward
143 .vector anim_runbackwards; // player running backward
144 .vector anim_strafeleft; // player shuffling left quickly
145 .vector anim_straferight; // player shuffling right quickly
146 .vector anim_dead1; // player dead (must be identical to last frame of die1)
147 .vector anim_dead2; // player dead (must be identical to last frame of die2)
148 .vector anim_forwardright; // player running forward and right
149 .vector anim_forwardleft; // player running forward and left
150 .vector anim_backright; // player running backward and right
151 .vector anim_backleft; // player running back and left
152 .vector anim_melee; // player doing the melee action
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
207 //.float weapon; // current weapon
208 .float switchweapon; // weapon requested to switch to
209 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
210 .string weaponname; // name of .weapon
211
212 .float autoswitch;
213 float weapon_action(float wpn, float wrequest);
214 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
215 void w_clear();
216 void w_ready();
217 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
218 .float weapon_nextthink;
219 .void() weapon_think;
220
221 //float PLAYER_WEAPONSELECTION_DELAY = );
222 float   PLAYER_WEAPONSELECTION_SPEED = 18;
223 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
224
225 // weapon states (self.weaponentity.state)
226 float WS_CLEAR                  = 0; // no weapon selected
227 float WS_RAISE                  = 1; // raise frame
228 float WS_DROP                   = 2; // deselecting frame
229 float WS_INUSE                  = 3; // fire state
230 float WS_READY                  = 4; // idle frame
231
232 // there is 2 weapon tics that can run in one server frame
233 #define W_TICSPERFRAME 2
234
235 void weapon_defaultspawnfunc(float wpn);
236
237 string w_deathtypestring;
238
239 .vector dest1, dest2;
240
241 float gameover;
242 float intermission_running;
243 float intermission_exittime;
244 float alreadychangedlevel;
245
246
247 .float runes;
248
249
250 .float version;
251
252 // minstagib vars
253 .float jump_interval;    // laser refire
254
255 //swamp
256 .float in_swamp;              // bool
257 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
258
259 // footstep interval
260 .float nextstep;
261
262 .float ready;
263 #define RESTART_COUNTDOWN 10
264 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
265 entity restartTimer;
266 void restartTimer_Think();
267 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
268 .float spectatortime; //point in time since the client is spectating or observing
269 void checkSpectatorBlock();
270
271 .float winning;
272 .float jointime; // time of joining
273 .float alivetime; // time of being alive
274
275 float nJoinAllowed(float includeMe);
276 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
277
278 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
279 #define TIMEOUT_SLOWMO_VALUE 0.0001
280 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
281 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
282 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
283 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)
284 .float allowedTimeouts; // contains the number of allowed timeouts for each player
285 entity timeoutInitiator; // contains the entity of the player who started the last timeout
286 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
287 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
288 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
289 void timeoutHandler_Think();
290 void evaluateTimeout();
291 void evaluateTimein();
292
293 .float spawnshieldtime;
294
295 .float lms_nextcheck;
296 .float lms_traveled_distance;
297
298 .entity flagcarried;
299
300 .entity lastrocket;
301
302 .float playerid;
303 float playerid_last;
304 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
305
306 .vector spawnorigin;
307
308 .vector death_origin;
309 .vector killer_origin;
310
311 float default_player_alpha;
312 float default_weapon_alpha;
313
314 .float() customizeentityforclient;
315 .float cvar_cl_handicap;
316 .float cvar_cl_playerdetailreduction;
317 .float cvar_cl_clippedspectating;
318 .float cvar_cl_movement_track_canjump;
319
320 .string cvar_g_xonoticversion;
321 .string cvar_cl_weaponpriority;
322 .string cvar_cl_weaponpriorities[10];
323 #ifdef ALLOW_FORCEMODELS
324 .float cvar_cl_forceplayermodels;
325 .float cvar_cl_forceplayermodelsfromxonotic;
326 float sv_clforceplayermodels;
327 #endif
328 float sv_loddistance1;
329 float sv_loddistance2;
330 .float cvar_cl_gunalign;
331 .float cvar_cl_noantilag;
332
333 .string weaponorder_byimpulse;
334
335 .float cvar_cl_allow_uid2name;
336 .float cvar_cl_allow_uidtracking;
337 .string stored_netname;
338
339 void Announce(string snd);
340 void AnnounceTo(entity e, string snd);
341
342 .float version_nagtime;
343
344 .float modelindex_lod0;
345 .float modelindex_lod0_from_xonotic;
346 .float skinindex;
347 .float modelindex_lod1;
348 .float modelindex_lod2;
349
350 #define NUM_JUMPPADSUSED 3
351 .float jumppadcount;
352 .entity jumppadsused[NUM_JUMPPADSUSED];
353
354 string gamemode_name;
355
356 float startitem_failed;
357
358 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
359 void DropBall(entity ball, vector org, vector vel);
360 void DropAllRunes(entity pl);
361
362
363 typedef .float floatfield;
364 floatfield Item_CounterField(float it);
365
366 float W_AmmoItemCode(float wpn);
367 float W_WeaponBit(float wpn);
368 string W_Name(float weaponid);
369
370 void FixIntermissionClient(entity e);
371 void FixClientCvars(entity e);
372
373 float weaponsInMap;
374
375 .float respawn_countdown; // next number to count
376
377 float bot_waypoints_for_items;
378
379 .float attack_finished_for[WEP_MAXCOUNT];
380 .float attack_finished_single;
381 #ifdef INDEPENDENT_ATTACK_FINISHED
382 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
383 #else
384 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
385 #endif
386 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
387
388 // assault game mode: Which team is attacking in this round?
389 float assault_attacker_team;
390
391 // speedrun: when 1, player auto teleports back when capture timeout happens
392 .float speedrunning;
393
394 // database
395 float ServerProgsDB;
396 float TemporaryDB;
397
398 .float team_saved;
399
400 float some_spawn_has_been_used;
401 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
402 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
403
404 // set when showing a kill countdown
405 .entity killindicator;
406 .float killindicator_teamchange;
407
408 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
409
410 float lockteams;
411
412 .float parm_idlesince;
413 float sv_maxidle;
414 float sv_maxidle_spectatorsareidle;
415
416 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
417
418 float next_pingtime;
419
420 .float Version;
421 .float SendFlags;
422 .float(entity to, float sendflags) SendEntity;
423
424 // player sounds, voice messages
425 // TODO implemented fall and falling
426 #define ALLPLAYERSOUNDS \
427                 _VOICEMSG(death) \
428                 _VOICEMSG(drown) \
429                 _VOICEMSG(fall) \
430                 _VOICEMSG(fall) \
431                 _VOICEMSG(falling) \
432                 _VOICEMSG(gasp) \
433                 _VOICEMSG(jump) \
434                 _VOICEMSG(pain100) \
435                 _VOICEMSG(pain25) \
436                 _VOICEMSG(pain50) \
437                 _VOICEMSG(pain75)
438
439 #define ALLVOICEMSGS \
440                 _VOICEMSG(attack) \
441                 _VOICEMSG(attackinfive) \
442                 _VOICEMSG(coverme) \
443                 _VOICEMSG(defend) \
444                 _VOICEMSG(freelance) \
445                 _VOICEMSG(incoming) \
446                 _VOICEMSG(meet) \
447                 _VOICEMSG(needhelp) \
448                 _VOICEMSG(seenflag) \
449                 _VOICEMSG(taunt) \
450                 _VOICEMSG(teamshoot)
451
452 #define _VOICEMSG(m) .string playersound_##m;
453 ALLPLAYERSOUNDS
454 ALLVOICEMSGS
455 #undef _VOICEMSG
456
457 // reserved sound names for the future (some models lack sounds for them):
458 //              _VOICEMSG(flagcarriertakingdamage) \
459 //              _VOICEMSG(getflag) \
460 // reserved sound names for the future (ALL models lack sounds for them):
461 //              _VOICEMSG(affirmative) \
462 //              _VOICEMSG(attacking) \
463 //              _VOICEMSG(defending) \
464 //              _VOICEMSG(roaming) \
465 //              _VOICEMSG(onmyway) \
466 //              _VOICEMSG(droppedflag) \
467 //              _VOICEMSG(negative) \
468 //              _VOICEMSG(seenenemy) \
469
470 string globalsound_fall;
471 string globalsound_metalfall;
472 string globalsound_step;
473 string globalsound_metalstep;
474
475 #define VOICETYPE_PLAYERSOUND 10
476 #define VOICETYPE_TEAMRADIO 11
477 #define VOICETYPE_LASTATTACKER 12
478 #define VOICETYPE_LASTATTACKER_ONLY 13
479 #define VOICETYPE_AUTOTAUNT 14
480 #define VOICETYPE_TAUNT 15
481
482 void PrecachePlayerSounds(string f);
483 void PrecacheGlobalSound(string samplestring);
484 void UpdatePlayerSounds();
485 void ClearPlayerSounds();
486 void PlayerSound(.string samplefield, float channel, float voicetype);
487 void GlobalSound(string samplestring, float channel, float voicetype);
488 void FakeGlobalSound(string samplestring, float channel, float voicetype);
489 void VoiceMessage(string type, string message);
490 float GetPlayerSoundSampleField_notFound;
491 .string GetVoiceMessageSampleField(string type)
492
493 // autotaunt system
494 .float cvar_cl_autotaunt;
495 .float cvar_cl_voice_directional;
496 .float cvar_cl_voice_directional_taunt_attenuation;
497
498 .float version_mismatch;
499
500 float independent_players;
501 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
502 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
503 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
504 // we're using + here instead of , because fteqcc sucks
505
506 string clientstuff;
507 .float phase;
508 .float weapons;
509 .float pressedkeys;
510
511 .float porto_forbidden;
512
513 .string fog;
514
515 string cvar_changes;
516 string cvar_purechanges;
517 float cvar_purechanges_count;
518
519 float game_starttime; //point in time when the countdown is over
520 .float stat_game_starttime;
521
522 .float stat_sv_airaccel_qw;
523 .float stat_sv_airstrafeaccel_qw;
524 .float stat_sv_airspeedlimit_nonqw;
525 .float stat_sv_maxspeed;
526
527 void W_Porto_Remove (entity p);
528
529 .float projectiledeathtype;
530
531 .string message2;
532
533 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
534 .float stat_allow_oldnexbeam;
535
536 // reset to 0 on weapon switch
537 // may be useful to all weapons
538 .float bulletcounter;
539
540 void target_voicescript_next(entity pl);
541 void target_voicescript_clear(entity pl);
542
543 .string target2;
544 .string target3;
545 .string target4;
546 .float target_random;
547 .float trigger_reverse;
548
549 // Nexball 
550 .entity ballcarried; // Also used for keepaway
551 .float metertime;
552 float g_nexball_meter_period;
553
554 void SUB_DontUseTargets();
555 void SUB_UseTargets();
556
557 .void() reset; // if set, an entity is reset using this
558 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
559
560 void ClientData_Touch(entity e);
561
562 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
563
564 .float wasplayer;
565
566 float servertime, serverprevtime, serverframetime;
567
568 .entity soundentity;
569
570 .float ammo_fuel;
571
572 .vector prevorigin;
573
574 //flood fields
575 .float nickspamtime; // time of last nick change
576 .float nickspamcount;
577 .float floodcontrol_chat;
578 .float floodcontrol_chatteam;
579 .float floodcontrol_chattell;
580 .float floodcontrol_voice;
581 .float floodcontrol_voiceteam;
582
583 .float stat_shotorg; // networked stat for trueaim HUD
584
585 string matchid;
586 .float hitplotfh;
587 .string noise4;
588
589 .float last_pickup;
590
591 .float hit_time; 
592 .float typehit_time; 
593
594 .float stat_leadlimit;
595
596 float radar_showennemies;
597
598 #ifdef PROFILING
599 float client_cefc_accumulator;
600 float client_cefc_accumulatortime;
601 #endif
602
603 ..float current_ammo;
604
605 .float weapon_load[WEP_MAXCOUNT];
606 .float ammo_none; // used by the reloading system, must always be 0
607 .float clip_load;
608 .float old_clip_load;
609 .float clip_size;
610 .float minelayer_mines;
611
612 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
613 // when doing this, hagar can go through clones
614 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
615
616 .float spectatee_status;
617 .float zoomstate;
618 .float bloodloss_timer;
619 .float restriction;
620
621 .entity clientdata;
622 .entity personal;
623
624 string deathmessage;
625
626 .float just_joined;
627
628 .float cvar_cl_accuracy_data_share;
629 .float cvar_cl_accuracy_data_receive;
630
631 .float cvar_cl_weaponimpulsemode;
632 .float selectweapon; // last selected weapon of the player
633
634 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
635
636 #define ACTIVE_NOT              0
637 #define ACTIVE_ACTIVE   1
638 #define ACTIVE_IDLE     2
639 #define ACTIVE_BUSY     2
640 #define ACTIVE_TOGGLE   3
641 .float active;
642 .float (float act_state) setactive;
643 .entity realowner;
644
645 .float nex_charge;
646 .float nex_charge_rottime;
647 .float nex_chargepool_ammo;
648
649 .float hagar_load;
650
651 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
652
653 float serverflags;
654
655 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
656
657 .float freezetag_frozen;
658 .float freezetag_revive_progress;
659
660 .entity muzzle_flash;
661 .float misc_bulletcounter;      // replaces uzi & hlac bullet counter.
662
663 void PlayerUseKey();