4 #include "../common/weapons/all.qh"
5 #include "../common/stats.qh"
7 #define INDEPENDENT_ATTACK_FINISHED 1
9 #define BUTTON_ATCK button0
10 #define BUTTON_JUMP button2
11 #define BUTTON_ATCK2 button3
12 #define BUTTON_ZOOM button4
13 #define BUTTON_CROUCH button5
14 #define BUTTON_HOOK button6
15 #define BUTTON_INFO button7
16 #define BUTTON_CHAT buttonchat
17 #define BUTTON_USE buttonuse
18 #define BUTTON_DRAG button8
19 #define BUTTON_ZOOMSCRIPT button9
20 #define BUTTON_JETPACK button10
24 float g_footsteps, g_grappling_hook, g_instagib;
26 float g_warmup_allguns;
27 float g_warmup_allow_timeout;
29 PROPERTY(float, g_pickup_respawntime_weapon)
30 PROPERTY(float, g_pickup_respawntime_superweapon)
31 PROPERTY(float, g_pickup_respawntime_ammo)
32 PROPERTY(float, g_pickup_respawntime_short)
33 PROPERTY(float, g_pickup_respawntime_medium)
34 PROPERTY(float, g_pickup_respawntime_long)
35 PROPERTY(float, g_pickup_respawntime_powerup)
36 PROPERTY(float, g_pickup_respawntimejitter_weapon)
37 PROPERTY(float, g_pickup_respawntimejitter_superweapon)
38 PROPERTY(float, g_pickup_respawntimejitter_ammo)
39 PROPERTY(float, g_pickup_respawntimejitter_short)
40 PROPERTY(float, g_pickup_respawntimejitter_medium)
41 PROPERTY(float, g_pickup_respawntimejitter_long)
42 PROPERTY(float, g_pickup_respawntimejitter_powerup)
50 float bots_would_leave;
52 void UpdateFrags(entity player, float f);
55 float team1_score, team2_score, team3_score, team4_score;
57 // flag set on worldspawn so that the code knows if it is dedicated or not
58 float server_is_dedicated;
62 .void(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
68 // Needed for dynamic clientwalls
69 .float inactive; // Clientwall disappears when inactive
70 .float alpha_max, alpha_min;
71 .float fade_start, fade_end, fade_vertical_offset;
72 .float default_solid; // Variable to store default self.solid for clientwalls
74 .float pain_finished; //Added by Supajoe
75 .float pain_frame; //"
76 .float crouch; // Crouching or not?
78 .float strength_finished = _STAT(STRENGTH_FINISHED);
79 .float invincible_finished = _STAT(INVINCIBLE_FINISHED);
80 .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
82 .float cnt; // used in too many places
89 .float respawn_time_max;
94 // weapon animation vectors:
100 void() player_setupanimsformodel;
101 void setanim(entity e, vector anim, float looping, float override, float restart);
110 .float scheduledrespawntime;
112 .float respawntimejitter;
115 .float damageforcescale;
116 const float MIN_DAMAGEEXTRARADIUS = 2;
117 const float MAX_DAMAGEEXTRARADIUS = 16;
118 .float damageextraradius;
124 // for railgun damage (hitting multiple enemies)
126 .float railgunhitsolidbackup;
127 .vector railgunhitloc;
133 .float damage_dealt, typehitsound;
135 .float watersound_finished;
137 .float damagedbycontents;
138 .float damagedbytriggers;
143 .float pauseregen_finished;
144 .float pauserothealth_finished;
145 .float pauserotarmor_finished;
146 .float pauserotfuel_finished;
147 // string overrides entity
148 .string item_pickupsound;
149 .entity item_pickupsound_ent;
150 .entity item_model_ent;
152 // definitions for weaponsystem
153 // more WEAPONTODO: move these to their proper files
154 .entity exteriorweaponentity;
155 .vector weaponentity_glowmod;
157 //.int weapon; // current weapon
158 .int switchweapon = _STAT(SWITCHWEAPON);
159 .int switchingweapon = _STAT(SWITCHINGWEAPON); // weapon currently being switched to (is copied from switchweapon once switch is possible)
160 .string weaponname; // name of .weapon
164 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
165 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
166 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
167 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
168 .float weapon_nextthink;
169 .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
172 // weapon states (self.weaponentity.state)
173 const int WS_CLEAR = 0; // no weapon selected
174 const int WS_RAISE = 1; // raise frame
175 const int WS_DROP = 2; // deselecting frame
176 const int WS_INUSE = 3; // fire state
177 const int WS_READY = 4; // idle frame
179 // there is 2 weapon tics that can run in one server frame
180 const int W_TICSPERFRAME = 2;
182 void weapon_defaultspawnfunc(entity this, Weapon e);
185 float intermission_running;
186 float intermission_exittime;
187 float alreadychangedlevel;
194 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
195 .float spectatortime; //point in time since the client is spectating or observing
196 void checkSpectatorBlock();
198 float game_completion_ratio; // 0 at start, 1 near end
200 .float jointime; // time of joining
201 .float alivetime; // time of being alive
202 .float motd_actived_time; // used for both motd and campaign_message
204 float nJoinAllowed(entity ignore);
206 .float spawnshieldtime;
207 .float item_spawnshieldtime;
213 .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
217 .vector death_origin;
218 .vector killer_origin;
220 float default_player_alpha;
221 float default_weapon_alpha;
223 .float() customizeentityforclient;
224 .float cvar_cl_handicap;
225 .float cvar_cl_clippedspectating;
226 .float cvar_cl_autoscreenshot;
227 .float cvar_cl_jetpack_jump;
228 .float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP);
229 .float cvar_cl_newusekeysupported;
231 .string cvar_g_xonoticversion;
232 .string cvar_cl_weaponpriority;
233 .string cvar_cl_weaponpriorities[10];
234 .float cvar_cl_gunalign;
235 .float cvar_cl_noantilag;
237 .string weaponorder_byimpulse;
239 .float cvar_cl_allow_uid2name;
240 .float cvar_cl_allow_uidtracking;
241 .string stored_netname;
243 .float version_nagtime;
245 string gamemode_name;
247 float startitem_failed;
249 string W_Apply_Weaponreplace(string in);
251 void FixIntermissionClient(entity e);
252 void FixClientCvars(entity e);
254 // WEAPONTODO: remove this
257 #define weapons _STAT(WEAPONS)
258 #define weaponsinmap _STAT(WEAPONSINMAP)
260 .float respawn_countdown; // next number to count
262 float bot_waypoints_for_items;
264 .float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS];
265 .float attack_finished_single[MAX_WEAPONSLOTS];
266 #if INDEPENDENT_ATTACK_FINISHED
267 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
269 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
271 #define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, (ent).weapon, slot)
273 // assault game mode: Which team is attacking in this round?
274 float assault_attacker_team;
276 // speedrun: when 1, player auto teleports back when capture timeout happens
285 float some_spawn_has_been_used;
286 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
287 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
289 // set when showing a kill countdown
290 .entity killindicator;
291 .float killindicator_teamchange;
293 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
297 .float parm_idlesince;
299 float sv_maxidle_spectatorsareidle;
301 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
306 .float cvar_cl_autotaunt;
307 .float cvar_cl_voice_directional;
308 .float cvar_cl_voice_directional_taunt_attenuation;
310 .float version_mismatch;
312 int autocvar__independent_players;
313 bool independent_players;
314 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
315 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
316 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
320 .int pressedkeys = _STAT(PRESSED_KEYS);
325 string cvar_purechanges;
326 float cvar_purechanges_count;
328 float game_starttime; //point in time when the countdown to game start is over
329 float round_starttime; //point in time when the countdown to round start is over
330 .float stat_game_starttime = _STAT(GAMESTARTTIME);
331 .float stat_round_starttime = _STAT(ROUNDSTARTTIME);
333 void W_Porto_Remove (entity p);
335 .int projectiledeathtype;
339 .bool stat_allow_oldvortexbeam = _STAT(ALLOW_OLDVORTEXBEAM);
341 // reset to 0 on weapon switch
342 // may be useful to all weapons
343 .float bulletcounter;
346 .entity ballcarried; // Also used for keepaway
347 float g_nexball_meter_period;
349 void SUB_DontUseTargets();
350 void SUB_UseTargets();
352 .void(entity this) reset; // if set, an entity is reset using this
353 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
355 void ClientData_Touch(entity e);
357 //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
361 float servertime, serverprevtime, serverframetime;
368 .float nickspamtime; // time of last nick change
369 .float nickspamcount;
370 .float floodcontrol_chat;
371 .float floodcontrol_chatteam;
372 .float floodcontrol_chattell;
373 .float floodcontrol_voice;
374 .float floodcontrol_voiceteam;
376 .float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD
380 .float last_pickup = _STAT(LAST_PICKUP);
382 .float hit_time = _STAT(HIT_TIME);
383 .float typehit_time = _STAT(TYPEHIT_TIME);
385 .float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
387 .float stat_leadlimit = _STAT(LEADLIMIT);
389 bool radar_showennemies;
392 float client_cefc_accumulator;
393 float client_cefc_accumulatortime;
396 .float weapon_load[Weapons_MAX];
397 .int ammo_none; // used by the reloading system, must always be 0
398 .float clip_load = _STAT(WEAPON_CLIPLOAD);
399 .float old_clip_load;
400 .float clip_size = _STAT(WEAPON_CLIPSIZE);
402 .float minelayer_mines = _STAT(LAYED_MINES);
403 .float vortex_charge = _STAT(VORTEX_CHARGE);
404 .float vortex_charge_rottime;
405 .float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
406 .float hagar_load = _STAT(HAGAR_LOAD);
408 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
410 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
411 // when doing this, hagar can go through clones
412 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
414 .float spectatee_status;
425 .float cvar_cl_weaponimpulsemode;
426 .float selectweapon; // last selected weapon of the player
428 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
430 const float ACTIVE_NOT = 0;
431 const float ACTIVE_ACTIVE = 1;
432 const float ACTIVE_IDLE = 2;
433 const float ACTIVE_BUSY = 2;
434 const float ACTIVE_TOGGLE = 3;
436 .void (float act_state) setactive;
441 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
443 .float player_blocked;
444 .float weapon_blocked; // weapon use disabled
446 .float frozen = _STAT(FROZEN); // for freeze attacks
447 .float revive_progress = _STAT(REVIVE_PROGRESS);
448 .float revival_time; // time at which player was last revived
449 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
451 .entity frozen_by; // for ice fields
453 .entity muzzle_flash;
454 .float misc_bulletcounter; // replaces uzi & hlac bullet counter.
456 .float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
460 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
461 .spawn_evalfunc_t spawn_evalfunc;
465 .float missile_flags;
466 const int MIF_SPLASH = BIT(1);
467 const int MIF_ARC = BIT(2);
468 const int MIF_PROXY = BIT(3);
469 const int MIF_GUIDED_MANUAL = BIT(4);
470 const int MIF_GUIDED_HEAT = BIT(5);
471 const int MIF_GUIDED_LASER = BIT(6);
472 const int MIF_GUIDED_AI = BIT(7);
473 const int MIF_GUIDED_TAG = BIT(7);
474 const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
475 const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
476 const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
478 #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
479 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
480 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
485 .entity player_stats;
491 .string cvar_cl_physics;
493 .float init_for_player_needed;
494 .void(entity) init_for_player;