#define INDEPENDENT_ATTACK_FINISHED 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 #define BUTTON_ATCK2 button3 #define BUTTON_ZOOM button4 #define BUTTON_CROUCH button5 #define BUTTON_HOOK button6 #define BUTTON_INFO button7 #define BUTTON_CHAT buttonchat #define BUTTON_USE buttonuse #define BUTTON_DRAG button8 #define BUTTON_ZOOMSCRIPT button9 // Globals float ctf_score_value(string parameter); 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; 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; float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; float g_ctf_win_mode; float g_ctf_ignore_frags; float g_ctf_reverse; float g_race_qualifying; float inWarmupStage; float g_pickup_respawntime_weapon; float g_pickup_respawntime_ammo; float g_pickup_respawntime_short; float g_pickup_respawntime_medium; float g_pickup_respawntime_long; float g_pickup_respawntime_powerup; float g_pickup_respawntimejitter_weapon; float g_pickup_respawntimejitter_ammo; float g_pickup_respawntimejitter_short; float g_pickup_respawntimejitter_medium; float g_pickup_respawntimejitter_long; float g_pickup_respawntimejitter_powerup; float g_jetpack; float sv_clones; float sv_gentle; float sv_foginterval; entity activator; float player_count; float currentbots; float bots_would_leave; float lms_lowest_lives; float lms_next_place; float LMS_NewPlayerLives(); void UpdateFrags(entity player, float f); .float totalfrags; float team1_score, team2_score, team3_score, team4_score; float maxclients; // Fields .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage; //.string wad; //.string map; //.float worldtype; .float delay; .float wait; .float lip; //.float light_lev; .float speed; //.float style; //.float skill; .float sounds; .float platmovetype; .string killtarget; .vector pos1, pos2; .vector mangle; .float pain_finished; //Added by Supajoe .float pain_frame; //" .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100 .float crouch; // Crouching or not? .float strength_finished; //.float speed_finished; .float invincible_finished; //.float slowmo_finished; .vector finaldest, finalangle; //plat.qc stuff .void() think1; .float state; .float t_length, t_width; .vector destvec; // for rain .float cnt; // for rain .float count; //.float cnt2; .float play_time; .float death_time; .float dead_frame; .float fade_time; .float fade_rate; // player animation state .float animstate_startframe; .float animstate_numframes; .float animstate_framerate; .float animstate_starttime; .float animstate_endtime; .float animstate_override; .float animstate_looping; // player animation data for this model // each vector is as follows: // _x = startframe // _y = numframes // _z = framerate .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_duckwalk; // player walking while crouching .vector anim_duckjump; // player jumping from a crouch .vector anim_duckidle; // player idling while crouching .vector anim_idle; // player standing .vector anim_jump; // player jump .vector anim_pain1; // player flinches from pain .vector anim_pain2; // player flinches from pain, differently .vector anim_shoot; // player shoots .vector anim_taunt; // player taunts others (FIXME: no code references this) .vector anim_run; // player running forward .vector anim_runbackwards; // player running backward .vector anim_strafeleft; // player shuffling left quickly .vector anim_straferight; // player shuffling right quickly .vector anim_dead1; // player dead (must be identical to last frame of die1) .vector anim_dead2; // player dead (must be identical to last frame of die2) .vector anim_forwardright; // player running forward and right .vector anim_forwardleft; // player running forward and left .vector anim_backright; // player running backward and right .vector anim_backleft; // player running back and left .vector anim_melee; // player doing the melee action // weapon animation vectors: .vector anim_fire1; .vector anim_fire2; .vector anim_idle; .vector anim_reload; void() player_setupanimsformodel; void setanim(entity e, vector anim, float looping, float override, float restart); .string mdl; .string playermodel; .string playerskin; .float species; .float respawntime; .float respawntimejitter; //.float chasecam; .float damageforcescale; //.float gravity; .float dmg; // for railgun damage (hitting multiple enemies) .float railgunhit; .float railgunhitsolidbackup; .vector railgunhitloc; .float air_finished; .float dmgtime; .float killcount; .float hitsound, typehitsound; .float watersound_finished; .float iscreature; .float damagedbycontents; .vector oldvelocity; .float pauseregen_finished; .float pauserothealth_finished; .float pauserotarmor_finished; .float pauserotfuel_finished; .string item_pickupsound; // definitions for weaponsystem .entity weaponentity; .entity exteriorweaponentity; .vector weaponentity_glowmod; //.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_clear(); 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; .void() weapon_think; //float PLAYER_WEAPONSELECTION_DELAY = ); float PLAYER_WEAPONSELECTION_SPEED = 18; vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40'; // weapon states (self.weaponentity.state) float WS_CLEAR = 0; // no weapon selected float WS_RAISE = 1; // raise frame float WS_DROP = 2; // deselecting frame float WS_INUSE = 3; // fire state float WS_READY = 4; // idle frame // there is 2 weapon tics that can run in one server frame #define W_TICSPERFRAME 2 void weapon_defaultspawnfunc(float wpn); string w_deathtypestring; .vector dest1, dest2; float gameover; float intermission_running; float intermission_exittime; float alreadychangedlevel; .float runes; .float version; // minstagib vars .float jump_interval; // laser refire //swamp .float in_swamp; // bool .entity swampslug; // Uses this to release from swamp ("untouch" fix) // footstep interval .float nextstep; .float ready; #define RESTART_COUNTDOWN 10 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed entity restartTimer; void restartTimer_Think(); float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds .float spectatortime; //point in time since the client is spectating or observing void checkSpectatorBlock(); .float winning; .float jointime; // time of joining .float alivetime; // time of being alive float nJoinAllowed(float includeMe); #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity." //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE) #define TIMEOUT_SLOWMO_VALUE 0.0001 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate float remainingTimeoutTime; // contains the time in seconds that the active timeout has left float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts) 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) .float allowedTimeouts; // contains the number of allowed timeouts for each player entity timeoutInitiator; // contains the entity of the player who started the last timeout float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily .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 lms_nextcheck; .float lms_traveled_distance; .entity flagcarried; .entity lastrocket; .float playerid; float playerid_last; .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor .vector spawnorigin; .vector death_origin; .vector killer_origin; float default_player_alpha; float default_weapon_alpha; .float() customizeentityforclient; .float cvar_cl_handicap; .float cvar_cl_playerdetailreduction; .float cvar_cl_clippedspectating; .float cvar_cl_movement_track_canjump; .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; .string cvar_cl_weaponpriorities[10]; #ifdef ALLOW_FORCEMODELS .float cvar_cl_forceplayermodels; .float cvar_cl_forceplayermodelsfromxonotic; float sv_clforceplayermodels; #endif float sv_loddistance1; float sv_loddistance2; .float cvar_cl_gunalign; .float cvar_cl_noantilag; .string weaponorder_byimpulse; .float cvar_cl_allow_uid2name; .float cvar_cl_allow_uidtracking; .string stored_netname; void Announce(string snd); void AnnounceTo(entity e, string snd); .float version_nagtime; .float modelindex_lod0; .float modelindex_lod0_from_xonotic; .float skinindex; .float modelindex_lod1; .float modelindex_lod2; #define NUM_JUMPPADSUSED 3 .float jumppadcount; .entity jumppadsused[NUM_JUMPPADSUSED]; string gamemode_name; float startitem_failed; void DropFlag(entity flag, entity penalty_receiver, entity attacker); void DropBall(entity ball, vector org, vector vel); void DropAllRunes(entity pl); typedef .float floatfield; floatfield Item_CounterField(float it); float W_AmmoItemCode(float wpn); float W_WeaponBit(float wpn); string W_Name(float weaponid); void FixIntermissionClient(entity e); void FixClientCvars(entity e); float weaponsInMap; .float respawn_countdown; // next number to count float bot_waypoints_for_items; .float attack_finished_for[WEP_MAXCOUNT]; .float attack_finished_single; #ifdef INDEPENDENT_ATTACK_FINISHED #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST])) #else #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single) #endif #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon) // assault game mode: Which team is attacking in this round? float assault_attacker_team; // speedrun: when 1, player auto teleports back when capture timeout happens .float speedrunning; // database float ServerProgsDB; float TemporaryDB; .float team_saved; float some_spawn_has_been_used; float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team" // set when showing a kill countdown .entity killindicator; .float killindicator_teamchange; void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force); float lockteams; .float parm_idlesince; float sv_maxidle; float sv_maxidle_spectatorsareidle; float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end); float next_pingtime; .float Version; .float SendFlags; .float(entity to, float sendflags) SendEntity; // player sounds, voice messages // TODO implemented fall and falling #define ALLPLAYERSOUNDS \ _VOICEMSG(death) \ _VOICEMSG(drown) \ _VOICEMSG(fall) \ _VOICEMSG(fall) \ _VOICEMSG(falling) \ _VOICEMSG(gasp) \ _VOICEMSG(jump) \ _VOICEMSG(pain100) \ _VOICEMSG(pain25) \ _VOICEMSG(pain50) \ _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) #define _VOICEMSG(m) .string playersound_##m; ALLPLAYERSOUNDS ALLVOICEMSGS #undef _VOICEMSG // 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(negative) \ // _VOICEMSG(seenenemy) \ string globalsound_fall; string globalsound_metalfall; string globalsound_step; string globalsound_metalstep; #define VOICETYPE_PLAYERSOUND 10 #define VOICETYPE_TEAMRADIO 11 #define VOICETYPE_LASTATTACKER 12 #define VOICETYPE_LASTATTACKER_ONLY 13 #define VOICETYPE_AUTOTAUNT 14 #define VOICETYPE_TAUNT 15 void PrecachePlayerSounds(string f); void PrecacheGlobalSound(string samplestring); void UpdatePlayerSounds(); void ClearPlayerSounds(); void PlayerSound(.string samplefield, float channel, float voicetype); void GlobalSound(string samplestring, float channel, float voicetype); void FakeGlobalSound(string samplestring, float channel, float voicetype); void VoiceMessage(string type, string message); float GetPlayerSoundSampleField_notFound; .string GetVoiceMessageSampleField(string type) // autotaunt system .float cvar_cl_autotaunt; .float cvar_cl_voice_directional; .float cvar_cl_voice_directional_taunt_attenuation; .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 string clientstuff; .float phase; .float weapons; .float pressedkeys; .float porto_forbidden; .string fog; string cvar_changes; string cvar_purechanges; float cvar_purechanges_count; float game_starttime; //point in time when the countdown is over .float stat_game_starttime; .float stat_sv_airaccel_qw; .float stat_sv_airstrafeaccel_qw; .float stat_sv_airspeedlimit_nonqw; .float stat_sv_maxspeed; void W_Porto_Remove (entity p); .float projectiledeathtype; .string message2; vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot .float stat_allow_oldnexbeam; // reset to 0 on weapon switch // may be useful to all weapons .float bulletcounter; void target_voicescript_next(entity pl); void target_voicescript_clear(entity pl); .string target2; .string target3; .string target4; .float target_random; .float trigger_reverse; // Nexball .entity ballcarried; // Also used for keepaway .float metertime; float g_nexball_meter_period; void SUB_DontUseTargets(); void SUB_UseTargets(); .void() reset; // if set, an entity is reset using this .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) void ClientData_Touch(entity e); vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons .float wasplayer; float servertime, serverprevtime, serverframetime; .entity soundentity; .float ammo_fuel; .vector prevorigin; //flood fields .float nickspamtime; // time of last nick change .float nickspamcount; .float floodcontrol_chat; .float floodcontrol_chatteam; .float floodcontrol_chattell; .float floodcontrol_voice; .float floodcontrol_voiceteam; .float stat_shotorg; // networked stat for trueaim HUD string matchid; .float hitplotfh; .string noise4; .float last_pickup; .float hit_time; .float typehit_time; .float stat_leadlimit; float radar_showennemies; #ifdef PROFILING float client_cefc_accumulator; float client_cefc_accumulatortime; #endif ..float current_ammo; .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 clip_size; .float minelayer_mines; #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE // when doing this, hagar can go through clones // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX .float spectatee_status; .float zoomstate; .float bloodloss_timer; .float restriction; .entity clientdata; .entity personal; string deathmessage; .float just_joined; .float cvar_cl_accuracy_data_share; .float cvar_cl_accuracy_data_receive; .float cvar_cl_weaponimpulsemode; .float selectweapon; // last selected weapon of the player .float ballistics_density; // wall piercing factor, larger = bullet can pass through more #define ACTIVE_NOT 0 #define ACTIVE_ACTIVE 1 #define ACTIVE_IDLE 2 #define ACTIVE_BUSY 2 #define ACTIVE_TOGGLE 3 .float active; .float (float act_state) setactive; .entity realowner; .float nex_charge; .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; .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator .float freezetag_frozen; .float freezetag_revive_progress; .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. void PlayerUseKey();