1#pragma once 2 3float warmup_limit; 4#include <common/weapons/_all.qh> 5#include <common/stats.qh> 6 7#define INDEPENDENT_ATTACK_FINISHED 1 8 9// Globals 10 11float g_footsteps, g_grappling_hook, g_instagib; 12float g_warmup_allguns; 13float g_warmup_allow_timeout; 14float warmup_stage; 15float g_jetpack; 16 17float sv_clones; 18float sv_foginterval; 19 20float player_count; 21float currentbots; 22float bots_would_leave; 23 24void UpdateFrags(entity player, int f); 25.float totalfrags; 26 27float team1_score, team2_score, team3_score, team4_score; 28 29// flag set on worldspawn so that the code knows if it is dedicated or not 30float server_is_dedicated; 31 32// Fields 33 34.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage; 35 36//.string wad; 37//.string map; 38 39//.float worldtype; 40// Needed for dynamic clientwalls 41.float inactive; // Clientwall disappears when inactive 42.float alpha_max, alpha_min; 43.float fade_start, fade_end, fade_vertical_offset; 44.float default_solid; // Variable to store default .solid for clientwalls 45 46.float pain_finished; //Added by Supajoe 47.float pain_frame; //" 48.float crouch; // Crouching or not? 49 50.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); 51 52.float cnt; // used in too many places 53.float count; 54//.float cnt2; 55 56.float play_time; 57.int respawn_flags; 58.float respawn_time; 59.float respawn_time_max; 60.float death_time; 61.float fade_time; 62.float fade_rate; 63 64void player_setupanimsformodel(entity this); 65 66.string mdl; 67 68.string playermodel; 69.string playerskin; 70 71.float species; 72 73.float scheduledrespawntime; 74.float respawntime; 75.float respawntimejitter; 76.float respawntimestart; 77//.float chasecam; 78 79.float damageforcescale; 80const float MIN_DAMAGEEXTRARADIUS = 2; 81const float MAX_DAMAGEEXTRARADIUS = 16; 82.float damageextraradius; 83 84//.float gravity; 85 86.float dmg; 87 88// for railgun damage (hitting multiple enemies) 89.float railgunhit; 90.float railgunhitsolidbackup; 91.vector railgunhitloc; 92 93.float air_finished; 94.float dmgtime; 95 96.float killcount; 97.float damage_dealt, typehitsound, killsound; 98 99.float watersound_finished; 100.float iscreature; 101.float damagedbycontents; 102.float damagedbytriggers; 103.float teleportable; 104.vector oldvelocity; 105 106.float pauseregen_finished; 107.float pauserothealth_finished; 108.float pauserotarmor_finished; 109.float pauserotfuel_finished; 110// string overrides entity 111.string item_pickupsound; 112.entity item_pickupsound_ent; 113.entity item_model_ent; 114 115// WEAPONTODO 116.float autoswitch; 117bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain); 118void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire); 119void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire); 120// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) 121.float weapon_nextthink; 122.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think; 123 124 125// there is 2 weapon tics that can run in one server frame 126const int W_TICSPERFRAME = 2; 127 128void weapon_defaultspawnfunc(entity this, Weapon e); 129 130float intermission_running; 131float intermission_exittime; 132float alreadychangedlevel; 133 134.float version; 135 136// footstep interval 137.float nextstep; 138 139float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds 140.float spectatortime; //point in time since the client is spectating or observing 141void checkSpectatorBlock(entity this); 142 143float game_completion_ratio; // 0 at start, 1 near end 144.float winning; 145.float jointime; // time of joining 146.float alivetime; // time of being alive 147.float motd_actived_time; // used for both motd and campaign_message 148 149bool nJoinAllowed(entity this, entity ignore); 150 151.float spawnshieldtime; 152.float item_spawnshieldtime; 153 154.entity flagcarried; 155 156.int playerid; 157.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor 158 159.vector death_origin; 160 161float default_player_alpha; 162float default_weapon_alpha; 163 164.float cvar_cl_handicap; 165.float cvar_cl_clippedspectating; 166.float cvar_cl_autoscreenshot; 167.float cvar_cl_jetpack_jump; 168.float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP); 169.float cvar_cl_newusekeysupported; 170 171.string cvar_g_xonoticversion; 172.string cvar_cl_weaponpriority; 173.string cvar_cl_weaponpriorities[10]; 174.float cvar_cl_noantilag; 175 176.string weaponorder_byimpulse; 177 178.float cvar_cl_allow_uid2name; 179.float cvar_cl_allow_uidtracking; 180.string stored_netname; 181 182.float version_nagtime; 183 184string gamemode_name; 185 186float startitem_failed; 187 188string W_Apply_Weaponreplace(string in); 189 190void FixIntermissionClient(entity e); 191void FixClientCvars(entity e); 192 193// WEAPONTODO: remove this 194WepSet weaponsInMap; 195 196#define weapons _STAT(WEAPONS) 197 198.float respawn_countdown; // next number to count 199 200float bot_waypoints_for_items; 201 202.float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS]; 203.float attack_finished_single[MAX_WEAPONSLOTS]; 204#if INDEPENDENT_ATTACK_FINISHED 205#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)])) 206#else 207#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) 208#endif 209#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot) 210 211// assault game mode: Which team is attacking in this round? 212float assault_attacker_team; 213 214// speedrun: when 1, player auto teleports back when capture timeout happens 215.float speedrunning; 216 217// database 218float ServerProgsDB; 219float TemporaryDB; 220 221.float team_saved; 222 223float some_spawn_has_been_used; 224float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found 225float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team" 226 227// set when showing a kill countdown 228.entity killindicator; 229.float killindicator_teamchange; 230 231void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); 232 233float lockteams; 234 235.float parm_idlesince; 236float sv_maxidle; 237float sv_maxidle_spectatorsareidle; 238int sv_maxidle_slots; 239bool sv_maxidle_slots_countbots; 240 241float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end); 242 243float next_pingtime; 244 245// autotaunt system 246.float cvar_cl_autotaunt; 247.float cvar_cl_voice_directional; 248.float cvar_cl_voice_directional_taunt_attenuation; 249 250.float version_mismatch; 251 252int autocvar__independent_players; 253bool independent_players; 254#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players) 255#define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER) 256#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID)) 257 258string clientstuff; 259.float phase; 260.int pressedkeys; 261 262.string fog; 263 264string cvar_changes; 265string cvar_purechanges; 266float cvar_purechanges_count; 267 268float game_starttime; //point in time when the countdown to game start is over 269float round_starttime; //point in time when the countdown to round start is over 270 271void W_Porto_Remove (entity p); 272 273.int projectiledeathtype; 274 275.string message2; 276 277// reset to 0 on weapon switch 278// may be useful to all weapons 279.float bulletcounter; 280 281// Nexball 282.entity ballcarried; // Also used for keepaway 283float g_nexball_meter_period; 284 285void SUB_DontUseTargets(entity this, entity actor, entity trigger); 286void SUB_UseTargets(entity this, entity actor, entity trigger); 287 288.void(entity this) reset; // if set, an entity is reset using this 289.void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) 290 291void ClientData_Touch(entity e); 292 293//vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons 294 295.float wasplayer; 296 297float servertime, serverprevtime, serverframetime; 298 299.float ammo_fuel; 300 301.vector prevorigin; 302 303//flood fields 304.float nickspamtime; // time of last nick change 305.float nickspamcount; 306.float floodcontrol_chat; 307.float floodcontrol_chatteam; 308.float floodcontrol_chattell; 309.float floodcontrol_voice; 310.float floodcontrol_voiceteam; 311 312.float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD 313 314string matchid; 315 316.float last_pickup = _STAT(LAST_PICKUP); 317 318.float hit_time = _STAT(HIT_TIME); 319.float typehit_time = _STAT(TYPEHIT_TIME); 320.float kill_time = _STAT(KILL_TIME); 321 322.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL); 323 324bool radar_showennemies; 325 326#ifdef PROFILING 327float client_cefc_accumulator; 328float client_cefc_accumulatortime; 329#endif 330 331.float weapon_load[Weapons_MAX]; 332.int ammo_none; // used by the reloading system, must always be 0 333.float clip_load = _STAT(WEAPON_CLIPLOAD); 334.float old_clip_load; 335.float clip_size = _STAT(WEAPON_CLIPSIZE); 336 337.float minelayer_mines = _STAT(LAYED_MINES); 338.float vortex_charge = _STAT(VORTEX_CHARGE); 339.float vortex_charge_rottime; 340.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL); 341.float hagar_load = _STAT(HAGAR_LOAD); 342 343.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab 344 345#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE 346// when doing this, hagar can go through clones 347// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX 348 349.float spectatee_status; 350.float zoomstate; 351.float restriction; 352 353.entity clientdata; 354.entity personal; 355 356string deathmessage; 357 358.bool just_joined; 359 360.float cvar_cl_weaponimpulsemode; 361.float selectweapon; // last selected weapon of the player 362 363.float ballistics_density; // wall piercing factor, larger = bullet can pass through more 364 365const float ACTIVE_NOT = 0; 366const float ACTIVE_ACTIVE = 1; 367const float ACTIVE_IDLE = 2; 368const float ACTIVE_BUSY = 2; 369const float ACTIVE_TOGGLE = 3; 370.float active; 371.void (entity this, int act_state) setactive; 372.entity realowner; 373 374//float serverflags; 375 376.float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator 377 378.float player_blocked; 379 380.float revive_progress = _STAT(REVIVE_PROGRESS); 381.float revival_time; // time at which player was last revived 382.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) 383.entity iceblock; 384.entity frozen_by; // for ice fields 385 386.entity muzzle_flash; 387.float misc_bulletcounter; // replaces uzi & hlac bullet counter. 388 389.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn 390 391void PlayerUseKey(entity this); 392 393USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current)); 394.spawn_evalfunc_t spawn_evalfunc; 395 396string modname; 397 398.float missile_flags; 399const int MIF_SPLASH = BIT(1); 400const int MIF_ARC = BIT(2); 401const int MIF_PROXY = BIT(3); 402const int MIF_GUIDED_MANUAL = BIT(4); 403const int MIF_GUIDED_HEAT = BIT(5); 404const int MIF_GUIDED_LASER = BIT(6); 405const int MIF_GUIDED_AI = BIT(7); 406const int MIF_GUIDED_TAG = BIT(7); 407const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG; 408const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG; 409const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI; 410 411#define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false) 412#define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false) 413#define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false) 414 415//// 416 417.string cvar_cl_physics; 418 419.void(entity this, entity player) init_for_player; 420 421IntrusiveList g_monsters; 422STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); } 423 424IntrusiveList g_waypoints; 425STATIC_INIT(g_waypoints) { g_waypoints = IL_NEW(); } 426 427IntrusiveList g_vehicles; 428STATIC_INIT(g_vehicles) { g_vehicles = IL_NEW(); } 429 430IntrusiveList g_turrets; 431STATIC_INIT(g_turrets) { g_turrets = IL_NEW(); } 432 433IntrusiveList g_mines; 434STATIC_INIT(g_mines) { g_mines = IL_NEW(); } 435 436IntrusiveList g_projectiles; 437STATIC_INIT(g_projectiles) { g_projectiles = IL_NEW(); } 438 439IntrusiveList g_items; 440STATIC_INIT(g_items) { g_items = IL_NEW(); } 441 442IntrusiveList g_initforplayer; 443STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); } 444 445IntrusiveList g_clones; 446STATIC_INIT(g_clones) { g_clones = IL_NEW(); } 447 448IntrusiveList g_assault_destructibles; 449STATIC_INIT(g_assault_destructibles) { g_assault_destructibles = IL_NEW(); } 450 451IntrusiveList g_assault_objectivedecreasers; 452STATIC_INIT(g_assault_objectivedecreasers) { g_assault_objectivedecreasers = IL_NEW(); } 453 454IntrusiveList g_assault_objectives; 455STATIC_INIT(g_assault_objectives) { g_assault_objectives = IL_NEW(); } 456 457IntrusiveList g_spawnpoints; 458STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); } 459 460IntrusiveList g_bot_targets; 461STATIC_INIT(g_bot_targets) { g_bot_targets = IL_NEW(); } 462 463IntrusiveList g_bot_dodge; 464STATIC_INIT(g_bot_dodge) { g_bot_dodge = IL_NEW(); } 465 466IntrusiveList g_damagedbycontents; 467STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); } 468