mirror of
https://github.com/nzp-team/quakec.git
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641 lines
No EOL
15 KiB
C++
641 lines
No EOL
15 KiB
C++
/*
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server/defs/custom.qc
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put custom server-only globals and fields here
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Copyright (C) 2021-2024 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef STANDARD
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#pragma target fte_5768
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#endif // STANDARD
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#define true 1
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#define false 0
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#define FL_JUMPRELEASED 4096
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#define STR_NOTENOUGHPOINTS "Not Enough Points\n" // To help aid consistency with these..
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#define SPAWN_1_CLASS "info_player_1_spawn"
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#define SPAWN_2_CLASS "info_player_2_spawn"
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#define SPAWN_3_CLASS "info_player_3_spawn"
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#define SPAWN_4_CLASS "info_player_4_spawn"
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float cheats_have_been_activated;
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// Quake assumes these are defined.
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string string_null;
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.string killtarget;
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entity activator;
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float framecount;
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float music_override;
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.float recoil_delay;
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.float cur_spread;
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#ifndef FTE
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void(string com) SV_ParseClientCommand;
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.float gravity;
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.float mapversion;
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.float ammo;
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.float frags;
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#endif // FTE
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// achievement tracking
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.float ach_tracker_npnp;
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.float ach_tracker_abst;
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.float ach_tracker_coll;
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float ach_tracker_col2;
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float ach_tracker_barr;
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float ach_tracker_spin;
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float global_trace_damage_multiplier;
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.float has_ads_toggle;
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.float ads_release;
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.float has_doubletap_damage_buff;
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.vector oldvelocity;
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.float lastsound_time;
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.float isspec;
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string mappath;
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.float ads_toggle;
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float player_count;
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entity pl1;
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.string fog; // used for hacking in changing fog from world.fog for legacy maps
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entity local_client;
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.float stance;
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.float stancereset;
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.float changestance;
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.vector new_ofs;
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//money
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.float points;
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.float cost;
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.float cost2;
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//stats
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.float score;
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.float kills;
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.float headshots;
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#ifdef FTE
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.float facingenemy;
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#endif // FTE
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//doors
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.float state;
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#define STATE_TOP 0
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#define STATE_BOTTOM 1
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#define STATE_UP 2
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#define STATE_DOWN 3
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.float /*worldtype,*/ delay, wait, lip, /*light_lev,*/ speed, style/*, skill*/;
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.float requirespower;
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//player funcs
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#ifdef FTE
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.float zoom;
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#endif // FTE
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.float damage_timer; // Used for time-based damage infliction such as Traps.
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.float speed_penalty; // A multiplier for limiting player speed. Also
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// prohibits sprinting.
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.float speed_penalty_time; // A timer for how long speed_penalty is applied for.
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float sprint_max_time = 4.0;
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.float sprinting;
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.float weaponskin;
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.float stamina;
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.float sprint_timer;
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.float sprint_duration;
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.float sprint_timer_stopped;
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.float sprint_start_time;
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.float sprint_stop_time;
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.float sprint_rest_time;
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.float tp_anim_time;
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.float tp_anim_type;
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void() W_SprintStop;
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.float into_sprint;
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.float dive;
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.float dive_delay;
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.vector movement;
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.float hunt_count; // How many Hellhounds are hunting a client
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//Weaponsystem defines
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void GetUp();
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void WeaponCore_ClientLogic();
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void (float shotcount, float sprd, float Damage, float side) FireTrace;
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.float downed;
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.float fire_delay;
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.float fire_delay2;
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.float reload_delay;
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.float reload_delay2;
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.float switch_delay;
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.float health_delay;
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.float health_was_very_low;
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.float progress_bar;
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.float progress_bar_time;
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.float progress_bar_percent;
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.float weaponbk;
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.float currentmag;
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.float currentmag2;
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.float currentmagbk;
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.float currentmagbk2;
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.float currentammobk;
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.float NeedLoad;
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.string weapon2model;
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.float weapon2frame;
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.float reloadinterupted;
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.float hitcount;
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#ifdef FTE
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.float weapon2modelindex;
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#endif // FTE
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#define SEMIACTION_FIRE_RIGHT 1
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#define SEMIACTION_FIRE_LEFT 2
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#define SEMIACTION_USE 4
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#define SEMIACTION_GRENADE 8
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#define SEMIACTION_MELEE 16
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#define SEMIACTION_WAYPOINT 32
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#define SEMIACTION_WEAPONSWAP 64
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// Semi-automatic actions (requires button release)
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.float semi_actions;
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#define MAX_PLAYER_WEAPONS 3
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#define MULEKICK_WEAPON_SLOT 3
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var struct guninventory_struct
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{
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float weapon_id;
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float weapon_magazine;
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float weapon_magazine_left;
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float weapon_reserve;
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float weapon_skin;
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float is_mulekick_weapon;
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};
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.guninventory_struct weapons[MAX_PLAYER_WEAPONS];
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.float weapon_count;
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//Reviving
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.float invoke_revive;
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.float reviving;
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.float revived;
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.float beingrevived;
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.float downedloop;
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#define S_LEFT 0
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#define S_RIGHT 1
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#define S_BOTH 2
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//Knife
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.float knife_delay;
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.float bowie;
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//Grenades
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.float grenades;
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.float pri_grenade_state;
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.float bk_nade;
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.float grenade_delay;
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.float secondary_grenades;
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.float primary_grenades;
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.float throw_delay;
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//weapon frames
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void Set_W_Frame (float startframe, float endframe, float duration, float funccalledin, float animtype, void(optional float t) endanimfunc, string set_model, float dontstartnew, float side, float lock_viewmodel);
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.float weapon_animduration;
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.float weapon2_animduration;
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.float weapon_anim_type;
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.float weapon2_anim_type;
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.float anim_weapon_time;
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.float anim_weapon2_time;
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.float weaponframe_end;
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.float weapon2frame_end;
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.float callfuncat;
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.float callfuncat2;
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.float new_anim_stop;
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.float new_anim2_stop;
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.float anim_reversed;
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.float anim2_reversed;
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.void() animend;
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.void(optional float t) animend2;
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string(string path) Compat_ConvertOldAssetPath;
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//Null functions
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void() SUB_Null = {};
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void() SUB_Null2 = {};
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#define VEC_HULL_MIN '-16 -16 -36'
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#define VEC_HULL_MAX '16 16 36'
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#define VEC_HULL2_MIN '-32 -32 -24'
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#define VEC_HULL2_MAX '32 32 64'
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#define VIEW_OFS_HL '0 0 32'
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#define VIEW_OFS_QK '0 0 22'
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.string name;
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vector trace_plane_normal;
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.float dmg;
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.float fire_timeout;
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//
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// AI definitions
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// Used for global one-zombie-at-a-time type ai
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//
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void Do_Zombie_AI();
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void Z_ElectroShock();
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.float electro_targeted; // Marks Zombie as waiting to die via Electro-Shock
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.float death_timer; // A timer that will kill a Zombie when it expires.
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.float death_timer_activated; // To prevent Zombies just dying because of this..
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.float is_attacking; // Returns true if Zombie is in the middle of an attack.
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#ifndef FTE
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entity lastzombie; // Used by non-FTE to update zombie AI one ent at a time.
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#endif // FTE
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.string aistatus;
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float zombie_spawn_delay; // time before spawning, in seconds.
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float zombie_spawn_timer; // the actual timer for spawn delay
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//Other AI definitions
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.vector box1, box2, box3;//used for windows and zombies
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.vector idlebox;
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.vector hop_spot;//used for windows (zombies hop to these)
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.vector goalorigin;
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.float teslacount; // TODO - Remove this
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.float tesla_n_kills; // Player - Number of kills remaining for the current tesla shot
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.float tesla_next_arc_time; // Zombie - Time at which zombie should try arcing
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.float tesla_arc_num; // Zombie - current arc number
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.entity tesla_arc_parent; // Zombie - Track the entity that we arced from
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.entity tesla_arc_owner; // Zombie - Player ent that fired the tesla
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void(vector pos) tesla_spark;
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.float iszomb;
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.float onfire;
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.entity firer;
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float crawler_num;
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float zombie_spawn_points;
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//==== Reference Vars ====
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#define WWINDOW 1
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#define WBOX1 2
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#define WBOX2 4
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#define WBOX3 8
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#define WIDLEBOX 16
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//========================
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// Definitions for the `.dimension_hit` and `.dimension_solid` fields
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// Used to let limbs be non-solid to player bbox but still be hit by player tracelines
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#define HITBOX_DIM_LIMBS 1
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#define HITBOX_DIM_ZOMBIES 2
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//we're using usedent for who is currently hopping the window
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//Used for windows to keep track of what zombies are at windows
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.entity box1owner, box2owner, box3owner;
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.entity usedent;
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//.float used;//used for the window boxes//not anymore
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.float outside;//used for knowing if a zomibe has hopped window yet
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.float chase_enemy_time;
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.float chase_time;
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.float enemy_timeout;
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//.float pathing;
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.float calc_time; // used as a delay thing (so zombie ai doesn't run
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// 100% of the time
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.string zappername; // An identifier similar to targetname used to link
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// Electric Trap components.
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.string target2;
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.string target3;
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.string target4;
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.string target5;
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.string target6;
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.string target7;
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.string target8;
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.string wayTarget;
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.entity active_door; // Set in waypoint mode
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.string targetname; // the name of an entitys
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entity lastspawn; // last spawn point used by spawning code
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.entity goaldummy; // Used to store the origin of the zombies target
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.float goalway; // Used to store the origin of the zombies target
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.float walktype; // decides animations and moving speeds for zombies
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.float spawn_id; // assigned to spawn point ents, for grabbing one at random.
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.void() th_walk;
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//.void() th_run;
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.void() th_die;
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.void() th_melee;
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.void() th_idle;
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.void() th_windowhop;
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.void() th_diewunder;
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.void() th_fall;
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.void() th_falling;
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.void() th_land;
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.void() th_jump;
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.void() th_grabledge;
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.float tries;
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.float hop_step;//KEEPS TRACK OF WHERE WE ARE ON THE HOPPING PART
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float INACTIVE = 1;
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float tracemove(vector start, vector min, vector max, vector end, float nomonsters, entity forent);
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.float way_path[40];
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.float way_cur;
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//
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// Zombie Sound System
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//
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#define ZOMBIE_SOUND_TYPE_MELEE 0
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#define ZOMBIE_SOUND_TYPE_WALK 1
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#define ZOMBIE_SOUND_TYPE_CRAWL 2
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#define ZOMBIE_SOUND_TYPE_SPRINT 3
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#define ZOMBIE_SOUND_TYPE_DEATH 4
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.float sound_time;
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.float s_time;
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.float fall;
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//.vector lastOrg;//Zombie's last origin, for checking stuckness
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//.float OrgStuckCount;
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.float crawling;
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#define HIT_REGION_HEAD 1
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#define HIT_REGION_ARM 2
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#define HIT_REGION_TORSO_LOWER 3
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#define HIT_REGION_TORSO_UPPER 4
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.float washit;
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.float hit_region;
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.float hitamount;
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.float laststep;
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void(entity who) makeCrawler;
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.float state;//used to delay making a crawler, ex) when zombie is rising from ground or climbing over barrier, turn zombie into a crawler afterwards
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void() spawnAllZombEnts;
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void() set_z_health;
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float() spawn_a_zombieA;
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float gotdog;
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float dogRound;
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float dogWave;
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float dog_round_count;
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float z_health;
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.float bleedingtime;
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.float time_to_die;
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.float respawn_timer;
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.float respawn_iterator;
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float crandom();
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// Door
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.void() think1;
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.vector finaldest;
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.vector pos1, pos2/*, mangle*/;
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.vector finalangle;
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.float distance;
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.float sequence;
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.entity active_door;
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.string door_model_target;
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.string door_model_name;
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//Perk and Power system
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#define PERK_QUICKREVIVE_DEFAULT_MODEL "models/machines/quake_scale/quick_revive.mdl"
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#define PERK_JUGGERNOG_DEFAULT_MODEL "models/machines/quake_scale/juggernog.mdl"
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#define PERK_SPEEDCOLA_DEFAULT_MODEL "models/machines/quake_scale/speed_cola.mdl"
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#define PERK_DOUBLETAP_DEFAULT_MODEL "models/machines/quake_scale/double_tap.mdl"
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#define PERK_PHDFLOPPER_DEFAULT_MODEL "models/machines/quake_scale/flopper.mdl"
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#define PERK_STAMINUP_DEFAULT_MODEL "models/machines/quake_scale/staminup.mdl"
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#define PERK_DEADSHOT_DEFAULT_MODEL "models/machines/quake_scale/deadshot.mdl"
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#define PERK_MULEKICK_DEFAULT_MODEL "models/machines/quake_scale/mulekick.mdl"
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float isPowerOn;
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.float isBuying; // naievil -- used for checking if a perk is being consumed, limits glitching
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.float perks;
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.float perk_delay;
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.float perk_purchase_count;
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.float perk_purchase_limit_solo;
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.float perk_purchase_limit_coop;
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.float perk_requires_power_solo;
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.float perk_requires_power_coop;
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// Mystery Box
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#define MAX_BOX_WEAPONS 27
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.float boxstatus;
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.entity boxweapon;
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.float spins;
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.float papState;
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var struct mbox_struct
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{
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float weapon_id; // ID for the relevant weapon.
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float allowed; // 1 for allowed, 0 for denied.
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float rarity; // 0-100 (float) percent change for obtaining. -1 for normal.
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float already_obtained; // true if only one allowed and a client already holds it.
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} mystery_box_weapons[MAX_BOX_WEAPONS] = {};
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float mystery_box_count;
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float mystery_box_leave_count;
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float mystery_box_cost;
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string mystery_box_model;
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string mystery_box_glow_model;
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string mystery_box_open_sound;
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string mystery_box_close_sound;
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entity mystery_boxes[16];
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vector mystery_box_start_origin;
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#ifdef FTE
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//powerups
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.float x2_icon;
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.float insta_icon;
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#endif // FTE
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.string powerup_vo;
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float instakill_finished;
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float insta_blink;
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float x2_finished;
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float x2_blink;
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float total_windows_down;
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float total_powerup_points;
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float powerup_score_threshold;
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float powerup_activate;
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float carp_powerup_active;
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float nuke_powerup_active;
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float nuke_powerups_activated;
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float nuke_powerup_spawndelay;
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//rounds
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float roundinit;
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float roundtype;
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float Current_Zombies;
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float Total_Zombies;
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float Remaining_Zombies;
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float Delay_Time;
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float spawn_time;
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float round_changetime;
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float blink_return;
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float delay_at_round;
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float spawn_delay;
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float totalpowerups;
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float barricade_reward_maximum;
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.float barricade_reward;
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float rounds;
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float rounds_change;
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//Waypoints
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void () Waypoint_Logic;
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entity current_way;
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float waypoint_mode;
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entity active_way;
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#define MAX_WAY_TARGETS 10
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.string waynum;
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.string targets[MAX_WAY_TARGETS];
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//pathfinds
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#define MAX_WAYPOINTS 256 //max waypoints
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void LoadWaypointData();
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typedef struct
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{
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vector org;
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float id;
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float g, f;
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float next, prev;
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float step;
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float target_id [MAX_WAY_TARGETS]; // Targets array number
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string targetdoor; //special tag is required for the closed waypoints
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float dist [MAX_WAY_TARGETS]; // Distance to the next waypoints
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float set;
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} waypoint_ai;
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#define SET_NONE 0
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#define SET_OPEN 1
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#define SET_CLOSED 2
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#ifdef FTE
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waypoint_ai waypoints[MAX_WAYPOINTS];
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#endif // FTE
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#define UT_HUD 1
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#define UT_ROUNDS_CHANGE 2
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#define UT_HM 3
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#define UT_ZOOM2 4
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#define UT_CROSSHAIR 5
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//Misc patch definitions
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.string teddyremovetarget;
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.float entity_removed;
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.float oldz; // used for fall damage that does not truly work correctly
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.float sprint_delay;
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//soft restart stuff for doors
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.string oldmodel;
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.vector oldorigin;
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.float oldstate;
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.float state;
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.float isopen;
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//world
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.string chaptertitle;
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.string location;
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.string date;
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.string person;
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.string song;
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//altered game elements
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float G_STARTPOINTS;
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float G_STARTROUND;
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float G_PRONEPOINTS;
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float G_STARTWEAPON[3];
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float G_WORLDTEXT;
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float G_PERKS;
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float G_PERKPOWER;
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.float activated;
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//teleporter
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.entity tele_target;
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.float mode;
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.float cooldown;
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.float isLinked;
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.float waitLink;
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.float tpTimer;
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.float isTimed;
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.entity host;
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.entity entities[4];
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// GIBBING
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.entity larm;
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.entity rarm;
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.entity head;
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.vector bbmins, bbmaxs;
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.float currentHitBoxSetup;
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.float sprintflag;
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// hl stuff
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.float rendermode;
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.float renderamt;
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.vector rendercolor;
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#ifdef FTE
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.float last_solid;
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.float had_solid_modified;
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#endif // FTE
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