mirror of
https://github.com/nzp-team/quakec.git
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501 lines
No EOL
10 KiB
C++
501 lines
No EOL
10 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 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 PSP
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#ifndef NX
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#pragma target FTE
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#endif
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#endif
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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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// 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_spin;
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float ach_tracker_luck;
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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 framecount;
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float deathmatch;
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float coop;
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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 playernum;
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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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void(entity person, float expamt , float doublepoint) addmoney;
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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 PC
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.float facingenemy;
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#endif
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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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entity activator;
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.float requirespower;
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//player funcs
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#ifdef PC
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.float zoom;
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#endif
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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 secondaryweaponskin;
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.float thirdweaponskin;
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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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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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.float damagetimer;
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.vector movement;
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//Weaponsystem defines
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void SwitchWeapon(float to);
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void GetUp();
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void Weapon_Logic();
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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 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 secondaryammo;
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.float thirdammo;
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.float semi;
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.float semi2;
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.float semiuse;
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.float semiswitch;
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.float semireload;
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.float secondarymag;
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.float secondarymag2;
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.float secondaryweapon;
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.float thirdmag;
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.float thirdmag2;
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.float thirdweapon;
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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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.float weaponnum; // 0 for weapon one, 1 for second weapon...we invert value for easy comparison, a third gun would need to be hardwired
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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 semiknife;
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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);
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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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//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 -32'
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#define VEC_HULL_MAX '16 16 40'
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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 VEC_VIEW_OFS '0 0 32'
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#ifdef PSP
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#define MAX_ZOMB 12
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#else
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#define MAX_ZOMB 24
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#endif
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vector trace_plane_normal;
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// AI definitions
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//Used for global one-zombie-at-a-time type ai
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void Do_Zombie_AI();
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.string aistatus;
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entity lastzombie;
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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;
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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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//==== 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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//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 100% of the time
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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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.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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.float sound_time;
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.float s_time;
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float sounds_playing;
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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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.float washit;
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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 z_health;
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.float bleedingtime;
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.float time_to_die;
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float crandom();
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// Door
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.string killtarget;
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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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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 revivesoda;
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.float collected;
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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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float BoxWeapons[25];
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entity boxLocations[32];
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float boxCount;
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vector boxOrigin;
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#ifndef PSP
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//powerups
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.float x2_icon;
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.float insta_icon;
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#endif
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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_activate;
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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 game_over;
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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 maxreward;
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float totalreward;
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float totalpowerups;
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float sounds_playing;
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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 PC
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waypoint_ai waypoints[MAX_WAYPOINTS];
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// fog
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string world_fog;
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// lights
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#define EF_PURPLELIGHT 256 // fte already has some effect styles defined...
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#endif
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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 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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//song easter egg
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float sndTriggerCnt;
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float sndActivCnt;
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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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// GIBBING
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#ifdef PC
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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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#endif
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// PC Fog force
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.float PC_fog;
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// hl stuff
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#ifdef PC
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.float rendermode;
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.float renderamt;
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.vector rendercolor;
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#endif |