// POX - bunch of new variable declarations and prototypes for POXworld //New stuff for timing second triggers and other weapon stuff .float prime_tshot; //this is set when tShot is primed for a triple barrel fire .float st_tshotload; //used to time out the tSot's trigger during reload .float st_sshotgun; //next attack for ComboGun .float st_pball; //next attack for Impact grenade .float which_ammo; //used to clean up ammo switching for ComboGun .float st_mplasma; //next attack for MegaPlasma Burst .float st_plasma; //next attack for PlasmaGun .float LorR; //sets which barrel to use for next PlasmaGun shot .float st_mine; //next attack for PhaseMine .float st_grenade; //next attack for Grenades .float no_obj; //fixes a problem with 'hanging' mines on breakable objects destroyed be something else .entity spawnmaster; .entity lastowner; .float st_nailgun; //next attack for Nailgun .float st_shrapnel; //next attack for ShrapnelBomb .float shrap_detonate; //decide whether to launch or detonate a ShrapnelBomb .float shrap_time; //holds the bombs time out (2 minutes then boom) - just in case owner died .float reload_rocket; //keeps count of rockets fired .float st_rocketload; //used to time out the rhino's trigger during reload .float missfire_finished; //used to seperate attacks and missfires (POXnote : DO I STILL NEED THIS?) .float nobleed; //set to TRUE for triggers, breakable objects, buttons, etc... // Footsteps .float spawnsilent; .vector old_velocity; //POX v1.2 REMOVED EARTHQUAKE! (not suitable for DM) void() func_earthquake = {remove(self);}; //Water Movement .float uwmuffle; //underwater muffle sound timeout .float onwsound; //on water sound timeout .float outwsound; //head out of water sound flag .float inwsound; //head in water sound flag //New DM option constants float DM_PREDATOR = 2; float DM_DARK = 4; float DM_LMS = 8; float DM_FFA = 16; float DM_GIB = 32; float DM_AUTOSWITCH = 128; float fraglimit_LMS; // stores the fraglimit at worldspawn so it can't be changed during a game float lms_plrcount; // Keeps track of the number of players in an LMS game float lms_gameover; // Lets CheckRules know when one or zero players are left .float LMS_registered; // prevents players from being counted more than once .float LMS_observer; // Bump think to Observer code if TRUE (1 = late, 2 = killed) .float LMS_observer_fov; // Stores observer's current fov .float LMS_zoom; // 1 = zoom in, 2 = zoom out, 0 = stop .float LMS_observer_time; // times the display of observer instructions //Dark Mode stuff... .float flash_flag; // flashlight toggle (no user toggle) .entity flash; // flash entity // Moved here for use in weapons.qc float intermission_running; .float gl_fix; //a hack for toggling gl_flashblend //Used by Target ID impulse .float target_id_finished; .float target_id_toggle; .float target_id_same; .entity last_target_id; void(entity client, string s1, string s2, string s3, string s4) centerprint4 = #73; //POX v1.2 - improved reseting of colour_light .float cshift_finished; .float cshift_off; //POX 1.2 - allows idtarget state to be saved across levelchanges .float target_id_temp;