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