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