mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 12:01:26 +00:00
62 lines
3.4 KiB
Text
62 lines
3.4 KiB
Text
#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;
|
|
//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;
|