mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-12-18 00:21:11 +00:00
1165 lines
35 KiB
C++
1165 lines
35 KiB
C++
/*
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==============================================================================
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SOURCE FOR GLOBALVARS_T C STRUCTURE
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==============================================================================
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*/
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#include "defs.qh"
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//
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// system globals
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//
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entity self;
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entity other;
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entity world;
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float time;
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float frametime;
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#ifdef QUAKE_WORLD
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entity newmis; // if this is set, the entity that just
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// run created a new missile that should
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// be simulated immediately
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#endif
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float force_retouch; // force all entities to touch triggers
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// next frame. this is needed because
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// non-moving things don't normally scan
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// for triggers, and when a trigger is
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// created (like a teleport trigger), it
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// needs to catch everything.
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// decremented each frame, so set to 2
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// to guarantee everything is touched
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string mapname;
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#ifndef QUAKE_WORLD
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float deathmatch;
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float coop;
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float teamplay;
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#endif
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float serverflags; // propagated from level to level, used to
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// keep track of completed episodes
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float total_secrets;
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float total_monsters;
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float found_secrets; // number of secrets found
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float killed_monsters; // number of monsters killed
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// spawnparms are used to encode information about clients across server
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// level changes
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float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
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//
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// global variables set by built in functions
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//
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vector v_forward, v_up, v_right; // set by makevectors()
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// set by traceline / tracebox
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float trace_allsolid;
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float trace_startsolid;
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float trace_fraction;
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vector trace_endpos;
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vector trace_plane_normal;
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float trace_plane_dist;
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entity trace_ent;
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float trace_inopen;
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float trace_inwater;
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entity msg_entity; // destination of single entity writes
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//
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// required prog functions
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//
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void() main; // only for testing
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void() StartFrame;
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void() PlayerPreThink;
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void() PlayerPostThink;
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void() ClientKill;
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void() ClientConnect;
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void() PutClientInServer; // call after setting the parm1... parms
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void() ClientDisconnect;
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void() SetNewParms; // called when a client first connects to
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// a server. sets parms so they can be
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// saved off for restarts
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void() SetChangeParms; // call to set parms for self so they can
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// be saved for a level transition
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//================================================
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void end_sys_globals; // flag for structure dumping
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//================================================
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/*
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==============================================================================
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SOURCE FOR ENTVARS_T C STRUCTURE
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==============================================================================
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*/
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//
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// system fields (*** = do not set in prog code, maintained by C code)
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//
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.float modelindex; // *** model index in the precached list
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.vector absmin, absmax; // *** origin + mins / maxs
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.float ltime; // local time for entity
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#ifdef QUAKE_WORLD
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.float lastruntime; // *** to allow entities to run out of sequence
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#endif
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.float movetype;
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.float solid;
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.vector origin; // ***
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.vector oldorigin; // ***
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.vector velocity;
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.vector angles;
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.vector avelocity;
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#ifndef QUAKE_WORLD
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.vector punchangle; // temp angle adjust from damage or recoil
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#endif
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.string classname; // spawn function
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.string model;
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.float frame;
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.float skin;
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.float effects;
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.vector mins, maxs; // bounding box extents reletive to origin
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.vector size; // maxs - mins
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.void() touch;
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.void() use;
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.void() think;
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.void() blocked; // for doors or plats, called when can't push other
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.float nextthink;
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.entity groundentity;
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// stats
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.float health;
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.float frags;
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.float weapon; // one of the IT_SHOTGUN, etc flags
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.string weaponmodel;
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.float weaponframe;
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.float currentammo;
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.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
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.float items; // bit flags
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.float takedamage;
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.entity chain;
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.float deadflag;
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.vector view_ofs; // add to origin to get eye point
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.float button0; // fire
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.float button1; // use
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.float button2; // jump
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.float impulse; // weapon changes
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.float fixangle;
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.vector v_angle; // view / targeting angle for players
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#ifndef QUAKE_WORLD
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.float idealpitch; // calculated pitch angle for lookup up slopes
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#endif
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.string netname;
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.entity enemy; //WK We use this on players now, for the martyr code
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.float flags;
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.float colormap;
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.float team;
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.float max_health; // players maximum health is stored here
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.float teleport_time; // don't back up
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.float armortype; // save this fraction of incoming damage
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.float armorvalue; //Current NUMBER of armor being worn
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.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
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.float watertype; // a contents value
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.float ideal_yaw;
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.float yaw_speed;
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.entity aiment;
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.entity goalentity; // a movetarget or an enemy
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.float spawnflags;
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.string target;
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.string targetname;
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// damage is accumulated through a frame. and sent as one single
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// message, so the super shotgun doesn't generate huge messages
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.float dmg_take;
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.float dmg_save;
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.entity dmg_inflictor;
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.entity owner; // who launched a missile
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.vector movedir; // mostly for doors, but also used for waterjump
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.string message; // trigger messages
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.float sounds; // either a cd track number or sound number
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.string noise, noise1, noise2, noise3; // contains names of wavs to play
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//================================================
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void end_sys_fields; // flag for structure dumping
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//================================================
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/*
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==============================================================================
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VARS NOT REFERENCED BY C CODE
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==============================================================================
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*/
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//
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// globals
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//
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float movedist;
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#ifndef QUAKE_WORLD
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float gameover; // set when a rule exits
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#endif
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string string_null; // null string, nothing should be held here
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float empty_float;
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vector vector_null; //CH empty vector
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entity activator; // the entity that activated a trigger or brush
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entity damage_attacker; // set by T_Damage
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float framecount;
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float skill;
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// cvars checked each frame
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//
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float teamplay;
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float timelimit;
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float fraglimit;
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float deathmatch;
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//================================================
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//
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// world fields (FIXME: make globals)
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//
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.string wad;
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.string map;
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.float worldtype; // 0=medieval 1=metal 2=base
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//================================================
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.string killtarget;
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//
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// quakeed fields
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//
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.float light_lev; // not used by game, but parsed by light util
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.float style;
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//
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// monster ai
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//
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.void() th_stand;
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.void() th_walk;
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.void() th_run;
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.void() th_missile;
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.void() th_melee;
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.void(entity attacker, float damage) th_pain;
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.void() th_die;
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.entity oldenemy; // mad at this player before taking damage
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.float speed;
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.float lefty;
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.float search_time; //WK Used for hover boots. :/
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.float attack_state; //WK Not usable?
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//
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// player only fields
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//
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.float walkframe;
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//WK
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.float maxspeed;
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.float gravity;
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//WK -- Holds how much money we have left while building, and
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// for toggling between engineer and spy menus in the game (hackish, yes)
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.float money;
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.float custom_speed;
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.float ff_count; //How many friendlies killed
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//.float be_count; //Bad Engy count, break threshold, RESTICTED BUILD
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.float penance_time; //Time your penance will cease
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.float last_attacked_time; //Time that you were last shot at
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.entity inspirator; //Holds pointer to your chaplan
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.float has_cheated; //Holds if the user has tried to cheat or not
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// SB - for demons
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//.float demon_points; UNUSED - OfN
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.float demon_choice;
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.float demon_blood;
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.entity demon_one;
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.entity demon_two; //- OfN Not used for demons, used for hacking
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//- OfN -
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.float army_ready; //- if #TRUE, soldier ready for teleport, this is set by the army_timer's
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.float num_mines; // OfN Number of guerilla mines the player has
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// Also used for friendly hacks on machines
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//- OfN - Cool gibs data stored on each TF_T_Damage
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//.vector gb_origin; // Origin of last damage
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//.float gb_disable; // if #TRUE don't use cool gibs
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// hacker defences
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//.float hacker_defence; // -OfN by SB, I use num_mines instead, for hacker improvements/ice
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//For the demon
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.void() th_fireball;
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.float hover_time; //How much fuel we have left in boots
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.float done_custom;
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//END WK
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.entity scaned; //CH used for scanner.
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.float attack_finished;
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.float pain_finished;
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.float invincible_finished;
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.float invisible_finished;
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.float super_damage_finished;
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.float radsuit_finished;
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.float invincible_time, invincible_sound;
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.float invisible_time, invisible_sound;
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.float super_time, super_sound;
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.float rad_time;
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.float fly_sound;
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.float axhitme;
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.float show_hostile; // set to time+0.2 whenever a client fires a
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// weapon or takes damage. Used to alert
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// monsters that otherwise would let the player go
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.float jump_flag; // player jump flag
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.float swim_flag; // player swimming sound flag
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.float air_finished; // when time > air_finished, start drowning
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.float bubble_count; // keeps track of the number of bubbles
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.string deathtype; // keeps track of how the player died
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//
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// object stuff
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//
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.string mdl;
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.vector mangle; // angle at start
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.vector oldorigin; // only used by secret door
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.float t_length, t_width;
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//
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// doors, etc
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//
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.vector dest, dest1, dest2;
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.float wait; // time from firing to restarting
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.float delay; // time from activation to firing
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.entity trigger_field; // door's trigger entity
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.string noise4;
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//
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// monsters
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//
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.float pausetime;
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.entity movetarget;
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//
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// doors
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//
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.float aflag;
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.float dmg; // damage done by door when hit
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//
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// misc
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//
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.float cnt; // misc flag
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//
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// subs
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//
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.void() think1;
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.vector finaldest, finalangle;
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//
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// triggers
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//
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.float count; // for counting triggers
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//
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// plats / doors / buttons
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//
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.float lip;
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.float state;
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.vector pos1, pos2; // top and bottom positions
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.float height;
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//
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// sounds
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//
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.float waitmin, waitmax;
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.float distance;
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.float volume;
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//===========================================================================
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//
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// builtin functions
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//
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void(vector ang) makevectors = #1; // sets v_forward, etc globals
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void(entity e, vector o) setorigin = #2;
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void(entity e, string m) setmodel = #3; // set movetype and solid first
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void(entity e, vector min, vector max) setsize = #4;
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// #5 was removed
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void() break = #6;
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float() random = #7; // returns 0 - 1
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void(entity e, float chan, string samp, float vol, float atten) sound = #8;
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vector(vector v) normalize = #9;
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void(string e) error = #10;
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void(string e) objerror = #11;
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float(vector v) vlen = #12;
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float(vector v) vectoyaw = #13;
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entity() spawn = #14;
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void(entity e) remove = #15;
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// sets trace_* globals
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// nomonsters can be:
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// An entity will also be ignored for testing if forent == test,
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// forent->owner == test, or test->owner == forent
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// a forent of world is ignored
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void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
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entity() checkclient = #17; // returns a client to look for
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entity(entity start, .string fld, string match) find = #18;
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string(string s) precache_sound = #19;
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string(string s) precache_model = #20;
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void(entity client, string s)stuffcmd = #21;
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entity(vector org, float rad) findradius = #22;
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#ifndef QUAKE_WORLD
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//void(string s) bprint = #23;
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//void(entity client, string s) sprint = #24;
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void(...) nqw_bprint = #23;
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void(...) nqw_sprint = #24;
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// used for QW compatibility
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/*
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void(float level, string s) bprint;
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void(entity client, float level, string s) sprint;
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void(float level, string s1, string s2) bprint2;
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void(entity client, float level, string s1, string s2) sprint2;
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void(float level, string s1, string s2, string s3) bprint3;
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void(entity client, float level, string s1, string s2, string s3) sprint3;
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void(float level, string s1, string s2, string s3, string s4) bprint4;
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void(entity client, float level, string s1, string s2, string s3, string s4) sprint4;
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void(float level, string s1, string s2, string s3, string s4, string s5) bprint5;
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void(entity client, float level, string s1, string s2, string s3, string s4, string s5) sprint5;
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void(float level, string s1, string s2, string s3, string s4, string s5, string s6) bprint6;
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void(entity client, float level, string s1, string s2, string s3, string s4, string s5, string s6) sprint6;
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void(float level, string s1, string s2, string s3, string s4, string s5, string s6, string s7) bprint7;
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void(entity client, float level, string s1, string s2, string s3, string s4, string s5, string s6, string s7) sprint7;
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void(float level, string s1, string s2, string s3, string s4, string s5, string s6, string s7, string s8) bprint8;
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*/
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#else
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//void(float level, string s) bprint = #23;
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//void(entity client, float level, string s) sprint = #24;
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void(...) bprint = #23;
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void(...) sprint = #24;
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void(...) bprint2 = #23;
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void(...) sprint2 = #24;
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void(...) bprint3 = #23;
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void(...) sprint3 = #24;
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void(...) bprint4 = #23;
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void(...) sprint4 = #24;
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void(...) bprint5 = #23;
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void(...) sprint5 = #24;
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void(...) bprint6 = #23;
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void(...) sprint6 = #24;
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void(...) bprint7 = #23;
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void(...) sprint7 = #24;
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void(...) bprint8 = #23;
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#endif
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void(string s) dprint = #25;
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string(float f) ftos = #26;
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string(vector v) vtos = #27;
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void() coredump = #28; // prints all edicts
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void() traceon = #29; // turns statment trace on
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void() traceoff = #30;
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void(entity e) eprint = #31; // prints an entire edict
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float(float yaw, float dist) walkmove = #32; // returns #TRUE or #FALSE
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// #33 was removed
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float() droptofloor= #34; // #TRUE if landed on floor
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void(float style, string value) lightstyle = #35;
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float(float v) rint = #36; // round to nearest int
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float(float v) floor = #37; // largest integer <= v
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float(float v) ceil = #38; // smallest integer >= v
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// #39 was removed
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float(entity e) checkbottom = #40; // true if self is on ground
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float(vector v) pointcontents = #41; // returns a CONTENT_*
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// #42 was removed
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float(float f) fabs = #43;
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vector(entity e, float speed) aim = #44; // returns the shooting vector
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float(string s) cvar = #45; // return cvar.value
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void(string s) localcmd = #46; // put string into local que
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entity(entity e) nextent = #47; // for looping through all ents
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void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
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void() ChangeYaw = #49; // turn towards self.ideal_yaw
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// at self.yaw_speed
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// #50 was removed
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vector(vector v) vectoangles = #51;
|
|
|
|
//
|
|
// direct client message generation
|
|
//
|
|
void(float to, float f) WriteByte = #52;
|
|
void(float to, float f) WriteChar = #53;
|
|
void(float to, float f) WriteShort = #54;
|
|
void(float to, float f) WriteLong = #55;
|
|
void(float to, float f) WriteCoord = #56;
|
|
void(float to, float f) WriteAngle = #57;
|
|
void(float to, string s) WriteString = #58;
|
|
void(float to, entity s) WriteEntity = #59;
|
|
|
|
|
|
void(float step) movetogoal = #67;
|
|
|
|
string(string s) precache_file = #68; // no effect except for -copy
|
|
void(entity e) makestatic = #69;
|
|
void(string s) changelevel = #70;
|
|
|
|
//#71 was removed
|
|
|
|
void(string var, string val) cvar_set = #72; // sets cvar.value
|
|
|
|
//void(entity client, string s) centerprint = #73; // sprint, but in middle
|
|
void(...) centerprint = #73;
|
|
#ifndef STATUSBAR
|
|
void(entity pl, string s1) CenterPrint = #73;
|
|
void(entity pl, string s1, string s2) CenterPrint2 = #73;
|
|
#endif
|
|
|
|
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
|
|
|
|
string(string s) precache_model2 = #75; // registered version only
|
|
string(string s) precache_sound2 = #76; // registered version only
|
|
string(string s) precache_file2 = #77; // registered version only
|
|
|
|
void(entity e) setspawnparms = #78; // set parm1... to the
|
|
// values at level start
|
|
// for coop respawn
|
|
|
|
#ifdef QUAKE_WORLD
|
|
void(entity killer, entity killee) logfrag = #79; // add to stats
|
|
string(entity e, string key) infokey = #80; // get a key value (world = serverinfo)
|
|
float(string s) stof = #81; // convert string to float
|
|
void(vector where, float set) multicast = #82; // sends the temp message to a set
|
|
// of clients, possibly in PVS or PHS
|
|
#endif
|
|
void (entity ent, string key, string value) setinfokey = #102;
|
|
float (string path, string mode) cfopen = #103;
|
|
void (float desc) cfclose = #104;
|
|
string (float desc) cfread = #105;
|
|
float (float desc, string buf) cfwrite = #106;
|
|
float (float desc) cfeof = #107;
|
|
float () cfquota = #108;
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
// subs.qc
|
|
//
|
|
void(vector tdest, float tspeed, void() func) SUB_CalcMove;
|
|
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
|
|
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
|
|
void() SUB_CalcMoveDone;
|
|
void() SUB_CalcAngleMoveDone;
|
|
void() SUB_Null;
|
|
void() SUB_UseTargets;
|
|
void() SUB_Remove;
|
|
|
|
|
|
//
|
|
// combat.qc
|
|
//
|
|
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
|
|
|
|
|
|
float (entity e, float healamount, float ignore) T_Heal; // health function
|
|
|
|
float(entity targ, entity inflictor) CanDamage;
|
|
|
|
|
|
//===========================================================================
|
|
// TEAMFORTRESS Defs
|
|
//===========================================================================
|
|
.float playerclass;
|
|
.float nextpc; // The playerclass you'll respawn as
|
|
.float last_impulse; // The previous impulse command from this player
|
|
.float armorclass; // Type of *special* armor being worn
|
|
.float tf_items; // Another flag for player items
|
|
.float job; // WK Yet another flag for player items
|
|
.float job_finished; // WK Time for job ability to end/reload
|
|
.float tf_items_flags; // Flags for the player items
|
|
.float no_grenades_1; // Number of grenades of type 1 being carried
|
|
.float no_grenades_2; // Number of grenades of type 2 being carried
|
|
.float tp_grenades_1; // 1st type of grenades being carried
|
|
.float tp_grenades_2; // 2nd type of grenades being carried
|
|
.float got_aliases; // TRUE if the player has TeamFortress aliases
|
|
.float cheat_check; // Time when we'll next check for team cheats
|
|
.float is_removed; // TRUE if the entity has been removed
|
|
.float is_undercover; // TRUE for a SPY if they're undercover
|
|
.float is_building; // TRUE for an ENGINEER if they're building something
|
|
.float is_detpacking; // TRUE for a DEMOMAN if they're setting a detpack
|
|
.float is_feigning; // TRUE for a SPY if they're feigning death
|
|
.float is_haxxxoring; // TRUE if the player is hax0ring something
|
|
.float is_toffingadet; // TRUE if the player is arming a C4 det
|
|
.float is_unabletospy; // TRUE for a SPY if they can't go undercover
|
|
.float is_malfunctioning; //- SB/OfN For buildings and cyberaug players to determine if screwed up
|
|
.float is_abouttodie; // Oh no I am a martyr and about to die
|
|
//.float is_cameraviewing; // We're gazing out of the camera
|
|
|
|
.float is_killed; // avoids stack overflow on killed() ?? (only skips killed() for buildings)
|
|
.float option; // - OfN - used for megatf effect_random_sound support, and for camera/sensor build-destroy overflow control
|
|
.float option2; // - OfN - used for megatf effect_random_sound support
|
|
|
|
|
|
.float has_disconnected; // TRUE if the player has disconnected
|
|
.float has_dispenser; // TRUE for an ENGINEER if he has a dispenser
|
|
.float has_sentry; // TRUE for an ENGINEER if he has a sentry
|
|
.float has_tesla; // TRUE for an ENGINEER if he has a tesla
|
|
.float has_camera; // TRUE for an ENGINEER if he has a camera
|
|
.float has_sensor; // TRUE for an ENGINEER if he has a motion sensor
|
|
.float has_teleporter; // contains # of teleporters
|
|
.float has_fieldgen; // contains # of field generators
|
|
.float admin_flag; // TRUE if player has admin access
|
|
.entity admin_kick; // Contains the current client to kick
|
|
.entity martyr_enemy; // The last guy that shot the martyr. self = nobody
|
|
.float stored_deathmsg; // OfN - UNUSED? - ofn nope hehe
|
|
.float cluster_mode; // 0=nothing 1=normal 2=cluster
|
|
|
|
//- OfN fields ---------------------------------//
|
|
.float has_holo; // holds player's holo status
|
|
// Rotation entities fields
|
|
.vector neworigin;
|
|
.vector rotate;
|
|
.float endtime;
|
|
.float rotate_type;
|
|
.string path;
|
|
.string group;
|
|
.string event;
|
|
.float duration;
|
|
// AirFist fields -
|
|
.float AIRG_Timeout;
|
|
.float AIRG_FireCount;
|
|
.float AIRG_Flags;
|
|
.entity AIRG_FlyTracker;
|
|
|
|
// crusader fields
|
|
.float aura; // The aura of the player
|
|
.float aura_time; // When the aura runs out
|
|
.entity crusader_inspirator; // different than inspirator for chapplan
|
|
|
|
// OfN Warlock monsters
|
|
.entity summon_one;
|
|
.entity summon_two;
|
|
|
|
|
|
// laser cannon fields -
|
|
// NONE, i used alternative ones
|
|
//.vector old_velocity; // I use neworigin
|
|
.float reload_laser_cannon;
|
|
|
|
// fieldgen fields
|
|
.float fieldgen_status;
|
|
.float fieldgen_hasfield;
|
|
.entity fieldgen_field;
|
|
//----------------------------------------------//
|
|
|
|
|
|
// TeamFortress State Flags
|
|
.float tfstate; // State flags for TeamFortress
|
|
|
|
.entity linked_list; // Used just like chain. Has to be separate so
|
|
// it doesn't interfere with chain. See T_RadiusScan
|
|
.entity observer_list; // Used by undefined classes, see TF_MovePlayer
|
|
|
|
// Defines used by TF_T_Damage (see combat.qc)
|
|
|
|
// Playerclass handling variables
|
|
.float maxammo_shells; // Class holding details
|
|
.float maxammo_nails;
|
|
.float maxammo_cells;
|
|
.float maxammo_rockets;
|
|
.float items_allowed;
|
|
.float armor_allowed; //Maximum color armor we can have. 0.3 for scouts...
|
|
.float maxarmor; //Maximum number of armor we can have. 200 for soldiers...
|
|
//WK .float maxfbspeed; // Maximum forward/back speed
|
|
//WK .float maxstrafespeed; // Maximum side speed
|
|
|
|
.float weaponmode; // Used for multiple mode weapons
|
|
|
|
.float motd; // Used to display MOTD
|
|
.float current_menu; // is set to the number of the current menu, is 0 if they are not in a menu
|
|
.float menu_count; // keeps track of display times for menus
|
|
.float menu_displaytime; // keep track of how many times this menu is refreshed
|
|
|
|
|
|
/*==================================================*/
|
|
/* Toggleable Game Settings */
|
|
/*==================================================*/
|
|
float toggleflags; // toggleable flags
|
|
|
|
float respawn_delay_time;
|
|
|
|
// FortressMap stuff
|
|
float number_of_teams; // number of teams supported by the map
|
|
float illegalclasses; // Illegal playerclasses for all teams
|
|
float illegalclasses1; // Illegal playerclasses for team 1
|
|
float illegalclasses2; // Illegal playerclasses for team 2
|
|
float illegalclasses3; // Illegal playerclasses for team 3
|
|
float illegalclasses4; // Illegal playerclasses for team 4
|
|
float civilianteams; // Bitfield holding Civilian teams
|
|
|
|
float team1col; // Colours for each of the 4 teams
|
|
float team2col; // If there's enough demand, we'll
|
|
float team3col; // allow more than four teams...
|
|
float team4col; // but there's no demand at all, so no
|
|
float team1score; // Goal Score of each team
|
|
float team2score;
|
|
float team3score;
|
|
float team4score;
|
|
float team1lives; // Number of lives each team's players have
|
|
float team2lives;
|
|
float team3lives;
|
|
float team4lives;
|
|
|
|
|
|
//--- OfN global vars ----//
|
|
float pay_msgs;
|
|
float team_prefix;
|
|
float max_mines;
|
|
//float allow_mauser;
|
|
//float allow_antigrav;
|
|
|
|
float no_clusters;
|
|
float no_c4;
|
|
float no_otr;
|
|
float no_laser;
|
|
float no_grapple;
|
|
float headless;
|
|
float custom_mode;
|
|
float stock_mode;
|
|
float nicecolors;
|
|
float relax_cheatcheck;
|
|
//float cool_gibs;
|
|
float army_delay;
|
|
float no_monstercolors;
|
|
float no_army;
|
|
float no_chaplan;
|
|
float no_detpush;
|
|
//- REMOTE DEBUG GLOBALS -//
|
|
entity debug_target; // server dprints will go to this client too
|
|
float allow_debug;
|
|
//-------------------------//
|
|
float allow_watermonsters; // if so, grunts and monsters can be in water, in check_contents ai.qc
|
|
|
|
// Chris' Teamplay Plus Mode
|
|
/*float chris; // Is Chris mode on or off
|
|
|
|
float team1rounds; // No. of rounds won per team
|
|
float team2rounds;
|
|
float team3rounds;
|
|
float team4rounds;
|
|
|
|
float team1total; // no. of players alive per team
|
|
float team2total;
|
|
float team3total;
|
|
float team4total;
|
|
|
|
float roundstowin; // No. of rounds required to win
|
|
float roundendtime; // The end time of the current round
|
|
float roundtime; // Time per round
|
|
float livesperguy; // Number of lives per guy
|
|
// end Chris*/
|
|
float team1maxplayers; // Max number of players allowed in each team
|
|
float team2maxplayers;
|
|
float team3maxplayers;
|
|
float team4maxplayers;
|
|
float team1advantage; // only used if the teamplay equalisation bits are set
|
|
float team2advantage; // stores the damage ratio players take/give
|
|
float team3advantage;
|
|
float team4advantage;
|
|
//WK Holds the next time that we'll allow a spam grenade to be thrown.
|
|
float team1nextspam;
|
|
float team2nextspam;
|
|
float team3nextspam;
|
|
float team4nextspam;
|
|
|
|
.float team_no; // The team you belong to
|
|
.float old_team_no; // WK The team you used belong to
|
|
.float lives; // The number of lives you have left
|
|
|
|
.float infection_team_no; // The team_no of the person who infected you
|
|
|
|
// CTF stuff
|
|
float CTF_Map;
|
|
|
|
#ifdef QUAKE_WORLD
|
|
float coop;
|
|
float rj; // Rocket Jump Modifier
|
|
#endif
|
|
|
|
|
|
|
|
// Defines for the playerclass
|
|
|
|
.entity building; // The building the ENGINEER is using
|
|
.float building_wait; // Used to prevent using a building again immediately
|
|
.entity real_owner;
|
|
|
|
|
|
.float real_frags; // Used to store the players frags when TeamFrags is On
|
|
|
|
.float respawn_time; // players can't respawn within this time.
|
|
.float suicide_time; // players can't suicide within this time.
|
|
|
|
/*==================================================*/
|
|
/* New Weapon Defines */
|
|
/*==================================================*/
|
|
.float weapons_carried; // the weapons the player is carrying
|
|
.float current_weapon; // the weapon the player is using
|
|
|
|
|
|
//WK On to the third 24-wide bitfield for holding purchases
|
|
.float cutf_items;
|
|
|
|
.float ammo_medikit; // Ammo used for the medikit
|
|
.float maxammo_medikit;
|
|
|
|
.float ammo_detpack; // Ammo used for the detpack
|
|
.float maxammo_detpack;
|
|
.float ammo_c4det; // ammo for c4 throwable det
|
|
|
|
// by scanners that only detect movement
|
|
|
|
/*==================================================*/
|
|
/* Variables used for New Weapons and Reloading */
|
|
/*==================================================*/
|
|
.float reload_shotgun;
|
|
.float reload_super_shotgun;
|
|
.float reload_grenade_launcher;
|
|
.float reload_rocket_launcher;
|
|
.float reload_light_assault;
|
|
|
|
// Assault Cannon
|
|
.float heat;
|
|
|
|
// Team Color Cheat Checking
|
|
.float immune_to_chec; //xxxx
|
|
|
|
// Make sure people don't do too many saveme sounds
|
|
.float last_saveme_sound;
|
|
|
|
|
|
/*==========================================================================*/
|
|
/* TEAMFORTRESS GOALS */
|
|
/*==========================================================================*/
|
|
|
|
// Variables used in the Goals
|
|
.float goal_no; // Goal number of this goal
|
|
.float group_no; // Goal group this goal is in
|
|
.float goal_state; // State of this goal
|
|
.float owned_by; // The team this goal/item/whatever belongs to
|
|
|
|
// Goal Activation details
|
|
.float goal_activation; // Bitfields. Determines how this goal is activated
|
|
.float goal_effects; // Bitfields. Determines which players are affected by this goal
|
|
.float goal_result; // Bitfields. Determines the results of activation
|
|
.float goal_group; // Bitfields. Determines how groups are affected by activation of this goal
|
|
|
|
.float else_goal; // A Goal that's activated if this one fails to activate
|
|
|
|
.float if_goal_is_active;
|
|
.float if_goal_is_inactive;
|
|
.float if_goal_is_removed;
|
|
.float if_group_is_active;
|
|
.float if_group_is_inactive;
|
|
.float if_group_is_removed;
|
|
|
|
// Goal Result details
|
|
.float activate_goal_no;
|
|
.float inactivate_goal_no;
|
|
.float remove_goal_no;
|
|
.float restore_goal_no;
|
|
.float activate_group_no;
|
|
.float inactivate_group_no;
|
|
.float remove_group_no;
|
|
.float restore_group_no;
|
|
|
|
// Item State behaviour
|
|
.float has_item_from_group;
|
|
.float remove_item_group;
|
|
.float return_item_no;
|
|
.float if_item_has_moved;
|
|
.float if_item_hasnt_moved;
|
|
|
|
// Spawnpoint behaviour
|
|
.float remove_spawnpoint;
|
|
.float restore_spawnpoint;
|
|
.float remove_spawngroup;
|
|
.float restore_spawngroup;
|
|
|
|
// Item Displaying details
|
|
.float display_item_status1; // Goal displays the status of these items
|
|
.float display_item_status2;
|
|
.float display_item_status3;
|
|
.float display_item_status4;
|
|
.string team_str_home; // Displayed when the item is at home base
|
|
.string team_str_moved; // Displayed when the item has been moved
|
|
.string team_str_carried; // Displayed when the item is being carried
|
|
.string non_team_str_home; // Displayed when the item is at home base
|
|
.string non_team_str_moved; // Displayed when the item has been moved
|
|
.string non_team_str_carried; // Displayed when the item is being carried
|
|
|
|
.vector goal_min; //CH
|
|
.vector goal_max; //CH
|
|
|
|
// Goal/Timer/GoalItem/Trigger existence checking
|
|
.float ex_skill_min; // Exists when the skill is >= this value
|
|
.float ex_skill_max; // Exists when the skill is <= this value
|
|
//.float ex_num_players_min; // Exists when the number of players is >= this value
|
|
//.float ex_num_players_max; // Exists when the number of players is <= this value
|
|
|
|
// Score increases
|
|
.float increase_team1; // Increase the scores of particular teams
|
|
.float increase_team2;
|
|
.float increase_team3;
|
|
.float increase_team4;
|
|
|
|
// Centerprinting
|
|
.string broadcast; // Centerprinted to all, overridden by the next two
|
|
.string team_broadcast; // Centerprinted to AP's team members, but not the AP
|
|
.string non_team_broadcast; // Centerprinted to non AP's team members
|
|
.string owners_team_broadcast; // Centerprinted to the members of the team that own the Goal/Item
|
|
.string netname_broadcast; // same as above, prepended by AP netname and bprinted
|
|
.string netname_team_broadcast; // same as above, prepended by AP netname and bprinted
|
|
.string netname_non_team_broadcast; // same as above, prepended by AP netname and bprinted
|
|
.string netname_owners_team_broadcast; // same as above, prepended by AP netname and bprinted
|
|
|
|
.string team_drop; // Centerprinted to item owners team
|
|
.string non_team_drop; // Centerprinted to everone not on item owners team
|
|
.string netname_team_drop; // same as above, prepended by AP netname and bprinted
|
|
.string netname_non_team_drop; // same as above, prepended by AP netname and bprinted
|
|
|
|
string team_menu_string;
|
|
.float all_active;
|
|
|
|
.float item_list; // Used to keep track of which goalitems are
|
|
// affecting the player at any time.
|
|
// GoalItems use it to keep track of their own
|
|
// mask to apply to a player's item_list
|
|
float item_list_bit; // Global, used to determine what the bit of
|
|
// each new GoalItem will be.
|
|
|
|
.float delay_time; // For delayed goal results
|
|
.float dont_do_triggerwork;
|
|
|
|
// Abbreviations for the above
|
|
.float g_a; // goal_activation
|
|
.float g_e; // goal_effects
|
|
|
|
.string t_s_h; // team_str_home
|
|
.string t_s_m; // team_str_moved
|
|
.string t_s_c; // team_str_carried
|
|
.string n_s_h; // non_team_str_home
|
|
.string n_s_m; // non_team_str_moved
|
|
.string n_s_c; // non_team_str_carried
|
|
|
|
.string b_b; // broadcast
|
|
.string b_t; // team_broadcast
|
|
.string b_n; // non_team_broadcast
|
|
.string b_o; // owners_team_broadcast
|
|
.string n_b; // netname_broadcast
|
|
.string n_t; // netname_team_broadcast
|
|
.string n_n; // netname_non_team_broadcast
|
|
.string n_o; // netname_owners_team_broadcast
|
|
|
|
.string d_t; // team_drop
|
|
.string d_n; // non_team_drop
|
|
.string d_n_t; // netname_team_drop
|
|
.string d_n_n; // netname_non_team_drop
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/*==========================================================================*/
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/* Flamethrower */
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/*==========================================================================*/
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float num_world_flames;
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.float numflames; //number of flames on entity
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// .float timecount; //timelength of the flames on entity
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// this uses .health now
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.string flame_id; // has to be string so that the C function find() can be used
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/*==========================================================================*/
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/* Limit handling for various things */
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/*==========================================================================*/
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// pipebomb limits
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// when the limit is exceeded, older pipebombs explode
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float num_world_pipebombs;
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float num_team_pipebombs_1;
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float num_team_pipebombs_2;
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float num_team_pipebombs_3;
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float num_team_pipebombs_4;
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// ammobox limits
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// when the limit is exceeded, older ammoboxes disappear
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float num_world_ammoboxes;
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float num_team_ammoboxes_1;
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float num_team_ammoboxes_2;
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float num_team_ammoboxes_3;
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float num_team_ammoboxes_4;
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/*==================================================*/
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/* Spy variables */
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/*==================================================*/
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.float undercover_team; // The team the Spy is pretending to be in
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.float undercover_skin; // The skin the Spy is pretending to have
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.string undercover_name; // The name of the player the Spy is pretending to be
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float spy_off; // Spy class off/on
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float invis_only; // Spy invisible instead of color/skin changing
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float allow_hook; // Allow players to use the hook
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float jello; //WK Jello water! If this is true, you bounce on water
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float light_damage; //WK Armor more expensive, damage at 75%
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float prematch; //WK Jello water! If this is true, you bounce on water
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float bounty; //WK Bounty system off/on
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float custom_money; // WK Set starting money
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float team_with_flag; // CG steal4d who has flag code
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float friends1_mask; // KK masks of friendly teams, code for > 2 team maps
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float friends2_mask;
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float friends3_mask;
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float friends4_mask;
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|
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.float hook_out;
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|
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/*==================================================*/
|
|
/* Camera defines */
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/*==================================================*/
|
|
#ifdef DEMO_STUFF
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float live_camera;
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.float camdist;
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.vector camangle;
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.entity camera_list;
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#endif
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/*==================================================*/
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/* QuakeWorld defines */
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/*==================================================*/
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// some redecs for printing in QW
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|
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float already_chosen_map;
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float triggered_cycle;
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|
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#ifndef QUAKE_WORLD
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entity newmis; // if this is set, the entity that just
|
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// run created a new missile that should
|
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// be simulated immediately
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#endif
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// grappling hook variables
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|
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.entity hook;
|
|
.float on_hook;
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|
.float fire_held_down;// flag - TRUE if player is still holding down the
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// fire button after throwing a hook.
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// sniper location damage stuff
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|
|
.vector head_shot_vector;
|
|
.float leg_damage;
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|
|
.float cheat_level;
|
|
.float speed_level;
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|
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// flash grenade level
|
|
.float FlashTime;
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|
|
// status bar stuff
|
|
.float StatusRefreshTime; // time to next refresh the status bar
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|
// any function that uses a CenterPrintnt
|
|
// should reset this value
|
|
.float StatusBarSize; // the size of the bar. 1 is default, 0 is off
|
|
.float StatusBarRes; // the gfx res the player's running in
|
|
.float StatusBarScreen; //CH what screen to jump to when next called.
|
|
|
|
/*==================================================*/
|
|
/* Death Message defines */
|
|
/*==================================================*/
|
|
float deathmsg; // Global, which is set before every T_Damage, to indicate
|
|
// the death message that should be used.
|