mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-10 15:21:51 +00:00
1137 lines
34 KiB
C++
1137 lines
34 KiB
C++
/*
|
|
==============================================================================
|
|
|
|
SOURCE FOR GLOBALVARS_T C STRUCTURE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
#include "defs.qh"
|
|
|
|
//
|
|
// system globals
|
|
//
|
|
entity self;
|
|
entity other;
|
|
entity world;
|
|
float time;
|
|
float frametime;
|
|
|
|
entity newmis; // if this is set, the entity that just
|
|
// run created a new missile that should
|
|
// be simulated immediately
|
|
|
|
float force_retouch; // force all entities to touch triggers
|
|
// next frame. this is needed because
|
|
// non-moving things don't normally scan
|
|
// for triggers, and when a trigger is
|
|
// created (like a teleport trigger), it
|
|
// needs to catch everything.
|
|
// decremented each frame, so set to 2
|
|
// to guarantee everything is touched
|
|
string mapname;
|
|
|
|
float serverflags; // propagated from level to level, used to
|
|
// keep track of completed episodes
|
|
|
|
float total_secrets;
|
|
float total_monsters;
|
|
|
|
float found_secrets; // number of secrets found
|
|
float killed_monsters; // number of monsters killed
|
|
|
|
|
|
// spawnparms are used to encode information about clients across server
|
|
// level changes
|
|
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
|
|
|
|
//
|
|
// global variables set by built in functions
|
|
//
|
|
vector v_forward, v_up, v_right; // set by makevectors()
|
|
|
|
// set by traceline / tracebox
|
|
float trace_allsolid;
|
|
float trace_startsolid;
|
|
float trace_fraction;
|
|
vector trace_endpos;
|
|
vector trace_plane_normal;
|
|
float trace_plane_dist;
|
|
entity trace_ent;
|
|
float trace_inopen;
|
|
float trace_inwater;
|
|
|
|
entity msg_entity; // destination of single entity writes
|
|
|
|
//
|
|
// required prog functions
|
|
//
|
|
void() main; // only for testing
|
|
|
|
void() StartFrame;
|
|
|
|
void() PlayerPreThink;
|
|
void() PlayerPostThink;
|
|
|
|
void() ClientKill;
|
|
void() ClientConnect;
|
|
void() PutClientInServer; // call after setting the parm1... parms
|
|
void() ClientDisconnect;
|
|
|
|
void() SetNewParms; // called when a client first connects to
|
|
// a server. sets parms so they can be
|
|
// saved off for restarts
|
|
|
|
void() SetChangeParms; // call to set parms for self so they can
|
|
// be saved for a level transition
|
|
|
|
|
|
//================================================
|
|
void end_sys_globals; // flag for structure dumping
|
|
//================================================
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
SOURCE FOR ENTVARS_T C STRUCTURE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
//
|
|
// system fields (*** = do not set in prog code, maintained by C code)
|
|
//
|
|
.float modelindex; // *** model index in the precached list
|
|
.vector absmin, absmax; // *** origin + mins / maxs
|
|
|
|
.float ltime; // local time for entity
|
|
.float lastruntime; // *** to allow entities to run out of sequence
|
|
|
|
.float movetype;
|
|
.float solid;
|
|
|
|
.vector origin; // ***
|
|
.vector oldorigin; // ***
|
|
.vector velocity;
|
|
.vector angles;
|
|
.vector avelocity;
|
|
|
|
.string classname; // spawn function
|
|
.string model;
|
|
.float frame;
|
|
.float skin;
|
|
.float effects;
|
|
|
|
.vector mins, maxs; // bounding box extents reletive to origin
|
|
.vector size; // maxs - mins
|
|
|
|
.void() touch;
|
|
.void() use;
|
|
.void() think;
|
|
.void() blocked; // for doors or plats, called when can't push other
|
|
|
|
.float nextthink;
|
|
.entity groundentity;
|
|
|
|
// stats
|
|
.float health;
|
|
.float frags;
|
|
.float weapon; // one of the IT_SHOTGUN, etc flags
|
|
.string weaponmodel;
|
|
.float weaponframe;
|
|
.float currentammo;
|
|
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
|
|
|
|
.float items; // bit flags
|
|
|
|
.float takedamage;
|
|
.entity chain;
|
|
.float deadflag;
|
|
|
|
.vector view_ofs; // add to origin to get eye point
|
|
|
|
|
|
.float button0; // fire
|
|
.float button1; // use
|
|
.float button2; // jump
|
|
|
|
.float impulse; // weapon changes
|
|
|
|
.float fixangle;
|
|
.vector v_angle; // view / targeting angle for players
|
|
|
|
.string netname;
|
|
|
|
.entity enemy; //WK We use this on players now, for the martyr code
|
|
|
|
.float flags;
|
|
|
|
.float colormap;
|
|
.float team;
|
|
|
|
.float max_health; // players maximum health is stored here
|
|
|
|
.float teleport_time; // don't back up
|
|
|
|
.float armortype; // save this fraction of incoming damage
|
|
.float armorvalue; //Current NUMBER of armor being worn
|
|
|
|
.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
|
|
.float watertype; // a contents value
|
|
|
|
.float ideal_yaw;
|
|
.float yaw_speed;
|
|
|
|
.entity aiment;
|
|
|
|
.entity goalentity; // a movetarget or an enemy
|
|
|
|
.float spawnflags;
|
|
|
|
.string target;
|
|
.string targetname;
|
|
|
|
// damage is accumulated through a frame. and sent as one single
|
|
// message, so the super shotgun doesn't generate huge messages
|
|
.float dmg_take;
|
|
.float dmg_save;
|
|
.entity dmg_inflictor;
|
|
|
|
.entity owner; // who launched a missile
|
|
.vector movedir; // mostly for doors, but also used for waterjump
|
|
|
|
.string message; // trigger messages
|
|
|
|
.float sounds; // either a cd track number or sound number
|
|
|
|
.string noise, noise1, noise2, noise3; // contains names of wavs to play
|
|
|
|
//================================================
|
|
void end_sys_fields; // flag for structure dumping
|
|
//================================================
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
VARS NOT REFERENCED BY C CODE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
//
|
|
// globals
|
|
//
|
|
float movedist;
|
|
|
|
entity activator; // the entity that activated a trigger or brush
|
|
|
|
entity damage_attacker; // set by T_Damage
|
|
float framecount;
|
|
|
|
float skill;
|
|
|
|
// cvars checked each frame
|
|
//
|
|
float teamplay;
|
|
float timelimit;
|
|
float fraglimit;
|
|
float deathmatch;
|
|
|
|
|
|
|
|
//================================================
|
|
|
|
//
|
|
// NIL fields (FIXME: make globals)
|
|
//
|
|
.string wad;
|
|
.string map;
|
|
.float worldtype; // 0=medieval 1=metal 2=base
|
|
|
|
//================================================
|
|
|
|
.string killtarget;
|
|
|
|
//
|
|
// quakeed fields
|
|
//
|
|
.float light_lev; // not used by game, but parsed by light util
|
|
.float style;
|
|
|
|
|
|
//
|
|
// monster ai
|
|
//
|
|
|
|
.void() th_stand;
|
|
|
|
.void() th_walk;
|
|
.void() th_run;
|
|
.void() th_missile;
|
|
.void() th_melee;
|
|
|
|
.void(entity attacker, float damage) th_pain;
|
|
.void() th_die;
|
|
|
|
|
|
.entity oldenemy; // mad at this player before taking damage
|
|
|
|
.float speed;
|
|
|
|
.float lefty;
|
|
|
|
.float search_time; //WK Used for hover boots. :/
|
|
.float attack_state; //WK Not usable?
|
|
|
|
//
|
|
// player only fields
|
|
//
|
|
.float walkframe;
|
|
|
|
//WK
|
|
.float maxspeed;
|
|
.float gravity;
|
|
//WK -- Holds how much money we have left while building, and
|
|
// for toggling between engineer and spy menus in the game (hackish, yes)
|
|
.float money;
|
|
.float custom_speed;
|
|
.float ff_count; //How many friendlies killed
|
|
//.float be_count; //Bad Engy count, break threshold, RESTICTED BUILD
|
|
.float penance_time; //Time your penance will cease
|
|
.float last_attacked_time; //Time that you were last shot at
|
|
.entity inspirator; //Holds pointer to your chaplan
|
|
.float has_cheated; //Holds if the user has tried to cheat or not
|
|
// SB - for demons
|
|
//.float demon_points; UNUSED - OfN
|
|
.float demon_choice;
|
|
.float demon_blood;
|
|
.entity demon_one;
|
|
.entity demon_two; //- OfN Not used for demons, used for hacking
|
|
|
|
//- OfN -
|
|
.float army_ready; //- if #TRUE, soldier ready for teleport, this is set by the army_timer's
|
|
.float num_mines; // OfN Number of guerilla mines the player has
|
|
// Also used for friendly hacks on machines
|
|
|
|
//- OfN - Cool gibs data stored on each TF_T_Damage
|
|
//.vector gb_origin; // Origin of last damage
|
|
//.float gb_disable; // if #TRUE don't use cool gibs
|
|
|
|
// hacker defences
|
|
//.float hacker_defence; // -OfN by SB, I use num_mines instead, for hacker improvements/ice
|
|
|
|
//For the demon
|
|
.void() th_fireball;
|
|
|
|
.float hover_time; //How much fuel we have left in boots
|
|
|
|
.float done_custom;
|
|
|
|
//END WK
|
|
|
|
.entity scaned; //CH used for scanner.
|
|
|
|
.float attack_finished;
|
|
.float pain_finished;
|
|
|
|
.float invincible_finished;
|
|
.float invisible_finished;
|
|
.float super_damage_finished;
|
|
.float radsuit_finished;
|
|
|
|
.float invincible_time, invincible_sound;
|
|
.float invisible_time, invisible_sound;
|
|
.float super_time, super_sound;
|
|
.float rad_time;
|
|
.float fly_sound;
|
|
|
|
.float axhitme;
|
|
|
|
.float show_hostile; // set to time+0.2 whenever a client fires a
|
|
// weapon or takes damage. Used to alert
|
|
// monsters that otherwise would let the player go
|
|
.float jump_flag; // player jump flag
|
|
.float swim_flag; // player swimming sound flag
|
|
.float air_finished; // when time > air_finished, start drowning
|
|
.float bubble_count; // keeps track of the number of bubbles
|
|
.string deathtype; // keeps track of how the player died
|
|
|
|
//
|
|
// object stuff
|
|
//
|
|
.string mdl;
|
|
.vector mangle; // angle at start
|
|
|
|
.vector oldorigin; // only used by secret door
|
|
|
|
.float t_length, t_width;
|
|
|
|
|
|
//
|
|
// doors, etc
|
|
//
|
|
.vector dest, dest1, dest2;
|
|
.float wait; // time from firing to restarting
|
|
.float delay; // time from activation to firing
|
|
.entity trigger_field; // door's trigger entity
|
|
.string noise4;
|
|
|
|
//
|
|
// monsters
|
|
//
|
|
.float pausetime;
|
|
.entity movetarget;
|
|
|
|
|
|
//
|
|
// doors
|
|
//
|
|
.float aflag;
|
|
.float dmg; // damage done by door when hit
|
|
|
|
//
|
|
// misc
|
|
//
|
|
.float cnt; // misc flag
|
|
|
|
//
|
|
// subs
|
|
//
|
|
.void() think1;
|
|
.vector finaldest, finalangle;
|
|
|
|
//
|
|
// triggers
|
|
//
|
|
.float count; // for counting triggers
|
|
|
|
|
|
//
|
|
// plats / doors / buttons
|
|
//
|
|
.float lip;
|
|
.float state;
|
|
.vector pos1, pos2; // top and bottom positions
|
|
.float height;
|
|
|
|
//
|
|
// sounds
|
|
//
|
|
.float waitmin, waitmax;
|
|
.float distance;
|
|
.float volume;
|
|
|
|
// stuck time
|
|
.float stucktime;
|
|
|
|
//===========================================================================
|
|
|
|
|
|
//
|
|
// builtin functions
|
|
//
|
|
|
|
void(vector ang) makevectors = #1; // sets v_forward, etc globals
|
|
void(entity e, vector o) setorigin = #2;
|
|
void(entity e, string m) setmodel = #3; // set movetype and solid first
|
|
void(entity e, vector min, vector max) setsize = #4;
|
|
// #5 was removed
|
|
void() Break = #6;
|
|
float() random = #7; // returns 0 - 1
|
|
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
|
|
vector(vector v) normalize = #9;
|
|
void(string e) error = #10;
|
|
void(string e) objerror = #11;
|
|
float(vector v) vlen = #12;
|
|
float(vector v) vectoyaw = #13;
|
|
entity() spawn = #14;
|
|
void(entity e) remove = #15;
|
|
|
|
// sets trace_* globals
|
|
// nomonsters can be:
|
|
// An entity will also be ignored for testing if forent == test,
|
|
// forent->owner == test, or test->owner == forent
|
|
// a forent of NIL is ignored
|
|
void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
|
|
|
|
entity() checkclient = #17; // returns a client to look for
|
|
entity(entity start, .string fld, string match) find = #18;
|
|
string(string s) precache_sound = #19;
|
|
string(string s) precache_model = #20;
|
|
void(entity client, string s)stuffcmd = #21;
|
|
entity(vector org, float rad) findradius = #22;
|
|
|
|
//void(float level, string s) bprint = #23;
|
|
//void(entity client, float level, string s) sprint = #24;
|
|
void(...) bprint = #23;
|
|
void(...) sprint = #24;
|
|
|
|
void(...) bprint2 = #23;
|
|
void(...) sprint2 = #24;
|
|
|
|
void(...) bprint3 = #23;
|
|
void(...) sprint3 = #24;
|
|
|
|
void(...) bprint4 = #23;
|
|
void(...) sprint4 = #24;
|
|
|
|
void(...) bprint5 = #23;
|
|
void(...) sprint5 = #24;
|
|
|
|
void(...) bprint6 = #23;
|
|
void(...) sprint6 = #24;
|
|
|
|
void(...) bprint7 = #23;
|
|
void(...) sprint7 = #24;
|
|
|
|
void(...) bprint8 = #23;
|
|
|
|
void(string s) dprint = #25;
|
|
void() coredump = #28; // prints all edicts
|
|
void() traceon = #29; // turns statment trace on
|
|
void() traceoff = #30;
|
|
void(entity e) eprint = #31; // prints an entire edict
|
|
float(float yaw, float dist) walkmove = #32; // returns #TRUE or #FALSE
|
|
// #33 was removed
|
|
float() droptofloor= #34; // #TRUE if landed on floor
|
|
void(float style, string value) lightstyle = #35;
|
|
float(float v) rint = #36; // round to nearest int
|
|
float(float v) floor = #37; // largest integer <= v
|
|
float(float v) ceil = #38; // smallest integer >= v
|
|
// #39 was removed
|
|
float(entity e) checkbottom = #40; // true if self is on ground
|
|
float(vector v) pointcontents = #41; // returns a CONTENT_*
|
|
// #42 was removed
|
|
float(float f) fabs = #43;
|
|
vector(entity e, float speed) aim = #44; // returns the shooting vector
|
|
float(string s) cvar = #45; // return cvar.value
|
|
void(string s) localcmd = #46; // put string into local que
|
|
entity(entity e) nextent = #47; // for looping through all ents
|
|
void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
|
|
void() ChangeYaw = #49; // turn towards self.ideal_yaw
|
|
// at self.yaw_speed
|
|
// #50 was removed
|
|
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
|
|
|
|
void(entity killer, entity killee) logfrag = #79; // add to stats
|
|
string(entity e, string key) infokey = #80; // get a key value (NIL = serverinfo)
|
|
void(vector where, float set) multicast = #82; // sends the temp message
|
|
// to a set of clients,
|
|
// possibly in PVS or PHS
|
|
entity (entity ent) testentitypos = #92;
|
|
integer (entity ent, vector mins, vector maxs, vector point) hullpointcontents = #93;
|
|
vector (integer hull, integer max) getboxbounds = #94;
|
|
integer () getboxhull = #95;
|
|
void (integer hull) freeboxhull = #96;
|
|
void (integer hull, vector right, vector forward, vector up,
|
|
vector mins, vector maxs) rotate_bbox = #97;
|
|
void (vector start, vector mins, vector maxs, vector end, float type,
|
|
entity passent) checkmove = #98; // Wrapper around SV_Move.
|
|
|
|
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;
|
|
|
|
string (...) sprintf = #109;
|
|
|
|
string (float f) ftos = #26;
|
|
integer (float f) ftoi = #110;
|
|
float (integer i) itof = #110;
|
|
string (integer i) itos = #112;
|
|
float (string s) stof = #81;
|
|
integer (string s) stoi = #113;
|
|
vector (string s) stov = #114;
|
|
string (vector v) vtos = #27;
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
// 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_UseTargets;
|
|
void() SUB_Remove;
|
|
|
|
void() dont_think; // null function for think
|
|
|
|
|
|
//
|
|
// 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;
|
|
|
|
//
|
|
// tforttm.qc
|
|
//
|
|
void (entity pl, float topcolor, float bottomcolor) SetPlayerColor;
|
|
|
|
string (string s) quotename;
|
|
|
|
|
|
//===========================================================================
|
|
// 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; // controls state of alias checker
|
|
.float got_aliases_bits; // version number bits
|
|
.float got_aliases_num; // batch of aliases that are done
|
|
.float got_aliases_time; // time next alias will be set automatically
|
|
.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;
|
|
|
|
.vector forcefield_offset;
|
|
//----------------------------------------------//
|
|
|
|
|
|
// 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
|
|
|
|
.integer rotated_bbox;
|
|
|
|
|
|
/*==================================================*/
|
|
/* 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 0, 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;
|
|
|
|
float coop;
|
|
float rj; // Rocket Jump Modifier
|
|
|
|
|
|
|
|
// 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
|
|
|
|
/*==========================================================================*/
|
|
/* Flamethrower */
|
|
/*==========================================================================*/
|
|
float num_world_flames;
|
|
|
|
.float numflames; //number of flames on entity
|
|
// .float timecount; //timelength of the flames on entity
|
|
// this uses .health now
|
|
.string flame_id; // has to be string so that the C function find() can be used
|
|
|
|
|
|
/*==========================================================================*/
|
|
/* Limit handling for various things */
|
|
/*==========================================================================*/
|
|
// pipebomb limits
|
|
// when the limit is exceeded, older pipebombs explode
|
|
float num_world_pipebombs;
|
|
float num_team_pipebombs_1;
|
|
float num_team_pipebombs_2;
|
|
float num_team_pipebombs_3;
|
|
float num_team_pipebombs_4;
|
|
|
|
// ammobox limits
|
|
// when the limit is exceeded, older ammoboxes disappear
|
|
float num_world_ammoboxes;
|
|
float num_team_ammoboxes_1;
|
|
float num_team_ammoboxes_2;
|
|
float num_team_ammoboxes_3;
|
|
float num_team_ammoboxes_4;
|
|
|
|
/*==================================================*/
|
|
/* Spy variables */
|
|
/*==================================================*/
|
|
.float undercover_team; // The team the Spy is pretending to be in
|
|
.float undercover_skin; // The skin the Spy is pretending to have
|
|
.string undercover_name; // The name of the player the Spy is pretending to be
|
|
|
|
|
|
float spy_off; // Spy class off/on
|
|
float invis_only; // Spy invisible instead of color/skin changing
|
|
float allow_hook; // Allow players to use the hook
|
|
float jello; //WK Jello water! If this is true, you bounce on water
|
|
float light_damage; //WK Armor more expensive, damage at 75%
|
|
float prematch; //WK Jello water! If this is true, you bounce on water
|
|
float bounty; //WK Bounty system off/on
|
|
float custom_money; // WK Set starting money
|
|
float team_with_flag; // CG steal4d who has flag code
|
|
float friends1_mask; // KK masks of friendly teams, code for > 2 team maps
|
|
float friends2_mask;
|
|
float friends3_mask;
|
|
float friends4_mask;
|
|
|
|
.float hook_out;
|
|
|
|
/*==================================================*/
|
|
/* Camera defines */
|
|
/*==================================================*/
|
|
#ifdef DEMO_STUFF
|
|
float live_camera;
|
|
.float camdist;
|
|
.vector camangle;
|
|
.entity camera_list;
|
|
#endif
|
|
|
|
/*==================================================*/
|
|
/* QuakeWorld defines */
|
|
/*==================================================*/
|
|
// some redecs for printing in QW
|
|
|
|
float already_chosen_map;
|
|
float triggered_cycle;
|
|
|
|
// grappling hook variables
|
|
|
|
.entity hook;
|
|
.float on_hook;
|
|
.float fire_held_down;// flag - TRUE if player is still holding down the
|
|
// fire button after throwing a hook.
|
|
|
|
|
|
// sniper location damage stuff
|
|
|
|
.vector head_shot_vector;
|
|
.float leg_damage;
|
|
|
|
.float cheat_level;
|
|
.float speed_level;
|
|
|
|
// flash grenade level
|
|
.float FlashTime;
|
|
|
|
// status bar stuff
|
|
.float StatusRefreshTime; // time to next refresh the status bar
|
|
// 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.
|
|
|
|
float no_pogo_stick;
|
|
|
|
float last_team_no;
|
|
float instant_repair;
|