prozac-qfcc/defs.qc
Adam Olsen 9977533035 Initial commit of UserInfoCallback and setinfokey stuff. color,
skin, and team are all set using setinfokey.  You are no longer
kicked for changing them.  And the callback happily rejects every
attempted change from the client (for skin and color atleast).
2001-07-20 08:38:54 +00:00

2406 lines
80 KiB
C++

/*
==============================================================================
SOURCE FOR GLOBALVARS_T C STRUCTURE
==============================================================================
*/
//
// system globals
//
entity self;
entity other;
entity world;
float time;
float frametime;
#ifdef QUAKE_WORLD
entity newmis; // if this is set, the entity that just
// run created a new missile that should
// be simulated immediately
#endif
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;
#ifndef QUAKE_WORLD
float deathmatch;
float coop;
float teamplay;
#endif
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
#ifdef QUAKE_WORLD
.float lastruntime; // *** to allow entities to run out of sequence
#endif
.float movetype;
.float solid;
.vector origin; // ***
.vector oldorigin; // ***
.vector velocity;
.vector angles;
.vector avelocity;
#ifndef QUAKE_WORLD
.vector punchangle; // temp angle adjust from damage or recoil
#endif
.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
#ifndef QUAKE_WORLD
.float idealpitch; // calculated pitch angle for lookup up slopes
#endif
.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
==============================================================================
*/
//
// constants
//
// edict.flags
#define FL_FLY 1
#define FL_SWIM 2
#define FL_CLIENT 8 // set for all client edicts
#define FL_INWATER 16 // for enter / leave water splash
#define FL_MONSTER 32
#define FL_GODMODE 64 // player cheat
#define FL_NOTARGET 128 // player cheat
#define FL_ITEM 256 // extra wide size for bonus items
#define FL_ONGROUND 512 // standing on something
#define FL_PARTIALGROUND 1024 // not all corners are valid
#define FL_WATERJUMP 2048 // player jumping out of water
#define FL_JUMPRELEASED 4096 // for jump debouncing
// edict.movetype values
#define MOVETYPE_NONE 0 // never moves
//#define MOVETYPE_ANGLENOCLIP 1
//#define MOVETYPE_ANGLECLIP 2
#define MOVETYPE_WALK 3 // players only
#define MOVETYPE_STEP 4 // discrete, not real time unless fall
#define MOVETYPE_FLY 5
#define MOVETYPE_TOSS 6 // gravity
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
#define MOVETYPE_NOCLIP 8
#define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters
#define MOVETYPE_BOUNCE 10
#define MOVETYPE_BOUNCEMISSILE 11 // bounce with extra size
// edict.solid values
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
// range values
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
#define RANGE_VERYFAR 4 //- OfN - Used for sentries
// deadflag values
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3
// takedamage values
#define DAMAGE_NO 0
#define DAMAGE_YES 1
#define DAMAGE_AIM 2
// items
#define IT_AXE 4096
#define IT_SHOTGUN 1
#define IT_SUPER_SHOTGUN 2
#define IT_NAILGUN 4
#define IT_LIGHT_ASSAULT 8
#define IT_GRENADE_LAUNCHER 16
#define IT_ROCKET_LAUNCHER 32
#define IT_LIGHTNING 64
#define IT_EXTRA_WEAPON 128
#define IT_SHELLS 256
#define IT_NAILS 512
#define IT_ROCKETS 1024
#define IT_CELLS 2048
#define IT_ARMOR1 8192
#define IT_ARMOR2 16384
#define IT_ARMOR3 32768
#define IT_SUPERHEALTH 65536
#define IT_KEY1 131072
#define IT_KEY2 262144
#define IT_INVISIBILITY 524288
#define IT_INVULNERABILITY 1048576
#define IT_SUIT 2097152
#define IT_QUAD 4194304
#define IT_HOOK 8388608
// point content values
#define CONTENT_EMPTY -1
#define CONTENT_SOLID -2
#define CONTENT_WATER -3
#define CONTENT_SLIME -4
#define CONTENT_LAVA -5
#define CONTENT_SKY -6
#define STATE_TOP 0
#define STATE_BOTTOM 1
#define STATE_UP 2
#define STATE_DOWN 3
#define VEC_ORIGIN '0 0 0'
#define VEC_HULL_MIN '-16 -16 -24'
#define VEC_HULL_MAX '16 16 32'
#define VEC_HULL2_MIN '-32 -32 -24'
#define VEC_HULL2_MAX '32 32 64'
// protocol bytes
#define SVC_SETVIEWPORT 5
#define SVC_SETANGLES 10
#define SVC_TEMPENTITY 23
#define SVC_KILLEDMONSTER 27
#define SVC_FOUNDSECRET 28
#define SVC_INTERMISSION 30
#define SVC_FINALE 31
#define SVC_CDTRACK 32
#define SVC_SELLSCREEN 33
#ifdef QUAKE_WORLD
#define SVC_SMALLKICK 34
#define SVC_BIGKICK 35
#define SVC_MUZZLEFLASH 39
#endif
#define TE_SPIKE 0
#define TE_SUPERSPIKE 1
#define TE_GUNSHOT 2
#define TE_EXPLOSION 3
#define TE_TAREXPLOSION 4
#define TE_LIGHTNING1 5
#define TE_LIGHTNING2 6
#define TE_WIZSPIKE 7
#define TE_KNIGHTSPIKE 8
#define TE_LIGHTNING3 9
#define TE_LAVASPLASH 10
#define TE_TELEPORT 11
#define TE_BLOOD 12
#define TE_LIGHTNINGBLOOD 13
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
#define CHAN_MUSIC 5 //WK For orff.wav
#define CHAN_MISC 6
//#define CHAN_MONSTER 7
#define ATTN_NONE 0
#define ATTN_NORM 1
#define ATTN_IDLE 2
#define ATTN_STATIC 3
// update types
#define UPDATE_GENERAL 0
#define UPDATE_STATIC 1
#define UPDATE_BINARY 2
#define UPDATE_TEMP 3
// entity effects
#define EF_BRIGHTFIELD 1
#define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
// messages
// Since BROADCAST is never used in QW 1.5, and MULTICAST is used instead,
// just define BROADCAST as MULTICAST for QW 1.5
#define MSG_MULTICAST 4
#ifdef QUAKE_WORLD
#define MSG_BROADCAST #MSG_MULTICAST
#else
#define MSG_BROADCAST 0 // unreliable to all
#endif
#define MSG_ONE 1 // reliable to one (msg_entity)
#define MSG_ALL 2 // reliable to all
#define MSG_INIT 3 // write to the init string
// message levels
#define PRINT_LOW 0 // pickup messages
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // also goes to chat console
// multicast sets
#define MULTICAST_ALL 0 // every client
#define MULTICAST_PHS 1 // within hearing
#define MULTICAST_PVS 2 // within sight
#define MULTICAST_ALL_R 3 // every client, reliable
#define MULTICAST_PHS_R 4 // within hearing, reliable
#define MULTICAST_PVS_R 5 // within sight, reliable
//================================================
//
// globals
//
float movedist;
#ifndef QUAKE_WORLD
float gameover; // set when a rule exits
#endif
string string_null; // null string, nothing should be held here
float empty_float;
vector vector_null; //CH empty vector
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;
//================================================
//
// world 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?
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
#define AS_FIREBALL 5
//
// 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;
#define MAX_HOVER_FUEL 5 //Boots will recharge up to this maximum
.float hover_time; //How much fuel we have left in boots
#define CUSTOM_ON_SPAWN 1 //When dead, rebuild
#define CUSTOM_FINISHED 2 //Normal gameplay
#define CUSTOM_BUILDING 4 //Making a class
#define CUSTOM_OVERRIDE 8 //Used internally by menu.qc
#define CUSTOM_SELLING 16 //Person wants to sell his frags for money
#define SPENDING_LIMIT 10000 //How much to start with if serverinfo m is not set
.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;
//===========================================================================
//
// 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 world 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;
#ifndef QUAKE_WORLD
//void(string s) bprint = #23;
//void(entity client, string s) sprint = #24;
void(...) nqw_bprint = #23;
void(...) nqw_sprint = #24;
// used for QW compatibility
/*
void(float level, string s) bprint;
void(entity client, float level, string s) sprint;
void(float level, string s1, string s2) bprint2;
void(entity client, float level, string s1, string s2) sprint2;
void(float level, string s1, string s2, string s3) bprint3;
void(entity client, float level, string s1, string s2, string s3) sprint3;
void(float level, string s1, string s2, string s3, string s4) bprint4;
void(entity client, float level, string s1, string s2, string s3, string s4) sprint4;
void(float level, string s1, string s2, string s3, string s4, string s5) bprint5;
void(entity client, float level, string s1, string s2, string s3, string s4, string s5) sprint5;
void(float level, string s1, string s2, string s3, string s4, string s5, string s6) bprint6;
void(entity client, float level, string s1, string s2, string s3, string s4, string s5, string s6) sprint6;
void(float level, string s1, string s2, string s3, string s4, string s5, string s6, string s7) bprint7;
void(entity client, float level, string s1, string s2, string s3, string s4, string s5, string s6, string s7) sprint7;
void(float level, string s1, string s2, string s3, string s4, string s5, string s6, string s7, string s8) bprint8;
*/
#else
//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;
#endif
void(string s) dprint = #25;
string(float f) ftos = #26;
string(vector v) vtos = #27;
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
#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;
//============================================================================
//
// 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
#define TFSTATE_GRENPRIMED 1 // Whether the player has a primed grenade
#define TFSTATE_RELOADING 2 // Whether the player is reloading
#define TFSTATE_CONCUSSIONED 4 // If the person is dizzy and fumbling
#define TFSTATE_RANDOMPC 8 // Whether Playerclass is random, new one each respawn
#define TFSTATE_INFECTED 16 // set when player is infected by the bioweapon
#define TFSTATE_INVINCIBLE 32 // Player has permanent Invincibility (Usually by GoalItem)
#define TFSTATE_INVISIBLE 64 // Player has permanent Invisibility (Usually by GoalItem)
#define TFSTATE_QUAD 128 // Player has permanent Quad Damage (Usually by GoalItem)
#define TFSTATE_RADSUIT 256 // Player has permanent Radsuit (Usually by GoalItem)
#define TFSTATE_BURNING 512 // Is on fire
#define TFSTATE_GRENTHROWING 1024 // is throwing a grenade
#define TFSTATE_AIMING 2048 // is using the laser sight
#define TFSTATE_ZOOMOFF 4096 // doesn't want the FOV changed when zooming
#define TFSTATE_RESPAWN_READY 8192 // is waiting for respawn, and has pressed fire
#define TFSTATE_HALLUCINATING 16384 // set when player is hallucinating
#define TFSTATE_TRANQUILISED 32768 // set when player is tranquilised
#define TFSTATE_CANT_MOVE 65536 // set when player is setting a detpack
//WK
#define TFSTATE_INSPIRED 131072 // set when chaplan is in their area
//CH
#define TFSTATE_RL_LASER 262144 //CH set when aiming laser with rl
//SB
#define TFSTATE_C4THROW 524288 // we're priming the detpack
.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)
#define TF_TD_IGNOREARMOUR 1 // Bypasses the armour of the target
#define TF_TD_NOTTEAM 2 // Doesn't damage a team member (indicates direct fire weapon)
#define TF_TD_NOTSELF 4 // Doesn't damage self
#define TF_TD_OTHER 0 // Ignore armorclass
#define TF_TD_SHOT 1 // Bullet damage
#define TF_TD_NAIL 2 // Nail damage
#define TF_TD_EXPLOSION 4 // Explosion damage
#define TF_TD_ELECTRICITY 8 // Electric damage
#define TF_TD_FIRE 16 // Fire damage
#define TF_TD_NOSOUND 256 // Special damage. Makes no sound/painframe, etc
// 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
//WK 152 Default, must be > 6.
#define MOTD_FINISHED 242 //Delay in 1/10th seconds for motd to show
.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
#define TF_RESPAWNDELAY1 5 // seconds of waiting before player can respawn
#define TF_RESPAWNDELAY2 10 // seconds of waiting before player can respawn
#define TF_RESPAWNDELAY3 20 // seconds of waiting before player can respawn
float respawn_delay_time;
#define TEAMPLAY_NORMAL 1
#define TEAMPLAY_HALFDIRECT 2
#define TEAMPLAY_NODIRECT 4
#define TEAMPLAY_HALFEXPLOSIVE 8
#define TEAMPLAY_NOEXPLOSIVE 16
#define TEAMPLAY_LESSPLAYERSHELP 32
#define TEAMPLAY_LESSSCOREHELP 64
#define TEAMPLAY_HALFARMORDIRECT 128
#define TEAMPLAY_NOARMORDIRECT 256
#define TEAMPLAY_HALFARMOREXPLOSIVE 512
#define TEAMPLAY_NOARMOREXPLOSIVE 1024
#define TEAMPLAY_HALFMIRRORDIRECT 2048
#define TEAMPLAY_FULLMIRRORDIRECT 4096
#define TEAMPLAY_HALFMIRROREXPLOSIVE 8192
#define TEAMPLAY_FULLMIRROREXPLOSIVE 16384
#define TEAMPLAY_VAMPIRE 32768
//#define TEAMPLAY_LIGHT_DAMAGE 131072
// 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
#define TEAM1_CIVILIANS 1
#define TEAM2_CIVILIANS 2
#define TEAM3_CIVILIANS 4
#define TEAM4_CIVILIANS 8
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
#define PC_UNDEFINED 0
#define PC_SCOUT 1
#define PC_SNIPER 2
#define PC_SOLDIER 3
#define PC_DEMOMAN 4
#define PC_MEDIC 5
#define PC_HVYWEAP 6
#define PC_PYRO 7
#define PC_SPY 8
#define PC_ENGINEER 9
// Insert new class definitions here
// PC_RANDOM _MUST_ be the third last class WK - Why?
#define PC_RANDOM 10 // Random playerclass
#define PC_CUSTOM 11 // WK - THE NEW CLASS BEEEATCH
#define PC_CIVILIAN 12 // Civilians are a special class. They cannot
// be chosen by players, only enforced by maps
#define PC_LASTCLASS 13 // Use this as the high-boundary for any loops
// through the playerclass.
/*==================================================*/
/* Impulse Defines */
/*==================================================*/
// Alias check to see whether they already have the aliases
#define TF_ALIAS_CHECK 13
// CTF Support Impulses
#define HOOK_IMP1 22
#define FLAG_INFO 23
#define HOOK_IMP2 39
// Axe
#define AXE_IMP 40
// Camera Impulse
#define TF_CAM_TARGET 50
#define TF_CAM_ZOOM 51
#define TF_CAM_ANGLE 52
#define TF_CAM_VEC 53
#define TF_CAM_PROJECTILE 54
#define TF_CAM_PROJECTILE_Z 55
#define TF_CAM_REVANGLE 56
#define TF_CAM_OFFSET 57
#define TF_CAM_DROP 58
#define TF_CAM_FADETOBLACK 59
#define TF_CAM_FADEFROMBLACK 60
#define TF_CAM_FADETOWHITE 61
#define TF_CAM_FADEFROMWHITE 62
// Status Bar Resolution Settings. Same as CTF to maintain ease of use.
#define TF_STATUSBAR_RES_START 71
#define TF_STATUSBAR_RES_END 81
// Added to PC_??? to get impulse to use if this clashes with your
// own impulses, just change this value, not the PC_??
#define TF_CHANGEPC 100
// The next few impulses are all the class selections
//PC_SCOUT 101
//PC_SNIPER 102
//PC_SOLDIER 103
//PC_DEMOMAN 104
//PC_MEDIC 105
//PC_HVYWEAP 106
//PC_PYRO 107
//PC_RANDOM 108
//PC_CIVILIAN 109 // Cannot be used
//PC_SPY 110
//PC_ENGINEER 111 //Changed, this is Custom now
// Help impulses
#define TF_DISPLAYLOCATION 118
#define TF_STATUS_QUERY 119
#define TF_CHANGECLASS 120
#define TF_UNCUSTOM 121
#define TF_HELP_MAP 131
// Information impulses
#define TF_INVENTORY 135
#define TF_SHOWTF 136
#define TF_SHOWLEGALCLASSES 137
// Team Impulses
#define TF_TEAM_1 140 // Join Team 1
#define TF_TEAM_2 141 // Join Team 2
#define TF_TEAM_3 142 // Join Team 3
#define TF_TEAM_4 143 // Join Team 4
#define TF_TEAM_CLASSES 144 // Impulse to display team classes
#define TF_TEAM_SCORES 145 // Impulse to display team scores
#define TF_TEAM_LIST 146 // Impulse to display the players in each team.
#define TF_TEAM_ENUM 147 // WK WK
// Grenade Impulses
#define TF_GRENADE_1 150 // Prime grenade type 1
#define TF_GRENADE_2 151 // Prime grenade type 2
#define TF_GRENADE_T 152 // Throw primed grenade
// Impulses for new items
#define TF_SCAN 159 // Scanner Pre-Impulse
#define TF_SCAN_ENEMY 160 // Impulses to toggle scanning of enemies
#define TF_SCAN_FRIENDLY 161 // Impulses to toggle scanning of friendlies
#define TF_SCAN_10 162 // Scan using 10 enery (1 cell)
#define TF_SCAN_30 163 // Scan using 30 energy (2 cells)
#define TF_SCAN_100 164 // Scan using 100 energy (5 cells)
#define TF_DETPACK_5 165 // Detpack set to 5 seconds
#define TF_DETPACK_20 166 // Detpack set to 20 seconds
#define TF_DETPACK_50 167 // Detpack set to 50 seconds
#define TF_DETPACK 168 // Detpack Pre-Impulse
#define TF_DETPACK_STOP 169 // Impulse to stop setting detpack
#define TF_PB_DETONATE 170 // Detonate Pipebombs
// Special skill
#define TF_SPECIAL_SKILL 171
// Ammo Drop impulse
#define TF_DROP_AMMO 172
// Reload impulse
#define TF_RELOAD 173
// auto-zoom toggle
#define TF_AUTOZOOM 174
// drop/pass commands
#define TF_DROPKEY 175
// Select Medikit
#define TF_MEDIKIT 176
// Spy Impulses
#define TF_SPY_SPY 177 // Bring up spy menu
#define TF_SPY_DIE 178 // Feign Death
#define TF_SPY_DIE2 213 //CH sfeign
// Engineer Impulses
#define TF_ENGINEER_BUILD 179
//#define TF_ENGINEER_SANDBAG 180
// SB new impulses
//#define BUILD_SENSOR 190
#define THROW_DETPACK 191
//#define IMPULSE_INTERFACE 192 // now its a profession
#define IMPULSE_HOLO 192 //- OfN
#define IMPULSE_CHECKADMIN 193
#define IMPULSE_UPDATEINFO 194
#define IMPULSE_DEBUG 195
#define IMPULSE_STUFFCMD 219
//#define SWITCH_CAMERA 199
// Medic!!
#define TF_MEDIC_HELPME 181
// taunts
#define TF_TAUNT 203 //WK
#define TF_TAUNT2 204 //WK
#define TF_TAUNT3 205 //WK
#define TF_TAUNT4 206 //WK
#define TF_TAUNT5 207 //WK
// Status bar
#define TF_STATUSBAR_ON 182
#define TF_STATUSBAR_OFF 183
// Discard impulse
#define TF_DISCARD 184
// ID Player impulse
#define TF_ID 185
// WK Sell off frags
#define TF_SELL 187
#define TF_SKILL 200
#define TF_LAY 201 //MegaTFer killer
#define TF_DROPITEMS 202 //CH
//Admin controls
#define TF_ADMIN_KICK_CYCLE 208 //'getplayer' -- Cycles through people
#define TF_ADMIN_KICK_PERSON 209 //'kick' -- kicks current one
#define TF_ADMIN_BAN_PERSON 210 //'ban' -- bans current one
#define TF_ADMIN_CEASEFIRE 211 //ceasefire
//CH in admin.qc is a list of impulses that can be used during ceasefire
//To fool proof the cheat impulses
#define I_CHEAT_ONE 155
#define I_CHEAT_TWO 83
#define I_CHEAT_THREE 212
/*==================================================*/
/* Colors */
/*==================================================*/
#define WHITE 1
#define BROWN 2
#define BLUE 3
#define GREEN 4
#define RED 5
#define TAN 6
#define PINK 7
#define ORANGE 8
#define PURPLE 9
#define DARKPURPLE 10
#define GREY 11
#define DARKGREEN 12
#define YELLOW 13
#define DARKBLUE 14
/*==================================================*/
/* Defines for the ENGINEER's Building ability */
/*==================================================*/
// Ammo costs
#define AMMO_COST_SHELLS 3 // Metal needed to make 1 shell
#define AMMO_COST_NAILS 2
#define AMMO_COST_ROCKETS 5
#define AMMO_COST_CELLS 5
// Building types
#define BUILD_DISPENSER 1
#define BUILD_SENTRYGUN 2
#define BUILD_TESLA 3
#define BUILD_SECURITY_CAMERA 4
#define BUILD_TELEPORTER 5
#define BUILD_FIELDGEN 6
// Building metal costs
#define BUILD_COST_DISPENSER 100 // Built thru the menu
#define BUILD_COST_SENTRYGUN 130 // Built thru the menu
#define BUILD_COST_TURRET 75 // Built thru the menu
#define BUILD_COST_TESLA 100 // Built thru the menu
#define BUILD_COST_CAMERA 55 //NOTE is used to check if can build stuff
#define BUILD_COST_TELEPORTER 90
#define BUILD_COST_SENSOR 60
#define BUILD_COST_FIELDGEN 140
// Building times
#define BUILD_TIME_DISPENSER 2 // 2 seconds to build
#define BUILD_TIME_SENTRYGUN 5 // 5 seconds to build
#define BUILD_TIME_TESLA 6 // 8 seconds to build
#define BUILD_TIME_TELEPORTER 3 // 3 seconds to build
#define BUILD_TIME_FIELDGEN 4 // 7 seconds to build
//Camera is thrown, no build time - OfN - sensor neither
// Building health levels
#define BUILD_HEALTH_DISPENSER 150 // Built thru the menu
#define BUILD_HEALTH_SENTRYGUN 150 // Built thru the menu
#define BUILD_HEALTH_TESLA 200 // Built thru the menu
#define BUILD_HEALTH_CAMERA 400 // They dont do much // was 600
#define BUILD_HEALTH_SENSOR 250 // may not do much, but v. annoying // was 200
#define BUILD_HEALTH_TELEPORTER 300
#define BUILD_HEALTH_FIELDGEN 300 //
// Building screwups
#define SCREWUP_ONE 1
#define SCREWUP_TWO 2
#define SCREWUP_THREE 4
#define SCREWUP_FOUR 8
//#define SCREWUP_FIVE 16
//- OfN Building hack-impovements -//
#define IMPROVED_ONE 1 //
#define IMPROVED_TWO 2 // level 1 ice (more time to hack it)
#define IMPROVED_THREE 4 //
#define IMPROVED_FOUR 8 //(usually takeover xcept for teleporter and dispensern)
#define IMPROVED_FIVE 16 // Level 2 ice (unable to hack it)
#define IMPROVED_SIX 32 // Level 3 ice (kills hacker)
#define IMPROVED_SEVEN 64 // used for 2nd sensor revealer hack (for thieves)
//---------------------------------//
//CH Max distance for teleporter
#define TELEPORTER_RANGE 3072
// Dispenser's maximum carrying capability
#define BUILD_DISPENSER_MAX_SHELLS 400
#define BUILD_DISPENSER_MAX_NAILS 600
#define BUILD_DISPENSER_MAX_ROCKETS 300
#define BUILD_DISPENSER_MAX_CELLS 400
#define BUILD_DISPENSER_MAX_ARMOR 500
.entity building; // The building the ENGINEER is using
.float building_wait; // Used to prevent using a building again immediately
.entity real_owner;
/*==================================================*/
/* Ammo quantities for dropping */
/*==================================================*/
#define DROP_SHELLS 20
#define DROP_NAILS 20
#define DROP_ROCKETS 10
#define DROP_CELLS 10
#define DROP_ARMOR 40
/*==================================================*/
/* Team Defines */
/*==================================================*/
#define TM_MAX_NO 4 // Max number of teams. Simply changing this value isn't enough.
// A new global to hold new team colors is needed, and more flags
// in the spawnpoint spawnflags may need to be used.
// Basically, don't change this unless you know what you're doing :)
.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 -- Removed "weapons" to free up space for shootable things
// We can remove some more by giving the weapons a weapon mode (like the rifle)
#define WEAP_HOOK 1
#define WEAP_MEDIKIT 4
#define WEAP_SPANNER 8
#define WEAP_AXE 16
#define WEAP_SNIPER_RIFLE 32
#define WEAP_AUTO_RIFLE 64
#define WEAP_SHOTGUN 128
#define WEAP_SUPER_SHOTGUN 256
#define WEAP_NAILGUN 512
#define WEAP_LIGHT_ASSAULT 1024
#define WEAP_GRENADE_LAUNCHER 2048
#define WEAP_FLAMETHROWER 4096
#define WEAP_ROCKET_LAUNCHER 8192
#define WEAP_INCENDIARY 16384
#define WEAP_ASSAULT_CANNON 32768
#define WEAP_LIGHTNING 65536
#define WEAP_DAEDALUS 131072
//#define WEAP_DETPACK 131072 DONT MAKE ANY AMMOTYPES USE THIS NUMBER!
#define WEAP_TRANQ 262144
#define WEAP_LASER 524288
#define WEAP_MAUSER 1048576
#define WEAP_AIRF 2097152 //- OfN - airfist
#define WEAP_LASERCANNON 4194304 //- OfN - LASER CANNON
#define WEAP_SNG 8388608
//MAX 24 BITS OF PRECISION IN FLOAT!
/*====================================================*/
/* New Items WK -- Things to buy in custom! */
/* Treated as weapons, but be sure to check the right */
/* bitfield -- .weapons_carried vs .tf_items! */
/*====================================================*/
//WK these are carried in self.tf_items
#define NIT_SCANNER 1
#define NIT_TURRET 2 //Turret
#define NIT_KEVLAR 4 //Special Armors
#define NIT_GEL 8
#define NIT_BLAST 16
#define NIT_CERAMIC 32
#define NIT_ASBESTOS 64
#define NIT_AMMO_BACKPACK 128 //Increases ammo capacity
#define NIT_AMMO_BANDOLIER 256 //Increases starting ammo
#define NIT_SCUBA 512 //The Scuba Commando!
//WK this next one is only used on teslas, not people, hence the conflict
#define NIT_TESLA_CLOAKING 512 //CH Tesla got a cloaking device
#define NIT_AUTOID 1024
#define NIT_AUTOMEDIC 2048
#define NIT_RESPAWN_GUARD 4096
#define NIT_AUTOSCANNER 8192
#define NIT_HOVER_BOOTS 16384 //Like a jet pack
#define NIT_TESLA 32768 //The *real* bug zapper!
#define NIT_SECURITY_CAMERA 65536 //CH Security Camera
#define NIT_TELEPORTER 131072 //CH Teleporter
#define NIT_TESLA_UPGRADE 262144 //Get more tesla upgrades
#define NIT_HOVER_BOOTS_UPGRADE 524288 //CH you get 2x fuel
#define NIT_RL_LASER_SIGHT 1048576 //CH
#define NIT_CLUSTER_ROCKETS 2097152 //CH
//2 more allowed, before we run out of bits in a .float
//WK On to the third 24-wide bitfield for holding purchases
.float cutf_items;
#define CUTF_DETPACK 1
#define CUTF_KNIFE 2 //More like a powerup
#define CUTF_SPY_KIT 4 //Allows disguise
#define CUTF_HWGUY 8 //Person doesn't bounce
#define CUTF_SENTRYGUN 16 //Allows building a gun
#define CUTF_JAMMER 32 // SB scanner jammer
#define CUTF_FULLARMOUR 64 // SB full armour when spawning
#define CUTF_CYBERAUG 128 // SB cybernetic augmentation
#define CUTF_SENSOR 256 // SB motion sensor
#define CUTF_INTERFACE 512 // SB tech interface - for hax0ring SGs
#define CUTF_TOSSABLEDET 1024 // C4 tossable detpack
#define CUTF_DISPENSER 2048 // the new buyable dispenc0r
#define CUTF_STEALTH 4096 // balance proficiency - done
#define CUTF_HIGHJUMP 8192 // highjump proficiency - done
#define CUTF_GYMNAST 16384 // Gymnast proficiency
#define CUTF_DEMONLORE 32768 // demon lore proficiency
#define CUTF_EXPBODY 65536 // martyr
#define CUTF_CLOSECOMBAT 131072 // close combat guy
//-----------------------------------//
#define CUTF_HOLO 262144 // OfN - Holograph
#define CUTF_OTR 524288 // OfN - OTR bullets for sniper rifle
#define CUTF_FIELDGEN 1048576 // OfN - field generators
//Time to be invincible from the respawn guard
#define RESPAWN_GUARD_TIME 5
//JOBS AVAILABLE
#define JOB_THIEF 1
#define JOB_RUNNER 2
#define JOB_WARLOCK 4
#define JOB_CHAPLAN 8
#define JOB_BERSERKER 16
#define JOB_GUERILLA 32
#define JOB_JUDOKA 64
//- OfN - New jobs -
#define JOB_ARMY 128
#define JOB_HACKER 256
#define JOB_MARTYR 512
#define JOB_CRUSADER 1024
//This is the sum of all jobs...
#define JOB_ALL 2047 //Not a job, used to simplify bit operators
//STATES WE ARE IN FOR JOB
//Every time we add one, make sure it gets reset in tfort.qc!
#define JOB_ACTIVE 2048 //Job is 'on' like currently hiding
#define JOB_FULL_HIDE 4096 //Job is in phase two of "hide"
#define JOB_TIRED 8192 //Recovering from a sprint
#define JOB_BLOODY_KNIFE 16384 //We've gone OJ on someone
#define JOB_DEMON_OUT 32768 //We have a demon in the world
//#define JOB_MARTYR_ENEMY ^double //We have been shot, and enemy remembered
/*==================================================*/
/* New Weapon Related Defines */
/*==================================================*/
// shots per reload
#define RE_SHOTGUN 8
#define RE_SUPER_SHOTGUN 16 // 8 shots
#define RE_GRENADE_LAUNCHER 6
#define RE_ROCKET_LAUNCHER 4
#define RE_LIGHT_ASSAULT 40
// reload times
#define RE_SHOTGUN_TIME 2
#define RE_SUPER_SHOTGUN_TIME 3
#define RE_GRENADE_LAUNCHER_TIME 4
#define RE_ROCKET_LAUNCHER_TIME 5
#define RE_LIGHT_ASSAULT_TIME 3.5
// Maximum velocity you can move and fire the Sniper Rifle
#define WEAP_SNIPER_RIFLE_MAX_MOVE 50
// Medikit
#define WEAP_MEDIKIT_HEAL 200 // Amount medikit heals per hit
#define WEAP_MEDIKIT_OVERHEAL 50 // Amount of superhealth over max_health the medikit will dispense
.float ammo_medikit; // Ammo used for the medikit
.float maxammo_medikit;
// Spanner
#define WEAP_SPANNER_REPAIR 50
// Detpack
#define WEAP_DETPACK_DISARMTIME 1 //Time it takes to disarm a Detpack
#define WEAP_DETPACK_SETTIME 4 // Time it takes to set a Detpack
#define WEAP_DETPACK_SIZE 800
#define WEAP_DETPACK_BITS_NO 12 // Bits that detpack explodes into
.float ammo_detpack; // Ammo used for the detpack
.float maxammo_detpack;
.float ammo_c4det; // ammo for c4 throwable det
// Tranquiliser Gun
#define TRANQ_TIME 5
// Grenades
#define GR_PRIMETIME 3
// Grenade types
#define GR_TYPE_NONE 0
#define GR_TYPE_NORMAL 1
#define GR_TYPE_CONCUSSION 2
#define GR_TYPE_NAIL 3
#define GR_TYPE_MIRV 4
#define GR_TYPE_NAPALM 5
#define GR_TYPE_FLAME 5 //WK Our special napalm grenade ;)
#define GR_TYPE_FLARE 6
#define GR_TYPE_GAS 7
#define GR_TYPE_EMP 8
#define GR_TYPE_FLASH 9
#define GR_TYPE_FRAG 10
#define GR_TYPE_KRAC 11
#define GR_TYPE_ANTIGRAV 12
#define GR_TYPE_BIO 13
#define GR_TYPE_CALTROP 14
// Defines for WeaponMode
#define GL_NORMAL 0
#define GL_PIPEBOMB 1
// Defines for Concussion Grenade
#define GR_CONCUSS_TIME 5
#define GR_CONCUSS_DEC 20
// Defines for the Gas Grenade
#define GR_HALLU_TIME 0.1
#define GR_HALLU_DEC 2.5
#define NIT_SILVER_DOOR_OPENED #IT_KEY1 // 131072
#define NIT_GOLD_DOOR_OPENED #IT_KEY2 // 262144
/*==================================================*/
/* New Item Flags */
/*==================================================*/
#define NIT_SCANNER_ENEMY 1 // Detect enemies
#define NIT_SCANNER_FRIENDLY 2 // Detect friendlies (team members)
#define NIT_SCANNER_MOVEMENT 4 // Motion detection. Only report moving entities.
/*==================================================*/
/* New Item Related Defines */
/*==================================================*/
#define NIT_SCANNER_POWER 100 // The amount of power spent on a scan with the scanner
// is multiplied by this to get the scanrange.
#define NIT_SCANNER_MAXCELL 50 // The maximum number of cells than can be used in one scan
#define NIT_SCANNER_MIN_MOVEMENT 50 // The minimum velocity an entity must have to be detected
// 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;
// Armor Classes : Bitfields. Use the "armorclass" of armor for the Armor Type.
#define AT_SAVESHOT 1 // Kevlar : Reduces bullet damage by 15%
#define AT_SAVEMELEE 2 // Gel : Reduces melee attacks by 15%
#define AT_SAVEEXPLOSION 4 // Blast : Reduces explosion damage 15%
#define AT_SAVEELECTRICITY 8 // Shock : Reduces electricity damage by 15%
#define AT_SAVEFIRE 16 // Asbestos : Reduces fire damage by 15%
/*==========================================================================*/
/* TEAMFORTRESS CLASS DETAILS */
/*==========================================================================*/
// Class Details for SCOUT
#define PC_SCOUT_SKIN 4 // Skin for this class when Classkin is on.
#define PC_SCOUT_MAXHEALTH 75 // Maximum Health Level
#define PC_SCOUT_MAXSPEED 420 // Maximum movement speed
#define PC_SCOUT_MAXSTRAFESPEED 420 // Maximum strafing movement speed
#define PC_SCOUT_MAXARMOR 50 // Maximum Armor Level, of any armor class
#define PC_SCOUT_INITARMOR 25 // Armor level when respawned
#define PC_SCOUT_MAXARMORTYPE 0.3 // Maximum level of Armor absorption
#define PC_SCOUT_INITARMORTYPE 0.3 // Absorption Level of armor when respawned
#define PC_SCOUT_ARMORCLASSES 3 // #AT_SAVESHOT | #AT_SAVEMELEE <-Armor Classes allowed for this class
#define PC_SCOUT_INITARMORCLASS 0 // Armorclass worn when respawned
#define PC_SCOUT_WEAPONS #WEAP_AXE | #WEAP_SHOTGUN | #WEAP_NAILGUN | #WEAP_AIRF
#define PC_SCOUT_MAXAMMO_SHOT 50 // Maximum amount of shot ammo this class can carry
#define PC_SCOUT_MAXAMMO_NAIL 100 // Maximum amount of nail ammo this class can carry
#define PC_SCOUT_MAXAMMO_CELL 100 // Maximum amount of cell ammo this class can carry
#define PC_SCOUT_MAXAMMO_ROCKET 25 // Maximum amount of rocket ammo this class can carry
#define PC_SCOUT_INITAMMO_SHOT 25 // Amount of shot ammo this class has when respawned
#define PC_SCOUT_INITAMMO_NAIL 100 // Amount of nail ammo this class has when respawned
#define PC_SCOUT_INITAMMO_CELL 50 // Amount of cell ammo this class has when respawned
#define PC_SCOUT_INITAMMO_ROCKET 0 // Amount of rocket ammo this class has when respawned
//#define PC_SCOUT_GRENADE_TYPE_1 #GR_TYPE_NORMAL // <- 1st Type of Grenade this class has
#define PC_SCOUT_GRENADE_TYPE_1 #GR_TYPE_CALTROP //#GR_TYPE_FLASH // <- 1st Type of Grenade this class has
#define PC_SCOUT_GRENADE_TYPE_2 #GR_TYPE_CONCUSSION // <- 2nd Type of Grenade this class has
#define PC_SCOUT_GRENADE_INIT_1 4 // Number of grenades of Type 1 this class has when respawned
#define PC_SCOUT_GRENADE_INIT_2 4 // Number of grenades of Type 2 this class has when respawned
#define PC_SCOUT_TF_ITEMS #NIT_SECURITY_CAMERA | #NIT_SCANNER | #NIT_AUTOSCANNER | #NIT_HOVER_BOOTS | #NIT_HOVER_BOOTS_UPGRADE // OfN Now with hover boots
#define PC_SCOUT_CUTFITEMS #CUTF_HOLO // | #CUTF_CYBERAUG // OfN Scouts with holo now and cyberaug!
#define PC_SCOUT_JOB #JOB_THIEF
#define PC_SCOUT_MOTION_MIN_I 0.5 // < Short range
#define PC_SCOUT_MOTION_MIN_MOVE 50 // Minimum vlen of player velocity to be picked up by motion detector
// Class Details for SNIPER
#define PC_SNIPER_SKIN 5
#define PC_SNIPER_MAXHEALTH 90
#define PC_SNIPER_MAXSPEED 320
#define PC_SNIPER_MAXSTRAFESPEED 320
#define PC_SNIPER_MAXARMOR 50
#define PC_SNIPER_INITARMOR 50
#define PC_SNIPER_MAXARMORTYPE 0.3
#define PC_SNIPER_INITARMORTYPE 0.3
#define PC_SNIPER_ARMORCLASSES 3 // #AT_SAVESHOT | #AT_SAVEMELEE
#define PC_SNIPER_INITARMORCLASS 1
#define PC_SNIPER_WEAPONS #WEAP_SNIPER_RIFLE | #WEAP_AUTO_RIFLE | #WEAP_AXE | #WEAP_NAILGUN
#define PC_SNIPER_MAXAMMO_SHOT 75
#define PC_SNIPER_MAXAMMO_NAIL 100
#define PC_SNIPER_MAXAMMO_CELL 150
#define PC_SNIPER_MAXAMMO_ROCKET 25
#define PC_SNIPER_INITAMMO_SHOT 60
#define PC_SNIPER_INITAMMO_NAIL 50
#define PC_SNIPER_INITAMMO_CELL 0
#define PC_SNIPER_INITAMMO_ROCKET 0
#define PC_SNIPER_GRENADE_TYPE_1 #GR_TYPE_CALTROP
#define PC_SNIPER_GRENADE_TYPE_2 #GR_TYPE_FLARE //- OfN it was #GR_TYPE_FLASH
#define PC_SNIPER_GRENADE_INIT_1 4
#define PC_SNIPER_GRENADE_INIT_2 6 // OfN it was 4
#define PC_SNIPER_TF_ITEMS #NIT_SECURITY_CAMERA // | #NIT_TESLA
#define PC_SNIPER_CUTF_ITEMS 0 // #CUTF_OTR
#define PC_SNIPER_JOB #JOB_JUDOKA
// Class Details for SOLDIER
#define PC_SOLDIER_SKIN 6
#define PC_SOLDIER_MAXHEALTH 100
#define PC_SOLDIER_MAXSPEED 250
#define PC_SOLDIER_MAXSTRAFESPEED 250
#define PC_SOLDIER_MAXARMOR 200
#define PC_SOLDIER_INITARMOR 100
#define PC_SOLDIER_MAXARMORTYPE 0.8
#define PC_SOLDIER_INITARMORTYPE 0.8
#define PC_SOLDIER_ARMORCLASSES 31 // ALL
#define PC_SOLDIER_INITARMORCLASS 0
#define PC_SOLDIER_WEAPONS #WEAP_AXE | #WEAP_SHOTGUN | #WEAP_SUPER_SHOTGUN | #WEAP_ROCKET_LAUNCHER
#define PC_SOLDIER_MAXAMMO_SHOT 100
#define PC_SOLDIER_MAXAMMO_NAIL 100
#define PC_SOLDIER_MAXAMMO_CELL 50
#define PC_SOLDIER_MAXAMMO_ROCKET 40
#define PC_SOLDIER_INITAMMO_SHOT 50
#define PC_SOLDIER_INITAMMO_NAIL 0
#define PC_SOLDIER_INITAMMO_CELL 0
#define PC_SOLDIER_INITAMMO_ROCKET 20
#define PC_SOLDIER_GRENADE_TYPE_1 #GR_TYPE_NORMAL
#define PC_SOLDIER_GRENADE_TYPE_2 #GR_TYPE_NAIL
#define PC_SOLDIER_GRENADE_INIT_1 4
#define PC_SOLDIER_GRENADE_INIT_2 2
#define PC_SOLDIER_TF_ITEMS 0 //#NIT_RL_LASER_SIGHT //WK no Cluster - OfN no hover boots
#define PC_SOLDIER_JOB #JOB_ARMY //#JOB_RUNNER
// Class Details for DEMOLITION MAN
#define PC_DEMOMAN_SKIN 1
#define PC_DEMOMAN_MAXHEALTH 90
#define PC_DEMOMAN_MAXSPEED 290
#define PC_DEMOMAN_MAXSTRAFESPEED 290
#define PC_DEMOMAN_MAXARMOR 100
#define PC_DEMOMAN_INITARMOR 50
#define PC_DEMOMAN_MAXARMORTYPE 0.6
#define PC_DEMOMAN_INITARMORTYPE 0.6
#define PC_DEMOMAN_ARMORCLASSES 31 // ALL
#define PC_DEMOMAN_INITARMORCLASS 0 // AT_SAVEEXPLOSION
#define PC_DEMOMAN_WEAPONS #WEAP_AXE | #WEAP_SHOTGUN | #WEAP_GRENADE_LAUNCHER
#define PC_DEMOMAN_MAXAMMO_SHOT 75
#define PC_DEMOMAN_MAXAMMO_NAIL 50
#define PC_DEMOMAN_MAXAMMO_CELL 50
#define PC_DEMOMAN_MAXAMMO_ROCKET 50
#define PC_DEMOMAN_MAXAMMO_DETPACK 1
#define PC_DEMOMAN_INITAMMO_SHOT 30
#define PC_DEMOMAN_INITAMMO_NAIL 0
#define PC_DEMOMAN_INITAMMO_CELL 0
#define PC_DEMOMAN_INITAMMO_ROCKET 20
#define PC_DEMOMAN_INITAMMO_DETPACK 1
#define PC_DEMOMAN_GRENADE_TYPE_1 #GR_TYPE_NORMAL
#define PC_DEMOMAN_GRENADE_TYPE_2 #GR_TYPE_MIRV
#define PC_DEMOMAN_GRENADE_INIT_1 4
#define PC_DEMOMAN_GRENADE_INIT_2 3
#define PC_DEMOMAN_TF_ITEMS 0
#define PC_DEMOMAN_JOB #JOB_GUERILLA
#define PC_DEMOMAN_CUTFITEMS #CUTF_DETPACK | #CUTF_TOSSABLEDET
// Class Details for COMBAT MEDIC
#define PC_MEDIC_SKIN 3
#define PC_MEDIC_MAXHEALTH 90
#define PC_MEDIC_MAXSPEED 340
#define PC_MEDIC_MAXSTRAFESPEED 340
#define PC_MEDIC_MAXARMOR 100
#define PC_MEDIC_INITARMOR 50
#define PC_MEDIC_MAXARMORTYPE 0.6
#define PC_MEDIC_INITARMORTYPE 0.3
#define PC_MEDIC_ARMORCLASSES 11 // ALL except EXPLOSION
#define PC_MEDIC_INITARMORCLASS 0
#define PC_MEDIC_WEAPONS #WEAP_MEDIKIT | #WEAP_SHOTGUN | #WEAP_SUPER_SHOTGUN | #WEAP_LIGHT_ASSAULT
#define PC_MEDIC_MAXAMMO_SHOT 75
#define PC_MEDIC_MAXAMMO_NAIL 150
#define PC_MEDIC_MAXAMMO_CELL 50
#define PC_MEDIC_MAXAMMO_ROCKET 25
#define PC_MEDIC_MAXAMMO_MEDIKIT 100
#define PC_MEDIC_INITAMMO_SHOT 50
#define PC_MEDIC_INITAMMO_NAIL 50
#define PC_MEDIC_INITAMMO_CELL 0
#define PC_MEDIC_INITAMMO_ROCKET 0
#define PC_MEDIC_INITAMMO_MEDIKIT 50
#define PC_MEDIC_GRENADE_TYPE_1 #GR_TYPE_NORMAL
#define PC_MEDIC_GRENADE_TYPE_2 #GR_TYPE_BIO //#GR_TYPE_CONCUSSION
#define PC_MEDIC_GRENADE_INIT_1 3
#define PC_MEDIC_GRENADE_INIT_2 2
#define PC_MEDIC_TF_ITEMS 0 //#NIT_AUTOMEDIC // SB no more automedic - OfN no way! :)
#define PC_MEDIC_REGEN_TIME 3 // Number of seconds between each regen.
#define PC_MEDIC_REGEN_AMOUNT 6 // Amount of health regenerated each regen.
#define PC_MEDIC_JOB #JOB_CRUSADER
// Class Details for HVYWEAP
#define PC_HVYWEAP_SKIN 2
#define PC_HVYWEAP_MAXHEALTH 100
#define PC_HVYWEAP_MAXSPEED 250
#define PC_HVYWEAP_MAXSTRAFESPEED 250
#define PC_HVYWEAP_MAXARMOR 300
#define PC_HVYWEAP_INITARMOR 300
#define PC_HVYWEAP_MAXARMORTYPE 0.8
#define PC_HVYWEAP_INITARMORTYPE 0.8
#define PC_HVYWEAP_ARMORCLASSES 31 // ALL
#define PC_HVYWEAP_INITARMORCLASS 0
#define PC_HVYWEAP_WEAPONS #WEAP_ASSAULT_CANNON | #WEAP_AXE | #WEAP_SHOTGUN | #WEAP_SUPER_SHOTGUN
#define PC_HVYWEAP_MAXAMMO_SHOT 200
#define PC_HVYWEAP_MAXAMMO_NAIL 200
#define PC_HVYWEAP_MAXAMMO_CELL 50
#define PC_HVYWEAP_MAXAMMO_ROCKET 25
#define PC_HVYWEAP_INITAMMO_SHOT 200
#define PC_HVYWEAP_INITAMMO_NAIL 0
#define PC_HVYWEAP_INITAMMO_CELL 24
#define PC_HVYWEAP_INITAMMO_ROCKET 0
#define PC_HVYWEAP_GRENADE_TYPE_1 #GR_TYPE_NORMAL
#define PC_HVYWEAP_GRENADE_TYPE_2 #GR_TYPE_MIRV
#define PC_HVYWEAP_GRENADE_INIT_1 4
#define PC_HVYWEAP_GRENADE_INIT_2 2
#define PC_HVYWEAP_TF_ITEMS 0
#define PC_HVYWEAP_JOB #JOB_RUNNER
// Class Details for PYRO
#define PC_PYRO_SKIN 21
#define PC_PYRO_MAXHEALTH 100
#define PC_PYRO_MAXSPEED 290
#define PC_PYRO_MAXSTRAFESPEED 290
#define PC_PYRO_MAXARMOR 150
#define PC_PYRO_INITARMOR 50
#define PC_PYRO_MAXARMORTYPE 0.6
#define PC_PYRO_INITARMORTYPE 0.6
#define PC_PYRO_ARMORCLASSES 27 // ALL except EXPLOSION
#define PC_PYRO_INITARMORCLASS 16 // #AT_SAVEFIRE
#define PC_PYRO_WEAPONS #WEAP_INCENDIARY | #WEAP_FLAMETHROWER | #WEAP_AXE | #WEAP_SHOTGUN
#define PC_PYRO_MAXAMMO_SHOT 40
#define PC_PYRO_MAXAMMO_NAIL 50
#define PC_PYRO_MAXAMMO_CELL 200
#define PC_PYRO_MAXAMMO_ROCKET 60
#define PC_PYRO_INITAMMO_SHOT 20
#define PC_PYRO_INITAMMO_NAIL 0
#define PC_PYRO_INITAMMO_CELL 120
#define PC_PYRO_INITAMMO_ROCKET 24
#define PC_PYRO_GRENADE_TYPE_1 #GR_TYPE_NORMAL
#define PC_PYRO_GRENADE_TYPE_2 #GR_TYPE_NAPALM
#define PC_PYRO_GRENADE_INIT_1 4
#define PC_PYRO_GRENADE_INIT_2 4
#define PC_PYRO_TF_ITEMS #NIT_HOVER_BOOTS | #NIT_HOVER_BOOTS_UPGRADE // OfN why this = #NIT_HOVER_BOOTS || #NIT_HOVER_BOOTS_UPGRADE ??
#define PC_PYRO_JOB #JOB_THIEF
// Class Details for SPY
#define PC_SPY_SKIN 22
#define PC_SPY_MAXHEALTH 90
#define PC_SPY_MAXSPEED 320
#define PC_SPY_MAXSTRAFESPEED 320
#define PC_SPY_MAXARMOR 100
#define PC_SPY_INITARMOR 50
#define PC_SPY_MAXARMORTYPE 0.6
#define PC_SPY_INITARMORTYPE 0.6
#define PC_SPY_ARMORCLASSES 27 // ALL except EXPLOSION
#define PC_SPY_INITARMORCLASS 0
#define PC_SPY_WEAPONS #WEAP_AXE | #WEAP_TRANQ | #WEAP_SUPER_SHOTGUN | #WEAP_NAILGUN
#define PC_SPY_MAXAMMO_SHOT 40
#define PC_SPY_MAXAMMO_NAIL 50
#define PC_SPY_MAXAMMO_CELL 200
#define PC_SPY_MAXAMMO_ROCKET 15
#define PC_SPY_INITAMMO_SHOT 40
#define PC_SPY_INITAMMO_NAIL 0
#define PC_SPY_INITAMMO_CELL 100
#define PC_SPY_INITAMMO_ROCKET 0
#define PC_SPY_GRENADE_TYPE_1 #GR_TYPE_NORMAL
#define PC_SPY_GRENADE_TYPE_2 #GR_TYPE_GAS
#define PC_SPY_GRENADE_INIT_1 4
#define PC_SPY_GRENADE_INIT_2 2
#define PC_SPY_TF_ITEMS #NIT_SECURITY_CAMERA | #NIT_TELEPORTER
#define PC_SPY_CELL_REGEN_TIME 0.05
#define PC_SPY_CELL_REGEN_AMOUNT 10
#define PC_SPY_CELL_USAGE 25 // Amount of cells spent while invisible
#define PC_SPY_GO_UNDERCOVER_TIME 4 // Time it takes to go undercover
#define PC_SPY_JOB #JOB_HACKER // OfN - It was JOB_WARLOCK
#define PC_SPY_CUTFITEMS #CUTF_SPY_KIT | #CUTF_KNIFE
// Class Details for ENGINEER
#define PC_ENGINEER_SKIN 22 // Not used anymore
#define PC_ENGINEER_MAXHEALTH 100
#define PC_ENGINEER_MAXSPEED 290
#define PC_ENGINEER_MAXSTRAFESPEED 290
#define PC_ENGINEER_MAXARMOR 75
#define PC_ENGINEER_INITARMOR 75
#define PC_ENGINEER_MAXARMORTYPE 0.6
#define PC_ENGINEER_INITARMORTYPE 0.3
#define PC_ENGINEER_ARMORCLASSES 31 // ALL
#define PC_ENGINEER_INITARMORCLASS 0
#define PC_ENGINEER_WEAPONS #WEAP_SPANNER | #WEAP_LASER | #WEAP_SUPER_SHOTGUN
#define PC_ENGINEER_MAXAMMO_SHOT 75
#define PC_ENGINEER_MAXAMMO_NAIL 50
#define PC_ENGINEER_MAXAMMO_CELL 320 // synonymous with metal
#define PC_ENGINEER_MAXAMMO_ROCKET 30
#define PC_ENGINEER_INITAMMO_SHOT 30
#define PC_ENGINEER_INITAMMO_NAIL 25
#define PC_ENGINEER_INITAMMO_CELL 200 // synonymous with metal
#define PC_ENGINEER_INITAMMO_ROCKET 0
#define PC_ENGINEER_GRENADE_TYPE_1 #GR_TYPE_NORMAL
#define PC_ENGINEER_GRENADE_TYPE_2 #GR_TYPE_EMP
#define PC_ENGINEER_GRENADE_INIT_1 4
#define PC_ENGINEER_GRENADE_INIT_2 4
#define PC_ENGINEER_TF_ITEMS #NIT_TESLA | #NIT_SECURITY_CAMERA | #NIT_TELEPORTER
#define PC_ENGINEER_CUTFITEMS #CUTF_SENTRYGUN | #CUTF_DISPENSER | #CUTF_SENSOR | #CUTF_FIELDGEN
#define PC_ENGINEER_JOB #JOB_HACKER //#JOB_JUDOKA
// Class Details for CIVILIAN
#define PC_CIVILIAN_SKIN 22
#define PC_CIVILIAN_MAXHEALTH 90
#define PC_CIVILIAN_MAXSPEED 290
#define PC_CIVILIAN_MAXSTRAFESPEED 290
#define PC_CIVILIAN_MAXARMOR 75
#define PC_CIVILIAN_INITARMOR 75
#define PC_CIVILIAN_MAXARMORTYPE 0.3
#define PC_CIVILIAN_INITARMORTYPE 0.3
#define PC_CIVILIAN_ARMORCLASSES 0
#define PC_CIVILIAN_INITARMORCLASS 0
#define PC_CIVILIAN_WEAPONS #WEAP_AXE | #WEAP_SUPER_SHOTGUN | #WEAP_SHOTGUN
#define PC_CIVILIAN_MAXAMMO_SHOT 50
#define PC_CIVILIAN_MAXAMMO_NAIL 0
#define PC_CIVILIAN_MAXAMMO_CELL 0
#define PC_CIVILIAN_MAXAMMO_ROCKET 0
#define PC_CIVILIAN_INITAMMO_SHOT 30
#define PC_CIVILIAN_INITAMMO_NAIL 0
#define PC_CIVILIAN_INITAMMO_CELL 0
#define PC_CIVILIAN_INITAMMO_ROCKET 0
#define PC_CIVILIAN_GRENADE_TYPE_1 #GR_TYPE_NORMAL
#define PC_CIVILIAN_GRENADE_TYPE_2 0
#define PC_CIVILIAN_GRENADE_INIT_1 2
#define PC_CIVILIAN_GRENADE_INIT_2 0
#define PC_CIVILIAN_TF_ITEMS 0
#define PC_CIVILIAN_JOB #JOB_THIEF
#define PC_CIVILIAN_CUTFITEMS #CUTF_KNIFE
/*==========================================================================*/
/* TEAMFORTRESS GOALS */
/*==========================================================================*/
// For all these defines, see the tfortmap.txt that came with the zip
// for complete descriptions.
// Defines for Goal Activation types : goal_activation (in goals)
#define TFGA_TOUCH 1 // Activated when touched
#define TFGA_TOUCH_DETPACK 2 // Activated when touched by a detpack explosion
#define TFGA_REVERSE_AP 4 // Activated when AP details are _not_ met
#define TFGA_SPANNER 8 // Activated when hit by an engineer's spanner
// Defines for Goal Effects types : goal_effect
#define TFGE_AP 1 // AP is affected. Default.
#define TFGE_AP_TEAM 2 // All of the AP's team.
#define TFGE_NOT_AP_TEAM 4 // All except AP's team.
#define TFGE_NOT_AP 8 // All except AP.
#define TFGE_WALL 16 // If set, walls stop the Radius effects
#define TFGE_SAME_ENVIRONMENT 32 // If set, players in a different environment to the Goal are not affected
#define TFGE_TIMER_CHECK_AP 64 // If set, Timer Goals check their critera for all players fitting their effects
#define TFGE_CAUSE_EXPLOSION 128 //CH if set spawn explosion and use t_length
// Defines for Goal Result types : goal_result
#define TFGR_SINGLE 1 // Goal can only be activated once
#define TFGR_ADD_BONUSES 2 // Any Goals activated by this one give their bonuses
#define TFGR_ENDGAME 4 // Goal fires Intermission, displays scores, and ends level
#define TFGR_NO_ITEM_RESULTS 8 // GoalItems given by this Goal don't do results
#define TFGR_REMOVE_DISGUISE 16 // Prevent/Remove undercover from any Spy
#define TFGR_CAUSERESPAWN 32 //CH force respawn, not die
#define TFGR_DROPITEMS 4096 //CH allows user to drop item with "dropitems"
// Defines for Goal Group Result types : goal_group
// None!
// But I'm leaving this variable in there, since it's fairly likely
// that some will show up sometime.
// Defines for Goal Item types, : goal_activation (in items)
#define TFGI_GLOW 1 // Players carrying this GoalItem will glow
#define TFGI_SLOW 2 // Players carrying this GoalItem will move at half-speed
#define TFGI_DROP 4 // Players dying with this item will drop it
#define TFGI_RETURN_DROP 8 // Return if a player with it dies
#define TFGI_RETURN_GOAL 16 // Return if a player with it has it removed by a goal's activation
#define TFGI_RETURN_REMOVE 32 // Return if it is removed by TFGI_REMOVE
#define TFGI_REVERSE_AP 64 // Only pickup if the player _doesn't_ match AP Details
#define TFGI_REMOVE 128 // Remove if left untouched for 2 minutes after being dropped
#define TFGI_KEEP 256 // Players keep this item even when they die
#define TFGI_ITEMGLOWS 512 // Item glows when on the ground
#define TFGI_DONTREMOVERES 1024 // Don't remove results when the item is removed
#define TFGI_GOAL_TO_GROUND 2048 //CH GoalItem drops to ground when spawns
#define TFGI_GOAL_IS_SOLID 8192 //CH GoalItem is solid
// Defines for TeamSpawnpoints : goal_activation (in teamspawns)
#define TFSP_MULTIPLEITEMS 1 // Give out the GoalItem multiple times
#define TFSP_MULTIPLEMSGS 2 // Display the message multiple times
// Defines for TeamSpawnpoints : goal_effects (in teamspawns)
#define TFSP_REMOVESELF 1 // Remove itself after being spawned on
// Defines for Goal States
#define TFGS_ACTIVE 1
#define TFGS_INACTIVE 2
#define TFGS_REMOVED 3
#define TFGS_DELAYED 4
// 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
// Legal Playerclass Handling
#define TF_ILL_SCOUT 1
#define TF_ILL_SNIPER 2
#define TF_ILL_SOLDIER 4
#define TF_ILL_DEMOMAN 8
#define TF_ILL_MEDIC 16
#define TF_ILL_HVYWEP 32
#define TF_ILL_PYRO 64
#define TF_ILL_RANDOMPC 128
#define TF_ILL_SPY 256
#define TF_ILL_ENGINEER 512
/*==========================================================================*/
/* 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
#define FLAME_PLYRMAXTIME 45 // lifetime in 0.1 sec of a flame on a player
#define FLAME_MAXBURNTIME 8 // lifetime in seconds of a flame on the world (big ones)
#define NAPALM_MAXBURNTIME 20 // lifetime in seconds of flame from a napalm grenade
#define FLAME_MAXPLYRFLAMES 4 // maximum number of flames on a player
#define FLAME_NUMLIGHTS 1 // maximum number of light flame
#define FLAME_BURNRATIO 0.3 // the chance of a flame not 'sticking'
#define GR_TYPE_FLAMES_NO 15 // number of flames spawned when a grenade explode
/*==========================================================================*/
/* 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
/*==================================================*/
/* CTF Support defines */
/*==================================================*/
#define CTF_FLAG1 1
#define CTF_FLAG2 2
#define CTF_DROPOFF1 3
#define CTF_DROPOFF2 4
#define CTF_SCORE1 5
#define CTF_SCORE2 6
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;
#ifndef QUAKE_WORLD
entity newmis; // if this is set, the entity that just
// run created a new missile that should
// be simulated immediately
#endif
// 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.
#define DMSG_SHOTGUN 1
#define DMSG_SSHOTGUN 2
#define DMSG_NAILGUN 3
#define DMSG_LIGHT_ASSAULT 4
#define DMSG_GRENADEL 5
#define DMSG_ROCKETL 6
#define DMSG_LIGHTNING 7
#define DMSG_GREN_HAND 8
#define DMSG_GREN_NAIL 9
#define DMSG_GREN_MIRV 10
#define DMSG_GREN_PIPE 11
#define DMSG_DETPACK 12
#define DMSG_BIOWEAPON 13
#define DMSG_BIOWEAPON_ATT 14
#define DMSG_FLAME 15
#define DMSG_DETPACK_DIS 16
#define DMSG_AXE 17
#define DMSG_SNIPERRIFLE 18
#define DMSG_AUTORIFLE 19
#define DMSG_ASSAULTCANNON 20
#define DMSG_HOOK 21
#define DMSG_BACKSTAB 22
#define DMSG_MEDIKIT 23
#define DMSG_GREN_GAS 24
#define DMSG_TRANQ 25
#define DMSG_LASERBOLT 26
#define DMSG_SENTRYGUN_BULLET 27
#define DMSG_SNIPERLEGSHOT 28
#define DMSG_SNIPERHEADSHOT 29
#define DMSG_GREN_EMP 30
#define DMSG_GREN_EMP_AMMO 31
#define DMSG_SPANNER 32
#define DMSG_INCENDIARY 33
#define DMSG_SENTRYGUN_ROCKET 34
#define DMSG_GREN_FLASH 35
#define DMSG_TRIGGER 36
#define DMSG_BUG_ZAPPER 37
#define DMSG_GREN_FRAG 38
#define DMSG_JUDOKA 39
#define DMSG_MARTYR 40
#define DMSG_HOVER 41 //Boot exhaust!
#define DMSG_LAND_MINE 42
#define DMSG_TESLA 43
#define DMSG_DEMON_FIRE 44
#define DMSG_BERSERK 45
#define DMSG_MAUSER 50
#define DMSG_DAEDALUS 51
#define DMSG_EXPBODY 52 //- OfN -
#define DMSG_ANTIHACK 53
#define DMSG_ANTIDISM 54
#define DMSG_CYBERNET 55
#define DMSG_AIRG 56
#define DMSG_AIRG_WATER 57
#define DMSG_LASERCANNON 58
#define DMSG_DISPEL 59
#define DMSG_CALTROP 60
#define DMSG_CLUSTER_ROCKET 61
#define DMSG_FLYCALTROP 62
#define DMSG_SNG 63
#define DMSG_FORCEFIELD 64
#define DMSG_STUCK_FORCEFIELD 65
#define DMSG_SPANNERFIELD 66
#define DMSG_FGTRAP 67
//Defs for objects a spikeshooter can spawn Misc.qc
#define SPAWNFLAG_SUPERSPIKE 1
#define SPAWNFLAG_LASER 2
//CH add new things a trap can spawn
#define SPAWNFLAG_TFROCKET 4
#define SPAWNFLAG_TFGRENADE 8
#define SPAWNFLAG_TFFLAME 16
// OfN - Crusader auras
#define AURA_POWER 1
#define AURA_RESISTANCE 2
#define AURA_HASTE 3
#define AURA_INVIS 4