prozac-qfcc/defs.qc

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