nuclide/Source/Server/Defs.h
Marco Hladik a15b5f606f C4 icon is now flashing when in zone + bomb equipped
Fixed bug in which switching entities in the game-logic caused pretty bad bugs
Respawn fixes for hostage, ambient_generic and cylcer_sprite entities
Fixed a bug in which func_door's would call the targets twice
Added the missing spawnflag support for "Initially Dark" light entities
2016-12-08 00:09:50 +01:00

125 lines
3.2 KiB
C

/*
OpenCS Project
Copyright (C) 2015 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#define VEC_HULL_MIN '-16 -16 -36'
#define VEC_HULL_MAX '16 16 36'
#define VEC_PLAYER_VIEWPOS '0 0 20'
#define VEC_CHULL_MIN '-16 -16 -18'
#define VEC_CHULL_MAX '16 16 18'
#define VEC_PLAYER_CVIEWPOS '0 0 12'
// Particle Fields
float EFFECT_GUNSHOT;
float EFFECT_BLOOD;
// Player specific fields
.float fInBuyZone;
.float fInHostageZone;
.float fInBombZone;
.float fMoney;
.float fStepTime;
.int iInGame;
.float fCharModel;
.int iCrouching;
.int iCrouchAttempt;
.int iHasBomb;
// Match specific fields
int iWon_T;
int iWon_CT;
int iAlivePlayers_T;
int iAlivePlayers_CT;
int fOldInGamePlayers;
float fGameState;
float fGameTime;
// Weapon specific fields
.int iCurrentClip;
.int iCurrentCaliber;
.int iSlotMelee, iSlotPrimary, iSlotSecondary, iSlotGrenade;
.float fAttackFinished;
.float fAccuracy;
// Game specific fields
int iHostagesMax;
int iBombZones;
int iRescueZones;
int iBuyZones;
int iBuyRestriction; // For info_map_parameters
int iHostagesRescued;
int iBombPlanted;
// Generic entity fields
.int iUsable;
.int iBleeds;
.void() vPain;
.void() vDeath;
.float fRespawns;
// All about +use
entity eActivator;
.void() vUse;
.int iUsable;
// GoldSrc-Rendermode Fields
.vector rendercolor;
.float rendermode;
.float renderamt;
.float alpha;
string sCSPlayers[9] = {
"",
"models/player/terror/terror.mdl",
"models/player/leet/leet.mdl",
"models/player/arctic/arctic.mdl",
"models/player/guerilla/guerilla.mdl",
"models/player/urban/urban.mdl",
"models/player/gsg9/gsg9.mdl",
"models/player/sas/sas.mdl",
"models/player/gign/gign.mdl"
};
void Rules_RoundOver( int iTeamWon );
float Rules_BuyingPossible( void );
void Timer_Begin( float fTime, float fMode);
void Spawn_RespawnClient( float fTeam );
void Spawn_CreateClient( float fTeam );
void Spawn_MakeSpectator( void );
void Client_SendEvent( entity eClient, float fEVType );
void Client_TriggerCamera( entity eTarget, vector vPos, vector vEndPos, float fResetTime );
void Weapon_SwitchBest( void );
void OpenCSGunBase_AccuracyCalc( void );
void OpenCSGunBase_Draw( void );
float OpenCSGunBase_PrimaryFire( void );
float OpenCSGunBase_Reload( void );
float Player_GetMaxSpeed( float fWeapon );
void TraceAttack_FireBullets( int iShots );
void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius );
void Entities_InitRespawnable( void() vRespawnFunc );
void Entities_Respawn( void );
// WIP
string __fullspawndata;