160 lines
4.6 KiB
C
160 lines
4.6 KiB
C
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// General variables
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.float last_special, last_special2;
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.float x_flags;
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.float start_health;
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.float parallize_time;
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.vector parallized_velocity;
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.float guard_flag;
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.float ammo_special;
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.float weapon_parts;
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.float char_type; // uses CT_* constants (see below)
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.float tractor_dist; // how far enemy is from Phoenix player
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.float last_clear; // used to clear screen of colors every few seconds
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.float rapid_time;
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.float last_wall_hit; // used for Phoenix Tractor beam smash into wall
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.float last_prox_think;
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.vector respawn_point;
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.float prox_power; // builds up before releasing button with proximity weapon
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.entity prox_ent;
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.string last_centerprint;
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.void() th_guard;
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// this overrides the normal centerprint, so we can save each new centerprint
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void(entity client, string s) centerprint;
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float X_PARALLIZED = 1;
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float X_CANNONFLYABORT = 2;
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float X_TRACTOR_BEAM_HOLD = 4;
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float X_SINISTER_FINAL = 8;
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float X_ANGEL_DEFENSE = 16;
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float X_STGUN = 32;
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float X_FLYING = 64;
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float X_RAPID_FIRE = 128;
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float X_RAPID_WARNING = 512;
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float X_MEGA_HIT = 1024;
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float X_AMMO_ANIMATE = 2048;
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float X_GODCHEAT = 4096;
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float X_JUMP_PRESSED = 8192;
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float CT_MALE_NORMAL = 1;
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float CT_MALE_LARGE = 2;
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float CT_FEMALE = 3;
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// Globals
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entity damage_inflictor;
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float index_skeleton;
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string executable; // use temp1 to set executable before entering game
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// temp1: 0 = dos, 1 = glQuake, 2 = winQuake
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float num_clients;
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// debugging toggles
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float show_damage; // used in SetDamageSkin(), gives % readout
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// spawnflags
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float SPAWNFLAG_CLONE = 8;
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// deathmatch vars
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.float special_weapon; // 0 or 1, toggles with subsequent IMPULSE 1 commands
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.float character; // one of CHAR_*, may only be set upon joining the game
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// if 0, then player can't move and must select a character
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.float last_jump_z; // Z value of origin when jump was pressed (used by Angel hovering)
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.float last_jump; // time of last jump press
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float CHAR_WOLVERINE = 1;
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float CHAR_STORM = 2;
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float CHAR_CYCLOPS = 3;
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float CHAR_PSYLOCKE = 4;
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float CHAR_ANGEL = 5;
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float CHAR_BEAST = 6;
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float CHAR_GAMBIT = 7;
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float CHAR_ICEMAN = 8;
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float CHAR_BISHOP = 9;
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float CHAR_ROGUE = 10;
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float CHAR_CANNONBALL = 11;
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float CHAR_PHOENIX = 12;
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float STORM_VOFS_Z = 0;
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float DM_SPECIAL_POWERS = 10; // set deathmatch = DM_SPECIAL_POWERS for no weapons
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// weapon stuff
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.float nextweapon;
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.float change_weapon_status;
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.float fadeout_endframe;
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.float fadein_endframe;
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.float last_fade;
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.float weapon_flags;
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.float remember_impulse; // stores a change weapon impulse while changing weapons
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.float weapon_idleframe;
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.float water_flame_flag;
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.float consecutive_count, w_pausetime, last_pausetime; // used to pause flame gun after 3 shots
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float W_RELOADING = 1;
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float W_SHOTRELOAD = 2;
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float DEATH_FLAG = 4;
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float CW_DONE = 0;
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float CW_FADEOUT = 1;
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float CW_FADEIN = 2;
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// Flame thrower vars
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float FLAME_DIST = 112; // distance between each junction
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float FLAME_ENT_SPEED = 650; // speed of movement towards ideal position
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float SNDLEN_FLAME = 0.2;
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.entity flame_ent1; // trail of 3 flamethrower junction entities
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.entity flame_ent2;
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.entity flame_ent3;
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.float last_flame;
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.float last_flame_sound;
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// Laser gun vars
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.float fire_reload_frames;
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.float last_fire_laser;
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.float spawn_time;
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// Storm vars
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float MAX_Z_OFS = 20;
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.float last_wind;
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.float z_ofs;
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.float z_ofs_vel;
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// Cyclops
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.float start_attack_health;
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.float last_touch;
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.vector old_velocity; // also used for Player as Angel in deathmatch for floating downwards
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// tech dude
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.float start_frame, last_frame;
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.float tech_state;
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float TECH_IDLE = 0;
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float TECH_WALKING = 1;
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float TECH_HIDING = 2;
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// Pheonix
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.entity move_ent;
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.float start_tractor_time;
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.vector tractor_vel;
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// Trap Flamethrower
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.float sway_range;
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// Apocalypse
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.entity leg; // main legs entity, displays appy1.mdl
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// Cannonball
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.float last_rocket_hit;
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