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