xmen/X_VARS.c
2005-09-22 00:00:00 +00:00

159 lines
4.6 KiB
C

// 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;