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tuba.qc
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1 #include "tuba.qh"
2 
3 #ifdef SVQC
4 
5 .entity tuba_note;
6 .float tuba_smoketime;
7 
8 #define MAX_TUBANOTES 32
9 .float tuba_lastnotes_last;
10 .float tuba_lastnotes_cnt; // over
11 .vector tuba_lastnotes[MAX_TUBANOTES];
12 
13 bool W_Tuba_HasPlayed(entity pl, .entity weaponentity, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
14 {
15  float i, j, mmin, mmax, nolength;
16  float n = tokenize_console(melody);
17  if(n > pl.(weaponentity).tuba_lastnotes_cnt)
18  return false;
19  float pitchshift = 0;
20 
21  if(instrument >= 0)
22  if(pl.(weaponentity).tuba_instrument != instrument)
23  return false;
24 
25  // verify notes...
26  nolength = false;
27  for(i = 0; i < n; ++i)
28  {
29  vector v = pl.(weaponentity).(tuba_lastnotes[(pl.(weaponentity).tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
30  float ai = stof(argv(n - i - 1));
31  float np = floor(ai);
32  if(ai == np)
33  nolength = true;
34  // n counts the last played notes BACKWARDS
35  // _x is start
36  // _y is end
37  // _z is note pitch
38  if(ignorepitch && i == 0)
39  {
40  pitchshift = np - v.z;
41  }
42  else
43  {
44  if(v.z + pitchshift != np)
45  return false;
46  }
47  }
48 
49  // now we know the right NOTES were played
50  if(!nolength)
51  {
52  // verify rhythm...
53  float ti = 0;
54  if(maxtempo > 0)
55  mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
56  else
57  mmin = 0;
58  if(mintempo > 0)
59  mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
60  else
61  mmax = 240; // you won't try THAT hard... (tempo 1)
62  //printf("initial tempo rules: %f %f\n", mmin, mmax);
63 
64  for(i = 0; i < n; ++i)
65  {
66  vector vi = pl.(weaponentity).(tuba_lastnotes[(pl.(weaponentity).tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
67  float ai = stof(argv(n - i - 1));
68  ti -= 1 / (ai - floor(ai));
69  float tj = ti;
70  for(j = i+1; j < n; ++j)
71  {
72  vector vj = pl.(weaponentity).(tuba_lastnotes[(pl.(weaponentity).tuba_lastnotes_last - j + MAX_TUBANOTES) % MAX_TUBANOTES]);
73  float aj = stof(argv(n - j - 1));
74  tj -= (aj - floor(aj));
75 
76  // note i should be at m*ti+b
77  // note j should be at m*tj+b
78  // so:
79  // we have a LINE l, so that
80  // vi_x <= l(ti) <= vi_y
81  // vj_x <= l(tj) <= vj_y
82  // what is m?
83 
84  // vi_x <= vi_y <= vj_x <= vj_y
85  // ti <= tj
86  //printf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti);
87  //printf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj);
88  //printf("m1 = %f\n", (vi_x - vj_y) / (ti - tj));
89  //printf("m2 = %f\n", (vi_y - vj_x) / (ti - tj));
90  mmin = max(mmin, (vi.x - vj.y) / (ti - tj)); // lower bound
91  mmax = min(mmax, (vi.y - vj.x) / (ti - tj)); // upper bound
92  }
93  }
94 
95  if(mmin > mmax) // rhythm fail
96  return false;
97  }
98 
99  pl.(weaponentity).tuba_lastnotes_cnt = 0;
100 
101  return true;
102 }
103 
104 void W_Tuba_NoteOff(entity this)
105 {
106  entity actor = this.owner;
107  // we have a note:
108  // on: this.spawnshieldtime
109  // off: time
110  // note: this.cnt
111  .entity weaponentity = this.weaponentity_fld;
112  if (actor.(weaponentity).tuba_note == this)
113  {
114  actor.(weaponentity).tuba_lastnotes_last = (actor.(weaponentity).tuba_lastnotes_last + 1) % MAX_TUBANOTES;
115  actor.(weaponentity).(tuba_lastnotes[actor.(weaponentity).tuba_lastnotes_last]) = vec3(this.spawnshieldtime, time, this.cnt);
116  actor.(weaponentity).tuba_note = NULL;
117  actor.(weaponentity).tuba_lastnotes_cnt = bound(0, actor.(weaponentity).tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
118 
119  string s = trigger_magicear_processmessage_forallears(actor, 0, NULL, string_null);
120  if (s != "")
121  {
122  // simulate a server message
123  switch (this.tuba_instrument)
124  {
125  default:
126  case 0: // Tuba
127  bprint(strcat("\{1}\{13}* ^3", actor.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
128  break;
129  case 1:
130  bprint(strcat("\{1}\{13}* ^3", actor.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
131  break;
132  case 2:
133  bprint(strcat("\{1}\{13}* ^3", actor.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
134  break;
135  }
136  }
137  }
138  delete(this);
139 }
140 
141 int W_Tuba_GetNote(entity pl, int hittype)
142 {
143  float movestate = 5;
144  if (CS(pl).movement.x < 0) movestate -= 3;
145  else if (CS(pl).movement.x > 0) movestate += 3;
146  if (CS(pl).movement.y < 0) movestate -= 1;
147  else if (CS(pl).movement.y > 0) movestate += 1;
148 
149  int note = 0;
150  switch (movestate)
151  {
152  // layout: originally I wanted
153  // eb e e#=f
154  // B c d
155  // Gb G G#
156  // but then you only use forward and right key. So to make things more
157  // interesting, I swapped B with e#. Har har har...
158  // eb e B
159  // f=e# c d
160  // Gb G G#
161  case 1: note = -6; break; // Gb
162  case 2: note = -5; break; // G
163  case 3: note = -4; break; // G#
164  case 4: note = +5; break; // e#
165  default:
166  case 5: note = 0; break; // c
167  case 6: note = +2; break; // d
168  case 7: note = +3; break; // eb
169  case 8: note = +4; break; // e
170  case 9: note = -1; break; // B
171  }
173  note -= 12;
174  if(PHYS_INPUT_BUTTON_JUMP(pl))
175  note += 12;
176  if(hittype & HITTYPE_SECONDARY)
177  note += 7;
178 
179  // we support two kinds of tubas, those tuned in Eb and those tuned in C
180  // kind of tuba currently is player slot number, or team number if in
181  // teamplay
182  // that way, holes in the range of notes are "plugged"
183  if(teamplay)
184  {
185  if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
186  note += 3;
187  }
188  else
189  {
190  if(pl.clientcolors & 1)
191  note += 3;
192  }
193 
194  // total range of notes:
195  // 0
196  // *** ** ****
197  // *** ** ****
198  // *** ** ****
199  // *** ** ****
200  // *** ********************* ****
201  // -18.........................+12
202  // *** ********************* ****
203  // -18............................+15
204  // with jump: ... +24
205  // ... +27
206  return note;
207 }
208 
209 bool W_Tuba_NoteSendEntity(entity this, entity to, int sf)
210 {
211  msg_entity = to;
212  if (!sound_allowed(MSG_ONE, this.realowner)) return false;
213 
214  WriteHeader(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
215  WriteByte(MSG_ENTITY, sf);
216  if (sf & 1)
217  {
218  WriteChar(MSG_ENTITY, this.cnt);
219  int f = 0;
220  f |= 1 * (this.realowner != to);
221  f |= 2 * this.tuba_instrument;
222  WriteByte(MSG_ENTITY, f);
223  }
224  if (sf & 2)
225  {
226  WriteVector(MSG_ENTITY, this.origin);
227  }
228  return true;
229 }
230 
231 void W_Tuba_NoteThink(entity this)
232 {
233  float dist_mult;
234  float vol0, vol1;
235  vector dir0, dir1;
236  vector v;
237  if(time > this.teleport_time)
238  {
239  W_Tuba_NoteOff(this);
240  return;
241  }
242  this.nextthink = time;
243  dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
244  FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this.realowner, {
245  v = this.origin - (it.origin + it.view_ofs);
246  vol0 = max(0, 1 - vlen(v) * dist_mult);
247  dir0 = normalize(v);
248  v = this.realowner.origin - (it.origin + it.view_ofs);
249  vol1 = max(0, 1 - vlen(v) * dist_mult);
250  dir1 = normalize(v);
251  if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
252  {
253  setorigin(this, this.realowner.origin);
254  this.SendFlags |= 2;
255  break;
256  }
257  if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
258  {
259  setorigin(this, this.realowner.origin);
260  this.SendFlags |= 2;
261  break;
262  }
263  });
264 }
265 
266 void W_Tuba_NoteOn(entity actor, .entity weaponentity, float hittype)
267 {
268  float n = W_Tuba_GetNote(actor, hittype);
269 
270  hittype = HITTYPE_SOUND;
271  if(actor.(weaponentity).tuba_instrument & 1)
272  hittype |= HITTYPE_SECONDARY;
273  if(actor.(weaponentity).tuba_instrument & 2)
274  hittype |= HITTYPE_BOUNCE;
275 
276  W_SetupShot(actor, weaponentity, false, 2, SND_Null, 0, WEP_CVAR(tuba, damage), hittype | WEP_TUBA.m_id);
277 
278  if(actor.(weaponentity).tuba_note)
279  {
280  if(actor.(weaponentity).tuba_note.cnt != n || actor.(weaponentity).tuba_note.tuba_instrument != actor.(weaponentity).tuba_instrument)
281  {
282  W_Tuba_NoteOff(actor.(weaponentity).tuba_note);
283  }
284  }
285 
286  if(!actor.(weaponentity).tuba_note)
287  {
288  entity note = new(tuba_note);
289  note.weaponentity_fld = weaponentity;
290  actor.(weaponentity).tuba_note = note;
291  note.owner = note.realowner = actor;
292  note.cnt = n;
293  note.tuba_instrument = actor.(weaponentity).tuba_instrument;
294  setthink(note, W_Tuba_NoteThink);
295  note.nextthink = time;
296  note.spawnshieldtime = time;
297  Net_LinkEntity(note, false, 0, W_Tuba_NoteSendEntity);
298  }
299 
300  actor.(weaponentity).tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(actor); // so it can get prolonged safely
301 
302  //sound(actor, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
303  RadiusDamage(actor, actor, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), NULL, NULL, WEP_CVAR(tuba, force), hittype | WEP_TUBA.m_id, weaponentity, NULL);
304 
305  if(time > actor.(weaponentity).tuba_smoketime)
306  {
307  // FIXME gettaginfo(actor.(weaponentity), 0) doesn't return the real origin of the weapon
308  vector org = gettaginfo(actor.(weaponentity), 0);
309  if(actor.(weaponentity).tuba_instrument == 1)
310  Send_Effect(EFFECT_SMOKE_RING, org + v_up * 25 + v_right * 10 + v_forward * 14, v_up * 100, 1);
311  else if(actor.(weaponentity).tuba_instrument == 2)
312  Send_Effect(EFFECT_SMOKE_RING, org + v_up * 50 + v_right * 10 + v_forward * 45, v_up * 100, 1);
313  else
314  Send_Effect(EFFECT_SMOKE_RING, org + v_up * 40 + v_right * 10 + v_forward * 14, v_up * 100, 1);
315  actor.(weaponentity).tuba_smoketime = time + 0.25;
316  }
317 }
318 #endif
319 
320 #ifdef SVQC
321 METHOD(Tuba, wr_aim, void(Tuba this, entity actor, .entity weaponentity))
322 {
323  // bots cannot play the Tuba well yet
324  // I think they should start with the recorder first
325  if (vdist((actor.origin - actor.enemy.origin), <, WEP_CVAR(tuba, radius)))
326  {
327  if (random() > 0.5)
328  PHYS_INPUT_BUTTON_ATCK(actor) = true;
329  else
330  PHYS_INPUT_BUTTON_ATCK2(actor) = true;
331  }
332 }
333 
334 METHOD(Tuba, wr_think, void(Tuba this, entity actor, .entity weaponentity, int fire))
335 {
336  if (fire & 1)
337  if (weapon_prepareattack(this, actor, weaponentity, false, WEP_CVAR(tuba, refire)))
338  {
339  W_Tuba_NoteOn(actor, weaponentity, 0);
340  weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
341  }
342  if (fire & 2)
343  if (weapon_prepareattack(this, actor, weaponentity, true, WEP_CVAR(tuba, refire)))
344  {
345  W_Tuba_NoteOn(actor, weaponentity, HITTYPE_SECONDARY);
346  weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
347  }
348  if (actor.(weaponentity).tuba_note)
349  {
350  if (!(fire & 1) && !(fire & 2))
351  {
352  W_Tuba_NoteOff(actor.(weaponentity).tuba_note);
353  }
354  }
355 }
356 
357 METHOD(Tuba, wr_setup, void(Tuba this, entity actor, .entity weaponentity))
358 {
359  actor.(weaponentity).tuba_instrument = 0;
360 }
361 
362 METHOD(Tuba, wr_reload, void(Tuba this, entity actor, .entity weaponentity))
363 {
364  // switch to alternate instruments :)
365  if (actor.(weaponentity).state == WS_READY)
366  {
367  switch (actor.(weaponentity).tuba_instrument)
368  {
369  case 0:
370  actor.(weaponentity).tuba_instrument = 1;
371  actor.(weaponentity).weaponname = "akordeon";
372  break;
373  case 1:
374  actor.(weaponentity).tuba_instrument = 2;
375  actor.(weaponentity).weaponname = "kleinbottle";
376  break;
377  case 2:
378  actor.(weaponentity).tuba_instrument = 0;
379  actor.(weaponentity).weaponname = "tuba";
380  break;
381  }
382  int hittype = 0;
383  if(actor.(weaponentity).tuba_instrument & 1)
384  hittype |= HITTYPE_SECONDARY;
385  if(actor.(weaponentity).tuba_instrument & 2)
386  hittype |= HITTYPE_BOUNCE;
387  W_SetupShot(actor, weaponentity, false, 0, SND_Null, 0, 0, hittype | WEP_TUBA.m_id);
388  Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
389  actor.(weaponentity).state = WS_INUSE;
390  weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, 0.5, w_ready);
391  }
392 }
393 #endif
394 
395 #ifdef SVQC
396 
397 // infinite ammo
398 METHOD(Tuba, wr_checkammo1, bool(Tuba this, entity actor, .entity weaponentity)) { return true; }
399 METHOD(Tuba, wr_checkammo2, bool(Tuba this, entity actor, .entity weaponentity)) { return true; }
400 
401 METHOD(Tuba, wr_suicidemessage, Notification(Tuba this))
402 {
404  return WEAPON_KLEINBOTTLE_SUICIDE;
405  else if (w_deathtype & HITTYPE_SECONDARY)
406  return WEAPON_ACCORDEON_SUICIDE;
407  else
408  return WEAPON_TUBA_SUICIDE;
409 }
410 METHOD(Tuba, wr_killmessage, Notification(Tuba this))
411 {
412  if (w_deathtype & HITTYPE_BOUNCE)
413  return WEAPON_KLEINBOTTLE_MURDER;
414  else if (w_deathtype & HITTYPE_SECONDARY)
415  return WEAPON_ACCORDEON_MURDER;
416  else
417  return WEAPON_TUBA_MURDER;
418 }
419 
420 #elif defined(CSQC)
421 
422 METHOD(Tuba, wr_viewmodel, string(Tuba this, entity wep))
423 {
424  return (wep.tuba_instrument == 0) ? "tuba" :
425  (wep.tuba_instrument == 1) ? "akordeon" :
426  "kleinbottle";
427 }
428 
429 #endif
430 
431 #ifdef CSQC
432 
433 #define TUBA_STARTNOTE(i, n) _Sound_fixpath(W_Sound(strcat("tuba", (i ? ftos(i) : ""), "_loopnote", ftos(n))))
434 
435 const int TUBA_MIN = -18;
436 const int TUBA_MAX = 27;
437 const int TUBA_INSTRUMENTS = 3;
438 
439 int Tuba_PitchStep;
440 
441 void tubasound(entity e, bool restart)
442 {
443  string snd1 = string_null;
444  if (Tuba_PitchStep) {
445  float vol1 = 1;
446  float speed1 = 1;
447  string snd2 = string_null;
448  float vol2 = 0;
449  float speed2 = 1;
450 
451  int m = pymod(e.note, Tuba_PitchStep);
452  if (m) {
453  if (e.note - m < TUBA_MIN) {
454  if (restart) {
455  snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m + Tuba_PitchStep);
456  }
457  speed1 = (2.0 ** ((m - Tuba_PitchStep) / 12.0));
458  } else if (e.note - m + Tuba_PitchStep > TUBA_MAX) {
459  if (restart) {
460  snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m);
461  }
462  speed1 = (2.0 ** (m / 12.0));
463  } else {
464  if (restart) {
465  snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m);
466  }
467  vol1 = cos(M_PI_2 * m / Tuba_PitchStep);
468  speed1 = (2.0 ** (m / 12.0));
469  if (restart) {
470  snd2 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m + Tuba_PitchStep);
471  }
472  vol2 = sin(M_PI_2 * m / Tuba_PitchStep);
473  speed2 = (2.0 ** ((m - Tuba_PitchStep) / 12.0));
474  }
475  } else if (restart) {
476  snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note);
477  }
478 
479  sound7(e, CH_TUBA_SINGLE, snd1, e.tuba_volume * vol1, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation, 100 * speed1, 0);
480  if (vol2) {
481  sound7(e.enemy, CH_TUBA_SINGLE, snd2, e.tuba_volume * vol2, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation, 100 * speed2, 0);
482  }
483  } else {
484  if (restart) {
485  snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note);
486  }
487  _sound(e, CH_TUBA_SINGLE, snd1, e.tuba_volume, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation);
488  }
489 }
490 
491 void Ent_TubaNote_Think(entity this)
492 {
493  float f = autocvar_g_balance_tuba_fadetime;
494  if (f > 0) {
495  this.tuba_volume -= frametime * this.tuba_volume_initial / f;
496  } else {
497  this.tuba_volume = 0;
498  }
499  this.nextthink = time;
500  if (this.tuba_volume <= 0) {
501  sound(this, CH_TUBA_SINGLE, SND_Null, 0, 0);
502  if (this.enemy) {
503  sound(this.enemy, CH_TUBA_SINGLE, SND_Null, 0, 0);
504  delete(this.enemy);
505  }
506  delete(this);
507  } else {
508  tubasound(this, 0);
509  }
510 }
511 
512 void Ent_TubaNote_UpdateSound(entity this)
513 {
514  this.enemy.tuba_volume = bound(0, VOL_BASE * autocvar_g_balance_tuba_volume, 1);
515  this.enemy.tuba_volume_initial = this.enemy.tuba_volume;
516  this.enemy.note = this.note;
517  this.enemy.tuba_instrument = this.tuba_instrument;
518  tubasound(this.enemy, 1);
519 }
520 
521 void Ent_TubaNote_StopSound(entity this)
522 {
523  this.enemy.nextthink = time;
524  this.enemy = NULL;
525 }
526 
527 NET_HANDLE(ENT_CLIENT_TUBANOTE, bool isNew)
528 {
529  bool upd = false;
530  int f = ReadByte();
531  if (f & 1) {
532  int n = ReadChar();
533  int i = ReadByte();
534  bool att = (i & 1);
535  i >>= 1;
536 
537  if (this.enemy) {
538  if (n != this.note || i != this.tuba_instrument || isNew) {
539  Ent_TubaNote_StopSound(this);
540  }
541  } else {
542  this.enemy = new(tuba_note);
543  if (Tuba_PitchStep) {
544  this.enemy.enemy = new(tuba_note_2);
545  }
546  isNew = true;
547  }
548 
549  this.enemy.tuba_attenuate = att;
550 
551  if (isNew) {
552  this.note = n;
553  this.tuba_instrument = i;
554  upd = true;
555  }
556  }
557 
558  if (f & 2) {
559  this.enemy.origin = ReadVector();
560  setorigin(this.enemy, this.enemy.origin);
561  if (this.enemy.enemy) {
562  setorigin(this.enemy.enemy, this.enemy.origin);
563  }
564  }
565 
566  setthink(this, Ent_TubaNote_StopSound);
567  this.entremove = Ent_TubaNote_StopSound;
568  setthink(this.enemy, Ent_TubaNote_Think);
569  this.enemy.nextthink = time + 10;
570 
571  if (upd) {
572  Ent_TubaNote_UpdateSound(this);
573  }
574  return true;
575 }
576 
577 PRECACHE(Tuba)
578 {
579  Tuba_PitchStep = autocvar_g_balance_tuba_pitchstep;
580  if (Tuba_PitchStep) {
581  if (!checkextension("DP_SND_SOUND7_WIP2") && !checkextension("DP_SND_SOUND7")) {
582  LOG_WARN("requested pitch shifting, but not supported by this engine build");
583  Tuba_PitchStep = 0;
584  }
585  }
586  for (int n = TUBA_MIN; n <= TUBA_MAX; ++n) {
587  if (!Tuba_PitchStep || pymod(n, Tuba_PitchStep) == 0) {
588  for (int i = 0; i < TUBA_INSTRUMENTS; ++i) {
589  precache_sound(TUBA_STARTNOTE(i, n));
590  }
591  }
592  }
593 }
594 
595 #endif
float state
Definition: subs.qh:32
#define PHYS_INPUT_BUTTON_ATCK2(s)
Definition: player.qh:148
#define PHYS_INPUT_BUTTON_JUMP(s)
Definition: player.qh:147
const int HITTYPE_SOUND
Definition: all.qh:30
#define PHYS_INPUT_BUTTON_CROUCH(s)
Definition: player.qh:150
#define LOG_WARN(...)
Definition: log.qh:66
const int HITTYPE_BOUNCE
Definition: all.qh:28
string string_null
Definition: nil.qh:9
const int NUM_TEAM_2
Definition: teams.qh:19
vector w_shotorg
Definition: tracing.qh:18
float spawnshieldtime
Definition: damage.qh:64
float teleport_time
Definition: player.qh:212
entity() spawn
#define vec3(_x, _y, _z)
Definition: vector.qh:95
ClientState CS(Client this)
Definition: state.qh:47
#define FOREACH_CLIENT(cond, body)
Definition: utils.qh:49
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
float radius
Definition: impulse.qh:11
#define NET_HANDLE(id, param)
Definition: net.qh:12
#define WEP_CVAR(wepname, name)
Definition: all.qh:299
entity weaponentity_fld
Definition: weaponsystem.qh:27
entity to
Definition: self.qh:96
origin
Definition: ent_cs.qc:114
#define gettaginfo
Definition: post.qh:32
#define METHOD(cname, name, prototype)
Definition: oo.qh:257
const int WS_READY
idle frame
Definition: weapon.qh:38
entity owner
Definition: main.qh:73
#define IS_REAL_CLIENT(v)
Definition: utils.qh:17
entity tuba_note
Definition: scripting.qc:1074
entity enemy
Definition: sv_ctf.qh:143
entity msg_entity
Definition: progsdefs.qc:63
float cnt
Definition: powerups.qc:24
vector v_up
Definition: csprogsdefs.qc:31
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
float speed2
Definition: sv_monsters.qh:54
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
Definition: tuba.qh:3
#define NULL
Definition: post.qh:17
float frametime
Definition: csprogsdefs.qc:17
const float VOL_BASE
Definition: sound.qh:36
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition: player.qh:146
const int CH_TUBA_SINGLE
Definition: sound.qh:17
const int HITTYPE_SECONDARY
Definition: all.qh:25
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition: tracing.qh:33
float teamplay
Definition: progsdefs.qc:31
float nextthink
Definition: csprogsdefs.qc:121
float w_deathtype
Definition: damage.qh:97
vector movement
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define PRECACHE(func)
directly after STATIC_INIT_LATE
Definition: static.qh:42
#define tokenize_console
Definition: dpextensions.qh:24
const int NUM_TEAM_4
Definition: teams.qh:21
const int WS_INUSE
fire state
Definition: weapon.qh:36
vector v
Definition: ent_cs.qc:116
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition: vector.qh:8
entity Notification
always last
Definition: all.qh:82
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
#define _sound(e, c, s, v, a)
Definition: sound.qh:50
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
Definition: damage.qc:1057
vector v_right
Definition: csprogsdefs.qc:31
entity realowner
Definition: common.qh:25
int tuba_instrument
Definition: wepent.qh:10
setorigin(ent, v)
#define setthink(e, f)
const float M_PI_2
Definition: mathlib.qh:109
#define sound(e, c, s, v, a)
Definition: sound.qh:52
float pymod(float e, float f)
Pythonic mod: TODO: %% operator?
Definition: mathlib.qc:194
float time
Definition: csprogsdefs.qc:16
float W_WeaponRateFactor(entity this)
Definition: weaponsystem.qc:33
vector v_forward
Definition: csprogsdefs.qc:31