#define SERVER_DEFS_H
#include "../common/weapons/all.qh"
+#include "../common/stats.qh"
-#define INDEPENDENT_ATTACK_FINISHED
-
-noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
+#define INDEPENDENT_ATTACK_FINISHED 1
#define BUTTON_ATCK button0
#define BUTTON_JUMP button2
// Globals
-float g_cloaked, g_footsteps, g_grappling_hook, g_instagib;
+float g_footsteps, g_grappling_hook, g_instagib;
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
float warmup_stage;
-float g_pickup_respawntime_weapon;
-float g_pickup_respawntime_superweapon;
-float g_pickup_respawntime_ammo;
-float g_pickup_respawntime_short;
-float g_pickup_respawntime_medium;
-float g_pickup_respawntime_long;
-float g_pickup_respawntime_powerup;
-float g_pickup_respawntimejitter_weapon;
-float g_pickup_respawntimejitter_superweapon;
-float g_pickup_respawntimejitter_ammo;
-float g_pickup_respawntimejitter_short;
-float g_pickup_respawntimejitter_medium;
-float g_pickup_respawntimejitter_long;
-float g_pickup_respawntimejitter_powerup;
+PROPERTY(float, g_pickup_respawntime_weapon)
+PROPERTY(float, g_pickup_respawntime_superweapon)
+PROPERTY(float, g_pickup_respawntime_ammo)
+PROPERTY(float, g_pickup_respawntime_short)
+PROPERTY(float, g_pickup_respawntime_medium)
+PROPERTY(float, g_pickup_respawntime_long)
+PROPERTY(float, g_pickup_respawntime_powerup)
+PROPERTY(float, g_pickup_respawntimejitter_weapon)
+PROPERTY(float, g_pickup_respawntimejitter_superweapon)
+PROPERTY(float, g_pickup_respawntimejitter_ammo)
+PROPERTY(float, g_pickup_respawntimejitter_short)
+PROPERTY(float, g_pickup_respawntimejitter_medium)
+PROPERTY(float, g_pickup_respawntimejitter_long)
+PROPERTY(float, g_pickup_respawntimejitter_powerup)
float g_jetpack;
float sv_clones;
.float pain_frame; //"
.float crouch; // Crouching or not?
-.float strength_finished;
-.float invincible_finished;
-.float superweapons_finished;
+.float strength_finished = _STAT(STRENGTH_FINISHED);
+.float invincible_finished = _STAT(INVINCIBLE_FINISHED);
+.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
.float cnt; // used in too many places
.float count;
// string overrides entity
.string item_pickupsound;
.entity item_pickupsound_ent;
+.entity item_model_ent;
// definitions for weaponsystem
// more WEAPONTODO: move these to their proper files
-.entity weaponentity;
.entity exteriorweaponentity;
.vector weaponentity_glowmod;
//.int weapon; // current weapon
-.int switchweapon; // weapon requested to switch to
-.int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
+.int switchweapon = _STAT(SWITCHWEAPON);
+.int switchingweapon = _STAT(SWITCHINGWEAPON); // weapon currently being switched to (is copied from switchweapon once switch is possible)
.string weaponname; // name of .weapon
// WEAPONTODO
.float autoswitch;
float client_hasweapon(entity cl, float wpn, float andammo, float complain);
-void w_clear(Weapon thiswep, bool fire1, bool fire2);
-void w_ready(Weapon thiswep, bool fire1, bool fire2);
+void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
+void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
.float weapon_nextthink;
-.void(Weapon thiswep, bool fire1, bool fire2) weapon_think;
+.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
// weapon states (self.weaponentity.state)
// there is 2 weapon tics that can run in one server frame
const int W_TICSPERFRAME = 2;
-void weapon_defaultspawnfunc(float wpn);
+void weapon_defaultspawnfunc(entity this, Weapon e);
float gameover;
float intermission_running;
float bot_waypoints_for_items;
-.float attack_finished_for[WEP_MAXCOUNT];
-.float attack_finished_single;
-#ifdef INDEPENDENT_ATTACK_FINISHED
-#define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
+.float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS];
+.float attack_finished_single[MAX_WEAPONSLOTS];
+#if INDEPENDENT_ATTACK_FINISHED
+#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
#else
-#define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
+#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
#endif
-#define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
+#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, (ent).weapon, slot)
// assault game mode: Which team is attacking in this round?
float assault_attacker_team;
float next_pingtime;
-.float Version;
-.int SendFlags;
-.bool(entity to, int sendflags) SendEntity;
-
// player sounds, voice messages
// TODO implemented fall and falling
#define ALLPLAYERSOUNDS \
// _VOICEMSG(droppedflag) \
// _VOICEMSG(negative) \
// _VOICEMSG(seenenemy) \
+// /**/
string globalsound_fall;
string globalsound_metalfall;
.float version_mismatch;
-float independent_players;
+int autocvar__independent_players;
+bool independent_players;
#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
#define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
-#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
-// we're using + here instead of , because fteqcc sucks
+#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
string clientstuff;
.float phase;
-.int pressedkeys;
-
-.float porto_forbidden;
+.int pressedkeys = _STAT(PRESSED_KEYS);
.string fog;
float game_starttime; //point in time when the countdown to game start is over
float round_starttime; //point in time when the countdown to round start is over
-.float stat_game_starttime;
+.float stat_game_starttime = _STAT(GAMESTARTTIME);
.float stat_round_starttime;
void W_Porto_Remove (entity p);
.string message2;
-.float stat_allow_oldvortexbeam;
+.bool stat_allow_oldvortexbeam = _STAT(ALLOW_OLDVORTEXBEAM);
// reset to 0 on weapon switch
// may be useful to all weapons
// Nexball
.entity ballcarried; // Also used for keepaway
-.float metertime;
float g_nexball_meter_period;
void SUB_DontUseTargets();
.float floodcontrol_voice;
.float floodcontrol_voiceteam;
-.float stat_shotorg; // networked stat for trueaim HUD
+.float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD
string matchid;
-.float last_pickup;
+.float last_pickup = _STAT(LAST_PICKUP);
-.float hit_time;
-.float typehit_time;
+.float hit_time = _STAT(HIT_TIME);
+.float typehit_time = _STAT(TYPEHIT_TIME);
-.float damage_dealt_total;
+.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
-.float stat_leadlimit;
+.float stat_leadlimit = _STAT(LEADLIMIT);
bool radar_showennemies;
float client_cefc_accumulatortime;
#endif
-.float weapon_load[WEP_MAXCOUNT];
+.float weapon_load[Weapons_MAX];
.int ammo_none; // used by the reloading system, must always be 0
-.float clip_load;
+.float clip_load = _STAT(WEAPON_CLIPLOAD);
.float old_clip_load;
-.float clip_size;
+.float clip_size = _STAT(WEAPON_CLIPSIZE);
-.entity lastrocket;
-.float minelayer_mines;
-.float vortex_charge;
+.float minelayer_mines = _STAT(LAYED_MINES);
+.float vortex_charge = _STAT(VORTEX_CHARGE);
.float vortex_charge_rottime;
-.float vortex_chargepool_ammo;
-.float hagar_load;
+.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
+.float hagar_load = _STAT(HAGAR_LOAD);
.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
string modname;
.float missile_flags;
-const int MIF_SPLASH = 2;
-const int MIF_ARC = 4;
-const int MIF_PROXY = 8;
-const int MIF_GUIDED_MANUAL = 16;
-const int MIF_GUIDED_HEAT = 32;
-const int MIF_GUIDED_LASER = 64;
-const int MIF_GUIDED_AI = 128;
-const int MIF_GUIDED_TAG = 128;
-#define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
-#define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG)
-#define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI)
+const int MIF_SPLASH = BIT(1);
+const int MIF_ARC = BIT(2);
+const int MIF_PROXY = BIT(3);
+const int MIF_GUIDED_MANUAL = BIT(4);
+const int MIF_GUIDED_HEAT = BIT(5);
+const int MIF_GUIDED_LASER = BIT(6);
+const int MIF_GUIDED_AI = BIT(7);
+const int MIF_GUIDED_TAG = BIT(7);
+const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
+const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
+const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
#define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false)
#define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)