X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=02f0849f067ec42e366d35710f6d04e4727c109e;hb=9bf9a65f2cf25525f8544df2980d1146d713217d;hp=bbd554f5e375697c29dace35b7ab1abcf79fd3d7;hpb=d856872f38d8147c74435268fb5778cb001093b5;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index bbd554f5e..02f0849f0 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -77,14 +77,13 @@ float maxclients; //.float style; //.float skill; .float sounds; +.float platmovetype; .string killtarget; .vector pos1, pos2; .vector mangle; -.float cvar_cl_hitsound; - .float pain_finished; //Added by Supajoe .float pain_frame; //" .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100 @@ -209,6 +208,7 @@ void w_clear(); void w_ready(); // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) .float weapon_nextthink; +.float weapon_forbidchange; .void() weapon_think; //float PLAYER_WEAPONSELECTION_DELAY = ); @@ -267,7 +267,7 @@ void checkSpectatorBlock(); .float jointime; // time of joining .float alivetime; // time of being alive -float isJoinAllowed(); +float nJoinAllowed(float includeMe); #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity." //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE) @@ -328,6 +328,7 @@ float sv_loddistance2; .string weaponorder_byimpulse; .float cvar_cl_allow_uid2name; +.float cvar_cl_allow_uidtracking; .string stored_netname; void Announce(string snd); @@ -400,10 +401,6 @@ float assault_attacker_team; .float speedrunning; // Q3 support -.float notteam; -.float notsingle; -.float notfree; -.float notq3a; float q3acompat_machineshotgunswap; // database @@ -414,6 +411,7 @@ float TemporaryDB; float some_spawn_has_been_used; float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found +float have_noteam_spawns; // 0 = no no-team spawns, 1 = no-team spawns exist // set when showing a kill countdown .entity killindicator; @@ -603,6 +601,9 @@ string matchid; .float last_pickup; +.float hit_time; +.float typehit_time; + .float stat_leadlimit; float radar_showennemies; @@ -612,7 +613,14 @@ float client_cefc_accumulator; float client_cefc_accumulatortime; #endif -.float sniperrifle_bulletcounter; +..float current_ammo; + +.float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load); +.float ammo_none; // used by the reloading system, must always be 0 +.float clip_load; +.float old_clip_load; +.float clip_size; +.float minelayer_mines; #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE // when doing this, hagar can go through clones @@ -651,6 +659,8 @@ string deathmessage; .float nex_charge_rottime; .float nex_chargepool_ammo; +.float hagar_load; + float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended) float serverflags; @@ -658,7 +668,6 @@ float serverflags; .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator .float freezetag_frozen; -.float freezetag_beginrevive_time; .float freezetag_revive_progress; .entity muzzle_flash;