X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=0d03d52cccc51322dda1a9b36699fd6cc21a8245;hb=bf825a0dada529d1288564e23223061429d01f31;hp=afe376be2efe57c017fe635bfd61c0ee8521cb74;hpb=2d297757fa597d275a9e64e5db36095d018a9518;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index afe376be2..0d03d52cc 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -20,7 +20,6 @@ float g_cloaked, g_footsteps, g_grappling_hook, g_minstagib; float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; -float g_race_qualifying; float warmup_stage; float g_pickup_respawntime_weapon; float g_pickup_respawntime_superweapon; @@ -55,7 +54,7 @@ float team1_score, team2_score, team3_score, team4_score; float maxclients; // flag set on worldspawn so that the code knows if it is dedicated or not -float server_is_dedicated; +float server_is_dedicated; // Fields @@ -73,7 +72,8 @@ float server_is_dedicated; //.float style; //.float skill; .float sounds; -.float platmovetype; +.string platmovetype; +.float platmovetype_start, platmovetype_end; .string killtarget; @@ -103,6 +103,7 @@ float server_is_dedicated; .float play_time; .float respawn_flags; .float respawn_time; +.float respawn_time_max; .float death_time; .float fade_time; .float fade_rate; @@ -171,7 +172,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .string item_pickupsound; // definitions for weaponsystem - +// more WEAPONTODO: move these to their proper files .entity weaponentity; .entity exteriorweaponentity; .vector weaponentity_glowmod; @@ -181,8 +182,9 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) .string weaponname; // name of .weapon +// WEAPONTODO .float autoswitch; -float weapon_action(float wpn, float wrequest); +//float WEP_ACTION(float wpn, float wrequest); float client_hasweapon(entity cl, float wpn, float andammo, float complain); void w_clear(); void w_ready(); @@ -190,9 +192,6 @@ void w_ready(); .float weapon_nextthink; .void() weapon_think; -//float PLAYER_WEAPONSELECTION_DELAY = ); -const float PLAYER_WEAPONSELECTION_SPEED = 18; -const vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40'; // weapon states (self.weaponentity.state) const float WS_CLEAR = 0; // no weapon selected @@ -287,16 +286,12 @@ string gamemode_name; float startitem_failed; -typedef .float floatfield; -floatfield Item_CounterField(float it); - -float W_AmmoItemCode(float wpn); -string W_Name(float weaponid); string W_Apply_Weaponreplace(string in); void FixIntermissionClient(entity e); void FixClientCvars(entity e); +// WEAPONTODO: remove this WepSet weaponsInMap; .float respawn_countdown; // next number to count @@ -458,7 +453,6 @@ void W_Porto_Remove (entity p); .string message2; -vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot .float stat_allow_oldnexbeam; // reset to 0 on weapon switch @@ -471,10 +465,11 @@ void target_voicescript_clear(entity pl); .string target2; .string target3; .string target4; +.string curvetarget; .float target_random; .float trigger_reverse; -// Nexball +// Nexball .entity ballcarried; // Also used for keepaway .float metertime; float g_nexball_meter_period; @@ -511,12 +506,11 @@ float servertime, serverprevtime, serverframetime; .float stat_shotorg; // networked stat for trueaim HUD string matchid; -.float hitplotfh; .float last_pickup; -.float hit_time; -.float typehit_time; +.float hit_time; +.float typehit_time; .float stat_leadlimit; @@ -527,8 +521,6 @@ float client_cefc_accumulator; float client_cefc_accumulatortime; #endif -..float current_ammo; - .float weapon_load[WEP_MAXCOUNT]; .float ammo_none; // used by the reloading system, must always be 0 .float clip_load; @@ -537,9 +529,9 @@ float client_cefc_accumulatortime; .entity lastrocket; .float minelayer_mines; -.float nex_charge; -.float nex_charge_rottime; -.float nex_chargepool_ammo; +.float vortex_charge; +.float vortex_charge_rottime; +.float vortex_chargepool_ammo; .float hagar_load; .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab @@ -559,9 +551,6 @@ string deathmessage; .float just_joined; -.float cvar_cl_accuracy_data_share; -.float cvar_cl_accuracy_data_receive; - .float cvar_cl_weaponimpulsemode; .float selectweapon; // last selected weapon of the player @@ -584,8 +573,10 @@ float serverflags; .float frozen; // for freeze attacks .float revive_progress; +.float revival_time; // time at which player was last revived .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) .entity iceblock; +.entity frozen_by; // for ice fields .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter.