X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=3d1e61478c2863c71c3635fec0402de7fc5d9195;hb=6a4c0ef5a249752bf62b292c8386e24d7d1c3d5b;hp=b45e20986a76c0acba01ac6fdf4cea4137dd0c24;hpb=19794b31e782cca0f5a0d916bc5fd4dc6156eeaf;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index b45e20986..3d1e61478 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -3,8 +3,6 @@ #include #include -#define INDEPENDENT_ATTACK_FINISHED 1 - // Globals float g_footsteps, g_grappling_hook; @@ -24,8 +22,7 @@ float player_count; float currentbots; float bots_would_leave; -void UpdateFrags(entity player, int f); -.int totalfrags; +.int totalfrags; // NOTE: reused for multiple purposes // flag set on worldspawn so that the code knows if it is dedicated or not float server_is_dedicated; @@ -50,21 +47,17 @@ float server_is_dedicated; .float pain_frame; //" .float crouch; // Crouching or not? -const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); +.float superweapons_finished; // NOTE: this field is used only by map entities, it does not directly apply the superweapons stat +const .float air_finished = _STAT(AIR_FINISHED); .float cnt; // used in too many places .float count; //.float cnt2; -.int respawn_flags; -.float respawn_time; -.float respawn_time_max; .float death_time; .float fade_time; .float fade_rate; -void player_setupanimsformodel(entity this); - .string mdl; .string playermodel; @@ -92,7 +85,6 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float railgunhitsolidbackup; .vector railgunhitloc; -.float air_finished; .float dmgtime; .float killcount; @@ -116,18 +108,6 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // WEAPONTODO .float autoswitch; -bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain); -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, entity actor, .entity weaponentity, int fire) weapon_think; - - -// there is 2 weapon tics that can run in one server frame -const int W_TICSPERFRAME = 2; - -void weapon_defaultspawnfunc(entity this, Weapon e); float intermission_running; float intermission_exittime; @@ -140,20 +120,17 @@ float blockSpectators; //if set, new or existing spectators or observers will be .float spectatortime; //point in time since the client is spectating or observing void checkSpectatorBlock(entity this); -float game_completion_ratio; // 0 at start, 1 near end .float winning; .float jointime; // time of connecting .float startplaytime; // time of switching from spectator to player .float alivetime; // time of being alive .float motd_actived_time; // used for both motd and campaign_message -bool nJoinAllowed(entity this, entity ignore); +int nJoinAllowed(entity this, entity ignore); .float spawnshieldtime; .float item_spawnshieldtime; -.entity flagcarried; - .int playerid; .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor @@ -163,6 +140,7 @@ float default_player_alpha; float default_weapon_alpha; .float cvar_cl_handicap; +.int cvar_cl_gunalign; .float cvar_cl_clippedspectating; .float cvar_cl_autoscreenshot; .float cvar_cl_jetpack_jump; @@ -181,12 +159,11 @@ float default_weapon_alpha; .float cvar_cl_allow_uid2name; .float cvar_cl_allow_uidtracking; +.bool cvar_cl_allow_uidranking; .string stored_netname; string gamemode_name; -string W_Apply_Weaponreplace(string in); - void FixIntermissionClient(entity e); void FixClientCvars(entity e); @@ -194,15 +171,6 @@ void FixClientCvars(entity e); float bot_waypoints_for_items; -.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, slot) ((ent).attack_finished_single[slot]) -#endif -#define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w)) - // speedrun: when 1, player auto teleports back when capture timeout happens .float speedrunning; @@ -230,8 +198,6 @@ bool sv_maxidle_slots_countbots; float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end); -float next_pingtime; - // autotaunt system .float cvar_cl_autotaunt; .float cvar_cl_voice_directional; @@ -272,8 +238,6 @@ float g_nexball_meter_period; .void(entity this) reset; // if set, an entity is reset using this .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) -void ClientData_Touch(entity e); - //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons .bool wasplayer; @@ -295,12 +259,6 @@ string matchid; bool radar_showennemies; -.float weapon_load[Weapons_MAX]; -.int ammo_none; // used by the reloading system, must always be 0 -.int clip_load; -.int old_clip_load; -.int clip_size; - .int minelayer_mines; .float vortex_charge; .float vortex_charge_rottime; @@ -330,18 +288,13 @@ string deathmessage; .float cvar_cl_weaponimpulsemode; .int selectweapon; // last selected weapon of the player -.float ballistics_density; // wall piercing factor, larger = bullet can pass through more +.float ballistics_density; //const int FROZEN_NOT = 0; const int FROZEN_NORMAL = 1; const int FROZEN_TEMP_REVIVING = 2; const int FROZEN_TEMP_DYING = 3; -const int ACTIVE_NOT = 0; -const int ACTIVE_ACTIVE = 1; -const int ACTIVE_IDLE = 2; -const int ACTIVE_BUSY = 2; -const int ACTIVE_TOGGLE = 3; .int active; .void (entity this, int act_state) setactive; .entity realowner; @@ -356,7 +309,6 @@ const int ACTIVE_TOGGLE = 3; .entity iceblock; .entity frozen_by; // for ice fields -.entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. void PlayerUseKey(entity this); @@ -379,10 +331,6 @@ const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASE 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) -#define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false) - //// .string cvar_cl_physics; @@ -410,6 +358,7 @@ IntrusiveList g_locations; IntrusiveList g_saved_team; IntrusiveList g_monster_targets; IntrusiveList g_pathlib_nodes; +IntrusiveList g_moveables; STATIC_INIT(defs) { g_monsters = IL_NEW(); @@ -431,4 +380,5 @@ STATIC_INIT(defs) g_saved_team = IL_NEW(); g_monster_targets = IL_NEW(); g_pathlib_nodes = IL_NEW(); + g_moveables = IL_NEW(); }