X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=5072e49002be11ab6a1dd845cbfacce27a75ed58;hb=2aed36e128f8f00da9c76f9e66baae89d5bb26b2;hp=49e340c4970edff02b39fe1d3c208e57dbee47bd;hpb=263c592e468eeeffb2755d204b21eb13e398adac;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 49e340c49..5072e4900 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -1,7 +1,7 @@ #ifndef SERVER_DEFS_H #define SERVER_DEFS_H -#include "../common/weapons/weapons.qh" +#include "../common/weapons/all.qh" #define INDEPENDENT_ATTACK_FINISHED @@ -46,8 +46,6 @@ float g_jetpack; float sv_clones; float sv_foginterval; -entity activator; - float player_count; float currentbots; float bots_would_leave; @@ -70,21 +68,11 @@ float server_is_dedicated; //.string map; //.float worldtype; -.float delay; -.float wait; -.float lip; -//.float light_lev; -.float speed; -//.float style; -//.float skill; -.float sounds; -.string platmovetype; -.float platmovetype_start, platmovetype_end; - -.string killtarget; - -.vector pos1, pos2; -.vector mangle; +// Needed for dynamic clientwalls +.float inactive; // Clientwall disappears when inactive +.float alpha_max, alpha_min; +.float fade_start, fade_end, fade_vertical_offset; +.float default_solid; // Variable to store default self.solid for clientwalls .float pain_finished; //Added by Supajoe .float pain_frame; //" @@ -94,14 +82,7 @@ float server_is_dedicated; .float invincible_finished; .float superweapons_finished; -.vector finaldest, finalangle; //plat.qc stuff -.void() think1; -.float state; -.float t_length, t_width; - -.vector destvec; // for rain -.vector destvec2; // for train -.float cnt; // for rain +.float cnt; // used in too many places .float count; //.float cnt2; @@ -113,15 +94,6 @@ float server_is_dedicated; .float fade_time; .float fade_rate; -// player animation state -.float animstate_startframe; -.float animstate_numframes; -.float animstate_framerate; -.float animstate_starttime; -.float animstate_endtime; -.float animstate_override; -.float animstate_looping; - // weapon animation vectors: .vector anim_fire1; .vector anim_fire2; @@ -138,6 +110,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float species; +.float scheduledrespawntime; .float respawntime; .float respawntimejitter; //.float chasecam; @@ -210,26 +183,13 @@ const int W_TICSPERFRAME = 2; void weapon_defaultspawnfunc(float wpn); -.vector dest1, dest2; - float gameover; float intermission_running; float intermission_exittime; float alreadychangedlevel; -// Keys player is holding -.float itemkeys; -// message delay for func_door locked by keys and key locks -// this field is used on player entities -.float key_door_messagetime; - - .float version; -//swamp -.float in_swamp; // bool -.entity swampslug; // Uses this to release from swamp ("untouch" fix) - // footstep interval .float nextstep; @@ -284,10 +244,6 @@ float default_weapon_alpha; .float version_nagtime; -const int NUM_JUMPPADSUSED = 3; -.int jumppadcount; -.entity jumppadsused[NUM_JUMPPADSUSED]; - string gamemode_name; float startitem_failed; @@ -300,6 +256,8 @@ void FixClientCvars(entity e); // WEAPONTODO: remove this WepSet weaponsInMap; +.WepSet weaponsinmap; + .float respawn_countdown; // next number to count float bot_waypoints_for_items; @@ -447,11 +405,6 @@ float round_starttime; //point in time when the countdown to round start is over .float stat_game_starttime; .float stat_round_starttime; -.float stat_sv_airaccel_qw; -.float stat_sv_airstrafeaccel_qw; -.float stat_sv_airspeedlimit_nonqw; -.float stat_sv_maxspeed; - void W_Porto_Remove (entity p); .int projectiledeathtype; @@ -464,16 +417,6 @@ void W_Porto_Remove (entity p); // may be useful to all weapons .float bulletcounter; -void target_voicescript_next(entity pl); -void target_voicescript_clear(entity pl); - -.string target2; -.string target3; -.string target4; -.string curvetarget; -.float target_random; -.float trigger_reverse; - // Nexball .entity ballcarried; // Also used for keepaway .float metertime; @@ -594,8 +537,6 @@ void PlayerUseKey(); typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; .spawn_evalfunc_t spawn_evalfunc; -.entity conveyor; - string modname; .float missile_flags; @@ -624,6 +565,8 @@ const int MIF_GUIDED_TAG = 128; .float elos; .float ranks; +.string cvar_cl_physics; + .float init_for_player_needed; .void(entity) init_for_player;