X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=679a1b445b019aadc29bdc713730910a617084ee;hb=98496b8f7cbb74f30232f5c52bb38158623bb597;hp=6d8838e8fd98a750e94120c87ec4fc9a7b6bbc05;hpb=b891d3eb4c52c10469fdaf16461ff41493e80646;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 6d8838e8f..679a1b445 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -17,7 +17,7 @@ float require_spawnfunc_prefix; // if this float exists, only functions with spa float ctf_score_value(string parameter); -float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts, g_dodging; +float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts; float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_laserguided_missile, g_midair, g_minstagib, g_pinata, g_norecoil, g_vampire, g_minstagib_invis_alpha, g_bloodloss; float g_warmup_limit; float g_warmup_allguns; @@ -221,17 +221,8 @@ float WS_DROP = 2; // deselecting frame float WS_INUSE = 3; // fire state float WS_READY = 4; // idle frame -// weapon requests -float WR_SETUP = 1; // setup weapon data -float WR_THINK = 2; // logic to run every frame -float WR_CHECKAMMO1 = 3; // checks ammo for weapon -float WR_CHECKAMMO2 = 4; // checks ammo for weapon -float WR_AIM = 5; // runs bot aiming code for this weapon -float WR_PRECACHE = 6; // precaches models/sounds used by this weapon -float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details) -float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone -float WR_RELOAD = 9; // does not need to do anything -float WR_RESETPLAYER = 10; // does not need to do anything +// there is 2 weapon tics that can run in one server frame +#define W_TICSPERFRAME 2 void weapon_defaultspawnfunc(float wpn); @@ -306,6 +297,7 @@ string getTimeoutText(float addOneSecond); .entity flagcarried; .entity lastrocket; +.entity lastmine; .float playerid; float playerid_last; @@ -505,6 +497,7 @@ void UpdatePlayerSounds(); void ClearPlayerSounds(); void PlayerSound(.string samplefield, float channel, float voicetype); void GlobalSound(string samplestring, float channel, float voicetype); +void FakeGlobalSound(string samplestring, float channel, float voicetype); void VoiceMessage(string type, string message); // autotaunt system @@ -533,6 +526,10 @@ string cvar_changes; float game_starttime; //point in time when the countdown is over .float stat_game_starttime; +.float stat_sv_airaccel_qw; +.float stat_sv_airstrafeaccel_qw; +.float stat_sv_airspeedlimit_nonqw; + void W_Porto_Remove (entity p); .float projectiledeathtype; @@ -638,4 +635,16 @@ string deathmessage; .float cvar_cl_accuracy_data_share; .float cvar_cl_accuracy_data_receive; -.float cvar_cl_dodging_timeout; +.float cvar_cl_weaponimpulsemode; +.float selectweapon; // last selected weapon of the player + +.float ballistics_density; // wall piercing factor, larger = bullet can pass through more + +#define ACTIVE_NOT 0 +#define ACTIVE_ACTIVE 1 +#define ACTIVE_IDLE 2 +#define ACTIVE_BUSY 2 +#define ACTIVE_TOGGLE 3 +.float active; +.float (float act_state) setactive; +.entity realowner;