X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=6d720f1b4be9d1d22370761dd803044eb870efad;hb=fd863d10db16c9b3ec9e92c4d8c14eb3dc0b09ca;hp=4eec07324c9bacbec181386ba27b453ae56ba0a3;hpb=332b1bfac54491c16e6ef8a806fcc1d5dd768ef6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 4eec07324..6d720f1b4 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -16,12 +16,12 @@ noref float require_spawnfunc_prefix; // if this float exists, only functions wi // Globals -float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss; +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 inWarmupStage; +float warmup_stage; float g_pickup_respawntime_weapon; float g_pickup_respawntime_superweapon; float g_pickup_respawntime_ammo; @@ -101,6 +101,7 @@ float server_is_dedicated; //.float cnt2; .float play_time; +.float respawn_flags; .float respawn_time; .float death_time; .float fade_time; @@ -190,15 +191,15 @@ void w_ready(); .void() weapon_think; //float PLAYER_WEAPONSELECTION_DELAY = ); -float PLAYER_WEAPONSELECTION_SPEED = 18; -vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40'; +const float PLAYER_WEAPONSELECTION_SPEED = 18; +const vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40'; // weapon states (self.weaponentity.state) -float WS_CLEAR = 0; // no weapon selected -float WS_RAISE = 1; // raise frame -float WS_DROP = 2; // deselecting frame -float WS_INUSE = 3; // fire state -float WS_READY = 4; // idle frame +const float WS_CLEAR = 0; // no weapon selected +const float WS_RAISE = 1; // raise frame +const float WS_DROP = 2; // deselecting frame +const float WS_INUSE = 3; // fire state +const float WS_READY = 4; // idle frame // there is 2 weapon tics that can run in one server frame #define W_TICSPERFRAME 2 @@ -236,15 +237,12 @@ float game_completion_ratio; // 0 at start, 1 near end .float winning; .float jointime; // time of joining .float alivetime; // time of being alive +.float motd_actived_time; // used for both motd and campaign_message float nJoinAllowed(entity ignore); -#define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity." .float spawnshieldtime; -.float lms_nextcheck; -.float lms_traveled_distance; - .entity flagcarried; .float playerid; @@ -278,9 +276,6 @@ float default_weapon_alpha; .float cvar_cl_allow_uidtracking; .string stored_netname; -void Announce(string snd); -void AnnounceTo(entity e, string snd); - .float version_nagtime; #define NUM_JUMPPADSUSED 3 @@ -301,7 +296,7 @@ string W_Apply_Weaponreplace(string in); void FixIntermissionClient(entity e); void FixClientCvars(entity e); -WEPSET_DECLARE_A(weaponsInMap); +WepSet weaponsInMap; .float respawn_countdown; // next number to count @@ -446,8 +441,10 @@ string cvar_changes; string cvar_purechanges; float cvar_purechanges_count; -float game_starttime; //point in time when the countdown is over +float game_starttime; //point in time when the countdown to game start is over +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; @@ -552,7 +549,6 @@ float client_cefc_accumulatortime; .float spectatee_status; .float zoomstate; -.float bloodloss_timer; .float restriction; .entity clientdata; @@ -579,16 +575,16 @@ string deathmessage; .void (float act_state) setactive; .entity realowner; -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; .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator .float player_blocked; -.float freezetag_frozen; -.float freezetag_revive_progress; +.float frozen; // for freeze attacks +.float revive_progress; +.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) +.entity iceblock; .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter.