X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=6d720f1b4be9d1d22370761dd803044eb870efad;hb=fd863d10db16c9b3ec9e92c4d8c14eb3dc0b09ca;hp=74d4345b824529469b3855d185a249e14221ccd4;hpb=23ae96654035b8cda3da563f346b4507d04d73e8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 74d4345b8..6d720f1b4 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -21,7 +21,7 @@ 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; @@ -191,15 +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 @@ -296,7 +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 @@ -581,7 +581,10 @@ float serverflags; .float player_blocked; -.float freezetag_frozen; +.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.