X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=72f4457d61d9fe99dff84bc1c2e728b2dcacab62;hb=b03338e49b3b16ec20c59a9809abe16bebcd29ce;hp=24f251670d0199edcfe880013c7e7986927d2a86;hpb=603381c1f811d36ec4eb8087579e0f2b83d1c423;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 24f251670..09fe2a970 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -16,12 +16,11 @@ 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_minstagib, g_norecoil; +float g_cloaked, g_footsteps, g_grappling_hook, g_instagib; 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; @@ -55,7 +54,7 @@ float team1_score, team2_score, team3_score, team4_score; float maxclients; // flag set on worldspawn so that the code knows if it is dedicated or not -float server_is_dedicated; +float server_is_dedicated; // Fields @@ -73,7 +72,8 @@ float server_is_dedicated; //.float style; //.float skill; .float sounds; -.float platmovetype; +.string platmovetype; +.float platmovetype_start, platmovetype_end; .string killtarget; @@ -82,7 +82,6 @@ float server_is_dedicated; .float pain_finished; //Added by Supajoe .float pain_frame; //" -.float statdraintime; // record the one-second intervals between draining health and armour when they're over 100 .float crouch; // Crouching or not? .float strength_finished; @@ -103,6 +102,7 @@ float server_is_dedicated; .float play_time; .float respawn_flags; .float respawn_time; +.float respawn_time_max; .float death_time; .float fade_time; .float fade_rate; @@ -154,7 +154,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float dmgtime; .float killcount; -.float hitsound, typehitsound; +.float damage_dealt, typehitsound; .float watersound_finished; .float iscreature; @@ -171,7 +171,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .string item_pickupsound; // definitions for weaponsystem - +// more WEAPONTODO: move these to their proper files .entity weaponentity; .entity exteriorweaponentity; .vector weaponentity_glowmod; @@ -181,8 +181,9 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) .string weaponname; // name of .weapon +// WEAPONTODO .float autoswitch; -float weapon_action(float wpn, float wrequest); +//float WEP_ACTION(float wpn, float wrequest); float client_hasweapon(entity cl, float wpn, float andammo, float complain); void w_clear(); void w_ready(); @@ -190,16 +191,13 @@ void w_ready(); .float weapon_nextthink; .void() weapon_think; -//float PLAYER_WEAPONSELECTION_DELAY = ); -float PLAYER_WEAPONSELECTION_SPEED = 18; -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 @@ -242,6 +240,7 @@ float game_completion_ratio; // 0 at start, 1 near end float nJoinAllowed(entity ignore); .float spawnshieldtime; +.float item_spawnshieldtime; .entity flagcarried; @@ -286,17 +285,13 @@ string gamemode_name; float startitem_failed; -typedef .float floatfield; -floatfield Item_CounterField(float it); - -float W_AmmoItemCode(float wpn); -string W_Name(float weaponid); string W_Apply_Weaponreplace(string in); void FixIntermissionClient(entity e); void FixClientCvars(entity e); -WEPSET_DECLARE_A(weaponsInMap); +// WEAPONTODO: remove this +WepSet weaponsInMap; .float respawn_countdown; // next number to count @@ -353,7 +348,6 @@ float next_pingtime; _VOICEMSG(death) \ _VOICEMSG(drown) \ _VOICEMSG(fall) \ - _VOICEMSG(fall) \ _VOICEMSG(falling) \ _VOICEMSG(gasp) \ _VOICEMSG(jump) \ @@ -457,8 +451,7 @@ void W_Porto_Remove (entity p); .string message2; -vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot -.float stat_allow_oldnexbeam; +.float stat_allow_oldvortexbeam; // reset to 0 on weapon switch // may be useful to all weapons @@ -470,10 +463,11 @@ void target_voicescript_clear(entity pl); .string target2; .string target3; .string target4; +.string curvetarget; .float target_random; .float trigger_reverse; -// Nexball +// Nexball .entity ballcarried; // Also used for keepaway .float metertime; float g_nexball_meter_period; @@ -492,8 +486,6 @@ void ClientData_Touch(entity e); float servertime, serverprevtime, serverframetime; -.entity soundentity; - .float ammo_fuel; .vector prevorigin; @@ -510,12 +502,13 @@ float servertime, serverprevtime, serverframetime; .float stat_shotorg; // networked stat for trueaim HUD string matchid; -.float hitplotfh; .float last_pickup; -.float hit_time; -.float typehit_time; +.float hit_time; +.float typehit_time; + +.float damage_dealt_total; .float stat_leadlimit; @@ -526,8 +519,6 @@ float client_cefc_accumulator; float client_cefc_accumulatortime; #endif -..float current_ammo; - .float weapon_load[WEP_MAXCOUNT]; .float ammo_none; // used by the reloading system, must always be 0 .float clip_load; @@ -536,9 +527,9 @@ float client_cefc_accumulatortime; .entity lastrocket; .float minelayer_mines; -.float nex_charge; -.float nex_charge_rottime; -.float nex_chargepool_ammo; +.float vortex_charge; +.float vortex_charge_rottime; +.float vortex_chargepool_ammo; .float hagar_load; .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab @@ -558,9 +549,6 @@ string deathmessage; .float just_joined; -.float cvar_cl_accuracy_data_share; -.float cvar_cl_accuracy_data_receive; - .float cvar_cl_weaponimpulsemode; .float selectweapon; // last selected weapon of the player @@ -581,7 +569,12 @@ float serverflags; .float player_blocked; -.float freezetag_frozen; +.float frozen; // for freeze attacks +.float revive_progress; +.float revival_time; // time at which player was last revived +.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) +.entity iceblock; +.entity frozen_by; // for ice fields .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter.