X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=8564e04e9d3c7cb7624287acb8343486a46e989c;hb=1c0a85ecd68fbb731de6366befc548fe507193a6;hp=178ccf0b9f206cc445dbc929232652db58b8a155;hpb=1d29897965eea7d8713a780fe01d5fcf34fc0b51;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 178ccf0b9..8564e04e9 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -18,23 +18,23 @@ noref float require_spawnfunc_prefix; // if this float exists, only functions wi 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_freezetag, g_keepaway; 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_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; -float g_ctf_win_mode; float g_ctf_ignore_frags; float g_ctf_reverse; float g_race_qualifying; float inWarmupStage; float g_pickup_respawntime_weapon; +float g_pickup_respawntime_superweapon; float g_pickup_respawntime_ammo; float g_pickup_respawntime_short; float g_pickup_respawntime_medium; float g_pickup_respawntime_long; float g_pickup_respawntime_powerup; float g_pickup_respawntimejitter_weapon; +float g_pickup_respawntimejitter_superweapon; float g_pickup_respawntimejitter_ammo; float g_pickup_respawntimejitter_short; float g_pickup_respawntimejitter_medium; @@ -91,9 +91,8 @@ float maxclients; .float crouch; // Crouching or not? .float strength_finished; -//.float speed_finished; .float invincible_finished; -//.float slowmo_finished; +.float superweapons_finished; .vector finaldest, finalangle; //plat.qc stuff .void() think1; @@ -101,13 +100,14 @@ float maxclients; .float t_length, t_width; .vector destvec; // for rain +.vector destvec2; // for train .float cnt; // for rain .float count; //.float cnt2; .float play_time; +.float respawn_time; .float death_time; -.float dead_frame; .float fade_time; .float fade_rate; @@ -142,8 +142,8 @@ float maxclients; .vector anim_runbackwards; // player running backward .vector anim_strafeleft; // player shuffling left quickly .vector anim_straferight; // player shuffling right quickly -.vector anim_dead1; // player dead (must be identical to last frame of die1) -.vector anim_dead2; // player dead (must be identical to last frame of die2) +//.vector anim_dead1; // player dead (must be identical to last frame of die1) +//.vector anim_dead2; // player dead (must be identical to last frame of die2) .vector anim_forwardright; // player running forward and right .vector anim_forwardleft; // player running forward and left .vector anim_backright; // player running backward and right @@ -179,6 +179,9 @@ void setanim(entity e, vector anim, float looping, float override, float restart //.float chasecam; .float damageforcescale; +#define MIN_DAMAGEEXTRARADIUS 2 +#define MAX_DAMAGEEXTRARADIUS 16 +.float damageextraradius; //.float gravity; @@ -263,9 +266,6 @@ float alreadychangedlevel; .float version; -// minstagib vars -.float jump_interval; // laser refire - //swamp .float in_swamp; // bool .entity swampslug; // Uses this to release from swamp ("untouch" fix) @@ -277,26 +277,14 @@ float blockSpectators; //if set, new or existing spectators or observers will be .float spectatortime; //point in time since the client is spectating or observing void checkSpectatorBlock(); +float game_completion_ratio; // 0 at start, 1 near end .float winning; .float jointime; // time of joining .float alivetime; // time of being alive -float nJoinAllowed(float includeMe); +float nJoinAllowed(entity ignore); #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity." -//sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE) -#define TIMEOUT_SLOWMO_VALUE 0.0001 -float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate -float remainingTimeoutTime; // contains the time in seconds that the active timeout has left -float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts) -float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2) -.float allowedTimeouts; // contains the number of allowed timeouts for each player -entity timeoutInitiator; // contains the entity of the player who started the last timeout -float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily -.vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed -entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds -void timeoutHandler_Think(); - .float spawnshieldtime; .float lms_nextcheck; @@ -356,7 +344,6 @@ string gamemode_name; float startitem_failed; void DropFlag(entity flag, entity penalty_receiver, entity attacker); -void DropBall(entity ball, vector org, vector vel); void DropAllRunes(entity pl); @@ -364,13 +351,13 @@ typedef .float floatfield; floatfield Item_CounterField(float it); float W_AmmoItemCode(float wpn); -float W_WeaponBit(float wpn); string W_Name(float weaponid); +string W_Apply_Weaponreplace(string in); void FixIntermissionClient(entity e); void FixClientCvars(entity e); -float weaponsInMap; +WEPSET_DECLARE_A(weaponsInMap); .float respawn_countdown; // next number to count @@ -505,7 +492,6 @@ float independent_players; string clientstuff; .float phase; -.float weapons; .float pressedkeys; .float porto_forbidden; @@ -559,7 +545,7 @@ void SUB_UseTargets(); void ClientData_Touch(entity e); -vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons +//vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons .float wasplayer; @@ -656,6 +642,8 @@ 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; @@ -666,3 +654,24 @@ 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; +#define MIF_SPLASH 2 +#define MIF_ARC 4 +#define MIF_PROXY 8 +#define MIF_GUIDED_MANUAL 16 +#define MIF_GUIDED_HEAT 32 +#define MIF_GUIDED_LASER 64 +#define MIF_GUIDED_AI 128 +#define MIF_GUIDED_TAG 128 +#define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG) +#define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG) +#define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI) + +#define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE) +#define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE) +#define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)