X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=a8c23b26edfaa72f50aaf2907a2e3995b3c06eb8;hb=7bd8f8562a392fda3ac881b1fbe2a35a5ef0f5c8;hp=cab4d569fc6061a4628873cbb5f5358be128352a;hpb=ab15353de5babf142bbdd57052652541f4e2db4d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index cab4d569f..a8c23b26e 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -5,8 +5,6 @@ #define INDEPENDENT_ATTACK_FINISHED -noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions - #define BUTTON_ATCK button0 #define BUTTON_JUMP button2 #define BUTTON_ATCK2 button3 @@ -147,7 +145,9 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float pauserothealth_finished; .float pauserotarmor_finished; .float pauserotfuel_finished; +// string overrides entity .string item_pickupsound; +.entity item_pickupsound_ent; // definitions for weaponsystem // more WEAPONTODO: move these to their proper files @@ -162,13 +162,12 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // WEAPONTODO .float autoswitch; -//float WEP_ACTION(float wpn, float wrequest); float client_hasweapon(entity cl, float wpn, float andammo, float complain); -void w_clear(); -void w_ready(); +void w_clear(Weapon thiswep, entity actor, bool fire1, bool fire2); +void w_ready(Weapon thiswep, entity actor, bool fire1, bool fire2); // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) .float weapon_nextthink; -.void() weapon_think; +.void(Weapon thiswep, entity actor, bool fire1, bool fire2) weapon_think; // weapon states (self.weaponentity.state) @@ -304,8 +303,6 @@ float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end) float next_pingtime; .float Version; -.int SendFlags; -.bool(entity to, int sendflags) SendEntity; // player sounds, voice messages // TODO implemented fall and falling @@ -513,17 +510,6 @@ const float ACTIVE_TOGGLE = 3; .void (float act_state) setactive; .entity realowner; -.float item_armor_large_time; -.float item_health_mega_time; -.float item_invisible_time; -.float item_speed_time; -.float item_extralife_time; -.float item_strength_time; -.float item_shield_time; -.float item_fuelregen_time; -.float item_jetpack_time; -.float item_superweapons_time; - //float serverflags; .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator