X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=c68a161ee35c977cb491be33757438866030789e;hb=3996a6bfe3076469afe4070449bb377ed4064fc4;hp=d6140ea2afaaab83b826f0890820c5062e93550e;hpb=5c0f2bd0a4c9bf64df16b933740a6be426bf3c99;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index d6140ea2a..c68a161ee 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -189,6 +189,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float watersound_finished; .float iscreature; +.float damagedbycontents; .vector oldvelocity; .float pauseregen_finished; @@ -202,7 +203,12 @@ void setanim(entity e, vector anim, float looping, float override, float restart .entity weaponentity; .entity exteriorweaponentity; .vector weaponentity_glowmod; -.float switchweapon; + +//.float weapon; // current weapon +.float switchweapon; // weapon requested to switch to +.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) +.string weaponname; // name of .weapon + .float autoswitch; float weapon_action(float wpn, float wrequest); float client_hasweapon(entity cl, float wpn, float andammo, float complain); @@ -210,7 +216,6 @@ void w_clear(); void w_ready(); // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) .float weapon_nextthink; -.float weapon_forbidchange; .void() weapon_think; //float PLAYER_WEAPONSELECTION_DELAY = ); @@ -231,7 +236,6 @@ void weapon_defaultspawnfunc(float wpn); string w_deathtypestring; -void(entity client, string s) centerprint_builtin = #73; .vector dest1, dest2; float gameover; @@ -243,7 +247,6 @@ float alreadychangedlevel; .float runes; -.float welcomemessage_time; .float version; // minstagib vars @@ -286,7 +289,6 @@ entity timeoutHandler; //responsible for centerprinting the timeout countdowns a void timeoutHandler_Think(); void evaluateTimeout(); void evaluateTimein(); -string getTimeoutText(float addOneSecond); .float spawnshieldtime; @@ -312,7 +314,9 @@ float default_weapon_alpha; .float() customizeentityforclient; .float cvar_cl_handicap; .float cvar_cl_playerdetailreduction; -.float cvar_scr_centertime; +.float cvar_cl_clippedspectating; +.float cvar_cl_movement_track_canjump; + .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; .string cvar_cl_weaponpriorities[10]; @@ -368,10 +372,6 @@ void FixClientCvars(entity e); float weaponsInMap; -void centerprint_atprio(entity e, float prio, string s); -void centerprint_expire(entity e, float prio); -void centerprint(entity e, string s); - .float respawn_countdown; // next number to count float bot_waypoints_for_items; @@ -391,9 +391,6 @@ float assault_attacker_team; // speedrun: when 1, player auto teleports back when capture timeout happens .float speedrunning; -// Q3 support -float q3acompat_machineshotgunswap; - // database float ServerProgsDB; float TemporaryDB; @@ -416,7 +413,6 @@ float lockteams; float sv_maxidle; float sv_maxidle_spectatorsareidle; -float sv_pogostick; float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end); float next_pingtime; @@ -429,18 +425,26 @@ float next_pingtime; // TODO implemented fall and falling #define ALLPLAYERSOUNDS \ _VOICEMSG(death) \ - _VOICEMSG(fall) \ _VOICEMSG(drown) \ + _VOICEMSG(fall) \ + _VOICEMSG(fall) \ + _VOICEMSG(falling) \ _VOICEMSG(gasp) \ _VOICEMSG(jump) \ + _VOICEMSG(pain100) \ _VOICEMSG(pain25) \ _VOICEMSG(pain50) \ - _VOICEMSG(pain75) \ - _VOICEMSG(pain100) + _VOICEMSG(pain75) + #define ALLVOICEMSGS \ _VOICEMSG(attack) \ _VOICEMSG(attackinfive) \ + _VOICEMSG(coverme) \ + _VOICEMSG(defend) \ + _VOICEMSG(freelance) \ + _VOICEMSG(incoming) \ _VOICEMSG(meet) \ + _VOICEMSG(needhelp) \ _VOICEMSG(seenflag) \ _VOICEMSG(taunt) \ _VOICEMSG(teamshoot) @@ -450,24 +454,18 @@ ALLPLAYERSOUNDS ALLVOICEMSGS #undef _VOICEMSG -// reserved sound names for the future (models lack sounds for them): +// reserved sound names for the future (some models lack sounds for them): +// _VOICEMSG(flagcarriertakingdamage) \ +// _VOICEMSG(getflag) \ +// reserved sound names for the future (ALL models lack sounds for them): // _VOICEMSG(affirmative) \ // _VOICEMSG(attacking) \ // _VOICEMSG(defending) \ // _VOICEMSG(roaming) \ // _VOICEMSG(onmyway) \ // _VOICEMSG(droppedflag) \ -// _VOICEMSG(flagcarriertakingdamage) \ // _VOICEMSG(negative) \ // _VOICEMSG(seenenemy) \ -// _VOICEMSG(fall) \ -// _VOICEMSG(getflag) \ -// _VOICEMSG(incoming) \ -// _VOICEMSG(coverme) \ -// _VOICEMSG(needhelp) \ -// _VOICEMSG(defend) \ -// _VOICEMSG(freelance) \ -// _VOICEMSG(falling) \ string globalsound_fall; string globalsound_metalfall; @@ -500,6 +498,7 @@ float GetPlayerSoundSampleField_notFound; .float version_mismatch; float independent_players; +#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players) #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER) #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID)) // we're using + here instead of , because fteqcc sucks @@ -562,10 +561,6 @@ void ClientData_Touch(entity e); vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons -// the QC VM sucks -#define BITXOR(v,b) ((v) + (b) - 2 * ((v) & (b))) -#define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b)))) - .float wasplayer; float servertime, serverprevtime, serverframetime; @@ -607,7 +602,7 @@ float client_cefc_accumulatortime; ..float current_ammo; -.float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load); +.float weapon_load[WEP_MAXCOUNT]; .float ammo_none; // used by the reloading system, must always be 0 .float clip_load; .float old_clip_load;