// ============================================================ // Shared declarations for server commands, written by Samual // Last updated: December 30th, 2011 // ============================================================ // client verification results #define CLIENT_ACCEPTABLE 1 #define CLIENT_DOESNT_EXIST -1 #define CLIENT_NOT_REAL -2 #define CLIENT_NOT_BOT -3 // definitions for timeouts #define TIMEOUT_INACTIVE 0 #define TIMEOUT_LEADTIME 1 #define TIMEOUT_ACTIVE 2 // timeout which pauses the game by setting the slowmo value extremely low. #define TIMEOUT_SLOWMO_VALUE 0.0001 // global timeout information declarations entity timeout_caller; // contains the entity of the player who started the last timeout entity timeout_handler; // responsible for centerprinting the timeout countdowns and playing sounds float sys_frametime; // gets initialised in worldspawn, saves the value from autocvar_sys_ticrate float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily float timeout_time; // contains the time in seconds that the active timeout has left float timeout_leadtime; // contains the number of seconds left of the leadtime (before the timeout starts) float timeout_status; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2) .float allowed_timeouts; // contains the number of allowed timeouts for each player .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed // allow functions to be used in other code like g_world.qc and teamplay.qc void timeout_handler_think(); // used by common/command/generic.qc:GenericCommand_dumpcommands to list all commands into a .txt file void CommonCommand_macro_write_aliases(float fh); // keep track of the next token to use for argc float next_token;