]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/stats.qh
Add an option to control the maximum speed you can be traveling for stepping down...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / stats.qh
index 9b8f04041780fd55f707331540c74ab99b0e8e88..ed37073fbeec0867b2b54e587204ca693ecb7126 100644 (file)
@@ -43,8 +43,12 @@ const int MAX_CL_STATS = 256;
 #endif
 
 #ifdef SVQC
+/// all the weapons actually spawned in the map, does not include filtered items
 vector weaponsInMap;
+/// all the weapons placed by the mapper (weaponreplace applied), ignores most filters
+vector weaponsInMapAll;
 #endif
+
 REGISTER_STAT(WEAPONS, vectori)
 REGISTER_STAT(WEAPONSINMAP, vectori, weaponsInMap)
 
@@ -183,20 +187,30 @@ REGISTER_STAT(BUGRIGS_SPEED_REF, float, g_bugrigs_speed_ref)
 REGISTER_STAT(BUGRIGS_STEER, float, g_bugrigs_steer)
 
 #ifdef SVQC
-int autocvar_sv_gameplayfix_downtracesupportsongroundflag;
-int autocvar_sv_gameplayfix_easierwaterjump;
-int autocvar_sv_gameplayfix_stepdown;
-int autocvar_sv_gameplayfix_stepmultipletimes;
-int autocvar_sv_gameplayfix_unstickplayers;
-int autocvar_sv_gameplayfix_fixedcheckwatertransition;
+int autocvar_sv_gameplayfix_downtracesupportsongroundflag = 1;
+int autocvar_sv_gameplayfix_easierwaterjump = 1;
+int autocvar_sv_gameplayfix_stepdown = 2;
+float autocvar_sv_gameplayfix_stepdown_maxspeed = 0;
+int autocvar_sv_gameplayfix_stepmultipletimes = 1;
+int autocvar_sv_gameplayfix_unstickplayers = 1;
+int autocvar_sv_gameplayfix_fixedcheckwatertransition = 1;
+int autocvar_sv_gameplayfix_slidemoveprojectiles = 1;
+int autocvar_sv_gameplayfix_grenadebouncedownslopes = 1;
+int autocvar_sv_gameplayfix_noairborncorpse = 1;
+int autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems = 1;
 #endif
 REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, autocvar_sv_gameplayfix_downtracesupportsongroundflag)
 REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, autocvar_sv_gameplayfix_easierwaterjump)
 REGISTER_STAT(GAMEPLAYFIX_STEPDOWN, int, autocvar_sv_gameplayfix_stepdown)
+REGISTER_STAT(GAMEPLAYFIX_STEPDOWN_MAXSPEED, float, autocvar_sv_gameplayfix_stepdown_maxspeed)
 REGISTER_STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, int, autocvar_sv_gameplayfix_stepmultipletimes)
 REGISTER_STAT(GAMEPLAYFIX_UNSTICKPLAYERS, int, autocvar_sv_gameplayfix_unstickplayers)
 REGISTER_STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, int, autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag)
 REGISTER_STAT(GAMEPLAYFIX_WATERTRANSITION, int, autocvar_sv_gameplayfix_fixedcheckwatertransition)
+REGISTER_STAT(GAMEPLAYFIX_SLIDEMOVEPROJECTILES, int, autocvar_sv_gameplayfix_slidemoveprojectiles)
+REGISTER_STAT(GAMEPLAYFIX_GRENADEBOUNCESLOPES, int, autocvar_sv_gameplayfix_grenadebouncedownslopes)
+REGISTER_STAT(GAMEPLAYFIX_NOAIRBORNCORPSE, int, autocvar_sv_gameplayfix_noairborncorpse)
+REGISTER_STAT(NOAIRBORNCORPSE_ALLOWSUSPENDED, int, autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems)
 
 REGISTER_STAT(MOVEVARS_JUMPSTEP, int, cvar("sv_jumpstep"))
 REGISTER_STAT(NOSTEP, int, cvar("sv_nostep"))
@@ -276,6 +290,11 @@ REGISTER_STAT(WALLJUMP_DELAY, float, autocvar_g_walljump_delay)
 REGISTER_STAT(WALLJUMP_FORCE, float, autocvar_g_walljump_force)
 REGISTER_STAT(LASTWJ, float)
 
+#ifdef SVQC
+float autocvar_g_bloodloss;
+#endif
+REGISTER_STAT(BLOODLOSS, float, autocvar_g_bloodloss)
+
 // freeze tag, clan arena
 REGISTER_STAT(REDALIVE, int)
 REGISTER_STAT(BLUEALIVE, int)
@@ -301,6 +320,11 @@ bool autocvar_sv_slick_applygravity;
 #endif
 REGISTER_STAT(SLICK_APPLYGRAVITY, bool, autocvar_sv_slick_applygravity)
 
+#ifdef SVQC
+bool autocvar_sv_q3defragcompat;
+#endif
+REGISTER_STAT(Q3DEFRAGCOMPAT, bool, autocvar_sv_q3defragcompat)
+
 #ifdef SVQC
 #include "physics/movetypes/movetypes.qh"
 float warmup_limit;
@@ -320,7 +344,7 @@ REGISTER_STAT(MOVEVARS_AIRSTRAFEACCEL_QW, float)
 REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
 REGISTER_STAT(MOVEVARS_AIRCONTROL_BACKWARDS, bool)
 REGISTER_STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, bool)
-noref bool autocvar_sv_gameplayfix_nogravityonground;
+noref bool autocvar_sv_gameplayfix_nogravityonground = true;
 REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
                               | (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)
                               | (autocvar_sv_gameplayfix_nogravityonground ? MOVEFLAG_NOGRAVITYONGROUND : 0)
@@ -360,15 +384,11 @@ REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
 REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
 REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
 REGISTER_STAT(MOVEVARS_SPECIALCOMMAND, bool)
-
-
-#ifdef CSQC
-noref int autocvar_cl_gunalign;
-#endif
 #ifdef SVQC
-.int cvar_cl_gunalign;
-REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
+int autocvar_sv_wallclip;
 #endif
+REGISTER_STAT(MOVEVARS_WALLCLIP, int, autocvar_sv_wallclip)
+
 REGISTER_STAT(GUNALIGN, int)
 #ifdef SVQC
 SPECTATE_COPYFIELD(_STAT(GUNALIGN))