]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qh
Merge branch 'master' into Mario/campaign_mapinfo_fix_v2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qh
index 32fa2f0f30c06275fd25205be487e7cee4ae17b8..b20a8af93cdd5a72539e334adaefabf7b47ae3ac 100644 (file)
@@ -1,5 +1,8 @@
 #pragma once
 
+#include "utils.qh"
+#include <common/sounds/all.qh>
+
 void ClientState_attach(entity this);
 
 IntrusiveList g_players;
@@ -14,7 +17,7 @@ CLASS(Client, Object)
     /** Client IP */
     ATTRIB(Client, netaddress, string, this.netaddress);
     ATTRIB(Client, playermodel, string, this.playermodel);
-    ATTRIB(Client, playerskin, int, this.playerskin);
+    ATTRIB(Client, playerskin, string, this.playerskin);
 
     /** fingerprint of CA key the player used to authenticate */
     ATTRIB(Client, crypto_keyfp, string, this.crypto_keyfp);
@@ -70,7 +73,6 @@ CLASS(Client, Object)
 
     ATTRIB(Client, parm_idlesince, int, this.parm_idlesince);
     ATTRIB(Client, muted, bool, this.muted);
-    ATTRIB(Client, killindicator_teamchange, int, this.killindicator_teamchange);
     ATTRIB(Client, idlekick_lasttimeleft, float, this.idlekick_lasttimeleft);
     ATTRIB(Client, pm_frametime, float, this.pm_frametime);
     ATTRIB(Client, pressedkeys, int, this.pressedkeys);
@@ -83,6 +85,7 @@ CLASS(Client, Object)
     ATTRIB(Client, motd_actived_time, float, this.motd_actived_time);
     ATTRIB(Client, jointime, float, this.jointime);
     ATTRIB(Client, spectatortime, float, this.spectatortime);
+    ATTRIB(Client, startplaytime, float, this.startplaytime);
     ATTRIB(Client, version_nagtime, float, this.version_nagtime);
     ATTRIB(Client, netname_previous, string, this.netname_previous);
     ATTRIB(Client, allowed_timeouts, int, this.allowed_timeouts);
@@ -95,6 +98,57 @@ CLASS(Client, Object)
     ATTRIB(Client, zoomstate, bool, this.zoomstate);
     ATTRIB(Client, just_joined, bool, this.just_joined);
     ATTRIB(Client, race_completed, bool, this.race_completed);
+    ATTRIBARRAY(Client, msg_choice_choices, int, 20); // TODO: actually NOTIF_CHOICE_MAX
+    ATTRIB(Client, latency_sum, float, this.latency_sum);
+    ATTRIB(Client, latency_cnt, int, this.latency_cnt);
+    ATTRIB(Client, latency_time, float, this.latency_time);
+    ATTRIB(Client, v_angle_old, vector, this.v_angle_old);
+    ATTRIB(Client, model_randomizer, float, this.model_randomizer);
+    ATTRIB(Client, accuracy, entity, this.accuracy);
+    ATTRIB(Client, hasweapon_complain_spam, float, this.hasweapon_complain_spam);
+    ATTRIB(Client, scorekeeper, entity, this.scorekeeper);
+    ATTRIB(Client, specialcommand_pos, int, this.specialcommand_pos);
+    ATTRIB(Client, hitplotfh, int, this.hitplotfh);
+    ATTRIB(Client, clientdata, entity, this.clientdata);
+    ATTRIB(Client, cmd_floodcount, int, this.cmd_floodcount);
+    ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime);
+    ATTRIB(Client, wasplayer, bool, this.wasplayer);
+    ATTRIB(Client, weaponorder_byimpulse, string, this.weaponorder_byimpulse);
+    ATTRIB(Client, autojoin_checked, bool, this.wasplayer);
+
+    // networked cvars
+
+    ATTRIB(Client, cvar_cl_allow_uid2name, int, this.cvar_cl_allow_uid2name);
+    ATTRIB(Client, cvar_cl_allow_uidtracking, int, this.cvar_cl_allow_uidtracking);
+    ATTRIB(Client, cvar_cl_autotaunt, float, this.cvar_cl_autotaunt);
+    ATTRIB(Client, cvar_cl_voice_directional, int, this.cvar_cl_voice_directional);
+    ATTRIB(Client, cvar_cl_voice_directional_taunt_attenuation, float, this.cvar_cl_voice_directional_taunt_attenuation);
+    ATTRIB(Client, cvar_cl_physics, string, this.cvar_cl_physics);
+    ATTRIB(Client, cvar_cl_buffs_autoreplace, bool, this.cvar_cl_buffs_autoreplace);
+    ATTRIB(Client, cvar_cl_nade_type, int, this.cvar_cl_nade_type);
+    ATTRIB(Client, cvar_cl_pokenade_type, string, this.cvar_cl_pokenade_type);
+    ATTRIB(Client, cvar_cl_spawn_near_teammate, bool, this.cvar_cl_spawn_near_teammate);
+    ATTRIB(Client, cvar_cl_gunalign, int, this.cvar_cl_gunalign);
+    ATTRIB(Client, cvar_cl_handicap, float, this.cvar_cl_handicap);
+    ATTRIB(Client, cvar_cl_clippedspectating, bool, this.cvar_cl_clippedspectating);
+    ATTRIB(Client, cvar_cl_autoscreenshot, int, this.cvar_cl_autoscreenshot);
+    ATTRIB(Client, cvar_cl_jetpack_jump, bool, this.cvar_cl_jetpack_jump);
+    ATTRIB(Client, cvar_cl_newusekeysupported, bool, this.cvar_cl_newusekeysupported);
+    ATTRIB(Client, cvar_cl_noantilag, bool, this.cvar_cl_noantilag);
+    ATTRIB(Client, cvar_cl_movement_track_canjump, bool, this.cvar_cl_movement_track_canjump);
+    ATTRIB(Client, cvar_cl_weaponimpulsemode, int, this.cvar_cl_weaponimpulsemode);
+    ATTRIB(Client, cvar_g_xonoticversion, string, this.cvar_g_xonoticversion);
+    ATTRIB(Client, autoswitch, bool, this.autoswitch);
+    ATTRIB(Client, cvar_cl_casings, bool, this.cvar_cl_casings);
+    ATTRIB(Client, cvar_cl_dodging_timeout, float, this.cvar_cl_dodging_timeout);
+    ATTRIB(Client, cvar_cl_multijump, bool, this.cvar_cl_multijump);
+    ATTRIB(Client, cvar_cl_accuracy_data_share, bool, this.cvar_cl_accuracy_data_share);
+    ATTRIB(Client, cvar_cl_accuracy_data_receive, bool, this.cvar_cl_accuracy_data_receive);
+    ATTRIBARRAY(Client, cvar_cl_weaponpriorities, string, 10);
+    ATTRIB(Client, cvar_cl_weaponpriority, string, this.cvar_cl_weaponpriority);
+    ATTRIB(Client, cvar_cl_cts_noautoswitch, bool, this.cvar_cl_cts_noautoswitch);
+    ATTRIB(Client, cvar_cl_weapon_switch_reload, bool, this.cvar_cl_weapon_switch_reload);
+    ATTRIB(Client, cvar_cl_weapon_switch_fallback_to_impulse, bool, this.cvar_cl_weapon_switch_fallback_to_impulse);
 
     METHOD(Client, m_unwind, bool(Client this));
 
@@ -135,11 +189,15 @@ CLASS(Spectator, Client)
 ENDCLASS(Spectator)
 
 CLASS(Player, Client)
-    
+
     // custom
 
     ATTRIB(Player, dual_weapons, vector, this.dual_weapons); // TODO: actually WepSet!
     ATTRIB(Player, itemkeys, int, this.itemkeys);
+    ATTRIB(Player, ballistics_density, float, this.ballistics_density);
+    ATTRIB(Player, prevstrengthsound, float, this.prevstrengthsound);
+    ATTRIB(Player, prevstrengthsoundattempt, float, this.prevstrengthsoundattempt);
+    ATTRIB(Player, buff_shield, float, this.buff_shield);
 
     INIT(Player) {
         this.classname = STR_PLAYER;
@@ -172,7 +230,38 @@ METHOD(Client, m_unwind, bool(Client this))
     return false;
 }
 
-float c1, c2, c3, c4;
+bool PlayerInList(entity player, string list);
+
+/// \brief Print the string to the client's chat.
+/// \param[in] client Client to print to.
+/// \param[in] text Text to print.
+void PrintToChat(entity client, string text);
+
+/// \brief Print the string to the client's chat if the server cvar "developer"
+/// is not 0.
+/// \param[in] client Client to print to.
+/// \param[in] text Text to print.
+void DebugPrintToChat(entity client, string text);
+
+/// \brief Prints the string to all clients' chat.
+/// \param[in] text Text to print.
+void PrintToChatAll(string text);
+
+/// \brief Prints the string to all clients' chat if the server cvar "developer"
+/// is not 0.
+/// \param[in] text Text to print.
+void DebugPrintToChatAll(string text);
+
+/// \brief Print the string to chat of all clients of the specified team.
+/// \param[in] team_num Team to print to. See NUM_TEAM constants.
+/// \param[in] text Text to print.
+void PrintToChatTeam(int team_num, string text);
+
+/// \brief Print the string to chat of all clients of the specified team if the
+/// server cvar "developer" is not 0.
+/// \param[in] team_num Team to print to. See NUM_TEAM constants.
+/// \param[in] text Text to print.
+void DebugPrintToChatTeam(int team_num, string text);
 
 void play_countdown(entity this, float finished, Sound samp);
 
@@ -180,5 +269,23 @@ float CalcRotRegen(float current, float regenstable, float regenfactor, float re
 
 bool Spectate(entity this, entity pl);
 
-#define SPECTATE_COPY() [[accumulate]] void SpectateCopy(entity this, entity spectatee)
+void ClientInit_Spawn();
+
+void PutObserverInServer(entity this);
+
+void SetSpectatee(entity this, entity spectatee);
+void SetSpectatee_status(entity this, int spectatee_num);
+
+void FixPlayermodel(entity player);
+
+void ClientInit_misc(entity this);
+
+int GetPlayerLimit();
+
+bool joinAllowed(entity this);
+void Join(entity this);
+
+#define SPECTATE_COPY() ACCUMULATE void SpectateCopy(entity this, entity spectatee)
 #define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); }
+
+int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol);