]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qh
Don't send casings data if client has casings turned off. Toggling cl_casings on...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qh
index 42d7d9560b4e92359242e19428f242d146cbff0a..bc4a60e1a88d5f55d7688e0b5756d2f06329d885 100644 (file)
@@ -17,7 +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);
@@ -113,6 +113,8 @@ CLASS(Client, Object)
     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
 
@@ -137,12 +139,16 @@ CLASS(Client, Object)
     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));
 
@@ -224,11 +230,62 @@ METHOD(Client, m_unwind, bool(Client this))
     return false;
 }
 
+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);
 
 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit);
 
 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);