X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=536dee3ed1fb464479bd11620f38fea1e06103e7;hp=7d3585725d2544ecd4dab000d907c51cbab6354e;hb=0136b21a9e62bd06b6bfa1c18b6e7580783c8eb0;hpb=ab18855f2de6204798b29f9a7f2adc6382d39d1b diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 7d3585725..536dee3ed 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -16,12 +16,12 @@ noref float require_spawnfunc_prefix; // if this float exists, only functions wi // Globals -float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_bloodloss; +float g_cloaked, g_footsteps, g_grappling_hook, g_minstagib; float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; float g_race_qualifying; -float inWarmupStage; +float warmup_stage; float g_pickup_respawntime_weapon; float g_pickup_respawntime_superweapon; float g_pickup_respawntime_ammo; @@ -55,7 +55,7 @@ float team1_score, team2_score, team3_score, team4_score; float maxclients; // flag set on worldspawn so that the code knows if it is dedicated or not -float server_is_dedicated; +float server_is_dedicated; // Fields @@ -73,7 +73,8 @@ float server_is_dedicated; //.float style; //.float skill; .float sounds; -.float platmovetype; +.string platmovetype; +.float platmovetype_start, platmovetype_end; .string killtarget; @@ -103,6 +104,7 @@ float server_is_dedicated; .float play_time; .float respawn_flags; .float respawn_time; +.float respawn_time_max; .float death_time; .float fade_time; .float fade_rate; @@ -191,15 +193,15 @@ void w_ready(); .void() weapon_think; //float PLAYER_WEAPONSELECTION_DELAY = ); -float PLAYER_WEAPONSELECTION_SPEED = 18; -vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40'; +const float PLAYER_WEAPONSELECTION_SPEED = 18; +const vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40'; // weapon states (self.weaponentity.state) -float WS_CLEAR = 0; // no weapon selected -float WS_RAISE = 1; // raise frame -float WS_DROP = 2; // deselecting frame -float WS_INUSE = 3; // fire state -float WS_READY = 4; // idle frame +const float WS_CLEAR = 0; // no weapon selected +const float WS_RAISE = 1; // raise frame +const float WS_DROP = 2; // deselecting frame +const float WS_INUSE = 3; // fire state +const float WS_READY = 4; // idle frame // there is 2 weapon tics that can run in one server frame #define W_TICSPERFRAME 2 @@ -296,7 +298,7 @@ string W_Apply_Weaponreplace(string in); void FixIntermissionClient(entity e); void FixClientCvars(entity e); -WEPSET_DECLARE_A(weaponsInMap); +WepSet weaponsInMap; .float respawn_countdown; // next number to count @@ -457,7 +459,6 @@ void W_Porto_Remove (entity p); .string message2; -vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot .float stat_allow_oldnexbeam; // reset to 0 on weapon switch @@ -470,10 +471,11 @@ void target_voicescript_clear(entity pl); .string target2; .string target3; .string target4; +.string curvetarget; .float target_random; .float trigger_reverse; -// Nexball +// Nexball .entity ballcarried; // Also used for keepaway .float metertime; float g_nexball_meter_period; @@ -514,8 +516,8 @@ string matchid; .float last_pickup; -.float hit_time; -.float typehit_time; +.float hit_time; +.float typehit_time; .float stat_leadlimit; @@ -549,7 +551,6 @@ float client_cefc_accumulatortime; .float spectatee_status; .float zoomstate; -.float bloodloss_timer; .float restriction; .entity clientdata;