X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=8d52d6f38ee03b7f47dff95e1e3b63baa2ec8fdf;hp=2ac72548ee31a4ba9944aeea46dadc038c8c547b;hb=8d1b7904ddd05af7022b9c3740b60efbf71081d0;hpb=b2fa86504c5f79fb70897d94a4a3c88333f96407 diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 2ac72548ee..8d52d6f38e 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -5,8 +5,6 @@ #define INDEPENDENT_ATTACK_FINISHED -noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions - #define BUTTON_ATCK button0 #define BUTTON_JUMP button2 #define BUTTON_ATCK2 button3 @@ -46,8 +44,6 @@ float g_jetpack; float sv_clones; float sv_foginterval; -entity activator; - float player_count; float currentbots; float bots_would_leave; @@ -70,21 +66,11 @@ float server_is_dedicated; //.string map; //.float worldtype; -.float delay; -.float wait; -.float lip; -//.float light_lev; -.float speed; -//.float style; -//.float skill; -.float sounds; -.string platmovetype; -.float platmovetype_start, platmovetype_end; - -.string killtarget; - -.vector pos1, pos2; -.vector mangle; +// Needed for dynamic clientwalls +.float inactive; // Clientwall disappears when inactive +.float alpha_max, alpha_min; +.float fade_start, fade_end, fade_vertical_offset; +.float default_solid; // Variable to store default self.solid for clientwalls .float pain_finished; //Added by Supajoe .float pain_frame; //" @@ -94,14 +80,7 @@ float server_is_dedicated; .float invincible_finished; .float superweapons_finished; -.vector finaldest, finalangle; //plat.qc stuff -.void() think1; -.float state; -.float t_length, t_width; - -.vector destvec; // for rain -.vector destvec2; // for train -.float cnt; // for rain +.float cnt; // used in too many places .float count; //.float cnt2; @@ -113,15 +92,6 @@ float server_is_dedicated; .float fade_time; .float fade_rate; -// player animation state -.float animstate_startframe; -.float animstate_numframes; -.float animstate_framerate; -.float animstate_starttime; -.float animstate_endtime; -.float animstate_override; -.float animstate_looping; - // weapon animation vectors: .vector anim_fire1; .vector anim_fire2; @@ -138,6 +108,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float species; +.float scheduledrespawntime; .float respawntime; .float respawntimejitter; //.float chasecam; @@ -174,7 +145,9 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float pauserothealth_finished; .float pauserotarmor_finished; .float pauserotfuel_finished; +// string overrides entity .string item_pickupsound; +.entity item_pickupsound_ent; // definitions for weaponsystem // more WEAPONTODO: move these to their proper files @@ -189,13 +162,12 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // WEAPONTODO .float autoswitch; -//float WEP_ACTION(float wpn, float wrequest); float client_hasweapon(entity cl, float wpn, float andammo, float complain); -void w_clear(); -void w_ready(); +void w_clear(Weapon thiswep, entity actor, bool fire1, bool fire2); +void w_ready(Weapon thiswep, entity actor, bool fire1, bool fire2); // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) .float weapon_nextthink; -.void() weapon_think; +.void(Weapon thiswep, entity actor, bool fire1, bool fire2) weapon_think; // weapon states (self.weaponentity.state) @@ -210,26 +182,13 @@ const int W_TICSPERFRAME = 2; void weapon_defaultspawnfunc(float wpn); -.vector dest1, dest2; - float gameover; float intermission_running; float intermission_exittime; float alreadychangedlevel; -// Keys player is holding -.float itemkeys; -// message delay for func_door locked by keys and key locks -// this field is used on player entities -.float key_door_messagetime; - - .float version; -//swamp -.float in_swamp; // bool -.entity swampslug; // Uses this to release from swamp ("untouch" fix) - // footstep interval .float nextstep; @@ -284,10 +243,6 @@ float default_weapon_alpha; .float version_nagtime; -const int NUM_JUMPPADSUSED = 3; -.int jumppadcount; -.entity jumppadsused[NUM_JUMPPADSUSED]; - string gamemode_name; float startitem_failed; @@ -300,11 +255,13 @@ void FixClientCvars(entity e); // WEAPONTODO: remove this WepSet weaponsInMap; +.WepSet weaponsinmap; + .float respawn_countdown; // next number to count float bot_waypoints_for_items; -.float attack_finished_for[WEP_MAXCOUNT]; +.float attack_finished_for[Weapons_MAX]; .float attack_finished_single; #ifdef INDEPENDENT_ATTACK_FINISHED #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST])) @@ -346,8 +303,6 @@ float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end) float next_pingtime; .float Version; -.int SendFlags; -.bool(entity to, int sendflags) SendEntity; // player sounds, voice messages // TODO implemented fall and falling @@ -393,6 +348,7 @@ ALLVOICEMSGS // _VOICEMSG(droppedflag) \ // _VOICEMSG(negative) \ // _VOICEMSG(seenenemy) \ +// /**/ string globalsound_fall; string globalsound_metalfall; @@ -447,11 +403,6 @@ float round_starttime; //point in time when the countdown to round start is over .float stat_game_starttime; .float stat_round_starttime; -.float stat_sv_airaccel_qw; -.float stat_sv_airstrafeaccel_qw; -.float stat_sv_airspeedlimit_nonqw; -.float stat_sv_maxspeed; - void W_Porto_Remove (entity p); .int projectiledeathtype; @@ -464,16 +415,6 @@ void W_Porto_Remove (entity p); // may be useful to all weapons .float bulletcounter; -void target_voicescript_next(entity pl); -void target_voicescript_clear(entity pl); - -.string target2; -.string target3; -.string target4; -.string curvetarget; -.float target_random; -.float trigger_reverse; - // Nexball .entity ballcarried; // Also used for keepaway .float metertime; @@ -526,7 +467,7 @@ float client_cefc_accumulator; float client_cefc_accumulatortime; #endif -.float weapon_load[WEP_MAXCOUNT]; +.float weapon_load[Weapons_MAX]; .int ammo_none; // used by the reloading system, must always be 0 .float clip_load; .float old_clip_load; @@ -594,8 +535,6 @@ void PlayerUseKey(); typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; .spawn_evalfunc_t spawn_evalfunc; -.entity conveyor; - string modname; .float missile_flags; @@ -624,6 +563,8 @@ const int MIF_GUIDED_TAG = 128; .float elos; .float ranks; +.string cvar_cl_physics; + .float init_for_player_needed; .void(entity) init_for_player;