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=a165f9d440042c6aca7aee62cb388e3e2433a8a4;hb=8d1b7904ddd05af7022b9c3740b60efbf71081d0;hpb=6b8b403dbd938914eeaa6a02f98d0e939950d29e diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index a165f9d44..8d52d6f38 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 @@ -164,13 +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) @@ -264,7 +261,7 @@ WepSet weaponsInMap; 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])) @@ -306,8 +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 @@ -353,6 +348,7 @@ ALLVOICEMSGS // _VOICEMSG(droppedflag) \ // _VOICEMSG(negative) \ // _VOICEMSG(seenenemy) \ +// /**/ string globalsound_fall; string globalsound_metalfall; @@ -471,7 +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;