X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=90bc1fb200a4cd3a2eaca29eae32b7a2983fe4f4;hp=e005d0ca844eca9c9bcbfd0b15db6dd27ad820d2;hb=1ff1288152dd20786853bed28c9d9aad1f21c8a5;hpb=52cdd440f6cfdc9544099ac68455e5361ace00d2 diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index e005d0ca84..90bc1fb200 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -25,9 +25,7 @@ float currentbots; float bots_would_leave; void UpdateFrags(entity player, int f); -.float totalfrags; - -float team1_score, team2_score, team3_score, team4_score; +.int totalfrags; // flag set on worldspawn so that the code knows if it is dedicated or not float server_is_dedicated; @@ -36,12 +34,14 @@ float server_is_dedicated; .void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage; +.bool(entity targ, entity inflictor, float amount, float limit) event_heal; + //.string wad; //.string map; //.float worldtype; // Needed for dynamic clientwalls -.float inactive; // Clientwall disappears when inactive +.bool 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 .solid for clientwalls @@ -168,6 +168,7 @@ float default_weapon_alpha; .float cvar_cl_jetpack_jump; .float cvar_cl_movement_track_canjump; .float cvar_cl_newusekeysupported; +.float cvar_cl_cts_noautoswitch; .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; @@ -190,8 +191,6 @@ void FixClientCvars(entity e); // WEAPONTODO: remove this //WepSet weaponsInMap; -#define weapons _STAT(WEAPONS) - .float respawn_countdown; // next number to count float bot_waypoints_for_items; @@ -215,15 +214,12 @@ float assault_attacker_team; float ServerProgsDB; float TemporaryDB; -.float team_saved; +.int team_saved; bool some_spawn_has_been_used; int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it has no spawns; team 0 is the "no-team" -// set when showing a kill countdown -.entity killindicator; - .bool canteamdamage; void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force); @@ -231,8 +227,6 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d // WEAPONTODO #define DMG_NOWEP (weaponentities[0]) -float lockteams; - float sv_maxidle; float sv_maxidle_spectatorsareidle; int sv_maxidle_slots; @@ -279,9 +273,6 @@ void W_Porto_Remove (entity p); // Nexball float g_nexball_meter_period; -void SUB_DontUseTargets(entity this, entity actor, entity trigger); -void SUB_UseTargets(entity this, entity actor, entity trigger); - .void(entity this) reset; // if set, an entity is reset using this .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) @@ -315,14 +306,17 @@ float client_cefc_accumulatortime; .float weapon_load[Weapons_MAX]; .int ammo_none; // used by the reloading system, must always be 0 -.float clip_load; -.float old_clip_load; -.float clip_size; +.int clip_load; +.int old_clip_load; +.int clip_size; .int minelayer_mines; .float vortex_charge; .float vortex_charge_rottime; .float vortex_chargepool_ammo; +.float oknex_charge; +.float oknex_charge_rottime; +.float oknex_chargepool_ammo; .int hagar_load; .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab @@ -331,9 +325,9 @@ float client_cefc_accumulatortime; // when doing this, hagar can go through clones // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX -.float spectatee_status; -.float zoomstate; -.float restriction; +.int spectatee_status; +.bool zoomstate; +.int restriction; .entity clientdata; .entity personal; @@ -343,24 +337,27 @@ string deathmessage; .bool just_joined; .float cvar_cl_weaponimpulsemode; -.float selectweapon; // last selected weapon of the player +.int selectweapon; // last selected weapon of the player .float ballistics_density; // wall piercing factor, larger = bullet can pass through more -const float ACTIVE_NOT = 0; -const float ACTIVE_ACTIVE = 1; -const float ACTIVE_IDLE = 2; -const float ACTIVE_BUSY = 2; -const float ACTIVE_TOGGLE = 3; -.float active; +//const int FROZEN_NOT = 0; +const int FROZEN_NORMAL = 1; +const int FROZEN_TEMP_REVIVING = 2; +const int FROZEN_TEMP_DYING = 3; + +const int ACTIVE_NOT = 0; +const int ACTIVE_ACTIVE = 1; +const int ACTIVE_IDLE = 2; +const int ACTIVE_BUSY = 2; +const int ACTIVE_TOGGLE = 3; +.int active; .void (entity this, int act_state) setactive; .entity realowner; //float serverflags; -.float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator - -.float player_blocked; +.bool player_blocked; .float revival_time; // time at which player was last revived .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) @@ -371,8 +368,6 @@ const float ACTIVE_TOGGLE = 3; .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. -.int killindicator_teamchange; - void PlayerUseKey(entity this); USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current)); @@ -380,7 +375,7 @@ USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector c string modname; -.float missile_flags; +.int missile_flags; const int MIF_SPLASH = BIT(1); const int MIF_ARC = BIT(2); const int MIF_PROXY = BIT(3);