X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=9d7421987c1ce254c5ce4da58139214d594a6d53;hp=5b5d8a66b78a017e5f077e975592e94b0b65227d;hb=cbaaedf5e63f6f24948c6f83d302c9ea9125a32c;hpb=e2516570a59a8cfb46c528d6d50cbb2d6a39b32b diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 5b5d8a66b7..9d7421987c 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -50,7 +50,8 @@ float server_is_dedicated; .float pain_frame; //" .float crouch; // Crouching or not? -.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); +.float superweapons_finished; // NOTE: this field is used only by map entities, it does not directly apply the superweapons stat +const .float air_finished = _STAT(AIR_FINISHED); .float cnt; // used in too many places .float count; @@ -92,7 +93,6 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float railgunhitsolidbackup; .vector railgunhitloc; -.float air_finished; .float dmgtime; .float killcount; @@ -140,7 +140,6 @@ float blockSpectators; //if set, new or existing spectators or observers will be .float spectatortime; //point in time since the client is spectating or observing void checkSpectatorBlock(entity this); -float game_completion_ratio; // 0 at start, 1 near end .float winning; .float jointime; // time of connecting .float startplaytime; // time of switching from spectator to player @@ -163,6 +162,7 @@ float default_player_alpha; float default_weapon_alpha; .float cvar_cl_handicap; +.int cvar_cl_gunalign; .float cvar_cl_clippedspectating; .float cvar_cl_autoscreenshot; .float cvar_cl_jetpack_jump; @@ -181,6 +181,7 @@ float default_weapon_alpha; .float cvar_cl_allow_uid2name; .float cvar_cl_allow_uidtracking; +.bool cvar_cl_allow_uidranking; .string stored_netname; string gamemode_name; @@ -190,9 +191,6 @@ string W_Apply_Weaponreplace(string in); void FixIntermissionClient(entity e); void FixClientCvars(entity e); -// WEAPONTODO: remove this -//WepSet weaponsInMap; - .float respawn_countdown; // next number to count float bot_waypoints_for_items; @@ -244,7 +242,7 @@ int autocvar__independent_players; bool independent_players; #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players) #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER) -#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID)) +#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME)) string clientstuff; .float phase; @@ -298,11 +296,6 @@ string matchid; bool radar_showennemies; -#ifdef PROFILING -float client_cefc_accumulator; -float client_cefc_accumulatortime; -#endif - .float weapon_load[Weapons_MAX]; .int ammo_none; // used by the reloading system, must always be 0 .int clip_load; @@ -338,7 +331,7 @@ string deathmessage; .float cvar_cl_weaponimpulsemode; .int selectweapon; // last selected weapon of the player -.float ballistics_density; // wall piercing factor, larger = bullet can pass through more +.float ballistics_density; //const int FROZEN_NOT = 0; const int FROZEN_NORMAL = 1; @@ -418,6 +411,7 @@ IntrusiveList g_locations; IntrusiveList g_saved_team; IntrusiveList g_monster_targets; IntrusiveList g_pathlib_nodes; +IntrusiveList g_moveables; STATIC_INIT(defs) { g_monsters = IL_NEW(); @@ -439,4 +433,5 @@ STATIC_INIT(defs) g_saved_team = IL_NEW(); g_monster_targets = IL_NEW(); g_pathlib_nodes = IL_NEW(); + g_moveables = IL_NEW(); }