X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=b45e20986a76c0acba01ac6fdf4cea4137dd0c24;hp=908d99444887f43ebeef093a34039fc532d08089;hb=275db1b1d382ef40155eeb44fae62ae5f1087029;hpb=39028544b65bf299435dbcb566b4cddf5bbdf13a diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 908d994448..b45e20986a 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -25,7 +25,7 @@ float currentbots; float bots_would_leave; void UpdateFrags(entity player, int f); -.float totalfrags; +.int totalfrags; // flag set on worldspawn so that the code knows if it is dedicated or not float server_is_dedicated; @@ -41,7 +41,7 @@ float server_is_dedicated; //.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 @@ -50,7 +50,7 @@ float server_is_dedicated; .float pain_frame; //" .float crouch; // Crouching or not? -.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); +const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); .float cnt; // used in too many places .float count; @@ -168,6 +168,9 @@ float default_weapon_alpha; .float cvar_cl_jetpack_jump; .float cvar_cl_movement_track_canjump; .float cvar_cl_newusekeysupported; +.float cvar_cl_cts_noautoswitch; +.bool cvar_cl_weapon_switch_reload; +.bool cvar_cl_weapon_switch_fallback_to_impulse; .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; @@ -187,9 +190,6 @@ 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; @@ -201,10 +201,7 @@ float bot_waypoints_for_items; #else #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) #endif -#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot) - -// assault game mode: Which team is attacking in this round? -float assault_attacker_team; +#define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w)) // speedrun: when 1, player auto teleports back when capture timeout happens .float speedrunning; @@ -213,15 +210,12 @@ 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); @@ -247,7 +241,7 @@ 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; @@ -301,16 +295,11 @@ 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 -.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; @@ -327,9 +316,9 @@ 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; @@ -339,22 +328,27 @@ 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 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) @@ -365,8 +359,6 @@ 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)); @@ -374,7 +366,7 @@ 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);