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1 #ifndef STATS_H
2 #define STATS_H
3
4 #ifdef SVQC
5 #include "../server/cl_client.qh"
6 #endif
7
8 // Full list of all stat constants, included in a single location for easy reference
9 // 255 is the current limit (MAX_CL_STATS - 1), engine will need to be modified if you wish to add more stats
10
11 const int MAX_CL_STATS = 256;
12 #ifndef CSQC
13 const int STAT_HEALTH = 0; // .health
14 const int STAT_ARMOR = 4; // .armorvalue
15 const int STAT_SHELLS = 6; // .ammo_shells
16 const int STAT_NAILS = 7; // .ammo_nails
17 const int STAT_ROCKETS = 8; // .ammo_rockets
18 const int STAT_CELLS = 9; // .ammo_cells
19 const int STAT_ACTIVEWEAPON = 10; // .weapon
20 const int STAT_ITEMS = 15; // .items | .items2 << 23 | serverflags << 28
21 const int STAT_VIEWHEIGHT = 16; // .view_ofs_z
22 #endif
23
24 REGISTER_STAT(WEAPONS, vectori)
25 REGISTER_STAT(WEAPONSINMAP, vectori)
26
27 REGISTER_STAT(PL_VIEW_OFS, vector, autocvar_sv_player_viewoffset)
28 REGISTER_STAT(PL_CROUCH_VIEW_OFS, vector, autocvar_sv_player_crouch_viewoffset)
29
30 REGISTER_STAT(PL_MIN, vector, autocvar_sv_player_mins)
31 REGISTER_STAT(PL_CROUCH_MIN, vector, autocvar_sv_player_crouch_mins)
32
33 REGISTER_STAT(PL_MAX, vector, autocvar_sv_player_maxs)
34 REGISTER_STAT(PL_CROUCH_MAX, vector, autocvar_sv_player_crouch_maxs)
35
36 REGISTER_STAT(KH_KEYS, int)
37
38 /** weapon requested to switch to; next WANTED weapon (for HUD) */
39 REGISTER_STAT(SWITCHWEAPON, int)
40 /** weapon currently being switched to (is copied from switchweapon once switch is possible) */
41 REGISTER_STAT(SWITCHINGWEAPON, int)
42 REGISTER_STAT(WEAPON_NEXTTHINK, float)
43 #ifdef SVQC
44 SPECTATE_COPY(_STAT(WEAPON_NEXTTHINK))
45 #endif
46
47 REGISTER_STAT(GAMESTARTTIME, float)
48 REGISTER_STAT(STRENGTH_FINISHED, float)
49 REGISTER_STAT(INVINCIBLE_FINISHED, float)
50 /** arc heat in [0,1] */
51 REGISTER_STAT(ARC_HEAT, float)
52 REGISTER_STAT(PRESSED_KEYS, int)
53 /** this stat could later contain some other bits of info, like, more server-side particle config */
54 REGISTER_STAT(ALLOW_OLDVORTEXBEAM, bool)
55 REGISTER_STAT(FUEL, int)
56 REGISTER_STAT(NB_METERSTART, float)
57 /** compressShotOrigin */
58 REGISTER_STAT(SHOTORG, int)
59 REGISTER_STAT(LEADLIMIT, float)
60 REGISTER_STAT(WEAPON_CLIPLOAD, int)
61 REGISTER_STAT(WEAPON_CLIPSIZE, int)
62
63 REGISTER_STAT(VORTEX_CHARGE, float)
64 REGISTER_STAT(LAST_PICKUP, float)
65 REGISTER_STAT(HUD, int)
66 REGISTER_STAT(VORTEX_CHARGEPOOL, float)
67 REGISTER_STAT(HIT_TIME, float)
68 REGISTER_STAT(DAMAGE_DEALT_TOTAL, int)
69 REGISTER_STAT(TYPEHIT_TIME, float)
70 REGISTER_STAT(LAYED_MINES, int)
71 REGISTER_STAT(HAGAR_LOAD, int)
72 REGISTER_STAT(SUPERWEAPONS_FINISHED, float)
73 REGISTER_STAT(VEHICLESTAT_HEALTH, int)
74 REGISTER_STAT(VEHICLESTAT_SHIELD, int)
75 REGISTER_STAT(VEHICLESTAT_ENERGY, int)
76 REGISTER_STAT(VEHICLESTAT_AMMO1, int)
77 REGISTER_STAT(VEHICLESTAT_RELOAD1, int)
78 REGISTER_STAT(VEHICLESTAT_AMMO2, int)
79 REGISTER_STAT(VEHICLESTAT_RELOAD2, int)
80 REGISTER_STAT(VEHICLESTAT_W2MODE, int)
81 REGISTER_STAT(NADE_TIMER, float)
82 REGISTER_STAT(SECRETS_TOTAL, float)
83 REGISTER_STAT(SECRETS_FOUND, float)
84 REGISTER_STAT(RESPAWN_TIME, float)
85 REGISTER_STAT(ROUNDSTARTTIME, float)
86 REGISTER_STAT(MONSTERS_TOTAL, int)
87 REGISTER_STAT(MONSTERS_KILLED, int)
88 REGISTER_STAT(BUFFS, int)
89 REGISTER_STAT(NADE_BONUS, float)
90 REGISTER_STAT(NADE_BONUS_TYPE, int)
91 REGISTER_STAT(NADE_BONUS_SCORE, float)
92 REGISTER_STAT(HEALING_ORB, float)
93 REGISTER_STAT(HEALING_ORB_ALPHA, float)
94 REGISTER_STAT(PLASMA, int)
95 REGISTER_STAT(OK_AMMO_CHARGE, float)
96 REGISTER_STAT(OK_AMMO_CHARGEPOOL, float)
97 REGISTER_STAT(FROZEN, int)
98 REGISTER_STAT(REVIVE_PROGRESS, float)
99 REGISTER_STAT(ROUNDLOST, int)
100 REGISTER_STAT(BUFF_TIME, float)
101 REGISTER_STAT(CTF_FLAGSTATUS, int)
102
103 #ifdef SVQC
104 int autocvar_g_multijump;
105 float autocvar_g_multijump_add;
106 float autocvar_g_multijump_speed;
107 float autocvar_g_multijump_maxspeed;
108 float autocvar_g_multijump_dodging = 1;
109 #endif
110 REGISTER_STAT(MULTIJUMP_DODGING, int, autocvar_g_multijump_dodging)
111 REGISTER_STAT(MULTIJUMP_MAXSPEED, float, autocvar_g_multijump_maxspeed)
112 REGISTER_STAT(MULTIJUMP_ADD, int, autocvar_g_multijump_add)
113 REGISTER_STAT(MULTIJUMP_SPEED, float, autocvar_g_multijump_speed)
114 .int multijump_count;
115 REGISTER_STAT(MULTIJUMP_COUNT, int, this.multijump_count)
116 REGISTER_STAT(MULTIJUMP, int, autocvar_g_multijump)
117 REGISTER_STAT(DOUBLEJUMP, int, autocvar_sv_doublejump)
118
119 #ifdef SVQC
120 bool g_bugrigs;
121 bool g_bugrigs_planar_movement;
122 bool g_bugrigs_planar_movement_car_jumping;
123 float g_bugrigs_reverse_spinning;
124 float g_bugrigs_reverse_speeding;
125 float g_bugrigs_reverse_stopping;
126 float g_bugrigs_air_steering;
127 float g_bugrigs_angle_smoothing;
128 float g_bugrigs_friction_floor;
129 float g_bugrigs_friction_brake;
130 float g_bugrigs_friction_air;
131 float g_bugrigs_accel;
132 float g_bugrigs_speed_ref;
133 float g_bugrigs_speed_pow;
134 float g_bugrigs_steer;
135 #endif
136 REGISTER_STAT(BUGRIGS, int, g_bugrigs)
137 REGISTER_STAT(BUGRIGS_ACCEL, float, g_bugrigs_accel)
138 REGISTER_STAT(BUGRIGS_AIR_STEERING, int, g_bugrigs_air_steering)
139 REGISTER_STAT(BUGRIGS_ANGLE_SMOOTHING, int, g_bugrigs_angle_smoothing)
140 REGISTER_STAT(BUGRIGS_CAR_JUMPING, int, g_bugrigs_planar_movement_car_jumping)
141 REGISTER_STAT(BUGRIGS_FRICTION_AIR, float, g_bugrigs_friction_air)
142 REGISTER_STAT(BUGRIGS_FRICTION_BRAKE, float, g_bugrigs_friction_brake)
143 REGISTER_STAT(BUGRIGS_FRICTION_FLOOR, float, g_bugrigs_friction_floor)
144 REGISTER_STAT(BUGRIGS_PLANAR_MOVEMENT, int, g_bugrigs_planar_movement)
145 REGISTER_STAT(BUGRIGS_REVERSE_SPEEDING, int, g_bugrigs_reverse_speeding)
146 REGISTER_STAT(BUGRIGS_REVERSE_SPINNING, int, g_bugrigs_reverse_spinning)
147 REGISTER_STAT(BUGRIGS_REVERSE_STOPPING, int, g_bugrigs_reverse_stopping)
148 REGISTER_STAT(BUGRIGS_SPEED_POW, float, g_bugrigs_speed_pow)
149 REGISTER_STAT(BUGRIGS_SPEED_REF, float, g_bugrigs_speed_ref)
150 REGISTER_STAT(BUGRIGS_STEER, float, g_bugrigs_steer)
151
152 REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, cvar("sv_gameplayfix_downtracesupportsongroundflag"))
153 REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, cvar("sv_gameplayfix_easierwaterjump"))
154 REGISTER_STAT(GAMEPLAYFIX_STEPDOWN, int, cvar("sv_gameplayfix_stepdown"))
155 REGISTER_STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, int, cvar("sv_gameplayfix_stepmultipletimes"))
156 REGISTER_STAT(GAMEPLAYFIX_UNSTICKPLAYERS, int, cvar("sv_gameplayfix_unstickplayers"))
157 REGISTER_STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, int, autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag)
158
159 REGISTER_STAT(MOVEVARS_JUMPSTEP, int, cvar("sv_jumpstep"))
160 REGISTER_STAT(NOSTEP, int, cvar("sv_nostep"))
161
162 REGISTER_STAT(MOVEVARS_FRICTION, float)
163 REGISTER_STAT(MOVEVARS_FRICTION_SLICK, float, autocvar_sv_friction_slick)
164 REGISTER_STAT(MOVEVARS_FRICTION_ONLAND, float, autocvar_sv_friction_on_land)
165
166 REGISTER_STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, int, autocvar_sv_jumpspeedcap_max_disable_on_ramps)
167 REGISTER_STAT(MOVEVARS_TRACK_CANJUMP, int)
168 /** cvar loopback */
169 REGISTER_STAT(MOVEVARS_CL_TRACK_CANJUMP, int)
170
171 #ifdef SVQC
172 int g_dodging;
173 float autocvar_sv_dodging_delay;
174 float autocvar_sv_dodging_wall_distance_threshold;
175 bool autocvar_sv_dodging_frozen;
176 bool autocvar_sv_dodging_frozen_doubletap;
177 float autocvar_sv_dodging_height_threshold;
178 float autocvar_sv_dodging_horiz_speed;
179 float autocvar_sv_dodging_horiz_speed_frozen;
180 float autocvar_sv_dodging_ramp_time;
181 float autocvar_sv_dodging_up_speed;
182 bool autocvar_sv_dodging_wall_dodging;
183 #endif
184
185 REGISTER_STAT(DODGING, int, g_dodging)
186 REGISTER_STAT(DODGING_DELAY, float, autocvar_sv_dodging_delay)
187 REGISTER_STAT(DODGING_DISTANCE_THRESHOLD, float, autocvar_sv_dodging_wall_distance_threshold)
188 REGISTER_STAT(DODGING_FROZEN, int, autocvar_sv_dodging_frozen)
189 REGISTER_STAT(DODGING_FROZEN_NO_DOUBLETAP, int, autocvar_sv_dodging_frozen_doubletap)
190 REGISTER_STAT(DODGING_HEIGHT_THRESHOLD, float, autocvar_sv_dodging_height_threshold)
191 REGISTER_STAT(DODGING_HORIZ_SPEED, float, autocvar_sv_dodging_horiz_speed)
192 REGISTER_STAT(DODGING_HORIZ_SPEED_FROZEN, float, autocvar_sv_dodging_horiz_speed_frozen)
193 REGISTER_STAT(DODGING_RAMP_TIME, float, autocvar_sv_dodging_ramp_time)
194 /** cvar loopback */
195 REGISTER_STAT(DODGING_TIMEOUT, float)
196 REGISTER_STAT(DODGING_UP_SPEED, float, autocvar_sv_dodging_up_speed)
197 REGISTER_STAT(DODGING_WALL, int, autocvar_sv_dodging_wall_dodging)
198
199 REGISTER_STAT(JETPACK_ACCEL_SIDE, float, autocvar_g_jetpack_acceleration_side)
200 REGISTER_STAT(JETPACK_ACCEL_UP, float, autocvar_g_jetpack_acceleration_up)
201 REGISTER_STAT(JETPACK_ANTIGRAVITY, float, autocvar_g_jetpack_antigravity)
202 REGISTER_STAT(JETPACK_FUEL, float, autocvar_g_jetpack_fuel)
203 REGISTER_STAT(JETPACK_MAXSPEED_SIDE, float, autocvar_g_jetpack_maxspeed_side)
204 REGISTER_STAT(JETPACK_MAXSPEED_UP, float, autocvar_g_jetpack_maxspeed_up)
205
206 REGISTER_STAT(MOVEVARS_HIGHSPEED, float, autocvar_g_movement_highspeed)
207
208 // freeze tag, clan arena
209 REGISTER_STAT(REDALIVE, int)
210 REGISTER_STAT(BLUEALIVE, int)
211 REGISTER_STAT(YELLOWALIVE, int)
212 REGISTER_STAT(PINKALIVE, int)
213
214 // domination
215 REGISTER_STAT(DOM_TOTAL_PPS, float)
216 REGISTER_STAT(DOM_PPS_RED, float)
217 REGISTER_STAT(DOM_PPS_BLUE, float)
218 REGISTER_STAT(DOM_PPS_YELLOW, float)
219 REGISTER_STAT(DOM_PPS_PINK, float)
220
221 REGISTER_STAT(TELEPORT_MAXSPEED, float, autocvar_g_teleport_maxspeed)
222 REGISTER_STAT(TELEPORT_TELEFRAG_AVOID, int, autocvar_g_telefrags_avoid)
223
224 #ifdef SVQC
225 #include "movetypes/movetypes.qh"
226 #endif
227
228 REGISTER_STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, float)
229 REGISTER_STAT(MOVEVARS_AIRCONTROL_PENALTY, float)
230 REGISTER_STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, float)
231 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCEL_QW, float)
232 REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
233 noref bool autocvar_sv_gameplayfix_nogravityonground;
234 REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
235                               | (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)
236                               | (autocvar_sv_gameplayfix_nogravityonground ? MOVEFLAG_NOGRAVITYONGROUND : 0)
237                               | (autocvar_sv_gameplayfix_gravityunaffectedbyticrate ? MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE : 0))
238
239 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, float)
240 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_ACCEL, float)
241 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, float)
242 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, float)
243 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, float)
244
245 REGISTER_STAT(MOVEVARS_AIRSTOPACCELERATE, float)
246 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCELERATE, float)
247 REGISTER_STAT(MOVEVARS_MAXAIRSTRAFESPEED, float)
248 REGISTER_STAT(MOVEVARS_AIRCONTROL, float)
249 REGISTER_STAT(FRAGLIMIT, float, autocvar_fraglimit)
250 REGISTER_STAT(TIMELIMIT, float, autocvar_timelimit)
251 #ifdef SVQC
252 float autocvar_sv_wallfriction;
253 #endif
254 REGISTER_STAT(MOVEVARS_WALLFRICTION, int, autocvar_sv_wallfriction)
255 REGISTER_STAT(MOVEVARS_TICRATE, float, autocvar_sys_ticrate)
256 REGISTER_STAT(MOVEVARS_TIMESCALE, float, autocvar_slowmo)
257 REGISTER_STAT(MOVEVARS_GRAVITY, float, autocvar_sv_gravity)
258 REGISTER_STAT(MOVEVARS_STOPSPEED, float)
259 REGISTER_STAT(MOVEVARS_MAXSPEED, float)
260 REGISTER_STAT(MOVEVARS_ACCELERATE, float)
261 REGISTER_STAT(MOVEVARS_AIRACCELERATE, float)
262 .float gravity;
263 // FIXME: Was 0 on server, 1 on client. Still want that?
264 REGISTER_STAT(MOVEVARS_ENTGRAVITY, float, (this.gravity) ? this.gravity : 1)
265 REGISTER_STAT(MOVEVARS_JUMPVELOCITY, float)
266 REGISTER_STAT(MOVEVARS_MAXAIRSPEED, float)
267 REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
268 REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
269 REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
270 #endif