X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fdefs.qh;h=6c7eaa126ed90c636d05e17d2713e553ca536cf6;hb=6f4349956b11b36ba20e65e34d39b5029a5eb3ac;hp=2e8ba3d698064524db892edbc3145e981e3fc889;hpb=5b902bfabe6575373dac2ffe636074c0308c6abf;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 2e8ba3d69..6c7eaa126 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -202,7 +202,12 @@ void setanim(entity e, vector anim, float looping, float override, float restart .entity weaponentity; .entity exteriorweaponentity; .vector weaponentity_glowmod; -.float switchweapon; + +//.float weapon; // current weapon +.float switchweapon; // weapon requested to switch to +.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) +.string weaponname; // name of .weapon + .float autoswitch; float weapon_action(float wpn, float wrequest); float client_hasweapon(entity cl, float wpn, float andammo, float complain); @@ -210,7 +215,6 @@ void w_clear(); void w_ready(); // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) .float weapon_nextthink; -.float weapon_forbidchange; .void() weapon_think; //float PLAYER_WEAPONSELECTION_DELAY = ); @@ -231,7 +235,6 @@ void weapon_defaultspawnfunc(float wpn); string w_deathtypestring; -void(entity client, string s) centerprint_builtin = #73; .vector dest1, dest2; float gameover; @@ -243,7 +246,6 @@ float alreadychangedlevel; .float runes; -.float welcomemessage_time; .float version; // minstagib vars @@ -284,9 +286,6 @@ float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeo .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds void timeoutHandler_Think(); -void evaluateTimeout(); -void evaluateTimein(); -string getTimeoutText(float addOneSecond); .float spawnshieldtime; @@ -312,7 +311,9 @@ float default_weapon_alpha; .float() customizeentityforclient; .float cvar_cl_handicap; .float cvar_cl_playerdetailreduction; -.float cvar_scr_centertime; +.float cvar_cl_clippedspectating; +.float cvar_cl_movement_track_canjump; + .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; .string cvar_cl_weaponpriorities[10]; @@ -368,10 +369,6 @@ void FixClientCvars(entity e); float weaponsInMap; -void centerprint_atprio(entity e, float prio, string s); -void centerprint_expire(entity e, float prio); -void centerprint(entity e, string s); - .float respawn_countdown; // next number to count float bot_waypoints_for_items; @@ -391,9 +388,6 @@ float assault_attacker_team; // speedrun: when 1, player auto teleports back when capture timeout happens .float speedrunning; -// Q3 support -float q3acompat_machineshotgunswap; - // database float ServerProgsDB; float TemporaryDB; @@ -416,7 +410,6 @@ float lockteams; float sv_maxidle; float sv_maxidle_spectatorsareidle; -float sv_pogostick; float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end); float next_pingtime; @@ -502,6 +495,7 @@ float GetPlayerSoundSampleField_notFound; .float version_mismatch; float 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)) // we're using + here instead of , because fteqcc sucks