X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fdefs.qh;h=e9cf6ee286a7d8831806504435737977436d8e08;hb=d865de7a9a17c5a1d9286aec40f68c3530697660;hp=a18e54d2abf6574933d362d361eb0c68d8855ad6;hpb=46f1ac4e74d212b95d3e2d08d36393a14a8e5cb7;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index a18e54d2a..e9cf6ee28 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -1,6 +1,5 @@ #pragma once -float warmup_limit; #include #include @@ -139,7 +138,8 @@ void checkSpectatorBlock(entity this); float game_completion_ratio; // 0 at start, 1 near end .float winning; -.float jointime; // time of joining +.float jointime; // time of connecting +.float startplaytime; // time of switching from spectator to player .float alivetime; // time of being alive .float motd_actived_time; // used for both motd and campaign_message @@ -162,7 +162,7 @@ float default_weapon_alpha; .float cvar_cl_clippedspectating; .float cvar_cl_autoscreenshot; .float cvar_cl_jetpack_jump; -.float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP); +.float cvar_cl_movement_track_canjump; .float cvar_cl_newusekeysupported; .string cvar_g_xonoticversion; @@ -222,6 +222,8 @@ int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it // set when showing a kill countdown .entity killindicator; +.bool canteamdamage; + void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); float lockteams; @@ -270,7 +272,6 @@ void W_Porto_Remove (entity p); .float bulletcounter; // Nexball -.entity ballcarried; // Also used for keepaway float g_nexball_meter_period; void SUB_DontUseTargets(entity this, entity actor, entity trigger); @@ -283,7 +284,7 @@ void ClientData_Touch(entity e); //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons -.float wasplayer; +.bool wasplayer; float servertime, serverprevtime, serverframetime; @@ -377,6 +378,8 @@ const float ACTIVE_TOGGLE = 3; .float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn +.int killindicator_teamchange; + void PlayerUseKey(entity this); USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));