X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=16a7c779be9736147ee7ca9c0984e9b9f61562f0;hb=7f64f637f43db3555fbe00e2424c68474de7bcc0;hp=5072e49002be11ab6a1dd845cbfacce27a75ed58;hpb=ad367d1bb35b86b0ffc009d14a09e74610cb506c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 5072e4900..16a7c779b 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -2,10 +2,9 @@ #define SERVER_DEFS_H #include "../common/weapons/all.qh" +#include "../common/stats.qh" -#define INDEPENDENT_ATTACK_FINISHED - -noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions +#define INDEPENDENT_ATTACK_FINISHED 1 #define BUTTON_ATCK button0 #define BUTTON_JUMP button2 @@ -22,25 +21,25 @@ noref float require_spawnfunc_prefix; // if this float exists, only functions wi // Globals -float g_cloaked, g_footsteps, g_grappling_hook, g_instagib; +float g_footsteps, g_grappling_hook, g_instagib; float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; float warmup_stage; -float g_pickup_respawntime_weapon; -float g_pickup_respawntime_superweapon; -float g_pickup_respawntime_ammo; -float g_pickup_respawntime_short; -float g_pickup_respawntime_medium; -float g_pickup_respawntime_long; -float g_pickup_respawntime_powerup; -float g_pickup_respawntimejitter_weapon; -float g_pickup_respawntimejitter_superweapon; -float g_pickup_respawntimejitter_ammo; -float g_pickup_respawntimejitter_short; -float g_pickup_respawntimejitter_medium; -float g_pickup_respawntimejitter_long; -float g_pickup_respawntimejitter_powerup; +PROPERTY(float, g_pickup_respawntime_weapon) +PROPERTY(float, g_pickup_respawntime_superweapon) +PROPERTY(float, g_pickup_respawntime_ammo) +PROPERTY(float, g_pickup_respawntime_short) +PROPERTY(float, g_pickup_respawntime_medium) +PROPERTY(float, g_pickup_respawntime_long) +PROPERTY(float, g_pickup_respawntime_powerup) +PROPERTY(float, g_pickup_respawntimejitter_weapon) +PROPERTY(float, g_pickup_respawntimejitter_superweapon) +PROPERTY(float, g_pickup_respawntimejitter_ammo) +PROPERTY(float, g_pickup_respawntimejitter_short) +PROPERTY(float, g_pickup_respawntimejitter_medium) +PROPERTY(float, g_pickup_respawntimejitter_long) +PROPERTY(float, g_pickup_respawntimejitter_powerup) float g_jetpack; float sv_clones; @@ -55,8 +54,6 @@ void UpdateFrags(entity player, float f); float team1_score, team2_score, team3_score, team4_score; -float maxclients; - // flag set on worldspawn so that the code knows if it is dedicated or not float server_is_dedicated; @@ -78,8 +75,8 @@ float server_is_dedicated; .float pain_frame; //" .float crouch; // Crouching or not? -.float strength_finished; -.float invincible_finished; +.float strength_finished = _STAT(STRENGTH_FINISHED); +.float invincible_finished = _STAT(INVINCIBLE_FINISHED); .float superweapons_finished; .float cnt; // used in too many places @@ -147,28 +144,29 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float pauserothealth_finished; .float pauserotarmor_finished; .float pauserotfuel_finished; +// string overrides entity .string item_pickupsound; +.entity item_pickupsound_ent; +.entity item_model_ent; // definitions for weaponsystem // more WEAPONTODO: move these to their proper files -.entity weaponentity; .entity exteriorweaponentity; .vector weaponentity_glowmod; //.int weapon; // current weapon -.int switchweapon; // weapon requested to switch to +.int switchweapon = _STAT(SWITCHWEAPON); .int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) .string weaponname; // name of .weapon // WEAPONTODO .float autoswitch; -//float WEP_ACTION(float wpn, float wrequest); float client_hasweapon(entity cl, float wpn, float andammo, float complain); -void w_clear(); -void w_ready(); +void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire); +void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire); // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) .float weapon_nextthink; -.void() weapon_think; +.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think; // weapon states (self.weaponentity.state) @@ -181,7 +179,7 @@ const int WS_READY = 4; // idle frame // there is 2 weapon tics that can run in one server frame const int W_TICSPERFRAME = 2; -void weapon_defaultspawnfunc(float wpn); +void weapon_defaultspawnfunc(entity this, Weapon e); float gameover; float intermission_running; @@ -262,14 +260,14 @@ WepSet weaponsInMap; float bot_waypoints_for_items; -.float attack_finished_for[WEP_MAXCOUNT]; -.float attack_finished_single; -#ifdef INDEPENDENT_ATTACK_FINISHED -#define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST])) +.float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS]; +.float attack_finished_single[MAX_WEAPONSLOTS]; +#if INDEPENDENT_ATTACK_FINISHED +#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)])) #else -#define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single) +#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) #endif -#define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon) +#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, (ent).weapon, slot) // assault game mode: Which team is attacking in this round? float assault_attacker_team; @@ -303,78 +301,6 @@ float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end) float next_pingtime; -.float Version; -.int SendFlags; -.bool(entity to, int sendflags) SendEntity; - -// player sounds, voice messages -// TODO implemented fall and falling -#define ALLPLAYERSOUNDS \ - _VOICEMSG(death) \ - _VOICEMSG(drown) \ - _VOICEMSG(fall) \ - _VOICEMSG(falling) \ - _VOICEMSG(gasp) \ - _VOICEMSG(jump) \ - _VOICEMSG(pain100) \ - _VOICEMSG(pain25) \ - _VOICEMSG(pain50) \ - _VOICEMSG(pain75) - -#define ALLVOICEMSGS \ - _VOICEMSG(attack) \ - _VOICEMSG(attackinfive) \ - _VOICEMSG(coverme) \ - _VOICEMSG(defend) \ - _VOICEMSG(freelance) \ - _VOICEMSG(incoming) \ - _VOICEMSG(meet) \ - _VOICEMSG(needhelp) \ - _VOICEMSG(seenflag) \ - _VOICEMSG(taunt) \ - _VOICEMSG(teamshoot) - -#define _VOICEMSG(m) .string playersound_##m; -ALLPLAYERSOUNDS -ALLVOICEMSGS -#undef _VOICEMSG - -// reserved sound names for the future (some models lack sounds for them): -// _VOICEMSG(flagcarriertakingdamage) \ -// _VOICEMSG(getflag) \ -// reserved sound names for the future (ALL models lack sounds for them): -// _VOICEMSG(affirmative) \ -// _VOICEMSG(attacking) \ -// _VOICEMSG(defending) \ -// _VOICEMSG(roaming) \ -// _VOICEMSG(onmyway) \ -// _VOICEMSG(droppedflag) \ -// _VOICEMSG(negative) \ -// _VOICEMSG(seenenemy) \ - -string globalsound_fall; -string globalsound_metalfall; -string globalsound_step; -string globalsound_metalstep; - -const float VOICETYPE_PLAYERSOUND = 10; -const float VOICETYPE_TEAMRADIO = 11; -const float VOICETYPE_LASTATTACKER = 12; -const float VOICETYPE_LASTATTACKER_ONLY = 13; -const float VOICETYPE_AUTOTAUNT = 14; -const float VOICETYPE_TAUNT = 15; - -void PrecachePlayerSounds(string f); -void PrecacheGlobalSound(string samplestring); -void UpdatePlayerSounds(); -void ClearPlayerSounds(); -void PlayerSound(.string samplefield, float channel, float voicetype); -void GlobalSound(string samplestring, float channel, float voicetype); -void FakeGlobalSound(string samplestring, float channel, float voicetype); -void VoiceMessage(string type, string message); -float GetPlayerSoundSampleField_notFound; -.string GetVoiceMessageSampleField(string type); - // autotaunt system .float cvar_cl_autotaunt; .float cvar_cl_voice_directional; @@ -382,18 +308,16 @@ float GetPlayerSoundSampleField_notFound; .float version_mismatch; -float independent_players; +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)) -// we're using + here instead of , because fteqcc sucks +#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID)) string clientstuff; .float phase; .int pressedkeys; -.float porto_forbidden; - .string fog; string cvar_changes; @@ -402,7 +326,7 @@ float cvar_purechanges_count; float game_starttime; //point in time when the countdown to game start is over float round_starttime; //point in time when the countdown to round start is over -.float stat_game_starttime; +.float stat_game_starttime = _STAT(GAMESTARTTIME); .float stat_round_starttime; void W_Porto_Remove (entity p); @@ -419,7 +343,6 @@ void W_Porto_Remove (entity p); // Nexball .entity ballcarried; // Also used for keepaway -.float metertime; float g_nexball_meter_period; void SUB_DontUseTargets(); @@ -469,13 +392,12 @@ float client_cefc_accumulator; float client_cefc_accumulatortime; #endif -.float weapon_load[WEP_MAXCOUNT]; +.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; -.entity lastrocket; .float minelayer_mines; .float vortex_charge; .float vortex_charge_rottime; @@ -540,17 +462,17 @@ typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; string modname; .float missile_flags; -const int MIF_SPLASH = 2; -const int MIF_ARC = 4; -const int MIF_PROXY = 8; -const int MIF_GUIDED_MANUAL = 16; -const int MIF_GUIDED_HEAT = 32; -const int MIF_GUIDED_LASER = 64; -const int MIF_GUIDED_AI = 128; -const int MIF_GUIDED_TAG = 128; -#define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG) -#define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG) -#define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI) +const int MIF_SPLASH = BIT(1); +const int MIF_ARC = BIT(2); +const int MIF_PROXY = BIT(3); +const int MIF_GUIDED_MANUAL = BIT(4); +const int MIF_GUIDED_HEAT = BIT(5); +const int MIF_GUIDED_LASER = BIT(6); +const int MIF_GUIDED_AI = BIT(7); +const int MIF_GUIDED_TAG = BIT(7); +const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG; +const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG; +const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI; #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false) #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)