X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=1aa3059c8ad6a3a1e34043860c00ec30aa3166d9;hb=5893d23a96568e694cf057af156138dff9e7067e;hp=f8c5f1cfbb812c0fd48c7d2dbde6140b3f2d5f8e;hpb=2b728b9c59ef61318b7ca5a261cb7fa45d2143aa;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index f8c5f1cfb..1aa3059c8 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -2,6 +2,7 @@ #define SERVER_DEFS_H #include "../common/weapons/all.qh" +#include "../common/stats.qh" #define INDEPENDENT_ATTACK_FINISHED 1 @@ -20,7 +21,7 @@ // 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; @@ -53,8 +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; @@ -76,9 +75,9 @@ float server_is_dedicated; .float pain_frame; //" .float crouch; // Crouching or not? -.float strength_finished; -.float invincible_finished; -.float superweapons_finished; +.float strength_finished = _STAT(STRENGTH_FINISHED); +.float invincible_finished = _STAT(INVINCIBLE_FINISHED); +.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); .float cnt; // used in too many places .float count; @@ -92,14 +91,7 @@ float server_is_dedicated; .float fade_time; .float fade_rate; -// weapon animation vectors: -.vector anim_fire1; -.vector anim_fire2; -.vector anim_idle; -.vector anim_reload; - void() player_setupanimsformodel; -void setanim(entity e, vector anim, float looping, float override, float restart); .string mdl; @@ -150,19 +142,9 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .entity item_pickupsound_ent; .entity item_model_ent; -// definitions for weaponsystem -// more WEAPONTODO: move these to their proper files -.entity exteriorweaponentity; -.vector weaponentity_glowmod; - -//.int weapon; // current weapon -.int switchweapon; // weapon requested to switch to -.int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) -.string weaponname; // name of .weapon - // WEAPONTODO .float autoswitch; -float client_hasweapon(entity cl, float wpn, float andammo, float complain); +bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain); 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) @@ -170,13 +152,6 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire); .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think; -// weapon states (self.weaponentity.state) -const int WS_CLEAR = 0; // no weapon selected -const int WS_RAISE = 1; // raise frame -const int WS_DROP = 2; // deselecting frame -const int WS_INUSE = 3; // fire state -const int WS_READY = 4; // idle frame - // there is 2 weapon tics that can run in one server frame const int W_TICSPERFRAME = 2; @@ -213,8 +188,6 @@ float nJoinAllowed(entity ignore); float playerid_last; .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor -.vector spawnorigin; - .vector death_origin; .vector killer_origin; @@ -226,7 +199,7 @@ float default_weapon_alpha; .float cvar_cl_clippedspectating; .float cvar_cl_autoscreenshot; .float cvar_cl_jetpack_jump; -.float cvar_cl_movement_track_canjump; +.float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP); .float cvar_cl_newusekeysupported; .string cvar_g_xonoticversion; @@ -255,7 +228,8 @@ void FixClientCvars(entity e); // WEAPONTODO: remove this WepSet weaponsInMap; -.WepSet weaponsinmap; +#define weapons _STAT(WEAPONS) +#define weaponsinmap _STAT(WEAPONSINMAP) .float respawn_countdown; // next number to count @@ -268,7 +242,7 @@ 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).weapon, slot) +#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, PS(ent).m_weapon.m_id, slot) // assault game mode: Which team is attacking in this round? float assault_attacker_team; @@ -302,75 +276,6 @@ float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end) float next_pingtime; -// 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; @@ -386,7 +291,7 @@ bool independent_players; string clientstuff; .float phase; -.int pressedkeys; +.int pressedkeys = _STAT(PRESSED_KEYS); .string fog; @@ -396,8 +301,8 @@ 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_round_starttime; +.float stat_game_starttime = _STAT(GAMESTARTTIME); +.float stat_round_starttime = _STAT(ROUNDSTARTTIME); void W_Porto_Remove (entity p); @@ -405,7 +310,7 @@ void W_Porto_Remove (entity p); .string message2; -.float stat_allow_oldvortexbeam; +.bool stat_allow_oldvortexbeam = _STAT(ALLOW_OLDVORTEXBEAM); // reset to 0 on weapon switch // may be useful to all weapons @@ -418,7 +323,7 @@ float g_nexball_meter_period; void SUB_DontUseTargets(); void SUB_UseTargets(); -.void() reset; // if set, an entity is reset using this +.void(entity this) reset; // if set, an entity is reset using this .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) void ClientData_Touch(entity e); @@ -442,18 +347,18 @@ float servertime, serverprevtime, serverframetime; .float floodcontrol_voice; .float floodcontrol_voiceteam; -.float stat_shotorg; // networked stat for trueaim HUD +.float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD string matchid; -.float last_pickup; +.float last_pickup = _STAT(LAST_PICKUP); -.float hit_time; -.float typehit_time; +.float hit_time = _STAT(HIT_TIME); +.float typehit_time = _STAT(TYPEHIT_TIME); -.float damage_dealt_total; +.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL); -.float stat_leadlimit; +.float stat_leadlimit = _STAT(LEADLIMIT); bool radar_showennemies; @@ -464,15 +369,15 @@ float client_cefc_accumulatortime; .float weapon_load[Weapons_MAX]; .int ammo_none; // used by the reloading system, must always be 0 -.float clip_load; +.float clip_load = _STAT(WEAPON_CLIPLOAD); .float old_clip_load; -.float clip_size; +.float clip_size = _STAT(WEAPON_CLIPSIZE); -.float minelayer_mines; -.float vortex_charge; +.float minelayer_mines = _STAT(LAYED_MINES); +.float vortex_charge = _STAT(VORTEX_CHARGE); .float vortex_charge_rottime; -.float vortex_chargepool_ammo; -.float hagar_load; +.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL); +.float hagar_load = _STAT(HAGAR_LOAD); .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab @@ -512,8 +417,8 @@ const float ACTIVE_TOGGLE = 3; .float player_blocked; .float weapon_blocked; // weapon use disabled -.float frozen; // for freeze attacks -.float revive_progress; +.float frozen = _STAT(FROZEN); // for freeze attacks +.float revive_progress = _STAT(REVIVE_PROGRESS); .float revival_time; // time at which player was last revived .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) .entity iceblock; @@ -522,7 +427,7 @@ const float ACTIVE_TOGGLE = 3; .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. -.float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn +.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn void PlayerUseKey();