X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=47a72d904a48145139648a28de27725a77038d02;hb=5f5505ba20abda2ac0d8eec592d6082846a49b19;hp=bb44cd4a20132a6a096df79a0deabdc4444577f1;hpb=24f6d013a268851d6584e3f76ac0c0308f737b6f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index bb44cd4a2..47a72d904 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -27,12 +27,14 @@ float g_ctf_reverse; float g_race_qualifying; float inWarmupStage; 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; @@ -89,9 +91,8 @@ float maxclients; .float crouch; // Crouching or not? .float strength_finished; -//.float speed_finished; .float invincible_finished; -//.float slowmo_finished; +.float superweapons_finished; .vector finaldest, finalangle; //plat.qc stuff .void() think1; @@ -104,8 +105,8 @@ float maxclients; //.float cnt2; .float play_time; +.float respawn_time; .float death_time; -.float dead_frame; .float fade_time; .float fade_rate; @@ -140,8 +141,8 @@ float maxclients; .vector anim_runbackwards; // player running backward .vector anim_strafeleft; // player shuffling left quickly .vector anim_straferight; // player shuffling right quickly -.vector anim_dead1; // player dead (must be identical to last frame of die1) -.vector anim_dead2; // player dead (must be identical to last frame of die2) +//.vector anim_dead1; // player dead (must be identical to last frame of die1) +//.vector anim_dead2; // player dead (must be identical to last frame of die2) .vector anim_forwardright; // player running forward and right .vector anim_forwardleft; // player running forward and left .vector anim_backright; // player running backward and right @@ -177,6 +178,9 @@ void setanim(entity e, vector anim, float looping, float override, float restart //.float chasecam; .float damageforcescale; +#define MIN_DAMAGEEXTRARADIUS 2 +#define MAX_DAMAGEEXTRARADIUS 16 +.float damageextraradius; //.float gravity; @@ -261,9 +265,6 @@ float alreadychangedlevel; .float version; -// minstagib vars -.float jump_interval; // laser refire - //swamp .float in_swamp; // bool .entity swampslug; // Uses this to release from swamp ("untouch" fix) @@ -279,7 +280,7 @@ void checkSpectatorBlock(); .float jointime; // time of joining .float alivetime; // time of being alive -float nJoinAllowed(float includeMe); +float nJoinAllowed(entity ignore); #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity." .float spawnshieldtime; @@ -341,7 +342,6 @@ string gamemode_name; float startitem_failed; void DropFlag(entity flag, entity penalty_receiver, entity attacker); -void DropBall(entity ball, vector org, vector vel); void DropAllRunes(entity pl); @@ -349,13 +349,13 @@ typedef .float floatfield; floatfield Item_CounterField(float it); float W_AmmoItemCode(float wpn); -float W_WeaponBit(float wpn); string W_Name(float weaponid); +string W_Apply_Weaponreplace(string in); void FixIntermissionClient(entity e); void FixClientCvars(entity e); -float weaponsInMap; +WEPSET_DECLARE_A(weaponsInMap); .float respawn_countdown; // next number to count @@ -490,7 +490,6 @@ float independent_players; string clientstuff; .float phase; -.float weapons; .float pressedkeys; .float porto_forbidden; @@ -544,7 +543,7 @@ void SUB_UseTargets(); void ClientData_Touch(entity e); -vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons +//vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons .float wasplayer; @@ -641,6 +640,8 @@ float serverflags; .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator +.float player_blocked; + .float freezetag_frozen; .float freezetag_revive_progress; @@ -651,3 +652,7 @@ void PlayerUseKey(); typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; .spawn_evalfunc_t spawn_evalfunc; + +.entity conveyor; + +string modname;