X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=4a7edc2b94a782fb900fa7554760c522b171d8ed;hb=2e4b6fcb1aec544934a31bd49bba5eeecaffbf86;hp=723b137a1366c54d7480eea6a8ee1523ced2ca1e;hpb=541c234fd442f5857209128fc7a907e406f4be03;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 723b137a1..4a7edc2b9 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -162,13 +162,12 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // 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, bool fire1, bool fire2); +void w_ready(Weapon thiswep, entity actor, bool fire1, bool fire2); // 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, bool fire1, bool fire2) weapon_think; // weapon states (self.weaponentity.state) @@ -262,7 +261,7 @@ WepSet weaponsInMap; float bot_waypoints_for_items; -.float attack_finished_for[WEP_MAXCOUNT]; +.float attack_finished_for[Weapons_MAX]; .float attack_finished_single; #ifdef INDEPENDENT_ATTACK_FINISHED #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST])) @@ -303,10 +302,6 @@ 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 \ @@ -351,6 +346,7 @@ ALLVOICEMSGS // _VOICEMSG(droppedflag) \ // _VOICEMSG(negative) \ // _VOICEMSG(seenenemy) \ +// /**/ string globalsound_fall; string globalsound_metalfall; @@ -469,7 +465,7 @@ 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;