X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=5b67aeb39408d0fbcf1e8a49450761d05ff24c8a;hb=3cc1e9c4a52d70b4d7097a0a584cbb391570c6e2;hp=7124e4468f3f6cf82878c23ec71b251cad460760;hpb=3cfb64730d883ae9ccf0315f365da19345270890;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 7124e4468..5b67aeb39 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -1,7 +1,7 @@ #pragma once float warmup_limit; -#include +#include #include #define INDEPENDENT_ATTACK_FINISHED 1 @@ -12,20 +12,6 @@ float g_footsteps, g_grappling_hook, g_instagib; float g_warmup_allguns; float g_warmup_allow_timeout; float warmup_stage; -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; @@ -35,7 +21,7 @@ float player_count; float currentbots; float bots_would_leave; -void UpdateFrags(entity player, float f); +void UpdateFrags(entity player, int f); .float totalfrags; float team1_score, team2_score, team3_score, team4_score; @@ -55,7 +41,7 @@ float server_is_dedicated; .float inactive; // Clientwall disappears when inactive .float alpha_max, alpha_min; .float fade_start, fade_end, fade_vertical_offset; -.float default_solid; // Variable to store default self.solid for clientwalls +.float default_solid; // Variable to store default .solid for clientwalls .float pain_finished; //Added by Supajoe .float pain_frame; //" @@ -77,7 +63,7 @@ float server_is_dedicated; .float fade_time; .float fade_rate; -void() player_setupanimsformodel; +void player_setupanimsformodel(entity this); .string mdl; @@ -130,7 +116,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // WEAPONTODO .float autoswitch; -bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain); +bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, 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) @@ -155,7 +141,7 @@ float alreadychangedlevel; float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds .float spectatortime; //point in time since the client is spectating or observing -void checkSpectatorBlock(); +void checkSpectatorBlock(entity this); float game_completion_ratio; // 0 at start, 1 near end .float winning; @@ -179,7 +165,6 @@ bool nJoinAllowed(entity this, entity ignore); float default_player_alpha; float default_weapon_alpha; -.float() customizeentityforclient; .float cvar_cl_handicap; .float cvar_cl_clippedspectating; .float cvar_cl_autoscreenshot; @@ -225,7 +210,7 @@ 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, PS(ent).m_weapon.m_id, slot) +#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot) // assault game mode: Which team is attacking in this round? float assault_attacker_team; @@ -254,6 +239,8 @@ float lockteams; .float parm_idlesince; float sv_maxidle; float sv_maxidle_spectatorsareidle; +int sv_maxidle_slots; +bool sv_maxidle_slots_countbots; float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end); @@ -274,7 +261,7 @@ bool independent_players; string clientstuff; .float phase; -.int pressedkeys = _STAT(PRESSED_KEYS); +.int pressedkeys; .string fog; @@ -299,11 +286,11 @@ void W_Porto_Remove (entity p); .entity ballcarried; // Also used for keepaway float g_nexball_meter_period; -void SUB_DontUseTargets(); -void SUB_UseTargets(); +void SUB_DontUseTargets(entity this, entity actor, entity trigger); +void SUB_UseTargets(entity this, entity actor, entity trigger); .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(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) void ClientData_Touch(entity e); @@ -384,7 +371,7 @@ const float ACTIVE_IDLE = 2; const float ACTIVE_BUSY = 2; const float ACTIVE_TOGGLE = 3; .float active; -.void (float act_state) setactive; +.void (entity this, int act_state) setactive; .entity realowner; //float serverflags; @@ -394,7 +381,6 @@ const float ACTIVE_TOGGLE = 3; .float player_blocked; .float weapon_blocked; // weapon use disabled -.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) @@ -406,9 +392,9 @@ const float ACTIVE_TOGGLE = 3; .float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn -void PlayerUseKey(); +void PlayerUseKey(entity this); -USING(spawn_evalfunc_t, vector(entity player, entity spot, vector current)); +USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current)); .spawn_evalfunc_t spawn_evalfunc; string modname; @@ -430,7 +416,6 @@ const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI; #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false) #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false) - //// .entity player_stats; @@ -441,5 +426,49 @@ const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI; .string cvar_cl_physics; -.float init_for_player_needed; -.void(entity) init_for_player; +.void(entity this, entity player) init_for_player; + +IntrusiveList g_monsters; +STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); } + +IntrusiveList g_waypoints; +STATIC_INIT(g_waypoints) { g_waypoints = IL_NEW(); } + +IntrusiveList g_vehicles; +STATIC_INIT(g_vehicles) { g_vehicles = IL_NEW(); } + +IntrusiveList g_turrets; +STATIC_INIT(g_turrets) { g_turrets = IL_NEW(); } + +IntrusiveList g_mines; +STATIC_INIT(g_mines) { g_mines = IL_NEW(); } + +IntrusiveList g_projectiles; +STATIC_INIT(g_projectiles) { g_projectiles = IL_NEW(); } + +IntrusiveList g_items; +STATIC_INIT(g_items) { g_items = IL_NEW(); } + +IntrusiveList g_initforplayer; +STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); } + +IntrusiveList g_clones; +STATIC_INIT(g_clones) { g_clones = IL_NEW(); } + +IntrusiveList g_assault_destructibles; +STATIC_INIT(g_assault_destructibles) { g_assault_destructibles = IL_NEW(); } + +IntrusiveList g_assault_objectivedecreasers; +STATIC_INIT(g_assault_objectivedecreasers) { g_assault_objectivedecreasers = IL_NEW(); } + +IntrusiveList g_assault_objectives; +STATIC_INIT(g_assault_objectives) { g_assault_objectives = IL_NEW(); } + +IntrusiveList g_spawnpoints; +STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); } + +IntrusiveList g_bot_targets; +STATIC_INIT(g_bot_targets) { g_bot_targets = IL_NEW(); } + +IntrusiveList g_bot_dodge; +STATIC_INIT(g_bot_dodge) { g_bot_dodge = IL_NEW(); }