X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=5be04141dfce6b62dfc424369323fb7803bd8448;hb=3dbc0b5b9ab0f255ec91b8670aeb7cd62218f873;hp=5e7c83cf2378db7e02c47b428e6c97afe0138164;hpb=4bac00fdbd1726c76efffcada6253259762f83c6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 5e7c83cf2..5be04141d 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -221,22 +221,12 @@ float WS_DROP = 2; // deselecting frame float WS_INUSE = 3; // fire state float WS_READY = 4; // idle frame -// weapon requests -float WR_SETUP = 1; // setup weapon data -float WR_THINK = 2; // logic to run every frame -float WR_CHECKAMMO1 = 3; // checks ammo for weapon -float WR_CHECKAMMO2 = 4; // checks ammo for weapon -float WR_AIM = 5; // runs bot aiming code for this weapon -float WR_PRECACHE = 6; // precaches models/sounds used by this weapon -float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details) -float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone -float WR_RELOAD = 9; // does not need to do anything -float WR_RESETPLAYER = 10; // does not need to do anything +// there is 2 weapon tics that can run in one server frame +#define W_TICSPERFRAME 2 void weapon_defaultspawnfunc(float wpn); string w_deathtypestring; -float w_deathtype; void(entity client, string s) centerprint_builtin = #73; .vector dest1, dest2; @@ -337,6 +327,8 @@ float sv_loddistance2; .float cvar_cl_gunalign; .float cvar_cl_noantilag; +.string weaponorder_byimpulse; + void Announce(string snd); void AnnounceTo(entity e, string snd); @@ -448,6 +440,7 @@ float next_pingtime; // TODO implemented fall and falling #define ALLPLAYERSOUNDS \ _VOICEMSG(death) \ + _VOICEMSG(fall) \ _VOICEMSG(drown) \ _VOICEMSG(gasp) \ _VOICEMSG(jump) \ @@ -501,7 +494,7 @@ string globalsound_metalstep; void PrecachePlayerSounds(string f); void PrecacheGlobalSound(string samplestring); -void UpdatePlayerSounds(string filename); +void UpdatePlayerSounds(); void ClearPlayerSounds(); void PlayerSound(.string samplefield, float channel, float voicetype); void GlobalSound(string samplestring, float channel, float voicetype); @@ -534,6 +527,10 @@ string cvar_changes; float game_starttime; //point in time when the countdown is over .float stat_game_starttime; +.float stat_sv_airaccel_qw; +.float stat_sv_airstrafeaccel_qw; +.float stat_sv_airspeedlimit_nonqw; + void W_Porto_Remove (entity p); .float projectiledeathtype; @@ -641,3 +638,18 @@ string deathmessage; .float cvar_cl_weaponimpulsemode; .float selectweapon; // last selected weapon of the player + +.float ballistics_density; // wall piercing factor, larger = bullet can pass through more + +#define ACTIVE_NOT 0 +#define ACTIVE_ACTIVE 1 +#define ACTIVE_IDLE 2 +#define ACTIVE_BUSY 2 +#define ACTIVE_TOGGLE 3 +.float active; +.float (float act_state) setactive; +.entity realowner; + +.float nex_charge; + +float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)