X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=7ddea9f5ea8f4bd52b60dbf3997003d0e3fc2b44;hb=4d5d98ff5cae4de214e4f8cf53cc8de249de9359;hp=8eea0dc203d189b4e4007dfbe8f51a23ea63ba27;hpb=fc15d72b041c9a748b605ba28735380fbe5b5b01;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 8eea0dc20..7ddea9f5e 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -1,7 +1,6 @@ #pragma once -float warmup_limit; -#include +#include #include #define INDEPENDENT_ATTACK_FINISHED 1 @@ -12,20 +11,6 @@ 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 +20,7 @@ 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; @@ -61,15 +46,12 @@ float server_is_dedicated; .float pain_frame; //" .float crouch; // Crouching or not? -.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; //.float cnt2; -.float play_time; .int respawn_flags; .float respawn_time; .float respawn_time_max; @@ -102,7 +84,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float dmg; // for railgun damage (hitting multiple enemies) -.float railgunhit; +.bool railgunhit; .float railgunhitsolidbackup; .vector railgunhitloc; @@ -110,7 +92,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float dmgtime; .float killcount; -.float damage_dealt, typehitsound; +.float damage_dealt, typehitsound, killsound; .float watersound_finished; .float iscreature; @@ -130,7 +112,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // WEAPONTODO .float autoswitch; -bool client_hasweapon(entity this, 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) @@ -143,13 +125,10 @@ const int W_TICSPERFRAME = 2; void weapon_defaultspawnfunc(entity this, Weapon e); -float gameover; float intermission_running; float intermission_exittime; float alreadychangedlevel; -.float version; - // footstep interval .float nextstep; @@ -159,7 +138,8 @@ void checkSpectatorBlock(entity this); float game_completion_ratio; // 0 at start, 1 near end .float winning; -.float jointime; // time of joining +.float jointime; // time of connecting +.float startplaytime; // time of switching from spectator to player .float alivetime; // time of being alive .float motd_actived_time; // used for both motd and campaign_message @@ -174,7 +154,6 @@ bool nJoinAllowed(entity this, entity ignore); .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor .vector death_origin; -.vector killer_origin; float default_player_alpha; float default_weapon_alpha; @@ -183,7 +162,7 @@ float default_weapon_alpha; .float cvar_cl_clippedspectating; .float cvar_cl_autoscreenshot; .float cvar_cl_jetpack_jump; -.float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP); +.float cvar_cl_movement_track_canjump; .float cvar_cl_newusekeysupported; .string cvar_g_xonoticversion; @@ -197,8 +176,6 @@ float default_weapon_alpha; .float cvar_cl_allow_uidtracking; .string stored_netname; -.float version_nagtime; - string gamemode_name; float startitem_failed; @@ -209,7 +186,7 @@ void FixIntermissionClient(entity e); void FixClientCvars(entity e); // WEAPONTODO: remove this -WepSet weaponsInMap; +//WepSet weaponsInMap; #define weapons _STAT(WEAPONS) @@ -224,7 +201,7 @@ 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; @@ -238,21 +215,21 @@ float TemporaryDB; .float team_saved; -float some_spawn_has_been_used; -float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found -float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team" +bool some_spawn_has_been_used; +int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found +int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it has no spawns; team 0 is the "no-team" // set when showing a kill countdown .entity killindicator; -.float killindicator_teamchange; void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); 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); @@ -263,8 +240,6 @@ float next_pingtime; .float cvar_cl_voice_directional; .float cvar_cl_voice_directional_taunt_attenuation; -.float version_mismatch; - int autocvar__independent_players; bool independent_players; #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players) @@ -273,7 +248,7 @@ bool independent_players; string clientstuff; .float phase; -.int pressedkeys = _STAT(PRESSED_KEYS); +.int pressedkeys; .string fog; @@ -281,8 +256,8 @@ string cvar_changes; string cvar_purechanges; 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 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 void W_Porto_Remove (entity p); @@ -295,7 +270,6 @@ void W_Porto_Remove (entity p); .float bulletcounter; // Nexball -.entity ballcarried; // Also used for keepaway float g_nexball_meter_period; void SUB_DontUseTargets(entity this, entity actor, entity trigger); @@ -308,14 +282,12 @@ void ClientData_Touch(entity e); //vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons -.float wasplayer; +.bool wasplayer; float servertime, serverprevtime, serverframetime; .float ammo_fuel; -.vector prevorigin; - //flood fields .float nickspamtime; // time of last nick change .float nickspamcount; @@ -333,6 +305,7 @@ string matchid; .float hit_time = _STAT(HIT_TIME); .float typehit_time = _STAT(TYPEHIT_TIME); +.float kill_time = _STAT(KILL_TIME); .float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL); @@ -391,9 +364,7 @@ const float ACTIVE_TOGGLE = 3; .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 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) @@ -405,6 +376,8 @@ const float ACTIVE_TOGGLE = 3; .float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn +.int killindicator_teamchange; + void PlayerUseKey(entity this); USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current)); @@ -429,16 +402,76 @@ 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; -//.float playerid; -.string playernick; -.float elos; -.float ranks; - .string cvar_cl_physics; -.bool init_for_player_needed; .void(entity this, entity player) init_for_player; + +.WepSet dual_weapons; + +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(); } + +IntrusiveList g_damagedbycontents; +STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); } + +IntrusiveList g_railgunhit; +STATIC_INIT(g_railgunhit) { g_railgunhit = IL_NEW(); } + +IntrusiveList g_ladders; +STATIC_INIT(g_ladders) { g_ladders = IL_NEW(); } + +IntrusiveList g_locations; +STATIC_INIT(g_locations) { g_locations = IL_NEW(); } + +IntrusiveList g_saved_team; +STATIC_INIT(g_saved_team) { g_saved_team = IL_NEW(); } + +IntrusiveList g_monster_targets; +STATIC_INIT(g_monster_targets) { g_monster_targets = IL_NEW(); } + +IntrusiveList g_pathlib_nodes; +STATIC_INIT(g_pathlib_nodes) { g_pathlib_nodes = IL_NEW(); }