X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=7ddea9f5ea8f4bd52b60dbf3997003d0e3fc2b44;hb=4d5d98ff5cae4de214e4f8cf53cc8de249de9359;hp=9c2dc4064097acbd97f5cc0ffb6260b3a89c57c4;hpb=1cbef966e133966c5b5f0f5b58fbd1a5851ed35b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 9c2dc4064..7ddea9f5e 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -1,45 +1,16 @@ -#ifndef SERVER_DEFS_H -#define SERVER_DEFS_H +#pragma once -#include "../common/weapons/all.qh" -#include "../common/stats.qh" +#include +#include #define INDEPENDENT_ATTACK_FINISHED 1 -#define BUTTON_ATCK button0 -#define BUTTON_JUMP button2 -#define BUTTON_ATCK2 button3 -#define BUTTON_ZOOM button4 -#define BUTTON_CROUCH button5 -#define BUTTON_HOOK button6 -#define BUTTON_INFO button7 -#define BUTTON_CHAT buttonchat -#define BUTTON_USE buttonuse -#define BUTTON_DRAG button8 -#define BUTTON_ZOOMSCRIPT button9 -#define BUTTON_JETPACK button10 - // Globals float g_footsteps, g_grappling_hook, g_instagib; -float g_warmup_limit; 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; @@ -49,7 +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; @@ -59,7 +30,7 @@ float server_is_dedicated; // Fields -.void(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage; +.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage; //.string wad; //.string map; @@ -69,21 +40,18 @@ 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; //" .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; @@ -91,14 +59,7 @@ float server_is_dedicated; .float fade_time; .float fade_rate; -// weapon animation vectors: -.vector anim_fire1; -.vector anim_fire2; -.vector anim_idle; -.vector anim_reload; - -void() player_setupanimsformodel; -void setanim(entity e, vector anim, float looping, float override, float restart); +void player_setupanimsformodel(entity this); .string mdl; @@ -110,6 +71,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float scheduledrespawntime; .float respawntime; .float respawntimejitter; +.float respawntimestart; //.float chasecam; .float damageforcescale; @@ -122,7 +84,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float dmg; // for railgun damage (hitting multiple enemies) -.float railgunhit; +.bool railgunhit; .float railgunhitsolidbackup; .vector railgunhitloc; @@ -130,13 +92,12 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float dmgtime; .float killcount; -.float damage_dealt, typehitsound; +.float damage_dealt, typehitsound, killsound; .float watersound_finished; .float iscreature; .float damagedbycontents; .float damagedbytriggers; -.float pushable; .float teleportable; .vector oldvelocity; @@ -149,19 +110,9 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .entity item_pickupsound_ent; .entity item_model_ent; -// definitions for weaponsystem -// more WEAPONTODO: move these to their proper files -.entity exteriorweaponentity; -.vector weaponentity_glowmod; - -//.int weapon; // current weapon -.int switchweapon = _STAT(SWITCHWEAPON); -.int switchingweapon = _STAT(SWITCHINGWEAPON); // weapon currently being switched to (is copied from switchweapon once switch is possible) -.string weaponname; // name of .weapon - // WEAPONTODO .float autoswitch; -float client_hasweapon(entity cl, float wpn, float andammo, float 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) @@ -169,39 +120,30 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire); .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think; -// weapon states (self.weaponentity.state) -const int WS_CLEAR = 0; // no weapon selected -const int WS_RAISE = 1; // raise frame -const int WS_DROP = 2; // deselecting frame -const int WS_INUSE = 3; // fire state -const int WS_READY = 4; // idle frame - // there is 2 weapon tics that can run in one server frame 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; 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; -.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 -float nJoinAllowed(entity ignore); +bool nJoinAllowed(entity this, entity ignore); .float spawnshieldtime; .float item_spawnshieldtime; @@ -209,29 +151,23 @@ float nJoinAllowed(entity ignore); .entity flagcarried; .int playerid; -float playerid_last; .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor -.vector spawnorigin; - .vector death_origin; -.vector killer_origin; float default_player_alpha; float default_weapon_alpha; -.float() customizeentityforclient; .float cvar_cl_handicap; .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; .string cvar_cl_weaponpriority; .string cvar_cl_weaponpriorities[10]; -.float cvar_cl_gunalign; .float cvar_cl_noantilag; .string weaponorder_byimpulse; @@ -240,8 +176,6 @@ float default_weapon_alpha; .float cvar_cl_allow_uidtracking; .string stored_netname; -.float version_nagtime; - string gamemode_name; float startitem_failed; @@ -252,10 +186,9 @@ void FixIntermissionClient(entity e); void FixClientCvars(entity e); // WEAPONTODO: remove this -WepSet weaponsInMap; +//WepSet weaponsInMap; #define weapons _STAT(WEAPONS) -#define weaponsinmap _STAT(WEAPONSINMAP) .float respawn_countdown; // next number to count @@ -268,7 +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, (ent).weapon, 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; @@ -282,21 +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); @@ -307,8 +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) @@ -317,7 +248,7 @@ bool independent_players; string clientstuff; .float phase; -.int pressedkeys = _STAT(PRESSED_KEYS); +.int pressedkeys; .string fog; @@ -325,10 +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 stat_game_starttime = _STAT(GAMESTARTTIME); -.float stat_round_starttime = _STAT(ROUNDSTARTTIME); +//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); @@ -336,34 +265,29 @@ void W_Porto_Remove (entity p); .string message2; -.bool stat_allow_oldvortexbeam = _STAT(ALLOW_OLDVORTEXBEAM); - // reset to 0 on weapon switch // may be useful to all weapons .float bulletcounter; // Nexball -.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); //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; @@ -381,11 +305,10 @@ 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); -.float stat_leadlimit = _STAT(LEADLIMIT); - bool radar_showennemies; #ifdef PROFILING @@ -420,7 +343,7 @@ float client_cefc_accumulatortime; string deathmessage; -.float just_joined; +.bool just_joined; .float cvar_cl_weaponimpulsemode; .float selectweapon; // last selected weapon of the player @@ -433,7 +356,7 @@ 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; @@ -441,9 +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) @@ -455,9 +376,11 @@ const float ACTIVE_TOGGLE = 3; .float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn -void PlayerUseKey(); +.int killindicator_teamchange; + +void PlayerUseKey(entity this); -typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; +USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current)); .spawn_evalfunc_t spawn_evalfunc; string modname; @@ -479,18 +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; -.float init_for_player_needed; -.void(entity) init_for_player; +.void(entity this, entity player) init_for_player; -#endif +.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(); }