X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=b52649a34ead3389310bb9ef544b4c3e4e1bc3d2;hb=57f6fd4b4bbd3fbe8180a1cf80c4e81ecaff2e61;hp=3aed06ee41a22b66d9cb69e1357628e91c90d480;hpb=5a95a7be13adcf53cc5aedb89ac41c5416fb4304;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 3aed06ee4..b52649a34 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -50,7 +50,7 @@ float server_is_dedicated; .float pain_frame; //" .float crouch; // Crouching or not? -.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); +const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); .float cnt; // used in too many places .float count; @@ -168,6 +168,9 @@ float default_weapon_alpha; .float cvar_cl_jetpack_jump; .float cvar_cl_movement_track_canjump; .float cvar_cl_newusekeysupported; +.float cvar_cl_cts_noautoswitch; +.bool cvar_cl_weapon_switch_reload; +.bool cvar_cl_weapon_switch_fallback_to_impulse; .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; @@ -201,10 +204,7 @@ 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.(weaponentity).m_weapon.m_id, slot) - -// assault game mode: Which team is attacking in this round? -float assault_attacker_team; +#define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w)) // speedrun: when 1, player auto teleports back when capture timeout happens .float speedrunning; @@ -219,9 +219,6 @@ 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; - .bool canteamdamage; void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force); @@ -247,7 +244,7 @@ int autocvar__independent_players; bool independent_players; #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players) #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER) -#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID)) +#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME)) string clientstuff; .float phase; @@ -301,11 +298,6 @@ string matchid; bool radar_showennemies; -#ifdef PROFILING -float client_cefc_accumulator; -float client_cefc_accumulatortime; -#endif - .float weapon_load[Weapons_MAX]; .int ammo_none; // used by the reloading system, must always be 0 .int clip_load; @@ -343,6 +335,11 @@ string deathmessage; .float ballistics_density; // wall piercing factor, larger = bullet can pass through more +//const int FROZEN_NOT = 0; +const int FROZEN_NORMAL = 1; +const int FROZEN_TEMP_REVIVING = 2; +const int FROZEN_TEMP_DYING = 3; + const int ACTIVE_NOT = 0; const int ACTIVE_ACTIVE = 1; const int ACTIVE_IDLE = 2; @@ -354,8 +351,6 @@ const int ACTIVE_TOGGLE = 3; //float serverflags; -.int team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator - .bool player_blocked; .float revival_time; // time at which player was last revived @@ -367,8 +362,6 @@ const int ACTIVE_TOGGLE = 3; .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. -.int killindicator_teamchange; - void PlayerUseKey(entity this); USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));