X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=b84d03164d312d8c2b3b410bb8c86a602bb1fca0;hb=41cbc0d6fcf16784de3e7150582b0401659b51da;hp=e42dfe086ce50d67f8082d64867af7992c491cc6;hpb=585387cb47119277a6c3edfeea4a9bcff17481f8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index e42dfe086..b84d03164 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -128,7 +128,7 @@ float maxclients; .vector anim_die1; // player dies .vector anim_die2; // player dies differently .vector anim_draw; // player pulls out a weapon -.vector anim_duck; // player crouches (from idle to duckidle) +// .vector anim_duck; // player crouches (from idle to duckidle) .vector anim_duckwalk; // player walking while crouching .vector anim_duckjump; // player jumping from a crouch .vector anim_duckidle; // player idling while crouching @@ -149,7 +149,6 @@ float maxclients; .vector anim_backright; // player running backward and right .vector anim_backleft; // player running back and left .vector anim_melee; // player doing the melee action -.vector anim_fly; // player animation played after jump, if player is still in air. Also if falling from a ledge // weapon animation vectors: .vector anim_fire1; @@ -190,6 +189,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float watersound_finished; .float iscreature; +.float damagedbycontents; .vector oldvelocity; .float pauseregen_finished; @@ -203,7 +203,12 @@ void setanim(entity e, vector anim, float looping, float override, float restart .entity weaponentity; .entity exteriorweaponentity; .vector weaponentity_glowmod; -.float switchweapon; + +//.float weapon; // current weapon +.float switchweapon; // weapon requested to switch to +.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) +.string weaponname; // name of .weapon + .float autoswitch; float weapon_action(float wpn, float wrequest); float client_hasweapon(entity cl, float wpn, float andammo, float complain); @@ -211,7 +216,6 @@ void w_clear(); void w_ready(); // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) .float weapon_nextthink; -.float weapon_forbidchange; .void() weapon_think; //float PLAYER_WEAPONSELECTION_DELAY = ); @@ -242,6 +246,12 @@ float alreadychangedlevel; .float runes; +// Keys player is holding +.float itemkeys; +// message delay for func_door locked by keys and key locks +// this field is used on player entities +.float key_door_messagetime; + .float version; @@ -310,6 +320,11 @@ float default_weapon_alpha; .float() customizeentityforclient; .float cvar_cl_handicap; .float cvar_cl_playerdetailreduction; +.float cvar_cl_clippedspectating; +.float cvar_cl_autoscreenshot; +.float cvar_cl_movement_track_canjump; +.float cvar_cl_newusekeysupported; + .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; .string cvar_cl_weaponpriorities[10]; @@ -384,9 +399,6 @@ float assault_attacker_team; // speedrun: when 1, player auto teleports back when capture timeout happens .float speedrunning; -// Q3 support -float q3acompat_machineshotgunswap; - // database float ServerProgsDB; float TemporaryDB; @@ -409,7 +421,6 @@ float lockteams; float sv_maxidle; float sv_maxidle_spectatorsareidle; -float sv_pogostick; float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end); float next_pingtime; @@ -495,6 +506,7 @@ float GetPlayerSoundSampleField_notFound; .float version_mismatch; float 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)) // we're using + here instead of , because fteqcc sucks @@ -657,3 +669,4 @@ float serverflags; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. void PlayerUseKey(); +