X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=ccb361ea6908d573a09c173dac06098d0341cefa;hb=905ec2fbd2b610eeb2591cdddbf71ce24b7bb3ab;hp=a6bd1552d2250d7c0a2ee1895173586b4f9ab81f;hpb=4ee2807b2d8f808928ef14b3e814945b3edb4350;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index a6bd1552d..ccb361ea6 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -47,8 +47,6 @@ 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 @@ -96,7 +94,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float dmgtime; .float killcount; -.float damage_dealt, typehitsound; +.float damage_dealt, typehitsound, killsound; .float watersound_finished; .float iscreature; @@ -116,7 +114,7 @@ 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) @@ -129,7 +127,6 @@ const int W_TICSPERFRAME = 2; void weapon_defaultspawnfunc(entity this, Weapon e); -float gameover; float intermission_running; float intermission_exittime; float alreadychangedlevel; @@ -160,7 +157,6 @@ 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; @@ -210,7 +206,7 @@ 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; @@ -261,7 +257,7 @@ bool independent_players; string clientstuff; .float phase; -.int pressedkeys = _STAT(PRESSED_KEYS); +.int pressedkeys; .string fog; @@ -321,6 +317,7 @@ 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); @@ -379,7 +376,6 @@ 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 revive_progress = _STAT(REVIVE_PROGRESS); .float revival_time; // time at which player was last revived @@ -418,15 +414,8 @@ const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI; //// -.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; IntrusiveList g_monsters; @@ -446,3 +435,33 @@ 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(); }