X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=d1d86ed79a19703ceb266b0f5d8bf40e6836d7d2;hb=7a05dc86c2d0cd8e44eba58c42d3cd0093ca419e;hp=fec2a0976f196e2f1e29c154b1f86587f57057b9;hpb=7478ee65e419e5cbd39978693820f451ad3c0754;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index fec2a0976..d1d86ed79 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -221,17 +221,8 @@ float WS_DROP = 2; // deselecting frame float WS_INUSE = 3; // fire state float WS_READY = 4; // idle frame -// weapon requests -float WR_SETUP = 1; // setup weapon data -float WR_THINK = 2; // logic to run every frame -float WR_CHECKAMMO1 = 3; // checks ammo for weapon -float WR_CHECKAMMO2 = 4; // checks ammo for weapon -float WR_AIM = 5; // runs bot aiming code for this weapon -float WR_PRECACHE = 6; // precaches models/sounds used by this weapon -float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details) -float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone -float WR_RELOAD = 9; // does not need to do anything -float WR_RESETPLAYER = 10; // does not need to do anything +// there is 2 weapon tics that can run in one server frame +#define W_TICSPERFRAME 2 void weapon_defaultspawnfunc(float wpn); @@ -306,6 +297,7 @@ string getTimeoutText(float addOneSecond); .entity flagcarried; .entity lastrocket; +.entity lastmine; .float playerid; float playerid_last; @@ -448,6 +440,7 @@ float next_pingtime; // TODO implemented fall and falling #define ALLPLAYERSOUNDS \ _VOICEMSG(death) \ + _VOICEMSG(fall) \ _VOICEMSG(drown) \ _VOICEMSG(gasp) \ _VOICEMSG(jump) \ @@ -536,6 +529,7 @@ float game_starttime; //point in time when the countdown is over .float stat_sv_airaccel_qw; .float stat_sv_airstrafeaccel_qw; +.float stat_sv_airspeedlimit_nonqw; void W_Porto_Remove (entity p); @@ -646,3 +640,14 @@ string deathmessage; .float selectweapon; // last selected weapon of the player .float ballistics_density; // wall piercing factor, larger = bullet can pass through more + +#define ACTIVE_NOT 0 +#define ACTIVE_ACTIVE 1 +#define ACTIVE_IDLE 2 +#define ACTIVE_BUSY 2 +#define ACTIVE_TOGGLE 3 +.float active; +.float (float act_state) setactive; +.entity realowner; + +.float nex_charge;