X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=de445d2e18af4d8a6d0c680581aff0204d4e94a2;hb=73b5db7874a1916b8d2fff36ab49607314a925dc;hp=0d03d52cccc51322dda1a9b36699fd6cc21a8245;hpb=28931c8069eb1d283f01a26f31ad91d921294d9c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 0d03d52ccc..de445d2e18 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -13,10 +13,11 @@ noref float require_spawnfunc_prefix; // if this float exists, only functions wi #define BUTTON_USE buttonuse #define BUTTON_DRAG button8 #define BUTTON_ZOOMSCRIPT button9 +#define BUTTON_JETPACK button10 // Globals -float g_cloaked, g_footsteps, g_grappling_hook, g_minstagib; +float g_cloaked, g_footsteps, g_grappling_hook, g_instagib; float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; @@ -82,7 +83,6 @@ float server_is_dedicated; .float pain_finished; //Added by Supajoe .float pain_frame; //" -.float statdraintime; // record the one-second intervals between draining health and armour when they're over 100 .float crouch; // Crouching or not? .float strength_finished; @@ -138,8 +138,8 @@ void setanim(entity e, vector anim, float looping, float override, float restart //.float chasecam; .float damageforcescale; -#define MIN_DAMAGEEXTRARADIUS 2 -#define MAX_DAMAGEEXTRARADIUS 16 +const float MIN_DAMAGEEXTRARADIUS = 2; +const float MAX_DAMAGEEXTRARADIUS = 16; .float damageextraradius; //.float gravity; @@ -155,7 +155,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float dmgtime; .float killcount; -.float hitsound, typehitsound; +.float damage_dealt, typehitsound; .float watersound_finished; .float iscreature; @@ -196,12 +196,12 @@ void w_ready(); // weapon states (self.weaponentity.state) const float WS_CLEAR = 0; // no weapon selected const float WS_RAISE = 1; // raise frame -const float WS_DROP = 2; // deselecting frame +const float WS_DROP = 2; // deselecting frame const float WS_INUSE = 3; // fire state const float WS_READY = 4; // idle frame // there is 2 weapon tics that can run in one server frame -#define W_TICSPERFRAME 2 +const float W_TICSPERFRAME = 2; void weapon_defaultspawnfunc(float wpn); @@ -261,6 +261,7 @@ float default_weapon_alpha; .float cvar_cl_handicap; .float cvar_cl_clippedspectating; .float cvar_cl_autoscreenshot; +.float cvar_cl_jetpack_jump; .float cvar_cl_movement_track_canjump; .float cvar_cl_newusekeysupported; @@ -278,7 +279,7 @@ float default_weapon_alpha; .float version_nagtime; -#define NUM_JUMPPADSUSED 3 +const float NUM_JUMPPADSUSED = 3; .float jumppadcount; .entity jumppadsused[NUM_JUMPPADSUSED]; @@ -349,7 +350,6 @@ float next_pingtime; _VOICEMSG(death) \ _VOICEMSG(drown) \ _VOICEMSG(fall) \ - _VOICEMSG(fall) \ _VOICEMSG(falling) \ _VOICEMSG(gasp) \ _VOICEMSG(jump) \ @@ -394,12 +394,12 @@ string globalsound_metalfall; string globalsound_step; string globalsound_metalstep; -#define VOICETYPE_PLAYERSOUND 10 -#define VOICETYPE_TEAMRADIO 11 -#define VOICETYPE_LASTATTACKER 12 -#define VOICETYPE_LASTATTACKER_ONLY 13 -#define VOICETYPE_AUTOTAUNT 14 -#define VOICETYPE_TAUNT 15 +const float VOICETYPE_PLAYERSOUND = 10; +const float VOICETYPE_TEAMRADIO = 11; +const float VOICETYPE_LASTATTACKER = 12; +const float VOICETYPE_LASTATTACKER_ONLY = 13; +const float VOICETYPE_AUTOTAUNT = 14; +const float VOICETYPE_TAUNT = 15; void PrecachePlayerSounds(string f); void PrecacheGlobalSound(string samplestring); @@ -449,11 +449,11 @@ float round_starttime; //point in time when the countdown to round start is over void W_Porto_Remove (entity p); -.float projectiledeathtype; +.int projectiledeathtype; .string message2; -.float stat_allow_oldnexbeam; +.float stat_allow_oldvortexbeam; // reset to 0 on weapon switch // may be useful to all weapons @@ -488,8 +488,6 @@ void ClientData_Touch(entity e); float servertime, serverprevtime, serverframetime; -.entity soundentity; - .float ammo_fuel; .vector prevorigin; @@ -512,6 +510,8 @@ string matchid; .float hit_time; .float typehit_time; +.float damage_dealt_total; + .float stat_leadlimit; float radar_showennemies; @@ -556,11 +556,11 @@ string deathmessage; .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 +const float ACTIVE_NOT = 0; +const float ACTIVE_ACTIVE = 1; +const float ACTIVE_IDLE = 2; +const float ACTIVE_BUSY = 2; +const float ACTIVE_TOGGLE = 3; .float active; .void (float act_state) setactive; .entity realowner; @@ -570,6 +570,7 @@ float serverflags; .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; // for freeze attacks .float revive_progress; @@ -593,18 +594,27 @@ typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; string modname; .float missile_flags; -#define MIF_SPLASH 2 -#define MIF_ARC 4 -#define MIF_PROXY 8 -#define MIF_GUIDED_MANUAL 16 -#define MIF_GUIDED_HEAT 32 -#define MIF_GUIDED_LASER 64 -#define MIF_GUIDED_AI 128 -#define MIF_GUIDED_TAG 128 +const int MIF_SPLASH = 2; +const int MIF_ARC = 4; +const int MIF_PROXY = 8; +const int MIF_GUIDED_MANUAL = 16; +const int MIF_GUIDED_HEAT = 32; +const int MIF_GUIDED_LASER = 64; +const int MIF_GUIDED_AI = 128; +const int MIF_GUIDED_TAG = 128; #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG) #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG) #define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI) -#define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE) -#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) +#define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false) +#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;