X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=f24cf2a4db018c1b1f777b6fa67aad930fb96705;hb=af65d6be57cc21d4609edd764fe413d8742a3fdc;hp=6b39cdb4c4f40ebbdaa0c5167c8b60d1816e7a9f;hpb=f127db4521b7fbed9bac9ff56ac1731b51f5a6c3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 6b39cdb4c..f24cf2a4d 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -18,12 +18,10 @@ noref float require_spawnfunc_prefix; // if this float exists, only functions wi float ctf_score_value(string parameter); -float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts, g_freezetag, g_keepaway; float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss; float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; -float g_ctf_win_mode; float g_ctf_ignore_frags; float g_ctf_reverse; float g_race_qualifying; @@ -106,8 +104,8 @@ float maxclients; //.float cnt2; .float play_time; +.float respawn_time; .float death_time; -.float dead_frame; .float fade_time; .float fade_rate; @@ -130,7 +128,6 @@ float maxclients; .vector anim_draw; // player pulls out a weapon // .vector anim_duck; // player crouches (from idle to duckidle) .vector anim_duckwalk; // player walking while crouching -.vector anim_duckwalkbackwards; // player walking while crouching .vector anim_duckjump; // player jumping from a crouch .vector anim_duckidle; // player idling while crouching .vector anim_idle; // player standing @@ -143,13 +140,21 @@ float maxclients; .vector anim_runbackwards; // player running backward .vector anim_strafeleft; // player shuffling left quickly .vector anim_straferight; // player shuffling right quickly -.vector anim_dead1; // player dead (must be identical to last frame of die1) -.vector anim_dead2; // player dead (must be identical to last frame of die2) +//.vector anim_dead1; // player dead (must be identical to last frame of die1) +//.vector anim_dead2; // player dead (must be identical to last frame of die2) .vector anim_forwardright; // player running forward and right .vector anim_forwardleft; // player running forward and left .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_duck; // player doing the melee action +.vector anim_duckwalkbackwards; +.vector anim_duckwalkstrafeleft; +.vector anim_duckwalkstraferight; +.vector anim_duckwalkforwardright; +.vector anim_duckwalkforwardleft; +.vector anim_duckwalkbackright; +.vector anim_duckwalkbackleft; // weapon animation vectors: .vector anim_fire1; @@ -172,6 +177,9 @@ void setanim(entity e, vector anim, float looping, float override, float restart //.float chasecam; .float damageforcescale; +#define MIN_DAMAGEEXTRARADIUS 2 +#define MAX_DAMAGEEXTRARADIUS 16 +.float damageextraradius; //.float gravity; @@ -256,9 +264,6 @@ float alreadychangedlevel; .float version; -// minstagib vars -.float jump_interval; // laser refire - //swamp .float in_swamp; // bool .entity swampslug; // Uses this to release from swamp ("untouch" fix) @@ -266,11 +271,6 @@ float alreadychangedlevel; // footstep interval .float nextstep; -.float ready; -#define RESTART_COUNTDOWN 10 -float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed -entity restartTimer; -void restartTimer_Think(); float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds .float spectatortime; //point in time since the client is spectating or observing void checkSpectatorBlock(); @@ -282,21 +282,6 @@ void checkSpectatorBlock(); float nJoinAllowed(float includeMe); #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity." -//sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE) -#define TIMEOUT_SLOWMO_VALUE 0.0001 -float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate -float remainingTimeoutTime; // contains the time in seconds that the active timeout has left -float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts) -float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2) -.float allowedTimeouts; // contains the number of allowed timeouts for each player -entity timeoutInitiator; // contains the entity of the player who started the last timeout -float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily -.vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed -entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds -void timeoutHandler_Think(); -void evaluateTimeout(); -void evaluateTimein(); - .float spawnshieldtime; .float lms_nextcheck; @@ -656,6 +641,8 @@ 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 blocked; + .float freezetag_frozen; .float freezetag_revive_progress; @@ -666,3 +653,5 @@ void PlayerUseKey(); typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; .spawn_evalfunc_t spawn_evalfunc; + +.entity conveyor;