X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fplayer.qh;h=c22ea86463e3b10d46d6727fd83dd53e29d58a9b;hb=170e3b9ac96f66ea58e6fb7d26057323f75b74fe;hp=514b34726c2edf295dc9c79e00bfca8f6dbc5f00;hpb=b9998b31fc75c66b601e66241350b10ca694809f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/player.qh b/qcsrc/server/player.qh index 514b34726..c22ea8646 100644 --- a/qcsrc/server/player.qh +++ b/qcsrc/server/player.qh @@ -1,9 +1,29 @@ #pragma once +float autocvar_g_spawnshieldtime; +float autocvar_g_spawnshield_blockdamage; +bool autocvar_sv_precacheplayermodels; +bool autocvar_sv_defaultcharacter; +bool autocvar_sv_defaultcharacterskin; +int autocvar_sv_defaultplayerskin_blue; +int autocvar_sv_defaultplayerskin_pink; +int autocvar_sv_defaultplayerskin_red; +int autocvar_sv_defaultplayerskin_yellow; +string autocvar_sv_defaultplayercolors; +string autocvar_sv_defaultplayermodel; +string autocvar_sv_defaultplayermodel_blue; +string autocvar_sv_defaultplayermodel_pink; +string autocvar_sv_defaultplayermodel_red; +string autocvar_sv_defaultplayermodel_yellow; +int autocvar_sv_defaultplayerskin; +float autocvar_sv_gibhealth; + .entity pusher; .float pushltime; .bool istypefrag; +.float death_time; + .float CopyBody_nextthink; .void(entity this) CopyBody_think; void CopyBody_Think(entity this); @@ -15,19 +35,11 @@ void player_anim(entity this); void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force); -// g__str: -// If 0, default is used. -// If <0, 0 is used. -// Otherwise, g_str (default value) is used. -// For consistency, negative values there are mapped to zero too. -#define GAMETYPE_DEFAULTED_SETTING(str) \ - ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \ - (gametype_setting_tmp < 0) ? 0 \ - : (gametype_setting_tmp == 0 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) \ - : gametype_setting_tmp) - -void calculate_player_respawn_time(entity this); - void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force); bool PlayerHeal(entity targ, entity inflictor, float amount, float limit); + +void precache_all_playermodels(string pattern); + +IntrusiveList g_clones; +STATIC_INIT(g_clones) { g_clones = IL_NEW(); }