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Added round number in countdown
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1 #pragma once
2
3 // you're next
4
5 #ifdef SVQC
6 #include <server/client.qh>
7 #include <server/compat/quake3.qh>
8 #include <server/main.qh>
9 #include <common/gamemodes/sv_rules.qh>
10 #include <common/mapobjects/teleporters.qh>
11 #include <common/mapobjects/trigger/secret.qh>
12 #include <common/mutators/mutator/doublejump/doublejump.qh>
13 #include <common/mutators/mutator/itemstime/itemstime.qh>
14 #include <common/physics/player.qh>
15 #endif
16
17 // Full list of all stat constants, included in a single location for easy reference
18 // 255 is the current limit (MAX_CL_STATS - 1), engine will need to be modified if you wish to add more stats
19
20 const int MAX_CL_STATS = 256;
21
22 // const int STAT_HEALTH = 0;
23 // const int STAT_ARMOR = 4;
24 // const int STAT_SHELLS = 6;
25 // const int STAT_NAILS = 7;
26 // const int STAT_ROCKETS = 8;
27 // const int STAT_CELLS = 9;
28 // const int STAT_ITEMS = 15; // .items | .items2 << 23 | serverflags << 28
29 // const int STAT_VIEWHEIGHT = 16;
30
31 #if defined(CSQC)
32     #define g_stat_HEALTH getstati(STAT_HEALTH)
33     #define g_stat_ARMOR getstati(STAT_ARMOR)
34     #define g_stat_SHELLS getstati(STAT_SHELLS)
35     #define g_stat_NAILS getstati(STAT_NAILS)
36     #define g_stat_ROCKETS getstati(STAT_ROCKETS)
37     #define g_stat_CELLS getstati(STAT_CELLS)
38     #define g_stat_ITEMS getstat_int(STAT_ITEMS)
39     #define g_stat_VIEWHEIGHT getstati(STAT_VIEWHEIGHT)
40 #elif defined(SVQC)
41     #define stat_HEALTH health
42     #define stat_ARMOR armorvalue
43     #define stat_SHELLS ammo_shells
44     #define stat_NAILS ammo_nails
45     #define stat_ROCKETS ammo_rockets
46     #define stat_CELLS ammo_cells
47     #define stat_ITEMS items
48     #define stat_VIEWHEIGHT view_ofs_z
49 #endif
50
51 #ifdef SVQC
52 /// all the weapons actually spawned in the map, does not include filtered items
53 vector weaponsInMap;
54 /// all the weapons placed by the mapper (weaponreplace applied), ignores most filters
55 vector weaponsInMapAll;
56 #endif
57
58 REGISTER_STAT(WEAPONS, vectori)
59 REGISTER_STAT(WEAPONSINMAP, vectori, weaponsInMap)
60
61 REGISTER_STAT(PL_VIEW_OFS, vector)
62 REGISTER_STAT(PL_CROUCH_VIEW_OFS, vector)
63
64 REGISTER_STAT(PL_MIN, vector)
65 REGISTER_STAT(PL_CROUCH_MIN, vector)
66
67 REGISTER_STAT(PL_MAX, vector)
68 REGISTER_STAT(PL_CROUCH_MAX, vector)
69
70 // networked bitflag for game objective display (modicons)
71 REGISTER_STAT(OBJECTIVE_STATUS, int)
72 #ifdef SVQC
73 SPECTATE_COPYFIELD(_STAT(OBJECTIVE_STATUS))
74 #endif
75
76 #ifdef SVQC
77 float W_WeaponRateFactor(entity this);
78 float game_stopped;
79 float game_starttime; //point in time when the countdown to game start is over
80 float round_starttime; //point in time when the countdown to round start is over
81 int autocvar_leadlimit;
82 int overtimes; // overtimes added (-1 = sudden death)
83 int timeout_status; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
84
85 // TODO: world.qh can't be included here due to circular includes!
86 #define autocvar_fraglimit cvar("fraglimit")
87 #define autocvar_fraglimit_override cvar("fraglimit_override")
88 #define autocvar_timelimit cvar("timelimit")
89 #define autocvar_timelimit_override cvar("timelimit_override")
90 #endif
91 REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor(this))
92 REGISTER_STAT(GAME_STOPPED, int, game_stopped)
93 REGISTER_STAT(GAMESTARTTIME, float, game_starttime)
94 /** arc heat in [0,1] */
95 REGISTER_STAT(PRESSED_KEYS, int)
96 REGISTER_STAT(FUEL, int)
97 /** compressShotOrigin */
98 REGISTER_STAT(SHOTORG, int)
99 REGISTER_STAT(LEADLIMIT, float, autocvar_leadlimit)
100 REGISTER_STAT(LEADLIMIT_AND_FRAGLIMIT, float, autocvar_leadlimit_and_fraglimit)
101
102 REGISTER_STAT(LAST_PICKUP, float)
103 REGISTER_STAT(HUD, int)
104 REGISTER_STAT(HIT_TIME, float)
105 REGISTER_STAT(HITSOUND_DAMAGE_DEALT_TOTAL, int)
106 REGISTER_STAT(TYPEHIT_TIME, float)
107 REGISTER_STAT(AIR_FINISHED, float)
108 REGISTER_STAT(VEHICLESTAT_HEALTH, int)
109 REGISTER_STAT(VEHICLESTAT_SHIELD, int)
110 REGISTER_STAT(VEHICLESTAT_ENERGY, int)
111 REGISTER_STAT(VEHICLESTAT_AMMO1, int)
112 REGISTER_STAT(VEHICLESTAT_RELOAD1, int)
113 REGISTER_STAT(VEHICLESTAT_AMMO2, int)
114 REGISTER_STAT(VEHICLESTAT_RELOAD2, int)
115 REGISTER_STAT(VEHICLESTAT_W2MODE, int)
116 REGISTER_STAT(NADE_TIMER, float)
117 REGISTER_STAT(SECRETS_TOTAL, int, secrets_total)
118 REGISTER_STAT(SECRETS_FOUND, int, secrets_found)
119 REGISTER_STAT(RESPAWN_TIME, float)
120 REGISTER_STAT(ROUNDSTARTTIME, float, round_starttime)
121 REGISTER_STAT(OVERTIMES, int, overtimes)
122 REGISTER_STAT(TIMEOUT_STATUS, int, timeout_status)
123 REGISTER_STAT(MONSTERS_TOTAL, int)
124 REGISTER_STAT(MONSTERS_KILLED, int)
125 REGISTER_STAT(NADE_BONUS, float)
126 REGISTER_STAT(NADE_BONUS_TYPE, int)
127 REGISTER_STAT(NADE_BONUS_SCORE, float)
128 REGISTER_STAT(HEALING_ORB, float)
129 REGISTER_STAT(HEALING_ORB_ALPHA, float)
130 REGISTER_STAT(PLASMA, int)
131 REGISTER_STAT(FROZEN, int)
132 REGISTER_STAT(REVIVE_PROGRESS, float)
133 REGISTER_STAT(ROUNDLOST, int)
134 REGISTER_STAT(CAPTURE_PROGRESS, float)
135 REGISTER_STAT(ENTRAP_ORB, float)
136 REGISTER_STAT(ENTRAP_ORB_ALPHA, float)
137 REGISTER_STAT(ITEMSTIME, int, autocvar_sv_itemstime)
138 REGISTER_STAT(KILL_TIME, float)
139 REGISTER_STAT(VEIL_ORB, float)
140 REGISTER_STAT(VEIL_ORB_ALPHA, float)
141
142 #ifdef SVQC
143 float autocvar_sv_showfps = 0;
144 #endif
145 REGISTER_STAT(SHOWFPS, float, autocvar_sv_showfps)
146
147 #ifdef SVQC
148 bool autocvar_g_ctf_leaderboard;
149 #endif
150 REGISTER_STAT(CTF_SHOWLEADERBOARD, bool, autocvar_g_ctf_leaderboard)
151
152 #ifdef SVQC
153 int autocvar_g_multijump;
154 float autocvar_g_multijump_add;
155 float autocvar_g_multijump_speed;
156 float autocvar_g_multijump_maxspeed;
157 float autocvar_g_multijump_dodging = 1;
158 bool autocvar_g_multijump_client = true;
159 #endif
160 REGISTER_STAT(MULTIJUMP_DODGING, int, autocvar_g_multijump_dodging)
161 REGISTER_STAT(MULTIJUMP_MAXSPEED, float, autocvar_g_multijump_maxspeed)
162 REGISTER_STAT(MULTIJUMP_ADD, int, autocvar_g_multijump_add)
163 REGISTER_STAT(MULTIJUMP_SPEED, float, autocvar_g_multijump_speed)
164 REGISTER_STAT(MULTIJUMP_CLIENT, bool, autocvar_g_multijump_client)
165 .int multijump_count;
166 REGISTER_STAT(MULTIJUMP_COUNT, int, this.multijump_count)
167 REGISTER_STAT(MULTIJUMP, int, autocvar_g_multijump)
168 REGISTER_STAT(DOUBLEJUMP, int, autocvar_sv_doublejump)
169
170 #ifdef SVQC
171 bool g_bugrigs;
172 bool g_bugrigs_planar_movement;
173 bool g_bugrigs_planar_movement_car_jumping;
174 float g_bugrigs_reverse_spinning;
175 float g_bugrigs_reverse_speeding;
176 float g_bugrigs_reverse_stopping;
177 float g_bugrigs_air_steering;
178 float g_bugrigs_angle_smoothing;
179 float g_bugrigs_friction_floor;
180 float g_bugrigs_friction_brake;
181 float g_bugrigs_friction_air;
182 float g_bugrigs_accel;
183 float g_bugrigs_speed_ref;
184 float g_bugrigs_speed_pow;
185 float g_bugrigs_steer;
186 #endif
187 #if 0
188 REGISTER_STAT(BUGRIGS, int, g_bugrigs)
189 REGISTER_STAT(BUGRIGS_ACCEL, float, g_bugrigs_accel)
190 REGISTER_STAT(BUGRIGS_AIR_STEERING, int, g_bugrigs_air_steering)
191 REGISTER_STAT(BUGRIGS_ANGLE_SMOOTHING, int, g_bugrigs_angle_smoothing)
192 REGISTER_STAT(BUGRIGS_CAR_JUMPING, int, g_bugrigs_planar_movement_car_jumping)
193 REGISTER_STAT(BUGRIGS_FRICTION_AIR, float, g_bugrigs_friction_air)
194 REGISTER_STAT(BUGRIGS_FRICTION_BRAKE, float, g_bugrigs_friction_brake)
195 REGISTER_STAT(BUGRIGS_FRICTION_FLOOR, float, g_bugrigs_friction_floor)
196 REGISTER_STAT(BUGRIGS_PLANAR_MOVEMENT, int, g_bugrigs_planar_movement)
197 REGISTER_STAT(BUGRIGS_REVERSE_SPEEDING, int, g_bugrigs_reverse_speeding)
198 REGISTER_STAT(BUGRIGS_REVERSE_SPINNING, int, g_bugrigs_reverse_spinning)
199 REGISTER_STAT(BUGRIGS_REVERSE_STOPPING, int, g_bugrigs_reverse_stopping)
200 REGISTER_STAT(BUGRIGS_SPEED_POW, float, g_bugrigs_speed_pow)
201 REGISTER_STAT(BUGRIGS_SPEED_REF, float, g_bugrigs_speed_ref)
202 REGISTER_STAT(BUGRIGS_STEER, float, g_bugrigs_steer)
203 #endif
204
205 #ifdef SVQC
206 int autocvar_sv_gameplayfix_downtracesupportsongroundflag = 1;
207 int autocvar_sv_gameplayfix_easierwaterjump = 1;
208 int autocvar_sv_gameplayfix_stepdown = 2;
209 float autocvar_sv_gameplayfix_stepdown_maxspeed = 0;
210 int autocvar_sv_gameplayfix_stepmultipletimes = 1;
211 int autocvar_sv_gameplayfix_unstickplayers = 2;
212 int autocvar_sv_gameplayfix_fixedcheckwatertransition = 1;
213 int autocvar_sv_gameplayfix_slidemoveprojectiles = 1;
214 int autocvar_sv_gameplayfix_grenadebouncedownslopes = 1;
215 int autocvar_sv_gameplayfix_noairborncorpse = 1;
216 int autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems = 1;
217 int autocvar_sv_gameplayfix_delayprojectiles = 0;
218 bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag = true;
219 #endif
220 REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, autocvar_sv_gameplayfix_downtracesupportsongroundflag)
221 REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, autocvar_sv_gameplayfix_easierwaterjump)
222 REGISTER_STAT(GAMEPLAYFIX_STEPDOWN, int, autocvar_sv_gameplayfix_stepdown)
223 REGISTER_STAT(GAMEPLAYFIX_STEPDOWN_MAXSPEED, float, autocvar_sv_gameplayfix_stepdown_maxspeed)
224 REGISTER_STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, int, autocvar_sv_gameplayfix_stepmultipletimes)
225 REGISTER_STAT(GAMEPLAYFIX_UNSTICKPLAYERS, int, autocvar_sv_gameplayfix_unstickplayers)
226 REGISTER_STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, int, autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag)
227 REGISTER_STAT(GAMEPLAYFIX_WATERTRANSITION, int, autocvar_sv_gameplayfix_fixedcheckwatertransition)
228 REGISTER_STAT(GAMEPLAYFIX_SLIDEMOVEPROJECTILES, int, autocvar_sv_gameplayfix_slidemoveprojectiles)
229 REGISTER_STAT(GAMEPLAYFIX_GRENADEBOUNCESLOPES, int, autocvar_sv_gameplayfix_grenadebouncedownslopes)
230 REGISTER_STAT(GAMEPLAYFIX_NOAIRBORNCORPSE, int, autocvar_sv_gameplayfix_noairborncorpse)
231 REGISTER_STAT(NOAIRBORNCORPSE_ALLOWSUSPENDED, int, autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems)
232 REGISTER_STAT(GAMEPLAYFIX_DELAYPROJECTILES, int, autocvar_sv_gameplayfix_delayprojectiles)
233
234 REGISTER_STAT(MOVEVARS_JUMPSTEP, int, cvar("sv_jumpstep"))
235 REGISTER_STAT(NOSTEP, int, cvar("sv_nostep"))
236
237 #ifdef SVQC
238 float autocvar_sv_friction_on_land;
239 var float autocvar_sv_friction_slick = 0.5;
240 #endif
241 REGISTER_STAT(MOVEVARS_FRICTION, float)
242 REGISTER_STAT(MOVEVARS_FRICTION_SLICK, float, autocvar_sv_friction_slick)
243 REGISTER_STAT(MOVEVARS_FRICTION_ONLAND, float, autocvar_sv_friction_on_land)
244
245 REGISTER_STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, int, autocvar_sv_jumpspeedcap_max_disable_on_ramps)
246 REGISTER_STAT(MOVEVARS_TRACK_CANJUMP, int)
247 /** cvar loopback */
248 REGISTER_STAT(MOVEVARS_CL_TRACK_CANJUMP, int)
249
250 #ifdef SVQC
251 int g_dodging;
252 float autocvar_sv_dodging_delay;
253 float autocvar_sv_dodging_wall_distance_threshold;
254 bool autocvar_sv_dodging_frozen;
255 bool autocvar_sv_dodging_frozen_doubletap;
256 float autocvar_sv_dodging_height_threshold;
257 float autocvar_sv_dodging_horiz_speed_min;
258 float autocvar_sv_dodging_horiz_speed_max;
259 float autocvar_sv_dodging_horiz_force_slowest;
260 float autocvar_sv_dodging_horiz_force_fastest;
261 float autocvar_sv_dodging_horiz_force_frozen;
262 float autocvar_sv_dodging_ramp_time;
263 float autocvar_sv_dodging_up_speed;
264 bool autocvar_sv_dodging_wall_dodging;
265 bool autocvar_sv_dodging_air_dodging;
266 float autocvar_sv_dodging_maxspeed;
267 float autocvar_sv_dodging_air_maxspeed;
268 bool autocvar_sv_dodging_clientselect;
269 #endif
270
271 #if 0
272 REGISTER_STAT(DODGING, int, g_dodging)
273 REGISTER_STAT(DODGING_DELAY, float, autocvar_sv_dodging_delay)
274 REGISTER_STAT(DODGING_DISTANCE_THRESHOLD, float, autocvar_sv_dodging_wall_distance_threshold)
275 REGISTER_STAT(DODGING_FROZEN_DOUBLETAP, int, autocvar_sv_dodging_frozen_doubletap)
276 REGISTER_STAT(DODGING_HEIGHT_THRESHOLD, float, autocvar_sv_dodging_height_threshold)
277 REGISTER_STAT(DODGING_HORIZ_SPEED_MIN, float, autocvar_sv_dodging_horiz_speed_min)
278 REGISTER_STAT(DODGING_HORIZ_SPEED_MAX, float, autocvar_sv_dodging_horiz_speed_max)
279 REGISTER_STAT(DODGING_HORIZ_FORCE_SLOWEST, float, autocvar_sv_dodging_horiz_force_slowest)
280 REGISTER_STAT(DODGING_HORIZ_FORCE_FASTEST, float, autocvar_sv_dodging_horiz_force_fastest)
281 REGISTER_STAT(DODGING_HORIZ_FORCE_FROZEN, float, autocvar_sv_dodging_horiz_force_frozen)
282 REGISTER_STAT(DODGING_RAMP_TIME, float, autocvar_sv_dodging_ramp_time)
283 REGISTER_STAT(DODGING_UP_SPEED, float, autocvar_sv_dodging_up_speed)
284 REGISTER_STAT(DODGING_WALL, bool, autocvar_sv_dodging_wall_dodging)
285 REGISTER_STAT(DODGING_AIR, bool, autocvar_sv_dodging_air_dodging)
286 REGISTER_STAT(DODGING_MAXSPEED, float, autocvar_sv_dodging_maxspeed)
287 REGISTER_STAT(DODGING_AIR_MAXSPEED, float, autocvar_sv_dodging_air_maxspeed)
288 REGISTER_STAT(DODGING_CLIENTSELECT, bool, autocvar_sv_dodging_clientselect)
289 #endif
290 /** cvar loopback */
291 REGISTER_STAT(DODGING_FROZEN, int, autocvar_sv_dodging_frozen)
292 REGISTER_STAT(DODGING_TIMEOUT, float)
293
294 #ifdef SVQC
295 float autocvar_g_jetpack_acceleration_side;
296 float autocvar_g_jetpack_acceleration_up;
297 float autocvar_g_jetpack_antigravity;
298 int autocvar_g_jetpack_fuel;
299 float autocvar_g_jetpack_maxspeed_side;
300 float autocvar_g_jetpack_maxspeed_up;
301 float autocvar_g_jetpack_reverse_thrust;
302 #endif
303 REGISTER_STAT(JETPACK_ACCEL_SIDE, float, autocvar_g_jetpack_acceleration_side)
304 REGISTER_STAT(JETPACK_ACCEL_UP, float, autocvar_g_jetpack_acceleration_up)
305 REGISTER_STAT(JETPACK_ANTIGRAVITY, float, autocvar_g_jetpack_antigravity)
306 REGISTER_STAT(JETPACK_FUEL, float, autocvar_g_jetpack_fuel)
307 REGISTER_STAT(JETPACK_MAXSPEED_SIDE, float, autocvar_g_jetpack_maxspeed_side)
308 REGISTER_STAT(JETPACK_MAXSPEED_UP, float, autocvar_g_jetpack_maxspeed_up)
309 REGISTER_STAT(JETPACK_REVERSE_THRUST, float, autocvar_g_jetpack_reverse_thrust)
310
311 REGISTER_STAT(MOVEVARS_HIGHSPEED, float)
312
313 #ifdef SVQC
314 AUTOCVAR(g_walljump, bool, false, "Enable wall jumping mutator");
315 AUTOCVAR(g_walljump_delay, float, 1, "Minimum delay between wall jumps");
316 AUTOCVAR(g_walljump_force, float, 300, "How far to bounce/jump off the wall");
317 AUTOCVAR(g_walljump_velocity_xy_factor, float, 1.15, "How much to slow down along horizontal axis, higher value = higher deceleration, if factor is < 1, you accelerate by wall jumping");
318 AUTOCVAR(g_walljump_velocity_z_factor, float, 0.5, "Upwards velocity factor, multiplied by normal jump velocity");
319 #endif
320 REGISTER_STAT(WALLJUMP, int, autocvar_g_walljump)
321 REGISTER_STAT(WALLJUMP_VELOCITY_Z_FACTOR, float, autocvar_g_walljump_velocity_z_factor)
322 REGISTER_STAT(WALLJUMP_VELOCITY_XY_FACTOR, float, autocvar_g_walljump_velocity_xy_factor)
323 REGISTER_STAT(WALLJUMP_DELAY, float, autocvar_g_walljump_delay)
324 REGISTER_STAT(WALLJUMP_FORCE, float, autocvar_g_walljump_force)
325 REGISTER_STAT(LASTWJ, float)
326
327 #ifdef SVQC
328 float autocvar_g_bloodloss;
329 #endif
330 REGISTER_STAT(BLOODLOSS, float, autocvar_g_bloodloss)
331
332 // freeze tag, clan arena
333 REGISTER_STAT(REDALIVE, int)
334 REGISTER_STAT(BLUEALIVE, int)
335 REGISTER_STAT(YELLOWALIVE, int)
336 REGISTER_STAT(PINKALIVE, int)
337
338 // domination
339 REGISTER_STAT(DOM_TOTAL_PPS, float)
340 REGISTER_STAT(DOM_PPS_RED, float)
341 REGISTER_STAT(DOM_PPS_BLUE, float)
342 REGISTER_STAT(DOM_PPS_YELLOW, float)
343 REGISTER_STAT(DOM_PPS_PINK, float)
344
345 // nexball
346 REGISTER_STAT(NB_METERSTART, float)
347
348 #ifdef SVQC
349 float autocvar_g_teleport_maxspeed;
350 #endif
351 REGISTER_STAT(TELEPORT_MAXSPEED, float, autocvar_g_teleport_maxspeed)
352 REGISTER_STAT(TELEPORT_TELEFRAG_AVOID, int, autocvar_g_telefrags_avoid)
353
354 REGISTER_STAT(CAMERA_SPECTATOR, int)
355
356 REGISTER_STAT(SPECTATORSPEED, float)
357
358 #ifdef SVQC
359 bool autocvar_sv_slick_applygravity;
360 #endif
361 REGISTER_STAT(SLICK_APPLYGRAVITY, bool, autocvar_sv_slick_applygravity)
362
363 REGISTER_STAT(Q3COMPAT, int, q3compat)
364
365 #ifdef SVQC
366 #include "physics/movetypes/movetypes.qh"
367 float warmup_limit;
368 float round_limit;
369 int round_count;
370 #endif
371
372 #ifdef SVQC
373 bool autocvar_g_shootfromcenter;
374 bool autocvar_g_shootfromeye;
375 #endif
376 REGISTER_STAT(SHOOTFROMEYE, bool, autocvar_g_shootfromeye)
377 REGISTER_STAT(SHOOTFROMCENTER, bool, autocvar_g_shootfromcenter)
378
379 REGISTER_STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, float)
380 REGISTER_STAT(MOVEVARS_AIRCONTROL_PENALTY, float)
381 REGISTER_STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, float)
382 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCEL_QW, float)
383 REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
384 REGISTER_STAT(MOVEVARS_AIRCONTROL_BACKWARDS, bool)
385 REGISTER_STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, bool)
386 #ifdef SVQC
387 float autocvar_sv_gameplayfix_q2airaccelerate = 1;
388 bool autocvar_sv_gameplayfix_nogravityonground = true;
389 bool autocvar_sv_gameplayfix_gravityunaffectedbyticrate = true;
390 #endif
391 REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
392                               | (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)
393                               | (autocvar_sv_gameplayfix_nogravityonground ? MOVEFLAG_NOGRAVITYONGROUND : 0)
394                               | (autocvar_sv_gameplayfix_gravityunaffectedbyticrate ? MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE : 0))
395
396 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, float)
397 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_ACCEL, float)
398 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, float)
399 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, float)
400 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, float)
401
402 REGISTER_STAT(MOVEVARS_AIRSTOPACCELERATE, float)
403 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCELERATE, float)
404 REGISTER_STAT(MOVEVARS_MAXAIRSTRAFESPEED, float)
405 REGISTER_STAT(MOVEVARS_AIRCONTROL, float)
406 REGISTER_STAT(FRAGLIMIT, float, autocvar_fraglimit)
407 REGISTER_STAT(TIMELIMIT, float, autocvar_timelimit)
408 REGISTER_STAT(WARMUP_TIMELIMIT, float, warmup_limit)
409 REGISTER_STAT(ROUND_COUNT, int, round_count)
410 REGISTER_STAT(ROUND_TIMELIMIT, float, round_limit)
411 #ifdef SVQC
412 float autocvar_sv_wallfriction;
413 #define autocvar_sv_gravity cvar("sv_gravity")
414 float autocvar_sv_stepheight;
415 #endif
416 REGISTER_STAT(MOVEVARS_WALLFRICTION, int, autocvar_sv_wallfriction)
417 REGISTER_STAT(MOVEVARS_TICRATE, float, autocvar_sys_ticrate)
418 REGISTER_STAT(MOVEVARS_TIMESCALE, float, autocvar_slowmo)
419 REGISTER_STAT(MOVEVARS_GRAVITY, float, autocvar_sv_gravity)
420 REGISTER_STAT(MOVEVARS_STOPSPEED, float)
421 REGISTER_STAT(MOVEVARS_MAXSPEED, float)
422 REGISTER_STAT(MOVEVARS_ACCELERATE, float)
423 REGISTER_STAT(MOVEVARS_AIRACCELERATE, float)
424 .float gravity;
425 // FIXME: Was 0 on server, 1 on client. Still want that?
426 REGISTER_STAT(MOVEVARS_ENTGRAVITY, float, (this.gravity) ? this.gravity : 1)
427 REGISTER_STAT(MOVEVARS_JUMPVELOCITY, float)
428 REGISTER_STAT(MOVEVARS_JUMPVELOCITY_CROUCH, float)
429 REGISTER_STAT(MOVEVARS_MAXAIRSPEED, float)
430 REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
431 REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
432 REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
433 #ifdef SVQC
434 int autocvar_sv_wallclip;
435 #endif
436 REGISTER_STAT(MOVEVARS_WALLCLIP, int, autocvar_sv_wallclip)
437
438 REGISTER_STAT(GUNALIGN, int)
439 #ifdef SVQC
440 SPECTATE_COPYFIELD(_STAT(GUNALIGN))
441 #endif