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Merge branch 'terencehill/shotgun_fixes' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / stats.qh
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(PLASMA, int)
129 REGISTER_STAT(FROZEN, int)
130 REGISTER_STAT(REVIVE_PROGRESS, float)
131 REGISTER_STAT(ROUNDLOST, int)
132 REGISTER_STAT(CAPTURE_PROGRESS, float)
133 REGISTER_STAT(ITEMSTIME, int, autocvar_sv_itemstime)
134 REGISTER_STAT(KILL_TIME, float)
135
136 #ifdef SVQC
137 float autocvar_sv_showfps = 0;
138 #endif
139 REGISTER_STAT(SHOWFPS, float, autocvar_sv_showfps)
140
141 #ifdef SVQC
142 bool autocvar_g_ctf_leaderboard;
143 #endif
144 REGISTER_STAT(CTF_SHOWLEADERBOARD, bool, autocvar_g_ctf_leaderboard)
145
146 #ifdef SVQC
147 int autocvar_g_multijump;
148 float autocvar_g_multijump_add;
149 float autocvar_g_multijump_speed;
150 float autocvar_g_multijump_maxspeed;
151 float autocvar_g_multijump_dodging = 1;
152 bool autocvar_g_multijump_client = true;
153 #endif
154 REGISTER_STAT(MULTIJUMP_DODGING, int, autocvar_g_multijump_dodging)
155 REGISTER_STAT(MULTIJUMP_MAXSPEED, float, autocvar_g_multijump_maxspeed)
156 REGISTER_STAT(MULTIJUMP_ADD, int, autocvar_g_multijump_add)
157 REGISTER_STAT(MULTIJUMP_SPEED, float, autocvar_g_multijump_speed)
158 REGISTER_STAT(MULTIJUMP_CLIENT, bool, autocvar_g_multijump_client)
159 .int multijump_count;
160 REGISTER_STAT(MULTIJUMP_COUNT, int, this.multijump_count)
161 REGISTER_STAT(MULTIJUMP, int, autocvar_g_multijump)
162 REGISTER_STAT(DOUBLEJUMP, int, autocvar_sv_doublejump)
163
164 #ifdef SVQC
165 bool g_bugrigs;
166 bool g_bugrigs_planar_movement;
167 bool g_bugrigs_planar_movement_car_jumping;
168 float g_bugrigs_reverse_spinning;
169 float g_bugrigs_reverse_speeding;
170 float g_bugrigs_reverse_stopping;
171 float g_bugrigs_air_steering;
172 float g_bugrigs_angle_smoothing;
173 float g_bugrigs_friction_floor;
174 float g_bugrigs_friction_brake;
175 float g_bugrigs_friction_air;
176 float g_bugrigs_accel;
177 float g_bugrigs_speed_ref;
178 float g_bugrigs_speed_pow;
179 float g_bugrigs_steer;
180 #endif
181 #if 0
182 REGISTER_STAT(BUGRIGS, int, g_bugrigs)
183 REGISTER_STAT(BUGRIGS_ACCEL, float, g_bugrigs_accel)
184 REGISTER_STAT(BUGRIGS_AIR_STEERING, int, g_bugrigs_air_steering)
185 REGISTER_STAT(BUGRIGS_ANGLE_SMOOTHING, int, g_bugrigs_angle_smoothing)
186 REGISTER_STAT(BUGRIGS_CAR_JUMPING, int, g_bugrigs_planar_movement_car_jumping)
187 REGISTER_STAT(BUGRIGS_FRICTION_AIR, float, g_bugrigs_friction_air)
188 REGISTER_STAT(BUGRIGS_FRICTION_BRAKE, float, g_bugrigs_friction_brake)
189 REGISTER_STAT(BUGRIGS_FRICTION_FLOOR, float, g_bugrigs_friction_floor)
190 REGISTER_STAT(BUGRIGS_PLANAR_MOVEMENT, int, g_bugrigs_planar_movement)
191 REGISTER_STAT(BUGRIGS_REVERSE_SPEEDING, int, g_bugrigs_reverse_speeding)
192 REGISTER_STAT(BUGRIGS_REVERSE_SPINNING, int, g_bugrigs_reverse_spinning)
193 REGISTER_STAT(BUGRIGS_REVERSE_STOPPING, int, g_bugrigs_reverse_stopping)
194 REGISTER_STAT(BUGRIGS_SPEED_POW, float, g_bugrigs_speed_pow)
195 REGISTER_STAT(BUGRIGS_SPEED_REF, float, g_bugrigs_speed_ref)
196 REGISTER_STAT(BUGRIGS_STEER, float, g_bugrigs_steer)
197 #endif
198
199 #ifdef SVQC
200 int autocvar_sv_gameplayfix_downtracesupportsongroundflag = 1;
201 int autocvar_sv_gameplayfix_easierwaterjump = 1;
202 int autocvar_sv_gameplayfix_stepdown = 2;
203 float autocvar_sv_gameplayfix_stepdown_maxspeed = 0;
204 int autocvar_sv_gameplayfix_stepmultipletimes = 1;
205 int autocvar_sv_gameplayfix_unstickplayers = 2;
206 int autocvar_sv_gameplayfix_fixedcheckwatertransition = 1;
207 int autocvar_sv_gameplayfix_slidemoveprojectiles = 1;
208 int autocvar_sv_gameplayfix_grenadebouncedownslopes = 1;
209 int autocvar_sv_gameplayfix_noairborncorpse = 1;
210 int autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems = 1;
211 int autocvar_sv_gameplayfix_delayprojectiles = 0;
212 bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag = true;
213 #endif
214 REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, autocvar_sv_gameplayfix_downtracesupportsongroundflag)
215 REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, autocvar_sv_gameplayfix_easierwaterjump)
216 REGISTER_STAT(GAMEPLAYFIX_STEPDOWN, int, autocvar_sv_gameplayfix_stepdown)
217 REGISTER_STAT(GAMEPLAYFIX_STEPDOWN_MAXSPEED, float, autocvar_sv_gameplayfix_stepdown_maxspeed)
218 REGISTER_STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, int, autocvar_sv_gameplayfix_stepmultipletimes)
219 REGISTER_STAT(GAMEPLAYFIX_UNSTICKPLAYERS, int, autocvar_sv_gameplayfix_unstickplayers)
220 REGISTER_STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, int, autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag)
221 REGISTER_STAT(GAMEPLAYFIX_WATERTRANSITION, int, autocvar_sv_gameplayfix_fixedcheckwatertransition)
222 REGISTER_STAT(GAMEPLAYFIX_SLIDEMOVEPROJECTILES, int, autocvar_sv_gameplayfix_slidemoveprojectiles)
223 REGISTER_STAT(GAMEPLAYFIX_GRENADEBOUNCESLOPES, int, autocvar_sv_gameplayfix_grenadebouncedownslopes)
224 REGISTER_STAT(GAMEPLAYFIX_NOAIRBORNCORPSE, int, autocvar_sv_gameplayfix_noairborncorpse)
225 REGISTER_STAT(NOAIRBORNCORPSE_ALLOWSUSPENDED, int, autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems)
226 REGISTER_STAT(GAMEPLAYFIX_DELAYPROJECTILES, int, autocvar_sv_gameplayfix_delayprojectiles)
227
228 REGISTER_STAT(MOVEVARS_JUMPSTEP, int, cvar("sv_jumpstep"))
229 REGISTER_STAT(NOSTEP, int, cvar("sv_nostep"))
230
231 #ifdef SVQC
232 float autocvar_sv_friction_on_land;
233 var float autocvar_sv_friction_slick = 0.5;
234 #endif
235 REGISTER_STAT(MOVEVARS_FRICTION, float)
236 REGISTER_STAT(MOVEVARS_FRICTION_SLICK, float, autocvar_sv_friction_slick)
237 REGISTER_STAT(MOVEVARS_FRICTION_ONLAND, float, autocvar_sv_friction_on_land)
238
239 REGISTER_STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, int, autocvar_sv_jumpspeedcap_max_disable_on_ramps)
240 REGISTER_STAT(MOVEVARS_TRACK_CANJUMP, int)
241 /** cvar loopback */
242 REGISTER_STAT(MOVEVARS_CL_TRACK_CANJUMP, int)
243
244 #ifdef SVQC
245 int g_dodging;
246 float autocvar_sv_dodging_delay;
247 float autocvar_sv_dodging_wall_distance_threshold;
248 bool autocvar_sv_dodging_frozen;
249 bool autocvar_sv_dodging_frozen_doubletap;
250 float autocvar_sv_dodging_height_threshold;
251 float autocvar_sv_dodging_horiz_speed_min;
252 float autocvar_sv_dodging_horiz_speed_max;
253 float autocvar_sv_dodging_horiz_force_slowest;
254 float autocvar_sv_dodging_horiz_force_fastest;
255 float autocvar_sv_dodging_horiz_force_frozen;
256 float autocvar_sv_dodging_ramp_time;
257 float autocvar_sv_dodging_up_speed;
258 bool autocvar_sv_dodging_wall_dodging;
259 bool autocvar_sv_dodging_air_dodging;
260 float autocvar_sv_dodging_maxspeed;
261 float autocvar_sv_dodging_air_maxspeed;
262 bool autocvar_sv_dodging_clientselect;
263 #endif
264
265 #if 0
266 REGISTER_STAT(DODGING, int, g_dodging)
267 REGISTER_STAT(DODGING_DELAY, float, autocvar_sv_dodging_delay)
268 REGISTER_STAT(DODGING_DISTANCE_THRESHOLD, float, autocvar_sv_dodging_wall_distance_threshold)
269 REGISTER_STAT(DODGING_FROZEN_DOUBLETAP, int, autocvar_sv_dodging_frozen_doubletap)
270 REGISTER_STAT(DODGING_HEIGHT_THRESHOLD, float, autocvar_sv_dodging_height_threshold)
271 REGISTER_STAT(DODGING_HORIZ_SPEED_MIN, float, autocvar_sv_dodging_horiz_speed_min)
272 REGISTER_STAT(DODGING_HORIZ_SPEED_MAX, float, autocvar_sv_dodging_horiz_speed_max)
273 REGISTER_STAT(DODGING_HORIZ_FORCE_SLOWEST, float, autocvar_sv_dodging_horiz_force_slowest)
274 REGISTER_STAT(DODGING_HORIZ_FORCE_FASTEST, float, autocvar_sv_dodging_horiz_force_fastest)
275 REGISTER_STAT(DODGING_HORIZ_FORCE_FROZEN, float, autocvar_sv_dodging_horiz_force_frozen)
276 REGISTER_STAT(DODGING_RAMP_TIME, float, autocvar_sv_dodging_ramp_time)
277 REGISTER_STAT(DODGING_UP_SPEED, float, autocvar_sv_dodging_up_speed)
278 REGISTER_STAT(DODGING_WALL, bool, autocvar_sv_dodging_wall_dodging)
279 REGISTER_STAT(DODGING_AIR, bool, autocvar_sv_dodging_air_dodging)
280 REGISTER_STAT(DODGING_MAXSPEED, float, autocvar_sv_dodging_maxspeed)
281 REGISTER_STAT(DODGING_AIR_MAXSPEED, float, autocvar_sv_dodging_air_maxspeed)
282 REGISTER_STAT(DODGING_CLIENTSELECT, bool, autocvar_sv_dodging_clientselect)
283 #endif
284 /** cvar loopback */
285 REGISTER_STAT(DODGING_FROZEN, int, autocvar_sv_dodging_frozen)
286 REGISTER_STAT(DODGING_TIMEOUT, float)
287
288 #ifdef SVQC
289 float autocvar_g_jetpack_acceleration_side;
290 float autocvar_g_jetpack_acceleration_up;
291 float autocvar_g_jetpack_antigravity;
292 int autocvar_g_jetpack_fuel;
293 float autocvar_g_jetpack_maxspeed_side;
294 float autocvar_g_jetpack_maxspeed_up;
295 float autocvar_g_jetpack_reverse_thrust;
296 #endif
297 REGISTER_STAT(JETPACK_ACCEL_SIDE, float, autocvar_g_jetpack_acceleration_side)
298 REGISTER_STAT(JETPACK_ACCEL_UP, float, autocvar_g_jetpack_acceleration_up)
299 REGISTER_STAT(JETPACK_ANTIGRAVITY, float, autocvar_g_jetpack_antigravity)
300 REGISTER_STAT(JETPACK_FUEL, float, autocvar_g_jetpack_fuel)
301 REGISTER_STAT(JETPACK_MAXSPEED_SIDE, float, autocvar_g_jetpack_maxspeed_side)
302 REGISTER_STAT(JETPACK_MAXSPEED_UP, float, autocvar_g_jetpack_maxspeed_up)
303 REGISTER_STAT(JETPACK_REVERSE_THRUST, float, autocvar_g_jetpack_reverse_thrust)
304
305 REGISTER_STAT(MOVEVARS_HIGHSPEED, float)
306
307 #ifdef SVQC
308 AUTOCVAR(g_walljump, bool, false, "Enable wall jumping mutator");
309 AUTOCVAR(g_walljump_delay, float, 1, "Minimum delay between wall jumps");
310 AUTOCVAR(g_walljump_force, float, 300, "How far to bounce/jump off the wall");
311 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");
312 AUTOCVAR(g_walljump_velocity_z_factor, float, 0.5, "Upwards velocity factor, multiplied by normal jump velocity");
313 #endif
314 REGISTER_STAT(WALLJUMP, int, autocvar_g_walljump)
315 REGISTER_STAT(WALLJUMP_VELOCITY_Z_FACTOR, float, autocvar_g_walljump_velocity_z_factor)
316 REGISTER_STAT(WALLJUMP_VELOCITY_XY_FACTOR, float, autocvar_g_walljump_velocity_xy_factor)
317 REGISTER_STAT(WALLJUMP_DELAY, float, autocvar_g_walljump_delay)
318 REGISTER_STAT(WALLJUMP_FORCE, float, autocvar_g_walljump_force)
319 REGISTER_STAT(LASTWJ, float)
320
321 #ifdef SVQC
322 float autocvar_g_bloodloss;
323 #endif
324 REGISTER_STAT(BLOODLOSS, float, autocvar_g_bloodloss)
325
326 // freeze tag, clan arena
327 REGISTER_STAT(REDALIVE, int)
328 REGISTER_STAT(BLUEALIVE, int)
329 REGISTER_STAT(YELLOWALIVE, int)
330 REGISTER_STAT(PINKALIVE, int)
331
332 // domination
333 REGISTER_STAT(DOM_TOTAL_PPS, float)
334 REGISTER_STAT(DOM_PPS_RED, float)
335 REGISTER_STAT(DOM_PPS_BLUE, float)
336 REGISTER_STAT(DOM_PPS_YELLOW, float)
337 REGISTER_STAT(DOM_PPS_PINK, float)
338
339 // nexball
340 REGISTER_STAT(NB_METERSTART, float)
341
342 #ifdef SVQC
343 float autocvar_g_teleport_maxspeed;
344 #endif
345 REGISTER_STAT(TELEPORT_MAXSPEED, float, autocvar_g_teleport_maxspeed)
346 REGISTER_STAT(TELEPORT_TELEFRAG_AVOID, int, autocvar_g_telefrags_avoid)
347
348 REGISTER_STAT(CAMERA_SPECTATOR, int)
349
350 REGISTER_STAT(SPECTATORSPEED, float)
351
352 #ifdef SVQC
353 bool autocvar_sv_slick_applygravity;
354 #endif
355 REGISTER_STAT(SLICK_APPLYGRAVITY, bool, autocvar_sv_slick_applygravity)
356
357 REGISTER_STAT(Q3COMPAT, int, q3compat)
358
359 #ifdef SVQC
360 #include "physics/movetypes/movetypes.qh"
361 float warmup_limit;
362 float round_limit;
363 int rounds_played;
364 #endif
365
366 #ifdef SVQC
367 bool autocvar_g_shootfromcenter;
368 bool autocvar_g_shootfromeye;
369 #endif
370 REGISTER_STAT(SHOOTFROMEYE, bool, autocvar_g_shootfromeye)
371 REGISTER_STAT(SHOOTFROMCENTER, bool, autocvar_g_shootfromcenter)
372
373 REGISTER_STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, float)
374 REGISTER_STAT(MOVEVARS_AIRCONTROL_PENALTY, float)
375 REGISTER_STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, float)
376 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCEL_QW, float)
377 REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
378 REGISTER_STAT(MOVEVARS_AIRCONTROL_BACKWARDS, bool)
379 REGISTER_STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, bool)
380 #ifdef SVQC
381 float autocvar_sv_gameplayfix_q2airaccelerate = 1;
382 bool autocvar_sv_gameplayfix_nogravityonground = true;
383 bool autocvar_sv_gameplayfix_gravityunaffectedbyticrate = true;
384 #endif
385 REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
386                               | (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)
387                               | (autocvar_sv_gameplayfix_nogravityonground ? MOVEFLAG_NOGRAVITYONGROUND : 0)
388                               | (autocvar_sv_gameplayfix_gravityunaffectedbyticrate ? MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE : 0))
389
390 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, float)
391 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_ACCEL, float)
392 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, float)
393 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, float)
394 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, float)
395
396 REGISTER_STAT(MOVEVARS_AIRSTOPACCELERATE, float)
397 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCELERATE, float)
398 REGISTER_STAT(MOVEVARS_MAXAIRSTRAFESPEED, float)
399 REGISTER_STAT(MOVEVARS_AIRCONTROL, float)
400 REGISTER_STAT(FRAGLIMIT, float, autocvar_fraglimit)
401 REGISTER_STAT(TIMELIMIT, float, autocvar_timelimit)
402 REGISTER_STAT(WARMUP_TIMELIMIT, float, warmup_limit)
403 REGISTER_STAT(ROUNDS_PLAYED, int, rounds_played)
404 REGISTER_STAT(ROUND_TIMELIMIT, float, round_limit)
405 #ifdef SVQC
406 float autocvar_sv_wallfriction;
407 #define autocvar_sv_gravity cvar("sv_gravity")
408 float autocvar_sv_stepheight;
409 #endif
410 REGISTER_STAT(MOVEVARS_WALLFRICTION, int, autocvar_sv_wallfriction)
411 REGISTER_STAT(MOVEVARS_TICRATE, float, autocvar_sys_ticrate)
412 REGISTER_STAT(MOVEVARS_TIMESCALE, float, autocvar_slowmo)
413 REGISTER_STAT(MOVEVARS_GRAVITY, float, autocvar_sv_gravity)
414 REGISTER_STAT(MOVEVARS_STOPSPEED, float)
415 REGISTER_STAT(MOVEVARS_MAXSPEED, float)
416 REGISTER_STAT(MOVEVARS_ACCELERATE, float)
417 REGISTER_STAT(MOVEVARS_AIRACCELERATE, float)
418 .float gravity;
419 // FIXME: Was 0 on server, 1 on client. Still want that?
420 REGISTER_STAT(MOVEVARS_ENTGRAVITY, float, (this.gravity) ? this.gravity : 1)
421 REGISTER_STAT(MOVEVARS_JUMPVELOCITY, float)
422 REGISTER_STAT(MOVEVARS_JUMPVELOCITY_CROUCH, float)
423 REGISTER_STAT(MOVEVARS_MAXAIRSPEED, float)
424 REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
425 REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
426 REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
427 #ifdef SVQC
428 int autocvar_sv_wallclip;
429 #endif
430 REGISTER_STAT(MOVEVARS_WALLCLIP, int, autocvar_sv_wallclip)
431
432 REGISTER_STAT(GUNALIGN, int)
433 #ifdef SVQC
434 SPECTATE_COPYFIELD(_STAT(GUNALIGN))
435 #endif