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Experimental status effects system: general backend for buffs and debuffs networked...
[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/main.qh>
8 #include <common/gamemodes/sv_rules.qh>
9 #include <common/mapobjects/teleporters.qh>
10 #include <common/mapobjects/trigger/secret.qh>
11 #include <common/mutators/mutator/doublejump/doublejump.qh>
12 #include <common/mutators/mutator/itemstime/itemstime.qh>
13 #include <common/physics/player.qh>
14 #endif
15
16 // Full list of all stat constants, included in a single location for easy reference
17 // 255 is the current limit (MAX_CL_STATS - 1), engine will need to be modified if you wish to add more stats
18
19 const int MAX_CL_STATS = 256;
20
21 // const int STAT_HEALTH = 0;
22 // const int STAT_ARMOR = 4;
23 // const int STAT_SHELLS = 6;
24 // const int STAT_NAILS = 7;
25 // const int STAT_ROCKETS = 8;
26 // const int STAT_CELLS = 9;
27 // const int STAT_ITEMS = 15; // .items | .items2 << 23 | serverflags << 28
28 // const int STAT_VIEWHEIGHT = 16;
29
30 #if defined(CSQC)
31     #define g_stat_HEALTH getstati(STAT_HEALTH)
32     #define g_stat_ARMOR getstati(STAT_ARMOR)
33     #define g_stat_SHELLS getstati(STAT_SHELLS)
34     #define g_stat_NAILS getstati(STAT_NAILS)
35     #define g_stat_ROCKETS getstati(STAT_ROCKETS)
36     #define g_stat_CELLS getstati(STAT_CELLS)
37     #define g_stat_ITEMS getstat_int(STAT_ITEMS)
38     #define g_stat_VIEWHEIGHT getstati(STAT_VIEWHEIGHT)
39 #elif defined(SVQC)
40     #define stat_HEALTH health
41     #define stat_ARMOR armorvalue
42     #define stat_SHELLS ammo_shells
43     #define stat_NAILS ammo_nails
44     #define stat_ROCKETS ammo_rockets
45     #define stat_CELLS ammo_cells
46     #define stat_ITEMS items
47     #define stat_VIEWHEIGHT view_ofs_z
48 #endif
49
50 #ifdef SVQC
51 /// all the weapons actually spawned in the map, does not include filtered items
52 vector weaponsInMap;
53 /// all the weapons placed by the mapper (weaponreplace applied), ignores most filters
54 vector weaponsInMapAll;
55 #endif
56
57 REGISTER_STAT(WEAPONS, vectori)
58 REGISTER_STAT(WEAPONSINMAP, vectori, weaponsInMap)
59
60 REGISTER_STAT(PL_VIEW_OFS, vector)
61 REGISTER_STAT(PL_CROUCH_VIEW_OFS, vector)
62
63 REGISTER_STAT(PL_MIN, vector)
64 REGISTER_STAT(PL_CROUCH_MIN, vector)
65
66 REGISTER_STAT(PL_MAX, vector)
67 REGISTER_STAT(PL_CROUCH_MAX, vector)
68
69 REGISTER_STAT(KH_KEYS, int)
70
71 #ifdef SVQC
72 float W_WeaponRateFactor(entity this);
73 float game_stopped;
74 float game_starttime; //point in time when the countdown to game start is over
75 float round_starttime; //point in time when the countdown to round start is over
76 bool autocvar_g_allow_oldvortexbeam;
77 int autocvar_leadlimit;
78 // TODO: world.qh can't be included here due to circular includes!
79 #define autocvar_fraglimit cvar("fraglimit")
80 #define autocvar_fraglimit_override cvar("fraglimit_override")
81 #define autocvar_timelimit cvar("timelimit")
82 #define autocvar_timelimit_override cvar("timelimit_override")
83 #endif
84 REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor(this))
85 REGISTER_STAT(GAME_STOPPED, int, game_stopped)
86 REGISTER_STAT(GAMESTARTTIME, float, game_starttime)
87 /** arc heat in [0,1] */
88 REGISTER_STAT(PRESSED_KEYS, int)
89 /** this stat could later contain some other bits of info, like, more server-side particle config */
90 REGISTER_STAT(ALLOW_OLDVORTEXBEAM, bool, autocvar_g_allow_oldvortexbeam)
91 REGISTER_STAT(FUEL, int)
92 REGISTER_STAT(NB_METERSTART, float)
93 /** compressShotOrigin */
94 REGISTER_STAT(SHOTORG, int)
95 REGISTER_STAT(LEADLIMIT, float, autocvar_leadlimit)
96 REGISTER_STAT(LEADLIMIT_AND_FRAGLIMIT, float, autocvar_leadlimit_and_fraglimit)
97
98 REGISTER_STAT(LAST_PICKUP, float)
99 REGISTER_STAT(HUD, int)
100 REGISTER_STAT(HIT_TIME, float)
101 REGISTER_STAT(DAMAGE_DEALT_TOTAL, int)
102 REGISTER_STAT(TYPEHIT_TIME, float)
103 REGISTER_STAT(AIR_FINISHED, float)
104 REGISTER_STAT(VEHICLESTAT_HEALTH, int)
105 REGISTER_STAT(VEHICLESTAT_SHIELD, int)
106 REGISTER_STAT(VEHICLESTAT_ENERGY, int)
107 REGISTER_STAT(VEHICLESTAT_AMMO1, int)
108 REGISTER_STAT(VEHICLESTAT_RELOAD1, int)
109 REGISTER_STAT(VEHICLESTAT_AMMO2, int)
110 REGISTER_STAT(VEHICLESTAT_RELOAD2, int)
111 REGISTER_STAT(VEHICLESTAT_W2MODE, int)
112 REGISTER_STAT(NADE_TIMER, float)
113 REGISTER_STAT(SECRETS_TOTAL, int, secrets_total)
114 REGISTER_STAT(SECRETS_FOUND, int, secrets_found)
115 REGISTER_STAT(RESPAWN_TIME, float)
116 REGISTER_STAT(ROUNDSTARTTIME, float, round_starttime)
117 REGISTER_STAT(MONSTERS_TOTAL, int)
118 REGISTER_STAT(MONSTERS_KILLED, int)
119 REGISTER_STAT(NADE_BONUS, float)
120 REGISTER_STAT(NADE_BONUS_TYPE, int)
121 REGISTER_STAT(NADE_BONUS_SCORE, float)
122 REGISTER_STAT(HEALING_ORB, float)
123 REGISTER_STAT(HEALING_ORB_ALPHA, float)
124 REGISTER_STAT(PLASMA, int)
125 REGISTER_STAT(FROZEN, int)
126 REGISTER_STAT(REVIVE_PROGRESS, float)
127 REGISTER_STAT(ROUNDLOST, int)
128 REGISTER_STAT(CTF_FLAGSTATUS, int)
129 REGISTER_STAT(CAPTURE_PROGRESS, float)
130 REGISTER_STAT(ENTRAP_ORB, float)
131 REGISTER_STAT(ENTRAP_ORB_ALPHA, float)
132 REGISTER_STAT(ITEMSTIME, int, autocvar_sv_itemstime)
133 REGISTER_STAT(KILL_TIME, float)
134 REGISTER_STAT(VEIL_ORB, float)
135 REGISTER_STAT(VEIL_ORB_ALPHA, float)
136
137 #ifdef SVQC
138 float autocvar_sv_showfps = 0;
139 #endif
140 REGISTER_STAT(SHOWFPS, float, autocvar_sv_showfps)
141
142 #ifdef SVQC
143 bool autocvar_g_ctf_leaderboard;
144 #endif
145 REGISTER_STAT(CTF_SHOWLEADERBOARD, bool, autocvar_g_ctf_leaderboard)
146
147 #ifdef SVQC
148 int autocvar_g_multijump;
149 float autocvar_g_multijump_add;
150 float autocvar_g_multijump_speed;
151 float autocvar_g_multijump_maxspeed;
152 float autocvar_g_multijump_dodging = 1;
153 bool autocvar_g_multijump_client = true;
154 #endif
155 REGISTER_STAT(MULTIJUMP_DODGING, int, autocvar_g_multijump_dodging)
156 REGISTER_STAT(MULTIJUMP_MAXSPEED, float, autocvar_g_multijump_maxspeed)
157 REGISTER_STAT(MULTIJUMP_ADD, int, autocvar_g_multijump_add)
158 REGISTER_STAT(MULTIJUMP_SPEED, float, autocvar_g_multijump_speed)
159 REGISTER_STAT(MULTIJUMP_CLIENT, bool, autocvar_g_multijump_client)
160 .int multijump_count;
161 REGISTER_STAT(MULTIJUMP_COUNT, int, this.multijump_count)
162 REGISTER_STAT(MULTIJUMP, int, autocvar_g_multijump)
163 REGISTER_STAT(DOUBLEJUMP, int, autocvar_sv_doublejump)
164
165 #ifdef SVQC
166 bool g_bugrigs;
167 bool g_bugrigs_planar_movement;
168 bool g_bugrigs_planar_movement_car_jumping;
169 float g_bugrigs_reverse_spinning;
170 float g_bugrigs_reverse_speeding;
171 float g_bugrigs_reverse_stopping;
172 float g_bugrigs_air_steering;
173 float g_bugrigs_angle_smoothing;
174 float g_bugrigs_friction_floor;
175 float g_bugrigs_friction_brake;
176 float g_bugrigs_friction_air;
177 float g_bugrigs_accel;
178 float g_bugrigs_speed_ref;
179 float g_bugrigs_speed_pow;
180 float g_bugrigs_steer;
181 #endif
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
198 #ifdef SVQC
199 int autocvar_sv_gameplayfix_downtracesupportsongroundflag = 1;
200 int autocvar_sv_gameplayfix_easierwaterjump = 1;
201 int autocvar_sv_gameplayfix_stepdown = 2;
202 float autocvar_sv_gameplayfix_stepdown_maxspeed = 0;
203 int autocvar_sv_gameplayfix_stepmultipletimes = 1;
204 int autocvar_sv_gameplayfix_unstickplayers = 2;
205 int autocvar_sv_gameplayfix_fixedcheckwatertransition = 1;
206 int autocvar_sv_gameplayfix_slidemoveprojectiles = 1;
207 int autocvar_sv_gameplayfix_grenadebouncedownslopes = 1;
208 int autocvar_sv_gameplayfix_noairborncorpse = 1;
209 int autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems = 1;
210 int autocvar_sv_gameplayfix_delayprojectiles = 0;
211 bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag = true;
212 #endif
213 REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, autocvar_sv_gameplayfix_downtracesupportsongroundflag)
214 REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, autocvar_sv_gameplayfix_easierwaterjump)
215 REGISTER_STAT(GAMEPLAYFIX_STEPDOWN, int, autocvar_sv_gameplayfix_stepdown)
216 REGISTER_STAT(GAMEPLAYFIX_STEPDOWN_MAXSPEED, float, autocvar_sv_gameplayfix_stepdown_maxspeed)
217 REGISTER_STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, int, autocvar_sv_gameplayfix_stepmultipletimes)
218 REGISTER_STAT(GAMEPLAYFIX_UNSTICKPLAYERS, int, autocvar_sv_gameplayfix_unstickplayers)
219 REGISTER_STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, int, autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag)
220 REGISTER_STAT(GAMEPLAYFIX_WATERTRANSITION, int, autocvar_sv_gameplayfix_fixedcheckwatertransition)
221 REGISTER_STAT(GAMEPLAYFIX_SLIDEMOVEPROJECTILES, int, autocvar_sv_gameplayfix_slidemoveprojectiles)
222 REGISTER_STAT(GAMEPLAYFIX_GRENADEBOUNCESLOPES, int, autocvar_sv_gameplayfix_grenadebouncedownslopes)
223 REGISTER_STAT(GAMEPLAYFIX_NOAIRBORNCORPSE, int, autocvar_sv_gameplayfix_noairborncorpse)
224 REGISTER_STAT(NOAIRBORNCORPSE_ALLOWSUSPENDED, int, autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems)
225 REGISTER_STAT(GAMEPLAYFIX_DELAYPROJECTILES, int, autocvar_sv_gameplayfix_delayprojectiles)
226
227 REGISTER_STAT(MOVEVARS_JUMPSTEP, int, cvar("sv_jumpstep"))
228 REGISTER_STAT(NOSTEP, int, cvar("sv_nostep"))
229
230 #ifdef SVQC
231 float autocvar_sv_friction_on_land;
232 var float autocvar_sv_friction_slick = 0.5;
233 #endif
234 REGISTER_STAT(MOVEVARS_FRICTION, float)
235 REGISTER_STAT(MOVEVARS_FRICTION_SLICK, float, autocvar_sv_friction_slick)
236 REGISTER_STAT(MOVEVARS_FRICTION_ONLAND, float, autocvar_sv_friction_on_land)
237
238 REGISTER_STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, int, autocvar_sv_jumpspeedcap_max_disable_on_ramps)
239 REGISTER_STAT(MOVEVARS_TRACK_CANJUMP, int)
240 /** cvar loopback */
241 REGISTER_STAT(MOVEVARS_CL_TRACK_CANJUMP, int)
242
243 #ifdef SVQC
244 int g_dodging;
245 float autocvar_sv_dodging_delay;
246 float autocvar_sv_dodging_wall_distance_threshold;
247 bool autocvar_sv_dodging_frozen;
248 bool autocvar_sv_dodging_frozen_doubletap;
249 float autocvar_sv_dodging_height_threshold;
250 float autocvar_sv_dodging_horiz_speed_min;
251 float autocvar_sv_dodging_horiz_speed_max;
252 float autocvar_sv_dodging_horiz_force_slowest;
253 float autocvar_sv_dodging_horiz_force_fastest;
254 float autocvar_sv_dodging_horiz_force_frozen;
255 float autocvar_sv_dodging_ramp_time;
256 float autocvar_sv_dodging_up_speed;
257 bool autocvar_sv_dodging_wall_dodging;
258 bool autocvar_sv_dodging_air_dodging;
259 float autocvar_sv_dodging_maxspeed;
260 float autocvar_sv_dodging_air_maxspeed;
261 bool autocvar_sv_dodging_clientselect;
262 #endif
263
264 #if 0
265 REGISTER_STAT(DODGING, int, g_dodging)
266 REGISTER_STAT(DODGING_DELAY, float, autocvar_sv_dodging_delay)
267 REGISTER_STAT(DODGING_DISTANCE_THRESHOLD, float, autocvar_sv_dodging_wall_distance_threshold)
268 REGISTER_STAT(DODGING_FROZEN_DOUBLETAP, int, autocvar_sv_dodging_frozen_doubletap)
269 REGISTER_STAT(DODGING_HEIGHT_THRESHOLD, float, autocvar_sv_dodging_height_threshold)
270 REGISTER_STAT(DODGING_HORIZ_SPEED_MIN, float, autocvar_sv_dodging_horiz_speed_min)
271 REGISTER_STAT(DODGING_HORIZ_SPEED_MAX, float, autocvar_sv_dodging_horiz_speed_max)
272 REGISTER_STAT(DODGING_HORIZ_FORCE_SLOWEST, float, autocvar_sv_dodging_horiz_force_slowest)
273 REGISTER_STAT(DODGING_HORIZ_FORCE_FASTEST, float, autocvar_sv_dodging_horiz_force_fastest)
274 REGISTER_STAT(DODGING_HORIZ_FORCE_FROZEN, float, autocvar_sv_dodging_horiz_force_frozen)
275 REGISTER_STAT(DODGING_RAMP_TIME, float, autocvar_sv_dodging_ramp_time)
276 REGISTER_STAT(DODGING_UP_SPEED, float, autocvar_sv_dodging_up_speed)
277 REGISTER_STAT(DODGING_WALL, bool, autocvar_sv_dodging_wall_dodging)
278 REGISTER_STAT(DODGING_AIR, bool, autocvar_sv_dodging_air_dodging)
279 REGISTER_STAT(DODGING_MAXSPEED, float, autocvar_sv_dodging_maxspeed)
280 REGISTER_STAT(DODGING_AIR_MAXSPEED, float, autocvar_sv_dodging_air_maxspeed)
281 REGISTER_STAT(DODGING_CLIENTSELECT, bool, autocvar_sv_dodging_clientselect)
282 #endif
283 /** cvar loopback */
284 REGISTER_STAT(DODGING_FROZEN, int, autocvar_sv_dodging_frozen)
285 REGISTER_STAT(DODGING_TIMEOUT, float)
286
287 #ifdef SVQC
288 float autocvar_g_jetpack_acceleration_side;
289 float autocvar_g_jetpack_acceleration_up;
290 float autocvar_g_jetpack_antigravity;
291 int autocvar_g_jetpack_fuel;
292 float autocvar_g_jetpack_maxspeed_side;
293 float autocvar_g_jetpack_maxspeed_up;
294 float autocvar_g_jetpack_reverse_thrust;
295 #endif
296 REGISTER_STAT(JETPACK_ACCEL_SIDE, float, autocvar_g_jetpack_acceleration_side)
297 REGISTER_STAT(JETPACK_ACCEL_UP, float, autocvar_g_jetpack_acceleration_up)
298 REGISTER_STAT(JETPACK_ANTIGRAVITY, float, autocvar_g_jetpack_antigravity)
299 REGISTER_STAT(JETPACK_FUEL, float, autocvar_g_jetpack_fuel)
300 REGISTER_STAT(JETPACK_MAXSPEED_SIDE, float, autocvar_g_jetpack_maxspeed_side)
301 REGISTER_STAT(JETPACK_MAXSPEED_UP, float, autocvar_g_jetpack_maxspeed_up)
302 REGISTER_STAT(JETPACK_REVERSE_THRUST, float, autocvar_g_jetpack_reverse_thrust)
303
304 REGISTER_STAT(MOVEVARS_HIGHSPEED, float)
305
306 #ifdef SVQC
307 AUTOCVAR(g_walljump, bool, false, "Enable wall jumping mutator");
308 AUTOCVAR(g_walljump_delay, float, 1, "Minimum delay between wall jumps");
309 AUTOCVAR(g_walljump_force, float, 300, "How far to bounce/jump off the wall");
310 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");
311 AUTOCVAR(g_walljump_velocity_z_factor, float, 0.5, "Upwards velocity factor, multiplied by normal jump velocity");
312 #endif
313 REGISTER_STAT(WALLJUMP, int, autocvar_g_walljump)
314 REGISTER_STAT(WALLJUMP_VELOCITY_Z_FACTOR, float, autocvar_g_walljump_velocity_z_factor)
315 REGISTER_STAT(WALLJUMP_VELOCITY_XY_FACTOR, float, autocvar_g_walljump_velocity_xy_factor)
316 REGISTER_STAT(WALLJUMP_DELAY, float, autocvar_g_walljump_delay)
317 REGISTER_STAT(WALLJUMP_FORCE, float, autocvar_g_walljump_force)
318 REGISTER_STAT(LASTWJ, float)
319
320 #ifdef SVQC
321 float autocvar_g_bloodloss;
322 #endif
323 REGISTER_STAT(BLOODLOSS, float, autocvar_g_bloodloss)
324
325 // freeze tag, clan arena
326 REGISTER_STAT(REDALIVE, int)
327 REGISTER_STAT(BLUEALIVE, int)
328 REGISTER_STAT(YELLOWALIVE, int)
329 REGISTER_STAT(PINKALIVE, int)
330
331 // domination
332 REGISTER_STAT(DOM_TOTAL_PPS, float)
333 REGISTER_STAT(DOM_PPS_RED, float)
334 REGISTER_STAT(DOM_PPS_BLUE, float)
335 REGISTER_STAT(DOM_PPS_YELLOW, float)
336 REGISTER_STAT(DOM_PPS_PINK, float)
337
338 #ifdef SVQC
339 float autocvar_g_teleport_maxspeed;
340 #endif
341 REGISTER_STAT(TELEPORT_MAXSPEED, float, autocvar_g_teleport_maxspeed)
342 REGISTER_STAT(TELEPORT_TELEFRAG_AVOID, int, autocvar_g_telefrags_avoid)
343
344 REGISTER_STAT(CAMERA_SPECTATOR, int)
345
346 REGISTER_STAT(SPECTATORSPEED, float)
347
348 #ifdef SVQC
349 bool autocvar_sv_slick_applygravity;
350 #endif
351 REGISTER_STAT(SLICK_APPLYGRAVITY, bool, autocvar_sv_slick_applygravity)
352
353 #ifdef SVQC
354 bool autocvar_sv_q3defragcompat;
355 #endif
356 REGISTER_STAT(Q3DEFRAGCOMPAT, bool, autocvar_sv_q3defragcompat)
357
358 #ifdef SVQC
359 #include "physics/movetypes/movetypes.qh"
360 float warmup_limit;
361 #endif
362
363 #ifdef SVQC
364 bool autocvar_g_shootfromcenter;
365 bool autocvar_g_shootfromeye;
366 #endif
367 REGISTER_STAT(SHOOTFROMEYE, bool, autocvar_g_shootfromeye)
368 REGISTER_STAT(SHOOTFROMCENTER, bool, autocvar_g_shootfromcenter)
369
370 REGISTER_STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, float)
371 REGISTER_STAT(MOVEVARS_AIRCONTROL_PENALTY, float)
372 REGISTER_STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, float)
373 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCEL_QW, float)
374 REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
375 REGISTER_STAT(MOVEVARS_AIRCONTROL_BACKWARDS, bool)
376 REGISTER_STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, bool)
377 #ifdef SVQC
378 float autocvar_sv_gameplayfix_q2airaccelerate = 1;
379 bool autocvar_sv_gameplayfix_nogravityonground = true;
380 bool autocvar_sv_gameplayfix_gravityunaffectedbyticrate = true;
381 #endif
382 REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
383                               | (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)
384                               | (autocvar_sv_gameplayfix_nogravityonground ? MOVEFLAG_NOGRAVITYONGROUND : 0)
385                               | (autocvar_sv_gameplayfix_gravityunaffectedbyticrate ? MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE : 0))
386
387 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, float)
388 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_ACCEL, float)
389 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, float)
390 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, float)
391 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, float)
392
393 REGISTER_STAT(MOVEVARS_AIRSTOPACCELERATE, float)
394 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCELERATE, float)
395 REGISTER_STAT(MOVEVARS_MAXAIRSTRAFESPEED, float)
396 REGISTER_STAT(MOVEVARS_AIRCONTROL, float)
397 REGISTER_STAT(FRAGLIMIT, float, autocvar_fraglimit)
398 REGISTER_STAT(TIMELIMIT, float, autocvar_timelimit)
399 REGISTER_STAT(WARMUP_TIMELIMIT, float, warmup_limit)
400 #ifdef SVQC
401 float autocvar_sv_wallfriction;
402 #define autocvar_sv_gravity cvar("sv_gravity")
403 float autocvar_sv_stepheight;
404 #endif
405 REGISTER_STAT(MOVEVARS_WALLFRICTION, int, autocvar_sv_wallfriction)
406 REGISTER_STAT(MOVEVARS_TICRATE, float, autocvar_sys_ticrate)
407 REGISTER_STAT(MOVEVARS_TIMESCALE, float, autocvar_slowmo)
408 REGISTER_STAT(MOVEVARS_GRAVITY, float, autocvar_sv_gravity)
409 REGISTER_STAT(MOVEVARS_STOPSPEED, float)
410 REGISTER_STAT(MOVEVARS_MAXSPEED, float)
411 REGISTER_STAT(MOVEVARS_ACCELERATE, float)
412 REGISTER_STAT(MOVEVARS_AIRACCELERATE, float)
413 .float gravity;
414 // FIXME: Was 0 on server, 1 on client. Still want that?
415 REGISTER_STAT(MOVEVARS_ENTGRAVITY, float, (this.gravity) ? this.gravity : 1)
416 REGISTER_STAT(MOVEVARS_JUMPVELOCITY, float)
417 REGISTER_STAT(MOVEVARS_JUMPVELOCITY_CROUCH, float)
418 REGISTER_STAT(MOVEVARS_MAXAIRSPEED, float)
419 REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
420 REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
421 REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
422 REGISTER_STAT(MOVEVARS_SPECIALCOMMAND, bool)
423 #ifdef SVQC
424 int autocvar_sv_wallclip;
425 #endif
426 REGISTER_STAT(MOVEVARS_WALLCLIP, int, autocvar_sv_wallclip)
427
428 REGISTER_STAT(GUNALIGN, int)
429 #ifdef SVQC
430 SPECTATE_COPYFIELD(_STAT(GUNALIGN))
431 #endif