Merge branch 'master' into Mario/stats_eloranking
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / defs.qh
index b2a4868458725e7f8504d8ed9d85609f8e195797..217a74223a1d1e0b3e273ec8c66d623e2f85f018 100644 (file)
@@ -1,6 +1,5 @@
 #pragma once
 
-float warmup_limit;
 #include <common/weapons/_all.qh>
 #include <common/stats.qh>
 
@@ -8,12 +7,16 @@ float warmup_limit;
 
 // Globals
 
-float g_footsteps, g_grappling_hook, g_instagib;
+float g_footsteps, g_grappling_hook;
 float g_warmup_allguns;
 float g_warmup_allow_timeout;
 float warmup_stage;
 float g_jetpack;
 
+bool sv_ready_restart;
+bool sv_ready_restart_after_countdown;
+bool sv_ready_restart_repeatable;
+
 float sv_clones;
 float sv_foginterval;
 
@@ -31,7 +34,7 @@ float server_is_dedicated;
 
 // Fields
 
-.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
+.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage;
 
 //.string      wad;
 //.string      map;
@@ -139,7 +142,8 @@ void checkSpectatorBlock(entity this);
 
 float game_completion_ratio; // 0 at start, 1 near end
 .float winning;
-.float jointime; // time of joining
+.float jointime; // time of connecting
+.float startplaytime; // time of switching from spectator to player
 .float alivetime; // time of being alive
 .float motd_actived_time; // used for both motd and campaign_message
 
@@ -179,8 +183,6 @@ float default_weapon_alpha;
 
 string gamemode_name;
 
-float startitem_failed;
-
 string W_Apply_Weaponreplace(string in);
 
 void FixIntermissionClient(entity e);
@@ -189,8 +191,6 @@ void FixClientCvars(entity e);
 // WEAPONTODO: remove this
 //WepSet weaponsInMap;
 
-#define weapons _STAT(WEAPONS)
-
 .float respawn_countdown; // next number to count
 
 float bot_waypoints_for_items;
@@ -223,7 +223,12 @@ int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it
 // set when showing a kill countdown
 .entity killindicator;
 
-void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
+.bool canteamdamage;
+
+void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
+
+// WEAPONTODO
+#define DMG_NOWEP (weaponentities[0])
 
 float lockteams;
 
@@ -273,9 +278,6 @@ void W_Porto_Remove (entity p);
 // Nexball
 float g_nexball_meter_period;
 
-void SUB_DontUseTargets(entity this, entity actor, entity trigger);
-void SUB_UseTargets(entity this, entity actor, entity trigger);
-
 .void(entity this) reset; // if set, an entity is reset using this
 .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
 
@@ -298,18 +300,8 @@ float servertime, serverprevtime, serverframetime;
 .float floodcontrol_voice;
 .float floodcontrol_voiceteam;
 
-.float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD
-
 string matchid;
 
-.float last_pickup = _STAT(LAST_PICKUP);
-
-.float hit_time = _STAT(HIT_TIME);
-.float typehit_time = _STAT(TYPEHIT_TIME);
-.float kill_time = _STAT(KILL_TIME);
-
-.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
-
 bool radar_showennemies;
 
 #ifdef PROFILING
@@ -319,15 +311,18 @@ float client_cefc_accumulatortime;
 
 .float weapon_load[Weapons_MAX];
 .int ammo_none; // used by the reloading system, must always be 0
-.float clip_load = _STAT(WEAPON_CLIPLOAD);
+.float clip_load;
 .float old_clip_load;
-.float clip_size = _STAT(WEAPON_CLIPSIZE);
+.float clip_size;
 
-.float minelayer_mines = _STAT(LAYED_MINES);
-.float vortex_charge = _STAT(VORTEX_CHARGE);
+.int minelayer_mines;
+.float vortex_charge;
 .float vortex_charge_rottime;
-.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
-.float hagar_load = _STAT(HAGAR_LOAD);
+.float vortex_chargepool_ammo;
+.float oknex_charge;
+.float oknex_charge_rottime;
+.float oknex_chargepool_ammo;
+.int hagar_load;
 
 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
 
@@ -366,16 +361,16 @@ const float ACTIVE_TOGGLE         = 3;
 
 .float player_blocked;
 
-.float revive_progress = _STAT(REVIVE_PROGRESS);
 .float revival_time; // time at which player was last revived
 .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
+.float freeze_time;
 .entity iceblock;
 .entity frozen_by; // for ice fields
 
 .entity muzzle_flash;
 .float misc_bulletcounter;     // replaces uzi & hlac bullet counter.
 
-.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
+.int killindicator_teamchange;
 
 void PlayerUseKey(entity this);
 
@@ -410,67 +405,43 @@ const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
 .WepSet dual_weapons;
 
 IntrusiveList g_monsters;
-STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }
-
 IntrusiveList g_waypoints;
-STATIC_INIT(g_waypoints) { g_waypoints = IL_NEW(); }
-
 IntrusiveList g_vehicles;
-STATIC_INIT(g_vehicles) { g_vehicles = IL_NEW(); }
-
 IntrusiveList g_turrets;
-STATIC_INIT(g_turrets) { g_turrets = IL_NEW(); }
-
 IntrusiveList g_mines;
-STATIC_INIT(g_mines) { g_mines = IL_NEW(); }
-
 IntrusiveList g_projectiles;
-STATIC_INIT(g_projectiles) { g_projectiles = IL_NEW(); }
-
 IntrusiveList g_items;
-STATIC_INIT(g_items) { g_items = IL_NEW(); }
-
 IntrusiveList g_initforplayer;
-STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); }
-
 IntrusiveList g_clones;
-STATIC_INIT(g_clones) { g_clones = IL_NEW(); }
-
-IntrusiveList g_assault_destructibles;
-STATIC_INIT(g_assault_destructibles) { g_assault_destructibles = IL_NEW(); }
-
-IntrusiveList g_assault_objectivedecreasers;
-STATIC_INIT(g_assault_objectivedecreasers) { g_assault_objectivedecreasers = IL_NEW(); }
-
-IntrusiveList g_assault_objectives;
-STATIC_INIT(g_assault_objectives) { g_assault_objectives = IL_NEW(); }
-
 IntrusiveList g_spawnpoints;
-STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); }
-
 IntrusiveList g_bot_targets;
-STATIC_INIT(g_bot_targets) { g_bot_targets = IL_NEW(); }
-
 IntrusiveList g_bot_dodge;
-STATIC_INIT(g_bot_dodge) { g_bot_dodge = IL_NEW(); }
-
 IntrusiveList g_damagedbycontents;
-STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); }
-
 IntrusiveList g_railgunhit;
-STATIC_INIT(g_railgunhit) { g_railgunhit = IL_NEW(); }
-
 IntrusiveList g_ladders;
-STATIC_INIT(g_ladders) { g_ladders = IL_NEW(); }
-
 IntrusiveList g_locations;
-STATIC_INIT(g_locations) { g_locations = IL_NEW(); }
-
 IntrusiveList g_saved_team;
-STATIC_INIT(g_saved_team) { g_saved_team = IL_NEW(); }
-
 IntrusiveList g_monster_targets;
-STATIC_INIT(g_monster_targets) { g_monster_targets = IL_NEW(); }
-
 IntrusiveList g_pathlib_nodes;
-STATIC_INIT(g_pathlib_nodes) { g_pathlib_nodes = IL_NEW(); }
+STATIC_INIT(defs)
+{
+       g_monsters = IL_NEW();
+       g_waypoints = IL_NEW();
+       g_vehicles = IL_NEW();
+       g_turrets = IL_NEW();
+       g_mines = IL_NEW();
+       g_projectiles = IL_NEW();
+       g_items = IL_NEW();
+       g_initforplayer = IL_NEW();
+       g_clones = IL_NEW();
+       g_spawnpoints = IL_NEW();
+       g_bot_targets = IL_NEW();
+       g_bot_dodge = IL_NEW();
+       g_damagedbycontents = IL_NEW();
+       g_railgunhit = IL_NEW();
+       g_ladders = IL_NEW();
+       g_locations = IL_NEW();
+       g_saved_team = IL_NEW();
+       g_monster_targets = IL_NEW();
+       g_pathlib_nodes = IL_NEW();
+}