]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/defs.qh
Merge branch 'DefaultUser/m_itemid' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / defs.qh
index 29374036cf4c4d5e7007b1d261ef1e2166e73563..52153fcd7edeedaf2b7c3aec557103786fcca343 100644 (file)
@@ -1,7 +1,7 @@
 #pragma once
 
 float warmup_limit;
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
 #include <common/stats.qh>
 
 #define INDEPENDENT_ATTACK_FINISHED 1
@@ -12,20 +12,6 @@ float g_footsteps, g_grappling_hook, g_instagib;
 float g_warmup_allguns;
 float g_warmup_allow_timeout;
 float warmup_stage;
-PROPERTY(float, g_pickup_respawntime_weapon)
-PROPERTY(float, g_pickup_respawntime_superweapon)
-PROPERTY(float, g_pickup_respawntime_ammo)
-PROPERTY(float, g_pickup_respawntime_short)
-PROPERTY(float, g_pickup_respawntime_medium)
-PROPERTY(float, g_pickup_respawntime_long)
-PROPERTY(float, g_pickup_respawntime_powerup)
-PROPERTY(float, g_pickup_respawntimejitter_weapon)
-PROPERTY(float, g_pickup_respawntimejitter_superweapon)
-PROPERTY(float, g_pickup_respawntimejitter_ammo)
-PROPERTY(float, g_pickup_respawntimejitter_short)
-PROPERTY(float, g_pickup_respawntimejitter_medium)
-PROPERTY(float, g_pickup_respawntimejitter_long)
-PROPERTY(float, g_pickup_respawntimejitter_powerup)
 float g_jetpack;
 
 float sv_clones;
@@ -35,7 +21,7 @@ float player_count;
 float currentbots;
 float bots_would_leave;
 
-void UpdateFrags(entity player, float f);
+void UpdateFrags(entity player, int f);
 .float totalfrags;
 
 float team1_score, team2_score, team3_score, team4_score;
@@ -55,7 +41,7 @@ float server_is_dedicated;
 .float inactive; // Clientwall disappears when inactive
 .float alpha_max, alpha_min;
 .float fade_start, fade_end, fade_vertical_offset;
-.float default_solid; // Variable to store default self.solid for clientwalls
+.float default_solid; // Variable to store default .solid for clientwalls
 
 .float pain_finished;                  //Added by Supajoe
 .float pain_frame;                     //"
@@ -77,7 +63,7 @@ float server_is_dedicated;
 .float fade_time;
 .float fade_rate;
 
-void() player_setupanimsformodel;
+void player_setupanimsformodel(entity this);
 
 .string mdl;
 
@@ -130,7 +116,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16;
 
 // WEAPONTODO
 .float autoswitch;
-bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain);
+bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain);
 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
@@ -155,7 +141,7 @@ float alreadychangedlevel;
 
 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
 .float spectatortime; //point in time since the client is spectating or observing
-void checkSpectatorBlock();
+void checkSpectatorBlock(entity this);
 
 float game_completion_ratio; // 0 at start, 1 near end
 .float winning;
@@ -174,12 +160,10 @@ bool nJoinAllowed(entity this, entity ignore);
 .float noalign;                // if set to 1, the item or spawnpoint won't be dropped to the floor
 
 .vector death_origin;
-.vector killer_origin;
 
 float default_player_alpha;
 float default_weapon_alpha;
 
-.float() customizeentityforclient;
 .float cvar_cl_handicap;
 .float cvar_cl_clippedspectating;
 .float cvar_cl_autoscreenshot;
@@ -254,6 +238,8 @@ float lockteams;
 .float parm_idlesince;
 float sv_maxidle;
 float sv_maxidle_spectatorsareidle;
+int sv_maxidle_slots;
+bool sv_maxidle_slots_countbots;
 
 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
 
@@ -274,7 +260,7 @@ bool independent_players;
 
 string clientstuff;
 .float phase;
-.int pressedkeys = _STAT(PRESSED_KEYS);
+.int pressedkeys;
 
 .string fog;
 
@@ -303,7 +289,7 @@ 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() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
+.void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
 
 void ClientData_Touch(entity e);
 
@@ -394,7 +380,6 @@ const float ACTIVE_TOGGLE   = 3;
 .float player_blocked;
 .float weapon_blocked; // weapon use disabled
 
-.float frozen = _STAT(FROZEN); // for freeze attacks
 .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)
@@ -406,9 +391,9 @@ const float ACTIVE_TOGGLE   = 3;
 
 .float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
 
-void PlayerUseKey();
+void PlayerUseKey(entity this);
 
-USING(spawn_evalfunc_t, vector(entity player, entity spot, vector current));
+USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
 .spawn_evalfunc_t spawn_evalfunc;
 
 string modname;
@@ -430,16 +415,56 @@ const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
 #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)
 #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false)
 
-
 ////
 
-.entity player_stats;
-//.float playerid;
-.string playernick;
-.float elos;
-.float ranks;
-
 .string cvar_cl_physics;
 
-.float init_for_player_needed;
-.void(entity) init_for_player;
+.void(entity this, entity player) init_for_player;
+
+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(); }