]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/defs.qh
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / defs.qh
index 5680840456fb8e333c1087442a384ec4b38df1b9..5b67aeb39408d0fbcf1e8a49450761d05ff24c8a 100644 (file)
@@ -116,7 +116,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16;
 
 // WEAPONTODO
 .float autoswitch;
-bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain);
+bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, 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)
@@ -210,7 +210,7 @@ float bot_waypoints_for_items;
 #else
 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
 #endif
-#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, PS(ent).m_weapon.m_id, slot)
+#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot)
 
 // assault game mode: Which team is attacking in this round?
 float assault_attacker_team;
@@ -261,7 +261,7 @@ bool independent_players;
 
 string clientstuff;
 .float phase;
-.int pressedkeys = _STAT(PRESSED_KEYS);
+.int pressedkeys;
 
 .string fog;
 
@@ -461,5 +461,14 @@ 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(); }