-#ifndef SERVER_DEFS_H
-#define SERVER_DEFS_H
+#pragma once
-#include "../common/weapons/all.qh"
-#include "../common/stats.qh"
+float warmup_limit;
+#include <common/weapons/all.qh>
+#include <common/stats.qh>
#define INDEPENDENT_ATTACK_FINISHED 1
// Globals
float g_footsteps, g_grappling_hook, g_instagib;
-float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
float warmup_stage;
.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; //"
.float fade_time;
.float fade_rate;
-void() player_setupanimsformodel;
+void player_setupanimsformodel(entity this);
.string mdl;
// 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)
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;
.entity flagcarried;
.int playerid;
-float playerid_last;
.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
.vector death_origin;
float default_player_alpha;
float default_weapon_alpha;
-.float() customizeentityforclient;
.float cvar_cl_handicap;
.float cvar_cl_clippedspectating;
.float cvar_cl_autoscreenshot;
WepSet weaponsInMap;
#define weapons _STAT(WEAPONS)
-#define weaponsinmap _STAT(WEAPONSINMAP)
.float respawn_countdown; // next number to count
float game_starttime; //point in time when the countdown to game start is over
float round_starttime; //point in time when the countdown to round start is over
-.float stat_game_starttime = _STAT(GAMESTARTTIME);
-.float stat_round_starttime = _STAT(ROUNDSTARTTIME);
void W_Porto_Remove (entity p);
.string message2;
-.bool stat_allow_oldvortexbeam = _STAT(ALLOW_OLDVORTEXBEAM);
-
// reset to 0 on weapon switch
// may be useful to all weapons
.float bulletcounter;
.entity ballcarried; // Also used for keepaway
float g_nexball_meter_period;
-void SUB_DontUseTargets();
-void SUB_UseTargets();
+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);
.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
-.float stat_leadlimit = _STAT(LEADLIMIT);
-
bool radar_showennemies;
#ifdef PROFILING
string deathmessage;
-.float just_joined;
+.bool just_joined;
.float cvar_cl_weaponimpulsemode;
.float selectweapon; // last selected weapon of the player
const float ACTIVE_BUSY = 2;
const float ACTIVE_TOGGLE = 3;
.float active;
-.void (float act_state) setactive;
+.void (entity this, int act_state) setactive;
.entity realowner;
//float serverflags;
.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
-void PlayerUseKey();
+void PlayerUseKey(entity this);
-typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
+USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
.spawn_evalfunc_t spawn_evalfunc;
string modname;
.string cvar_cl_physics;
-.float init_for_player_needed;
-.void(entity) init_for_player;
-
-#endif
+.bool init_for_player_needed;
+.void(entity this, entity player) init_for_player;