-#ifndef SERVER_DEFS_H
-#define SERVER_DEFS_H
+#pragma once
-#include "../common/weapons/all.qh"
+float warmup_limit;
+#include <common/weapons/all.qh>
+#include <common/stats.qh>
#define INDEPENDENT_ATTACK_FINISHED 1
-#define BUTTON_ATCK button0
-#define BUTTON_JUMP button2
-#define BUTTON_ATCK2 button3
-#define BUTTON_ZOOM button4
-#define BUTTON_CROUCH button5
-#define BUTTON_HOOK button6
-#define BUTTON_INFO button7
-#define BUTTON_CHAT buttonchat
-#define BUTTON_USE buttonuse
-#define BUTTON_DRAG button8
-#define BUTTON_ZOOMSCRIPT button9
-#define BUTTON_JETPACK button10
-
// Globals
-float g_cloaked, g_footsteps, g_grappling_hook, g_instagib;
-float g_warmup_limit;
+float g_footsteps, g_grappling_hook, g_instagib;
float g_warmup_allguns;
float g_warmup_allow_timeout;
float warmup_stage;
float team1_score, team2_score, team3_score, team4_score;
-float maxclients;
-
// flag set on worldspawn so that the code knows if it is dedicated or not
float server_is_dedicated;
// Fields
-.void(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, vector hitloc, vector force) event_damage;
//.string wad;
//.string map;
.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 crouch; // Crouching or not?
-.float strength_finished;
-.float invincible_finished;
-.float superweapons_finished;
+.float strength_finished = _STAT(STRENGTH_FINISHED);
+.float invincible_finished = _STAT(INVINCIBLE_FINISHED);
+.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
.float cnt; // used in too many places
.float count;
.float fade_time;
.float fade_rate;
-// weapon animation vectors:
-.vector anim_fire1;
-.vector anim_fire2;
-.vector anim_idle;
-.vector anim_reload;
-
-void() player_setupanimsformodel;
-void setanim(entity e, vector anim, float looping, float override, float restart);
+void player_setupanimsformodel(entity this);
.string mdl;
.float scheduledrespawntime;
.float respawntime;
.float respawntimejitter;
+.float respawntimestart;
//.float chasecam;
.float damageforcescale;
.float iscreature;
.float damagedbycontents;
.float damagedbytriggers;
-.float pushable;
.float teleportable;
.vector oldvelocity;
.entity item_pickupsound_ent;
.entity item_model_ent;
-// definitions for weaponsystem
-// more WEAPONTODO: move these to their proper files
-.entity exteriorweaponentity;
-.vector weaponentity_glowmod;
-
-//.int weapon; // current weapon
-.int switchweapon; // weapon requested to switch to
-.int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
-.string weaponname; // name of .weapon
-
// WEAPONTODO
.float autoswitch;
-float client_hasweapon(entity cl, float wpn, float andammo, float 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)
.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
-// weapon states (self.weaponentity.state)
-const int WS_CLEAR = 0; // no weapon selected
-const int WS_RAISE = 1; // raise frame
-const int WS_DROP = 2; // deselecting frame
-const int WS_INUSE = 3; // fire state
-const int WS_READY = 4; // idle frame
-
// there is 2 weapon tics that can run in one server frame
const int W_TICSPERFRAME = 2;
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;
.float alivetime; // time of being alive
.float motd_actived_time; // used for both motd and campaign_message
-float nJoinAllowed(entity ignore);
+bool nJoinAllowed(entity this, entity ignore);
.float spawnshieldtime;
.float item_spawnshieldtime;
.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 spawnorigin;
-
.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;
.float cvar_cl_jetpack_jump;
-.float cvar_cl_movement_track_canjump;
+.float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP);
.float cvar_cl_newusekeysupported;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
-.float cvar_cl_gunalign;
.float cvar_cl_noantilag;
.string weaponorder_byimpulse;
// WEAPONTODO: remove this
WepSet weaponsInMap;
-.WepSet weaponsinmap;
+#define weapons _STAT(WEAPONS)
.float respawn_countdown; // next number to count
#else
#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
#endif
-#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, (ent).weapon, slot)
+#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, PS(ent).m_weapon.m_id, slot)
// assault game mode: Which team is attacking in this round?
float assault_attacker_team;
float next_pingtime;
-// player sounds, voice messages
-// TODO implemented fall and falling
-#define ALLPLAYERSOUNDS \
- _VOICEMSG(death) \
- _VOICEMSG(drown) \
- _VOICEMSG(fall) \
- _VOICEMSG(falling) \
- _VOICEMSG(gasp) \
- _VOICEMSG(jump) \
- _VOICEMSG(pain100) \
- _VOICEMSG(pain25) \
- _VOICEMSG(pain50) \
- _VOICEMSG(pain75)
-
-#define ALLVOICEMSGS \
- _VOICEMSG(attack) \
- _VOICEMSG(attackinfive) \
- _VOICEMSG(coverme) \
- _VOICEMSG(defend) \
- _VOICEMSG(freelance) \
- _VOICEMSG(incoming) \
- _VOICEMSG(meet) \
- _VOICEMSG(needhelp) \
- _VOICEMSG(seenflag) \
- _VOICEMSG(taunt) \
- _VOICEMSG(teamshoot)
-
-#define _VOICEMSG(m) .string playersound_##m;
-ALLPLAYERSOUNDS
-ALLVOICEMSGS
-#undef _VOICEMSG
-
-// reserved sound names for the future (some models lack sounds for them):
-// _VOICEMSG(flagcarriertakingdamage) \
-// _VOICEMSG(getflag) \
-// reserved sound names for the future (ALL models lack sounds for them):
-// _VOICEMSG(affirmative) \
-// _VOICEMSG(attacking) \
-// _VOICEMSG(defending) \
-// _VOICEMSG(roaming) \
-// _VOICEMSG(onmyway) \
-// _VOICEMSG(droppedflag) \
-// _VOICEMSG(negative) \
-// _VOICEMSG(seenenemy) \
-// /**/
-
-string globalsound_fall;
-string globalsound_metalfall;
-string globalsound_step;
-string globalsound_metalstep;
-
-const float VOICETYPE_PLAYERSOUND = 10;
-const float VOICETYPE_TEAMRADIO = 11;
-const float VOICETYPE_LASTATTACKER = 12;
-const float VOICETYPE_LASTATTACKER_ONLY = 13;
-const float VOICETYPE_AUTOTAUNT = 14;
-const float VOICETYPE_TAUNT = 15;
-
-void PrecachePlayerSounds(string f);
-void PrecacheGlobalSound(string samplestring);
-void UpdatePlayerSounds();
-void ClearPlayerSounds();
-void PlayerSound(.string samplefield, float channel, float voicetype);
-void GlobalSound(string samplestring, float channel, float voicetype);
-void FakeGlobalSound(string samplestring, float channel, float voicetype);
-void VoiceMessage(string type, string message);
-float GetPlayerSoundSampleField_notFound;
-.string GetVoiceMessageSampleField(string type);
-
// autotaunt system
.float cvar_cl_autotaunt;
.float cvar_cl_voice_directional;
string clientstuff;
.float phase;
-.int pressedkeys;
+.int pressedkeys = _STAT(PRESSED_KEYS);
.string fog;
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;
-.float stat_round_starttime;
void W_Porto_Remove (entity p);
.string message2;
-.float 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() 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) 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)
void ClientData_Touch(entity e);
.float floodcontrol_voice;
.float floodcontrol_voiceteam;
-.float stat_shotorg; // networked stat for trueaim HUD
+.float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD
string matchid;
-.float last_pickup;
+.float last_pickup = _STAT(LAST_PICKUP);
-.float hit_time;
-.float typehit_time;
+.float hit_time = _STAT(HIT_TIME);
+.float typehit_time = _STAT(TYPEHIT_TIME);
-.float damage_dealt_total;
-
-.float stat_leadlimit;
+.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
bool radar_showennemies;
.float weapon_load[Weapons_MAX];
.int ammo_none; // used by the reloading system, must always be 0
-.float clip_load;
+.float clip_load = _STAT(WEAPON_CLIPLOAD);
.float old_clip_load;
-.float clip_size;
+.float clip_size = _STAT(WEAPON_CLIPSIZE);
-.float minelayer_mines;
-.float vortex_charge;
+.float minelayer_mines = _STAT(LAYED_MINES);
+.float vortex_charge = _STAT(VORTEX_CHARGE);
.float vortex_charge_rottime;
-.float vortex_chargepool_ammo;
-.float hagar_load;
+.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
+.float hagar_load = _STAT(HAGAR_LOAD);
.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
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 player_blocked;
.float weapon_blocked; // weapon use disabled
-.float frozen; // for freeze attacks
-.float revive_progress;
+.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)
.entity iceblock;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
-.float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
+.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;