]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/defs.qh
Merge branch 'master' into terencehill/centerprint_stuff
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / defs.qh
index 02f0849f067ec42e366d35710f6d04e4727c109e..9e6a73b5e3642fe9e9ae952a9b6a318120e32ad7 100644 (file)
@@ -2,16 +2,17 @@
 
 float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
 
-#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_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
 
 // Globals
 
@@ -147,6 +148,7 @@ float maxclients;
 .vector anim_forwardleft; // player running forward and left
 .vector anim_backright; // player running backward and right
 .vector anim_backleft; // player running back and left
+.vector anim_melee; // player doing the melee action
 
 // weapon animation vectors:
 .vector anim_fire1;
@@ -229,7 +231,6 @@ void weapon_defaultspawnfunc(float wpn);
 
 string w_deathtypestring;
 
-void(entity client, string s) centerprint_builtin = #73;
 .vector dest1, dest2;
 
 float gameover;
@@ -241,7 +242,6 @@ float alreadychangedlevel;
 .float runes;
 
 
-.float welcomemessage_time;
 .float version;
 
 // minstagib vars
@@ -284,7 +284,6 @@ entity timeoutHandler; //responsible for centerprinting the timeout countdowns a
 void timeoutHandler_Think();
 void evaluateTimeout();
 void evaluateTimein();
-string getTimeoutText(float addOneSecond);
 
 .float spawnshieldtime;
 
@@ -310,8 +309,6 @@ float default_weapon_alpha;
 .float() customizeentityforclient;
 .float cvar_cl_handicap;
 .float cvar_cl_playerdetailreduction;
-.float cvar_scr_centertime;
-.float cvar_cl_shownames;
 .string cvar_g_xonoticversion;
 .string cvar_cl_weaponpriority;
 .string cvar_cl_weaponpriorities[10];
@@ -347,7 +344,6 @@ void AnnounceTo(entity e, string snd);
 .entity jumppadsused[NUM_JUMPPADSUSED];
 
 string gamemode_name;
-float teams_matter;
 
 float startitem_failed;
 
@@ -363,24 +359,11 @@ float W_AmmoItemCode(float wpn);
 float W_WeaponBit(float wpn);
 string W_Name(float weaponid);
 
-void UpdateSelectedPlayer();
-void ClearSelectedPlayer();
-.entity selected_player;
-.entity last_selected_player;
-.float selected_player_time; // when this player has been selected
-.float selected_player_count; // how long this player has been directly pointed to
-.float selected_player_display_needs_update; // are regular updates necessary? (health)
-.float selected_player_display_timeout; // when the selection will time out
-
 void FixIntermissionClient(entity e);
 void FixClientCvars(entity e);
 
 float weaponsInMap;
 
-void centerprint_atprio(entity e, float prio, string s);
-void centerprint_expire(entity e, float prio);
-void centerprint(entity e, string s);
-
 .float respawn_countdown; // next number to count
 
 float bot_waypoints_for_items;
@@ -411,7 +394,7 @@ float TemporaryDB;
 
 float some_spawn_has_been_used;
 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
-float have_noteam_spawns; // 0 = no no-team spawns, 1 = no-team spawns exist
+float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
 
 // set when showing a kill countdown
 .entity killindicator;
@@ -438,18 +421,26 @@ float next_pingtime;
 // TODO implemented fall and falling
 #define ALLPLAYERSOUNDS \
                _VOICEMSG(death) \
-               _VOICEMSG(fall) \
                _VOICEMSG(drown) \
+               _VOICEMSG(fall) \
+               _VOICEMSG(fall) \
+               _VOICEMSG(falling) \
                _VOICEMSG(gasp) \
                _VOICEMSG(jump) \
+               _VOICEMSG(pain100) \
                _VOICEMSG(pain25) \
                _VOICEMSG(pain50) \
-               _VOICEMSG(pain75) \
-               _VOICEMSG(pain100)
+               _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)
@@ -459,24 +450,18 @@ ALLPLAYERSOUNDS
 ALLVOICEMSGS
 #undef _VOICEMSG
 
-// reserved sound names for the future (models lack sounds for them):
+// 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(flagcarriertakingdamage) \
 //             _VOICEMSG(negative) \
 //             _VOICEMSG(seenenemy) \
-//             _VOICEMSG(fall) \
-//             _VOICEMSG(getflag) \
-//             _VOICEMSG(incoming) \
-//             _VOICEMSG(coverme) \
-//             _VOICEMSG(needhelp) \
-//             _VOICEMSG(defend) \
-//             _VOICEMSG(freelance) \
-//             _VOICEMSG(falling) \
 
 string globalsound_fall;
 string globalsound_metalfall;
@@ -553,6 +538,7 @@ void target_voicescript_clear(entity pl);
 .string target2;
 .string target3;
 .string target4;
+.float target_random;
 .float trigger_reverse;
 
 // Nexball 
@@ -570,10 +556,6 @@ void ClientData_Touch(entity e);
 
 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
 
-// the QC VM sucks
-#define BITXOR(v,b)        ((v) + (b) - 2 * ((v) & (b)))
-#define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
-
 .float wasplayer;
 
 float servertime, serverprevtime, serverframetime;
@@ -615,7 +597,7 @@ float client_cefc_accumulatortime;
 
 ..float current_ammo;
 
-.float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);
+.float weapon_load[WEP_MAXCOUNT];
 .float ammo_none; // used by the reloading system, must always be 0
 .float clip_load;
 .float old_clip_load;
@@ -672,3 +654,5 @@ float serverflags;
 
 .entity muzzle_flash;
 .float misc_bulletcounter;     // replaces uzi & hlac bullet counter.
+
+void PlayerUseKey();