]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/defs.qh
remove the old muzzleflash field that is no longer in use
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / defs.qh
index 74b4ecea88c17683996b4b65aacca357f00b10fb..d1d86ed79a19703ceb266b0f5d8bf40e6836d7d2 100644 (file)
@@ -221,6 +221,9 @@ float WS_DROP                       = 2; // deselecting frame
 float WS_INUSE                 = 3; // fire state
 float WS_READY                 = 4; // idle frame
 
+// there is 2 weapon tics that can run in one server frame
+#define W_TICSPERFRAME 2
+
 void weapon_defaultspawnfunc(float wpn);
 
 string w_deathtypestring;
@@ -294,6 +297,7 @@ string getTimeoutText(float addOneSecond);
 .entity flagcarried;
 
 .entity lastrocket;
+.entity lastmine;
 
 .float playerid;
 float playerid_last;
@@ -436,6 +440,7 @@ float next_pingtime;
 // TODO implemented fall and falling
 #define ALLPLAYERSOUNDS \
                _VOICEMSG(death) \
+               _VOICEMSG(fall) \
                _VOICEMSG(drown) \
                _VOICEMSG(gasp) \
                _VOICEMSG(jump) \
@@ -635,3 +640,14 @@ string deathmessage;
 .float selectweapon; // last selected weapon of the player
 
 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
+
+#define ACTIVE_NOT             0
+#define ACTIVE_ACTIVE  1
+#define ACTIVE_IDLE    2
+#define ACTIVE_BUSY    2
+#define ACTIVE_TOGGLE  3
+.float active;
+.float (float act_state) setactive;
+.entity realowner;
+
+.float nex_charge;