X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fclient.qh;h=bc4a60e1a88d5f55d7688e0b5756d2f06329d885;hp=48d42da0092d2f8cf059d1f2037e8aace3bbc372;hb=e0012447bfce1b551df3dc01b043655aa93dafad;hpb=f41f81f37e3ecf5a2d14f7bc7ffd7bbf09fff32e diff --git a/qcsrc/server/client.qh b/qcsrc/server/client.qh index 48d42da009..bc4a60e1a8 100644 --- a/qcsrc/server/client.qh +++ b/qcsrc/server/client.qh @@ -17,7 +17,7 @@ CLASS(Client, Object) /** Client IP */ ATTRIB(Client, netaddress, string, this.netaddress); ATTRIB(Client, playermodel, string, this.playermodel); - ATTRIB(Client, playerskin, int, this.playerskin); + ATTRIB(Client, playerskin, string, this.playerskin); /** fingerprint of CA key the player used to authenticate */ ATTRIB(Client, crypto_keyfp, string, this.crypto_keyfp); @@ -114,6 +114,7 @@ CLASS(Client, Object) ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime); ATTRIB(Client, wasplayer, bool, this.wasplayer); ATTRIB(Client, weaponorder_byimpulse, string, this.weaponorder_byimpulse); + ATTRIB(Client, autojoin_checked, bool, this.wasplayer); // networked cvars @@ -138,12 +139,16 @@ CLASS(Client, Object) ATTRIB(Client, cvar_cl_weaponimpulsemode, int, this.cvar_cl_weaponimpulsemode); ATTRIB(Client, cvar_g_xonoticversion, string, this.cvar_g_xonoticversion); ATTRIB(Client, autoswitch, bool, this.autoswitch); + ATTRIB(Client, cvar_cl_casings, bool, this.cvar_cl_casings); ATTRIB(Client, cvar_cl_dodging_timeout, float, this.cvar_cl_dodging_timeout); ATTRIB(Client, cvar_cl_multijump, bool, this.cvar_cl_multijump); ATTRIB(Client, cvar_cl_accuracy_data_share, bool, this.cvar_cl_accuracy_data_share); ATTRIB(Client, cvar_cl_accuracy_data_receive, bool, this.cvar_cl_accuracy_data_receive); ATTRIBARRAY(Client, cvar_cl_weaponpriorities, string, 10); ATTRIB(Client, cvar_cl_weaponpriority, string, this.cvar_cl_weaponpriority); + ATTRIB(Client, cvar_cl_cts_noautoswitch, bool, this.cvar_cl_cts_noautoswitch); + ATTRIB(Client, cvar_cl_weapon_switch_reload, bool, this.cvar_cl_weapon_switch_reload); + ATTRIB(Client, cvar_cl_weapon_switch_fallback_to_impulse, bool, this.cvar_cl_weapon_switch_fallback_to_impulse); METHOD(Client, m_unwind, bool(Client this)); @@ -225,11 +230,62 @@ METHOD(Client, m_unwind, bool(Client this)) return false; } +bool PlayerInList(entity player, string list); + +/// \brief Print the string to the client's chat. +/// \param[in] client Client to print to. +/// \param[in] text Text to print. +void PrintToChat(entity client, string text); + +/// \brief Print the string to the client's chat if the server cvar "developer" +/// is not 0. +/// \param[in] client Client to print to. +/// \param[in] text Text to print. +void DebugPrintToChat(entity client, string text); + +/// \brief Prints the string to all clients' chat. +/// \param[in] text Text to print. +void PrintToChatAll(string text); + +/// \brief Prints the string to all clients' chat if the server cvar "developer" +/// is not 0. +/// \param[in] text Text to print. +void DebugPrintToChatAll(string text); + +/// \brief Print the string to chat of all clients of the specified team. +/// \param[in] team_num Team to print to. See NUM_TEAM constants. +/// \param[in] text Text to print. +void PrintToChatTeam(int team_num, string text); + +/// \brief Print the string to chat of all clients of the specified team if the +/// server cvar "developer" is not 0. +/// \param[in] team_num Team to print to. See NUM_TEAM constants. +/// \param[in] text Text to print. +void DebugPrintToChatTeam(int team_num, string text); + void play_countdown(entity this, float finished, Sound samp); float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit); bool Spectate(entity this, entity pl); -#define SPECTATE_COPY() [[accumulate]] void SpectateCopy(entity this, entity spectatee) +void ClientInit_Spawn(); + +void PutObserverInServer(entity this); + +void SetSpectatee(entity this, entity spectatee); +void SetSpectatee_status(entity this, int spectatee_num); + +void FixPlayermodel(entity player); + +void ClientInit_misc(entity this); + +int GetPlayerLimit(); + +bool joinAllowed(entity this); +void Join(entity this); + +#define SPECTATE_COPY() ACCUMULATE void SpectateCopy(entity this, entity spectatee) #define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); } + +int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol);