X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=43e1eb59993aa93bc28f4a5275d8a527c9bbc400;hp=4574b23490f3147447772eb754d41f1b6a750d08;hb=468b023e4b41cbd40bae363aa136b102a63fc811;hpb=432126e0c7bf5c11c11d9d6db7b311b0ad64c585 diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 4574b2349..43e1eb599 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -116,7 +116,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // WEAPONTODO .float autoswitch; -bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain); +bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, 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) @@ -129,7 +129,6 @@ const int W_TICSPERFRAME = 2; void weapon_defaultspawnfunc(entity this, Weapon e); -float gameover; float intermission_running; float intermission_exittime; float alreadychangedlevel; @@ -209,7 +208,7 @@ float bot_waypoints_for_items; #else #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) #endif -#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, PS(ent).m_weapon.m_id, slot) +#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot) // assault game mode: Which team is attacking in this round? float assault_attacker_team; @@ -465,3 +464,6 @@ STATIC_INIT(g_bot_targets) { g_bot_targets = IL_NEW(); } IntrusiveList g_bot_dodge; STATIC_INIT(g_bot_dodge) { g_bot_dodge = IL_NEW(); } + +IntrusiveList g_damagedbycontents; +STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); }