X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=8eea0dc203d189b4e4007dfbe8f51a23ea63ba27;hp=dd47b86a461e23ad6bf4bc3217164e84e10cbcf7;hb=3220cab5a7b69ced4a641504a6a5f4eccf2d3bfc;hpb=7bcb3a89b3271e018da4d92437dc5ba125ea8698 diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index dd47b86a4..8eea0dc20 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -1,31 +1,14 @@ -#ifndef SERVER_DEFS_H -#define SERVER_DEFS_H +#pragma once -#include "../common/weapons/all.qh" -#include "../common/stats.qh" +float warmup_limit; +#include +#include #define INDEPENDENT_ATTACK_FINISHED 1 -// TODO: deprecated: remove. Replaced by physics.qh PHYS_INPUT_BUTTON_* - -#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_DRAG button8 -#define BUTTON_USE buttonuse -#define BUTTON_CHAT buttonchat -#define BUTTON_PRYDON cursor_active -#define BUTTON_ZOOMSCRIPT button9 -#define BUTTON_JETPACK button10 - // Globals float g_footsteps, g_grappling_hook, g_instagib; -float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; float warmup_stage; @@ -72,7 +55,7 @@ float server_is_dedicated; .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; //" @@ -94,7 +77,7 @@ float server_is_dedicated; .float fade_time; .float fade_rate; -void() player_setupanimsformodel; +void player_setupanimsformodel(entity this); .string mdl; @@ -106,6 +89,7 @@ void() player_setupanimsformodel; .float scheduledrespawntime; .float respawntime; .float respawntimejitter; +.float respawntimestart; //.float chasecam; .float damageforcescale; @@ -146,7 +130,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // WEAPONTODO .float autoswitch; -bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool 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) @@ -171,7 +155,7 @@ float alreadychangedlevel; 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; @@ -187,7 +171,6 @@ bool nJoinAllowed(entity this, entity ignore); .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 death_origin; @@ -196,7 +179,6 @@ float playerid_last; float default_player_alpha; float default_weapon_alpha; -.float() customizeentityforclient; .float cvar_cl_handicap; .float cvar_cl_clippedspectating; .float cvar_cl_autoscreenshot; @@ -230,7 +212,6 @@ void FixClientCvars(entity e); WepSet weaponsInMap; #define weapons _STAT(WEAPONS) -#define weaponsinmap _STAT(WEAPONSINMAP) .float respawn_countdown; // next number to count @@ -302,8 +283,6 @@ float cvar_purechanges_count; 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 = _STAT(GAMESTARTTIME); -.float stat_round_starttime = _STAT(ROUNDSTARTTIME); void W_Porto_Remove (entity p); @@ -311,8 +290,6 @@ void W_Porto_Remove (entity p); .string message2; -.bool stat_allow_oldvortexbeam = _STAT(ALLOW_OLDVORTEXBEAM); - // reset to 0 on weapon switch // may be useful to all weapons .float bulletcounter; @@ -321,11 +298,11 @@ void W_Porto_Remove (entity p); .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(entity this) 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) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) void ClientData_Touch(entity e); @@ -359,8 +336,6 @@ string matchid; .float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL); -.float stat_leadlimit = _STAT(LEADLIMIT); - bool radar_showennemies; #ifdef PROFILING @@ -395,7 +370,7 @@ float client_cefc_accumulatortime; string deathmessage; -.float just_joined; +.bool just_joined; .float cvar_cl_weaponimpulsemode; .float selectweapon; // last selected weapon of the player @@ -408,7 +383,7 @@ const float ACTIVE_IDLE = 2; 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; @@ -430,9 +405,9 @@ const float ACTIVE_TOGGLE = 3; .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; @@ -465,7 +440,5 @@ const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI; .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;