X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=e42dfe086ce50d67f8082d64867af7992c491cc6;hp=e0a362ebe8dfbc8c5bb2d1ebf1c2f2a6a52e7209;hb=8ba8bed747f6303d3724c1aedb4be994b1e87455;hpb=ee38b5a0b6d863502744e7fdbb3e3d9a0a394147 diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index e0a362ebe8..e42dfe086c 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -149,6 +149,7 @@ float maxclients; .vector anim_backright; // player running backward and right .vector anim_backleft; // player running back and left .vector anim_melee; // player doing the melee action +.vector anim_fly; // player animation played after jump, if player is still in air. Also if falling from a ledge // weapon animation vectors: .vector anim_fire1; @@ -231,7 +232,6 @@ void weapon_defaultspawnfunc(float wpn); string w_deathtypestring; -void(entity client, string s) centerprint_builtin = #73; .vector dest1, dest2; float gameover; @@ -243,7 +243,6 @@ float alreadychangedlevel; .float runes; -.float welcomemessage_time; .float version; // minstagib vars @@ -286,7 +285,6 @@ entity timeoutHandler; //responsible for centerprinting the timeout countdowns a void timeoutHandler_Think(); void evaluateTimeout(); void evaluateTimein(); -string getTimeoutText(float addOneSecond); .float spawnshieldtime; @@ -312,7 +310,6 @@ float default_weapon_alpha; .float() customizeentityforclient; .float cvar_cl_handicap; .float cvar_cl_playerdetailreduction; -.float cvar_scr_centertime; .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; .string cvar_cl_weaponpriorities[10]; @@ -348,7 +345,6 @@ void AnnounceTo(entity e, string snd); .entity jumppadsused[NUM_JUMPPADSUSED]; string gamemode_name; -float teams_matter; float startitem_failed; @@ -369,10 +365,6 @@ 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; @@ -430,18 +422,26 @@ 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) @@ -451,24 +451,18 @@ 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; @@ -563,10 +557,6 @@ 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; @@ -608,7 +598,7 @@ 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; @@ -665,3 +655,5 @@ float serverflags; .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. + +void PlayerUseKey();