4 #include <server/client.qh>
7 // Full list of all stat constants, included in a single location for easy reference
8 // 255 is the current limit (MAX_CL_STATS - 1), engine will need to be modified if you wish to add more stats
10 const int MAX_CL_STATS = 256;
12 // const int STAT_HEALTH = 0;
13 // const int STAT_ARMOR = 4;
14 // const int STAT_SHELLS = 6;
15 // const int STAT_NAILS = 7;
16 // const int STAT_ROCKETS = 8;
17 // const int STAT_CELLS = 9;
18 // const int STAT_ACTIVEWEAPON = 10;
19 // const int STAT_ITEMS = 15; // .items | .items2 << 23 | serverflags << 28
20 // const int STAT_VIEWHEIGHT = 16;
23 #define g_stat_HEALTH getstati(STAT_HEALTH)
24 #define g_stat_ARMOR getstat_int(STAT_ARMOR)
25 #define g_stat_SHELLS getstat_int(STAT_SHELLS)
26 #define g_stat_NAILS getstat_int(STAT_NAILS)
27 #define g_stat_ROCKETS getstat_int(STAT_ROCKETS)
28 #define g_stat_CELLS getstat_int(STAT_CELLS)
29 #define g_stat_ACTIVEWEAPON getstat_int(STAT_ACTIVEWEAPON)
30 #define g_stat_ITEMS getstat_int(STAT_ITEMS)
31 #define g_stat_VIEWHEIGHT getstati(STAT_VIEWHEIGHT)
33 #define stat_HEALTH health
34 #define stat_ARMOR armorvalue
35 #define stat_SHELLS ammo_shells
36 #define stat_NAILS ammo_nails
37 #define stat_ROCKETS ammo_rockets
38 #define stat_CELLS ammo_cells
39 #define stat_ACTIVEWEAPON weapon
40 #define stat_ITEMS items
41 #define stat_VIEWHEIGHT view_ofs_z
44 REGISTER_STAT(WEAPONS, vectori)
45 REGISTER_STAT(WEAPONSINMAP, vectori)
47 REGISTER_STAT(PL_VIEW_OFS, vector)
48 REGISTER_STAT(PL_CROUCH_VIEW_OFS, vector)
50 REGISTER_STAT(PL_MIN, vector)
51 REGISTER_STAT(PL_CROUCH_MIN, vector)
53 REGISTER_STAT(PL_MAX, vector)
54 REGISTER_STAT(PL_CROUCH_MAX, vector)
56 REGISTER_STAT(KH_KEYS, int)
59 float W_WeaponRateFactor(entity this);
62 REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor(this))
63 REGISTER_STAT(GAME_STOPPED, int, game_stopped)
64 REGISTER_STAT(GAMESTARTTIME, float)
65 REGISTER_STAT(STRENGTH_FINISHED, float)
66 REGISTER_STAT(INVINCIBLE_FINISHED, float)
67 /** arc heat in [0,1] */
68 REGISTER_STAT(ARC_HEAT, float)
69 REGISTER_STAT(PRESSED_KEYS, int)
70 /** this stat could later contain some other bits of info, like, more server-side particle config */
71 REGISTER_STAT(ALLOW_OLDVORTEXBEAM, bool)
72 REGISTER_STAT(FUEL, int)
73 REGISTER_STAT(NB_METERSTART, float)
74 /** compressShotOrigin */
75 REGISTER_STAT(SHOTORG, int)
76 REGISTER_STAT(LEADLIMIT, float)
77 REGISTER_STAT(WEAPON_CLIPLOAD, int)
78 REGISTER_STAT(WEAPON_CLIPSIZE, int)
80 REGISTER_STAT(VORTEX_CHARGE, float)
81 REGISTER_STAT(OVERKILL_VORTEX_CHARGE, float)
82 REGISTER_STAT(LAST_PICKUP, float)
83 REGISTER_STAT(HUD, int)
84 REGISTER_STAT(VORTEX_CHARGEPOOL, float)
85 REGISTER_STAT(OVERKILL_VORTEX_CHARGEPOOL, float)
86 REGISTER_STAT(HIT_TIME, float)
87 REGISTER_STAT(DAMAGE_DEALT_TOTAL, int)
88 REGISTER_STAT(TYPEHIT_TIME, float)
89 REGISTER_STAT(LAYED_MINES, int)
90 REGISTER_STAT(HAGAR_LOAD, int)
91 REGISTER_STAT(SUPERWEAPONS_FINISHED, float)
92 REGISTER_STAT(VEHICLESTAT_HEALTH, int)
93 REGISTER_STAT(VEHICLESTAT_SHIELD, int)
94 REGISTER_STAT(VEHICLESTAT_ENERGY, int)
95 REGISTER_STAT(VEHICLESTAT_AMMO1, int)
96 REGISTER_STAT(VEHICLESTAT_RELOAD1, int)
97 REGISTER_STAT(VEHICLESTAT_AMMO2, int)
98 REGISTER_STAT(VEHICLESTAT_RELOAD2, int)
99 REGISTER_STAT(VEHICLESTAT_W2MODE, int)
100 REGISTER_STAT(NADE_TIMER, float)
101 REGISTER_STAT(SECRETS_TOTAL, float)
102 REGISTER_STAT(SECRETS_FOUND, float)
103 REGISTER_STAT(RESPAWN_TIME, float)
104 REGISTER_STAT(ROUNDSTARTTIME, float)
105 REGISTER_STAT(MONSTERS_TOTAL, int)
106 REGISTER_STAT(MONSTERS_KILLED, int)
107 REGISTER_STAT(BUFFS, int)
108 REGISTER_STAT(NADE_BONUS, float)
109 REGISTER_STAT(NADE_BONUS_TYPE, int)
110 REGISTER_STAT(NADE_BONUS_SCORE, float)
111 REGISTER_STAT(HEALING_ORB, float)
112 REGISTER_STAT(HEALING_ORB_ALPHA, float)
113 REGISTER_STAT(PLASMA, int)
114 REGISTER_STAT(FROZEN, int)
115 REGISTER_STAT(REVIVE_PROGRESS, float)
116 REGISTER_STAT(ROUNDLOST, int)
117 REGISTER_STAT(BUFF_TIME, float)
118 REGISTER_STAT(CTF_FLAGSTATUS, int)
119 REGISTER_STAT(CAPTURE_PROGRESS, float)
120 REGISTER_STAT(ENTRAP_ORB, float)
121 REGISTER_STAT(ENTRAP_ORB_ALPHA, float)
122 REGISTER_STAT(ITEMSTIME, int, autocvar_sv_itemstime)
123 REGISTER_STAT(KILL_TIME, float)
126 bool autocvar_g_ctf_leaderboard;
128 REGISTER_STAT(CTF_SHOWLEADERBOARD, bool, autocvar_g_ctf_leaderboard)
131 int autocvar_g_multijump;
132 float autocvar_g_multijump_add;
133 float autocvar_g_multijump_speed;
134 float autocvar_g_multijump_maxspeed;
135 float autocvar_g_multijump_dodging = 1;
137 REGISTER_STAT(MULTIJUMP_DODGING, int, autocvar_g_multijump_dodging)
138 REGISTER_STAT(MULTIJUMP_MAXSPEED, float, autocvar_g_multijump_maxspeed)
139 REGISTER_STAT(MULTIJUMP_ADD, int, autocvar_g_multijump_add)
140 REGISTER_STAT(MULTIJUMP_SPEED, float, autocvar_g_multijump_speed)
141 .int multijump_count;
142 REGISTER_STAT(MULTIJUMP_COUNT, int, this.multijump_count)
143 REGISTER_STAT(MULTIJUMP, int, autocvar_g_multijump)
144 REGISTER_STAT(DOUBLEJUMP, int, autocvar_sv_doublejump)
148 bool g_bugrigs_planar_movement;
149 bool g_bugrigs_planar_movement_car_jumping;
150 float g_bugrigs_reverse_spinning;
151 float g_bugrigs_reverse_speeding;
152 float g_bugrigs_reverse_stopping;
153 float g_bugrigs_air_steering;
154 float g_bugrigs_angle_smoothing;
155 float g_bugrigs_friction_floor;
156 float g_bugrigs_friction_brake;
157 float g_bugrigs_friction_air;
158 float g_bugrigs_accel;
159 float g_bugrigs_speed_ref;
160 float g_bugrigs_speed_pow;
161 float g_bugrigs_steer;
163 REGISTER_STAT(BUGRIGS, int, g_bugrigs)
164 REGISTER_STAT(BUGRIGS_ACCEL, float, g_bugrigs_accel)
165 REGISTER_STAT(BUGRIGS_AIR_STEERING, int, g_bugrigs_air_steering)
166 REGISTER_STAT(BUGRIGS_ANGLE_SMOOTHING, int, g_bugrigs_angle_smoothing)
167 REGISTER_STAT(BUGRIGS_CAR_JUMPING, int, g_bugrigs_planar_movement_car_jumping)
168 REGISTER_STAT(BUGRIGS_FRICTION_AIR, float, g_bugrigs_friction_air)
169 REGISTER_STAT(BUGRIGS_FRICTION_BRAKE, float, g_bugrigs_friction_brake)
170 REGISTER_STAT(BUGRIGS_FRICTION_FLOOR, float, g_bugrigs_friction_floor)
171 REGISTER_STAT(BUGRIGS_PLANAR_MOVEMENT, int, g_bugrigs_planar_movement)
172 REGISTER_STAT(BUGRIGS_REVERSE_SPEEDING, int, g_bugrigs_reverse_speeding)
173 REGISTER_STAT(BUGRIGS_REVERSE_SPINNING, int, g_bugrigs_reverse_spinning)
174 REGISTER_STAT(BUGRIGS_REVERSE_STOPPING, int, g_bugrigs_reverse_stopping)
175 REGISTER_STAT(BUGRIGS_SPEED_POW, float, g_bugrigs_speed_pow)
176 REGISTER_STAT(BUGRIGS_SPEED_REF, float, g_bugrigs_speed_ref)
177 REGISTER_STAT(BUGRIGS_STEER, float, g_bugrigs_steer)
180 int autocvar_sv_gameplayfix_downtracesupportsongroundflag;
181 int autocvar_sv_gameplayfix_easierwaterjump;
182 int autocvar_sv_gameplayfix_stepdown;
183 int autocvar_sv_gameplayfix_stepmultipletimes;
184 int autocvar_sv_gameplayfix_unstickplayers;
185 int autocvar_sv_gameplayfix_fixedcheckwatertransition;
187 REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, autocvar_sv_gameplayfix_downtracesupportsongroundflag)
188 REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, autocvar_sv_gameplayfix_easierwaterjump)
189 REGISTER_STAT(GAMEPLAYFIX_STEPDOWN, int, autocvar_sv_gameplayfix_stepdown)
190 REGISTER_STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, int, autocvar_sv_gameplayfix_stepmultipletimes)
191 REGISTER_STAT(GAMEPLAYFIX_UNSTICKPLAYERS, int, autocvar_sv_gameplayfix_unstickplayers)
192 REGISTER_STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, int, autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag)
193 REGISTER_STAT(GAMEPLAYFIX_WATERTRANSITION, int, autocvar_sv_gameplayfix_fixedcheckwatertransition)
195 REGISTER_STAT(MOVEVARS_JUMPSTEP, int, cvar("sv_jumpstep"))
196 REGISTER_STAT(NOSTEP, int, cvar("sv_nostep"))
198 REGISTER_STAT(MOVEVARS_FRICTION, float)
199 REGISTER_STAT(MOVEVARS_FRICTION_SLICK, float, autocvar_sv_friction_slick)
200 REGISTER_STAT(MOVEVARS_FRICTION_ONLAND, float, autocvar_sv_friction_on_land)
202 REGISTER_STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, int, autocvar_sv_jumpspeedcap_max_disable_on_ramps)
203 REGISTER_STAT(MOVEVARS_TRACK_CANJUMP, int)
205 REGISTER_STAT(MOVEVARS_CL_TRACK_CANJUMP, int)
209 float autocvar_sv_dodging_delay;
210 float autocvar_sv_dodging_wall_distance_threshold;
211 bool autocvar_sv_dodging_frozen;
212 bool autocvar_sv_dodging_frozen_doubletap;
213 float autocvar_sv_dodging_height_threshold;
214 float autocvar_sv_dodging_horiz_speed;
215 float autocvar_sv_dodging_horiz_speed_frozen;
216 float autocvar_sv_dodging_ramp_time;
217 float autocvar_sv_dodging_up_speed;
218 bool autocvar_sv_dodging_wall_dodging;
219 bool autocvar_sv_dodging_air_dodging;
220 float autocvar_sv_dodging_maxspeed = 450;
224 REGISTER_STAT(DODGING, int, g_dodging)
225 REGISTER_STAT(DODGING_DELAY, float, autocvar_sv_dodging_delay)
226 REGISTER_STAT(DODGING_DISTANCE_THRESHOLD, float, autocvar_sv_dodging_wall_distance_threshold)
227 REGISTER_STAT(DODGING_FROZEN_NO_DOUBLETAP, int, autocvar_sv_dodging_frozen_doubletap)
228 REGISTER_STAT(DODGING_HEIGHT_THRESHOLD, float, autocvar_sv_dodging_height_threshold)
229 REGISTER_STAT(DODGING_HORIZ_SPEED, float, autocvar_sv_dodging_horiz_speed)
230 REGISTER_STAT(DODGING_HORIZ_SPEED_FROZEN, float, autocvar_sv_dodging_horiz_speed_frozen)
231 REGISTER_STAT(DODGING_RAMP_TIME, float, autocvar_sv_dodging_ramp_time)
232 REGISTER_STAT(DODGING_UP_SPEED, float, autocvar_sv_dodging_up_speed)
233 REGISTER_STAT(DODGING_WALL, bool, autocvar_sv_dodging_wall_dodging)
234 REGISTER_STAT(DODGING_AIR, bool, autocvar_sv_dodging_air_dodging)
235 REGISTER_STAT(DODGING_MAXSPEED, float, autocvar_sv_dodging_maxspeed)
238 REGISTER_STAT(DODGING_FROZEN, int, autocvar_sv_dodging_frozen)
239 REGISTER_STAT(DODGING_TIMEOUT, float)
241 REGISTER_STAT(JETPACK_ACCEL_SIDE, float, autocvar_g_jetpack_acceleration_side)
242 REGISTER_STAT(JETPACK_ACCEL_UP, float, autocvar_g_jetpack_acceleration_up)
243 REGISTER_STAT(JETPACK_ANTIGRAVITY, float, autocvar_g_jetpack_antigravity)
244 REGISTER_STAT(JETPACK_FUEL, float, autocvar_g_jetpack_fuel)
245 REGISTER_STAT(JETPACK_MAXSPEED_SIDE, float, autocvar_g_jetpack_maxspeed_side)
246 REGISTER_STAT(JETPACK_MAXSPEED_UP, float, autocvar_g_jetpack_maxspeed_up)
247 REGISTER_STAT(JETPACK_REVERSE_THRUST, float, autocvar_g_jetpack_reverse_thrust)
249 REGISTER_STAT(MOVEVARS_HIGHSPEED, float)
252 AUTOCVAR(g_walljump, bool, false, "Enable wall jumping mutator");
253 AUTOCVAR(g_walljump_delay, float, 1, "Minimum delay between wall jumps");
254 AUTOCVAR(g_walljump_force, float, 300, "How far to bounce/jump off the wall");
255 AUTOCVAR(g_walljump_velocity_xy_factor, float, 1.15, "How much to slow down along horizontal axis, higher value = higher deceleration, if factor is < 1, you accelerate by wall jumping");
256 AUTOCVAR(g_walljump_velocity_z_factor, float, 0.5, "Upwards velocity factor, multiplied by normal jump velocity");
258 REGISTER_STAT(WALLJUMP, int, autocvar_g_walljump)
259 REGISTER_STAT(WALLJUMP_VELOCITY_Z_FACTOR, float, autocvar_g_walljump_velocity_z_factor)
260 REGISTER_STAT(WALLJUMP_VELOCITY_XY_FACTOR, float, autocvar_g_walljump_velocity_xy_factor)
261 REGISTER_STAT(WALLJUMP_DELAY, float, autocvar_g_walljump_delay)
262 REGISTER_STAT(WALLJUMP_FORCE, float, autocvar_g_walljump_force)
263 REGISTER_STAT(LASTWJ, float)
265 // freeze tag, clan arena
266 REGISTER_STAT(REDALIVE, int)
267 REGISTER_STAT(BLUEALIVE, int)
268 REGISTER_STAT(YELLOWALIVE, int)
269 REGISTER_STAT(PINKALIVE, int)
272 REGISTER_STAT(DOM_TOTAL_PPS, float)
273 REGISTER_STAT(DOM_PPS_RED, float)
274 REGISTER_STAT(DOM_PPS_BLUE, float)
275 REGISTER_STAT(DOM_PPS_YELLOW, float)
276 REGISTER_STAT(DOM_PPS_PINK, float)
279 REGISTER_STAT(SURV_ROUND_TIME, float)
280 REGISTER_STAT(SURV_DEFENDER_HEALTH, float)
282 REGISTER_STAT(TELEPORT_MAXSPEED, float, autocvar_g_teleport_maxspeed)
283 REGISTER_STAT(TELEPORT_TELEFRAG_AVOID, int, autocvar_g_telefrags_avoid)
285 REGISTER_STAT(CAMERA_SPECTATOR, int)
287 REGISTER_STAT(SPECTATORSPEED, float)
290 bool autocvar_sv_slick_applygravity;
292 REGISTER_STAT(SLICK_APPLYGRAVITY, bool, autocvar_sv_slick_applygravity)
295 #include "physics/movetypes/movetypes.qh"
298 REGISTER_STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, float)
299 REGISTER_STAT(MOVEVARS_AIRCONTROL_PENALTY, float)
300 REGISTER_STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, float)
301 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCEL_QW, float)
302 REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
303 REGISTER_STAT(MOVEVARS_AIRCONTROL_BACKWARDS, bool)
304 noref bool autocvar_sv_gameplayfix_nogravityonground;
305 REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
306 | (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)
307 | (autocvar_sv_gameplayfix_nogravityonground ? MOVEFLAG_NOGRAVITYONGROUND : 0)
308 | (autocvar_sv_gameplayfix_gravityunaffectedbyticrate ? MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE : 0))
310 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, float)
311 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_ACCEL, float)
312 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, float)
313 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, float)
314 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, float)
316 REGISTER_STAT(MOVEVARS_AIRSTOPACCELERATE, float)
317 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCELERATE, float)
318 REGISTER_STAT(MOVEVARS_MAXAIRSTRAFESPEED, float)
319 REGISTER_STAT(MOVEVARS_AIRCONTROL, float)
320 REGISTER_STAT(FRAGLIMIT, float, autocvar_fraglimit)
321 REGISTER_STAT(TIMELIMIT, float, autocvar_timelimit)
322 REGISTER_STAT(WARMUP_TIMELIMIT, float, warmup_limit)
324 float autocvar_sv_wallfriction;
326 REGISTER_STAT(MOVEVARS_WALLFRICTION, int, autocvar_sv_wallfriction)
327 REGISTER_STAT(MOVEVARS_TICRATE, float, autocvar_sys_ticrate)
328 REGISTER_STAT(MOVEVARS_TIMESCALE, float, autocvar_slowmo)
329 REGISTER_STAT(MOVEVARS_GRAVITY, float, autocvar_sv_gravity)
330 REGISTER_STAT(MOVEVARS_STOPSPEED, float)
331 REGISTER_STAT(MOVEVARS_MAXSPEED, float)
332 REGISTER_STAT(MOVEVARS_ACCELERATE, float)
333 REGISTER_STAT(MOVEVARS_AIRACCELERATE, float)
335 // FIXME: Was 0 on server, 1 on client. Still want that?
336 REGISTER_STAT(MOVEVARS_ENTGRAVITY, float, (this.gravity) ? this.gravity : 1)
337 REGISTER_STAT(MOVEVARS_JUMPVELOCITY, float)
338 REGISTER_STAT(MOVEVARS_MAXAIRSPEED, float)
339 REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
340 REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
341 REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
345 noref int autocvar_cl_gunalign;
348 .int cvar_cl_gunalign;
349 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
351 REGISTER_STAT(GUNALIGN, int, this.cvar_cl_gunalign)
353 SPECTATE_COPYFIELD(_STAT(GUNALIGN))