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1 #pragma once
2
3 // you're next
4
5 #ifdef SVQC
6 #include <server/client.qh>
7 #include <server/compat/quake3.qh>
8 #include <server/main.qh>
9 #include <common/gamemodes/sv_rules.qh>
10 #include <common/mapobjects/teleporters.qh>
11 #include <common/mapobjects/trigger/secret.qh>
12 #include <common/mutators/mutator/doublejump/doublejump.qh>
13 #include <common/mutators/mutator/itemstime/itemstime.qh>
14 #include <common/physics/player.qh>
15 #endif
16
17 // Full list of all stat constants, included in a single location for easy reference
18 // 255 is the current limit (MAX_CL_STATS - 1), engine will need to be modified if you wish to add more stats
19
20 const int MAX_CL_STATS = 256;
21
22 // const int STAT_HEALTH = 0;
23 // const int STAT_ARMOR = 4;
24 // const int STAT_SHELLS = 6;
25 // const int STAT_NAILS = 7;
26 // const int STAT_ROCKETS = 8;
27 // const int STAT_CELLS = 9;
28 // const int STAT_ITEMS = 15; // .items | .items2 << 23 | serverflags << 28
29 // const int STAT_VIEWHEIGHT = 16;
30
31 #if defined(CSQC)
32     #define g_stat_HEALTH getstati(STAT_HEALTH)
33     #define g_stat_ARMOR getstati(STAT_ARMOR)
34     #define g_stat_SHELLS getstati(STAT_SHELLS)
35     #define g_stat_NAILS getstati(STAT_NAILS)
36     #define g_stat_ROCKETS getstati(STAT_ROCKETS)
37     #define g_stat_CELLS getstati(STAT_CELLS)
38     #define g_stat_ITEMS getstat_int(STAT_ITEMS)
39     #define g_stat_VIEWHEIGHT getstati(STAT_VIEWHEIGHT)
40 #elif defined(SVQC)
41     #define stat_HEALTH health
42     #define stat_ARMOR armorvalue
43     #define stat_SHELLS ammo_shells
44     #define stat_NAILS ammo_nails
45     #define stat_ROCKETS ammo_rockets
46     #define stat_CELLS ammo_cells
47     #define stat_ITEMS items
48     #define stat_VIEWHEIGHT view_ofs_z
49 #endif
50
51 #ifdef SVQC
52 /// all the weapons actually spawned in the map, does not include filtered items
53 vector weaponsInMap;
54 /// all the weapons placed by the mapper (weaponreplace applied), ignores most filters
55 vector weaponsInMapAll;
56 #endif
57
58 REGISTER_STAT(WEAPONS, vectori)
59 REGISTER_STAT(WEAPONSINMAP, vectori, weaponsInMap)
60
61 REGISTER_STAT(PL_VIEW_OFS, vector)
62 REGISTER_STAT(PL_CROUCH_VIEW_OFS, vector)
63
64 REGISTER_STAT(PL_MIN, vector)
65 REGISTER_STAT(PL_CROUCH_MIN, vector)
66
67 REGISTER_STAT(PL_MAX, vector)
68 REGISTER_STAT(PL_CROUCH_MAX, vector)
69
70 // networked bitflag for game objective display (modicons)
71 REGISTER_STAT(OBJECTIVE_STATUS, int)
72 #ifdef SVQC
73 SPECTATE_COPYFIELD(_STAT(OBJECTIVE_STATUS))
74 #endif
75
76 #ifdef SVQC
77 float W_WeaponRateFactor(entity this);
78 float game_stopped;
79 float game_starttime; //point in time when the countdown to game start is over
80 float round_starttime; //point in time when the countdown to round start is over
81 float overtime_starttime; // z411 point in time where first overtime started
82
83 float checkrules_overtimesadded; // z411 add
84 float timeout_last;
85 float timeout_total_time;
86 bool game_timeout;
87
88 int autocvar_leadlimit;
89 // TODO: world.qh can't be included here due to circular includes!
90 #define autocvar_fraglimit cvar("fraglimit")
91 #define autocvar_fraglimit_override cvar("fraglimit_override")
92 #define autocvar_timelimit cvar("timelimit")
93 #define autocvar_timelimit_override cvar("timelimit_override")
94 #endif
95 REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor(this))
96 REGISTER_STAT(GAME_STOPPED, int, game_stopped)
97
98 REGISTER_STAT(TIMEOUT_LAST, float, timeout_last)
99
100 REGISTER_STAT(GAMESTARTTIME, float, game_starttime)
101 /** arc heat in [0,1] */
102 REGISTER_STAT(PRESSED_KEYS, int)
103 REGISTER_STAT(FUEL, int)
104 REGISTER_STAT(NB_METERSTART, float)
105 /** compressShotOrigin */
106 REGISTER_STAT(SHOTORG, int)
107 REGISTER_STAT(LEADLIMIT, float, autocvar_leadlimit)
108 REGISTER_STAT(LEADLIMIT_AND_FRAGLIMIT, float, autocvar_leadlimit_and_fraglimit)
109
110 REGISTER_STAT(LAST_PICKUP, float)
111 REGISTER_STAT(HUD, int)
112 REGISTER_STAT(HIT_TIME, float)
113 REGISTER_STAT(DAMAGE_DEALT_TOTAL, int)
114 REGISTER_STAT(TYPEHIT_TIME, float)
115 REGISTER_STAT(AIR_FINISHED, float)
116 REGISTER_STAT(VEHICLESTAT_HEALTH, int)
117 REGISTER_STAT(VEHICLESTAT_SHIELD, int)
118 REGISTER_STAT(VEHICLESTAT_ENERGY, int)
119 REGISTER_STAT(VEHICLESTAT_AMMO1, int)
120 REGISTER_STAT(VEHICLESTAT_RELOAD1, int)
121 REGISTER_STAT(VEHICLESTAT_AMMO2, int)
122 REGISTER_STAT(VEHICLESTAT_RELOAD2, int)
123 REGISTER_STAT(VEHICLESTAT_W2MODE, int)
124 REGISTER_STAT(NADE_TIMER, float)
125 //REGISTER_STAT(SECRETS_TOTAL, int, secrets_total)
126 //REGISTER_STAT(SECRETS_FOUND, int, secrets_found)
127 REGISTER_STAT(RESPAWN_TIME, float)
128 REGISTER_STAT(ROUNDSTARTTIME, float, round_starttime)
129 REGISTER_STAT(OVERTIMESTARTTIME, float, overtime_starttime)
130 REGISTER_STAT(OVERTIMESADDED, float, checkrules_overtimesadded)
131 //REGISTER_STAT(MONSTERS_TOTAL, int)
132 //REGISTER_STAT(MONSTERS_KILLED, int)
133 REGISTER_STAT(NADE_BONUS, float)
134 REGISTER_STAT(NADE_BONUS_TYPE, int)
135 REGISTER_STAT(NADE_BONUS_SCORE, float)
136 REGISTER_STAT(HEALING_ORB, float)
137 REGISTER_STAT(HEALING_ORB_ALPHA, float)
138 REGISTER_STAT(PLASMA, int)
139 REGISTER_STAT(FROZEN, int)
140 REGISTER_STAT(REVIVE_PROGRESS, float)
141 REGISTER_STAT(ROUNDLOST, int)
142 REGISTER_STAT(CAPTURE_PROGRESS, float)
143 REGISTER_STAT(ENTRAP_ORB, float)
144 REGISTER_STAT(ENTRAP_ORB_ALPHA, float)
145 REGISTER_STAT(ITEMSTIME, int, autocvar_sv_itemstime)
146 REGISTER_STAT(KILL_TIME, float)
147 REGISTER_STAT(VEIL_ORB, float)
148 REGISTER_STAT(VEIL_ORB_ALPHA, float)
149 #ifdef SVQC
150 float autocvar_sv_showfps = 0;
151 #endif
152 REGISTER_STAT(SHOWFPS, float, autocvar_sv_showfps)
153
154 #ifdef SVQC
155 bool autocvar_g_ctf_leaderboard;
156 #endif
157 REGISTER_STAT(CTF_SHOWLEADERBOARD, bool, autocvar_g_ctf_leaderboard)
158
159 #ifdef SVQC
160 int autocvar_g_multijump;
161 float autocvar_g_multijump_add;
162 float autocvar_g_multijump_speed;
163 float autocvar_g_multijump_maxspeed;
164 float autocvar_g_multijump_dodging = 1;
165 bool autocvar_g_multijump_client = true;
166 #endif
167 REGISTER_STAT(MULTIJUMP_DODGING, int, autocvar_g_multijump_dodging)
168 REGISTER_STAT(MULTIJUMP_MAXSPEED, float, autocvar_g_multijump_maxspeed)
169 REGISTER_STAT(MULTIJUMP_ADD, int, autocvar_g_multijump_add)
170 REGISTER_STAT(MULTIJUMP_SPEED, float, autocvar_g_multijump_speed)
171 REGISTER_STAT(MULTIJUMP_CLIENT, bool, autocvar_g_multijump_client)
172 .int multijump_count;
173 REGISTER_STAT(MULTIJUMP_COUNT, int, this.multijump_count)
174 REGISTER_STAT(MULTIJUMP, int, autocvar_g_multijump)
175 REGISTER_STAT(DOUBLEJUMP, int, autocvar_sv_doublejump)
176
177 #ifdef SVQC
178 bool g_bugrigs;
179 bool g_bugrigs_planar_movement;
180 bool g_bugrigs_planar_movement_car_jumping;
181 float g_bugrigs_reverse_spinning;
182 float g_bugrigs_reverse_speeding;
183 float g_bugrigs_reverse_stopping;
184 float g_bugrigs_air_steering;
185 float g_bugrigs_angle_smoothing;
186 float g_bugrigs_friction_floor;
187 float g_bugrigs_friction_brake;
188 float g_bugrigs_friction_air;
189 float g_bugrigs_accel;
190 float g_bugrigs_speed_ref;
191 float g_bugrigs_speed_pow;
192 float g_bugrigs_steer;
193 #endif
194 #if 0
195 REGISTER_STAT(BUGRIGS, int, g_bugrigs)
196 REGISTER_STAT(BUGRIGS_ACCEL, float, g_bugrigs_accel)
197 REGISTER_STAT(BUGRIGS_AIR_STEERING, int, g_bugrigs_air_steering)
198 REGISTER_STAT(BUGRIGS_ANGLE_SMOOTHING, int, g_bugrigs_angle_smoothing)
199 REGISTER_STAT(BUGRIGS_CAR_JUMPING, int, g_bugrigs_planar_movement_car_jumping)
200 REGISTER_STAT(BUGRIGS_FRICTION_AIR, float, g_bugrigs_friction_air)
201 REGISTER_STAT(BUGRIGS_FRICTION_BRAKE, float, g_bugrigs_friction_brake)
202 REGISTER_STAT(BUGRIGS_FRICTION_FLOOR, float, g_bugrigs_friction_floor)
203 REGISTER_STAT(BUGRIGS_PLANAR_MOVEMENT, int, g_bugrigs_planar_movement)
204 REGISTER_STAT(BUGRIGS_REVERSE_SPEEDING, int, g_bugrigs_reverse_speeding)
205 REGISTER_STAT(BUGRIGS_REVERSE_SPINNING, int, g_bugrigs_reverse_spinning)
206 REGISTER_STAT(BUGRIGS_REVERSE_STOPPING, int, g_bugrigs_reverse_stopping)
207 REGISTER_STAT(BUGRIGS_SPEED_POW, float, g_bugrigs_speed_pow)
208 REGISTER_STAT(BUGRIGS_SPEED_REF, float, g_bugrigs_speed_ref)
209 REGISTER_STAT(BUGRIGS_STEER, float, g_bugrigs_steer)
210 #endif
211
212 #ifdef SVQC
213 int autocvar_sv_gameplayfix_downtracesupportsongroundflag = 1;
214 int autocvar_sv_gameplayfix_easierwaterjump = 1;
215 int autocvar_sv_gameplayfix_stepdown = 2;
216 float autocvar_sv_gameplayfix_stepdown_maxspeed = 0;
217 int autocvar_sv_gameplayfix_stepmultipletimes = 1;
218 int autocvar_sv_gameplayfix_unstickplayers = 2;
219 int autocvar_sv_gameplayfix_fixedcheckwatertransition = 1;
220 int autocvar_sv_gameplayfix_slidemoveprojectiles = 1;
221 int autocvar_sv_gameplayfix_grenadebouncedownslopes = 1;
222 int autocvar_sv_gameplayfix_noairborncorpse = 1;
223 int autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems = 1;
224 int autocvar_sv_gameplayfix_delayprojectiles = 0;
225 bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag = true;
226 #endif
227 REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, autocvar_sv_gameplayfix_downtracesupportsongroundflag)
228 REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, autocvar_sv_gameplayfix_easierwaterjump)
229 REGISTER_STAT(GAMEPLAYFIX_STEPDOWN, int, autocvar_sv_gameplayfix_stepdown)
230 REGISTER_STAT(GAMEPLAYFIX_STEPDOWN_MAXSPEED, float, autocvar_sv_gameplayfix_stepdown_maxspeed)
231 REGISTER_STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, int, autocvar_sv_gameplayfix_stepmultipletimes)
232 REGISTER_STAT(GAMEPLAYFIX_UNSTICKPLAYERS, int, autocvar_sv_gameplayfix_unstickplayers)
233 REGISTER_STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, int, autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag)
234 REGISTER_STAT(GAMEPLAYFIX_WATERTRANSITION, int, autocvar_sv_gameplayfix_fixedcheckwatertransition)
235 REGISTER_STAT(GAMEPLAYFIX_SLIDEMOVEPROJECTILES, int, autocvar_sv_gameplayfix_slidemoveprojectiles)
236 REGISTER_STAT(GAMEPLAYFIX_GRENADEBOUNCESLOPES, int, autocvar_sv_gameplayfix_grenadebouncedownslopes)
237 REGISTER_STAT(GAMEPLAYFIX_NOAIRBORNCORPSE, int, autocvar_sv_gameplayfix_noairborncorpse)
238 REGISTER_STAT(NOAIRBORNCORPSE_ALLOWSUSPENDED, int, autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems)
239 REGISTER_STAT(GAMEPLAYFIX_DELAYPROJECTILES, int, autocvar_sv_gameplayfix_delayprojectiles)
240
241 REGISTER_STAT(MOVEVARS_JUMPSTEP, int, cvar("sv_jumpstep"))
242 REGISTER_STAT(NOSTEP, int, cvar("sv_nostep"))
243
244 #ifdef SVQC
245 float autocvar_sv_friction_on_land;
246 var float autocvar_sv_friction_slick = 0.5;
247 #endif
248 REGISTER_STAT(MOVEVARS_FRICTION, float)
249 REGISTER_STAT(MOVEVARS_FRICTION_SLICK, float, autocvar_sv_friction_slick)
250 REGISTER_STAT(MOVEVARS_FRICTION_ONLAND, float, autocvar_sv_friction_on_land)
251
252 REGISTER_STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, int, autocvar_sv_jumpspeedcap_max_disable_on_ramps)
253 REGISTER_STAT(MOVEVARS_TRACK_CANJUMP, int)
254 /** cvar loopback */
255 REGISTER_STAT(MOVEVARS_CL_TRACK_CANJUMP, int)
256
257 #ifdef SVQC
258 int g_dodging;
259 float autocvar_sv_dodging_delay;
260 float autocvar_sv_dodging_wall_distance_threshold;
261 bool autocvar_sv_dodging_frozen;
262 bool autocvar_sv_dodging_frozen_doubletap;
263 float autocvar_sv_dodging_height_threshold;
264 float autocvar_sv_dodging_horiz_speed_min;
265 float autocvar_sv_dodging_horiz_speed_max;
266 float autocvar_sv_dodging_horiz_force_slowest;
267 float autocvar_sv_dodging_horiz_force_fastest;
268 float autocvar_sv_dodging_horiz_force_frozen;
269 float autocvar_sv_dodging_ramp_time;
270 float autocvar_sv_dodging_up_speed;
271 bool autocvar_sv_dodging_wall_dodging;
272 bool autocvar_sv_dodging_air_dodging;
273 float autocvar_sv_dodging_maxspeed;
274 float autocvar_sv_dodging_air_maxspeed;
275 bool autocvar_sv_dodging_clientselect;
276 #endif
277
278 #if 0
279 REGISTER_STAT(DODGING, int, g_dodging)
280 REGISTER_STAT(DODGING_DELAY, float, autocvar_sv_dodging_delay)
281 REGISTER_STAT(DODGING_DISTANCE_THRESHOLD, float, autocvar_sv_dodging_wall_distance_threshold)
282 REGISTER_STAT(DODGING_FROZEN_DOUBLETAP, int, autocvar_sv_dodging_frozen_doubletap)
283 REGISTER_STAT(DODGING_HEIGHT_THRESHOLD, float, autocvar_sv_dodging_height_threshold)
284 REGISTER_STAT(DODGING_HORIZ_SPEED_MIN, float, autocvar_sv_dodging_horiz_speed_min)
285 REGISTER_STAT(DODGING_HORIZ_SPEED_MAX, float, autocvar_sv_dodging_horiz_speed_max)
286 REGISTER_STAT(DODGING_HORIZ_FORCE_SLOWEST, float, autocvar_sv_dodging_horiz_force_slowest)
287 REGISTER_STAT(DODGING_HORIZ_FORCE_FASTEST, float, autocvar_sv_dodging_horiz_force_fastest)
288 REGISTER_STAT(DODGING_HORIZ_FORCE_FROZEN, float, autocvar_sv_dodging_horiz_force_frozen)
289 REGISTER_STAT(DODGING_RAMP_TIME, float, autocvar_sv_dodging_ramp_time)
290 REGISTER_STAT(DODGING_UP_SPEED, float, autocvar_sv_dodging_up_speed)
291 REGISTER_STAT(DODGING_WALL, bool, autocvar_sv_dodging_wall_dodging)
292 REGISTER_STAT(DODGING_AIR, bool, autocvar_sv_dodging_air_dodging)
293 REGISTER_STAT(DODGING_MAXSPEED, float, autocvar_sv_dodging_maxspeed)
294 REGISTER_STAT(DODGING_AIR_MAXSPEED, float, autocvar_sv_dodging_air_maxspeed)
295 REGISTER_STAT(DODGING_CLIENTSELECT, bool, autocvar_sv_dodging_clientselect)
296 #endif
297 /** cvar loopback */
298 REGISTER_STAT(DODGING_FROZEN, int, autocvar_sv_dodging_frozen)
299 REGISTER_STAT(DODGING_TIMEOUT, float)
300
301 #ifdef SVQC
302 float autocvar_g_jetpack_acceleration_side;
303 float autocvar_g_jetpack_acceleration_up;
304 float autocvar_g_jetpack_antigravity;
305 int autocvar_g_jetpack_fuel;
306 float autocvar_g_jetpack_maxspeed_side;
307 float autocvar_g_jetpack_maxspeed_up;
308 float autocvar_g_jetpack_reverse_thrust;
309 #endif
310 REGISTER_STAT(JETPACK_ACCEL_SIDE, float, autocvar_g_jetpack_acceleration_side)
311 REGISTER_STAT(JETPACK_ACCEL_UP, float, autocvar_g_jetpack_acceleration_up)
312 REGISTER_STAT(JETPACK_ANTIGRAVITY, float, autocvar_g_jetpack_antigravity)
313 REGISTER_STAT(JETPACK_FUEL, float, autocvar_g_jetpack_fuel)
314 REGISTER_STAT(JETPACK_MAXSPEED_SIDE, float, autocvar_g_jetpack_maxspeed_side)
315 REGISTER_STAT(JETPACK_MAXSPEED_UP, float, autocvar_g_jetpack_maxspeed_up)
316 REGISTER_STAT(JETPACK_REVERSE_THRUST, float, autocvar_g_jetpack_reverse_thrust)
317
318 REGISTER_STAT(MOVEVARS_HIGHSPEED, float)
319
320 #ifdef SVQC
321 AUTOCVAR(g_walljump, bool, false, "Enable wall jumping mutator");
322 AUTOCVAR(g_walljump_delay, float, 1, "Minimum delay between wall jumps");
323 AUTOCVAR(g_walljump_force, float, 300, "How far to bounce/jump off the wall");
324 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");
325 AUTOCVAR(g_walljump_velocity_z_factor, float, 0.5, "Upwards velocity factor, multiplied by normal jump velocity");
326 #endif
327 REGISTER_STAT(WALLJUMP, int, autocvar_g_walljump)
328 REGISTER_STAT(WALLJUMP_VELOCITY_Z_FACTOR, float, autocvar_g_walljump_velocity_z_factor)
329 REGISTER_STAT(WALLJUMP_VELOCITY_XY_FACTOR, float, autocvar_g_walljump_velocity_xy_factor)
330 REGISTER_STAT(WALLJUMP_DELAY, float, autocvar_g_walljump_delay)
331 REGISTER_STAT(WALLJUMP_FORCE, float, autocvar_g_walljump_force)
332 REGISTER_STAT(LASTWJ, float)
333
334 #ifdef SVQC
335 float autocvar_g_bloodloss;
336 #endif
337 REGISTER_STAT(BLOODLOSS, float, autocvar_g_bloodloss)
338
339 // freeze tag, clan arena
340 REGISTER_STAT(REDALIVE, int)
341 REGISTER_STAT(BLUEALIVE, int)
342 REGISTER_STAT(YELLOWALIVE, int)
343 REGISTER_STAT(PINKALIVE, int)
344
345 // domination
346 REGISTER_STAT(DOM_TOTAL_PPS, float)
347 REGISTER_STAT(DOM_PPS_RED, float)
348 REGISTER_STAT(DOM_PPS_BLUE, float)
349 REGISTER_STAT(DOM_PPS_YELLOW, float)
350 REGISTER_STAT(DOM_PPS_PINK, float)
351
352 #ifdef SVQC
353 float autocvar_g_teleport_maxspeed;
354 #endif
355 REGISTER_STAT(TELEPORT_MAXSPEED, float, autocvar_g_teleport_maxspeed)
356 REGISTER_STAT(TELEPORT_TELEFRAG_AVOID, int, autocvar_g_telefrags_avoid)
357
358 REGISTER_STAT(CAMERA_SPECTATOR, int)
359
360 REGISTER_STAT(SPECTATORSPEED, float)
361
362 #ifdef SVQC
363 bool autocvar_sv_slick_applygravity;
364 #endif
365 REGISTER_STAT(SLICK_APPLYGRAVITY, bool, autocvar_sv_slick_applygravity)
366
367 REGISTER_STAT(Q3COMPAT, int, q3compat)
368
369 #ifdef SVQC
370 #include "physics/movetypes/movetypes.qh"
371 float warmup_limit;
372 #endif
373
374 #ifdef SVQC
375 bool autocvar_g_shootfromcenter;
376 bool autocvar_g_shootfromeye;
377 #endif
378 REGISTER_STAT(SHOOTFROMEYE, bool, autocvar_g_shootfromeye)
379 REGISTER_STAT(SHOOTFROMCENTER, bool, autocvar_g_shootfromcenter)
380
381 REGISTER_STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, float)
382 REGISTER_STAT(MOVEVARS_AIRCONTROL_PENALTY, float)
383 REGISTER_STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, float)
384 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCEL_QW, float)
385 REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
386 REGISTER_STAT(MOVEVARS_AIRCONTROL_BACKWARDS, bool)
387 REGISTER_STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, bool)
388 #ifdef SVQC
389 float autocvar_sv_gameplayfix_q2airaccelerate = 1;
390 bool autocvar_sv_gameplayfix_nogravityonground = true;
391 bool autocvar_sv_gameplayfix_gravityunaffectedbyticrate = true;
392 #endif
393 REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
394                               | (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)
395                               | (autocvar_sv_gameplayfix_nogravityonground ? MOVEFLAG_NOGRAVITYONGROUND : 0)
396                               | (autocvar_sv_gameplayfix_gravityunaffectedbyticrate ? MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE : 0))
397
398 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, float)
399 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_ACCEL, float)
400 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, float)
401 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, float)
402 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, float)
403
404 REGISTER_STAT(MOVEVARS_AIRSTOPACCELERATE, float)
405 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCELERATE, float)
406 REGISTER_STAT(MOVEVARS_MAXAIRSTRAFESPEED, float)
407 REGISTER_STAT(MOVEVARS_AIRCONTROL, float)
408 REGISTER_STAT(FRAGLIMIT, float, autocvar_fraglimit)
409 REGISTER_STAT(TIMELIMIT, float, autocvar_timelimit)
410 REGISTER_STAT(WARMUP_TIMELIMIT, float, warmup_limit)
411 #ifdef SVQC
412 float autocvar_sv_wallfriction;
413 #define autocvar_sv_gravity cvar("sv_gravity")
414 float autocvar_sv_stepheight;
415 #endif
416 REGISTER_STAT(MOVEVARS_WALLFRICTION, int, autocvar_sv_wallfriction)
417 REGISTER_STAT(MOVEVARS_TICRATE, float, autocvar_sys_ticrate)
418 REGISTER_STAT(MOVEVARS_TIMESCALE, float, autocvar_slowmo)
419 REGISTER_STAT(MOVEVARS_GRAVITY, float, autocvar_sv_gravity)
420 REGISTER_STAT(MOVEVARS_STOPSPEED, float)
421 REGISTER_STAT(MOVEVARS_MAXSPEED, float)
422 REGISTER_STAT(MOVEVARS_ACCELERATE, float)
423 REGISTER_STAT(MOVEVARS_AIRACCELERATE, float)
424 .float gravity;
425 // FIXME: Was 0 on server, 1 on client. Still want that?
426 REGISTER_STAT(MOVEVARS_ENTGRAVITY, float, (this.gravity) ? this.gravity : 1)
427 REGISTER_STAT(MOVEVARS_JUMPVELOCITY, float)
428 REGISTER_STAT(MOVEVARS_JUMPVELOCITY_CROUCH, float)
429 REGISTER_STAT(MOVEVARS_MAXAIRSPEED, float)
430 REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
431 REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
432 REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
433 #ifdef SVQC
434 int autocvar_sv_wallclip;
435 #endif
436 REGISTER_STAT(MOVEVARS_WALLCLIP, int, autocvar_sv_wallclip)
437
438 REGISTER_STAT(GUNALIGN, int)
439 #ifdef SVQC
440 SPECTATE_COPYFIELD(_STAT(GUNALIGN))
441 #endif
442
443 REGISTER_STAT(MMM_ROUNDTIMER, float) //LegendGuard adds MMM_ROUNDTIMER for MMM 20-02-2021