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(GAMEOVER, int, gameover)
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(LAST_PICKUP, float)
82 REGISTER_STAT(HUD, int)
83 REGISTER_STAT(VORTEX_CHARGEPOOL, float)
84 REGISTER_STAT(HIT_TIME, float)
85 REGISTER_STAT(DAMAGE_DEALT_TOTAL, int)
86 REGISTER_STAT(TYPEHIT_TIME, float)
87 REGISTER_STAT(LAYED_MINES, int)
88 REGISTER_STAT(HAGAR_LOAD, int)
89 REGISTER_STAT(SUPERWEAPONS_FINISHED, float)
90 REGISTER_STAT(VEHICLESTAT_HEALTH, int)
91 REGISTER_STAT(VEHICLESTAT_SHIELD, int)
92 REGISTER_STAT(VEHICLESTAT_ENERGY, int)
93 REGISTER_STAT(VEHICLESTAT_AMMO1, int)
94 REGISTER_STAT(VEHICLESTAT_RELOAD1, int)
95 REGISTER_STAT(VEHICLESTAT_AMMO2, int)
96 REGISTER_STAT(VEHICLESTAT_RELOAD2, int)
97 REGISTER_STAT(VEHICLESTAT_W2MODE, int)
98 REGISTER_STAT(NADE_TIMER, float)
99 REGISTER_STAT(SECRETS_TOTAL, float)
100 REGISTER_STAT(SECRETS_FOUND, float)
101 REGISTER_STAT(RESPAWN_TIME, float)
102 REGISTER_STAT(ROUNDSTARTTIME, float)
103 REGISTER_STAT(MONSTERS_TOTAL, int)
104 REGISTER_STAT(MONSTERS_KILLED, int)
105 REGISTER_STAT(BUFFS, int)
106 REGISTER_STAT(NADE_BONUS, float)
107 REGISTER_STAT(NADE_BONUS_TYPE, int)
108 REGISTER_STAT(NADE_BONUS_SCORE, float)
109 REGISTER_STAT(HEALING_ORB, float)
110 REGISTER_STAT(HEALING_ORB_ALPHA, float)
111 REGISTER_STAT(PLASMA, int)
112 REGISTER_STAT(FROZEN, int)
113 REGISTER_STAT(REVIVE_PROGRESS, float)
114 REGISTER_STAT(ROUNDLOST, int)
115 REGISTER_STAT(BUFF_TIME, float)
116 REGISTER_STAT(CTF_FLAGSTATUS, int)
117 REGISTER_STAT(CAPTURE_PROGRESS, float)
118 REGISTER_STAT(ENTRAP_ORB, float)
119 REGISTER_STAT(ENTRAP_ORB_ALPHA, float)
120 REGISTER_STAT(ITEMSTIME, int, autocvar_sv_itemstime)
123 int autocvar_g_multijump;
124 float autocvar_g_multijump_add;
125 float autocvar_g_multijump_speed;
126 float autocvar_g_multijump_maxspeed;
127 float autocvar_g_multijump_dodging = 1;
129 REGISTER_STAT(MULTIJUMP_DODGING, int, autocvar_g_multijump_dodging)
130 REGISTER_STAT(MULTIJUMP_MAXSPEED, float, autocvar_g_multijump_maxspeed)
131 REGISTER_STAT(MULTIJUMP_ADD, int, autocvar_g_multijump_add)
132 REGISTER_STAT(MULTIJUMP_SPEED, float, autocvar_g_multijump_speed)
133 .int multijump_count;
134 REGISTER_STAT(MULTIJUMP_COUNT, int, this.multijump_count)
135 REGISTER_STAT(MULTIJUMP, int, autocvar_g_multijump)
136 REGISTER_STAT(DOUBLEJUMP, int, autocvar_sv_doublejump)
140 bool g_bugrigs_planar_movement;
141 bool g_bugrigs_planar_movement_car_jumping;
142 float g_bugrigs_reverse_spinning;
143 float g_bugrigs_reverse_speeding;
144 float g_bugrigs_reverse_stopping;
145 float g_bugrigs_air_steering;
146 float g_bugrigs_angle_smoothing;
147 float g_bugrigs_friction_floor;
148 float g_bugrigs_friction_brake;
149 float g_bugrigs_friction_air;
150 float g_bugrigs_accel;
151 float g_bugrigs_speed_ref;
152 float g_bugrigs_speed_pow;
153 float g_bugrigs_steer;
155 REGISTER_STAT(BUGRIGS, int, g_bugrigs)
156 REGISTER_STAT(BUGRIGS_ACCEL, float, g_bugrigs_accel)
157 REGISTER_STAT(BUGRIGS_AIR_STEERING, int, g_bugrigs_air_steering)
158 REGISTER_STAT(BUGRIGS_ANGLE_SMOOTHING, int, g_bugrigs_angle_smoothing)
159 REGISTER_STAT(BUGRIGS_CAR_JUMPING, int, g_bugrigs_planar_movement_car_jumping)
160 REGISTER_STAT(BUGRIGS_FRICTION_AIR, float, g_bugrigs_friction_air)
161 REGISTER_STAT(BUGRIGS_FRICTION_BRAKE, float, g_bugrigs_friction_brake)
162 REGISTER_STAT(BUGRIGS_FRICTION_FLOOR, float, g_bugrigs_friction_floor)
163 REGISTER_STAT(BUGRIGS_PLANAR_MOVEMENT, int, g_bugrigs_planar_movement)
164 REGISTER_STAT(BUGRIGS_REVERSE_SPEEDING, int, g_bugrigs_reverse_speeding)
165 REGISTER_STAT(BUGRIGS_REVERSE_SPINNING, int, g_bugrigs_reverse_spinning)
166 REGISTER_STAT(BUGRIGS_REVERSE_STOPPING, int, g_bugrigs_reverse_stopping)
167 REGISTER_STAT(BUGRIGS_SPEED_POW, float, g_bugrigs_speed_pow)
168 REGISTER_STAT(BUGRIGS_SPEED_REF, float, g_bugrigs_speed_ref)
169 REGISTER_STAT(BUGRIGS_STEER, float, g_bugrigs_steer)
172 int autocvar_sv_gameplayfix_downtracesupportsongroundflag;
173 int autocvar_sv_gameplayfix_easierwaterjump;
174 int autocvar_sv_gameplayfix_stepdown;
175 int autocvar_sv_gameplayfix_stepmultipletimes;
176 int autocvar_sv_gameplayfix_unstickplayers;
177 int autocvar_sv_gameplayfix_fixedcheckwatertransition;
179 REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, autocvar_sv_gameplayfix_downtracesupportsongroundflag)
180 REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, autocvar_sv_gameplayfix_easierwaterjump)
181 REGISTER_STAT(GAMEPLAYFIX_STEPDOWN, int, autocvar_sv_gameplayfix_stepdown)
182 REGISTER_STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, int, autocvar_sv_gameplayfix_stepmultipletimes)
183 REGISTER_STAT(GAMEPLAYFIX_UNSTICKPLAYERS, int, autocvar_sv_gameplayfix_unstickplayers)
184 REGISTER_STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, int, autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag)
185 REGISTER_STAT(GAMEPLAYFIX_WATERTRANSITION, int, autocvar_sv_gameplayfix_fixedcheckwatertransition)
187 REGISTER_STAT(MOVEVARS_JUMPSTEP, int, cvar("sv_jumpstep"))
188 REGISTER_STAT(NOSTEP, int, cvar("sv_nostep"))
190 REGISTER_STAT(MOVEVARS_FRICTION, float)
191 REGISTER_STAT(MOVEVARS_FRICTION_SLICK, float, autocvar_sv_friction_slick)
192 REGISTER_STAT(MOVEVARS_FRICTION_ONLAND, float, autocvar_sv_friction_on_land)
194 REGISTER_STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, int, autocvar_sv_jumpspeedcap_max_disable_on_ramps)
195 REGISTER_STAT(MOVEVARS_TRACK_CANJUMP, int)
197 REGISTER_STAT(MOVEVARS_CL_TRACK_CANJUMP, int)
201 float autocvar_sv_dodging_delay;
202 float autocvar_sv_dodging_wall_distance_threshold;
203 bool autocvar_sv_dodging_frozen;
204 bool autocvar_sv_dodging_frozen_doubletap;
205 float autocvar_sv_dodging_height_threshold;
206 float autocvar_sv_dodging_horiz_speed;
207 float autocvar_sv_dodging_horiz_speed_frozen;
208 float autocvar_sv_dodging_ramp_time;
209 float autocvar_sv_dodging_up_speed;
210 bool autocvar_sv_dodging_wall_dodging;
211 bool autocvar_sv_dodging_air_dodging;
214 REGISTER_STAT(DODGING, int, g_dodging)
215 REGISTER_STAT(DODGING_DELAY, float, autocvar_sv_dodging_delay)
216 REGISTER_STAT(DODGING_DISTANCE_THRESHOLD, float, autocvar_sv_dodging_wall_distance_threshold)
217 REGISTER_STAT(DODGING_FROZEN, int, autocvar_sv_dodging_frozen)
218 REGISTER_STAT(DODGING_FROZEN_NO_DOUBLETAP, int, autocvar_sv_dodging_frozen_doubletap)
219 REGISTER_STAT(DODGING_HEIGHT_THRESHOLD, float, autocvar_sv_dodging_height_threshold)
220 REGISTER_STAT(DODGING_HORIZ_SPEED, float, autocvar_sv_dodging_horiz_speed)
221 REGISTER_STAT(DODGING_HORIZ_SPEED_FROZEN, float, autocvar_sv_dodging_horiz_speed_frozen)
222 REGISTER_STAT(DODGING_RAMP_TIME, float, autocvar_sv_dodging_ramp_time)
224 REGISTER_STAT(DODGING_TIMEOUT, float)
225 REGISTER_STAT(DODGING_UP_SPEED, float, autocvar_sv_dodging_up_speed)
226 REGISTER_STAT(DODGING_WALL, bool, autocvar_sv_dodging_wall_dodging)
227 REGISTER_STAT(DODGING_AIR, bool, autocvar_sv_dodging_air_dodging)
229 REGISTER_STAT(JETPACK_ACCEL_SIDE, float, autocvar_g_jetpack_acceleration_side)
230 REGISTER_STAT(JETPACK_ACCEL_UP, float, autocvar_g_jetpack_acceleration_up)
231 REGISTER_STAT(JETPACK_ANTIGRAVITY, float, autocvar_g_jetpack_antigravity)
232 REGISTER_STAT(JETPACK_FUEL, float, autocvar_g_jetpack_fuel)
233 REGISTER_STAT(JETPACK_MAXSPEED_SIDE, float, autocvar_g_jetpack_maxspeed_side)
234 REGISTER_STAT(JETPACK_MAXSPEED_UP, float, autocvar_g_jetpack_maxspeed_up)
235 REGISTER_STAT(JETPACK_REVERSE_THRUST, float, autocvar_g_jetpack_reverse_thrust)
237 REGISTER_STAT(MOVEVARS_HIGHSPEED, float, autocvar_g_movement_highspeed)
240 AUTOCVAR(g_walljump, bool, false, "Enable wall jumping mutator");
241 AUTOCVAR(g_walljump_delay, float, 1, "Minimum delay between wall jumps");
242 AUTOCVAR(g_walljump_force, float, 300, "How far to bounce/jump off the wall");
243 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");
244 AUTOCVAR(g_walljump_velocity_z_factor, float, 0.5, "Upwards velocity factor, multiplied by normal jump velocity");
246 REGISTER_STAT(WALLJUMP, int, autocvar_g_walljump)
247 REGISTER_STAT(WALLJUMP_VELOCITY_Z_FACTOR, float, autocvar_g_walljump_velocity_z_factor)
248 REGISTER_STAT(WALLJUMP_VELOCITY_XY_FACTOR, float, autocvar_g_walljump_velocity_xy_factor)
249 REGISTER_STAT(WALLJUMP_DELAY, float, autocvar_g_walljump_delay)
250 REGISTER_STAT(WALLJUMP_FORCE, float, autocvar_g_walljump_force)
251 REGISTER_STAT(LASTWJ, float)
253 // freeze tag, clan arena
254 REGISTER_STAT(REDALIVE, int)
255 REGISTER_STAT(BLUEALIVE, int)
256 REGISTER_STAT(YELLOWALIVE, int)
257 REGISTER_STAT(PINKALIVE, int)
260 REGISTER_STAT(DOM_TOTAL_PPS, float)
261 REGISTER_STAT(DOM_PPS_RED, float)
262 REGISTER_STAT(DOM_PPS_BLUE, float)
263 REGISTER_STAT(DOM_PPS_YELLOW, float)
264 REGISTER_STAT(DOM_PPS_PINK, float)
266 REGISTER_STAT(TELEPORT_MAXSPEED, float, autocvar_g_teleport_maxspeed)
267 REGISTER_STAT(TELEPORT_TELEFRAG_AVOID, int, autocvar_g_telefrags_avoid)
269 REGISTER_STAT(CAMERA_SPECTATOR, int)
271 REGISTER_STAT(SPECTATORSPEED, float)
274 bool autocvar_sv_slick_applygravity;
276 REGISTER_STAT(SLICK_APPLYGRAVITY, bool, autocvar_sv_slick_applygravity)
279 #include "physics/movetypes/movetypes.qh"
282 REGISTER_STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, float)
283 REGISTER_STAT(MOVEVARS_AIRCONTROL_PENALTY, float)
284 REGISTER_STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, float)
285 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCEL_QW, float)
286 REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
287 REGISTER_STAT(MOVEVARS_AIRCONTROL_BACKWARDS, bool)
288 noref bool autocvar_sv_gameplayfix_nogravityonground;
289 REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
290 | (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)
291 | (autocvar_sv_gameplayfix_nogravityonground ? MOVEFLAG_NOGRAVITYONGROUND : 0)
292 | (autocvar_sv_gameplayfix_gravityunaffectedbyticrate ? MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE : 0))
294 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, float)
295 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_ACCEL, float)
296 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, float)
297 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, float)
298 REGISTER_STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, float)
300 REGISTER_STAT(MOVEVARS_AIRSTOPACCELERATE, float)
301 REGISTER_STAT(MOVEVARS_AIRSTRAFEACCELERATE, float)
302 REGISTER_STAT(MOVEVARS_MAXAIRSTRAFESPEED, float)
303 REGISTER_STAT(MOVEVARS_AIRCONTROL, float)
304 REGISTER_STAT(FRAGLIMIT, float, autocvar_fraglimit)
305 REGISTER_STAT(TIMELIMIT, float, autocvar_timelimit)
306 REGISTER_STAT(WARMUP_TIMELIMIT, float, warmup_limit)
308 float autocvar_sv_wallfriction;
310 REGISTER_STAT(MOVEVARS_WALLFRICTION, int, autocvar_sv_wallfriction)
311 REGISTER_STAT(MOVEVARS_TICRATE, float, autocvar_sys_ticrate)
312 REGISTER_STAT(MOVEVARS_TIMESCALE, float, autocvar_slowmo)
313 REGISTER_STAT(MOVEVARS_GRAVITY, float, autocvar_sv_gravity)
314 REGISTER_STAT(MOVEVARS_STOPSPEED, float)
315 REGISTER_STAT(MOVEVARS_MAXSPEED, float)
316 REGISTER_STAT(MOVEVARS_ACCELERATE, float)
317 REGISTER_STAT(MOVEVARS_AIRACCELERATE, float)
319 // FIXME: Was 0 on server, 1 on client. Still want that?
320 REGISTER_STAT(MOVEVARS_ENTGRAVITY, float, (this.gravity) ? this.gravity : 1)
321 REGISTER_STAT(MOVEVARS_JUMPVELOCITY, float)
322 REGISTER_STAT(MOVEVARS_MAXAIRSPEED, float)
323 REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
324 REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
325 REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
329 noref int autocvar_cl_gunalign;
332 .int cvar_cl_gunalign;
333 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
335 REGISTER_STAT(GUNALIGN, int, this.cvar_cl_gunalign)
337 SPECTATE_COPYFIELD(_STAT(GUNALIGN))