#ifdef SVQC
#include <server/autocvars.qh>
#include <server/client.qh>
+#include <common/mapobjects/trigger/secret.qh>
#endif
// Full list of all stat constants, included in a single location for easy reference
// const int STAT_NAILS = 7;
// const int STAT_ROCKETS = 8;
// const int STAT_CELLS = 9;
-// const int STAT_ACTIVEWEAPON = 10;
// const int STAT_ITEMS = 15; // .items | .items2 << 23 | serverflags << 28
// const int STAT_VIEWHEIGHT = 16;
#if defined(CSQC)
#define g_stat_HEALTH getstati(STAT_HEALTH)
- #define g_stat_ARMOR getstat_int(STAT_ARMOR)
- #define g_stat_SHELLS getstat_int(STAT_SHELLS)
- #define g_stat_NAILS getstat_int(STAT_NAILS)
- #define g_stat_ROCKETS getstat_int(STAT_ROCKETS)
- #define g_stat_CELLS getstat_int(STAT_CELLS)
- #define g_stat_ACTIVEWEAPON getstat_int(STAT_ACTIVEWEAPON)
+ #define g_stat_ARMOR getstati(STAT_ARMOR)
+ #define g_stat_SHELLS getstati(STAT_SHELLS)
+ #define g_stat_NAILS getstati(STAT_NAILS)
+ #define g_stat_ROCKETS getstati(STAT_ROCKETS)
+ #define g_stat_CELLS getstati(STAT_CELLS)
#define g_stat_ITEMS getstat_int(STAT_ITEMS)
#define g_stat_VIEWHEIGHT getstati(STAT_VIEWHEIGHT)
#elif defined(SVQC)
#define stat_NAILS ammo_nails
#define stat_ROCKETS ammo_rockets
#define stat_CELLS ammo_cells
- #define stat_ACTIVEWEAPON weapon
#define stat_ITEMS items
#define stat_VIEWHEIGHT view_ofs_z
#endif
#ifdef SVQC
float W_WeaponRateFactor(entity this);
float game_stopped;
-float game_starttime;
-float round_starttime;
+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
bool autocvar_g_allow_oldvortexbeam;
int autocvar_leadlimit;
#endif
REGISTER_STAT(VEHICLESTAT_RELOAD2, int)
REGISTER_STAT(VEHICLESTAT_W2MODE, int)
REGISTER_STAT(NADE_TIMER, float)
-REGISTER_STAT(SECRETS_TOTAL, float)
-REGISTER_STAT(SECRETS_FOUND, float)
+REGISTER_STAT(SECRETS_TOTAL, int, secrets_total)
+REGISTER_STAT(SECRETS_FOUND, int, secrets_found)
REGISTER_STAT(RESPAWN_TIME, float)
REGISTER_STAT(ROUNDSTARTTIME, float, round_starttime)
REGISTER_STAT(MONSTERS_TOTAL, int)
int autocvar_sv_gameplayfix_stepdown = 2;
float autocvar_sv_gameplayfix_stepdown_maxspeed = 0;
int autocvar_sv_gameplayfix_stepmultipletimes = 1;
-int autocvar_sv_gameplayfix_unstickplayers = 1;
+int autocvar_sv_gameplayfix_unstickplayers = 2;
int autocvar_sv_gameplayfix_fixedcheckwatertransition = 1;
int autocvar_sv_gameplayfix_slidemoveprojectiles = 1;
int autocvar_sv_gameplayfix_grenadebouncedownslopes = 1;
int autocvar_sv_gameplayfix_noairborncorpse = 1;
int autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems = 1;
+int autocvar_sv_gameplayfix_delayprojectiles = 0;
#endif
REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, autocvar_sv_gameplayfix_downtracesupportsongroundflag)
REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, autocvar_sv_gameplayfix_easierwaterjump)
REGISTER_STAT(GAMEPLAYFIX_GRENADEBOUNCESLOPES, int, autocvar_sv_gameplayfix_grenadebouncedownslopes)
REGISTER_STAT(GAMEPLAYFIX_NOAIRBORNCORPSE, int, autocvar_sv_gameplayfix_noairborncorpse)
REGISTER_STAT(NOAIRBORNCORPSE_ALLOWSUSPENDED, int, autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems)
+REGISTER_STAT(GAMEPLAYFIX_DELAYPROJECTILES, int, autocvar_sv_gameplayfix_delayprojectiles)
REGISTER_STAT(MOVEVARS_JUMPSTEP, int, cvar("sv_jumpstep"))
REGISTER_STAT(NOSTEP, int, cvar("sv_nostep"))