-#ifndef STATS_H
-#define STATS_H
+#pragma once
+
+#ifdef SVQC
+#include <server/client.qh>
+#endif
// Full list of all stat constants, included in a single location for easy reference
// 255 is the current limit (MAX_CL_STATS - 1), engine will need to be modified if you wish to add more stats
const int MAX_CL_STATS = 256;
-#ifndef CSQC
-const int STAT_HEALTH = 0; // .health
-const int STAT_ARMOR = 4; // .armorvalue
-const int STAT_SHELLS = 6; // .ammo_shells
-const int STAT_NAILS = 7; // .ammo_nails
-const int STAT_ROCKETS = 8; // .ammo_rockets
-const int STAT_CELLS = 9; // .ammo_cells
-const int STAT_ACTIVEWEAPON = 10; // .weapon
-const int STAT_ITEMS = 15; // .items | .items2 << 23 | serverflags << 28
-const int STAT_VIEWHEIGHT = 16; // .view_ofs_z
+
+// const int STAT_HEALTH = 0;
+// const int STAT_ARMOR = 4;
+// const int STAT_SHELLS = 6;
+// 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_ITEMS getstat_int(STAT_ITEMS)
+ #define g_stat_VIEWHEIGHT getstati(STAT_VIEWHEIGHT)
+#elif defined(SVQC)
+ #define stat_HEALTH health
+ #define stat_ARMOR armorvalue
+ #define stat_SHELLS ammo_shells
+ #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
REGISTER_STAT(WEAPONS, vectori)
REGISTER_STAT(PL_CROUCH_MAX, vector, autocvar_sv_player_crouch_maxs)
REGISTER_STAT(KH_KEYS, int)
+
/** weapon requested to switch to; next WANTED weapon (for HUD) */
REGISTER_STAT(SWITCHWEAPON, int)
+/** weapon currently being switched to (is copied from switchweapon once switch is possible) */
+REGISTER_STAT(SWITCHINGWEAPON, int)
+REGISTER_STAT(WEAPON_NEXTTHINK, float)
+#ifdef SVQC
+SPECTATE_COPYFIELD(_STAT(WEAPON_NEXTTHINK))
+float W_WeaponRateFactor(entity this);
+#endif
+REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor(this))
+
REGISTER_STAT(GAMESTARTTIME, float)
REGISTER_STAT(STRENGTH_FINISHED, float)
REGISTER_STAT(INVINCIBLE_FINISHED, float)
REGISTER_STAT(TYPEHIT_TIME, float)
REGISTER_STAT(LAYED_MINES, int)
REGISTER_STAT(HAGAR_LOAD, int)
-REGISTER_STAT(SWITCHINGWEAPON, int)
REGISTER_STAT(SUPERWEAPONS_FINISHED, float)
REGISTER_STAT(VEHICLESTAT_HEALTH, int)
REGISTER_STAT(VEHICLESTAT_SHIELD, int)
REGISTER_STAT(ROUNDLOST, int)
REGISTER_STAT(BUFF_TIME, float)
REGISTER_STAT(CTF_FLAGSTATUS, int)
+REGISTER_STAT(CAPTURE_PROGRESS, float)
+REGISTER_STAT(ENTRAP_ORB, float)
+REGISTER_STAT(ENTRAP_ORB_ALPHA, float)
+REGISTER_STAT(ITEMSTIME, int, autocvar_sv_itemstime)
#ifdef SVQC
int autocvar_g_multijump;
REGISTER_STAT(BUGRIGS_SPEED_REF, float, g_bugrigs_speed_ref)
REGISTER_STAT(BUGRIGS_STEER, float, g_bugrigs_steer)
-REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, cvar("sv_gameplayfix_downtracesupportsongroundflag"))
-REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, cvar("sv_gameplayfix_easierwaterjump"))
-REGISTER_STAT(GAMEPLAYFIX_STEPDOWN, int, cvar("sv_gameplayfix_stepdown"))
-REGISTER_STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, int, cvar("sv_gameplayfix_stepmultipletimes"))
-REGISTER_STAT(GAMEPLAYFIX_UNSTICKPLAYERS, int, cvar("sv_gameplayfix_unstickplayers"))
+#ifdef SVQC
+int autocvar_sv_gameplayfix_downtracesupportsongroundflag;
+int autocvar_sv_gameplayfix_easierwaterjump;
+int autocvar_sv_gameplayfix_stepdown;
+int autocvar_sv_gameplayfix_stepmultipletimes;
+int autocvar_sv_gameplayfix_unstickplayers;
+int autocvar_sv_gameplayfix_fixedcheckwatertransition;
+#endif
+REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, autocvar_sv_gameplayfix_downtracesupportsongroundflag)
+REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, autocvar_sv_gameplayfix_easierwaterjump)
+REGISTER_STAT(GAMEPLAYFIX_STEPDOWN, int, autocvar_sv_gameplayfix_stepdown)
+REGISTER_STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, int, autocvar_sv_gameplayfix_stepmultipletimes)
+REGISTER_STAT(GAMEPLAYFIX_UNSTICKPLAYERS, int, autocvar_sv_gameplayfix_unstickplayers)
REGISTER_STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, int, autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag)
+REGISTER_STAT(GAMEPLAYFIX_WATERTRANSITION, int, autocvar_sv_gameplayfix_fixedcheckwatertransition)
REGISTER_STAT(MOVEVARS_JUMPSTEP, int, cvar("sv_jumpstep"))
REGISTER_STAT(NOSTEP, int, cvar("sv_nostep"))
float autocvar_sv_dodging_ramp_time;
float autocvar_sv_dodging_up_speed;
bool autocvar_sv_dodging_wall_dodging;
+bool autocvar_sv_dodging_air_dodging;
#endif
REGISTER_STAT(DODGING, int, g_dodging)
/** cvar loopback */
REGISTER_STAT(DODGING_TIMEOUT, float)
REGISTER_STAT(DODGING_UP_SPEED, float, autocvar_sv_dodging_up_speed)
-REGISTER_STAT(DODGING_WALL, int, autocvar_sv_dodging_wall_dodging)
+REGISTER_STAT(DODGING_WALL, bool, autocvar_sv_dodging_wall_dodging)
+REGISTER_STAT(DODGING_AIR, bool, autocvar_sv_dodging_air_dodging)
REGISTER_STAT(JETPACK_ACCEL_SIDE, float, autocvar_g_jetpack_acceleration_side)
REGISTER_STAT(JETPACK_ACCEL_UP, float, autocvar_g_jetpack_acceleration_up)
REGISTER_STAT(JETPACK_FUEL, float, autocvar_g_jetpack_fuel)
REGISTER_STAT(JETPACK_MAXSPEED_SIDE, float, autocvar_g_jetpack_maxspeed_side)
REGISTER_STAT(JETPACK_MAXSPEED_UP, float, autocvar_g_jetpack_maxspeed_up)
+REGISTER_STAT(JETPACK_REVERSE_THRUST, float, autocvar_g_jetpack_reverse_thrust)
REGISTER_STAT(MOVEVARS_HIGHSPEED, float, autocvar_g_movement_highspeed)
REGISTER_STAT(TELEPORT_MAXSPEED, float, autocvar_g_teleport_maxspeed)
REGISTER_STAT(TELEPORT_TELEFRAG_AVOID, int, autocvar_g_telefrags_avoid)
+REGISTER_STAT(CAMERA_SPECTATOR, int)
+
+REGISTER_STAT(SPECTATORSPEED, float)
+
#ifdef SVQC
-#include "movetypes/movetypes.qh"
+#include "physics/movetypes/movetypes.qh"
#endif
REGISTER_STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, float)
REGISTER_STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, float)
REGISTER_STAT(MOVEVARS_AIRSTRAFEACCEL_QW, float)
REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
+REGISTER_STAT(MOVEVARS_AIRCONTROL_BACKWARDS, bool)
noref bool autocvar_sv_gameplayfix_nogravityonground;
REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
| (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)
REGISTER_STAT(MOVEVARS_AIRCONTROL, float)
REGISTER_STAT(FRAGLIMIT, float, autocvar_fraglimit)
REGISTER_STAT(TIMELIMIT, float, autocvar_timelimit)
+REGISTER_STAT(WARMUP_TIMELIMIT, float, warmup_limit)
#ifdef SVQC
float autocvar_sv_wallfriction;
#endif
REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
+
+
+#ifdef CSQC
+noref int autocvar_cl_gunalign;
+#endif
+#ifdef SVQC
+.int cvar_cl_gunalign;
+REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
+#endif
+REGISTER_STAT(GUNALIGN, int, this.cvar_cl_gunalign)
+#ifdef SVQC
+SPECTATE_COPYFIELD(_STAT(GUNALIGN))
#endif