#include "utils.qh"
#include <server/intermission.qh>
+//#include <common/resources/resources.qh>
#include <common/replicate.qh>
#include <common/sounds/all.qh>
string autocvar_g_mutatormsg;
float autocvar_sv_foginterval;
float autocvar_sv_maxidle;
-bool autocvar_sv_maxidle_spectatorsareidle;
+int autocvar_sv_maxidle_minplayers = 2;
+float autocvar_sv_maxidle_playertospectator = 60;
+bool autocvar_sv_maxidle_alsokickspectators;
int autocvar_sv_maxidle_slots;
bool autocvar_sv_maxidle_slots_countbots;
bool autocvar_g_forced_respawn;
.float jointime; // time of connecting
.float startplaytime; // time of switching from spectator to player
.float alivetime; // time of being alive
-.float motd_actived_time; // used for both motd and campaign_message
.bool wasplayer;
ATTRIB(Client, teamkill_soundtime, float, this.teamkill_soundtime);
ATTRIB(Client, teamkill_soundsource, entity, this.teamkill_soundsource);
ATTRIB(Client, usekeypressed, bool, this.usekeypressed);
- ATTRIB(Client, motd_actived_time, float, this.motd_actived_time);
ATTRIB(Client, jointime, float, this.jointime);
ATTRIB(Client, spectatortime, float, this.spectatortime);
ATTRIB(Client, startplaytime, float, this.startplaytime);
ATTRIB(Client, cvar_cl_clippedspectating, bool, this.cvar_cl_clippedspectating);
ATTRIB(Client, cvar_cl_autoscreenshot, int, this.cvar_cl_autoscreenshot);
ATTRIB(Client, cvar_cl_jetpack_jump, bool, this.cvar_cl_jetpack_jump);
- ATTRIB(Client, cvar_cl_newusekeysupported, bool, this.cvar_cl_newusekeysupported);
ATTRIB(Client, cvar_cl_noantilag, bool, this.cvar_cl_noantilag);
ATTRIB(Client, cvar_cl_movement_track_canjump, bool, this.cvar_cl_movement_track_canjump);
ATTRIB(Client, cvar_cl_weaponimpulsemode, int, this.cvar_cl_weaponimpulsemode);
ATTRIB(Client, cvar_g_xonoticversion, string, this.cvar_g_xonoticversion);
- ATTRIB(Client, autoswitch, bool, this.autoswitch);
+ ATTRIB(Client, cvar_cl_autoswitch, bool, this.cvar_cl_autoswitch);
ATTRIB(Client, cvar_cl_casings, bool, this.cvar_cl_casings);
ATTRIB(Client, cvar_r_drawviewmodel, bool, this.cvar_r_drawviewmodel);
ATTRIB(Client, cvar_cl_dodging_timeout, float, this.cvar_cl_dodging_timeout);
ATTRIB(Player, dual_weapons, vector, this.dual_weapons); // TODO: actually WepSet!
ATTRIB(Player, itemkeys, int, this.itemkeys);
ATTRIB(Player, ballistics_density, float, this.ballistics_density);
- ATTRIB(Player, prevstrengthsound, float, this.prevstrengthsound);
- ATTRIB(Player, prevstrengthsoundattempt, float, this.prevstrengthsoundattempt);
- ATTRIB(Player, buff_shield, float, this.buff_shield);
INIT(Player) {
this.classname = STR_PLAYER;
.float nickspamtime; // time of last nick change
.float nickspamcount;
+void SendWelcomeMessage(entity this, int msg_type);
+
// respawning
.int respawn_flags;
.float respawn_time;
int nJoinAllowed(entity this, entity ignore);
-void checkSpectatorBlock(entity this);
-
void PlayerUseKey(entity this);
void FixClientCvars(entity e);
STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); }
void play_countdown(entity this, float finished, Sound samp);
+void player_powerups_remove_all(entity this);
-void RotRegen(entity this, float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod);
+// NOTE: current type is Resource (avoiding circular includes!)
+void RotRegen(entity this, entity current, float limit_mod,
+ float regenstable, float regenfactor, float regenlinear, float regenframetime,
+ float rotstable, float rotfactor, float rotlinear, float rotframetime);
bool Spectate(entity this, entity pl);
void ClientInit_Spawn();
-void PutObserverInServer(entity this);
+void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint);
void SetSpectatee(entity this, entity spectatee);
void SetSpectatee_status(entity this, int spectatee_num);