#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;
ATTRIB(Client, zoomstate, bool, this.zoomstate);
ATTRIB(Client, just_joined, bool, this.just_joined);
ATTRIB(Client, race_completed, bool, this.race_completed);
- ATTRIBARRAY(Client, msg_choice_choices, int, 20); // TODO: actually NOTIF_CHOICE_MAX
ATTRIB(Client, latency_sum, float, this.latency_sum);
ATTRIB(Client, latency_cnt, int, this.latency_cnt);
ATTRIB(Client, latency_time, float, this.latency_time);
// networked cvars
+// not currently handled by ClientState
+#if 0
+ ATTRIBARRAY(Client, msg_choice_choices, int, 20); // TODO: actually NOTIF_CHOICE_MAX
ATTRIB(Client, cvar_cl_allow_uid2name, int, this.cvar_cl_allow_uid2name);
ATTRIB(Client, cvar_cl_allow_uidtracking, int, this.cvar_cl_allow_uidtracking);
ATTRIB(Client, cvar_cl_autotaunt, float, this.cvar_cl_autotaunt);
ATTRIB(Client, cvar_g_xonoticversion, string, this.cvar_g_xonoticversion);
ATTRIB(Client, autoswitch, bool, this.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(Client, cvar_cl_dodging, float, this.cvar_cl_dodging);
ATTRIB(Client, cvar_cl_multijump, bool, this.cvar_cl_multijump);
ATTRIB(Client, cvar_cl_cts_noautoswitch, bool, this.cvar_cl_cts_noautoswitch);
ATTRIB(Client, cvar_cl_weapon_switch_reload, bool, this.cvar_cl_weapon_switch_reload);
ATTRIB(Client, cvar_cl_weapon_switch_fallback_to_impulse, bool, this.cvar_cl_weapon_switch_fallback_to_impulse);
+#endif
METHOD(Client, m_unwind, bool(Client this));
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;
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);
void SetSpectatee(entity this, entity spectatee);
void SetSpectatee_status(entity this, int spectatee_num);