#define SERVER_DEFS_H
#include "../common/weapons/all.qh"
+#include "../common/stats.qh"
#define INDEPENDENT_ATTACK_FINISHED 1
// Globals
-float g_cloaked, g_footsteps, g_grappling_hook, g_instagib;
+float g_footsteps, g_grappling_hook, g_instagib;
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
float team1_score, team2_score, team3_score, team4_score;
-float maxclients;
-
// flag set on worldspawn so that the code knows if it is dedicated or not
float server_is_dedicated;
.float pain_frame; //"
.float crouch; // Crouching or not?
-.float strength_finished;
-.float invincible_finished;
+.float strength_finished = _STAT(STRENGTH_FINISHED);
+.float invincible_finished = _STAT(INVINCIBLE_FINISHED);
.float superweapons_finished;
.float cnt; // used in too many places
.vector weaponentity_glowmod;
//.int weapon; // current weapon
-.int switchweapon; // weapon requested to switch to
+.int switchweapon = _STAT(SWITCHWEAPON);
.int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
.string weaponname; // name of .weapon
float next_pingtime;
-// player sounds, voice messages
-// TODO implemented fall and falling
-#define ALLPLAYERSOUNDS \
- _VOICEMSG(death) \
- _VOICEMSG(drown) \
- _VOICEMSG(fall) \
- _VOICEMSG(falling) \
- _VOICEMSG(gasp) \
- _VOICEMSG(jump) \
- _VOICEMSG(pain100) \
- _VOICEMSG(pain25) \
- _VOICEMSG(pain50) \
- _VOICEMSG(pain75)
-
-#define ALLVOICEMSGS \
- _VOICEMSG(attack) \
- _VOICEMSG(attackinfive) \
- _VOICEMSG(coverme) \
- _VOICEMSG(defend) \
- _VOICEMSG(freelance) \
- _VOICEMSG(incoming) \
- _VOICEMSG(meet) \
- _VOICEMSG(needhelp) \
- _VOICEMSG(seenflag) \
- _VOICEMSG(taunt) \
- _VOICEMSG(teamshoot)
-
-#define _VOICEMSG(m) .string playersound_##m;
-ALLPLAYERSOUNDS
-ALLVOICEMSGS
-#undef _VOICEMSG
-
-// reserved sound names for the future (some models lack sounds for them):
-// _VOICEMSG(flagcarriertakingdamage) \
-// _VOICEMSG(getflag) \
-// reserved sound names for the future (ALL models lack sounds for them):
-// _VOICEMSG(affirmative) \
-// _VOICEMSG(attacking) \
-// _VOICEMSG(defending) \
-// _VOICEMSG(roaming) \
-// _VOICEMSG(onmyway) \
-// _VOICEMSG(droppedflag) \
-// _VOICEMSG(negative) \
-// _VOICEMSG(seenenemy) \
-// /**/
-
-string globalsound_fall;
-string globalsound_metalfall;
-string globalsound_step;
-string globalsound_metalstep;
-
-const float VOICETYPE_PLAYERSOUND = 10;
-const float VOICETYPE_TEAMRADIO = 11;
-const float VOICETYPE_LASTATTACKER = 12;
-const float VOICETYPE_LASTATTACKER_ONLY = 13;
-const float VOICETYPE_AUTOTAUNT = 14;
-const float VOICETYPE_TAUNT = 15;
-
-void PrecachePlayerSounds(string f);
-void PrecacheGlobalSound(string samplestring);
-void UpdatePlayerSounds();
-void ClearPlayerSounds();
-void PlayerSound(.string samplefield, float channel, float voicetype);
-void GlobalSound(string samplestring, float channel, float voicetype);
-void FakeGlobalSound(string samplestring, float channel, float voicetype);
-void VoiceMessage(string type, string message);
-float GetPlayerSoundSampleField_notFound;
-.string GetVoiceMessageSampleField(string type);
-
// autotaunt system
.float cvar_cl_autotaunt;
.float cvar_cl_voice_directional;
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
-.float stat_game_starttime;
+.float stat_game_starttime = _STAT(GAMESTARTTIME);
.float stat_round_starttime;
void W_Porto_Remove (entity p);
void SUB_DontUseTargets();
void SUB_UseTargets();
-.void() reset; // if set, an entity is reset using this
+.void(entity this) reset; // if set, an entity is reset using this
.void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
void ClientData_Touch(entity e);