X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fdefs.qh;h=84be80de4cfad9e6146ecf7f6a10d3e0aaf6b841;hb=76b7957bc3e84d1f80630ca2e282775a5d5a9013;hp=f777254138e0c0dc4facdb4259567ac397d11cba;hpb=278f5440b4272f696c6b6e5bb9bb3139b8b53a11;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index f77725413..5228e575c 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -16,7 +16,7 @@ noref float require_spawnfunc_prefix; // if this float exists, only functions wi // Globals -float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss; +float g_cloaked, g_footsteps, g_grappling_hook, g_minstagib; float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; @@ -39,7 +39,6 @@ float g_pickup_respawntimejitter_powerup; float g_jetpack; float sv_clones; -float sv_gentle; float sv_foginterval; entity activator; @@ -47,9 +46,6 @@ entity activator; float player_count; float currentbots; float bots_would_leave; -float lms_lowest_lives; -float lms_next_place; -float LMS_NewPlayerLives(); void UpdateFrags(entity player, float f); .float totalfrags; @@ -58,6 +54,9 @@ 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; + // Fields .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage; @@ -102,6 +101,7 @@ float maxclients; //.float cnt2; .float play_time; +.float respawn_flags; .float respawn_time; .float death_time; .float fade_time; @@ -116,44 +116,6 @@ float maxclients; .float animstate_override; .float animstate_looping; -// player animation data for this model -// each vector is as follows: -// _x = startframe -// _y = numframes -// _z = framerate -.vector anim_die1; // player dies -.vector anim_die2; // player dies differently -.vector anim_draw; // player pulls out a weapon -// .vector anim_duck; // player crouches (from idle to duckidle) -.vector anim_duckwalk; // player walking while crouching -.vector anim_duckjump; // player jumping from a crouch -.vector anim_duckidle; // player idling while crouching -.vector anim_idle; // player standing -.vector anim_jump; // player jump -.vector anim_pain1; // player flinches from pain -.vector anim_pain2; // player flinches from pain, differently -.vector anim_shoot; // player shoots -.vector anim_taunt; // player taunts others (FIXME: no code references this) -.vector anim_run; // player running forward -.vector anim_runbackwards; // player running backward -.vector anim_strafeleft; // player shuffling left quickly -.vector anim_straferight; // player shuffling right quickly -//.vector anim_dead1; // player dead (must be identical to last frame of die1) -//.vector anim_dead2; // player dead (must be identical to last frame of die2) -.vector anim_forwardright; // player running forward and right -.vector anim_forwardleft; // player running forward and left -.vector anim_backright; // player running backward and right -.vector anim_backleft; // player running back and left -.vector anim_melee; // player doing the melee action -.vector anim_duck; // player doing the melee action -.vector anim_duckwalkbackwards; -.vector anim_duckwalkstrafeleft; -.vector anim_duckwalkstraferight; -.vector anim_duckwalkforwardright; -.vector anim_duckwalkforwardleft; -.vector anim_duckwalkbackright; -.vector anim_duckwalkbackleft; - // weapon animation vectors: .vector anim_fire1; .vector anim_fire2; @@ -219,8 +181,9 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) .string weaponname; // name of .weapon +// WEAPONTODO .float autoswitch; -float weapon_action(float wpn, float wrequest); +//float WEP_ACTION(float wpn, float wrequest); float client_hasweapon(entity cl, float wpn, float andammo, float complain); void w_clear(); void w_ready(); @@ -228,10 +191,6 @@ void w_ready(); .float weapon_nextthink; .void() weapon_think; -//float PLAYER_WEAPONSELECTION_DELAY = ); -float PLAYER_WEAPONSELECTION_SPEED = 18; -vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40'; - // weapon states (self.weaponentity.state) float WS_CLEAR = 0; // no weapon selected float WS_RAISE = 1; // raise frame @@ -244,8 +203,6 @@ float WS_READY = 4; // idle frame void weapon_defaultspawnfunc(float wpn); -string w_deathtypestring; - .vector dest1, dest2; float gameover; @@ -253,9 +210,6 @@ float intermission_running; float intermission_exittime; float alreadychangedlevel; - -.float runes; - // Keys player is holding .float itemkeys; // message delay for func_door locked by keys and key locks @@ -280,19 +234,14 @@ float game_completion_ratio; // 0 at start, 1 near end .float winning; .float jointime; // time of joining .float alivetime; // time of being alive +.float motd_actived_time; // used for both motd and campaign_message float nJoinAllowed(entity ignore); -#define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity." .float spawnshieldtime; -.float lms_nextcheck; -.float lms_traveled_distance; - .entity flagcarried; -.entity lastrocket; - .float playerid; float playerid_last; .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor @@ -315,11 +264,6 @@ float default_weapon_alpha; .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; .string cvar_cl_weaponpriorities[10]; -#ifdef ALLOW_FORCEMODELS -.float cvar_cl_forceplayermodels; -.float cvar_cl_forceplayermodelsfromxonotic; -float sv_clforceplayermodels; -#endif .float cvar_cl_gunalign; .float cvar_cl_noantilag; @@ -329,9 +273,6 @@ float sv_clforceplayermodels; .float cvar_cl_allow_uidtracking; .string stored_netname; -void Announce(string snd); -void AnnounceTo(entity e, string snd); - .float version_nagtime; #define NUM_JUMPPADSUSED 3 @@ -342,9 +283,6 @@ string gamemode_name; float startitem_failed; -void DropAllRunes(entity pl); - - typedef .float floatfield; floatfield Item_CounterField(float it); @@ -500,8 +438,10 @@ string cvar_changes; string cvar_purechanges; float cvar_purechanges_count; -float game_starttime; //point in time when the countdown is over +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_round_starttime; .float stat_sv_airaccel_qw; .float stat_sv_airstrafeaccel_qw; @@ -567,7 +507,6 @@ float servertime, serverprevtime, serverframetime; .float stat_shotorg; // networked stat for trueaim HUD string matchid; -.float hitplotfh; .float last_pickup; @@ -590,7 +529,13 @@ float client_cefc_accumulatortime; .float clip_load; .float old_clip_load; .float clip_size; + +.entity lastrocket; .float minelayer_mines; +.float nex_charge; +.float nex_charge_rottime; +.float nex_chargepool_ammo; +.float hagar_load; .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab @@ -600,7 +545,6 @@ float client_cefc_accumulatortime; .float spectatee_status; .float zoomstate; -.float bloodloss_timer; .float restriction; .entity clientdata; @@ -610,9 +554,6 @@ string deathmessage; .float just_joined; -.float cvar_cl_accuracy_data_share; -.float cvar_cl_accuracy_data_receive; - .float cvar_cl_weaponimpulsemode; .float selectweapon; // last selected weapon of the player @@ -627,14 +568,6 @@ string deathmessage; .void (float act_state) setactive; .entity realowner; -.float nex_charge; -.float nex_charge_rottime; -.float nex_chargepool_ammo; - -.float hagar_load; - -float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended) - float serverflags; .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator @@ -642,7 +575,6 @@ float serverflags; .float player_blocked; .float freezetag_frozen; -.float freezetag_revive_progress; .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter.