X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fdefs.qh;h=9931513dae1b18e515ee6c633ac5055aba94e612;hb=258867c634125e1d048869b4a5d8ef279e8b8228;hp=b52649a34ead3389310bb9ef544b4c3e4e1bc3d2;hpb=df33af4f3b2347ecf28f744da7a2814c004b57cb;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index b52649a34..9931513da 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -3,397 +3,8 @@ #include #include -#define INDEPENDENT_ATTACK_FINISHED 1 - -// Globals - -float g_footsteps, g_grappling_hook; -float g_warmup_allguns; -float g_warmup_allow_timeout; -float warmup_stage; -float g_jetpack; - -bool sv_ready_restart; -bool sv_ready_restart_after_countdown; -bool sv_ready_restart_repeatable; - -float sv_clones; -float sv_foginterval; - -float player_count; -float currentbots; -float bots_would_leave; - -void UpdateFrags(entity player, int f); -.int totalfrags; - -// flag set on worldspawn so that the code knows if it is dedicated or not -float server_is_dedicated; - -// Fields - -.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage; - -.bool(entity targ, entity inflictor, float amount, float limit) event_heal; - -//.string wad; -//.string map; - -//.float worldtype; -// Needed for dynamic clientwalls -.bool inactive; // Clientwall disappears when inactive -.float alpha_max, alpha_min; -.float fade_start, fade_end, fade_vertical_offset; -.float default_solid; // Variable to store default .solid for clientwalls - -.float pain_finished; //Added by Supajoe -.float pain_frame; //" -.float crouch; // Crouching or not? - -const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); - -.float cnt; // used in too many places -.float count; -//.float cnt2; - -.int respawn_flags; -.float respawn_time; -.float respawn_time_max; -.float death_time; -.float fade_time; -.float fade_rate; - -void player_setupanimsformodel(entity this); - -.string mdl; - -.string playermodel; -.string playerskin; - -.float species; - -.float scheduledrespawntime; -.float respawntime; -.float respawntimejitter; -.float respawntimestart; -//.float chasecam; - -.float damageforcescale; -const float MIN_DAMAGEEXTRARADIUS = 2; -const float MAX_DAMAGEEXTRARADIUS = 16; -.float damageextraradius; - -//.float gravity; - -.float dmg; - -// for railgun damage (hitting multiple enemies) -.bool railgunhit; -.float railgunhitsolidbackup; -.vector railgunhitloc; - -.float air_finished; -.float dmgtime; - -.float killcount; -.float damage_dealt, typehitsound, killsound; - -.float watersound_finished; -.float iscreature; -.float damagedbycontents; -.float damagedbytriggers; -.float teleportable; -.vector oldvelocity; - -.float pauseregen_finished; -.float pauserothealth_finished; -.float pauserotarmor_finished; -.float pauserotfuel_finished; -// string overrides entity -.string item_pickupsound; -.entity item_pickupsound_ent; -.entity item_model_ent; - -// WEAPONTODO -.float autoswitch; -bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain); -void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire); -void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire); -// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) -.float weapon_nextthink; -.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think; - - -// there is 2 weapon tics that can run in one server frame -const int W_TICSPERFRAME = 2; - -void weapon_defaultspawnfunc(entity this, Weapon e); - -float intermission_running; -float intermission_exittime; -float alreadychangedlevel; - -// footstep interval -.float nextstep; - -float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds -.float spectatortime; //point in time since the client is spectating or observing -void checkSpectatorBlock(entity this); - -float game_completion_ratio; // 0 at start, 1 near end -.float winning; -.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 nJoinAllowed(entity this, entity ignore); - -.float spawnshieldtime; -.float item_spawnshieldtime; - -.entity flagcarried; - -.int playerid; -.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor - -.vector death_origin; - -float default_player_alpha; -float default_weapon_alpha; - -.float cvar_cl_handicap; -.float cvar_cl_clippedspectating; -.float cvar_cl_autoscreenshot; -.float cvar_cl_jetpack_jump; -.float cvar_cl_movement_track_canjump; -.float cvar_cl_newusekeysupported; -.float cvar_cl_cts_noautoswitch; -.bool cvar_cl_weapon_switch_reload; -.bool cvar_cl_weapon_switch_fallback_to_impulse; - -.string cvar_g_xonoticversion; -.string cvar_cl_weaponpriority; -.string cvar_cl_weaponpriorities[10]; -.float cvar_cl_noantilag; - -.string weaponorder_byimpulse; - -.float cvar_cl_allow_uid2name; -.float cvar_cl_allow_uidtracking; -.string stored_netname; - -string gamemode_name; - -string W_Apply_Weaponreplace(string in); - -void FixIntermissionClient(entity e); -void FixClientCvars(entity e); - -// WEAPONTODO: remove this -//WepSet weaponsInMap; - -.float respawn_countdown; // next number to count - -float bot_waypoints_for_items; - -.float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS]; -.float attack_finished_single[MAX_WEAPONSLOTS]; -#if INDEPENDENT_ATTACK_FINISHED -#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)])) -#else -#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) -#endif -#define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w)) - -// speedrun: when 1, player auto teleports back when capture timeout happens -.float speedrunning; - -// database -float ServerProgsDB; -float TemporaryDB; - -.int team_saved; - -bool some_spawn_has_been_used; -int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found -int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it has no spawns; team 0 is the "no-team" - -.bool canteamdamage; - -void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force); - -// WEAPONTODO -#define DMG_NOWEP (weaponentities[0]) - -float sv_maxidle; -float sv_maxidle_spectatorsareidle; -int sv_maxidle_slots; -bool sv_maxidle_slots_countbots; - -float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end); - -float next_pingtime; - -// autotaunt system -.float cvar_cl_autotaunt; -.float cvar_cl_voice_directional; -.float cvar_cl_voice_directional_taunt_attenuation; - -int autocvar__independent_players; -bool independent_players; -#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players) -#define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER) -#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME)) - -string clientstuff; -.float phase; -.int pressedkeys; - -.string fog; - -string cvar_changes; -string cvar_purechanges; -float cvar_purechanges_count; - -//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 - -void W_Porto_Remove (entity p); - -.int projectiledeathtype; - -.string message2; - -// reset to 0 on weapon switch -// may be useful to all weapons -.float bulletcounter; - -// Nexball -float g_nexball_meter_period; - -.void(entity this) reset; // if set, an entity is reset using this -.void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) - -void ClientData_Touch(entity e); - -//vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons - -.bool wasplayer; - -float servertime, serverprevtime, serverframetime; - -.float ammo_fuel; - -//flood fields -.float nickspamtime; // time of last nick change -.float nickspamcount; -.float floodcontrol_chat; -.float floodcontrol_chatteam; -.float floodcontrol_chattell; -.float floodcontrol_voice; -.float floodcontrol_voiceteam; - -string matchid; - -bool radar_showennemies; - -.float weapon_load[Weapons_MAX]; -.int ammo_none; // used by the reloading system, must always be 0 -.int clip_load; -.int old_clip_load; -.int clip_size; - -.int minelayer_mines; -.float vortex_charge; -.float vortex_charge_rottime; -.float vortex_chargepool_ammo; -.float oknex_charge; -.float oknex_charge_rottime; -.float oknex_chargepool_ammo; -.int hagar_load; - -.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab - -#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE -// when doing this, hagar can go through clones -// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX - -.int spectatee_status; -.bool zoomstate; -.int restriction; - -.entity clientdata; -.entity personal; - -string deathmessage; - -.bool just_joined; - -.float cvar_cl_weaponimpulsemode; -.int selectweapon; // last selected weapon of the player - -.float ballistics_density; // wall piercing factor, larger = bullet can pass through more - -//const int FROZEN_NOT = 0; -const int FROZEN_NORMAL = 1; -const int FROZEN_TEMP_REVIVING = 2; -const int FROZEN_TEMP_DYING = 3; - -const int ACTIVE_NOT = 0; -const int ACTIVE_ACTIVE = 1; -const int ACTIVE_IDLE = 2; -const int ACTIVE_BUSY = 2; -const int ACTIVE_TOGGLE = 3; -.int active; -.void (entity this, int act_state) setactive; -.entity realowner; - -//float serverflags; - -.bool player_blocked; - -.float revival_time; // time at which player was last revived -.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) -.float freeze_time; -.entity iceblock; -.entity frozen_by; // for ice fields - -.entity muzzle_flash; -.float misc_bulletcounter; // replaces uzi & hlac bullet counter. - -void PlayerUseKey(entity this); - -USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current)); -.spawn_evalfunc_t spawn_evalfunc; - -string modname; - -.int missile_flags; -const int MIF_SPLASH = BIT(1); -const int MIF_ARC = BIT(2); -const int MIF_PROXY = BIT(3); -const int MIF_GUIDED_MANUAL = BIT(4); -const int MIF_GUIDED_HEAT = BIT(5); -const int MIF_GUIDED_LASER = BIT(6); -const int MIF_GUIDED_AI = BIT(7); -const int MIF_GUIDED_TAG = BIT(7); -const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG; -const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG; -const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI; - -#define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false) -#define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false) -#define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? true : false) - //// -.string cvar_cl_physics; - -.void(entity this, entity player) init_for_player; - -.WepSet dual_weapons; - IntrusiveList g_monsters; IntrusiveList g_waypoints; IntrusiveList g_vehicles; @@ -413,6 +24,7 @@ IntrusiveList g_locations; IntrusiveList g_saved_team; IntrusiveList g_monster_targets; IntrusiveList g_pathlib_nodes; +IntrusiveList g_moveables; STATIC_INIT(defs) { g_monsters = IL_NEW(); @@ -434,4 +46,5 @@ STATIC_INIT(defs) g_saved_team = IL_NEW(); g_monster_targets = IL_NEW(); g_pathlib_nodes = IL_NEW(); + g_moveables = IL_NEW(); }