X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=09fe2a97052a8a4b245ff15f658e76b7047c0fc3;hb=3505cd813441f610919fbf57af8d5a28406755f3;hp=cb46da326eeca192d2fb7df1d7ff44ee03939074;hpb=710bd999520e108b463017cb23793ca0709075f6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index cb46da326..09fe2a970 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -16,11 +16,10 @@ noref float require_spawnfunc_prefix; // if this float exists, only functions wi // Globals -float g_cloaked, g_footsteps, g_grappling_hook, g_minstagib; +float g_cloaked, g_footsteps, g_grappling_hook, g_instagib; float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; -float g_race_qualifying; float warmup_stage; float g_pickup_respawntime_weapon; float g_pickup_respawntime_superweapon; @@ -83,7 +82,6 @@ float server_is_dedicated; .float pain_finished; //Added by Supajoe .float pain_frame; //" -.float statdraintime; // record the one-second intervals between draining health and armour when they're over 100 .float crouch; // Crouching or not? .float strength_finished; @@ -156,7 +154,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float dmgtime; .float killcount; -.float hitsound, typehitsound; +.float damage_dealt, typehitsound; .float watersound_finished; .float iscreature; @@ -173,7 +171,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .string item_pickupsound; // definitions for weaponsystem - +// more WEAPONTODO: move these to their proper files .entity weaponentity; .entity exteriorweaponentity; .vector weaponentity_glowmod; @@ -242,6 +240,7 @@ float game_completion_ratio; // 0 at start, 1 near end float nJoinAllowed(entity ignore); .float spawnshieldtime; +.float item_spawnshieldtime; .entity flagcarried; @@ -286,16 +285,12 @@ string gamemode_name; float startitem_failed; -typedef .float floatfield; -floatfield Item_CounterField(float it); - -float W_AmmoItemCode(float wpn); -string W_Name(float weaponid); 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 @@ -353,7 +348,6 @@ float next_pingtime; _VOICEMSG(death) \ _VOICEMSG(drown) \ _VOICEMSG(fall) \ - _VOICEMSG(fall) \ _VOICEMSG(falling) \ _VOICEMSG(gasp) \ _VOICEMSG(jump) \ @@ -457,7 +451,7 @@ void W_Porto_Remove (entity p); .string message2; -.float stat_allow_oldnexbeam; +.float stat_allow_oldvortexbeam; // reset to 0 on weapon switch // may be useful to all weapons @@ -492,8 +486,6 @@ void ClientData_Touch(entity e); float servertime, serverprevtime, serverframetime; -.entity soundentity; - .float ammo_fuel; .vector prevorigin; @@ -516,6 +508,8 @@ string matchid; .float hit_time; .float typehit_time; +.float damage_dealt_total; + .float stat_leadlimit; float radar_showennemies; @@ -575,7 +569,12 @@ float serverflags; .float player_blocked; -.float freezetag_frozen; +.float frozen; // for freeze attacks +.float revive_progress; +.float revival_time; // time at which player was last revived +.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) +.entity iceblock; +.entity frozen_by; // for ice fields .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter.