X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=1f6d8b23898254c8aa579c682afeaf1fd859afd7;hb=99e4fa0264127dfcf4675d5f645061b51af815e4;hp=ad932130049c712f16c82643f5aae3bc218c5435;hpb=55a58edd7283429a241ac242065b6d739f482aab;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index ad9321300..1f6d8b238 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -57,7 +57,8 @@ float team1_score, team2_score, team3_score, team4_score; float maxclients; -float server_is_local; // innocent until proven guilty by ClientConnect() in cl_client.qc +// flag set on worldspawn so that the code knows if it is dedicated or not +float server_is_dedicated; // Fields @@ -117,44 +118,6 @@ float server_is_local; // innocent until proven guilty by ClientConnect() in cl_ .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; @@ -171,6 +134,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float species; +.float scheduledrespawntime; .float respawntime; .float respawntimejitter; //.float chasecam; @@ -245,8 +209,6 @@ float WS_READY = 4; // idle frame void weapon_defaultspawnfunc(float wpn); -string w_deathtypestring; - .vector dest1, dest2; float gameover; @@ -292,8 +254,6 @@ float nJoinAllowed(entity ignore); .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 @@ -316,11 +276,6 @@ 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; @@ -474,7 +429,7 @@ 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) +.string GetVoiceMessageSampleField(string type); // autotaunt system .float cvar_cl_autotaunt; @@ -591,7 +546,13 @@ 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 @@ -625,17 +586,21 @@ string deathmessage; #define ACTIVE_BUSY 2 #define ACTIVE_TOGGLE 3 .float active; -.float (float act_state) setactive; +.void (float act_state) setactive; .entity realowner; -.float nex_charge; -.float nex_charge_rottime; -.float nex_chargepool_ammo; - -.float hagar_load; +.float item_armor_large_time; +.float item_health_mega_time; +.float item_invisible_time; +.float item_speed_time; +.float item_extralife_time; +.float item_strength_time; +.float item_shield_time; +.float item_fuelregen_time; +.float item_jetpack_time; +.float item_superweapons_time; 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