X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=28a61cf1cd4120e270bd8fa491049d9f9e2e8f21;hb=8a7433cf6e3a5b9951d9c2037c4acb412fe5414e;hp=173c2d5caec0dbb7b62093a9240aa661938ad9f6;hpb=9215008d87f1170da32befded6baeb55f3a2cf13;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 173c2d5ca..28a61cf1c 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -50,7 +50,7 @@ float server_is_dedicated; .float pain_frame; //" .float crouch; // Crouching or not? -.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); +const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); .float cnt; // used in too many places .float count; @@ -168,6 +168,9 @@ float default_weapon_alpha; .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; @@ -201,10 +204,7 @@ float bot_waypoints_for_items; #else #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) #endif -#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot) - -// assault game mode: Which team is attacking in this round? -float assault_attacker_team; +#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; @@ -244,7 +244,7 @@ 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_NONSOLID)) +#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME)) string clientstuff; .float phase; @@ -340,6 +340,11 @@ string deathmessage; .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; @@ -351,8 +356,6 @@ const int ACTIVE_TOGGLE = 3; //float serverflags; -.int team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator - .bool player_blocked; .float revival_time; // time at which player was last revived