X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=4edfa586ae7bf14488dd18517d2f2e5f68ed4542;hb=6d29c38961d30195ae9b34b17ac3fac633382185;hp=fde29caf77e8be1ae01d91ca3a1a2ef49882c7ad;hpb=dd3776b0e72e2400cfa1a7686a06a6ff80a9e640;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index fde29caf7..4edfa586a 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -16,12 +16,12 @@ 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_bloodloss; +float g_cloaked, g_footsteps, g_grappling_hook, g_minstagib; float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; float g_race_qualifying; -float inWarmupStage; +float warmup_stage; float g_pickup_respawntime_weapon; float g_pickup_respawntime_superweapon; float g_pickup_respawntime_ammo; @@ -55,7 +55,7 @@ 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; +float server_is_dedicated; // Fields @@ -73,7 +73,8 @@ float server_is_dedicated; //.float style; //.float skill; .float sounds; -.float platmovetype; +.string platmovetype; +.float platmovetype_start, platmovetype_end; .string killtarget; @@ -103,6 +104,7 @@ float server_is_dedicated; .float play_time; .float respawn_flags; .float respawn_time; +.float respawn_time_max; .float death_time; .float fade_time; .float fade_rate; @@ -171,7 +173,7 @@ 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; @@ -183,7 +185,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart // 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(); @@ -191,16 +193,13 @@ 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 -float WS_DROP = 2; // deselecting frame -float WS_INUSE = 3; // fire state -float WS_READY = 4; // idle frame +const float WS_CLEAR = 0; // no weapon selected +const float WS_RAISE = 1; // raise frame +const float WS_DROP = 2; // deselecting frame +const float WS_INUSE = 3; // fire state +const float WS_READY = 4; // idle frame // there is 2 weapon tics that can run in one server frame #define W_TICSPERFRAME 2 @@ -243,6 +242,7 @@ float game_completion_ratio; // 0 at start, 1 near end float nJoinAllowed(entity ignore); .float spawnshieldtime; +.float item_spawnshieldtime; .entity flagcarried; @@ -287,17 +287,13 @@ 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); -WEPSET_DECLARE_A(weaponsInMap); +// WEAPONTODO: remove this +WepSet weaponsInMap; .float respawn_countdown; // next number to count @@ -458,7 +454,6 @@ void W_Porto_Remove (entity p); .string message2; -vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot .float stat_allow_oldnexbeam; // reset to 0 on weapon switch @@ -471,10 +466,11 @@ void target_voicescript_clear(entity pl); .string target2; .string target3; .string target4; +.string curvetarget; .float target_random; .float trigger_reverse; -// Nexball +// Nexball .entity ballcarried; // Also used for keepaway .float metertime; float g_nexball_meter_period; @@ -514,8 +510,8 @@ string matchid; .float last_pickup; -.float hit_time; -.float typehit_time; +.float hit_time; +.float typehit_time; .float stat_leadlimit; @@ -526,8 +522,6 @@ float client_cefc_accumulator; float client_cefc_accumulatortime; #endif -..float current_ammo; - .float weapon_load[WEP_MAXCOUNT]; .float ammo_none; // used by the reloading system, must always be 0 .float clip_load; @@ -536,9 +530,9 @@ float client_cefc_accumulatortime; .entity lastrocket; .float minelayer_mines; -.float nex_charge; -.float nex_charge_rottime; -.float nex_chargepool_ammo; +.float vortex_charge; +.float vortex_charge_rottime; +.float vortex_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 @@ -549,7 +543,6 @@ float client_cefc_accumulatortime; .float spectatee_status; .float zoomstate; -.float bloodloss_timer; .float restriction; .entity clientdata; @@ -559,9 +552,6 @@ 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