X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=58111fb12bcfea9482a8d89b6d0dbceaf31ab42e;hb=9c24e122b771b8afb620a1f7db98b2d6f38b04af;hp=1db5dd0c5b637244ef97e3a68271975bd393b8d0;hpb=e51ce3d45d2852ca793118fc73da9c25f789101f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 1db5dd0c5..58111fb12 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -25,9 +25,7 @@ float currentbots; float bots_would_leave; void UpdateFrags(entity player, int f); -.float totalfrags; - -float team1_score, team2_score, team3_score, team4_score; +.int totalfrags; // flag set on worldspawn so that the code knows if it is dedicated or not float server_is_dedicated; @@ -36,12 +34,14 @@ float server_is_dedicated; .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 -.float inactive; // Clientwall disappears when inactive +.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 @@ -213,15 +213,12 @@ float assault_attacker_team; float ServerProgsDB; float TemporaryDB; -.float team_saved; +.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" -// set when showing a kill countdown -.entity killindicator; - .bool canteamdamage; void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force); @@ -229,8 +226,6 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d // WEAPONTODO #define DMG_NOWEP (weaponentities[0]) -float lockteams; - float sv_maxidle; float sv_maxidle_spectatorsareidle; int sv_maxidle_slots; @@ -310,9 +305,9 @@ float client_cefc_accumulatortime; .float weapon_load[Weapons_MAX]; .int ammo_none; // used by the reloading system, must always be 0 -.float clip_load; -.float old_clip_load; -.float clip_size; +.int clip_load; +.int old_clip_load; +.int clip_size; .int minelayer_mines; .float vortex_charge; @@ -329,9 +324,9 @@ float client_cefc_accumulatortime; // when doing this, hagar can go through clones // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX -.float spectatee_status; -.float zoomstate; -.float restriction; +.int spectatee_status; +.bool zoomstate; +.int restriction; .entity clientdata; .entity personal; @@ -341,24 +336,22 @@ string deathmessage; .bool just_joined; .float cvar_cl_weaponimpulsemode; -.float selectweapon; // last selected weapon of the player +.int selectweapon; // last selected weapon of the player .float ballistics_density; // wall piercing factor, larger = bullet can pass through more -const float ACTIVE_NOT = 0; -const float ACTIVE_ACTIVE = 1; -const float ACTIVE_IDLE = 2; -const float ACTIVE_BUSY = 2; -const float ACTIVE_TOGGLE = 3; -.float active; +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; -.float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator - -.float player_blocked; +.bool player_blocked; .float revival_time; // time at which player was last revived .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) @@ -369,8 +362,6 @@ const float ACTIVE_TOGGLE = 3; .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. -.int killindicator_teamchange; - void PlayerUseKey(entity this); USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current)); @@ -378,7 +369,7 @@ USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector c string modname; -.float missile_flags; +.int missile_flags; const int MIF_SPLASH = BIT(1); const int MIF_ARC = BIT(2); const int MIF_PROXY = BIT(3);