X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=58fb8a086972201443f5a9c8df68156c771c0d2e;hb=e7c63b4a159ba5bed1a4e35d1df9ca19cdef95a2;hp=f777254138e0c0dc4facdb4259567ac397d11cba;hpb=6998d3c10219961585216b306e4e5b7c7c2e8b54;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index f77725413..58fb8a086 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -39,7 +39,6 @@ float g_pickup_respawntimejitter_powerup; float g_jetpack; float sv_clones; -float sv_gentle; float sv_foginterval; entity activator; @@ -58,6 +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 + // Fields .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage; @@ -116,44 +117,6 @@ float maxclients; .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;