X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=5915773ce20c487c51ae519823edabf2bf2eb470;hb=50a129e43ab0406af320b261bf6321834e9900cc;hp=9e6a73b5e3642fe9e9ae952a9b6a318120e32ad7;hpb=ff029da4a92ae6c3520341a427dc904d20fe6cce;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 9e6a73b5e..5915773ce 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -202,7 +202,12 @@ void setanim(entity e, vector anim, float looping, float override, float restart .entity weaponentity; .entity exteriorweaponentity; .vector weaponentity_glowmod; -.float switchweapon; + +//.float weapon; // current weapon +.float switchweapon; // weapon requested to switch to +.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) +.string weaponname; // name of .weapon + .float autoswitch; float weapon_action(float wpn, float wrequest); float client_hasweapon(entity cl, float wpn, float andammo, float complain); @@ -210,7 +215,6 @@ void w_clear(); void w_ready(); // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) .float weapon_nextthink; -.float weapon_forbidchange; .void() weapon_think; //float PLAYER_WEAPONSELECTION_DELAY = ); @@ -241,6 +245,17 @@ float alreadychangedlevel; .float runes; +// Keys player is holding +.float itemkeys; +#define KEYS_GOLD_KEY 1 +#define KEYS_SILVER_KEY 2 +// spawnflags require key (for now only func_door) +#define SPAWNFLAGS_GOLD_KEY 8 +#define SPAWNFLAGS_SILVER_KEY 16 +// message delay for func_door locked by keys and key locks +// this field is used on player entities +.float key_door_messagetime; + .float version; @@ -309,6 +324,10 @@ float default_weapon_alpha; .float() customizeentityforclient; .float cvar_cl_handicap; .float cvar_cl_playerdetailreduction; +.float cvar_cl_clippedspectating; +.float cvar_cl_movement_track_canjump; +.float cvar_cl_newusekeysupported; + .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; .string cvar_cl_weaponpriorities[10]; @@ -383,9 +402,6 @@ float assault_attacker_team; // speedrun: when 1, player auto teleports back when capture timeout happens .float speedrunning; -// Q3 support -float q3acompat_machineshotgunswap; - // database float ServerProgsDB; float TemporaryDB; @@ -408,7 +424,6 @@ float lockteams; float sv_maxidle; float sv_maxidle_spectatorsareidle; -float sv_pogostick; float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end); float next_pingtime; @@ -494,6 +509,7 @@ float GetPlayerSoundSampleField_notFound; .float version_mismatch; float 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)) // we're using + here instead of , because fteqcc sucks @@ -656,3 +672,4 @@ float serverflags; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. void PlayerUseKey(); +