X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=5befffee4558164437c881ab0194d020adf6897b;hb=77f1f3b0667dfde580e45fc96d4957eadc8b83bf;hp=d9f614357ce4a6b2bc240247965c36f353c3b413;hpb=2e6170f68128fcb440c35065ceef95d62a9735c2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index d9f614357..5befffee4 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -1,6 +1,5 @@ #pragma once -float warmup_limit; #include #include @@ -14,6 +13,10 @@ float g_warmup_allow_timeout; float warmup_stage; float g_jetpack; +bool sv_ready_restart; +bool sv_ready_restart_after_countdown; +bool sv_ready_restart_repeatable; + float sv_clones; float sv_foginterval; @@ -24,14 +27,12 @@ float bots_would_leave; void UpdateFrags(entity player, int f); .float totalfrags; -float team1_score, team2_score, team3_score, team4_score; - // flag set on worldspawn so that the code knows if it is dedicated or not float server_is_dedicated; // Fields -.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage; +.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage; //.string wad; //.string map; @@ -139,7 +140,8 @@ void checkSpectatorBlock(entity this); float game_completion_ratio; // 0 at start, 1 near end .float winning; -.float jointime; // time of joining +.float jointime; // time of connecting +.float startplaytime; // time of switching from spectator to player .float alivetime; // time of being alive .float motd_actived_time; // used for both motd and campaign_message @@ -222,9 +224,12 @@ int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it // set when showing a kill countdown .entity killindicator; -void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); +.bool canteamdamage; -float lockteams; +void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force); + +// WEAPONTODO +#define DMG_NOWEP (weaponentities[0]) float sv_maxidle; float sv_maxidle_spectatorsareidle; @@ -270,7 +275,6 @@ void W_Porto_Remove (entity p); .float bulletcounter; // Nexball -.entity ballcarried; // Also used for keepaway float g_nexball_meter_period; void SUB_DontUseTargets(entity this, entity actor, entity trigger); @@ -298,18 +302,8 @@ float servertime, serverprevtime, serverframetime; .float floodcontrol_voice; .float floodcontrol_voiceteam; -.float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD - string matchid; -.float last_pickup = _STAT(LAST_PICKUP); - -.float hit_time = _STAT(HIT_TIME); -.float typehit_time = _STAT(TYPEHIT_TIME); -.float kill_time = _STAT(KILL_TIME); - -.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL); - bool radar_showennemies; #ifdef PROFILING @@ -319,15 +313,15 @@ float client_cefc_accumulatortime; .float weapon_load[Weapons_MAX]; .int ammo_none; // used by the reloading system, must always be 0 -.float clip_load = _STAT(WEAPON_CLIPLOAD); +.float clip_load; .float old_clip_load; -.float clip_size = _STAT(WEAPON_CLIPSIZE); +.float clip_size; -.float minelayer_mines = _STAT(LAYED_MINES); -.float vortex_charge = _STAT(VORTEX_CHARGE); +.int minelayer_mines; +.float vortex_charge; .float vortex_charge_rottime; -.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL); -.float hagar_load = _STAT(HAGAR_LOAD); +.float vortex_chargepool_ammo; +.int hagar_load; .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab @@ -366,16 +360,16 @@ const float ACTIVE_TOGGLE = 3; .float player_blocked; -.float revive_progress = _STAT(REVIVE_PROGRESS); .float revival_time; // time at which player was last revived .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) +.float freeze_time; .entity iceblock; .entity frozen_by; // for ice fields .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. -.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn +.int killindicator_teamchange; void PlayerUseKey(entity this);