X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=757ee65e2799449c1afd71e68aaf2339596faada;hb=dd7322820d42e8906543b742a7e341e538c30c05;hp=c32ef7716f3a2ce2d51655b1b9488c974c4f46c6;hpb=5d84c659e4c2c51c996b5330fa19c8a24887e42d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index c32ef7716..757ee65e2 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -13,14 +13,14 @@ noref float require_spawnfunc_prefix; // if this float exists, only functions wi #define BUTTON_USE buttonuse #define BUTTON_DRAG button8 #define BUTTON_ZOOMSCRIPT button9 +#define BUTTON_JETPACK button10 // Globals -float g_cloaked, g_footsteps, g_grappling_hook, g_minstagib; +float g_cloaked, g_footsteps, g_grappling_hook, g_instagib; float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; -float g_race_qualifying; float warmup_stage; float g_pickup_respawntime_weapon; float g_pickup_respawntime_superweapon; @@ -83,7 +83,6 @@ float server_is_dedicated; .float pain_finished; //Added by Supajoe .float pain_frame; //" -.float statdraintime; // record the one-second intervals between draining health and armour when they're over 100 .float crouch; // Crouching or not? .float strength_finished; @@ -156,7 +155,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float dmgtime; .float killcount; -.float hitsound, typehitsound; +.float damage_dealt, typehitsound; .float watersound_finished; .float iscreature; @@ -173,7 +172,7 @@ 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; @@ -183,8 +182,9 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) .string weaponname; // name of .weapon +// 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(); @@ -192,9 +192,6 @@ void w_ready(); .float weapon_nextthink; .void() weapon_think; -//float PLAYER_WEAPONSELECTION_DELAY = ); -const float PLAYER_WEAPONSELECTION_SPEED = 18; -const vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40'; // weapon states (self.weaponentity.state) const float WS_CLEAR = 0; // no weapon selected @@ -264,6 +261,7 @@ float default_weapon_alpha; .float cvar_cl_handicap; .float cvar_cl_clippedspectating; .float cvar_cl_autoscreenshot; +.float cvar_cl_jetpack_jump; .float cvar_cl_movement_track_canjump; .float cvar_cl_newusekeysupported; @@ -289,16 +287,12 @@ 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); +// WEAPONTODO: remove this WepSet weaponsInMap; .float respawn_countdown; // next number to count @@ -356,7 +350,6 @@ float next_pingtime; _VOICEMSG(death) \ _VOICEMSG(drown) \ _VOICEMSG(fall) \ - _VOICEMSG(fall) \ _VOICEMSG(falling) \ _VOICEMSG(gasp) \ _VOICEMSG(jump) \ @@ -460,7 +453,7 @@ void W_Porto_Remove (entity p); .string message2; -.float stat_allow_oldnexbeam; +.float stat_allow_oldvortexbeam; // reset to 0 on weapon switch // may be useful to all weapons @@ -495,8 +488,6 @@ void ClientData_Touch(entity e); float servertime, serverprevtime, serverframetime; -.entity soundentity; - .float ammo_fuel; .vector prevorigin; @@ -513,13 +504,14 @@ float servertime, serverprevtime, serverframetime; .float stat_shotorg; // networked stat for trueaim HUD string matchid; -.float hitplotfh; .float last_pickup; .float hit_time; .float typehit_time; +.float damage_dealt_total; + .float stat_leadlimit; float radar_showennemies; @@ -529,8 +521,6 @@ 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; @@ -539,9 +529,9 @@ 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 @@ -561,9 +551,6 @@ 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 @@ -583,8 +570,14 @@ 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; +.float weapon_blocked; // weapon use disabled -.float freezetag_frozen; +.float frozen; // for freeze attacks +.float revive_progress; +.float revival_time; // time at which player was last revived +.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) +.entity iceblock; +.entity frozen_by; // for ice fields .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. @@ -616,3 +609,12 @@ string modname; #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE) #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE) #define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE) + + +//// + +.entity player_stats; +//.float playerid; +.string playernick; +.float elos; +.float ranks;