X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=7b8e06371bec8533c735cb05e1885d7342916c94;hb=969dc49d01d650a812706aba16c765af488605d0;hp=b1d73f6a3124c87110d254d1f2bc73f739003d38;hpb=9ce1079a850c81a5f14a150f6a19cad2f51f6032;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index b1d73f6a3..7b8e06371 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -3,8 +3,6 @@ #include #include -#define INDEPENDENT_ATTACK_FINISHED 1 - // Globals float g_footsteps, g_grappling_hook; @@ -20,16 +18,6 @@ bool sv_ready_restart_repeatable; float sv_clones; float sv_foginterval; -float player_count; -float currentbots; -float bots_would_leave; - -void UpdateFrags(entity player, int f); -.int totalfrags; - -// 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, .entity weaponentity, vector hitloc, vector force) event_damage; @@ -40,31 +28,21 @@ float server_is_dedicated; //.string map; //.float worldtype; -// Needed for dynamic clientwalls -.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 .float pain_finished; //Added by Supajoe .float pain_frame; //" -.float crouch; // Crouching or not? -const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); +.float superweapons_finished; // NOTE: this field is used only by map entities, it does not directly apply the superweapons stat +const .float air_finished = _STAT(AIR_FINISHED); .float cnt; // used in too many places .float count; //.float cnt2; -.int respawn_flags; -.float respawn_time; -.float respawn_time_max; .float death_time; .float fade_time; .float fade_rate; -void player_setupanimsformodel(entity this); - .string mdl; .string playermodel; @@ -78,11 +56,6 @@ void player_setupanimsformodel(entity this); .float respawntimestart; //.float chasecam; -.float damageforcescale; -const float MIN_DAMAGEEXTRARADIUS = 2; -const float MAX_DAMAGEEXTRARADIUS = 16; -.float damageextraradius; - //.float gravity; .float dmg; @@ -92,7 +65,6 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float railgunhitsolidbackup; .vector railgunhitloc; -.float air_finished; .float dmgtime; .float killcount; @@ -116,18 +88,6 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // WEAPONTODO .float autoswitch; -bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain); -void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire); -void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire); -// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) -.float weapon_nextthink; -.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think; - - -// there is 2 weapon tics that can run in one server frame -const int W_TICSPERFRAME = 2; - -void weapon_defaultspawnfunc(entity this, Weapon e); float intermission_running; float intermission_exittime; @@ -138,21 +98,14 @@ float alreadychangedlevel; float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds .float spectatortime; //point in time since the client is spectating or observing -void checkSpectatorBlock(entity this); -float game_completion_ratio; // 0 at start, 1 near end .float winning; .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 -bool nJoinAllowed(entity this, entity ignore); - .float spawnshieldtime; -.float item_spawnshieldtime; - -.entity flagcarried; .int playerid; .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor @@ -187,24 +140,8 @@ float default_weapon_alpha; string gamemode_name; -string W_Apply_Weaponreplace(string in); - -void FixIntermissionClient(entity e); -void FixClientCvars(entity e); - -.float respawn_countdown; // next number to count - float bot_waypoints_for_items; -.float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS]; -.float attack_finished_single[MAX_WEAPONSLOTS]; -#if INDEPENDENT_ATTACK_FINISHED -#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)])) -#else -#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) -#endif -#define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w)) - // speedrun: when 1, player auto teleports back when capture timeout happens .float speedrunning; @@ -220,8 +157,6 @@ int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it .bool canteamdamage; -void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force); - // WEAPONTODO #define DMG_NOWEP (weaponentities[0]) @@ -230,10 +165,6 @@ float sv_maxidle_spectatorsareidle; int sv_maxidle_slots; bool sv_maxidle_slots_countbots; -float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end); - -float next_pingtime; - // autotaunt system .float cvar_cl_autotaunt; .float cvar_cl_voice_directional; @@ -258,8 +189,6 @@ float cvar_purechanges_count; //float game_starttime; //point in time when the countdown to game start is over //float round_starttime; //point in time when the countdown to round start is over -void W_Porto_Remove (entity p); - .int projectiledeathtype; .string message2; @@ -274,34 +203,11 @@ float g_nexball_meter_period; .void(entity this) reset; // if set, an entity is reset using this .void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) -void ClientData_Touch(entity e); - -//vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons - .bool wasplayer; -float servertime, serverprevtime, serverframetime; - -.float ammo_fuel; - -//flood fields -.float nickspamtime; // time of last nick change -.float nickspamcount; -.float floodcontrol_chat; -.float floodcontrol_chatteam; -.float floodcontrol_chattell; -.float floodcontrol_voice; -.float floodcontrol_voiceteam; - string matchid; -bool radar_showennemies; - -.float weapon_load[Weapons_MAX]; -.int ammo_none; // used by the reloading system, must always be 0 -.int clip_load; -.int old_clip_load; -.int clip_size; +bool radar_showenemies; .int minelayer_mines; .float vortex_charge; @@ -339,13 +245,6 @@ const int FROZEN_NORMAL = 1; const int FROZEN_TEMP_REVIVING = 2; const int FROZEN_TEMP_DYING = 3; -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; @@ -358,39 +257,14 @@ const int ACTIVE_TOGGLE = 3; .entity iceblock; .entity frozen_by; // for ice fields -.entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. -void PlayerUseKey(entity this); - -USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current)); -.spawn_evalfunc_t spawn_evalfunc; - string modname; -.int missile_flags; -const int MIF_SPLASH = BIT(1); -const int MIF_ARC = BIT(2); -const int MIF_PROXY = BIT(3); -const int MIF_GUIDED_MANUAL = BIT(4); -const int MIF_GUIDED_HEAT = BIT(5); -const int MIF_GUIDED_LASER = BIT(6); -const int MIF_GUIDED_AI = BIT(7); -const int MIF_GUIDED_TAG = BIT(7); -const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG; -const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG; -const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI; - -#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) - //// .string cvar_cl_physics; -.void(entity this, entity player) init_for_player; - .WepSet dual_weapons; IntrusiveList g_monsters; @@ -412,6 +286,7 @@ IntrusiveList g_locations; IntrusiveList g_saved_team; IntrusiveList g_monster_targets; IntrusiveList g_pathlib_nodes; +IntrusiveList g_moveables; STATIC_INIT(defs) { g_monsters = IL_NEW(); @@ -433,4 +308,5 @@ STATIC_INIT(defs) g_saved_team = IL_NEW(); g_monster_targets = IL_NEW(); g_pathlib_nodes = IL_NEW(); + g_moveables = IL_NEW(); }