X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=8519c657a8d16ba5e1f9eb4337b2d5e51993f79a;hb=ee32da5f4dafee5883369c759fe8ed042114bda5;hp=5fec66259b82bf349c9eb406c11a98c588c6fc7f;hpb=fe2c20aee6dd13a656f73eaa836e47a3f6fdca1a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 5fec66259..8519c657a 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -13,15 +13,15 @@ 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_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss; +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 inWarmupStage; +float warmup_stage; float g_pickup_respawntime_weapon; float g_pickup_respawntime_superweapon; float g_pickup_respawntime_ammo; @@ -46,9 +46,6 @@ entity activator; float player_count; float currentbots; float bots_would_leave; -float lms_lowest_lives; -float lms_next_place; -float LMS_NewPlayerLives(); void UpdateFrags(entity player, float f); .float totalfrags; @@ -58,7 +55,7 @@ float team1_score, team2_score, team3_score, team4_score; float maxclients; // flag set on worldspawn so that the code knows if it is dedicated or not -float server_is_dedicated; +float server_is_dedicated; // Fields @@ -76,7 +73,8 @@ float server_is_dedicated; //.float style; //.float skill; .float sounds; -.float platmovetype; +.string platmovetype; +.float platmovetype_start, platmovetype_end; .string killtarget; @@ -85,7 +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; @@ -104,7 +101,9 @@ float server_is_dedicated; //.float cnt2; .float play_time; +.float respawn_flags; .float respawn_time; +.float respawn_time_max; .float death_time; .float fade_time; .float fade_rate; @@ -157,7 +156,7 @@ 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; @@ -174,7 +173,7 @@ 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; @@ -184,8 +183,9 @@ 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(); @@ -193,16 +193,13 @@ void w_ready(); .float weapon_nextthink; .void() weapon_think; -//float PLAYER_WEAPONSELECTION_DELAY = ); -float PLAYER_WEAPONSELECTION_SPEED = 18; -vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40'; // weapon states (self.weaponentity.state) -float WS_CLEAR = 0; // no weapon selected -float WS_RAISE = 1; // raise frame -float WS_DROP = 2; // deselecting frame -float WS_INUSE = 3; // fire state -float WS_READY = 4; // idle frame +const float WS_CLEAR = 0; // no weapon selected +const float WS_RAISE = 1; // raise frame +const float WS_DROP = 2; // deselecting frame +const float WS_INUSE = 3; // fire state +const float WS_READY = 4; // idle frame // there is 2 weapon tics that can run in one server frame #define W_TICSPERFRAME 2 @@ -240,14 +237,12 @@ float game_completion_ratio; // 0 at start, 1 near end .float winning; .float jointime; // time of joining .float alivetime; // time of being alive +.float motd_actived_time; // used for both motd and campaign_message float nJoinAllowed(entity ignore); -#define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity." .float spawnshieldtime; - -.float lms_nextcheck; -.float lms_traveled_distance; +.float item_spawnshieldtime; .entity flagcarried; @@ -267,6 +262,7 @@ 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; @@ -282,9 +278,6 @@ float default_weapon_alpha; .float cvar_cl_allow_uidtracking; .string stored_netname; -void Announce(string snd); -void AnnounceTo(entity e, string snd); - .float version_nagtime; #define NUM_JUMPPADSUSED 3 @@ -295,17 +288,13 @@ 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); -WEPSET_DECLARE_A(weaponsInMap); +// WEAPONTODO: remove this +WepSet weaponsInMap; .float respawn_countdown; // next number to count @@ -362,7 +351,6 @@ float next_pingtime; _VOICEMSG(death) \ _VOICEMSG(drown) \ _VOICEMSG(fall) \ - _VOICEMSG(fall) \ _VOICEMSG(falling) \ _VOICEMSG(gasp) \ _VOICEMSG(jump) \ @@ -450,8 +438,10 @@ string cvar_changes; string cvar_purechanges; float cvar_purechanges_count; -float game_starttime; //point in time when the countdown is over +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 .float stat_game_starttime; +.float stat_round_starttime; .float stat_sv_airaccel_qw; .float stat_sv_airstrafeaccel_qw; @@ -464,8 +454,7 @@ void W_Porto_Remove (entity p); .string message2; -vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot -.float stat_allow_oldnexbeam; +.float stat_allow_oldvortexbeam; // reset to 0 on weapon switch // may be useful to all weapons @@ -477,10 +466,11 @@ void target_voicescript_clear(entity pl); .string target2; .string target3; .string target4; +.string curvetarget; .float target_random; .float trigger_reverse; -// Nexball +// Nexball .entity ballcarried; // Also used for keepaway .float metertime; float g_nexball_meter_period; @@ -499,8 +489,6 @@ void ClientData_Touch(entity e); float servertime, serverprevtime, serverframetime; -.entity soundentity; - .float ammo_fuel; .vector prevorigin; @@ -517,12 +505,13 @@ 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 hit_time; +.float typehit_time; + +.float damage_dealt_total; .float stat_leadlimit; @@ -533,8 +522,6 @@ 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; @@ -543,9 +530,9 @@ 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 @@ -556,7 +543,6 @@ float client_cefc_accumulatortime; .float spectatee_status; .float zoomstate; -.float bloodloss_timer; .float restriction; .entity clientdata; @@ -566,9 +552,6 @@ 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 @@ -594,15 +577,19 @@ string deathmessage; .float item_jetpack_time; .float item_superweapons_time; -float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended) 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 freezetag_revive_progress; +.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. @@ -634,3 +621,12 @@ 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;