X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=8e1d29231daef1bcb63f8425c411376ba8b1d3dd;hb=125d619e9ab2a307b15b7ee1a2ededed32c7e84d;hp=64327920b0a8f3d6868251b301d3244e29c309b4;hpb=b07492652411521443da2ec7a5efd23c4ee56c2d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 64327920b..8e1d29231 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -1,3 +1,8 @@ +#ifndef SERVER_DEFS_H +#define SERVER_DEFS_H + +#include "../common/weapons/all.qh" + #define INDEPENDENT_ATTACK_FINISHED noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions @@ -13,6 +18,7 @@ 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 @@ -40,8 +46,6 @@ float g_jetpack; float sv_clones; float sv_foginterval; -entity activator; - float player_count; float currentbots; float bots_would_leave; @@ -58,27 +62,12 @@ float server_is_dedicated; // Fields -.void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage; +.void(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage; //.string wad; //.string map; //.float worldtype; -.float delay; -.float wait; -.float lip; -//.float light_lev; -.float speed; -//.float style; -//.float skill; -.float sounds; -.string platmovetype; -.float platmovetype_start, platmovetype_end; - -.string killtarget; - -.vector pos1, pos2; -.vector mangle; .float pain_finished; //Added by Supajoe .float pain_frame; //" @@ -88,34 +77,18 @@ float server_is_dedicated; .float invincible_finished; .float superweapons_finished; -.vector finaldest, finalangle; //plat.qc stuff -.void() think1; -.float state; -.float t_length, t_width; - -.vector destvec; // for rain -.vector destvec2; // for train -.float cnt; // for rain +.float cnt; // used in too many places .float count; //.float cnt2; .float play_time; -.float respawn_flags; +.int respawn_flags; .float respawn_time; .float respawn_time_max; .float death_time; .float fade_time; .float fade_rate; -// player animation state -.float animstate_startframe; -.float animstate_numframes; -.float animstate_framerate; -.float animstate_starttime; -.float animstate_endtime; -.float animstate_override; -.float animstate_looping; - // weapon animation vectors: .vector anim_fire1; .vector anim_fire2; @@ -137,8 +110,8 @@ void setanim(entity e, vector anim, float looping, float override, float restart //.float chasecam; .float damageforcescale; -#define MIN_DAMAGEEXTRARADIUS 2 -#define MAX_DAMAGEEXTRARADIUS 16 +const float MIN_DAMAGEEXTRARADIUS = 2; +const float MAX_DAMAGEEXTRARADIUS = 16; .float damageextraradius; //.float gravity; @@ -171,18 +144,19 @@ 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; -//.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) +//.int weapon; // current weapon +.int switchweapon; // weapon requested to switch to +.int 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(); @@ -190,42 +164,26 @@ 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 -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 +const int WS_CLEAR = 0; // no weapon selected +const int WS_RAISE = 1; // raise frame +const int WS_DROP = 2; // deselecting frame +const int WS_INUSE = 3; // fire state +const int WS_READY = 4; // idle frame // there is 2 weapon tics that can run in one server frame -#define W_TICSPERFRAME 2 +const int W_TICSPERFRAME = 2; void weapon_defaultspawnfunc(float wpn); -.vector dest1, dest2; - float gameover; float intermission_running; float intermission_exittime; float alreadychangedlevel; -// Keys player is holding -.float itemkeys; -// message delay for func_door locked by keys and key locks -// this field is used on player entities -.float key_door_messagetime; - - .float version; -//swamp -.float in_swamp; // bool -.entity swampslug; // Uses this to release from swamp ("untouch" fix) - // footstep interval .float nextstep; @@ -246,7 +204,7 @@ float nJoinAllowed(entity ignore); .entity flagcarried; -.float playerid; +.int playerid; float playerid_last; .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor @@ -262,6 +220,7 @@ 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; @@ -279,24 +238,16 @@ float default_weapon_alpha; .float version_nagtime; -#define NUM_JUMPPADSUSED 3 -.float jumppadcount; -.entity jumppadsused[NUM_JUMPPADSUSED]; - 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 @@ -332,7 +283,7 @@ float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this tea .entity killindicator; .float killindicator_teamchange; -void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force); +void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); float lockteams; @@ -345,8 +296,8 @@ float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end) float next_pingtime; .float Version; -.float SendFlags; -.float(entity to, float sendflags) SendEntity; +.int SendFlags; +.bool(entity to, int sendflags) SendEntity; // player sounds, voice messages // TODO implemented fall and falling @@ -398,12 +349,12 @@ string globalsound_metalfall; string globalsound_step; string globalsound_metalstep; -#define VOICETYPE_PLAYERSOUND 10 -#define VOICETYPE_TEAMRADIO 11 -#define VOICETYPE_LASTATTACKER 12 -#define VOICETYPE_LASTATTACKER_ONLY 13 -#define VOICETYPE_AUTOTAUNT 14 -#define VOICETYPE_TAUNT 15 +const float VOICETYPE_PLAYERSOUND = 10; +const float VOICETYPE_TEAMRADIO = 11; +const float VOICETYPE_LASTATTACKER = 12; +const float VOICETYPE_LASTATTACKER_ONLY = 13; +const float VOICETYPE_AUTOTAUNT = 14; +const float VOICETYPE_TAUNT = 15; void PrecachePlayerSounds(string f); void PrecacheGlobalSound(string samplestring); @@ -431,7 +382,7 @@ float independent_players; string clientstuff; .float phase; -.float pressedkeys; +.int pressedkeys; .float porto_forbidden; @@ -446,33 +397,18 @@ 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; -.float stat_sv_airspeedlimit_nonqw; -.float stat_sv_maxspeed; - void W_Porto_Remove (entity p); -.float projectiledeathtype; +.int projectiledeathtype; .string message2; -.float stat_allow_oldnexbeam; +.float stat_allow_oldvortexbeam; // reset to 0 on weapon switch // may be useful to all weapons .float bulletcounter; -void target_voicescript_next(entity pl); -void target_voicescript_clear(entity pl); - -.string target2; -.string target3; -.string target4; -.string curvetarget; -.float target_random; -.float trigger_reverse; - // Nexball .entity ballcarried; // Also used for keepaway .float metertime; @@ -508,40 +444,37 @@ 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 damage_dealt_total; .float stat_leadlimit; -float radar_showennemies; +bool radar_showennemies; #ifdef PROFILING 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 +.int ammo_none; // used by the reloading system, must always be 0 .float clip_load; .float old_clip_load; .float clip_size; .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 +.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE // when doing this, hagar can go through clones @@ -558,28 +491,26 @@ 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 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more -#define ACTIVE_NOT 0 -#define ACTIVE_ACTIVE 1 -#define ACTIVE_IDLE 2 -#define ACTIVE_BUSY 2 -#define ACTIVE_TOGGLE 3 +const float ACTIVE_NOT = 0; +const float ACTIVE_ACTIVE = 1; +const float ACTIVE_IDLE = 2; +const float ACTIVE_BUSY = 2; +const float ACTIVE_TOGGLE = 3; .float active; .void (float act_state) setactive; .entity realowner; -float serverflags; +//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 frozen; // for freeze attacks .float revive_progress; @@ -598,23 +529,35 @@ void PlayerUseKey(); typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; .spawn_evalfunc_t spawn_evalfunc; -.entity conveyor; - string modname; .float missile_flags; -#define MIF_SPLASH 2 -#define MIF_ARC 4 -#define MIF_PROXY 8 -#define MIF_GUIDED_MANUAL 16 -#define MIF_GUIDED_HEAT 32 -#define MIF_GUIDED_LASER 64 -#define MIF_GUIDED_AI 128 -#define MIF_GUIDED_TAG 128 +const int MIF_SPLASH = 2; +const int MIF_ARC = 4; +const int MIF_PROXY = 8; +const int MIF_GUIDED_MANUAL = 16; +const int MIF_GUIDED_HEAT = 32; +const int MIF_GUIDED_LASER = 64; +const int MIF_GUIDED_AI = 128; +const int MIF_GUIDED_TAG = 128; #define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG) #define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG) #define 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) +#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; + +.float init_for_player_needed; +.void(entity) init_for_player; + +#endif