X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=ae94b7fc8f4e27938b0589af36e64ba1b370649d;hb=b4c7df19b04dd8f61fc72c21a2cb5ae03123519d;hp=fe1b00b9a643ea68c510bef32f1c9bff13a49be0;hpb=14d52331c099f8ad672f5ab28ada4dc50243230c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index fe1b00b9a..ae94b7fc8 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -16,14 +16,10 @@ noref float require_spawnfunc_prefix; // if this float exists, only functions wi // Globals -float ctf_score_value(string parameter); - 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_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; -float g_ctf_ignore_frags; -float g_ctf_reverse; float g_race_qualifying; float inWarmupStage; float g_pickup_respawntime_weapon; @@ -120,44 +116,6 @@ float maxclients; .float animstate_override; .float animstate_looping; -// player animation data for this model -// each vector is as follows: -// _x = startframe -// _y = numframes -// _z = framerate -.vector anim_die1; // player dies -.vector anim_die2; // player dies differently -.vector anim_draw; // player pulls out a weapon -// .vector anim_duck; // player crouches (from idle to duckidle) -.vector anim_duckwalk; // player walking while crouching -.vector anim_duckjump; // player jumping from a crouch -.vector anim_duckidle; // player idling while crouching -.vector anim_idle; // player standing -.vector anim_jump; // player jump -.vector anim_pain1; // player flinches from pain -.vector anim_pain2; // player flinches from pain, differently -.vector anim_shoot; // player shoots -.vector anim_taunt; // player taunts others (FIXME: no code references this) -.vector anim_run; // player running forward -.vector anim_runbackwards; // player running backward -.vector anim_strafeleft; // player shuffling left quickly -.vector anim_straferight; // player shuffling right quickly -//.vector anim_dead1; // player dead (must be identical to last frame of die1) -//.vector anim_dead2; // player dead (must be identical to last frame of die2) -.vector anim_forwardright; // player running forward and right -.vector anim_forwardleft; // player running forward and left -.vector anim_backright; // player running backward and right -.vector anim_backleft; // player running back and left -.vector anim_melee; // player doing the melee action -.vector anim_duck; // player doing the melee action -.vector anim_duckwalkbackwards; -.vector anim_duckwalkstrafeleft; -.vector anim_duckwalkstraferight; -.vector anim_duckwalkforwardright; -.vector anim_duckwalkforwardleft; -.vector anim_duckwalkbackright; -.vector anim_duckwalkbackleft; - // weapon animation vectors: .vector anim_fire1; .vector anim_fire2; @@ -201,6 +159,9 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float watersound_finished; .float iscreature; .float damagedbycontents; +.float damagedbytriggers; +.float pushable; +.float teleportable; .vector oldvelocity; .float pauseregen_finished; @@ -277,6 +238,7 @@ float blockSpectators; //if set, new or existing spectators or observers will be .float spectatortime; //point in time since the client is spectating or observing void checkSpectatorBlock(); +float game_completion_ratio; // 0 at start, 1 near end .float winning; .float jointime; // time of joining .float alivetime; // time of being alive @@ -342,7 +304,6 @@ string gamemode_name; float startitem_failed; -void DropFlag(entity flag, entity penalty_receiver, entity attacker); void DropAllRunes(entity pl); @@ -474,7 +435,7 @@ void GlobalSound(string samplestring, float channel, float voicetype); void FakeGlobalSound(string samplestring, float channel, float voicetype); void VoiceMessage(string type, string message); float GetPlayerSoundSampleField_notFound; -.string GetVoiceMessageSampleField(string type) +.string GetVoiceMessageSampleField(string type); // autotaunt system .float cvar_cl_autotaunt; @@ -569,7 +530,6 @@ float servertime, serverprevtime, serverframetime; string matchid; .float hitplotfh; -.string noise4; .float last_pickup; @@ -626,7 +586,7 @@ string deathmessage; #define ACTIVE_BUSY 2 #define ACTIVE_TOGGLE 3 .float active; -.float (float act_state) setactive; +.void (float act_state) setactive; .entity realowner; .float nex_charge; @@ -646,9 +606,15 @@ float serverflags; .float freezetag_frozen; .float freezetag_revive_progress; +.float frozen; // for freeze attacks +.float revive_progress; +.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) + .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. +.float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn + void PlayerUseKey(); typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; @@ -657,3 +623,35 @@ typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; .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 +#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) + +.string spawnmob; +.float monster_attack; + +float monster_skill; +float spawncode_first_load; // used to tell the player the monster database is loading (TODO: fix this?) + +.entity monster_owner; // new monster owner entity, fixes non-solid monsters +.float monstercount; // per player monster count + +.float stat_monsters_killed; // stats +.float stat_monsters_total; +float monsters_total; +float monsters_killed; +void monsters_setstatus(); // monsters.qc