X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=c5a20b3303a490f5fc4aaafc4d9c719bced2c96f;hb=21a6985a5568f9ade821c914c5d66595ddc4619d;hp=74b4ecea88c17683996b4b65aacca357f00b10fb;hpb=f54d799f3e6e3f31b7d685453156bb7f0e448ce1;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 74b4ecea8..c5a20b330 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -17,8 +17,8 @@ float require_spawnfunc_prefix; // if this float exists, only functions with spa float ctf_score_value(string parameter); -float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts; -float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_laserguided_missile, g_midair, g_minstagib, g_pinata, g_norecoil, g_vampire, g_minstagib_invis_alpha, g_bloodloss; +float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts, g_freezetag; +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; @@ -221,10 +221,12 @@ float WS_DROP = 2; // deselecting frame float WS_INUSE = 3; // fire state float WS_READY = 4; // idle frame +// there is 2 weapon tics that can run in one server frame +#define W_TICSPERFRAME 2 + void weapon_defaultspawnfunc(float wpn); string w_deathtypestring; -float w_deathtype; void(entity client, string s) centerprint_builtin = #73; .vector dest1, dest2; @@ -241,10 +243,6 @@ float alreadychangedlevel; .float welcomemessage_time; .float version; -// Laser target for laser-guided weapons -.entity lasertarget; -.float laser_on; - // minstagib vars .float jump_interval; // laser refire @@ -325,6 +323,11 @@ float sv_loddistance2; .float cvar_cl_gunalign; .float cvar_cl_noantilag; +.string weaponorder_byimpulse; + +.float cvar_cl_allow_uid2name; +.string stored_netname; + void Announce(string snd); void AnnounceTo(entity e, string snd); @@ -436,6 +439,7 @@ float next_pingtime; // TODO implemented fall and falling #define ALLPLAYERSOUNDS \ _VOICEMSG(death) \ + _VOICEMSG(fall) \ _VOICEMSG(drown) \ _VOICEMSG(gasp) \ _VOICEMSG(jump) \ @@ -518,6 +522,8 @@ string clientstuff; .string fog; string cvar_changes; +string cvar_purechanges; +float cvar_purechanges_count; float game_starttime; //point in time when the countdown is over .float stat_game_starttime; @@ -598,6 +604,8 @@ string matchid; .float stats_hit[WEP_MAXCOUNT]; // for hitscan bullets hit .float stats_fired[WEP_MAXCOUNT]; // for hitscan bullets fired +.float last_pickup; + FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_hit); FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_fired); @@ -635,3 +643,25 @@ string deathmessage; .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 +.float active; +.float (float act_state) setactive; +.entity realowner; + +.float nex_charge; +.float nex_charge_rottime; + +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 freezetag_frozen; +.float freezetag_beginrevive_time; +.float freezetag_revive_progress;