X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=caff3f59c6ad4ba3cb2a5943897869fc4c00cbc9;hb=10c0e93c75ef6f408e3357bd5fb46c721e7e0576;hp=0fc8381ace8e73b6c054df6fd60f156179101667;hpb=43eba8ca70f00458db385630f86009f6d7fa849a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 0fc8381ac..caff3f59c 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -1,27 +1,14 @@ -#ifndef SERVER_DEFS_H -#define SERVER_DEFS_H +#pragma once -#include "../common/weapons/all.qh" +float warmup_limit; +#include +#include #define INDEPENDENT_ATTACK_FINISHED 1 -#define BUTTON_ATCK button0 -#define BUTTON_JUMP button2 -#define BUTTON_ATCK2 button3 -#define BUTTON_ZOOM button4 -#define BUTTON_CROUCH button5 -#define BUTTON_HOOK button6 -#define BUTTON_INFO button7 -#define BUTTON_CHAT buttonchat -#define BUTTON_USE buttonuse -#define BUTTON_DRAG button8 -#define BUTTON_ZOOMSCRIPT button9 -#define BUTTON_JETPACK button10 - // Globals float g_footsteps, g_grappling_hook, g_instagib; -float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; float warmup_stage; @@ -48,19 +35,17 @@ float player_count; float currentbots; float bots_would_leave; -void UpdateFrags(entity player, float f); +void UpdateFrags(entity player, int f); .float totalfrags; 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; // Fields -.void(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage; +.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage; //.string wad; //.string map; @@ -70,15 +55,15 @@ float server_is_dedicated; .float 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 self.solid for clientwalls +.float default_solid; // Variable to store default .solid for clientwalls .float pain_finished; //Added by Supajoe .float pain_frame; //" .float crouch; // Crouching or not? -.float strength_finished; -.float invincible_finished; -.float superweapons_finished; +.float strength_finished = _STAT(STRENGTH_FINISHED); +.float invincible_finished = _STAT(INVINCIBLE_FINISHED); +.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); .float cnt; // used in too many places .float count; @@ -92,7 +77,7 @@ float server_is_dedicated; .float fade_time; .float fade_rate; -void() player_setupanimsformodel; +void player_setupanimsformodel(entity this); .string mdl; @@ -104,6 +89,7 @@ void() player_setupanimsformodel; .float scheduledrespawntime; .float respawntime; .float respawntimejitter; +.float respawntimestart; //.float chasecam; .float damageforcescale; @@ -130,7 +116,6 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float iscreature; .float damagedbycontents; .float damagedbytriggers; -.float pushable; .float teleportable; .vector oldvelocity; @@ -145,7 +130,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // WEAPONTODO .float autoswitch; -float client_hasweapon(entity cl, float wpn, float andammo, float complain); +bool client_hasweapon(entity this, Weapon wpn, 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) @@ -170,7 +155,7 @@ 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(); +void checkSpectatorBlock(entity this); float game_completion_ratio; // 0 at start, 1 near end .float winning; @@ -178,7 +163,7 @@ float game_completion_ratio; // 0 at start, 1 near end .float alivetime; // time of being alive .float motd_actived_time; // used for both motd and campaign_message -float nJoinAllowed(entity ignore); +bool nJoinAllowed(entity this, entity ignore); .float spawnshieldtime; .float item_spawnshieldtime; @@ -186,7 +171,6 @@ float nJoinAllowed(entity ignore); .entity flagcarried; .int playerid; -float playerid_last; .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor .vector death_origin; @@ -195,18 +179,16 @@ float playerid_last; float default_player_alpha; float default_weapon_alpha; -.float() customizeentityforclient; .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_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP); .float cvar_cl_newusekeysupported; .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; .string cvar_cl_weaponpriorities[10]; -.float cvar_cl_gunalign; .float cvar_cl_noantilag; .string weaponorder_byimpulse; @@ -229,7 +211,7 @@ void FixClientCvars(entity e); // WEAPONTODO: remove this WepSet weaponsInMap; -.WepSet weaponsinmap; +#define weapons _STAT(WEAPONS) .float respawn_countdown; // next number to count @@ -242,7 +224,7 @@ float bot_waypoints_for_items; #else #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) #endif -#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, (ent).weapon, slot) +#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, PS(ent).m_weapon.m_id, slot) // assault game mode: Which team is attacking in this round? float assault_attacker_team; @@ -276,75 +258,6 @@ float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end) float next_pingtime; -// player sounds, voice messages -// TODO implemented fall and falling -#define ALLPLAYERSOUNDS \ - _VOICEMSG(death) \ - _VOICEMSG(drown) \ - _VOICEMSG(fall) \ - _VOICEMSG(falling) \ - _VOICEMSG(gasp) \ - _VOICEMSG(jump) \ - _VOICEMSG(pain100) \ - _VOICEMSG(pain25) \ - _VOICEMSG(pain50) \ - _VOICEMSG(pain75) - -#define ALLVOICEMSGS \ - _VOICEMSG(attack) \ - _VOICEMSG(attackinfive) \ - _VOICEMSG(coverme) \ - _VOICEMSG(defend) \ - _VOICEMSG(freelance) \ - _VOICEMSG(incoming) \ - _VOICEMSG(meet) \ - _VOICEMSG(needhelp) \ - _VOICEMSG(seenflag) \ - _VOICEMSG(taunt) \ - _VOICEMSG(teamshoot) - -#define _VOICEMSG(m) .string playersound_##m; -ALLPLAYERSOUNDS -ALLVOICEMSGS -#undef _VOICEMSG - -// reserved sound names for the future (some models lack sounds for them): -// _VOICEMSG(flagcarriertakingdamage) \ -// _VOICEMSG(getflag) \ -// reserved sound names for the future (ALL models lack sounds for them): -// _VOICEMSG(affirmative) \ -// _VOICEMSG(attacking) \ -// _VOICEMSG(defending) \ -// _VOICEMSG(roaming) \ -// _VOICEMSG(onmyway) \ -// _VOICEMSG(droppedflag) \ -// _VOICEMSG(negative) \ -// _VOICEMSG(seenenemy) \ -// /**/ - -string globalsound_fall; -string globalsound_metalfall; -string globalsound_step; -string globalsound_metalstep; - -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); -void UpdatePlayerSounds(); -void ClearPlayerSounds(); -void PlayerSound(.string samplefield, float channel, float voicetype); -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); - // autotaunt system .float cvar_cl_autotaunt; .float cvar_cl_voice_directional; @@ -360,7 +273,7 @@ bool independent_players; string clientstuff; .float phase; -.int pressedkeys; +.int pressedkeys = _STAT(PRESSED_KEYS); .string fog; @@ -370,8 +283,6 @@ 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 -.float stat_game_starttime; -.float stat_round_starttime; void W_Porto_Remove (entity p); @@ -379,8 +290,6 @@ void W_Porto_Remove (entity p); .string message2; -.float stat_allow_oldvortexbeam; - // reset to 0 on weapon switch // may be useful to all weapons .float bulletcounter; @@ -389,11 +298,11 @@ void W_Porto_Remove (entity p); .entity ballcarried; // Also used for keepaway float g_nexball_meter_period; -void SUB_DontUseTargets(); -void SUB_UseTargets(); +void SUB_DontUseTargets(entity this, entity actor, entity trigger); +void SUB_UseTargets(entity this, entity actor, entity trigger); -.void() reset; // if set, an entity is reset using this -.void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) +.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); @@ -416,18 +325,16 @@ float servertime, serverprevtime, serverframetime; .float floodcontrol_voice; .float floodcontrol_voiceteam; -.float stat_shotorg; // networked stat for trueaim HUD +.float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD string matchid; -.float last_pickup; +.float last_pickup = _STAT(LAST_PICKUP); -.float hit_time; -.float typehit_time; +.float hit_time = _STAT(HIT_TIME); +.float typehit_time = _STAT(TYPEHIT_TIME); -.float damage_dealt_total; - -.float stat_leadlimit; +.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL); bool radar_showennemies; @@ -438,15 +345,15 @@ float client_cefc_accumulatortime; .float weapon_load[Weapons_MAX]; .int ammo_none; // used by the reloading system, must always be 0 -.float clip_load; +.float clip_load = _STAT(WEAPON_CLIPLOAD); .float old_clip_load; -.float clip_size; +.float clip_size = _STAT(WEAPON_CLIPSIZE); -.float minelayer_mines; -.float vortex_charge; +.float minelayer_mines = _STAT(LAYED_MINES); +.float vortex_charge = _STAT(VORTEX_CHARGE); .float vortex_charge_rottime; -.float vortex_chargepool_ammo; -.float hagar_load; +.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL); +.float hagar_load = _STAT(HAGAR_LOAD); .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab @@ -463,7 +370,7 @@ float client_cefc_accumulatortime; string deathmessage; -.float just_joined; +.bool just_joined; .float cvar_cl_weaponimpulsemode; .float selectweapon; // last selected weapon of the player @@ -476,7 +383,7 @@ const float ACTIVE_IDLE = 2; const float ACTIVE_BUSY = 2; const float ACTIVE_TOGGLE = 3; .float active; -.void (float act_state) setactive; +.void (entity this, int act_state) setactive; .entity realowner; //float serverflags; @@ -486,8 +393,8 @@ const float ACTIVE_TOGGLE = 3; .float player_blocked; .float weapon_blocked; // weapon use disabled -.float frozen; // for freeze attacks -.float revive_progress; +.float frozen = _STAT(FROZEN); // for freeze attacks +.float revive_progress = _STAT(REVIVE_PROGRESS); .float revival_time; // time at which player was last revived .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) .entity iceblock; @@ -496,11 +403,11 @@ const float ACTIVE_TOGGLE = 3; .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. -.float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn +.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn -void PlayerUseKey(); +void PlayerUseKey(entity this); -typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; +USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current)); .spawn_evalfunc_t spawn_evalfunc; string modname; @@ -533,7 +440,5 @@ const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI; .string cvar_cl_physics; -.float init_for_player_needed; -.void(entity) init_for_player; - -#endif +.bool init_for_player_needed; +.void(entity this, entity player) init_for_player;