X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=e74a6923e87af661cb6380c053fed265a8bad0bb;hb=92c61bba87835a1bfd152c4cbb40764647a83656;hp=c04acac1593aa6bb8880c9ea77bf96d2b0ffcc64;hpb=892550d1f8d9e76649b118ff54255c033de6d8b0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index c04acac15..e74a6923e 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -1,28 +1,14 @@ -#ifndef SERVER_DEFS_H -#define SERVER_DEFS_H +#pragma once -#include "../common/weapons/all.qh" -#include "../common/stats.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; @@ -59,7 +45,7 @@ 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; @@ -77,7 +63,7 @@ float server_is_dedicated; .float strength_finished = _STAT(STRENGTH_FINISHED); .float invincible_finished = _STAT(INVINCIBLE_FINISHED); -.float superweapons_finished; +.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); .float cnt; // used in too many places .float count; @@ -91,14 +77,7 @@ float server_is_dedicated; .float fade_time; .float fade_rate; -// weapon animation vectors: -.vector anim_fire1; -.vector anim_fire2; -.vector anim_idle; -.vector anim_reload; - -void() player_setupanimsformodel; -void setanim(entity e, vector anim, float looping, float override, float restart); +void player_setupanimsformodel(entity this); .string mdl; @@ -110,6 +89,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float scheduledrespawntime; .float respawntime; .float respawntimejitter; +.float respawntimestart; //.float chasecam; .float damageforcescale; @@ -136,7 +116,6 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .float iscreature; .float damagedbycontents; .float damagedbytriggers; -.float pushable; .float teleportable; .vector oldvelocity; @@ -149,19 +128,9 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .entity item_pickupsound_ent; .entity item_model_ent; -// definitions for weaponsystem -// more WEAPONTODO: move these to their proper files -.entity exteriorweaponentity; -.vector weaponentity_glowmod; - -//.int weapon; // current weapon -.int switchweapon = _STAT(SWITCHWEAPON); -.int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) -.string weaponname; // name of .weapon - // 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) @@ -169,13 +138,6 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire); .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think; -// weapon states (self.weaponentity.state) -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 const int W_TICSPERFRAME = 2; @@ -201,7 +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; @@ -209,29 +171,24 @@ 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 spawnorigin; - .vector death_origin; .vector killer_origin; 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; @@ -254,7 +211,7 @@ void FixClientCvars(entity e); // WEAPONTODO: remove this WepSet weaponsInMap; -.WepSet weaponsinmap; +#define weapons _STAT(WEAPONS) .float respawn_countdown; // next number to count @@ -267,7 +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; @@ -316,7 +273,7 @@ bool independent_players; string clientstuff; .float phase; -.int pressedkeys; +.int pressedkeys = _STAT(PRESSED_KEYS); .string fog; @@ -326,8 +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 = _STAT(GAMESTARTTIME); -.float stat_round_starttime; void W_Porto_Remove (entity p); @@ -335,8 +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; @@ -345,11 +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(entity this) 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) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) void ClientData_Touch(entity e); @@ -372,18 +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 hit_time; -.float typehit_time; +.float last_pickup = _STAT(LAST_PICKUP); -.float damage_dealt_total; +.float hit_time = _STAT(HIT_TIME); +.float typehit_time = _STAT(TYPEHIT_TIME); -.float stat_leadlimit; +.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL); bool radar_showennemies; @@ -394,15 +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 @@ -419,7 +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 @@ -432,7 +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; @@ -442,8 +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; @@ -452,11 +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(); -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; @@ -489,7 +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;