X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=f57a7ab96e62ae62b01c7a9950e25515bedceec3;hb=f4e8e144a9c8e6f1774313edba5fc6c7ecfc2335;hp=ad932130049c712f16c82643f5aae3bc218c5435;hpb=773883ab5d3e9d165fe2ee5784c96720e0cd392c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index ad9321300..f57a7ab96 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -16,7 +16,7 @@ noref float require_spawnfunc_prefix; // if this float exists, only functions wi // Globals -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_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_bloodloss; float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; @@ -57,7 +57,8 @@ float team1_score, team2_score, team3_score, team4_score; float maxclients; -float server_is_local; // innocent until proven guilty by ClientConnect() in cl_client.qc +// flag set on worldspawn so that the code knows if it is dedicated or not +float server_is_dedicated; // Fields @@ -117,44 +118,6 @@ float server_is_local; // innocent until proven guilty by ClientConnect() in cl_ .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; @@ -245,8 +208,6 @@ float WS_READY = 4; // idle frame void weapon_defaultspawnfunc(float wpn); -string w_deathtypestring; - .vector dest1, dest2; float gameover; @@ -254,9 +215,6 @@ float intermission_running; float intermission_exittime; float alreadychangedlevel; - -.float runes; - // Keys player is holding .float itemkeys; // message delay for func_door locked by keys and key locks @@ -281,9 +239,9 @@ float game_completion_ratio; // 0 at start, 1 near end .float winning; .float jointime; // time of joining .float alivetime; // time of being alive +.float motd_actived_time; // used for both motd and campaign_message float nJoinAllowed(entity ignore); -#define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity." .float spawnshieldtime; @@ -292,8 +250,6 @@ float nJoinAllowed(entity ignore); .entity flagcarried; -.entity lastrocket; - .float playerid; float playerid_last; .float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor @@ -316,11 +272,6 @@ float default_weapon_alpha; .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; .string cvar_cl_weaponpriorities[10]; -#ifdef ALLOW_FORCEMODELS -.float cvar_cl_forceplayermodels; -.float cvar_cl_forceplayermodelsfromxonotic; -float sv_clforceplayermodels; -#endif .float cvar_cl_gunalign; .float cvar_cl_noantilag; @@ -330,9 +281,6 @@ float sv_clforceplayermodels; .float cvar_cl_allow_uidtracking; .string stored_netname; -void Announce(string snd); -void AnnounceTo(entity e, string snd); - .float version_nagtime; #define NUM_JUMPPADSUSED 3 @@ -343,9 +291,6 @@ string gamemode_name; float startitem_failed; -void DropAllRunes(entity pl); - - typedef .float floatfield; floatfield Item_CounterField(float it); @@ -474,7 +419,7 @@ 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; @@ -591,7 +536,13 @@ float client_cefc_accumulatortime; .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 hagar_load; .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab @@ -625,15 +576,9 @@ 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; -.float nex_charge_rottime; -.float nex_chargepool_ammo; - -.float hagar_load; - 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;