X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=fd6bf729366cbe628798e20eaf3bcc01bc57cb2f;hb=c0da80fe6125a43ee99a90808ac6f9d0ddcf88c8;hp=65447c7d635bfd0e3472199faed7df509bb2897f;hpb=109c5785a22fb4336ac5e91d5f1fa91678582164;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 65447c7d6..fd6bf7293 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -130,7 +130,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // WEAPONTODO .float autoswitch; -bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool 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) @@ -213,7 +213,6 @@ void FixClientCvars(entity e); WepSet weaponsInMap; #define weapons _STAT(WEAPONS) -#define weaponsinmap _STAT(WEAPONSINMAP) .float respawn_countdown; // next number to count @@ -285,8 +284,6 @@ 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 = _STAT(ROUNDSTARTTIME); void W_Porto_Remove (entity p); @@ -294,8 +291,6 @@ void W_Porto_Remove (entity p); .string message2; -.bool stat_allow_oldvortexbeam = _STAT(ALLOW_OLDVORTEXBEAM); - // reset to 0 on weapon switch // may be useful to all weapons .float bulletcounter; @@ -304,8 +299,8 @@ 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) @@ -342,8 +337,6 @@ string matchid; .float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL); -.float stat_leadlimit = _STAT(LEADLIMIT); - bool radar_showennemies; #ifdef PROFILING @@ -391,7 +384,7 @@ 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; @@ -415,7 +408,7 @@ const float ACTIVE_TOGGLE = 3; void PlayerUseKey(); -USING(spawn_evalfunc_t, vector(entity player, entity spot, vector current)); +USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current)); .spawn_evalfunc_t spawn_evalfunc; string modname;