]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qh
Further cleanup of defs.qh
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qh
index bc4a60e1a88d5f55d7688e0b5756d2f06329d885..0961e01fa3088a8c2107884b18dae2f92e63bee1 100644 (file)
@@ -3,6 +3,60 @@
 #include "utils.qh"
 #include <common/sounds/all.qh>
 
+// replicated cvars TODO: needs better organisation!
+.float cvar_cl_handicap;
+.int cvar_cl_gunalign;
+.float cvar_cl_clippedspectating;
+.float cvar_cl_autoscreenshot;
+.float cvar_cl_jetpack_jump;
+.float cvar_cl_movement_track_canjump;
+.float cvar_cl_newusekeysupported;
+.float cvar_cl_cts_noautoswitch;
+.bool cvar_cl_weapon_switch_reload;
+.bool cvar_cl_weapon_switch_fallback_to_impulse;
+
+.string cvar_g_xonoticversion;
+.string cvar_cl_weaponpriority;
+.string cvar_cl_weaponpriorities[10];
+.float cvar_cl_noantilag;
+
+// WEAPONTODO
+.float autoswitch;
+.string weaponorder_byimpulse;
+.float cvar_cl_weaponimpulsemode;
+
+.float cvar_cl_allow_uid2name;
+.float cvar_cl_allow_uidtracking;
+.bool cvar_cl_allow_uidranking;
+
+.string cvar_cl_physics;
+
+// autotaunt system
+.float cvar_cl_autotaunt;
+.float cvar_cl_voice_directional;
+.float cvar_cl_voice_directional_taunt_attenuation;
+
+.entity clientdata;
+
+.float jointime; // time of connecting
+.float startplaytime; // time of switching from spectator to player
+.float alivetime; // time of being alive
+.float motd_actived_time; // used for both motd and campaign_message
+
+.bool wasplayer;
+
+.int spectatee_status;
+.bool zoomstate;
+
+.bool just_joined;
+
+.int pressedkeys;
+
+.int playerid;
+
+.string playermodel;
+.string playerskin;
+
 void ClientState_attach(entity this);
 
 IntrusiveList g_players;
@@ -98,7 +152,7 @@ CLASS(Client, Object)
     ATTRIB(Client, zoomstate, bool, this.zoomstate);
     ATTRIB(Client, just_joined, bool, this.just_joined);
     ATTRIB(Client, race_completed, bool, this.race_completed);
-    ATTRIBARRAY(Client, msg_choice_choices, int, 50); // TODO: actually NOTIF_CHOICE_MAX
+    ATTRIBARRAY(Client, msg_choice_choices, int, 20); // TODO: actually NOTIF_CHOICE_MAX
     ATTRIB(Client, latency_sum, float, this.latency_sum);
     ATTRIB(Client, latency_cnt, int, this.latency_cnt);
     ATTRIB(Client, latency_time, float, this.latency_time);
@@ -114,7 +168,7 @@ CLASS(Client, Object)
     ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime);
     ATTRIB(Client, wasplayer, bool, this.wasplayer);
     ATTRIB(Client, weaponorder_byimpulse, string, this.weaponorder_byimpulse);
-    ATTRIB(Client, autojoin_checked, bool, this.wasplayer);
+    ATTRIB(Client, autojoin_checked, int, this.wasplayer);
 
     // networked cvars
 
@@ -141,6 +195,7 @@ CLASS(Client, Object)
     ATTRIB(Client, autoswitch, bool, this.autoswitch);
     ATTRIB(Client, cvar_cl_casings, bool, this.cvar_cl_casings);
     ATTRIB(Client, cvar_cl_dodging_timeout, float, this.cvar_cl_dodging_timeout);
+    ATTRIB(Client, cvar_cl_dodging, float, this.cvar_cl_dodging);
     ATTRIB(Client, cvar_cl_multijump, bool, this.cvar_cl_multijump);
     ATTRIB(Client, cvar_cl_accuracy_data_share, bool, this.cvar_cl_accuracy_data_share);
     ATTRIB(Client, cvar_cl_accuracy_data_receive, bool, this.cvar_cl_accuracy_data_receive);
@@ -230,8 +285,77 @@ METHOD(Client, m_unwind, bool(Client this))
     return false;
 }
 
+int autocvar__independent_players;
+bool independent_players;
+#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
+#define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
+#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME))
+
+.int killcount;
+
+//flood fields
+.float nickspamtime; // time of last nick change
+.float nickspamcount;
+.float floodcontrol_chat;
+.float floodcontrol_chatteam;
+.float floodcontrol_chattell;
+.float floodcontrol_voice;
+.float floodcontrol_voiceteam;
+
+// respawning
+.int respawn_flags;
+.float respawn_time;
+.float respawn_time_max;
+
+.float respawn_countdown; // next number to count
+
+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
+
+.bool player_blocked;
+
+// TODO: standardise resource regeneration
+.float pauseregen_finished;
+.float pauserothealth_finished;
+.float pauserotarmor_finished;
+.float pauserotfuel_finished;
+
+// idle kicking
+float sv_maxidle;
+float sv_maxidle_spectatorsareidle;
+int sv_maxidle_slots;
+bool sv_maxidle_slots_countbots;
+
+// g_<gametype>_str:
+// If 0, default is used.
+// If <0, 0 is used.
+// Otherwise, g_str (default value) is used.
+// For consistency, negative values there are mapped to zero too.
+#define GAMETYPE_DEFAULTED_SETTING(str) \
+    ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
+    (gametype_setting_tmp < 0) ? 0 \
+    : (gametype_setting_tmp == 0 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) \
+    : gametype_setting_tmp)
+
+void calculate_player_respawn_time(entity this);
+
 bool PlayerInList(entity player, string list);
 
+void ClientData_Touch(entity e);
+
+int nJoinAllowed(entity this, entity ignore);
+
+void FixIntermissionClient(entity e);
+
+void checkSpectatorBlock(entity this);
+
+void PlayerUseKey(entity this);
+
+void FixClientCvars(entity e);
+
+// called when a client connects, useful for updating sounds and such of static objects
+.void(entity this, entity player) init_for_player;
+
 /// \brief Print the string to the client's chat.
 /// \param[in] client Client to print to.
 /// \param[in] text Text to print.
@@ -265,7 +389,7 @@ void DebugPrintToChatTeam(int team_num, string text);
 
 void play_countdown(entity this, float finished, Sound samp);
 
-float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit);
+void RotRegen(entity this, float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod);
 
 bool Spectate(entity this, entity pl);
 
@@ -282,6 +406,7 @@ void ClientInit_misc(entity this);
 
 int GetPlayerLimit();
 
+const int MIN_SPEC_TIME = 1;
 bool joinAllowed(entity this);
 void Join(entity this);