]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/defs.qh
Merge branch 'master' into TimePath/csqc_viewmodels
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / defs.qh
index a54ca8cc3b92374e282139ff4cd5a62aebd64eae..a18dd3c43029e6d27c0c164fbc788d79738da5e7 100644 (file)
@@ -54,8 +54,6 @@ void UpdateFrags(entity player, float f);
 
 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;
 
@@ -93,14 +91,7 @@ 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);
 
 .string mdl;
 
@@ -151,33 +142,16 @@ 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 = _STAT(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);
 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)
-.float weapon_nextthink;
+.float weapon_nextthink = _STAT(WEAPON_NEXTTHINK);
 .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;
 
@@ -214,8 +188,6 @@ float nJoinAllowed(entity ignore);
 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;
 
@@ -256,7 +228,8 @@ void FixClientCvars(entity e);
 // WEAPONTODO: remove this
 WepSet weaponsInMap;
 
-.WepSet weaponsinmap;
+#define weapons _STAT(WEAPONS)
+#define weaponsinmap _STAT(WEAPONSINMAP)
 
 .float respawn_countdown; // next number to count
 
@@ -303,75 +276,6 @@ 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;
@@ -419,7 +323,7 @@ float g_nexball_meter_period;
 void SUB_DontUseTargets();
 void SUB_UseTargets();
 
-.void() reset; // if set, an entity is reset using this
+.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 ClientData_Touch(entity e);