X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=cced98bd2a734c5815545c88c0d27b92b17b5ff4;hb=d03bf59652dab079deef7cf35e5b80599b13df05;hp=0c06958af30d6de3baf411d5ba5308495894227f;hpb=5e42a6f54307afc1263845f546bfe74a6dfa100b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 0c06958af..cced98bd2 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -18,12 +18,10 @@ noref float require_spawnfunc_prefix; // if this float exists, only functions wi float ctf_score_value(string parameter); -float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts, g_freezetag, g_keepaway; 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_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; -float g_ctf_win_mode; float g_ctf_ignore_frags; float g_ctf_reverse; float g_race_qualifying; @@ -107,7 +105,6 @@ float maxclients; .float play_time; .float death_time; -.float dead_frame; .float fade_time; .float fade_rate; @@ -142,8 +139,8 @@ float maxclients; .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_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 @@ -179,6 +176,9 @@ void setanim(entity e, vector anim, float looping, float override, float restart //.float chasecam; .float damageforcescale; +#define MIN_DAMAGEEXTRARADIUS 2 +#define MAX_DAMAGEEXTRARADIUS 16 +.float damageextraradius; //.float gravity; @@ -273,11 +273,6 @@ float alreadychangedlevel; // footstep interval .float nextstep; -.float ready; -#define RESTART_COUNTDOWN 10 -float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed -entity restartTimer; -void restartTimer_Think(); 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 void checkSpectatorBlock(); @@ -289,21 +284,6 @@ void checkSpectatorBlock(); float nJoinAllowed(float includeMe); #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity." -//sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE) -#define TIMEOUT_SLOWMO_VALUE 0.0001 -float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate -float remainingTimeoutTime; // contains the time in seconds that the active timeout has left -float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts) -float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2) -.float allowedTimeouts; // contains the number of allowed timeouts for each player -entity timeoutInitiator; // contains the entity of the player who started the last timeout -float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily -.vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed -entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds -void timeoutHandler_Think(); -void evaluateTimeout(); -void evaluateTimein(); - .float spawnshieldtime; .float lms_nextcheck; @@ -673,3 +653,5 @@ void PlayerUseKey(); typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; .spawn_evalfunc_t spawn_evalfunc; + +.entity conveyor;