123 lines
2.9 KiB
C
123 lines
2.9 KiB
C
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enum TS_GameMode{
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DEATHMATCH,
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TEAM_DEATHMATCH,
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TEAM_PLAY
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};
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enum TS_Team{
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TEAM_NONE = -1,
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TEAM_1 = 0,
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TEAM_2 = 1,
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TEAM_3 = 2,
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TEAM_4 = 3
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};
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// Uhh. Please work?
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// nope. it does not.
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//#define INPUT_BUTTON9 0x00000100
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#ifdef SERVER
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//server CVar
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var float autocvar_weaponstay = 60; //default originally 15
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#endif
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// for convenience and clarity, see fteextensions.qc for the rest of the SOUNDFLAG choices
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#define SOUNDFLAG_NONE 0
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// Can use SOUNDFLAG_PLAYER_SHARED in most places meant to play sounds client & serverside.
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// UNICAST stops the sound from playing for the client who called it since that client
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// played it themselves already, after all they sent the message to the server to begin with.
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// Some other flags too. To avoid UNICAST, use SOUNDFLAG_COMMON instead.
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#ifdef CLIENT
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#define SOUNDFLAG_PLAYER_SHARED (SOUNDFLAG_NOSPACIALISE | SOUNDFLAG_FOLLOW)
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#define SOUNDFLAG_PLAYER_COMMON (SOUNDFLAG_NOSPACIALISE | SOUNDFLAG_FOLLOW)
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#else //SERVER
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#define SOUNDFLAG_PLAYER_SHARED (SOUNDFLAG_FOLLOW | SOUNDFLAG_UNICAST)
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#define SOUNDFLAG_PLAYER_COMMON (SOUNDFLAG_FOLLOW)
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#endif
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// ???
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//#pragma target FTE
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//#pragma flag enable lo //enable short-circuiting
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// MODERN FREECS STATS (in case they're needed for the sake of being
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// an extensive gamemod, but seeing as FreeHL has none of these, I doubt
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// that)
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/*
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STAT_MONEY = 34,
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STAT_PROGRESS,
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STAT_GAMETIME,
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STAT_GAMESTATE
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*/
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// Why 34? See the fteextensions.qc (built-in / engine-provided things),
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// looks like #33 is reserved. FreeCS still complies with this so trusting that.
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#define STAT_BUILTIN_SEPARATOR 34
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//TAGGG - Still need to remove some irrelevant ones like BUYZONE,, ESCAPEZONE, WON_T, etc.
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// Also starting at stat 34? Feel some constant would be more comfortable for that, might not be an option though.
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enum {
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STAT_MONEY = STAT_BUILTIN_SEPARATOR,
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//STAT_TEAM, // will we ever need that?
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STAT_GAMETIME,
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STAT_GAMESTATE,
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STAT_RULE_MONEYALLOWED,
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STAT_RULE_MAXWEIGHTSLOTS
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};
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enum {
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GAME_INACTIVE,
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GAME_COMMENCING,
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GAME_FREEZE,
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GAME_ACTIVE,
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GAME_END,
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GAME_OVER
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};
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var float autocvar_movemodmulti = 1;
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// Prototype for weapons_common.qc method(s)!
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// For things here to be aware of these earlier
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void Weapons_Draw(void);
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void Weapons_Holster(void);
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#ifdef CLIENT
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var BOOL canPlaySwitchSound = FALSE;
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var vector view_angles_unmodified;
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#endif
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#if OTHER_PREDICTION_TEST == 1
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#ifdef CLIENT
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// test
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void Custom_Prediction_Server_Callback(player pl);
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void Custom_Predict_EntityUpdate(player pl);
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void Custom_Predict_PlayerPreFrame(player pl);
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void Custom_Predict_PlayerPostFrame(player pl);
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var float custom_input_sequence = 0;
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var float custom_clientcommandframe = 0;
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var float custom_servercommandframe = 0;
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#else
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var float custom_servercommandframe = 0;
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void Custom_EvaluateEntity(player pl);
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#endif
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#endif//OTHER_PREDICTION_TEST
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