#include <lib/warpzone/client.qh>
#include <lib/warpzone/common.qh>
-#define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
-
float autocvar_cl_viewmodel_scale;
float autocvar_cl_viewmodel_alpha = 1;
#pragma once
+const int FRAGS_PLAYER = 0;
+const int FRAGS_SPECTATOR = -666;
+const int FRAGS_PLAYER_OUT_OF_GAME = -616;
+
+///////////////////////////
+// cvar constants
+
+const int CVAR_SAVE = 1;
+const int CVAR_NOTIFY = 2;
+const int CVAR_READONLY = 4;
+
+// server flags
+const int SERVERFLAG_ALLOW_FULLBRIGHT = 1;
+const int SERVERFLAG_TEAMPLAY = 2;
+const int SERVERFLAG_PLAYERSTATS = 4;
+
+const int SPECIES_HUMAN = 0;
+const int SPECIES_ROBOT_SOLID = 1;
+const int SPECIES_ALIEN = 2;
+const int SPECIES_ANIMAL = 3;
+const int SPECIES_ROBOT_RUSTY = 4;
+const int SPECIES_ROBOT_SHINY = 5;
+const int SPECIES_RESERVED = 15;
+
+#ifdef GAMEQC
const int RANKINGS_CNT = 99;
///////////////////////////
const int KEY_ATCK = BIT(6);
const int KEY_ATCK2 = BIT(7);
-///////////////////////////
-// cvar constants
-
-const int CVAR_SAVE = 1;
-const int CVAR_NOTIFY = 2;
-const int CVAR_READONLY = 4;
-
///////////////////////////
// csqc communication stuff
// # of maps, I'll use arrays for them :P
const int MAPVOTE_COUNT = 30;
-const int SPECIES_HUMAN = 0;
-const int SPECIES_ROBOT_SOLID = 1;
-const int SPECIES_ALIEN = 2;
-const int SPECIES_ANIMAL = 3;
-const int SPECIES_ROBOT_RUSTY = 4;
-const int SPECIES_ROBOT_SHINY = 5;
-const int SPECIES_RESERVED = 15;
-
-const int FRAGS_PLAYER = 0;
-const int FRAGS_SPECTATOR = -666;
-const int FRAGS_PLAYER_OUT_OF_GAME = -616;
-
-// server flags
-const int SERVERFLAG_ALLOW_FULLBRIGHT = 1;
-const int SERVERFLAG_TEAMPLAY = 2;
-const int SERVERFLAG_PLAYERSTATS = 4;
-
// a bit more constant
const vector PL_MAX_CONST = '16 16 45';
const vector PL_MIN_CONST = '-16 -16 -24';
const int FL_PICKUPITEMS = BIT(17);
const int FL_DUCKED = BIT(18);
const int FL_ONSLICK = BIT(19);
+#endif
+
+#if defined(SVQC)
+ #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT)
+#elif defined(CSQC)
+ #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
+#endif
#ifdef SVQC
// For FL_POWERUP
- #include <server/constants.qh>
+ #include <common/constants.qh>
#endif
#include "pickup.qh"
#elif defined(SVQC)
#include <common/constants.qh>
#include <common/net_linked.qh>
- #include <server/constants.qh>
#include <common/weapons/_all.qh>
#include <common/stats.qh>
#endif
#include "../util.qh"
#include <server/weapons/csqcprojectile.qh>
#include <server/autocvars.qh>
- #include <server/constants.qh>
#include <common/weapons/_all.qh>
#include <common/stats.qh>
#include "../deathtypes/all.qh"
#include <common/net_linked.qh>
#include <common/teams.qh>
#include <server/autocvars.qh>
- #include <server/constants.qh>
#include <server/world.qh>
#include <server/mutators/_mod.qh>
#endif
#include <server/weapons/tracing.qh>
#include <server/items/spawning.qh>
#include <server/autocvars.qh>
- #include <server/constants.qh>
#include "../notifications/all.qh"
#include "../deathtypes/all.qh"
#include <server/mutators/_mod.qh>
#include <common/mapobjects/subs.qh>
#include <common/mapobjects/teleporters.qh>
#include <common/util.qh>
- #include <server/constants.qh>
#include <common/weapons/_all.qh>
#include <common/stats.qh>
#include <server/utils.qh>
#include "../../autocvars.qh"
#include "../../campaign.qh"
#include "../../client.qh"
-#include "../../constants.qh"
#include <common/stats.qh>
#include <server/world.qh>
#include <server/damage.qh>
.float respawn_countdown; // next number to count
+const int RESPAWN_FORCE = BIT(0);
+const int RESPAWN_SILENT = BIT(1);
+const int RESPAWN_DENY = BIT(2);
+
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;
+const int SVC_SETVIEW = 5; // TODO: move to dpdefs where this belongs!
+
// TODO: standardise resource regeneration
.float pauseregen_finished;
.float pauserothealth_finished;
+++ /dev/null
-#pragma once
-
-const int SVC_SETVIEW = 5;
-
-const int RESPAWN_FORCE = BIT(0);
-const int RESPAWN_SILENT = BIT(1);
-const int RESPAWN_DENY = BIT(2);
-
-#define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT)
-
-const int NUM_PLAYERSKINS_TEAMPLAY = 3;
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
#include "autocvars.qh"
- #include "constants.qh"
#include <common/notifications/all.qh>
#include <common/deathtypes/all.qh>
#include <server/mutators/_mod.qh>
#include "antilag.qh"
#include "command/common.qh"
#include "client.qh"
-#include "constants.qh"
#include "damage.qh"
#include "hook.qh"
#include "world.qh"