quake2-action/a_team.h
1999-02-12 00:00:00 +00:00

79 lines
2.4 KiB
C

/*
* Include for Action team-related things
*/
#define NOTEAM 0
#define TEAM1 1
#define TEAM2 2
#define MAX_TEAMS 2
#define TEAM_TOP (MAX_TEAMS+1)
#define WINNER_NONE 0
#define WINNER_TEAM1 1
#define WINNER_TEAM2 2
#define WINNER_TIE 3
// Override normal trace for our teamplay anti-stick stuff. If there are
// still "transparent" (SOLID_TRIGGER) players, they need to be set to
// SOLID_BBOX before a trace is performed, then changed back again
// afterwards. do_trace() should be used instead of gi.trace() in all
// areas where "transparent" players should be detected.
#define do_trace(a, b, c, d, e, f) \
(((int)teamplay->value && transparent_list && !lights_camera_action) ? \
(TransparentListSet(SOLID_BBOX), \
(trace_t_temp = gi.trace(a, b, c, d, e, f)), \
TransparentListSet(SOLID_TRIGGER), \
trace_t_temp) \
: \
gi.trace(a, b, c, d, e, f))
trace_t our_trace(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
edict_t *SelectTeamplaySpawnPoint(edict_t *);
qboolean FallingDamageAmnesty(edict_t *targ);
void OpenJoinMenu(edict_t *);
void OpenWeaponMenu(edict_t *);
void OpenItemMenu(edict_t *ent);
void JoinTeam(edict_t *ent, int desired_team, int skip_menuclose);
edict_t *FindOverlap(edict_t *ent, edict_t *last_overlap);
void CheckTeamRules(void);
void A_Scoreboard(edict_t *ent);
void Team_f(edict_t *ent);
qboolean StartClient(edict_t *ent);
void AssignSkin(edict_t *, char *);
void TallyEndOfLevelTeamScores(void);
void CheckForUnevenTeams(void);
void SetupTeamSpawnPoints();
void GetSpawnPoints();
void CleanBodies(); // from p_client.c, removes all current dead bodies from map
void LeaveTeam(edict_t *);
int newrand(int top);
void InitTransparentList();
void AddToTransparentList(edict_t *);
void RemoveFromTransparentList(edict_t *);
void PrintTransparentList();
typedef struct spawn_distances_s
{
float distance;
edict_t *s;
} spawn_distances_t;
typedef struct transparent_list_s
{
edict_t *ent;
struct transparent_list_s *next;
} transparent_list_t;
extern qboolean team_game_going;
extern qboolean team_round_going;
extern int team1_score;
extern int team2_score;
extern int team1_total;
extern int team2_total;
extern int lights_camera_action;
extern int holding_on_tie_check;
extern int team_round_countdown;
extern transparent_list_t *transparent_list;
extern trace_t trace_t_temp;