mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
1331 lines
33 KiB
C
1331 lines
33 KiB
C
// g_local.h -- local definitions for game module
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#include "q_shared.h"
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// define GAME_INCLUDE so that game.h does not define the
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// short, server-visible gclient_t and edict_t structures,
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// because we define the full size ones in this file
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#define GAME_INCLUDE
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#include "game.h"
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#include "km_cvar.h"
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// some custom defines
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#ifdef Z_MAX
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#undef Z_MAX
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#endif // Z_MAX
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#define Z_MAX(a,b) ((a) > (b) ? (a) : (b))
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#ifdef Z_MIN
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#undef Z_MIN
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#endif // Z_MIN
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#define Z_MIN(a,b) ((a) < (b) ? (a) : (b))
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#define Z_MALLOC(size) gi.TagMalloc(size, TAG_GAME)
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#define Z_FREE(block) gi.TagFree(block)
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// Zaero includes
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#include "z_debug.h"
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#ifdef CACHE_SOUND
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#include "z_list.h"
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#endif
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// the "gamename" client command will print this plus compile date
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#define GAMEVERSION "Zaero 1.1"
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// protocol bytes that can be directly added to messages
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#define svc_muzzleflash 1
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#define svc_muzzleflash2 2
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#define svc_temp_entity 3
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#define svc_layout 4
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#define svc_inventory 5
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//==================================================================
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// view pitching times
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#define DAMAGE_TIME 0.5
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#define FALL_TIME 0.3
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// edict->spawnflags
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// these are set with checkboxes on each entity in the map editor
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#define SPAWNFLAG_NOT_EASY 0x00000100
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#define SPAWNFLAG_NOT_MEDIUM 0x00000200
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#define SPAWNFLAG_NOT_HARD 0x00000400
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#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
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#define SPAWNFLAG_NOT_COOP 0x00001000
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// edict->spawnflags2
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// these are set with checkboxes on each entity in the map editor
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#define SPAWNFLAG2_MIRRORLEVEL 0x0001
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#define SPAWNFLAG2_NOT_COOP 0x0002
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#define SPAWNFLAG2_NOT_SINGLE 0x0004
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// edict->flags
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#define FL_FLY 0x00000001
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#define FL_SWIM 0x00000002 // implied immunity to drowining
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#define FL_IMMUNE_LASER 0x00000004
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#define FL_INWATER 0x00000008
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#define FL_GODMODE 0x00000010
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#define FL_NOTARGET 0x00000020
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#define FL_IMMUNE_SLIME 0x00000040
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#define FL_IMMUNE_LAVA 0x00000080
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#define FL_PARTIALGROUND 0x00000100 // not all corners are valid
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#define FL_WATERJUMP 0x00000200 // player jumping out of water
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#define FL_TEAMSLAVE 0x00000400 // not the first on the team
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#define FL_NO_KNOCKBACK 0x00000800
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#define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active
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#define FL_DONTSETOLDORIGIN 0x00002000 // Don't set the old_origin for this entity
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#define FL_BFGMISSFIRE 0x00004000 // BFG Miss Fire
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#define FL_RESPAWN 0x80000000 // used for item respawning
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#define FRAMETIME 0.1
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// memory tags to allow dynamic memory to be cleaned up
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#define TAG_GAME 765 // clear when unloading the dll
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#define TAG_LEVEL 766 // clear when loading a new level
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#define MELEE_DISTANCE 80
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#define BODY_QUEUE_SIZE 8
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typedef enum
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{
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DAMAGE_NO,
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DAMAGE_YES, // will take damage if hit
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DAMAGE_AIM, // auto targeting recognizes this
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DAMAGE_IMMORTAL // similar to DAMAGE_YES, but health is not deducted
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} damage_t;
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typedef enum
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{
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WEAPON_READY,
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WEAPON_ACTIVATING,
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WEAPON_DROPPING,
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WEAPON_FIRING
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} weaponstate_t;
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typedef enum
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{
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AMMO_BULLETS,
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AMMO_SHELLS,
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AMMO_ROCKETS,
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AMMO_FLARES,
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AMMO_GRENADES,
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AMMO_CELLS,
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AMMO_SLUGS,
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AMMO_LASERTRIPBOMB,
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AMMO_EMPNUKE,
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AMMO_A2K,
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AMMO_PLASMASHIELD
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} ammo_t;
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//deadflag
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#define DEAD_NO 0
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#define DEAD_DYING 1
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#define DEAD_DEAD 2
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#define DEAD_RESPAWNABLE 3
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//range
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#define RANGE_MELEE 0
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#define RANGE_NEAR 1
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#define RANGE_MID 2
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#define RANGE_FAR 3
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// gib types
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#define GIB_ORGANIC 0
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#define GIB_METALLIC 1
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// monster ai flags
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#define AI_STAND_GROUND 0x00000001
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#define AI_TEMP_STAND_GROUND 0x00000002
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#define AI_SOUND_TARGET 0x00000004
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#define AI_LOST_SIGHT 0x00000008
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#define AI_PURSUIT_LAST_SEEN 0x00000010
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#define AI_PURSUE_NEXT 0x00000020
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#define AI_PURSUE_TEMP 0x00000040
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#define AI_HOLD_FRAME 0x00000080
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#define AI_GOOD_GUY 0x00000100
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#define AI_BRUTAL 0x00000200
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#define AI_NOSTEP 0x00000400
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#define AI_DUCKED 0x00000800
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#define AI_COMBAT_POINT 0x00001000
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#define AI_MEDIC 0x00002000
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#define AI_RESURRECTING 0x00004000
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#define AI_SCHOOLING 0x00008000
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#define AI_REDUCEDDAMAGE 0x00010000
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#define AI_SCHOOLINGTURNING 0x00020000
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#define AI_SCHOOLINGTURNINGFAST 0x00040000
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#define AI_DODGETIMEOUT 0x00080000
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#define AI_JUMPING 0x00100000
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#define AI_MONREDUCEDDAMAGE 0x00200000
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#define AI_ONESHOTTARGET 0x00400000
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// monster attack state
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#define AS_STRAIGHT 1
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#define AS_SLIDING 2
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#define AS_MELEE 3
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#define AS_MISSILE 4
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#define AS_FLY_STRAFE 5
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// armor types
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#define ARMOR_NONE 0
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#define ARMOR_JACKET 1
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#define ARMOR_COMBAT 2
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#define ARMOR_BODY 3
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#define ARMOR_SHARD 4
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// power armor types
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#define POWER_ARMOR_NONE 0
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#define POWER_ARMOR_SCREEN 1
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#define POWER_ARMOR_SHIELD 2
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// handedness values
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#define RIGHT_HANDED 0
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#define LEFT_HANDED 1
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#define CENTER_HANDED 2
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// game.serverflags values
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#define SFL_CROSS_TRIGGER_1 0x00000001
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#define SFL_CROSS_TRIGGER_2 0x00000002
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#define SFL_CROSS_TRIGGER_3 0x00000004
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#define SFL_CROSS_TRIGGER_4 0x00000008
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#define SFL_CROSS_TRIGGER_5 0x00000010
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#define SFL_CROSS_TRIGGER_6 0x00000020
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#define SFL_CROSS_TRIGGER_7 0x00000040
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#define SFL_CROSS_TRIGGER_8 0x00000080
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#define SFL_CROSS_TRIGGER_MASK 0x000000ff
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// noise types for PlayerNoise
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#define PNOISE_SELF 0
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#define PNOISE_WEAPON 1
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#define PNOISE_IMPACT 2
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// edict->movetype values
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typedef enum
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{
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MOVETYPE_NONE, // never moves
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MOVETYPE_NOCLIP, // origin and angles change with no interaction
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MOVETYPE_PUSH, // no clip to world, push on box contact
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MOVETYPE_STOP, // no clip to world, stops on box contact
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MOVETYPE_WALK, // gravity
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MOVETYPE_STEP, // gravity, special edge handling
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MOVETYPE_FLY,
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MOVETYPE_TOSS, // gravity
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MOVETYPE_FLYMISSILE, // extra size to monsters
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MOVETYPE_BOUNCE,
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MOVETYPE_BOUNCEFLY,
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MOVETYPE_FREEZE, // player freeze, used for Zaero Camera
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MOVETYPE_FALLFLOAT, // falls down slopes and floats in water
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MOVETYPE_RIDE // basically won't move unless it rides on a MOVETYPE_PUSH entity
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} movetype_t;
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typedef struct
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{
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int base_count;
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int max_count;
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float normal_protection;
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float energy_protection;
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int armor;
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} gitem_armor_t;
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// gitem_t->flags
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#define IT_WEAPON 1 // use makes active weapon
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#define IT_AMMO 2
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#define IT_ARMOR 4
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#define IT_STAY_COOP 8
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#define IT_KEY 16
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#define IT_POWERUP 32
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// gitem_t->weapmodel for weapons indicates model index
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#define WEAP_BLASTER 1
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#define WEAP_SHOTGUN 2
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#define WEAP_SUPERSHOTGUN 3
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#define WEAP_MACHINEGUN 4
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#define WEAP_CHAINGUN 5
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#define WEAP_GRENADES 6
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#define WEAP_GRENADELAUNCHER 7
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#define WEAP_ROCKETLAUNCHER 8
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#define WEAP_HYPERBLASTER 9
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#define WEAP_RAILGUN 10
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#define WEAP_BFG 11
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#define WEAP_NONE 12
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// hide flags
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#define HIDE_FROM_INVENTORY 1 // don't list this item in the inventory
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#define HIDE_DONT_KEEP 2 // don't keep in the lastweapon variable
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#define HIDE_FROM_SELECTION 4 // don't autoselect or weapnext thru
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typedef struct gitem_s
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{
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char *classname; // spawning name
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qboolean (*pickup)(struct edict_s *ent, struct edict_s *other);
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void (*use)(struct edict_s *ent, struct gitem_s *item);
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void (*drop)(struct edict_s *ent, struct gitem_s *item);
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void (*weaponthink)(struct edict_s *ent);
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char *pickup_sound;
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char *world_model;
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int world_model_flags;
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char *view_model;
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// client side info
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char *icon;
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char *pickup_name; // for printing on pickup
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int count_width; // number of digits to display by icon
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int quantity; // for ammo how much, for weapons how much is used per shot
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char *ammo; // for weapons
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int flags; // IT_* flags
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int weapmodel; // weapon model index (for weapons)
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void *info;
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int tag;
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char *precaches; // string of all models, sounds, and images this item will use
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int hideFlags;
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char *weapon; // weapon used by ammo
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} gitem_t;
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//
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// this structure is left intact through an entire game
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// it should be initialized at dll load time, and read/written to
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// the server.ssv file for savegames
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//
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typedef struct
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{
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char helpmessage1[512];
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char helpmessage2[512];
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int helpchanged; // flash F1 icon if non 0, play sound
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// and increment only if 1, 2, or 3
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gclient_t *clients; // [maxclients]
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// can't store spawnpoint in level, because
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// it would get overwritten by the savegame restore
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char spawnpoint[512]; // needed for coop respawns
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// store latched cvars here that we want to get at often
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int maxclients;
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int maxentities;
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// cross level triggers
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int serverflags;
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// items
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int num_items;
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qboolean autosaved;
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} game_locals_t;
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//
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// this structure is cleared as each map is entered
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// it is read/written to the level.sav file for savegames
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//
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typedef struct
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{
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int framenum;
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float time;
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char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc)
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char mapname[MAX_QPATH]; // the server name (base1, etc)
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char nextmap[MAX_QPATH]; // go here when fraglimit is hit
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// intermission state
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float intermissiontime; // time the intermission was started
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char *changemap;
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int exitintermission;
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int fadeFrames;
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vec3_t intermission_origin;
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vec3_t intermission_angle;
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edict_t *sight_client; // changed once each frame for coop games
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edict_t *sight_entity;
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int sight_entity_framenum;
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edict_t *sound_entity;
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int sound_entity_framenum;
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edict_t *sound2_entity;
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int sound2_entity_framenum;
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int pic_health;
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int total_secrets;
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int found_secrets;
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int total_goals;
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int found_goals;
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int total_monsters;
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int killed_monsters;
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edict_t *current_entity; // entity running from G_RunFrame
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int body_que; // dead bodies
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int power_cubes; // ugly necessity for coop
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} level_locals_t;
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// spawn_temp_t is only used to hold entity field values that
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// can be set from the editor, but aren't actualy present
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// in edict_t during gameplay
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typedef struct
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{
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// world vars
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char *sky;
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float skyrotate;
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vec3_t skyaxis;
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char *nextmap;
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int lip;
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int distance;
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int height;
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char *noise;
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float pausetime;
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char *item;
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char *gravity;
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float minyaw;
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float maxyaw;
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float minpitch;
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float maxpitch;
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} spawn_temp_t;
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typedef struct
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{
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// fixed data
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vec3_t start_origin;
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vec3_t start_angles;
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vec3_t end_origin;
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vec3_t end_angles;
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int sound_start;
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int sound_middle;
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int sound_end;
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float accel;
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float speed;
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float decel;
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float distance;
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float wait;
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// state data
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int state;
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vec3_t dir;
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float current_speed;
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float move_speed;
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float next_speed;
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float remaining_distance;
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float decel_distance;
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void (*endfunc)(edict_t *);
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} moveinfo_t;
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typedef struct
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{
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void (*aifunc)(edict_t *self, float dist);
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float dist;
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void (*thinkfunc)(edict_t *self);
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} mframe_t;
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typedef struct
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{
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int firstframe;
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int lastframe;
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mframe_t *frame;
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void (*endfunc)(edict_t *self);
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} mmove_t;
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typedef struct
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{
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mmove_t *currentmove;
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int aiflags;
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int nextframe;
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float scale;
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void (*stand)(edict_t *self);
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void (*idle)(edict_t *self);
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void (*search)(edict_t *self);
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void (*walk)(edict_t *self);
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void (*run)(edict_t *self);
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void (*dodge)(edict_t *self, edict_t *other, float eta);
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void (*attack)(edict_t *self);
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void (*melee)(edict_t *self);
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void (*sight)(edict_t *self, edict_t *other);
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qboolean (*checkattack)(edict_t *self);
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void (*backwalk)(edict_t *self);
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void (*sidestepright)(edict_t *self);
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void (*sidestepleft)(edict_t *self);
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float pausetime;
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float attack_finished;
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vec3_t saved_goal;
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float search_time;
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float trail_time;
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vec3_t last_sighting;
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int attack_state;
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int lefty;
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float idle_time;
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int linkcount;
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int power_armor_type;
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int power_armor_power;
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int flashTime;
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int flashBase;
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// strafing
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float flyStrafePitch;
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float flyStrafeTimeout;
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// schooling info
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float zSchoolSightRadius;
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float zSchoolMaxSpeed, zSchoolMinSpeed;
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float zSpeedStandMax, zSpeedWalkMax;
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float zSchoolDecayRate, zSchoolMinimumDistance;
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int zSchoolFlags;
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float reducedDamageAmount;
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float dodgetimeout;
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vec3_t shottarget;
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} monsterinfo_t;
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extern game_locals_t game;
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extern level_locals_t level;
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extern game_import_t gi;
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extern game_export_t globals;
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extern spawn_temp_t st;
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extern int sm_meat_index;
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extern int snd_fry;
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extern int jacket_armor_index;
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extern int combat_armor_index;
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extern int body_armor_index;
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extern int shells_index;
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extern int bullets_index;
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extern int grenades_index;
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extern int rockets_index;
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extern int cells_index;
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extern int slugs_index;
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extern int flares_index;
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extern int tbombs_index;
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extern int empnuke_index;
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extern int plasmashield_index;
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// means of death
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#define MOD_UNKNOWN 0
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#define MOD_BLASTER 1
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#define MOD_SHOTGUN 2
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#define MOD_SSHOTGUN 3
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#define MOD_MACHINEGUN 4
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#define MOD_CHAINGUN 5
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#define MOD_GRENADE 6
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#define MOD_G_SPLASH 7
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#define MOD_ROCKET 8
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#define MOD_R_SPLASH 9
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#define MOD_HYPERBLASTER 10
|
|
#define MOD_RAILGUN 11
|
|
#define MOD_BFG_LASER 12
|
|
#define MOD_BFG_BLAST 13
|
|
#define MOD_BFG_EFFECT 14
|
|
#define MOD_HANDGRENADE 15
|
|
#define MOD_HG_SPLASH 16
|
|
#define MOD_WATER 17
|
|
#define MOD_SLIME 18
|
|
#define MOD_LAVA 19
|
|
#define MOD_CRUSH 20
|
|
#define MOD_TELEFRAG 21
|
|
#define MOD_FALLING 22
|
|
#define MOD_SUICIDE 23
|
|
#define MOD_HELD_GRENADE 24
|
|
#define MOD_EXPLOSIVE 25
|
|
#define MOD_BARREL 26
|
|
#define MOD_BOMB 27
|
|
#define MOD_EXIT 28
|
|
#define MOD_SPLASH 29
|
|
#define MOD_TARGET_LASER 30
|
|
#define MOD_TRIGGER_HURT 31
|
|
#define MOD_HIT 32
|
|
#define MOD_TARGET_BLASTER 33
|
|
#define MOD_SNIPERRIFLE 34
|
|
#define MOD_TRIPBOMB 35
|
|
#define MOD_FLARE 36
|
|
#define MOD_A2K 37
|
|
#define MOD_SONICCANNON 38
|
|
#define MOD_AUTOCANNON 39
|
|
#define MOD_GL_POLYBLEND 40
|
|
#define MOD_FRIENDLY_FIRE 0x8000000
|
|
|
|
extern int meansOfDeath;
|
|
|
|
|
|
extern edict_t *g_edicts;
|
|
|
|
#define FOFS(x) (size_t)&(((edict_t *)0)->x) // Knightmare- was int
|
|
#define STOFS(x) (size_t)&(((spawn_temp_t *)0)->x) // Knightmare- was int
|
|
#define LLOFS(x) (size_t)&(((level_locals_t *)0)->x) // Knightmare- was int
|
|
#define CLOFS(x) (size_t)&(((gclient_t *)0)->x) // Knightmare- was int
|
|
|
|
#define random() ((rand () & 0x7fff) / ((float)0x7fff))
|
|
#define crandom() (2.0 * (random() - 0.5))
|
|
|
|
extern cvar_t *maxentities;
|
|
extern cvar_t *deathmatch;
|
|
extern cvar_t *coop;
|
|
extern cvar_t *dmflags;
|
|
extern cvar_t *zdmflags;
|
|
extern cvar_t *skill;
|
|
extern cvar_t *fraglimit;
|
|
extern cvar_t *timelimit;
|
|
extern cvar_t *password;
|
|
extern cvar_t *g_select_empty;
|
|
extern cvar_t *dedicated;
|
|
|
|
extern cvar_t *sv_gravity;
|
|
extern cvar_t *sv_maxvelocity;
|
|
|
|
extern cvar_t *gun_x, *gun_y, *gun_z;
|
|
extern cvar_t *sv_rollspeed;
|
|
extern cvar_t *sv_rollangle;
|
|
|
|
extern cvar_t *run_pitch;
|
|
extern cvar_t *run_roll;
|
|
extern cvar_t *bob_up;
|
|
extern cvar_t *bob_pitch;
|
|
extern cvar_t *bob_roll;
|
|
|
|
extern cvar_t *sv_cheats;
|
|
extern cvar_t *maxclients;
|
|
|
|
extern cvar_t *gamedir;
|
|
|
|
extern cvar_t *grenadeammotype;
|
|
extern cvar_t *grenadeammo;
|
|
extern cvar_t *bettyammo;
|
|
#ifdef CACHE_SOUND
|
|
extern cvar_t *printSoundRejects;
|
|
#endif
|
|
extern cvar_t *readout; // Knightmare added
|
|
|
|
extern cvar_t *sv_stopspeed; // PGM - this was a define in g_phys.c
|
|
extern cvar_t *sv_step_fraction; // Knightmare- this was a define in p_view.c
|
|
|
|
#define world (&g_edicts[0])
|
|
|
|
// item spawnflags
|
|
#define ITEM_TRIGGER_SPAWN 0x00000001
|
|
#define ITEM_NO_TOUCH 0x00000002
|
|
// 6 bits reserved for editor flags
|
|
// 8 bits used as power cube id bits for coop games
|
|
#define DROPPED_ITEM 0x00010000
|
|
#define DROPPED_PLAYER_ITEM 0x00020000
|
|
#define ITEM_TARGETS_USED 0x00040000
|
|
|
|
//
|
|
// fields are needed for spawning from the entity string
|
|
// and saving / loading games
|
|
//
|
|
#define FFL_SPAWNTEMP 1
|
|
#define FFL_NOSPAWN 2
|
|
|
|
typedef enum {
|
|
F_INT,
|
|
F_FLOAT,
|
|
F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
|
|
F_GSTRING, // string on disk, pointer in memory, TAG_GAME
|
|
F_VECTOR,
|
|
F_ANGLEHACK,
|
|
F_EDICT, // index on disk, pointer in memory
|
|
F_ITEM, // index on disk, pointer in memory
|
|
F_CLIENT, // index on disk, pointer in memory
|
|
F_FUNCTION,
|
|
F_MMOVE,
|
|
F_IGNORE
|
|
} fieldtype_t;
|
|
|
|
typedef struct
|
|
{
|
|
char *name;
|
|
size_t ofs; // Knightmare- was int
|
|
fieldtype_t type;
|
|
int flags;
|
|
} field_t;
|
|
|
|
|
|
extern field_t fields[];
|
|
extern gitem_t itemlist[];
|
|
|
|
|
|
//
|
|
// g_cmds.c
|
|
//
|
|
void Cmd_Help_f (edict_t *ent);
|
|
void Cmd_Score_f (edict_t *ent);
|
|
|
|
//
|
|
// g_items.c
|
|
//
|
|
void PrecacheItem (gitem_t *it);
|
|
void InitItems (void);
|
|
void SetItemNames (void);
|
|
void SetAmmoPickupValues (void);
|
|
gitem_t *FindItem (char *pickup_name);
|
|
gitem_t *FindItemByClassname (char *classname);
|
|
#define ITEM_INDEX(x) ((x)-itemlist)
|
|
edict_t *Drop_Item (edict_t *ent, gitem_t *item);
|
|
void SetRespawn (edict_t *ent, float delay);
|
|
void ChangeWeapon (edict_t *ent);
|
|
void SpawnItem (edict_t *ent, gitem_t *item);
|
|
void Think_Weapon (edict_t *ent);
|
|
int ArmorIndex (edict_t *ent);
|
|
int PowerArmorType (edict_t *ent);
|
|
gitem_t *GetItemByIndex (int index);
|
|
int GetMaxAmmoByIndex (gclient_t *client, int item_index); // Knightmare added
|
|
int GetMaxArmorByIndex (int item_index); // Knightmare added
|
|
qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count);
|
|
void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
|
|
void precacheAllItems();
|
|
|
|
//
|
|
// g_utils.c
|
|
//
|
|
qboolean KillBox (edict_t *ent);
|
|
qboolean MonsterKillBox (edict_t *ent);
|
|
qboolean MonsterPlayerKillBox (edict_t *ent);
|
|
void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
|
|
edict_t *G_Find (edict_t *from, size_t fieldofs, char *match); // Knightmare- changed fieldofs from int
|
|
edict_t *findradius (edict_t *from, vec3_t org, float rad);
|
|
edict_t *G_PickTarget (char *targetname);
|
|
void G_UseTargets (edict_t *ent, edict_t *activator);
|
|
void G_SetMovedir (vec3_t angles, vec3_t movedir);
|
|
|
|
void G_InitEdict (edict_t *e);
|
|
edict_t *G_Spawn (void);
|
|
void G_FreeEdict (edict_t *e);
|
|
|
|
void G_TouchTriggers (edict_t *ent);
|
|
void G_TouchSolids (edict_t *ent);
|
|
|
|
char *G_CopyString (char *in);
|
|
|
|
float *tv (float x, float y, float z);
|
|
char *vtos (vec3_t v);
|
|
|
|
float vectoyaw (vec3_t vec);
|
|
void vectoangles (vec3_t vec, vec3_t angles);
|
|
|
|
//
|
|
// km_cvar.c
|
|
//
|
|
void InitLithiumVars (void); //init cvar defaults
|
|
|
|
//
|
|
// g_combat.c
|
|
//
|
|
qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
|
|
qboolean CanDamage (edict_t *targ, edict_t *inflictor);
|
|
void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod);
|
|
void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
|
|
void T_RadiusDamagePosition (vec3_t origin, edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
|
|
|
|
// damage flags
|
|
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
|
|
#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
|
|
#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
|
|
#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
|
|
#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
|
|
#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
|
|
#define DAMAGE_ARMORMOSTLY 0x00000040 // reduces the armor more than the health
|
|
|
|
#define DEFAULT_BULLET_HSPREAD 300
|
|
#define DEFAULT_BULLET_VSPREAD 500
|
|
#define DEFAULT_SHOTGUN_HSPREAD 1000
|
|
#define DEFAULT_SHOTGUN_VSPREAD 500
|
|
#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
|
|
#define DEFAULT_SHOTGUN_COUNT 12
|
|
#define DEFAULT_SSHOTGUN_COUNT 20
|
|
|
|
//
|
|
// g_monster.c
|
|
//
|
|
void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype);
|
|
void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype);
|
|
void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect, int color);
|
|
void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype);
|
|
void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
|
|
void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype);
|
|
void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype);
|
|
void M_droptofloor (edict_t *ent);
|
|
void monster_think (edict_t *self);
|
|
void walkmonster_start (edict_t *self);
|
|
void swimmonster_start (edict_t *self);
|
|
void flymonster_start (edict_t *self);
|
|
void AttackFinished (edict_t *self, float time);
|
|
void monster_death_use (edict_t *self);
|
|
void M_CatagorizePosition (edict_t *ent);
|
|
qboolean M_CheckAttack (edict_t *self);
|
|
void M_FlyCheck (edict_t *self);
|
|
void M_CheckGround (edict_t *ent);
|
|
|
|
//
|
|
// g_misc.c
|
|
//
|
|
void ThrowHead (edict_t *self, char *gibname, int damage, int type);
|
|
void ThrowClientHead (edict_t *self, int damage);
|
|
void ThrowGib (edict_t *self, char *gibname, int damage, int type);
|
|
void BecomeExplosion1(edict_t *self);
|
|
|
|
//
|
|
// g_ai.c
|
|
//
|
|
void AI_SetSightClient (void);
|
|
|
|
void ai_stand (edict_t *self, float dist);
|
|
void ai_move (edict_t *self, float dist);
|
|
void ai_walk (edict_t *self, float dist);
|
|
void ai_turn (edict_t *self, float dist);
|
|
void ai_run (edict_t *self, float dist);
|
|
void ai_charge (edict_t *self, float dist);
|
|
int range (edict_t *self, edict_t *other);
|
|
|
|
void FoundTarget (edict_t *self);
|
|
qboolean infront (edict_t *self, edict_t *other);
|
|
qboolean visible (edict_t *self, edict_t *other);
|
|
qboolean FacingIdeal(edict_t *self);
|
|
qboolean inweaponLineOfSight (edict_t *self, edict_t *other);
|
|
|
|
//
|
|
// g_weapon.c
|
|
//
|
|
#define BLASTER_ORANGE 1
|
|
#define BLASTER_GREEN 2
|
|
#define BLASTER_BLUE 3
|
|
#define BLASTER_RED 4
|
|
void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin);
|
|
qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick);
|
|
void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
|
|
void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod);
|
|
void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper, int color);
|
|
void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean contact);
|
|
void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
|
|
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
|
|
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
|
|
void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius);
|
|
|
|
//
|
|
// g_ptrail.c
|
|
//
|
|
void PlayerTrail_Init (void);
|
|
void PlayerTrail_Add (vec3_t spot);
|
|
void PlayerTrail_New (vec3_t spot);
|
|
edict_t *PlayerTrail_PickFirst (edict_t *self);
|
|
edict_t *PlayerTrail_PickNext (edict_t *self);
|
|
edict_t *PlayerTrail_LastSpot (void);
|
|
|
|
|
|
//
|
|
// g_client.c
|
|
//
|
|
void respawn (edict_t *ent);
|
|
void BeginIntermission (edict_t *targ);
|
|
void PutClientInServer (edict_t *ent);
|
|
void InitClientPersistant (gclient_t *client);
|
|
void InitClientResp (gclient_t *client);
|
|
void InitBodyQue (void);
|
|
void ClientBeginServerFrame (edict_t *ent);
|
|
|
|
//
|
|
// g_player.c
|
|
//
|
|
void player_pain (edict_t *self, edict_t *other, float kick, int damage);
|
|
void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
|
|
|
|
//
|
|
// g_svcmds.c
|
|
//
|
|
void ServerCommand (void);
|
|
|
|
//
|
|
// p_view.c
|
|
//
|
|
void ClientEndServerFrame (edict_t *ent);
|
|
|
|
//
|
|
// p_hud.c
|
|
//
|
|
void MoveClientToIntermission (edict_t *client);
|
|
void G_SetStats (edict_t *ent);
|
|
void ValidateSelectedItem (edict_t *ent);
|
|
void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);
|
|
|
|
//
|
|
// g_pweapon.c
|
|
//
|
|
void PlayerNoise(edict_t *who, vec3_t where, int type);
|
|
|
|
//
|
|
// m_move.c
|
|
//
|
|
qboolean M_CheckBottom (edict_t *ent);
|
|
qboolean M_walkmove (edict_t *ent, float yaw, float dist);
|
|
void M_MoveToGoal (edict_t *ent, float dist);
|
|
void M_ChangeYaw (edict_t *ent);
|
|
|
|
//
|
|
// g_phys.c
|
|
//
|
|
void G_RunEntity (edict_t *ent);
|
|
|
|
//
|
|
// g_main.c
|
|
//
|
|
void SaveClientData (void);
|
|
void FetchClientEntData (edict_t *ent);
|
|
|
|
|
|
#if defined(_DEBUG) && defined(_Z_TESTMODE)
|
|
|
|
//
|
|
// z_mtest.c
|
|
//
|
|
void Cmd_TestItem (edict_t *ent);
|
|
|
|
#endif
|
|
|
|
//
|
|
// z_trigger.c
|
|
//
|
|
#ifdef CACHE_SOUND
|
|
void printSoundNum();
|
|
void initSoundList();
|
|
#endif
|
|
|
|
//
|
|
// z_item.c
|
|
//
|
|
qboolean EMPNukeCheck(edict_t *ent, vec3_t pos);
|
|
|
|
|
|
//
|
|
// z_weapon.c
|
|
//
|
|
void fire_bb (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
|
|
void fire_flare (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
|
|
|
|
|
|
//
|
|
// z_ai.c
|
|
//
|
|
void ai_schoolStand (edict_t *self, float dist);
|
|
void ai_schoolRun (edict_t *self, float dist);
|
|
void ai_schoolWalk (edict_t *self, float dist);
|
|
void ai_schoolCharge (edict_t *self, float dist);
|
|
void ai_schoolBackWalk (edict_t *self, float dist);
|
|
void ai_schoolSideStepRight (edict_t *self, float dist);
|
|
void ai_schoolSideStepLeft (edict_t *self, float dist);
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
// client_t->anim_priority
|
|
#define ANIM_BASIC 0 // stand / run
|
|
#define ANIM_WAVE 1
|
|
#define ANIM_JUMP 2
|
|
#define ANIM_PAIN 3
|
|
#define ANIM_ATTACK 4
|
|
#define ANIM_DEATH 5
|
|
#define ANIM_REVERSE 6
|
|
|
|
|
|
// client data that stays across multiple level loads
|
|
typedef struct
|
|
{
|
|
char userinfo[MAX_INFO_STRING];
|
|
char netname[16];
|
|
int hand;
|
|
int gl_polyblend; // so that we know whether to damage "cheating" players
|
|
|
|
qboolean connected; // a loadgame will leave valid entities that
|
|
// just don't have a connection yet
|
|
|
|
// values saved and restored from edicts when changing levels
|
|
int health;
|
|
int max_health;
|
|
qboolean powerArmorActive;
|
|
|
|
int selected_item;
|
|
int inventory[MAX_ITEMS];
|
|
|
|
// ammo capacities
|
|
int max_bullets;
|
|
int max_shells;
|
|
int max_rockets;
|
|
int max_grenades;
|
|
int max_cells;
|
|
int max_slugs;
|
|
int max_flares;
|
|
int max_tbombs;
|
|
int max_a2k;
|
|
int max_empnuke;
|
|
int max_plasmashield;
|
|
|
|
gitem_t *weapon;
|
|
gitem_t *lastweapon;
|
|
gitem_t *lastweapon2; // this if for inventory hiding items
|
|
|
|
int power_cubes; // used for tracking the cubes in coop games
|
|
int score; // for calculating total unit score in coop games
|
|
|
|
float visorFrames;
|
|
} client_persistant_t;
|
|
|
|
// client data that stays across deathmatch respawns
|
|
typedef struct
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{
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client_persistant_t coop_respawn; // what to set client->pers to on a respawn
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int enterframe; // level.framenum the client entered the game
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int score; // frags, etc
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vec3_t cmd_angles; // angles sent over in the last command
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int game_helpchanged;
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int helpchanged;
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} client_respawn_t;
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// this structure is cleared on each PutClientInServer(),
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// except for 'client->pers'
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struct gclient_s
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{
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// known to server
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player_state_t ps; // communicated by server to clients
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int ping;
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// private to game
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client_persistant_t pers;
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client_respawn_t resp;
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pmove_state_t old_pmove; // for detecting out-of-pmove changes
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qboolean showscores; // set layout stat
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qboolean showinventory; // set layout stat
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qboolean showhelp;
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qboolean showhelpicon;
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int ammo_index;
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int buttons;
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int oldbuttons;
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int latched_buttons;
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qboolean weapon_thunk;
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gitem_t *newweapon;
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// sum up damage over an entire frame, so
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// shotgun blasts give a single big kick
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int damage_armor; // damage absorbed by armor
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int damage_parmor; // damage absorbed by power armor
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int damage_blood; // damage taken out of health
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int damage_knockback; // impact damage
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vec3_t damage_from; // origin for vector calculation
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float killer_yaw; // when dead, look at killer
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weaponstate_t weaponstate;
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vec3_t kick_angles; // weapon kicks
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vec3_t kick_origin;
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float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks
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float fall_time, fall_value; // for view drop on fall
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float damage_alpha;
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float bonus_alpha;
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vec3_t damage_blend;
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vec3_t v_angle; // aiming direction
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float bobtime; // so off-ground doesn't change it
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vec3_t oldviewangles;
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vec3_t oldvelocity;
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float next_drown_time;
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int old_waterlevel;
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int breather_sound;
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int machinegun_shots; // for weapon raising
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qboolean backpedaling; //<- CDawg added this
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// animation vars
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int anim_end;
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int anim_priority;
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qboolean anim_duck;
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qboolean anim_run;
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// powerup timers
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float quad_framenum;
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float invincible_framenum;
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float breather_framenum;
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float enviro_framenum;
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float a2kFramenum;
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qboolean grenade_blew_up;
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float grenade_time;
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int silencer_shots;
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int weapon_sound;
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float pickup_msg_time;
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float respawn_time; // can respawn when time > this
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#if defined(_DEBUG) && defined(_Z_TESTMODE)
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struct edict_s *lineDraw;
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#endif
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// used for blinding
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int flashTime;
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int flashBase;
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edict_t *zCameraTrack; // the entity to see through
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vec3_t zCameraOffset; // offset from camera origin
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edict_t *zCameraLocalEntity;
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float zCameraStaticFramenum;
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qboolean showOrigin;
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// for sniper rifle
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int sniperFramenum;
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// for sonic cannon
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float startFireTime;
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};
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struct edict_s
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{
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entity_state_t s;
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struct gclient_s *client; // NULL if not a player
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// the server expects the first part
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// of gclient_s to be a player_state_t
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// but the rest of it is opaque
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qboolean inuse;
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int linkcount;
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// FIXME: move these fields to a server private sv_entity_t
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link_t area; // linked to a division node or leaf
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int num_clusters; // if -1, use headnode instead
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int clusternums[MAX_ENT_CLUSTERS];
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int headnode; // unused if num_clusters != -1
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int areanum, areanum2;
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//================================
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int svflags;
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vec3_t mins, maxs;
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vec3_t absmin, absmax, size;
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solid_t solid;
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int clipmask;
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edict_t *owner;
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// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
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// EXPECTS THE FIELDS IN THAT ORDER!
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//================================
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int movetype;
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int flags;
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char *model;
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char *model2;
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char *model3;
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char *model4;
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float freetime; // sv.time when the object was freed
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//
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// only used locally in game, not by server
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//
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char *message;
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char *classname;
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int spawnflags;
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float timestamp;
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float angle; // set in qe3, -1 = up, -2 = down
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char *target;
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char *targetname;
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char *killtarget;
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char *team;
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char *pathtarget;
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char *deathtarget;
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char *combattarget;
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edict_t *target_ent;
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float speed, accel, decel, aspeed;
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vec3_t movedir;
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vec3_t pos1, pos2;
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vec3_t velocity;
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vec3_t avelocity;
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int mass;
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float air_finished;
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float gravity; // per entity gravity multiplier (1.0 is normal)
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// use for lowgrav artifact, flares
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edict_t *goalentity;
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edict_t *movetarget;
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float yaw_speed;
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float ideal_yaw;
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float nextthink;
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void (*prethink) (edict_t *ent);
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void (*think)(edict_t *self);
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void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo?
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void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
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void (*use)(edict_t *self, edict_t *other, edict_t *activator);
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void (*pain)(edict_t *self, edict_t *other, float kick, int damage);
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void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
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float touch_debounce_time; // are all these legit? do we need more/less of them?
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float pain_debounce_time;
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float damage_debounce_time;
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float fly_sound_debounce_time; //move to clientinfo
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float last_move_time;
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int health;
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int max_health;
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int gib_health;
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int deadflag;
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qboolean show_hostile;
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float powerarmor_time;
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char *map; // target_changelevel
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int viewheight; // height above origin where eyesight is determined
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int takedamage;
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int dmg;
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int radius_dmg;
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float dmg_radius;
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int sounds; //make this a spawntemp var?
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int count;
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edict_t *chain;
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edict_t *enemy;
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edict_t *oldenemy;
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edict_t *activator;
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edict_t *groundentity;
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int groundentity_linkcount;
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edict_t *teamchain;
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edict_t *teammaster;
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edict_t *mynoise; // can go in client only
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edict_t *mynoise2;
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int noise_index;
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int noise_index2;
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float volume;
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float attenuation;
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// timing variables
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float wait;
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float delay; // before firing targets
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float random;
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float teleport_time;
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int watertype;
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int waterlevel;
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vec3_t move_origin;
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vec3_t move_angles;
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// move this to clientinfo?
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int light_level;
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int style; // also used as areaportal number
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gitem_t *item; // for bonus items
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// common data blocks
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moveinfo_t moveinfo;
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monsterinfo_t monsterinfo;
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// can use this for misc. timeouts
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float timeout;
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int blood_type; // specifies blood effect
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// for func_door, also used by monster_autocannon, and misc_securitycamera
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int active;
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int seq;
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// between level saves/loads
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int spawnflags2;
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int oldentnum;
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// titan laser
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edict_t *laser;
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float weaponsound_time;
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#if defined(_DEBUG) && defined(_Z_TESTMODE)
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//can't teach an old dog new tricks
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void *extra_data;
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#endif
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// schooling info
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edict_t *zRaduisList, *zSchoolChain;
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float zDistance;
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// this is for MOVETYPE_RIDE
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edict_t *rideWith[2];
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vec3_t rideWithOffset[2];
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// camera number
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vec3_t mangle;
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// time left for the visor (stored if a visor is dropped)
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int visorFrames;
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// monster team
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char *mteam;
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// for random func_timer targets
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char targets[16][MAX_QPATH];
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int numTargets;
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// used by floor-mounted autocannon
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int onFloor;
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float bossFireTimeout;
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int bossFireCount;
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char *musictrack; // Knightmare- for specifying OGG or CD track
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};
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//zaero debug includes (need type info)
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#include "z_frames.h"
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#include "z_anim.h"
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// Zaero dmflags
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#define ZDM_NO_GL_POLYBLEND_DAMAGE 1
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#define ZDM_ZAERO_ITEMS 2
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