mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
5d252f3bbc
Added sk_rail_color_red, sk_rail_color_green, and sk_rail_color_blue cvars to change rail trail color when cvar sk_rail_color is set to 2 in default Lazarus, missionpack, and Zaero DLLs. Added ctf_railcolors cvar to default Lazarus DLL.
2835 lines
82 KiB
C
2835 lines
82 KiB
C
// g_local.h -- local definitions for game module
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#ifdef _WIN32
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#include <malloc.h>
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#include <direct.h>
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#endif
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#include "./q_shared.h"
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#include "laz_misc.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 "p_menu.h"
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#include "p_text.h"
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#include "km_cvar.h"
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#include "plasma.h"
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#define JETPACK_MOD
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// Zaero
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// some custom defines
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//#define USE_ZAERO_ITEMS_WEAPONS // enable for Zaero player weapons
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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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// end Zaero
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// the "gameversion" client command will print this plus compile date
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#define GAMEVERSION "Q2MP4"
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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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#define svc_stufftext 11
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#define svc_fog 21
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//==================================================================
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#ifndef _WIN32
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//#define min(a,b) ((a) < (b) ? (a) : (b))
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//#define max(a,b) ((a) > (b) ? (a) : (b))
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#ifdef __sun__
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#include <nan.h>
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#define _isnan(a) (NaN((a)))
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#else
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#define _isnan(a) ((a)==NAN)
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#endif
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#endif
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//==================================================================
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// Lazarus: When visibility is reduced below this level, aiming accuracy suffers:
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#define FOG_CANSEEGOOD 0.12
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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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// ROGUE- id killed this weapon
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//Knightmare brought it back
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//#define KILL_DISRUPTOR 1
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// rogue
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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 // 256
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#define SPAWNFLAG_NOT_MEDIUM 0x00000200 // 512
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#define SPAWNFLAG_NOT_HARD 0x00000400 // 1024
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#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800 // 2048
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#define SPAWNFLAG_NOT_COOP 0x00001000 // 4096
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// Zaero start
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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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// end Zaero
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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_SHIELD 0x00001000 // power armor (if any) is active
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#define FL_POWER_SCREEN 0x00002000
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// ROGUE
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#define FL_MECHANICAL 0x00004000 // entity is mechanical, use sparks not blood
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#define FL_SAM_RAIMI 0x00008000 // entity is in sam raimi cam mode
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#define FL_DISGUISED 0x00010000 // entity is in disguise, monsters will not recognize.
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#define FL_NUKED 0x00020000 // player has been vaporized by a nuke, drop no gibs
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// ROGUE
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// Mappack - this flag says the player is in a turret and controlling it
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#define FL_TURRET_OWNER 0x00040000
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// Knightmare- this says that an entity is set to move with another
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#define FL_MOVESLAVE 0x00080000
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// Knightmare- flags for trains
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#define FL_TRACKTRAIN 0x00100000
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#define FL_ROTTRAIN 0x00200000
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#define FL_REVERSIBLE 0x00400000
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#define FL_REVOLVING 0x00800000
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#define FL_BOB 0x01000000
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#define FL_ROBOT 0x02000000 // Player-controlled robot or monster. Relax yaw constraints
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#define FL_REFLECT 0x04000000 // Reflection entity
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#define FL_Q1_MONSTER 0x08000000
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#define FL_RESPAWN 0x80000000 // used for item respawning
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// edict->moreflags
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#define FL2_TURRET_DOUBLE 0x00000001 // this is a double-barreled turret
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#define FL2_TURRET_DOUBLE_ALT 0x00000002 // this turret alternates firing its barrels (style is set)
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#define FL2_TURRET_DOUBLE_ALT_FIRING 0x00000004 // secondary barrel in use for alternate firing
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#define FL2_CRUCIFIED 0x00000008 // insane is crucified
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#define FL2_COMMANDER 0x00000008 // Medic Commander / Daedalus internal flag
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#define FL2_WEAPON_ALT 0x00000010 // plasma guard has spread mode
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#define FL2_DO_NOT_REFLECT 0x00000020 // do not reflect this entity
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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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// Zaero
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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_GRENADES,
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AMMO_CELLS,
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AMMO_SLUGS,
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// Xatrix
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AMMO_MAGSLUG,
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AMMO_TRAP,
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// ROGUE
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AMMO_FLECHETTES,
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AMMO_TESLA,
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AMMO_PROX,
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AMMO_DISRUPTOR,
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// Knightmare added
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AMMO_SHOCKSPHERE,
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AMMO_FUEL,
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AMMO_HOMING_ROCKETS,
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// Zaero (unused for now)
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AMMO_FLARES,
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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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#define DEAD_FROZEN 4 // Lazarus: Don't shift angles, just freeze him
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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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#define GIB_FEATHER 2 // Knightmare- added for vulture
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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_MANUAL_STEERING 0x00008000
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#define AI_TARGET_ANGER 0x00010000 // Lazarus keep
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#define AI_DODGING 0x00020000
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#define AI_CHARGING 0x00040000
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#define AI_HINT_PATH 0x00080000 // Lazarus keep
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#define AI_IGNORE_SHOTS 0x00100000
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#define AI_BLOCKED 0x00200000 // used by blocked_checkattack: set to say I'm attacking while blocked
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// (prevents run-attacks)
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// Lazarus:
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#define AI_ACTOR 0x00400000 // Is this a misc_actor?
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#define AI_FOLLOW_LEADER 0x00800000 // misc_actor only
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#define AI_TWO_GUNS 0x01000000 // misc_actor only - nothing to do with AI really,
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// but we're out of spawnflags
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#define AI_RESPAWN_FINDPLAYER 0x02000000 // used for monsters that change maps with
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// a trigger_transition... tells 'em to find SP
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// player right away
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#define AI_CHASE_THING 0x04000000
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#define AI_SEEK_COVER 0x08000000
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#define AI_CHICKEN 0x10000000
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#define AI_MEDIC_PATROL 0x20000000
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#define AI_CROUCH 0x40000000
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#define AI_EVADE_GRENADE 0x80000000
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// Knightmare- thes are for aiflags2
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#define AI2_FREEFORALL 0x00000001 // Set by target_monsterbattle, lets dmgteam monsters
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// attack monsters on opposion dmgteam
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#define AI2_RANGE_PAUSE 0x00000002
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#define AI2_HINT_TEST 0x00000004
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// Zaero
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#define AI2_SCHOOLING 0x00000008
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#define AI2_REDUCEDDAMAGE 0x00000010
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#define AI2_DODGETIMEOUT 0x00000020
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#define AI2_MONREDUCEDDAMAGE 0x00000040
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#define AI2_ONESHOTTARGET 0x00000080
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// end Zaero
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#define AI2_LEAD_TARGET 0x00000100
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// Knightmare- monster flags
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#define MFL_WALK_WALLS 1
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#define MFL_DO_NOT_COUNT 2 // set for healed monsters
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#define MFL_SPAWNED_CARRIER 4 // both do_not_count and spawned are set for spawned monsters
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#define MFL_SPAWNED_MEDIC_C 8 // both do_not_count and spawned are set for spawned monsters
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#define MFL_SPAWNED_WIDOW 16 // both do_not_count and spawned are set for spawned monsters
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#define MFL_SPAWNED_MASK 28 // mask to catch all three flavors of spawned
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#define MFL_KNOWS_PROX_MINES 32 // this monster know prox mines
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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_BLIND 5 // PMM - used by boss code to do nasty things even if it can't see you
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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 // 0xffffe0ff would allow 27 trigger bits
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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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// actor follow parms
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#define ACTOR_FOLLOW_RUN_RANGE 256 // AI_FOLLOW_LEADER actors run if farther away than this
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#define ACTOR_FOLLOW_STAND_RANGE 128 // .. .. stand if closer than this
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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_NEWTOSS, // PGM - for deathball
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// RAFAEL
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MOVETYPE_WALLBOUNCE,
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MOVETYPE_VEHICLE,
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MOVETYPE_PUSHABLE, // Pushable object
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MOVETYPE_DEBRIS, // falling rocks
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MOVETYPE_RAIN, // identical to MOVETYPE_FLYMISSILE, but doesn't cause splash noises
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// when touching water.
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MOVETYPE_PENDULUM, // same as MOVETYPE_PUSH, but used only for pendulums to grab special-case
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MOVETYPE_CONVEYOR, // conveyor
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MOVETYPE_SHOCKBOUNCE, // Knightmare- added for shockwave
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MOVETYPE_FEATHER, // Knightmare- added for vulture, specifies slow falling
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// Zaero
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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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// end Zaero
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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 0x00000001 // use makes active weapon
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#define IT_AMMO 0x00000002
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#define IT_ARMOR 0x00000004
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#define IT_STAY_COOP 0x00000008
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#define IT_KEY 0x00000010
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#define IT_POWERUP 0x00000020
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// ROGUE
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#define IT_MELEE 0x00000040
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#define IT_NOT_GIVEABLE 0x00000080 // item can not be given
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// ROGUE
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// Knightmare added
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#define IT_XATRIX 0x00000100 // Xatrix item
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#define IT_ROGUE 0x00000200 // Rogue item
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#define IT_LAZARUS 0x00000400 // Lazarus item
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#define IT_LM 0x00000800 // Loki's Missions item
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#define IT_ZAERO 0x00001000 // Zaero item
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#define IT_Q1 0x00002000 // added for Q1 keys
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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_DISRUPTOR 12 // PGM
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#define WEAP_ETFRIFLE 13 // PGM
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#define WEAP_PLASMA 14 // PGM
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#define WEAP_PROXLAUNCH 15 // PGM
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#define WEAP_CHAINFIST 16 // PGM
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#define WEAP_PHALANX 17
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#define WEAP_BOOMER 18
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#define WEAP_SHOCKWAVE 19
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#define WEAP_PLASMARIFLE 20
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#define WEAP_TRAP 21
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#define WEAP_TESLA 22
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#define WEAP_GRAPPLE 23
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#define WEAP_NONE 24
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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_skinnum; //Knightmare- added skinnum here since some items share models
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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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} 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
|
|
char spawnpoint[512]; // needed for coop respawns
|
|
|
|
// store latched cvars here that we want to get at often
|
|
int maxclients;
|
|
int maxentities;
|
|
|
|
// cross level triggers
|
|
int serverflags;
|
|
|
|
// Lazarus: target_lock combination
|
|
char lock_code[9];
|
|
int lock_revealed;
|
|
qboolean lock_hud;
|
|
// Lazarus: number of entities moved between maps (not counting players)
|
|
int transition_ents;
|
|
|
|
// items
|
|
int num_items;
|
|
|
|
qboolean autosaved;
|
|
} game_locals_t;
|
|
|
|
struct fog_s
|
|
{
|
|
qboolean Trigger;
|
|
int Model;
|
|
float Near;
|
|
float Far;
|
|
float Density;
|
|
float Density1;
|
|
float Density2;
|
|
vec3_t Dir;
|
|
int GL_Model;
|
|
vec3_t Color;
|
|
edict_t *ent;
|
|
};
|
|
typedef struct fog_s fog_t;
|
|
|
|
// Knightmare- map vendor for pack-specific code changes
|
|
typedef enum
|
|
{
|
|
MAPTYPE_ID,
|
|
MAPTYPE_XATRIX,
|
|
MAPTYPE_ROGUE,
|
|
MAPTYPE_ZAERO,
|
|
MAPTYPE_CUSTOM
|
|
} maptype_t;
|
|
|
|
//
|
|
// this structure is cleared as each map is entered
|
|
// it is read/written to the level.sav file for savegames
|
|
//
|
|
typedef struct
|
|
{
|
|
int framenum;
|
|
float time;
|
|
|
|
char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc)
|
|
char mapname[MAX_QPATH]; // the server name (base1, etc)
|
|
char nextmap[MAX_QPATH]; // go here when fraglimit is hit
|
|
|
|
// intermission state
|
|
float intermissiontime; // time the intermission was started
|
|
char *changemap;
|
|
int exitintermission;
|
|
vec3_t intermission_origin;
|
|
vec3_t intermission_angle;
|
|
|
|
edict_t *sight_client; // changed once each frame for coop games
|
|
|
|
edict_t *sight_entity;
|
|
int sight_entity_framenum;
|
|
edict_t *sound_entity;
|
|
int sound_entity_framenum;
|
|
edict_t *sound2_entity;
|
|
int sound2_entity_framenum;
|
|
|
|
int pic_health;
|
|
|
|
int total_secrets;
|
|
int found_secrets;
|
|
|
|
int total_goals;
|
|
int found_goals;
|
|
|
|
int total_monsters;
|
|
int killed_monsters;
|
|
|
|
edict_t *current_entity; // entity running from G_RunFrame
|
|
int body_que; // dead bodies
|
|
|
|
int power_cubes; // ugly necessity for coop
|
|
|
|
// ROGUE
|
|
edict_t *disguise_violator;
|
|
int disguise_violation_framenum;
|
|
// end ROGUE
|
|
|
|
// Lazarus
|
|
int num_fogs;
|
|
int num_trigger_fogs;
|
|
int active_target_fog;
|
|
int active_fog;
|
|
int last_active_fog;
|
|
fog_t current_fog;
|
|
int flashlight_cost; // cost/10 seconds for flashlight
|
|
int mud_puddles;
|
|
int num_3D_sounds;
|
|
qboolean restart_for_actor_models;
|
|
qboolean freeze;
|
|
int freezeframes;
|
|
int next_skill;
|
|
int num_reflectors;
|
|
qboolean intermission_letterbox; // Knightmare- letterboxing
|
|
// end Lazarus
|
|
|
|
// Zaero
|
|
int fadeFrames;
|
|
|
|
// Knightmare- for map-specific logic switching
|
|
maptype_t maptype; // map vendor for pack-specific code changes
|
|
qboolean isZaeroRailgunHackMap; // railgun thru window hack for zdef4
|
|
} level_locals_t;
|
|
|
|
|
|
// spawn_temp_t is only used to hold entity field values that
|
|
// can be set from the editor, but aren't actualy present
|
|
// in edict_t during gameplay
|
|
typedef struct
|
|
{
|
|
// world vars
|
|
char *sky;
|
|
float skyrotate;
|
|
vec3_t skyaxis;
|
|
char *nextmap;
|
|
|
|
int lip;
|
|
int distance;
|
|
int height;
|
|
char *noise;
|
|
float pausetime;
|
|
char *item;
|
|
char *gravity;
|
|
|
|
float minyaw;
|
|
float maxyaw;
|
|
float minpitch;
|
|
float maxpitch;
|
|
float phase;
|
|
|
|
float shift;
|
|
} spawn_temp_t;
|
|
|
|
|
|
typedef struct
|
|
{
|
|
// fixed data
|
|
vec3_t start_origin;
|
|
vec3_t start_angles;
|
|
vec3_t end_origin;
|
|
vec3_t end_angles;
|
|
// Knightmare- these are for the bezier curves
|
|
// vec3_t last_pathpoint_origin;
|
|
// vec3_t last_pathpoint_angles;
|
|
// vec3_t bezier_begin_point;
|
|
/// vec3_t bezier_start_origin;
|
|
// vec3_t bezier_end_origin;
|
|
// vec3_t bezier_start_angles;
|
|
// vec3_t bezier_end_angles;
|
|
// float bezier_speed;
|
|
// float bezier_distance;
|
|
float bezier_ratio; //Decimal position in beizier curve
|
|
|
|
int sound_start;
|
|
int sound_middle;
|
|
int sound_end;
|
|
int is_blocked;
|
|
|
|
float accel;
|
|
float speed;
|
|
float decel;
|
|
float distance;
|
|
float wait;
|
|
|
|
// state data
|
|
int state;
|
|
int prevstate;
|
|
vec3_t dir;
|
|
float current_speed;
|
|
float move_speed;
|
|
float next_speed;
|
|
float remaining_distance;
|
|
float decel_distance;
|
|
void (*endfunc)(edict_t *);
|
|
} moveinfo_t;
|
|
|
|
|
|
typedef struct
|
|
{
|
|
void (*aifunc)(edict_t *self, float dist);
|
|
float dist;
|
|
void (*thinkfunc)(edict_t *self);
|
|
} mframe_t;
|
|
|
|
typedef struct
|
|
{
|
|
int firstframe;
|
|
int lastframe;
|
|
mframe_t *frame;
|
|
void (*endfunc)(edict_t *self);
|
|
} mmove_t;
|
|
|
|
typedef struct
|
|
{
|
|
mmove_t *currentmove;
|
|
mmove_t *savemove;
|
|
unsigned int aiflags; // PGM - unsigned, since we're close to the max
|
|
unsigned int aiflags2; // Knightmare- more AI flags, needed for Lazarus stuff
|
|
unsigned int monsterflags; // Knightmare- moved some of the Rogue AI flags here
|
|
int nextframe;
|
|
float scale;
|
|
|
|
void (*stand)(edict_t *self);
|
|
void (*idle)(edict_t *self);
|
|
void (*search)(edict_t *self);
|
|
void (*walk)(edict_t *self);
|
|
void (*run)(edict_t *self);
|
|
void (*dodge)(edict_t *self, edict_t *other, float eta, trace_t *tr);
|
|
void (*attack)(edict_t *self);
|
|
void (*melee)(edict_t *self);
|
|
void (*sight)(edict_t *self, edict_t *other);
|
|
qboolean (*checkattack)(edict_t *self);
|
|
void (*jump)(edict_t *self);
|
|
|
|
float pausetime;
|
|
float attack_finished;
|
|
|
|
vec3_t saved_goal;
|
|
float search_time;
|
|
float trail_time;
|
|
vec3_t last_sighting;
|
|
int attack_state;
|
|
int lefty;
|
|
float idle_time;
|
|
int linkcount;
|
|
|
|
int power_armor_type;
|
|
int power_armor_power;
|
|
|
|
// Mappack - array for ai.
|
|
//vec3_t radial_chk[8];
|
|
|
|
// Mappack - for the pathing rountine
|
|
qboolean following_nodes;
|
|
edict_t *target_node;
|
|
|
|
// Mappack - for buoy system
|
|
edict_t *buoy;
|
|
|
|
// Mappack - damit I need one
|
|
vec3_t tempvec;
|
|
|
|
// ROGUE
|
|
qboolean (*blocked)(edict_t *self, float dist);
|
|
// edict_t *last_hint; // last hint_path the monster touched
|
|
float last_hint_time; // last time the monster checked for hintpaths.
|
|
edict_t *goal_hint; // which hint_path we're trying to get to
|
|
int medicTries;
|
|
edict_t *badMedic1, *badMedic2; // these medics have declared this monster "unhealable"
|
|
edict_t *healer; // this is who is healing this monster
|
|
void (*duck)(edict_t *self, float eta);
|
|
void (*unduck)(edict_t *self);
|
|
void (*sidestep)(edict_t *self);
|
|
// while abort_duck would be nice, only monsters which duck but don't sidestep would use it .. only the brain
|
|
// not really worth it. sidestep is an implied abort_duck
|
|
// void (*abort_duck)(edict_t *self);
|
|
float base_height;
|
|
float next_duck_time;
|
|
float duck_wait_time;
|
|
edict_t *last_player_enemy;
|
|
// blindfire stuff .. the boolean says whether the monster will do it, and blind_fire_time is the timing
|
|
// (set in the monster) of the next shot
|
|
qboolean blindfire; // will the monster blindfire?
|
|
float blind_fire_delay;
|
|
vec3_t blind_fire_target;
|
|
// used by the spawners to not spawn too much and keep track of #s of monsters spawned
|
|
int monster_slots;
|
|
int monster_used;
|
|
edict_t *commander;
|
|
// powerup timers, used by widow, our friend
|
|
float quad_framenum;
|
|
float double_framenum;
|
|
float invincible_framenum;
|
|
// ROGUE
|
|
edict_t *leader;
|
|
edict_t *old_leader;
|
|
// ROGUE
|
|
// Lazarus
|
|
float min_range; // Monsters stop chasing enemy at this distance
|
|
float max_range; // Monsters won't notice or attack targets farther than this
|
|
float ideal_range[2]; // Ideal low and high range from target, weapon-specific
|
|
float flies; // Probability of dead monster generating flies
|
|
float jumpup;
|
|
float jumpdn;
|
|
float rangetime;
|
|
int chicken_framenum;
|
|
int pathdir; // Up/down a hint_path chain flag for medic
|
|
float visibility; // Ratio of visibility (it's a fog thang)
|
|
// end Lazarus
|
|
// Zaero
|
|
int flashTime;
|
|
int flashBase;
|
|
|
|
// strafing
|
|
float flyStrafePitch;
|
|
float flyStraanimfeTimeout;
|
|
|
|
// schooling info
|
|
float zSchoolSightRadius;
|
|
float zSchoolMaxSpeed, zSchoolMinSpeed;
|
|
float zSpeedStandMax, zSpeedWalkMax;
|
|
float zSchoolDecayRate, zSchoolMinimumDistance;
|
|
int zSchoolFlags;
|
|
|
|
float reducedDamageAmount;
|
|
float dodgetimeout;
|
|
|
|
vec3_t shottarget;
|
|
// end Zaero
|
|
} monsterinfo_t;
|
|
|
|
// ROGUE
|
|
// this determines how long to wait after a duck to duck again. this needs to be longer than
|
|
// the time after the monster_duck_up in all of the animation sequences
|
|
#define DUCK_INTERVAL 0.5
|
|
// ROGUE
|
|
|
|
extern game_locals_t game;
|
|
extern level_locals_t level;
|
|
extern game_import_t gi;
|
|
extern game_export_t globals;
|
|
extern spawn_temp_t st;
|
|
|
|
extern int sm_meat_index;
|
|
extern int snd_fry;
|
|
|
|
extern int jacket_armor_index;
|
|
extern int combat_armor_index;
|
|
extern int body_armor_index;
|
|
|
|
extern int noweapon_index;
|
|
extern int jacket_armor_index;
|
|
extern int combat_armor_index;
|
|
extern int body_armor_index;
|
|
extern int shells_index;
|
|
extern int bullets_index;
|
|
extern int grenades_index;
|
|
extern int rockets_index;
|
|
extern int cells_index;
|
|
extern int slugs_index;
|
|
extern int fuel_index;
|
|
extern int homing_index;
|
|
extern int blaster_index;
|
|
extern int rl_index;
|
|
extern int hml_index;
|
|
extern int pl_index;
|
|
extern int rg_index;
|
|
extern int pr_index; // SKWiD MOD
|
|
extern int magslug_index;
|
|
extern int flechettes_index;
|
|
extern int prox_index;
|
|
extern int disruptors_index;
|
|
extern int tesla_index;
|
|
extern int trap_index;
|
|
extern int shocksphere_index;
|
|
|
|
// added for convenience with triger_key sound hack
|
|
extern int key_q1_med_silver_index;
|
|
extern int key_q1_med_gold_index;
|
|
extern int key_q1_rune_silver_index;
|
|
extern int key_q1_rune_gold_index;
|
|
extern int key_q1_base_silver_index;
|
|
extern int key_q1_base_gold_index;
|
|
|
|
// mxd added
|
|
extern int gibsthisframe;
|
|
extern int lastgibframe;
|
|
|
|
// means of death
|
|
#define MOD_UNKNOWN 0
|
|
#define MOD_BLASTER 1
|
|
#define MOD_SHOTGUN 2
|
|
#define MOD_SSHOTGUN 3
|
|
#define MOD_MACHINEGUN 4
|
|
#define MOD_CHAINGUN 5
|
|
#define MOD_GRENADE 6
|
|
#define MOD_G_SPLASH 7
|
|
#define MOD_ROCKET 8
|
|
#define MOD_R_SPLASH 9
|
|
#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
|
|
|
|
// Xatrix
|
|
#define MOD_RIPPER 34
|
|
#define MOD_PHALANX 35
|
|
#define MOD_BRAINTENTACLE 36
|
|
#define MOD_BLASTOFF 37
|
|
#define MOD_GEKK 38
|
|
#define MOD_TRAP 39
|
|
// Xatrix
|
|
|
|
// ROGUE
|
|
#define MOD_CHAINFIST 40
|
|
#define MOD_DISINTEGRATOR 41
|
|
#define MOD_ETF_RIFLE 42
|
|
#define MOD_BLASTER2 43
|
|
#define MOD_HEATBEAM 44
|
|
#define MOD_TESLA 45
|
|
#define MOD_PROX 46
|
|
#define MOD_NUKE 47
|
|
#define MOD_NBOMB 48
|
|
#define MOD_VENGEANCE_SPHERE 49
|
|
#define MOD_HUNTER_SPHERE 50
|
|
#define MOD_DEFENDER_SPHERE 51
|
|
#define MOD_TRACKER 52
|
|
#define MOD_DBALL_CRUSH 54
|
|
#define MOD_DOPPLE_EXPLODE 55
|
|
#define MOD_DOPPLE_VENGEANCE 56
|
|
#define MOD_DOPPLE_HUNTER 57
|
|
// end ROGUE
|
|
|
|
// Knightmare
|
|
#define MOD_SHOCK_SPHERE 58
|
|
#define MOD_SHOCK_SPLASH 59
|
|
#define MOD_PROX_SPLASH 60
|
|
#define MOD_PHALANX_SPLASH 61
|
|
#define MOD_ETF_SPLASH 62
|
|
#define MOD_FALLING_ROCKS 63
|
|
#define MOD_VEHICLE 65
|
|
#define MOD_KICK 66
|
|
#define MOD_MISSILE 67
|
|
#define MOD_MISSILE_SPLASH 68
|
|
#define MOD_PLASMA 69 // SKWiD MOD
|
|
|
|
// Zaero
|
|
#define MOD_SNIPERRIFLE 70
|
|
#define MOD_TRIPBOMB 71
|
|
#define MOD_FLARE 72
|
|
#define MOD_A2K 73
|
|
#define MOD_SONICCANNON 74
|
|
#define MOD_AUTOCANNON 75
|
|
#define MOD_GL_POLYBLEND 76
|
|
// end Zaero
|
|
|
|
//===============================
|
|
// Extra MODs
|
|
// Quake1 -Skid
|
|
//===============================
|
|
#define MOD_Q1_AXE 76
|
|
#define MOD_Q1_SG 77
|
|
#define MOD_Q1_SSG 78
|
|
#define MOD_Q1_NG 79
|
|
#define MOD_Q1_SNG 80
|
|
#define MOD_Q1_GL 81
|
|
#define MOD_Q1_RL 82
|
|
#define MOD_Q1_LG 83
|
|
#define MOD_Q1_GL_SPLASH 84
|
|
#define MOD_Q1_RL_SPLASH 85
|
|
#define MOD_Q1_LG_SPLASH 86
|
|
#define MOD_Q1_LASER 87
|
|
#define MOD_Q1_FLAMEBOLT 88
|
|
#define MOD_Q1_FIREPOD 89
|
|
|
|
#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; // Zaero added
|
|
extern cvar_t *skill;
|
|
extern cvar_t *fraglimit;
|
|
extern cvar_t *timelimit;
|
|
extern cvar_t *password;
|
|
extern cvar_t *spectator_password;
|
|
extern cvar_t *g_select_empty;
|
|
extern cvar_t *dedicated;
|
|
|
|
extern cvar_t *filterban;
|
|
|
|
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 *maxspectators;
|
|
|
|
extern cvar_t *flood_msgs;
|
|
extern cvar_t *flood_persecond;
|
|
extern cvar_t *flood_waitdelay;
|
|
|
|
extern cvar_t *sv_maplist;
|
|
|
|
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
|
|
|
|
//ROGUE
|
|
extern cvar_t *g_showlogic;
|
|
extern cvar_t *gamerules;
|
|
extern cvar_t *huntercam;
|
|
extern cvar_t *strong_mines;
|
|
extern cvar_t *randomrespawn;
|
|
|
|
extern cvar_t *actorchicken;
|
|
extern cvar_t *actorjump;
|
|
extern cvar_t *actorscram;
|
|
extern cvar_t *alert_sounds;
|
|
extern cvar_t *allow_download;
|
|
extern cvar_t *allow_fog; // Set to 0 for no fog
|
|
|
|
// set to 0 to bypass target_changelevel clear inventory flag
|
|
// because some user maps have this erroneously set
|
|
extern cvar_t *allow_clear_inventory;
|
|
|
|
extern cvar_t *bounce_bounce;
|
|
extern cvar_t *bounce_minv;
|
|
extern cvar_t *cd_loopcount;
|
|
extern cvar_t *cl_gun;
|
|
extern cvar_t *cl_thirdperson; // Knightmare added
|
|
extern cvar_t *corpse_fade;
|
|
extern cvar_t *corpse_fadetime;
|
|
extern cvar_t *crosshair;
|
|
//extern cvar_t *crossh;
|
|
extern cvar_t *developer;
|
|
extern cvar_t *fmod_nomusic;
|
|
extern cvar_t *footstep_sounds;
|
|
extern cvar_t *fov;
|
|
extern cvar_t *gl_clear;
|
|
extern cvar_t *gl_driver;
|
|
extern cvar_t *gl_driver_fog; // Name of dll to load for Default OpenGL mode
|
|
extern cvar_t *hand;
|
|
extern cvar_t *jetpack_weenie;
|
|
extern cvar_t *joy_pitchsensitivity;
|
|
extern cvar_t *joy_yawsensitivity;
|
|
extern cvar_t *jump_kick;
|
|
extern cvar_t *lazarus_cd_loop;
|
|
extern cvar_t *lazarus_cl_gun;
|
|
extern cvar_t *lazarus_crosshair;
|
|
extern cvar_t *lazarus_gl_clear;
|
|
extern cvar_t *lazarus_joyp;
|
|
extern cvar_t *lazarus_joyy;
|
|
extern cvar_t *lazarus_pitch;
|
|
extern cvar_t *lazarus_yaw;
|
|
extern cvar_t *lights;
|
|
extern cvar_t *lightsmin;
|
|
extern cvar_t *m_pitch;
|
|
extern cvar_t *m_yaw;
|
|
extern cvar_t *monsterjump;
|
|
extern cvar_t *packet_fmod_playback;
|
|
extern cvar_t *readout;
|
|
extern cvar_t *rocket_strafe;
|
|
extern cvar_t *rotate_distance;
|
|
extern cvar_t *s_primary;
|
|
extern cvar_t *shift_distance;
|
|
extern cvar_t *sv_maxgibs;
|
|
extern cvar_t *tpp; // third person perspective
|
|
extern cvar_t *tpp_auto;
|
|
extern cvar_t *turn_rider;
|
|
extern cvar_t *vid_ref;
|
|
extern cvar_t *zoomrate;
|
|
extern cvar_t *zoomsnap;
|
|
|
|
extern int max_modelindex;
|
|
extern int max_soundindex;
|
|
|
|
// this is for the count of monsters
|
|
#define ENT_SLOTS_LEFT (ent->monsterinfo.monster_slots - ent->monsterinfo.monster_used)
|
|
#define SELF_SLOTS_LEFT (self->monsterinfo.monster_slots - self->monsterinfo.monster_used)
|
|
//ROGUE
|
|
|
|
#define world (&g_edicts[0])
|
|
|
|
// item spawnflags
|
|
#define ITEM_TRIGGER_SPAWN 0x00000001
|
|
#define ITEM_NO_TOUCH 0x00000002
|
|
#define ITEM_NO_ROTATE 0x00000004
|
|
#define ITEM_NO_DROPTOFLOOR 0x00000008
|
|
#define ITEM_SHOOTABLE 0x00000010
|
|
// 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;
|
|
|
|
typedef struct
|
|
{
|
|
char *name;
|
|
void (*spawn)(edict_t *ent);
|
|
} spawn_t;
|
|
|
|
// Lazarus: worldspawn effects
|
|
#define FX_WORLDSPAWN_NOHELP 1
|
|
#define FX_WORLDSPAWN_STEPSOUNDS 2
|
|
#define FX_WORLDSPAWN_WHATSIT 4
|
|
#define FX_WORLDSPAWN_ALERTSOUNDS 8
|
|
#define FX_WORLDSPAWN_CORPSEFADE 16
|
|
#define FX_WORLDSPAWN_JUMPKICK 32
|
|
|
|
|
|
extern field_t fields[];
|
|
extern gitem_t itemlist[];
|
|
extern spawn_t spawns[];
|
|
|
|
|
|
//
|
|
// g_cmds.c
|
|
//
|
|
void Cmd_Help_f (edict_t *ent);
|
|
void Cmd_Score_f (edict_t *ent);
|
|
void SetLazarusCrosshair (edict_t *ent);
|
|
void SetSensitivities(edict_t *ent,qboolean reset);
|
|
|
|
//
|
|
// g_crane.c
|
|
//
|
|
edict_t *CrateOnTop (edict_t *from, edict_t *ent);
|
|
void G_FindCraneParts();
|
|
void crane_control_action(edict_t *crane, edict_t *activator, vec3_t point);
|
|
//void Moving_Speaker_Think(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);
|
|
edict_t *Drop_Q1Backpack (edict_t *ent, gitem_t *item, int count); // Knightmare added
|
|
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);
|
|
|
|
//
|
|
// g_utils.c
|
|
//
|
|
qboolean KillBox (edict_t *ent);
|
|
qboolean MonsterPlayerKillBox (edict_t *ent); // Zaero added
|
|
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_SetMovedir2 (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);
|
|
float vectopitch (vec3_t vec); // Knightmare added
|
|
void vectoangles (vec3_t vec, vec3_t angles);
|
|
void stuffcmd(edict_t *ent, char *s);
|
|
|
|
qboolean point_infront (edict_t *self, vec3_t point);
|
|
void AnglesNormalize(vec3_t vec);
|
|
float SnapToEights(float x);
|
|
// Lazarus
|
|
float AtLeast (float x, float dx);
|
|
edict_t *LookingAt (edict_t *ent, int filter, vec3_t endpos, float *range);
|
|
void GameDirRelativePath (const char *filename, char *output, size_t outputSize);
|
|
void SavegameDirRelativePath (const char *filename, char *output, size_t outputSize);
|
|
void CreatePath (const char *path);
|
|
void G_UseTarget (edict_t *ent, edict_t *activator, edict_t *target);
|
|
qboolean IsIdMap (void); // Knightmare added
|
|
qboolean IsXatrixMap (void); // Knightmare added
|
|
qboolean IsRogueMap (void); // Knightmare added
|
|
qboolean IsZaeroMap (void); // Knightmare added
|
|
qboolean IsZaeroRailgunHackMap (void); // Knightmare added
|
|
qboolean CheckCoop_MapHacks (edict_t *ent); // FS: Coop: Check if we have to modify some stuff for coop so we don't have to rely on distributing ent files
|
|
qboolean UseSpecialGoodGuyFlag (edict_t *monster); // Knightmare added
|
|
qboolean UseRegularGoodGuyFlag (edict_t *monster); // Knightmare added
|
|
|
|
//ROGUE
|
|
void G_ProjectSource2 (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result);
|
|
float vectoyaw2 (vec3_t vec);
|
|
void vectoangles2 (vec3_t vec, vec3_t angles);
|
|
edict_t *findradius2 (edict_t *from, vec3_t org, float rad);
|
|
//ROGUE
|
|
|
|
//
|
|
// g_utils_q1.c
|
|
//
|
|
float PointDist (vec3_t x, vec3_t y);
|
|
void Q1TeleportSounds (edict_t *ent);
|
|
|
|
//
|
|
// 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);
|
|
|
|
//ROGUE
|
|
void T_RadiusNukeDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
|
|
//float max (float a, float b);
|
|
void T_RadiusClassDamage (edict_t *inflictor, edict_t *attacker, float damage, char *ignoreClass, float radius, int mod);
|
|
void cleanupHealTarget (edict_t *ent);
|
|
//ROGUE
|
|
|
|
//
|
|
// g_fog.c
|
|
//
|
|
#define MAX_FOGS 64 // was 16
|
|
extern fog_t gfogs[MAX_FOGS];
|
|
void Cmd_Fog_f (edict_t *ent);
|
|
void Fog_Init (void);
|
|
void Fog (edict_t *ent);
|
|
void Fog_Off (edict_t *ent);
|
|
void Fog_Off_Global (void);
|
|
void Fog_SetFogParms (void);
|
|
|
|
//
|
|
// km_cvar.c
|
|
//
|
|
void InitDMStartVars (void); // deathmatch start cvars
|
|
void InitLithiumVars (void); // init lithium cvars
|
|
|
|
//
|
|
// p_gencam.c
|
|
//
|
|
extern void CheckChasecam_Viewent(edict_t *ent);
|
|
void Cmd_Chasecam_Toggle (edict_t *ent);
|
|
void ChasecamStart (edict_t *ent);
|
|
|
|
//
|
|
// g_func.c
|
|
//
|
|
#define TRAIN_START_ON 1
|
|
#define TRAIN_TOGGLE 2
|
|
#define TRAIN_BLOCK_STOPS 4
|
|
#define TRAIN_ROTATE 8
|
|
#define TRAIN_ROTATE_CONSTANT 16
|
|
#define TRAIN_ROTATE_MASK (TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT)
|
|
#define TRAIN_ANIMATE 32
|
|
#define TRAIN_ANIMATE_FAST 64
|
|
#define TRAIN_SMOOTH 128
|
|
#define TRAIN_SPLINE 8192
|
|
#define TRAIN_ORIGIN 16384
|
|
|
|
void door_use_areaportals (edict_t *self, qboolean open);
|
|
qboolean box_walkmove (edict_t *ent, float yaw, float dist);
|
|
void button_use (edict_t *self, edict_t *other, edict_t *activator);
|
|
void trainbutton_use (edict_t *self, edict_t *other, edict_t *activator);
|
|
void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*));
|
|
void movewith_init (edict_t *ent);
|
|
void train_move_children (edict_t *self);
|
|
void train_kill_children (edict_t *self);
|
|
void train_remove_children (edict_t *self);
|
|
void fade_children (edict_t *self);
|
|
void fade_children2 (edict_t *self);
|
|
void train_next (edict_t *self);
|
|
void func_train_find (edict_t *self);
|
|
void train_use (edict_t *self, edict_t *other, edict_t *activator);
|
|
void train_blocked (edict_t *self, edict_t *other);
|
|
|
|
// 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
|
|
//ROGUE
|
|
#define DAMAGE_DESTROY_ARMOR 0x00000040 // damage is done to armor and health.
|
|
#define DAMAGE_NO_REG_ARMOR 0x00000080 // damage skips regular armor
|
|
#define DAMAGE_NO_POWER_ARMOR 0x00000100 // damage skips power armor
|
|
//ROGUE
|
|
|
|
|
|
#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
|
|
//
|
|
#define SF_MONSTER_AMBUSH 1
|
|
#define SF_MONSTER_TRIGGER_SPAWN 2
|
|
#define SF_MONSTER_SIGHT 4
|
|
#define SF_MONSTER_GOODGUY 8
|
|
#define SF_MONSTER_NOGIB 16
|
|
#define SF_MONSTER_SPECIAL 32
|
|
#define SF_ACTOR_BAD_GUY 64
|
|
#define SF_MONSTER_FLIES 128 // only used for monster_commander_body
|
|
#define SF_MONSTER_IGNORESHOTS 128
|
|
#define SF_MONSTER_KNOWS_MIRRORS 0x00010000
|
|
|
|
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, qboolean contact);
|
|
void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, edict_t *homing_target);
|
|
void monster_fire_missile (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, edict_t *homing_target); // Knightmare added
|
|
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);
|
|
|
|
// RAFAEL
|
|
void monster_fire_blueblaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
|
|
void monster_fire_ionripper (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
|
|
void monster_fire_rocket_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
|
|
void monster_fire_dabeam (edict_t *self);
|
|
// Knightmare added
|
|
void monster_fire_phalanx (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage, int flashtype);
|
|
|
|
// ROGUE
|
|
void monster_fire_blaster2 (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
|
|
void monster_fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy, int flashtype);
|
|
void monster_fire_heat (edict_t *self, vec3_t start, vec3_t dir, vec3_t offset, int damage, int kick, int flashtype);
|
|
// ROGUE
|
|
|
|
// Knightmare added
|
|
void monster_fire_flechette (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage, int flashtype);
|
|
void monster_fire_prox (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int damage_multiplier, int speed, int health, float timer, float damage_radius, int flashtype);
|
|
// SKWiD MOD
|
|
void monster_fire_plasma_rifle (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, qboolean spread);
|
|
void HintTestNext (edict_t *self, edict_t *hint);
|
|
int HintTestStart (edict_t *self);
|
|
|
|
void M_droptofloor (edict_t *ent);
|
|
void monster_think (edict_t *self);
|
|
void deadmonster_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);
|
|
|
|
// ROGUE
|
|
void stationarymonster_start (edict_t *self);
|
|
void monster_done_dodge (edict_t *self);
|
|
// ROGUE
|
|
|
|
void InitiallyDead (edict_t *self);
|
|
qboolean M_SetDeath(edict_t *self, mmove_t **deathmoves);
|
|
int PatchMonsterModel (char *modelname);
|
|
|
|
|
|
//
|
|
// g_misc.c
|
|
//
|
|
void gib_fade (edict_t *self);
|
|
void ThrowHead (edict_t *self, char *gibname, int frame, int skinnum, int damage, int type);
|
|
void ThrowClientHead (edict_t *self, int damage);
|
|
void ThrowGib (edict_t *self, char *gibname, int frame, int skinnum, int damage, int type);
|
|
void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin, int frame, int skin, int effects);
|
|
void BecomeExplosion1(edict_t *self);
|
|
void BecomeExplosion2(edict_t *self);
|
|
void BecomeExplosion3(edict_t *self);
|
|
|
|
//void ThrowHeadACID (edict_t *self, char *gibname, int damage, int type);
|
|
//void ThrowGibACID (edict_t *self, char *gibname, int damage, int type);
|
|
void func_explosive_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
|
|
void PrecacheDebris (int style);
|
|
|
|
//
|
|
// g_mappack.c
|
|
//
|
|
void model_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
|
|
|
|
//
|
|
// g_monster.c
|
|
//
|
|
#define SF_MONSTER_AMBUSH 1
|
|
#define SF_MONSTER_TRIGGER_SPAWN 2
|
|
#define SF_MONSTER_SIGHT 4
|
|
#define SF_MONSTER_GOODGUY 8
|
|
#define SF_MONSTER_NOGIB 16
|
|
#define SF_MONSTER_SPECIAL 32
|
|
#define SF_ACTOR_BAD_GUY 64
|
|
#define SF_MONSTER_FLIES 128 // only used for monster_commander_body
|
|
#define SF_MONSTER_IGNORESHOTS 128
|
|
|
|
void FadeSink (edict_t *ent);
|
|
void FadeDieSink (edict_t *ent);
|
|
void BossExplode (edict_t *self);
|
|
|
|
//
|
|
// g_ai.c
|
|
//
|
|
void AI_SetSightClient (void);
|
|
//float min (float a, float b);
|
|
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);
|
|
qboolean canReach (edict_t *self, edict_t *other);
|
|
|
|
void FoundTarget (edict_t *self);
|
|
void HuntTarget (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 ai_chicken (edict_t *ent, edict_t *badguy);
|
|
|
|
//
|
|
// g_weapon.c
|
|
//
|
|
#define BLASTER_ORANGE 1
|
|
#define BLASTER_GREEN 2
|
|
#define BLASTER_BLUE 3
|
|
#define BLASTER_RED 4
|
|
|
|
void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed);
|
|
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 rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
|
|
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, qboolean useColor, int red, int green, int blue);
|
|
void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius);
|
|
void Grenade_Explode (edict_t *ent);
|
|
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage, edict_t *home_target);
|
|
// Knightmare added
|
|
void fire_missile (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage, edict_t *home_target);
|
|
// Lazarus
|
|
qboolean AimGrenade (edict_t *launcher, vec3_t start, vec3_t target, vec_t speed, vec3_t aim, qboolean isProx);
|
|
void Grenade_Evade (edict_t *monster);
|
|
void Grenade_Add_To_Chain (edict_t *grenade);
|
|
void Grenade_Remove_From_Chain (edict_t *grenade);
|
|
|
|
//
|
|
// g_weapon_xatrix.c
|
|
//
|
|
void fire_ionripper (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect);
|
|
void fire_rocket_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
|
|
void fire_blueblaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect);
|
|
void fire_phalanx_plasma (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage); // Knightmare- renamed this, was fire_plasma
|
|
void fire_trap (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
|
|
void Trap_Die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
|
|
void Cmd_KillTrap_f (edict_t *ent);
|
|
void Trap_Explode (edict_t *ent);
|
|
|
|
//
|
|
// g_weapon_lm.c
|
|
//
|
|
void fire_plasma_rifle (edict_t *ent, vec3_t start, vec3_t dir, int damage, int speed, qboolean spread); // SKWiD MOD
|
|
|
|
//
|
|
// g_weapon_km.c
|
|
//
|
|
void fire_shock_sphere (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
|
|
void fire_nbomb (edict_t *self, vec3_t start, vec3_t aimdir, int speed);
|
|
|
|
//
|
|
// g_weapon_q1.c
|
|
//
|
|
void q1_fire_nail (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, qboolean sng);
|
|
void q1_nail_precache (void);
|
|
void q1_fire_laser (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed);
|
|
void q1_laser_precache (void);
|
|
void q1_fire_flame (edict_t *self, vec3_t start, vec3_t dir, float leftrightoff);
|
|
void q1_flame_precache (void);
|
|
void q1_explode (edict_t *self);
|
|
void q1_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
|
|
void q1_grenade_precache (void);
|
|
void q1_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
|
|
void q1_rocket_precahce (void);
|
|
void q1_fire_lightning (edict_t *self, vec3_t start, vec3_t dir, int damage);
|
|
void q1_fire_firepod (edict_t *self, vec3_t dir);
|
|
void q1_firepod_precache (void);
|
|
void q1_fire_lavaball (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
|
|
void q1_fire_lavaball_precache (void);
|
|
void q1_fire_acidspit (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed);
|
|
void q1_acidspit_precache (void);
|
|
void q1_fire_gib (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
|
|
void q1_gib_precache (void);
|
|
|
|
//
|
|
// m_actor.c
|
|
//
|
|
void actor_attack (edict_t *actor);
|
|
void actor_files ();
|
|
void actor_fire (edict_t *actor);
|
|
void actor_jump (edict_t *actor);
|
|
void actor_moveit (edict_t *player, edict_t *actor);
|
|
void actor_run (edict_t *actor);
|
|
void actor_run_back (edict_t *actor);
|
|
void actor_salute (edict_t *actor);
|
|
void actor_stand (edict_t *actor);
|
|
void actor_walk (edict_t *actor);
|
|
void actor_walk_back (edict_t *actor);
|
|
mmove_t actor_move_crouch;
|
|
mmove_t actor_move_crouchwalk;
|
|
mmove_t actor_move_crouchwalk_back;
|
|
mmove_t actor_move_run;
|
|
mmove_t actor_move_run_back;
|
|
mmove_t actor_move_run_bad;
|
|
mmove_t actor_move_stand;
|
|
mmove_t actor_move_walk;
|
|
mmove_t actor_move_walk_back;
|
|
|
|
//
|
|
// m_medic.c
|
|
//
|
|
#define MEDIC_MIN_DISTANCE 32
|
|
#define MEDIC_MAX_HEAL_DISTANCE 400
|
|
#define MEDIC_TRY_TIME 10.0
|
|
|
|
void abortHeal (edict_t *self, qboolean change_frame, qboolean gib, qboolean mark);
|
|
|
|
//
|
|
// 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, int style);
|
|
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);
|
|
qboolean SV_FilterPacket (char *from);
|
|
|
|
//
|
|
// p_view.c
|
|
//
|
|
void ClientEndServerFrame (edict_t *ent);
|
|
void WhatsIt(edict_t *ent);
|
|
|
|
//
|
|
// p_hud.c
|
|
//
|
|
void MoveClientToIntermission (edict_t *client);
|
|
void G_SetStats (edict_t *ent);
|
|
void G_SetSpectatorStats (edict_t *ent);
|
|
void G_CheckChaseStats (edict_t *ent);
|
|
void ValidateSelectedItem (edict_t *ent);
|
|
void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);
|
|
|
|
//
|
|
// p_text.c
|
|
//
|
|
void Do_Text_Display(edict_t *activator, int flags, char *message);
|
|
|
|
//
|
|
// p_weapon.c
|
|
//
|
|
void PlayerNoise(edict_t *who, vec3_t where, int type);
|
|
|
|
//
|
|
// m_actor.c
|
|
//
|
|
void actor_attack (edict_t *actor);
|
|
void actor_files ();
|
|
void actor_fire (edict_t *actor);
|
|
void actor_jump (edict_t *actor);
|
|
void actor_moveit (edict_t *player, edict_t *actor);
|
|
void actor_run (edict_t *actor);
|
|
void actor_run_back (edict_t *actor);
|
|
void actor_salute (edict_t *actor);
|
|
void actor_stand (edict_t *actor);
|
|
void actor_walk (edict_t *actor);
|
|
void actor_walk_back (edict_t *actor);
|
|
mmove_t actor_move_crouch;
|
|
mmove_t actor_move_crouchwalk;
|
|
mmove_t actor_move_crouchwalk_back;
|
|
mmove_t actor_move_run;
|
|
mmove_t actor_move_run_back;
|
|
mmove_t actor_move_run_bad;
|
|
mmove_t actor_move_stand;
|
|
mmove_t actor_move_walk;
|
|
mmove_t actor_move_walk_back;
|
|
|
|
//
|
|
// m_medic.c
|
|
//
|
|
#define MEDIC_MIN_DISTANCE 32
|
|
#define MEDIC_MAX_HEAL_DISTANCE 400
|
|
#define MEDIC_TRY_TIME 10.0
|
|
|
|
void abortHeal (edict_t *self, qboolean change_frame, qboolean gib, qboolean mark);
|
|
void medic_NextPatrolPoint(edict_t *ent,edict_t *hintpath);
|
|
edict_t *medic_FindDeadMonster (edict_t *ent);
|
|
void medic_StopPatrolling(edict_t *ent);
|
|
//
|
|
// m_move.c
|
|
//
|
|
qboolean M_CheckBottom (edict_t *ent);
|
|
qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);
|
|
qboolean M_walkmove (edict_t *ent, float yaw, float dist);
|
|
void M_MoveToGoal (edict_t *ent, float dist);
|
|
void M_ChangeYaw (edict_t *ent);
|
|
qboolean M_MoveAwayFromFlare(edict_t *self, float dist); // Zaero
|
|
|
|
//
|
|
// g_phys.c
|
|
//
|
|
void G_RunEntity (edict_t *ent);
|
|
|
|
#ifdef JETPACK_MOD
|
|
void Use_Jet (edict_t *ent, gitem_t *item);
|
|
|
|
//
|
|
// g_jetpack.c
|
|
//
|
|
void Jet_ApplyJet( edict_t *ent, usercmd_t *ucmd );
|
|
qboolean Jet_AvoidGround( edict_t *ent );
|
|
void Jet_BecomeExplosion( edict_t *ent, int damage );
|
|
#endif
|
|
//
|
|
// g_lights.c
|
|
//
|
|
void Lights();
|
|
void ToggleLights();
|
|
//
|
|
// g_lock.c
|
|
//
|
|
void lock_digit_increment (edict_t *digit, edict_t *activator);
|
|
//
|
|
// g_main.c
|
|
//
|
|
void SaveClientData (void);
|
|
void FetchClientEntData (edict_t *ent);
|
|
void EndDMLevel (void);
|
|
|
|
//
|
|
// g_camera.c
|
|
//
|
|
void use_camera(edict_t *ent, edict_t *other, edict_t *activator);
|
|
void camera_on(edict_t *ent);
|
|
void camera_off(edict_t *ent);
|
|
void faker_animate(edict_t *self);
|
|
edict_t *G_FindNextCamera (edict_t *camera, edict_t *monitor);
|
|
edict_t *G_FindPrevCamera (edict_t *camera, edict_t *monitor);
|
|
|
|
//
|
|
// g_chase.c
|
|
//
|
|
void UpdateChaseCam(edict_t *ent);
|
|
void ChaseNext(edict_t *ent);
|
|
void ChasePrev(edict_t *ent);
|
|
void GetChaseTarget(edict_t *ent);
|
|
|
|
//
|
|
// p_gencam.c
|
|
//
|
|
void ChasecamStart (edict_t *ent);
|
|
void ChasecamRemove (edict_t *ent);
|
|
void Cmd_Chasecam_Toggle (edict_t *ent);
|
|
|
|
//
|
|
// p_weapon.c
|
|
//
|
|
void PlayerNoise(edict_t *who, vec3_t where, int type);
|
|
void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
|
|
void kick_attack (edict_t *ent);
|
|
|
|
//====================
|
|
// ROGUE PROTOTYPES
|
|
//
|
|
// g_newweap.c
|
|
//
|
|
#define PROX_TEST_SIZE 7.0f
|
|
//extern float nuke_framenum;
|
|
void fire_flechette (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
|
|
edict_t *CheckForProxField (edict_t *ent);
|
|
//void fire_prox (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
|
|
void fire_prox (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int damage_multiplier, int speed, int health, float timer, float damage_radius);
|
|
void Cmd_DetProx_f (edict_t *ent);
|
|
void fire_nuke (edict_t *self, vec3_t start, vec3_t aimdir, int speed);
|
|
void fire_flame (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
|
|
void fire_burst (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
|
|
void fire_maintain (edict_t *, edict_t *, vec3_t start, vec3_t aimdir, int damage, int speed);
|
|
void fire_incendiary_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
|
|
void fire_player_melee (edict_t *self, vec3_t start, vec3_t aim, int reach, int damage, int kick, int quiet, int mod);
|
|
void fire_tesla (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
|
|
void fire_blaster2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
|
|
void fire_heat (edict_t *self, vec3_t start, vec3_t aimdir, vec3_t offset, int damage, int kick, qboolean monster);
|
|
void fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy);
|
|
|
|
// ROGUE
|
|
//
|
|
// g_newai.c
|
|
//
|
|
#define MAX_HINT_CHAINS 100
|
|
extern int hint_paths_present;
|
|
extern edict_t *hint_path_start[MAX_HINT_CHAINS];
|
|
extern int num_hint_paths;
|
|
|
|
qboolean blocked_checkshot (edict_t *self, float shotChance);
|
|
qboolean blocked_checkplat (edict_t *self, float dist);
|
|
qboolean blocked_checkjump (edict_t *self, float dist, float maxDown, float maxUp);
|
|
qboolean blocked_checknewenemy (edict_t *self);
|
|
qboolean monsterlost_checkhint (edict_t *self);
|
|
qboolean inback (edict_t *self, edict_t *other);
|
|
float realrange (edict_t *self, edict_t *other);
|
|
edict_t *SpawnBadArea (vec3_t mins, vec3_t maxs, float lifespan, edict_t *owner);
|
|
edict_t *CheckForBadArea (edict_t *ent);
|
|
qboolean MarkTeslaArea (edict_t *self, edict_t *tesla);
|
|
//qboolean MarkProxArea (edict_t *prox); // Knightmare added
|
|
void InitHintPaths (void);
|
|
void PredictAim (edict_t *target, vec3_t start, float bolt_speed, qboolean eye_height, float offset, vec3_t aimdir, vec3_t aimpoint);
|
|
qboolean below (edict_t *self, edict_t *other);
|
|
void drawbbox (edict_t *self);
|
|
void M_MonsterDodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr);
|
|
void monster_duck_down (edict_t *self);
|
|
void monster_duck_hold (edict_t *self);
|
|
void monster_duck_up (edict_t *self);
|
|
qboolean has_valid_enemy (edict_t *self);
|
|
void TargetTesla (edict_t *self, edict_t *tesla);
|
|
void hintpath_stop (edict_t *self);
|
|
edict_t * PickCoopTarget (edict_t *self);
|
|
int CountPlayers (void);
|
|
void monster_jump_start (edict_t *self);
|
|
qboolean monster_jump_finished (edict_t *self);
|
|
|
|
|
|
//
|
|
// g_sphere.c
|
|
//
|
|
void Defender_Launch (edict_t *self);
|
|
void Vengeance_Launch (edict_t *self);
|
|
void Hunter_Launch (edict_t *self);
|
|
|
|
//
|
|
// g_newdm.c
|
|
//
|
|
void InitGameRules(void);
|
|
edict_t *DoRandomRespawn (edict_t *ent);
|
|
void PrecacheForRandomRespawn (void);
|
|
qboolean Tag_PickupToken (edict_t *ent, edict_t *other);
|
|
void Tag_DropToken (edict_t *ent, gitem_t *item);
|
|
void Tag_PlayerDeath(edict_t *targ, edict_t *inflictor, edict_t *attacker);
|
|
void fire_doppleganger (edict_t *ent, vec3_t start, vec3_t aimdir);
|
|
|
|
//
|
|
// g_spawn.c
|
|
//
|
|
void ReInitialize_Entity (edict_t *ent);
|
|
edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname);
|
|
edict_t *CreateFlyMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname);
|
|
edict_t *CreateGroundMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname, int height);
|
|
qboolean FindSpawnPoint (vec3_t startpoint, vec3_t mins, vec3_t maxs, vec3_t spawnpoint, float maxMoveUp);
|
|
qboolean CheckSpawnPoint (vec3_t origin, vec3_t mins, vec3_t maxs);
|
|
qboolean CheckGroundSpawnPoint (vec3_t origin, vec3_t entMins, vec3_t entMaxs, float height, float gravity);
|
|
void DetermineBBox (char *classname, vec3_t mins, vec3_t maxs);
|
|
void SpawnGrow_Spawn (vec3_t startpos, int size);
|
|
void Widowlegs_Spawn (vec3_t startpos, vec3_t angles);
|
|
|
|
//
|
|
// p_client.c
|
|
//
|
|
void RemoveAttackingPainDaemons (edict_t *self);
|
|
void ClientUserinfoChanged (edict_t *ent, char *userinfo);
|
|
edict_t *SelectFarthestDeathmatchSpawnPoint (void);
|
|
void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles, int *style, int *health);
|
|
float PlayersRangeFromSpot (edict_t *spot);
|
|
|
|
// ROGUE PROTOTYPES
|
|
//====================
|
|
|
|
//
|
|
// g_patchplayermodels.c
|
|
//
|
|
int PatchPlayerModels (char *modelname);
|
|
|
|
//
|
|
// g_phys.c
|
|
//
|
|
void SV_AddGravity (edict_t *ent);
|
|
void G_RunEntity (edict_t *ent);
|
|
|
|
//
|
|
// g_reflect.c
|
|
//
|
|
void AddReflection (edict_t *ent);
|
|
void DeleteReflection (edict_t *ent, int index);
|
|
void ReflectExplosion (int type, vec3_t origin);
|
|
void ReflectSparks (int type, vec3_t origin, vec3_t movedir);
|
|
void ReflectWeldingSparks (byte count, byte color, vec3_t origin, vec3_t movedir);
|
|
void ReflectSteam (vec3_t origin,vec3_t movedir,int count,int sounds,int speed, int wait, int nextid);
|
|
void ReflectTrail (int type, vec3_t start, vec3_t end, int red, int green, int blue);
|
|
void ReflectLightning (edict_t *srcEnt, edict_t *dstEnt, vec3_t start, vec3_t end);
|
|
void ReflectHeatBeam (int te_beam, edict_t *srcEnt, vec3_t start, vec3_t end);
|
|
|
|
//
|
|
// g_sound.c (interface to FMOD)
|
|
//
|
|
qboolean FMOD_IsPlaying(edict_t *ent);
|
|
void FMOD_Shutdown();
|
|
void FMOD_Stop();
|
|
void FMOD_StopSound(edict_t *ent, qboolean free);
|
|
int FMOD_PlaySound(edict_t *ent);
|
|
void FMOD_UpdateListenerPos();
|
|
void FMOD_UpdateSpeakerPos(edict_t *speaker);
|
|
qboolean FMOD_Init();
|
|
//Knightmare- this is now handled client-side
|
|
#ifdef FMOD_FOOTSTEPS
|
|
void FootStep(edict_t *ent);
|
|
void PlayFootstep(edict_t *ent, footstep_t index);
|
|
extern qboolean qFMOD_Footsteps;
|
|
#endif
|
|
void target_playback_delayed_restart (edict_t *ent);
|
|
void target_playback_delayed_start (edict_t *ent);
|
|
|
|
//
|
|
// g_spawn.c
|
|
//
|
|
void ED_CallSpawn (edict_t *ent);
|
|
void G_FindTeams();
|
|
void Cmd_ToggleHud ();
|
|
void Hud_On();
|
|
void Hud_Off();
|
|
//
|
|
// g_svcmds.c
|
|
//
|
|
void ServerCommand (void);
|
|
qboolean SV_FilterPacket (char *from);
|
|
//
|
|
// g_thing.c
|
|
//
|
|
edict_t *SpawnThing();
|
|
//
|
|
// g_tracktrain.c
|
|
//
|
|
void tracktrain_disengage (edict_t *train);
|
|
//
|
|
// g_turret.c
|
|
//
|
|
void turret_breach_fire(edict_t *ent);
|
|
void turret_disengage (edict_t *ent);
|
|
//
|
|
// g_trigger.c
|
|
//
|
|
typedef struct
|
|
{
|
|
char *name;
|
|
} entlist_t;
|
|
|
|
qboolean HasSpawnFunction(edict_t *ent);
|
|
int trigger_transition_ents (edict_t *changelevel, edict_t *self);
|
|
|
|
// Zaero
|
|
//
|
|
// z_item.c
|
|
//
|
|
qboolean EMPNukeCheck(edict_t *ent, vec3_t pos);
|
|
void updateVisorHud (edict_t *ent);
|
|
void startVisorStatic (edict_t *ent);
|
|
void stopCamera (edict_t *self);
|
|
|
|
//
|
|
// 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);
|
|
// end Zaero
|
|
|
|
//============================================================================
|
|
|
|
// 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;
|
|
|
|
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;
|
|
int max_fc_health;
|
|
int savedFlags;
|
|
|
|
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;
|
|
// RAFAEL
|
|
int max_magslug;
|
|
int max_trap;
|
|
|
|
gitem_t *weapon;
|
|
gitem_t *lastweapon;
|
|
|
|
qboolean fire_mode; // Lazarus - alternate firing mode
|
|
qboolean plasma_mode; // SKWiD MOD- plasma rifle mode
|
|
|
|
int power_cubes; // used for tracking the cubes in coop games
|
|
int score; // for calculating total unit score in coop games
|
|
|
|
int game_helpchanged;
|
|
int helpchanged;
|
|
|
|
qboolean spectator; // client is a spectator
|
|
|
|
// ROGUE
|
|
int max_tesla;
|
|
int max_prox;
|
|
int max_mines;
|
|
int max_flechettes;
|
|
int max_disruptors;
|
|
// end ROGUE
|
|
|
|
// Knightmare added
|
|
int max_shockspheres;
|
|
int max_fuel;
|
|
int max_homing_rockets;
|
|
|
|
// int max_armor; // KM
|
|
|
|
qboolean spawn_landmark;
|
|
qboolean spawn_levelchange;
|
|
vec3_t spawn_offset;
|
|
vec3_t spawn_velocity;
|
|
vec3_t spawn_angles;
|
|
vec3_t spawn_viewangles;
|
|
int spawn_pm_flags;
|
|
int spawn_gunframe;
|
|
int spawn_modelframe;
|
|
int spawn_anim_end;
|
|
gitem_t *newweapon;
|
|
|
|
// Zaero
|
|
int max_flares;
|
|
int max_tbombs;
|
|
int max_a2k;
|
|
int max_empnuke;
|
|
int max_plasmashield;
|
|
|
|
float visorFrames;
|
|
// end Zaero
|
|
} client_persistant_t;
|
|
|
|
// client data that stays across deathmatch respawns
|
|
typedef struct
|
|
{
|
|
client_persistant_t coop_respawn; // what to set client->pers to on a respawn
|
|
int enterframe; // level.framenum the client entered the game
|
|
int score; // frags, etc
|
|
vec3_t cmd_angles; // angles sent over in the last command
|
|
|
|
qboolean spectator; // client is a spectator
|
|
int player_class;
|
|
} client_respawn_t;
|
|
|
|
// this structure is cleared on each PutClientInServer(),
|
|
// except for 'client->pers'
|
|
struct gclient_s
|
|
{
|
|
// known to server
|
|
player_state_t ps; // communicated by server to clients
|
|
int ping;
|
|
|
|
// private to game
|
|
client_persistant_t pers;
|
|
client_respawn_t resp;
|
|
pmove_state_t old_pmove; // for detecting out-of-pmove changes
|
|
|
|
qboolean showscores; // set layout stat
|
|
qboolean showinventory; // set layout stat
|
|
qboolean showhelp;
|
|
qboolean showhelpicon;
|
|
|
|
int ammo_index;
|
|
|
|
int buttons;
|
|
int oldbuttons;
|
|
int latched_buttons;
|
|
|
|
//int nNewLatch;
|
|
|
|
qboolean weapon_thunk;
|
|
|
|
gitem_t *newweapon;
|
|
|
|
// sum up damage over an entire frame, so
|
|
// shotgun blasts give a single big kick
|
|
int damage_armor; // damage absorbed by armor
|
|
int damage_parmor; // damage absorbed by power armor
|
|
int damage_blood; // damage taken out of health
|
|
int damage_knockback; // impact damage
|
|
vec3_t damage_from; // origin for vector calculation
|
|
|
|
float killer_yaw; // when dead, look at killer
|
|
|
|
weaponstate_t weaponstate;
|
|
vec3_t kick_angles; // weapon kicks
|
|
vec3_t kick_origin;
|
|
float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks
|
|
float fall_time, fall_value; // for view drop on fall
|
|
float damage_alpha;
|
|
float bonus_alpha;
|
|
vec3_t damage_blend;
|
|
vec3_t v_angle; // aiming direction
|
|
float bobtime; // so off-ground doesn't change it
|
|
vec3_t oldviewangles;
|
|
vec3_t oldvelocity;
|
|
|
|
float next_drown_time;
|
|
int old_waterlevel;
|
|
int breather_sound;
|
|
|
|
int machinegun_shots; // for weapon raising
|
|
|
|
qboolean backpedaling; //<- CDawg added this
|
|
|
|
// animation vars
|
|
int anim_end;
|
|
int anim_priority;
|
|
qboolean anim_duck;
|
|
qboolean anim_run;
|
|
|
|
// powerup timers
|
|
float quad_framenum;
|
|
float invincible_framenum;
|
|
float breather_framenum;
|
|
float enviro_framenum;
|
|
|
|
float flashlight_framenum;
|
|
qboolean flashlight_active;
|
|
int flashlight_cell_usage;
|
|
|
|
// menu stuff ala CTF
|
|
qboolean inmenu; // in menu
|
|
int menutimer;
|
|
pmenuhnd_t *menu; // current menu
|
|
texthnd_t *textdisplay; // currently displayed text
|
|
char *whatsit;
|
|
|
|
qboolean grenade_blew_up;
|
|
float grenade_time;
|
|
// RAFAEL
|
|
float quadfire_framenum;
|
|
qboolean trap_blew_up;
|
|
float trap_time;
|
|
int silencer_shots;
|
|
int weapon_sound;
|
|
|
|
float pickup_msg_time;
|
|
|
|
float flood_locktill; // locked from talking
|
|
float flood_when[10]; // when messages were said
|
|
int flood_whenhead; // head pointer for when said
|
|
|
|
float respawn_time; // can respawn when time > this
|
|
|
|
edict_t *chase_target; // player we are chasing
|
|
qboolean update_chase; // need to update chase info?
|
|
|
|
usercmd_t ucmd; // Lazarus: Copied for convenience in ClientThink
|
|
int use; // indicates whether +use key is pressed
|
|
|
|
// Mappack - set when the client is a camera. Change this to a flag
|
|
qboolean incamera;
|
|
//=====================================================
|
|
// Chasecam
|
|
//=====================================================
|
|
int chasetoggle; //whether chasecam is toggled on
|
|
int chaseactive; //whether chasecam is active
|
|
edict_t *chasecam; //from Generations source
|
|
edict_t *oldplayer;
|
|
|
|
//=====================================================
|
|
// Misc Timing Vars
|
|
//=====================================================
|
|
|
|
float oldweapon; //Lightning gun, Chainsaw etc
|
|
float maxvelocity;
|
|
|
|
edict_t *push; //object player is pushing
|
|
edict_t *homing_rocket; // used to limit firing frequency
|
|
|
|
#ifdef JETPACK_MOD
|
|
qboolean jetpack;
|
|
float jetpack_framenum;
|
|
float jetpack_nextthink;
|
|
qboolean jetpack_thrusting;
|
|
qboolean jetpack_infinite;
|
|
float jetpack_start_thrust;
|
|
float jetpack_last_thrust;
|
|
float jetpack_activation;
|
|
float jetpack_roll;
|
|
#endif
|
|
|
|
// security camera
|
|
edict_t *spycam;
|
|
edict_t *monitor;
|
|
edict_t *camplayer;
|
|
vec3_t org_viewangles;
|
|
short old_owner_angles[2];
|
|
|
|
int vehicle_framenum; // last time player engaged or disengaged vehicle
|
|
int zooming;
|
|
float joy_pitchsensitivity;
|
|
float joy_yawsensitivity;
|
|
float m_pitch;
|
|
float m_yaw;
|
|
qboolean sensitivities_init;
|
|
qboolean zoomed;
|
|
float original_fov;
|
|
float fps_time_start;
|
|
int fps_frames;
|
|
float secs_per_frame;
|
|
float frame_zoomrate;
|
|
|
|
int shift_dir; // direction code for debugging/moving an item
|
|
int startframe; // time at which ClientBegin is called
|
|
|
|
float fadestart;
|
|
float fadein; // for fading screen to black at mission failure
|
|
float fadehold;
|
|
float fadeout;
|
|
vec3_t fadecolor;
|
|
float fadealpha;
|
|
|
|
int leftfoot; // 0 or 1, used for footstep sounds
|
|
int jumping; // 0 or 1, used for jumpkick
|
|
|
|
// ROGUE
|
|
float double_framenum;
|
|
float ir_framenum;
|
|
// float torch_framenum;
|
|
float nuke_framenum;
|
|
float tracker_pain_framenum;
|
|
|
|
edict_t *owned_sphere; // this points to the player's sphere
|
|
// end ROGUE
|
|
|
|
// Zaero
|
|
float a2kFramenum;
|
|
|
|
// used for blinding
|
|
int flashTime;
|
|
int flashBase;
|
|
|
|
edict_t *zCameraTrack; // the entity to see through
|
|
vec3_t zCameraOffset; // offset from camera origin
|
|
edict_t *zCameraLocalEntity;
|
|
float zCameraStaticFramenum;
|
|
|
|
qboolean showOrigin;
|
|
|
|
// for sniper rifle
|
|
int sniperFramenum;
|
|
|
|
// for sonic cannon
|
|
float startFireTime;
|
|
// end Zaero
|
|
|
|
qboolean bfg_missfire; // Knightmare- added for Zaero EMP Nuke
|
|
};
|
|
|
|
/*
|
|
Mappack - 4/5/99
|
|
new structure for the backup client data while its in the camera.
|
|
*/
|
|
|
|
typedef struct
|
|
{
|
|
vec3_t oldorigin; // clients world origin
|
|
vec3_t moveorigin; // for client prediction, don't think this is needed as its only an sp modification
|
|
vec3_t viewangles; // which way the client is facing
|
|
|
|
int pm_type; // player movetype I believe. (noclip, fly, etc)
|
|
int gunindex; // gun model
|
|
|
|
vec3_t blend; // screen blend value (for bleeding, etc)
|
|
int rdflags; // render flags for the clent
|
|
|
|
// how long left before something happens/runs out
|
|
int quad_framenum;
|
|
int invincible_framenum;
|
|
int breather_framenum;
|
|
int enviro_framenum;
|
|
int grenade_blew_up;
|
|
int grenade_time;
|
|
|
|
int viewheight; // viewheight from the origin
|
|
|
|
// various model files the player can be displayed as.
|
|
int modelindex;
|
|
int modelindex2;
|
|
int modelindex3;
|
|
unsigned int effects; // what effect are we (needs to be unsigned because theres a few
|
|
int sound;
|
|
solid_t solid; // current solid state, 90% certain its SOLID_PLAYER ;)
|
|
|
|
} backup_t;
|
|
|
|
//Mappack - thats all.
|
|
|
|
/*
|
|
Mappack - 15/5/99
|
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New structure for nodeinfo
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*/
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#define NODE_CENTRAL 0x00000001 //No change in z
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#define NODE_UP 0x00000002 //path goes up
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#define NODE_DOWN 0x00000004 //pat goes down
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#define NODE_HEAD 0x00000008 //starting point
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#define NODE_END 0x00000010 //end point
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#define NODE_LOST_SIGHT 0x00000020 //we can't see self->enemy
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typedef struct
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{
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vec3_t last_sighting; //last point that we saw the player
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int last_sighttime; //last time that we saw the player
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int chainnum; //node position in the chain
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int nodeflags; //node flags i.e. NODE_UP, NODE_DOWN, etc
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edict_t *target_node;
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} nodeinfo_t;
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//Mappack - thats all
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#define NUM_ACTOR_SOUNDS 13
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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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entity_id class_id; // Lazarus: Added in lieu of doing string comparisons
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// on classnames.
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int movetype;
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int flags;
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char *model;
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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 *key_message; // Lazarus: used from tremor_trigger_key
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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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edict_t *movewith_ent; // Knightmare- movewith entity
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edict_t *movewith_next;
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edict_t *from;
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edict_t *to;
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edict_t *viewer;
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edict_t *speaker; //pointer to train's noise speaker
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edict_t *inflictor; //for delayed func_explosive
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edict_t *attacker; //for delayed func_explosive
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edict_t *next_grenade;
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edict_t *prev_grenade;
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// FMOD
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int *stream; // Actually a FSOUND_STREAM * or FMUSIC_MODULE *
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int channel;
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// tracktrain
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char *target2;
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edict_t *prevpath;
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float speed, accel, decel;
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// Knightmare added
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int oldmovetype; // backup of movetype
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vec3_t relative_velocity; // relative velocity of movewith children
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vec3_t relative_avelocity; // relative angular velocity of movewith children
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vec3_t movewith_offset;
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vec3_t old_offset;
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int movewith_set;
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int smooth_movement;
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int bounce_me;
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int in_mud;
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float width;
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float length;
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float side;
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vec3_t origin_offset; // These are from Lazarus for the rider code
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vec3_t org_angles;
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vec3_t org_mins;
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vec3_t org_maxs;
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vec3_t org_size;
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vec3_t parent_attach_angles;
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vec3_t child_attach_angles;
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vec3_t deploy_angles;
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vec3_t aim_point;
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int axis;
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// crane
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qboolean busy;
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qboolean attracted;
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int crane_increment;
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int crane_dir;
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edict_t *crane_control;
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edict_t *crane_onboard_control;
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edict_t *crane_beam;
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edict_t *crane_hoist;
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edict_t *crane_hook;
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edict_t *crane_cargo;
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edict_t *crane_cable;
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edict_t *crane_light;
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vec_t crane_bonk;
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vec3_t movedir;
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vec3_t pos1, pos2;
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vec3_t pos0; // Knightmare- initial position for secret doors
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vec3_t velocity;
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vec3_t oldvelocity; // Knightmare added
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vec3_t avelocity;
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int mass;
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float density;
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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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int actor_sound_index[NUM_ACTOR_SOUNDS];
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int actor_gunframe;
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int actor_current_weapon; // Index into weapon[]
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int actor_weapon[2];
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int actor_model_index[2];
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float actor_crouch_time;
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qboolean actor_id_model;
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vec3_t muzzle; // Offset from origin to gun muzzle
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vec3_t muzzle2; // Offset to left weapon (must have SF | 128)
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edict_t *goalentity;
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edict_t *movetarget;
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// Knightmare- rotating train stuff
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float pitch_speed;
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float yaw_speed;
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float roll_speed;
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float ideal_yaw;
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float ideal_pitch;
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float ideal_roll; // roll value for a path_corner
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float roll; // roll value for a path_corner
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int turn_rider; // whether to turn rider
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char *common_name;
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char *newtargetname; // used with target_change
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char *followtarget; // used with func_door_swinging
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char *destroytarget;
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char *viewmessage;
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char *source; // used with target_bmodel_spawner
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char *newteam; // used with target_bmodel_spawner
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char *musictrack; // Knightmare- for specifying OGG or CD track
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// selected brush models will move their origin to
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// the origin of this entity:
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char *move_to;
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float distance; // target_playback stuff
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float duration;
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float bob;
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int lip;
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int height;
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int bobframe;
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float shift;
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float base_radius;
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vec3_t color;
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float alpha;
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float holdtime; // target_fade stuff
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float fadein;
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float fadeout;
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int powerarmor;
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int powerarmortype;
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int owner_id; // These are used ONLY for ents that
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int id; // change maps via trigger_transition
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int last_attacked_framenum; // Used to turn off chicken mode
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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 (*postthink) (edict_t *ent); // Knightmare added
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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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void (*play)(edict_t *self, edict_t *activator);
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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 gravity_debounce_time; // used by item_ movement commands to prevent
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// monsters from dropping to floor
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float fly_sound_debounce_time; // move to clientinfo
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float last_move_time;
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float last_fire_time; // Knightmare added
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int health;
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int max_health;
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int base_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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// Lazarus: health2 and mass2 are passed from jorg to makron health and mass
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int health2;
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int mass2;
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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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// Lazarus: laser timing
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float starttime;
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float endtime;
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float teleport_time;
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int watertype;
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int waterlevel;
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int old_watertype;
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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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int gib_type;
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int blood_type;
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int moreflags;
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// actor muzzle flash
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edict_t *flash;
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// Psychospaz reflections
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edict_t *reflection[6];
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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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float goal_frame;
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//=====================================================
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// Chasecam variables - from Generations source
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//=====================================================
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int chasedist1;
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int chasedist2;
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edict_t *crosshair;
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// end tpp
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// item identification
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char *datafile;
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// Mappack- for the camera to backup the players position, ammo, powerups, etc
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backup_t backup; // this holds the client data
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vec3_t fog_color;
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int fog_model;
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float fog_near;
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float fog_far;
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float fog_density;
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int fog_index;
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int fogclip; // only used by worldspawn to indicate whether gl_clear
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// should be forced to a good value for fog obscuration
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// of HOM
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// Mappack - for ridahs controllable turret (but beels weapon thing)
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edict_t *turret; //ugly ?
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edict_t *child; // "real" infantry guy, child of remote turret_driver
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edict_t *vehicle; //pointer for vehicle player is driving
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char *idle_noise;
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float radius;
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// Mappack - for the sprite/model spawner
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char *usermodel;
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int startframe;
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int framenumbers;
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int solidstate;
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int renderfx;
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int effects;
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int skinnum;
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vec3_t bleft;
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vec3_t tright;
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// Knightmare- to support Lazarus func_train movewith
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char *movewith;
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char *dmgteam; // for target_monsterbattle
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int do_not_rotate; // whether to movewith rotate a func_door
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// ROGUE
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int plat2flags;
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vec3_t offset;
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vec3_t gravityVector;
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edict_t *bad_area;
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edict_t *hint_chain;
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edict_t *monster_hint_chain;
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edict_t *target_hint_chain;
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int hint_chain_id;
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// FIXME - debug help!
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float lastMoveTime;
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// end ROGUE
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// Zaero
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char *model2;
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char *model3;
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char *model4;
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float aspeed;
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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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// 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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// end Zaero
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};
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//=============
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//ROGUE
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#define ROGUE_GRAVITY 1
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#define SPHERE_DEFENDER 0x0001
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#define SPHERE_HUNTER 0x0002
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#define SPHERE_VENGEANCE 0x0004
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#define SPHERE_DOPPLEGANGER 0x0100
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#define SPHERE_TYPE 0x00FF
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#define SPHERE_FLAGS 0xFF00
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//
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// deathmatch games
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//
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#define RDM_TAG 2
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#define RDM_DEATHBALL 3
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typedef struct dm_game_rs
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{
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void (*GameInit)(void);
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void (*PostInitSetup)(void);
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void (*ClientBegin) (edict_t *ent);
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void (*SelectSpawnPoint) (edict_t *ent, vec3_t origin, vec3_t angles, int *style, int *health);
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void (*PlayerDeath)(edict_t *targ, edict_t *inflictor, edict_t *attacker);
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void (*Score)(edict_t *attacker, edict_t *victim, int scoreChange);
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void (*PlayerEffects)(edict_t *ent);
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void (*DogTag)(edict_t *ent, edict_t *killer, char **pic);
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void (*PlayerDisconnect)(edict_t *ent);
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int (*ChangeDamage)(edict_t *targ, edict_t *attacker, int damage, int mod);
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int (*ChangeKnockback)(edict_t *targ, edict_t *attacker, int knockback, int mod);
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int (*CheckDMRules)(void);
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} dm_game_rt;
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extern dm_game_rt DMGame;
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void Tag_GameInit (void);
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void Tag_PostInitSetup (void);
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void Tag_PlayerDeath (edict_t *targ, edict_t *inflictor, edict_t *attacker);
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void Tag_Score (edict_t *attacker, edict_t *victim, int scoreChange);
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void Tag_PlayerEffects (edict_t *ent);
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void Tag_DogTag (edict_t *ent, edict_t *killer, char **pic);
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void Tag_PlayerDisconnect (edict_t *ent);
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int Tag_ChangeDamage (edict_t *targ, edict_t *attacker, int damage, int mod);
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void DBall_GameInit (void);
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void DBall_ClientBegin (edict_t *ent);
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void DBall_SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles, int *style, int *health);
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int DBall_ChangeKnockback (edict_t *targ, edict_t *attacker, int knockback, int mod);
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int DBall_ChangeDamage (edict_t *targ, edict_t *attacker, int damage, int mod);
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void DBall_PostInitSetup (void);
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int DBall_CheckDMRules (void);
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//void Tag_PlayerDeath (edict_t *targ, edict_t *inflictor, edict_t *attacker);
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//void Tag_Score (edict_t *attacker, edict_t *victim, int scoreChange);
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//void Tag_PlayerEffects (edict_t *ent);
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//void Tag_DogTag (edict_t *ent, edict_t *killer, char **pic);
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//void Tag_PlayerDisconnect (edict_t *ent);
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//int Tag_ChangeDamage (edict_t *targ, edict_t *attacker, int damage);
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//ROGUE
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//============
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#define LOOKAT_NOBRUSHMODELS 1
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#define LOOKAT_NOWORLD 2
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#define LOOKAT_MD2 (LOOKAT_NOBRUSHMODELS | LOOKAT_NOWORLD)
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#define BeepBeep(ent) (gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0))
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#define POWERUP_REPLACE_ENT 0
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#define POWERUP_NEW_ENT 1
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#define POWERUP_USE_ITEM 2
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#define FLASHLIGHT_MOD
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#define FLASHLIGHT_USE POWERUP_NEW_ENT
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#define FLASHLIGHT_DRAIN 60
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#define FLASHLIGHT_ITEM "Cells"
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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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