quake2-action/a_team.h
2018-11-13 00:25:08 -08:00

81 lines
2.6 KiB
C

/*
* Include for Action team-related things
*/
#define NOTEAM 0
#define TEAM1 1
#define TEAM2 2
#define MAX_TEAMS 2
#define TEAM_TOP (MAX_TEAMS+1)
#define WINNER_NONE 0
#define WINNER_TEAM1 1
#define WINNER_TEAM2 2
#define WINNER_TIE 3
// Pre- and post-trace code for our teamplay anti-stick stuff. If there are
// still "transparent" (SOLID_TRIGGER) players, they need to be set to
// SOLID_BBOX before a trace is performed, then changed back again
// afterwards. PRETRACE() and POSTTRACE() should be called before and after
// traces in all places where combat is taking place (ie "transparent" players
// should be detected), ie shots being traced etc.
// FB 6/1/99: Now crouching players will have their bounding box adjusted here
// too, for better shot areas. (there has to be a better way to do this?)
#define PRETRACE() \
if (transparent_list && (int)teamplay->value && !lights_camera_action) \
TransparentListSet(SOLID_BBOX)
#define POSTTRACE() \
if (transparent_list && (int)teamplay->value && !lights_camera_action) \
TransparentListSet(SOLID_TRIGGER)
edict_t *SelectTeamplaySpawnPoint(edict_t *);
qboolean FallingDamageAmnesty(edict_t *targ);
void OpenJoinMenu(edict_t *);
void OpenWeaponMenu(edict_t *);
void OpenItemMenu(edict_t *ent);
void JoinTeam(edict_t *ent, int desired_team, int skip_menuclose);
edict_t *FindOverlap(edict_t *ent, edict_t *last_overlap);
void CheckTeamRules(void);
void A_Scoreboard(edict_t *ent);
void Team_f(edict_t *ent);
qboolean StartClient(edict_t *ent);
void AssignSkin(edict_t *, char *);
void TallyEndOfLevelTeamScores(void);
void CheckForUnevenTeams(void);
void SetupTeamSpawnPoints();
void GetSpawnPoints();
void CleanBodies(); // from p_client.c, removes all current dead bodies from map
void LeaveTeam(edict_t *);
int newrand(int top);
void InitTransparentList();
void AddToTransparentList(edict_t *);
void RemoveFromTransparentList(edict_t *);
void PrintTransparentList();
typedef struct spawn_distances_s
{
float distance;
edict_t *s;
} spawn_distances_t;
typedef struct transparent_list_s
{
edict_t *ent;
struct transparent_list_s *next;
} transparent_list_t;
extern qboolean team_game_going;
extern qboolean team_round_going;
extern int team1_score;
extern int team2_score;
extern int team1_total;
extern int team2_total;
extern int lights_camera_action;
extern int holding_on_tie_check;
extern int team_round_countdown;
extern transparent_list_t *transparent_list;
extern trace_t trace_t_temp;