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