1464 lines
51 KiB
C
1464 lines
51 KiB
C
#ifndef __G_LOCAL_H
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#define __G_LOCAL_H
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// g_local.h -- local definitions for game module
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#include "q_shared.h"
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// define GAME_INCLUDE so that game.h does not define the
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// short, server-visible gclient_t and edict_t structures,
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// because we define the full size ones in this file
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#define GAME_INCLUDE
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#include "game.h"
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// RiEvEr LTKBOT
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#define LTKVERSION "LTK 1.10 (Fog) Release"
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#include "acesrc/botnav.h"
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// END LTKBOT
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//FIREBLADE
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#include "a_team.h"
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#include "a_game.h"
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#include "a_menu.h"
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#include "a_radio.h"
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//FIREBLADE
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// the "gameversion" client command will print this plus compile date
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#define GAMEVERSION "action"
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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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//==================================================================
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// view pitching times
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#define DAMAGE_TIME 0.5
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#define FALL_TIME 0.3
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// edict->spawnflags
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// these are set with checkboxes on each entity in the map editor
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#define SPAWNFLAG_NOT_EASY 0x00000100
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#define SPAWNFLAG_NOT_MEDIUM 0x00000200
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#define SPAWNFLAG_NOT_HARD 0x00000400
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#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
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#define SPAWNFLAG_NOT_COOP 0x00001000
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// edict->flags
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#define FL_FLY 0x00000001
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#define FL_SWIM 0x00000002 // implied immunity to drowining
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#define FL_IMMUNE_LASER 0x00000004
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#define FL_INWATER 0x00000008
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#define FL_GODMODE 0x00000010
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#define FL_NOTARGET 0x00000020
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#define FL_IMMUNE_SLIME 0x00000040
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#define FL_IMMUNE_LAVA 0x00000080
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#define FL_PARTIALGROUND 0x00000100 // not all corners are valid
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#define FL_WATERJUMP 0x00000200 // player jumping out of water
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#define FL_TEAMSLAVE 0x00000400 // not the first on the team
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#define FL_NO_KNOCKBACK 0x00000800
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#define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active
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#define FL_RESPAWN 0x80000000 // used for item respawning
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#define FRAMETIME 0.1
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// memory tags to allow dynamic memory to be cleaned up
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#define TAG_GAME 765 // clear when unloading the dll
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#define TAG_LEVEL 766 // clear when loading a new level
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#define MELEE_DISTANCE 80
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#define BODY_QUEUE_SIZE 8
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typedef enum
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{
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DAMAGE_NO,
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DAMAGE_YES, // will take damage if hit
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DAMAGE_AIM // auto targeting recognizes this
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} damage_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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// zucc
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WEAPON_END_MAG,
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WEAPON_RELOADING,
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WEAPON_BURSTING,
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WEAPON_BUSY, // used by sniper rifle when engaging zoom
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// if I want to make laser sight toggle on/off
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// this could be used for that too...
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WEAPON_BANDAGING
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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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} ammo_t;
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//deadflag
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#define DEAD_NO 0
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#define DEAD_DYING 1
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#define DEAD_DEAD 2
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#define DEAD_RESPAWNABLE 3
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//range
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#define RANGE_MELEE 0
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#define RANGE_NEAR 1
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#define RANGE_MID 2
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#define RANGE_FAR 3
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//gib types
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#define GIB_ORGANIC 0
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#define GIB_METALLIC 1
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//monster ai flags
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#define AI_STAND_GROUND 0x00000001
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#define AI_TEMP_STAND_GROUND 0x00000002
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#define AI_SOUND_TARGET 0x00000004
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#define AI_LOST_SIGHT 0x00000008
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#define AI_PURSUIT_LAST_SEEN 0x00000010
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#define AI_PURSUE_NEXT 0x00000020
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#define AI_PURSUE_TEMP 0x00000040
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#define AI_HOLD_FRAME 0x00000080
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#define AI_GOOD_GUY 0x00000100
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#define AI_BRUTAL 0x00000200
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#define AI_NOSTEP 0x00000400
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#define AI_DUCKED 0x00000800
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#define AI_COMBAT_POINT 0x00001000
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#define AI_MEDIC 0x00002000
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#define AI_RESURRECTING 0x00004000
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//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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// armor types
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#define ARMOR_NONE 0
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#define ARMOR_JACKET 1
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#define ARMOR_COMBAT 2
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#define ARMOR_BODY 3
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#define ARMOR_SHARD 4
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// power armor types
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#define POWER_ARMOR_NONE 0
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#define POWER_ARMOR_SCREEN 1
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#define POWER_ARMOR_SHIELD 2
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// handedness values
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#define RIGHT_HANDED 0
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#define LEFT_HANDED 1
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#define CENTER_HANDED 2
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// game.serverflags values
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#define SFL_CROSS_TRIGGER_1 0x00000001
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#define SFL_CROSS_TRIGGER_2 0x00000002
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#define SFL_CROSS_TRIGGER_3 0x00000004
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#define SFL_CROSS_TRIGGER_4 0x00000008
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#define SFL_CROSS_TRIGGER_5 0x00000010
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#define SFL_CROSS_TRIGGER_6 0x00000020
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#define SFL_CROSS_TRIGGER_7 0x00000040
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#define SFL_CROSS_TRIGGER_8 0x00000080
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#define SFL_CROSS_TRIGGER_MASK 0x000000ff
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// noise types for PlayerNoise
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#define PNOISE_SELF 0
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#define PNOISE_WEAPON 1
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#define PNOISE_IMPACT 2
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// edict->movetype values
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typedef enum
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{
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MOVETYPE_NONE, // never moves
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MOVETYPE_NOCLIP, // origin and angles change with no interaction
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MOVETYPE_PUSH, // no clip to world, push on box contact
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MOVETYPE_STOP, // no clip to world, stops on box contact
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MOVETYPE_WALK, // gravity
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MOVETYPE_STEP, // gravity, special edge handling
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MOVETYPE_FLY,
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MOVETYPE_TOSS, // gravity
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MOVETYPE_FLYMISSILE, // extra size to monsters
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MOVETYPE_BOUNCE,
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MOVETYPE_BLOOD
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} movetype_t;
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typedef struct
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{
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int base_count;
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int max_count;
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float normal_protection;
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float energy_protection;
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int armor;
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} gitem_armor_t;
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// gitem_t->flags
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#define IT_WEAPON 1 // use makes active weapon
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#define IT_AMMO 2
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#define IT_ARMOR 4
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#define IT_STAY_COOP 8
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#define IT_KEY 16
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#define IT_POWERUP 32
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#define IT_ITEM 64
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typedef struct gitem_s
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{
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char *classname; // spawning name
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qboolean (*pickup)(struct edict_s *ent, struct edict_s *other);
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void (*use)(struct edict_s *ent, struct gitem_s *item);
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void (*drop)(struct edict_s *ent, struct gitem_s *item);
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void (*weaponthink)(struct edict_s *ent);
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char *pickup_sound;
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char *world_model;
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int world_model_flags;
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char *view_model;
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// client side info
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char *icon;
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char *pickup_name; // for printing on pickup
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int count_width; // number of digits to display by icon
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int quantity; // for ammo how much, for weapons how much is used per shot
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char *ammo; // for weapons
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int flags; // IT_* flags
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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
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char spawnpoint[512]; // needed for coop respawns
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// store latched cvars here that we want to get at often
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int maxclients;
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int maxentities;
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// cross level triggers
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int serverflags;
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// items
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int num_items;
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qboolean autosaved;
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} game_locals_t;
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//
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// this structure is cleared as each map is entered
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// it is read/written to the level.sav file for savegames
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//
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typedef struct
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{
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int framenum;
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float time;
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char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc)
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char mapname[MAX_QPATH]; // the server name (base1, etc)
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char nextmap[MAX_QPATH]; // go here when fraglimit is hit
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// intermission state
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float intermissiontime; // time the intermission was started
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char *changemap;
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int exitintermission;
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vec3_t intermission_origin;
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vec3_t intermission_angle;
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edict_t *sight_client; // changed once each frame for coop games
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edict_t *sight_entity;
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int sight_entity_framenum;
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edict_t *sound_entity;
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int sound_entity_framenum;
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edict_t *sound2_entity;
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int sound2_entity_framenum;
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int pic_health;
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int total_secrets;
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int found_secrets;
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int total_goals;
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int found_goals;
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int total_monsters;
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int killed_monsters;
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edict_t *current_entity; // entity running from G_RunFrame
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int body_que; // dead bodies
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int power_cubes; // ugly necessity for coop
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int specspawn; // determines if initial spawning has occured
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} level_locals_t;
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// spawn_temp_t is only used to hold entity field values that
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// can be set from the editor, but aren't actualy present
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// in edict_t during gameplay
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typedef struct
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{
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// world vars
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char *sky;
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float skyrotate;
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vec3_t skyaxis;
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char *nextmap;
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int lip;
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int distance;
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int height;
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char *noise;
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float pausetime;
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char *item;
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char *gravity;
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float minyaw;
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float maxyaw;
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float minpitch;
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float maxpitch;
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} spawn_temp_t;
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typedef struct
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{
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// fixed data
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vec3_t start_origin;
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vec3_t start_angles;
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vec3_t end_origin;
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vec3_t end_angles;
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int sound_start;
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int sound_middle;
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int sound_end;
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float accel;
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float speed;
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float decel;
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float distance;
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float wait;
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// state data
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int state;
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vec3_t dir;
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float current_speed;
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float move_speed;
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float next_speed;
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float remaining_distance;
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float decel_distance;
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void (*endfunc)(edict_t *);
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} moveinfo_t;
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typedef struct
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{
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void (*aifunc)(edict_t *self, float dist);
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float dist;
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void (*thinkfunc)(edict_t *self);
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} mframe_t;
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typedef struct
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{
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int firstframe;
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int lastframe;
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mframe_t *frame;
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void (*endfunc)(edict_t *self);
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} mmove_t;
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typedef struct
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{
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mmove_t *currentmove;
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int aiflags;
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int nextframe;
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float scale;
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void (*stand)(edict_t *self);
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void (*idle)(edict_t *self);
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void (*search)(edict_t *self);
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void (*walk)(edict_t *self);
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void (*run)(edict_t *self);
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void (*dodge)(edict_t *self, edict_t *other, float eta);
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void (*attack)(edict_t *self);
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void (*melee)(edict_t *self);
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void (*sight)(edict_t *self, edict_t *other);
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qboolean (*checkattack)(edict_t *self);
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float pausetime;
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float attack_finished;
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vec3_t saved_goal;
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float search_time;
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float trail_time;
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vec3_t last_sighting;
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int attack_state;
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int lefty;
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float idle_time;
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int linkcount;
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int power_armor_type;
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int power_armor_power;
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} monsterinfo_t;
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extern game_locals_t game;
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extern level_locals_t level;
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extern game_import_t gi;
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extern game_export_t globals;
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extern spawn_temp_t st;
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extern int sm_meat_index;
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extern int snd_fry;
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extern int jacket_armor_index;
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extern int combat_armor_index;
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extern int body_armor_index;
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// means of death
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#define MOD_UNKNOWN 0
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#define MOD_BLASTER 1
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#define MOD_SHOTGUN 2
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#define MOD_SSHOTGUN 3
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#define MOD_MACHINEGUN 4
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#define MOD_CHAINGUN 5
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#define MOD_GRENADE 6
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#define MOD_G_SPLASH 7
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#define MOD_ROCKET 8
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#define MOD_R_SPLASH 9
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#define MOD_HYPERBLASTER 10
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#define MOD_RAILGUN 11
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#define MOD_BFG_LASER 12
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#define MOD_BFG_BLAST 13
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#define MOD_BFG_EFFECT 14
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#define MOD_HANDGRENADE 15
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#define MOD_HG_SPLASH 16
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#define MOD_WATER 17
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#define MOD_SLIME 18
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#define MOD_LAVA 19
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#define MOD_CRUSH 20
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#define MOD_TELEFRAG 21
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#define MOD_FALLING 22
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#define MOD_SUICIDE 23
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#define MOD_HELD_GRENADE 24
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#define MOD_EXPLOSIVE 25
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#define MOD_BARREL 26
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#define MOD_BOMB 27
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#define MOD_EXIT 28
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#define MOD_SPLASH 29
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#define MOD_TARGET_LASER 30
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#define MOD_TRIGGER_HURT 31
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#define MOD_HIT 32
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#define MOD_TARGET_BLASTER 33
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//zucc
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#define MOD_MK23 34
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#define MOD_MP5 35
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#define MOD_M4 36
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#define MOD_M3 37
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#define MOD_HC 38
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#define MOD_SNIPER 39
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#define MOD_DUAL 40
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#define MOD_KNIFE 41
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#define MOD_KNIFE_THROWN 42
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#define MOD_BLEEDING 43
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#define MOD_GAS 44
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#define MOD_KICK 45
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#define MOD_FRIENDLY_FIRE 0x8000000
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extern int meansOfDeath;
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// zucc for hitlocation of death
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extern int locOfDeath;
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// stop an armor piercing round that hits a vest
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extern int stopAP;
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extern edict_t *g_edicts;
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#define FOFS(x) (int)&(((edict_t *)0)->x)
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#define STOFS(x) (int)&(((spawn_temp_t *)0)->x)
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#define LLOFS(x) (int)&(((level_locals_t *)0)->x)
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#define CLOFS(x) (int)&(((gclient_t *)0)->x)
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#define random() ((rand () & 0x7fff) / ((float)0x7fff))
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#define crandom() (2.0 * (random() - 0.5))
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extern cvar_t *maxentities;
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extern cvar_t *deathmatch;
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extern cvar_t *coop;
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extern cvar_t *dmflags;
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//FIREBLADE
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extern cvar_t *needpass;
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extern cvar_t *hostname;
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extern cvar_t *teamplay;
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extern cvar_t *radiolog;
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extern cvar_t *motd_time;
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extern cvar_t *actionmaps;
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extern cvar_t *roundtimelimit;
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extern cvar_t *maxteamkills;
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extern cvar_t *tkbanrounds;
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extern cvar_t *twbanrounds;
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extern cvar_t *limchasecam;
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extern cvar_t *roundlimit;
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extern cvar_t *skipmotd;
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extern cvar_t *nohud;
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extern cvar_t *noscore;
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extern cvar_t *actionversion;
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//FIREBLADE
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extern cvar_t *skill;
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extern cvar_t *fraglimit;
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extern cvar_t *timelimit;
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extern cvar_t *password;
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extern cvar_t *g_select_empty;
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extern cvar_t *dedicated;
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extern cvar_t *filterban;
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extern cvar_t *flood_msgs;
|
|
extern cvar_t *flood_persecond;
|
|
extern cvar_t *flood_waitdelay;
|
|
|
|
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;
|
|
|
|
// zucc server variables
|
|
|
|
extern cvar_t *unique_weapons;
|
|
extern cvar_t *unique_items;
|
|
extern cvar_t *ir; //toggles if bandolier works as infra-red sensor
|
|
extern cvar_t *knifelimit;
|
|
extern cvar_t *tgren;
|
|
extern cvar_t *allweapon;
|
|
extern cvar_t *allitem;
|
|
|
|
// zucc from action
|
|
extern cvar_t *sv_shelloff;
|
|
extern cvar_t *splatlimit;
|
|
extern cvar_t *bholelimit;
|
|
|
|
#define world (&g_edicts[0])
|
|
|
|
// item spawnflags
|
|
#define ITEM_TRIGGER_SPAWN 0x00000001
|
|
#define ITEM_NO_TOUCH 0x00000002
|
|
// 6 bits reserved for editor flags
|
|
// 8 bits used as power cube id bits for coop games
|
|
#define DROPPED_ITEM 0x00010000
|
|
#define DROPPED_PLAYER_ITEM 0x00020000
|
|
#define ITEM_TARGETS_USED 0x00040000
|
|
|
|
//
|
|
// fields are needed for spawning from the entity string
|
|
// and saving / loading games
|
|
//
|
|
#define FFL_SPAWNTEMP 1
|
|
#define FFL_NOSPAWN 2
|
|
|
|
typedef enum {
|
|
F_INT,
|
|
F_FLOAT,
|
|
F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
|
|
F_GSTRING, // string on disk, pointer in memory, TAG_GAME
|
|
F_VECTOR,
|
|
F_ANGLEHACK,
|
|
F_EDICT, // index on disk, pointer in memory
|
|
F_ITEM, // index on disk, pointer in memory
|
|
F_CLIENT, // index on disk, pointer in memory
|
|
F_FUNCTION,
|
|
F_MMOVE,
|
|
F_IGNORE
|
|
} fieldtype_t;
|
|
|
|
typedef struct
|
|
{
|
|
char *name;
|
|
int ofs;
|
|
fieldtype_t type;
|
|
int flags;
|
|
} field_t;
|
|
|
|
|
|
extern field_t fields[];
|
|
extern gitem_t itemlist[];
|
|
|
|
|
|
//
|
|
// g_cmds.c
|
|
//
|
|
void Cmd_Help_f (edict_t *ent);
|
|
void Cmd_Score_f (edict_t *ent);
|
|
|
|
//
|
|
// g_items.c
|
|
//
|
|
void PrecacheItem (gitem_t *it);
|
|
void InitItems (void);
|
|
void SetItemNames (void);
|
|
gitem_t *FindItem (char *pickup_name);
|
|
gitem_t *FindItemByClassname (char *classname);
|
|
#define ITEM_INDEX(x) ((x)-itemlist)
|
|
edict_t *Drop_Item (edict_t *ent, gitem_t *item);
|
|
void SetRespawn (edict_t *ent, float delay);
|
|
void ChangeWeapon (edict_t *ent);
|
|
void SpawnItem (edict_t *ent, gitem_t *item);
|
|
void Think_Weapon (edict_t *ent);
|
|
int ArmorIndex (edict_t *ent);
|
|
int PowerArmorType (edict_t *ent);
|
|
gitem_t *GetItemByIndex (int index);
|
|
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);
|
|
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, int fieldofs, char *match);
|
|
edict_t *findradius (edict_t *from, vec3_t org, float rad);
|
|
edict_t *G_PickTarget (char *targetname);
|
|
void G_UseTargets (edict_t *ent, edict_t *activator);
|
|
void G_SetMovedir (vec3_t angles, vec3_t movedir);
|
|
|
|
void G_InitEdict (edict_t *e);
|
|
edict_t *G_Spawn (void);
|
|
void G_FreeEdict (edict_t *e);
|
|
|
|
void G_TouchTriggers (edict_t *ent);
|
|
void G_TouchSolids (edict_t *ent);
|
|
|
|
char *G_CopyString (char *in);
|
|
|
|
float *tv (float x, float y, float z);
|
|
char *vtos (vec3_t v);
|
|
|
|
float vectoyaw (vec3_t vec);
|
|
void vectoangles (vec3_t vec, vec3_t angles);
|
|
|
|
//
|
|
// 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);
|
|
|
|
// damage flags
|
|
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
|
|
#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
|
|
#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
|
|
#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
|
|
#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
|
|
#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
|
|
|
|
#define DEFAULT_BULLET_HSPREAD 300
|
|
#define DEFAULT_BULLET_VSPREAD 500
|
|
#define DEFAULT_SHOTGUN_HSPREAD 1000
|
|
#define DEFAULT_SHOTGUN_VSPREAD 500
|
|
#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
|
|
#define DEFAULT_SHOTGUN_COUNT 12
|
|
#define DEFAULT_SSHOTGUN_COUNT 20
|
|
|
|
//
|
|
// g_monster.c
|
|
//
|
|
void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype);
|
|
void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype);
|
|
void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
|
|
void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype);
|
|
void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
|
|
void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype);
|
|
void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype);
|
|
void M_droptofloor (edict_t *ent);
|
|
void monster_think (edict_t *self);
|
|
void walkmonster_start (edict_t *self);
|
|
void swimmonster_start (edict_t *self);
|
|
void flymonster_start (edict_t *self);
|
|
void AttackFinished (edict_t *self, float time);
|
|
void monster_death_use (edict_t *self);
|
|
void M_CatagorizePosition (edict_t *ent);
|
|
qboolean M_CheckAttack (edict_t *self);
|
|
void M_FlyCheck (edict_t *self);
|
|
void M_CheckGround (edict_t *ent);
|
|
|
|
//
|
|
// g_misc.c
|
|
//
|
|
void ThrowHead (edict_t *self, char *gibname, int damage, int type);
|
|
void ThrowClientHead (edict_t *self, int damage);
|
|
void ThrowGib (edict_t *self, char *gibname, int damage, int type);
|
|
void BecomeExplosion1(edict_t *self);
|
|
|
|
//
|
|
// g_ai.c
|
|
//
|
|
void AI_SetSightClient (void);
|
|
|
|
void ai_stand (edict_t *self, float dist);
|
|
void ai_move (edict_t *self, float dist);
|
|
void ai_walk (edict_t *self, float dist);
|
|
void ai_turn (edict_t *self, float dist);
|
|
void ai_run (edict_t *self, float dist);
|
|
void ai_charge (edict_t *self, float dist);
|
|
int range (edict_t *self, edict_t *other);
|
|
|
|
void FoundTarget (edict_t *self);
|
|
qboolean infront (edict_t *self, edict_t *other);
|
|
qboolean visible (edict_t *self, edict_t *other);
|
|
qboolean FacingIdeal(edict_t *self);
|
|
|
|
//
|
|
// g_weapon.c
|
|
//
|
|
void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin);
|
|
qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick);
|
|
void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
|
|
void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod);
|
|
void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
|
|
void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
|
|
void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
|
|
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
|
|
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
|
|
void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius);
|
|
|
|
// zucc
|
|
int knife_attack ( edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
|
|
void knife_throw (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed );
|
|
void fire_bullet_sparks (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
|
|
void fire_bullet_sniper (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
|
|
void fire_grenade3 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed );
|
|
|
|
//
|
|
// g_ptrail.c
|
|
//
|
|
void PlayerTrail_Init (void);
|
|
void PlayerTrail_Add (vec3_t spot);
|
|
void PlayerTrail_New (vec3_t spot);
|
|
edict_t *PlayerTrail_PickFirst (edict_t *self);
|
|
edict_t *PlayerTrail_PickNext (edict_t *self);
|
|
edict_t *PlayerTrail_LastSpot (void);
|
|
|
|
|
|
//
|
|
// g_client.c
|
|
//
|
|
void respawn (edict_t *ent);
|
|
void BeginIntermission (edict_t *targ);
|
|
void PutClientInServer (edict_t *ent);
|
|
void InitClientPersistant (gclient_t *client);
|
|
void InitClientResp (gclient_t *client);
|
|
void InitBodyQue (void);
|
|
void ClientBeginServerFrame (edict_t *ent);
|
|
|
|
//
|
|
// g_player.c
|
|
//
|
|
void player_pain (edict_t *self, edict_t *other, float kick, int damage);
|
|
void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
|
|
|
|
//
|
|
// g_svcmds.c
|
|
//
|
|
void ServerCommand (void);
|
|
qboolean SV_FilterPacket (char *from);
|
|
|
|
//
|
|
// p_view.c
|
|
//
|
|
void ClientEndServerFrame (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);
|
|
|
|
//
|
|
// g_pweapon.c
|
|
//
|
|
void PlayerNoise(edict_t *who, vec3_t where, int type);
|
|
|
|
//
|
|
// m_move.c
|
|
//
|
|
qboolean M_CheckBottom (edict_t *ent);
|
|
qboolean M_walkmove (edict_t *ent, float yaw, float dist);
|
|
void M_MoveToGoal (edict_t *ent, float dist);
|
|
void M_ChangeYaw (edict_t *ent);
|
|
|
|
//
|
|
// g_phys.c
|
|
//
|
|
void G_RunEntity (edict_t *ent);
|
|
|
|
//
|
|
// g_main.c
|
|
//
|
|
void SaveClientData (void);
|
|
void FetchClientEntData (edict_t *ent);
|
|
|
|
//
|
|
// g_chase.c
|
|
//
|
|
void UpdateChaseCam(edict_t *ent);
|
|
int ChaseTargetGone(edict_t *ent);
|
|
void ChaseNext(edict_t *ent);
|
|
void ChasePrev(edict_t *ent);
|
|
void GetChaseTarget(edict_t *ent);
|
|
|
|
//============================================================================
|
|
|
|
// 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
|
|
// in 3.20 there is #define ANIM_REVERSE 6 -FB
|
|
// zucc vwep - based on info from Hentai
|
|
#define ANIM_REVERSE -1
|
|
|
|
// 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;
|
|
qboolean powerArmorActive;
|
|
|
|
int selected_item;
|
|
int inventory[MAX_ITEMS];
|
|
|
|
// ammo capacities
|
|
int max_bullets;
|
|
int max_shells;
|
|
int max_rockets;
|
|
int max_grenades;
|
|
int max_cells;
|
|
int max_slugs;
|
|
|
|
gitem_t *weapon;
|
|
gitem_t *lastweapon;
|
|
|
|
int power_cubes; // used for tracking the cubes in coop games
|
|
int score; // for calculating total unit score in coop games
|
|
|
|
//FIREBLADE
|
|
qboolean spectator;
|
|
int firing_style;
|
|
//FIREBLADE
|
|
} 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
|
|
int game_helpchanged;
|
|
int helpchanged;
|
|
int sniper_mode; //level of zoom
|
|
int kills; // real kills
|
|
int damage_dealt; // keep track of damage dealt by player to other players
|
|
int streak; // kills in a row
|
|
gitem_t *item; // item for teamplay
|
|
gitem_t *weapon; // weapon for teamplay
|
|
//FIREBLADE
|
|
int team; // team the player is on
|
|
int joined_team; // last frame # at which the player joined a team
|
|
|
|
// radio/partners stuff...
|
|
int radio_delay;
|
|
radio_queue_entry_t radio_queue[MAX_RADIO_QUEUE_SIZE];
|
|
int radio_queue_size;
|
|
edict_t *radio_partner; // current partner
|
|
edict_t *partner_last_offered_to; // last person I offered a partnership to
|
|
edict_t *partner_last_offered_from; // last person I received a partnership offer from
|
|
edict_t *partner_last_denied_from; // last person I denied a partnership offer from
|
|
// end of radio/partners stuff...
|
|
|
|
int motd_refreshes;
|
|
int last_motd_refresh;
|
|
edict_t *last_chase_target; // last person they chased, to resume at the same place later...
|
|
//FIREBLADE
|
|
//Action
|
|
int mk23_mode; // firing mode, semi or auto
|
|
int mp5_mode;
|
|
int m4_mode;
|
|
int knife_mode;
|
|
int grenade_mode;
|
|
int id; // id command on or off
|
|
int ir; // ir on or off (only matters if player has ir device, currently bandolier)
|
|
qboolean radio_partner_mode; // 'radio' command using team or partner
|
|
qboolean radio_gender; // radiogender
|
|
qboolean radio_power_off; // radio_power
|
|
//---
|
|
} 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
|
|
//FIREBLADE
|
|
int rate; // their "rate" setting
|
|
int scoreboardnum;
|
|
//FIREBLADE
|
|
qboolean showinventory; // set layout stat
|
|
qboolean showhelp;
|
|
qboolean showhelpicon;
|
|
|
|
int ammo_index;
|
|
|
|
int buttons;
|
|
int oldbuttons;
|
|
int latched_buttons;
|
|
|
|
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
|
|
|
|
// 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;
|
|
|
|
qboolean grenade_blew_up;
|
|
float grenade_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
|
|
// zucc
|
|
// weapon ammo information
|
|
int mk23_max;
|
|
int mk23_rds;
|
|
|
|
int dual_max;
|
|
int dual_rds;
|
|
int shot_max;
|
|
int shot_rds;
|
|
int sniper_max;
|
|
int sniper_rds;
|
|
|
|
int mp5_max;
|
|
int mp5_rds;
|
|
|
|
int m4_max;
|
|
int m4_rds;
|
|
|
|
int cannon_max;
|
|
int cannon_rds;
|
|
int knife_max;
|
|
|
|
int grenade_max;
|
|
|
|
int curr_weap; // uses NAME_NUM values
|
|
|
|
// other
|
|
int fired; // keep track of semi auto
|
|
int burst; // remember if player is bursting or not
|
|
int fast_reload; // for shotgun/sniper rifle
|
|
int idle_weapon; // how many frames to keep our weapon idle
|
|
int desired_fov; // what fov does the player want? (via zooming)
|
|
int unique_weapon_total;
|
|
int unique_item_total;
|
|
int drop_knife;
|
|
int knife_sound; // we attack several times when slashing but only want 1 sound
|
|
int no_sniper_display;
|
|
int bandaging;
|
|
int leg_damage;
|
|
int leg_dam_count;
|
|
int leg_noise;
|
|
int leghits;
|
|
int bleeding; //remaining points to bleed away
|
|
int bleed_remain;
|
|
int bleedloc;
|
|
vec3_t bleedloc_offset; // location of bleeding (from origin)
|
|
vec3_t bleednorm;
|
|
float bleeddelay; // how long until we bleed again
|
|
|
|
int bandage_stopped;
|
|
|
|
int have_laser;
|
|
|
|
|
|
int doortoggle; // set by player with opendoor command
|
|
|
|
edict_t* attacker; // keep track of the last person to hit us
|
|
int attacker_mod; // and how they hit us
|
|
int attacker_loc; // location of the hit
|
|
int push_timeout; // timeout for how long an attacker will get fall death credit
|
|
|
|
int jumping;
|
|
|
|
int reload_attempts;
|
|
int weapon_attempts;
|
|
|
|
|
|
//FIREBLADE
|
|
qboolean inmenu; // in menu
|
|
pmenuhnd_t *menu; // current menu
|
|
edict_t *chase_target;
|
|
qboolean update_chase;
|
|
int chase_mode;
|
|
//FIREBLADE
|
|
|
|
//AZEROV
|
|
// Number of team kills this game
|
|
int team_kills;
|
|
//AZEROV
|
|
|
|
//EEK
|
|
// Number of teammate woundings this game and a "before attack" tracker
|
|
int team_wounds;
|
|
int team_wounds_before;
|
|
int ff_warning;
|
|
|
|
// IP address of this host to be collected at Connection time.
|
|
// (getting at it later seems to be unreliable)
|
|
char ipaddr[100]; // changed to 100 -FB
|
|
//EEK
|
|
};
|
|
|
|
|
|
struct edict_s
|
|
{
|
|
entity_state_t s;
|
|
struct gclient_s *client; // NULL if not a player
|
|
// the server expects the first part
|
|
// of gclient_s to be a player_state_t
|
|
// but the rest of it is opaque
|
|
|
|
qboolean inuse;
|
|
int linkcount;
|
|
|
|
// FIXME: move these fields to a server private sv_entity_t
|
|
link_t area; // linked to a division node or leaf
|
|
|
|
int num_clusters; // if -1, use headnode instead
|
|
int clusternums[MAX_ENT_CLUSTERS];
|
|
int headnode; // unused if num_clusters != -1
|
|
int areanum, areanum2;
|
|
|
|
//================================
|
|
|
|
int svflags;
|
|
vec3_t mins, maxs;
|
|
vec3_t absmin, absmax, size;
|
|
solid_t solid;
|
|
int clipmask;
|
|
edict_t *owner;
|
|
|
|
|
|
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
|
|
// EXPECTS THE FIELDS IN THAT ORDER!
|
|
|
|
//================================
|
|
int movetype;
|
|
int flags;
|
|
|
|
char *model;
|
|
float freetime; // sv.time when the object was freed
|
|
|
|
//
|
|
// only used locally in game, not by server
|
|
//
|
|
char *message;
|
|
char *classname;
|
|
int spawnflags;
|
|
|
|
float timestamp;
|
|
|
|
float angle; // set in qe3, -1 = up, -2 = down
|
|
char *target;
|
|
char *targetname;
|
|
char *killtarget;
|
|
char *team;
|
|
char *pathtarget;
|
|
char *deathtarget;
|
|
char *combattarget;
|
|
edict_t *target_ent;
|
|
|
|
float speed, accel, decel;
|
|
vec3_t movedir;
|
|
vec3_t pos1, pos2;
|
|
|
|
vec3_t velocity;
|
|
vec3_t avelocity;
|
|
int mass;
|
|
float air_finished;
|
|
float gravity; // per entity gravity multiplier (1.0 is normal)
|
|
// use for lowgrav artifact, flares
|
|
|
|
edict_t *goalentity;
|
|
edict_t *movetarget;
|
|
float yaw_speed;
|
|
float ideal_yaw;
|
|
|
|
float nextthink;
|
|
void (*prethink) (edict_t *ent);
|
|
void (*think)(edict_t *self);
|
|
void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo?
|
|
void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
|
|
void (*use)(edict_t *self, edict_t *other, edict_t *activator);
|
|
void (*pain)(edict_t *self, edict_t *other, float kick, int damage);
|
|
void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
|
|
|
|
float touch_debounce_time; // are all these legit? do we need more/less of them?
|
|
float pain_debounce_time;
|
|
float damage_debounce_time;
|
|
float fly_sound_debounce_time; //move to clientinfo
|
|
float last_move_time;
|
|
|
|
int health;
|
|
int max_health;
|
|
int gib_health;
|
|
int deadflag;
|
|
qboolean show_hostile;
|
|
|
|
float powerarmor_time;
|
|
|
|
char *map; // target_changelevel
|
|
|
|
int viewheight; // height above origin where eyesight is determined
|
|
int takedamage;
|
|
int dmg;
|
|
int radius_dmg;
|
|
float dmg_radius;
|
|
int sounds; //make this a spawntemp var?
|
|
int count;
|
|
|
|
edict_t *chain;
|
|
edict_t *enemy;
|
|
edict_t *oldenemy;
|
|
edict_t *activator;
|
|
edict_t *groundentity;
|
|
int groundentity_linkcount;
|
|
edict_t *teamchain;
|
|
edict_t *teammaster;
|
|
|
|
edict_t *mynoise; // can go in client only
|
|
edict_t *mynoise2;
|
|
|
|
int noise_index;
|
|
int noise_index2;
|
|
float volume;
|
|
float attenuation;
|
|
|
|
// timing variables
|
|
float wait;
|
|
float delay; // before firing targets
|
|
float random;
|
|
|
|
float teleport_time;
|
|
|
|
int watertype;
|
|
int waterlevel;
|
|
|
|
vec3_t move_origin;
|
|
vec3_t move_angles;
|
|
|
|
// move this to clientinfo?
|
|
int light_level;
|
|
|
|
int style; // also used as areaportal number
|
|
|
|
gitem_t *item; // for bonus items
|
|
|
|
// common data blocks
|
|
moveinfo_t moveinfo;
|
|
monsterinfo_t monsterinfo;
|
|
|
|
// laser
|
|
edict_t *lasersight;
|
|
|
|
// action
|
|
qboolean splatted;
|
|
int classnum;
|
|
|
|
// ACEBOT_ADD
|
|
qboolean is_bot;
|
|
qboolean is_jumping;
|
|
|
|
// For movement
|
|
vec3_t move_vector;
|
|
float next_move_time;
|
|
float wander_timeout;
|
|
float suicide_timeout;
|
|
|
|
//AQ2 ADD
|
|
// Door and pause time stuff.
|
|
float last_door_time; // Used to open doors without immediately closing them again!
|
|
float teamPauseTime; // To stop the centipede effect and seperate the team out a little
|
|
// Path to follow
|
|
ltklist_t pathList; // Single linked list of node numbers
|
|
float antLastCallTime; // Check for calling complex pathsearcher
|
|
// Who killed me?
|
|
edict_t *lastkilledby; // Set in ClientObituary...
|
|
//AQ2 END
|
|
|
|
// For node code
|
|
int current_node; // current node
|
|
int goal_node; // current goal node
|
|
int next_node; // the node that will take us one step closer to our goal
|
|
int node_timeout;
|
|
int last_node;
|
|
int tries;
|
|
|
|
// AI related stuff
|
|
int weaponchoice;
|
|
int equipchoice;
|
|
int state;
|
|
// ACEBOT_END
|
|
|
|
};
|
|
|
|
|
|
//zucc
|
|
void LaserSightThink (edict_t *self);
|
|
void SP_LaserSight(edict_t *self, gitem_t *item );
|
|
void Cmd_Reload_f (edict_t *ent);
|
|
void Cmd_New_Reload_f (edict_t *ent);
|
|
void Cmd_New_Weapon_f (edict_t *ent);
|
|
void Cmd_Weapon_f ( edict_t *ent );
|
|
void Cmd_OpenDoor_f (edict_t *ent );
|
|
void Cmd_Bandage_f ( edict_t *ent );
|
|
void Cmd_ID_f (edict_t *ent );
|
|
void Cmd_IR_f (edict_t *ent );
|
|
void Cmd_Choose_f (edict_t *ent);
|
|
|
|
void DropSpecialWeapon (edict_t *ent );
|
|
void ReadySpecialWeapon(edict_t *ent );
|
|
void DropSpecialItem ( edict_t* ent );
|
|
void Bandage( edict_t* ent );
|
|
// hentai's vwep function added by zucc
|
|
void ShowGun(edict_t *ent);
|
|
|
|
|
|
// spec functions
|
|
void SetupSpecSpawn(void);
|
|
void RespawnSpec(edict_t *ent);
|
|
void Drop_Spec(edict_t *ent, gitem_t *item);
|
|
void SpecThink(edict_t *spec);
|
|
void DeadDropSpec(edict_t *ent);
|
|
|
|
void temp_think_specweap( edict_t* ent ); // p_weapons.c
|
|
void ThinkSpecWeap( edict_t* ent );
|
|
void DropExtraSpecial( edict_t* ent );
|
|
void TransparentListSet(solid_t solid_type);
|
|
|
|
|
|
//local to g_combat but needed in p_view
|
|
void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage);
|
|
void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
|
|
|
|
|
|
void Add_Frag( edict_t *ent );
|
|
void Subtract_Frag( edict_t *ent );
|
|
|
|
void kick_attack( edict_t *ent );
|
|
|
|
void SetIDView(edict_t *ent);
|
|
|
|
void EndDMLevel (void);
|
|
qboolean Pickup_Special ( edict_t *ent, edict_t *other );
|
|
|
|
|
|
// action function
|
|
edict_t *FindEdictByClassnum (char *classname, int classnum);
|
|
|
|
void EjectBlooder (edict_t *self, vec3_t start, vec3_t veloc );
|
|
void EjectShell (edict_t *self, vec3_t start, int toggle);
|
|
void AddDecal (edict_t *self, trace_t* tr);
|
|
void AddSplat (edict_t *self, vec3_t point, trace_t* tr);
|
|
// weapon names
|
|
/*
|
|
bind 2 "use M3 Super 90 Assault Shotgun;"
|
|
bind 3 "use MP5/10 Submachinegun"
|
|
bind 4 "use Handcannon"
|
|
bind 5 "use M4 Assault Rifle"
|
|
bind 6 "use Sniper Rifle"
|
|
*/
|
|
#define MK23_NAME "MK23 Pistol"
|
|
#define MP5_NAME "MP5/10 Submachinegun"
|
|
#define M4_NAME "M4 Assault Rifle"
|
|
#define M3_NAME "M3 Super 90 Assault Shotgun"
|
|
#define HC_NAME "Handcannon"
|
|
#define SNIPER_NAME "Sniper Rifle"
|
|
#define DUAL_NAME "Dual MK23 Pistols"
|
|
#define KNIFE_NAME "Combat Knife"
|
|
#define GRENADE_NAME "M26 Fragmentation Grenade"
|
|
|
|
#define SIL_NAME "Silencer"
|
|
#define SLIP_NAME "Stealth Slippers"
|
|
#define BAND_NAME "Bandolier"
|
|
#define KEV_NAME "Kevlar Vest"
|
|
#define LASER_NAME "Lasersight"
|
|
|
|
#define AMMO_CLIP_NAME "Pistol Clip"
|
|
#define AMMO_M4_NAME "M4 Clip"
|
|
#define AMMO_MAG_NAME "Machinegun Magazine"
|
|
#define AMMO_SNIPER_NAME "AP Sniper Ammo"
|
|
#define AMMO_M3_NAME "12 Gauge Shells"
|
|
|
|
|
|
|
|
|
|
#define MK23_NUM 0
|
|
#define MP5_NUM 1
|
|
#define M4_NUM 2
|
|
#define M3_NUM 3
|
|
#define HC_NUM 4
|
|
#define SNIPER_NUM 5
|
|
#define DUAL_NUM 6
|
|
#define KNIFE_NUM 7
|
|
#define GRENADE_NUM 8
|
|
|
|
// types of locations that can be hit
|
|
#define LOC_HDAM 1 // head
|
|
#define LOC_CDAM 2 // chest
|
|
#define LOC_SDAM 3 // stomach
|
|
#define LOC_LDAM 4 // legs
|
|
|
|
|
|
|
|
// sniper modes
|
|
#define SNIPER_1X 0
|
|
#define SNIPER_2X 1
|
|
#define SNIPER_4X 2
|
|
#define SNIPER_6X 3
|
|
|
|
|
|
|
|
#define GRENADE_IDLE_FIRST 40
|
|
#define GRENADE_IDLE_LAST 69
|
|
#define GRENADE_THROW_FIRST 4
|
|
#define GRENADE_THROW_LAST 9 // throw it on frame 8?
|
|
|
|
|
|
// these should be server variables, when I get around to it
|
|
//#define UNIQUE_WEAPONS_ALLOWED 2
|
|
//#define UNIQUE_ITEMS_ALLOWED 1
|
|
#define SPEC_WEAPON_RESPAWN 1
|
|
#define BANDAGE_TIME 27 // 10 = 1 second
|
|
#define BLEED_TIME 10 // 10 = 1 second is time for losing 1 health at slowest bleed rate
|
|
#define GRENADE_DAMRAD 170
|
|
|
|
// ACEBOT_ADD
|
|
#include "acesrc/acebot.h"
|
|
// ACEBOT_END
|
|
|
|
#endif
|