#ifndef __G_SHARED_H__ #define __G_SHARED_H__ #include "bg_public.h" #include "g_public.h" #include "b_public.h" #include "../icarus/StdAfx.h" //need stl #include "../renderer/tr_types.h" #include "../cgame/cg_public.h" #include "g_vehicles.h" #include "hitlocs.h" #include "bset.h" #define FOFS(x) ((int)&(((gentity_t *)0)->x)) #ifdef _XBOX #define MAX_NPC_WATER_UPDATE_PER_FRAME 2 // maxmum number of NPCs that will get updated water infromation per frame #endif typedef enum //# taskID_e { TID_CHAN_VOICE = 0, // Waiting for a voice sound to complete TID_ANIM_UPPER, // Waiting to finish a lower anim holdtime TID_ANIM_LOWER, // Waiting to finish a lower anim holdtime TID_ANIM_BOTH, // Waiting to finish lower and upper anim holdtimes or normal md3 animating TID_MOVE_NAV, // Trying to get to a navgoal or For ET_MOVERS TID_ANGLE_FACE, // Turning to an angle or facing TID_BSTATE, // Waiting for a certain bState to finish TID_LOCATION, // Waiting for ent to enter a specific trigger_location // TID_MISSIONSTATUS, // Waiting for player to finish reading MISSION STATUS SCREEN TID_RESIZE, // Waiting for clear bbox to inflate size TID_SHOOT, // Waiting for fire event NUM_TIDS, // for def of taskID array } taskID_t; typedef enum //# material_e { MAT_METAL = 0, // scorched blue-grey metal MAT_GLASS, // not a real chunk type, just plays an effect with glass sprites MAT_ELECTRICAL, // sparks only MAT_ELEC_METAL, // sparks/electrical type metal MAT_DRK_STONE, // brown MAT_LT_STONE, // tan MAT_GLASS_METAL,// glass sprites and METAl chunk MAT_METAL2, // electrical metal type MAT_NONE, // no chunks MAT_GREY_STONE, // grey MAT_METAL3, // METAL and METAL2 chunks MAT_CRATE1, // yellow multi-colored crate chunks MAT_GRATE1, // grate chunks MAT_ROPE, // for yavin trial...no chunks, just wispy bits MAT_CRATE2, // read multi-colored crate chunks MAT_WHITE_METAL,// white angular chunks NUM_MATERIALS } material_t; //===From cg_local.h================================================ #define DEFAULT_HEADMODEL "" #define DEFAULT_TORSOMODEL "" #define DEFAULT_LEGSMODEL "mouse" // each client has an associated clientInfo_t // that contains media references necessary to present the // client model and other color coded effects // this is regenerated each time a userinfo configstring changes #define MAX_CUSTOM_BASIC_SOUNDS 14 #define MAX_CUSTOM_COMBAT_SOUNDS 17 #define MAX_CUSTOM_EXTRA_SOUNDS 36 #define MAX_CUSTOM_JEDI_SOUNDS 22 #define MAX_CUSTOM_SOUNDS (MAX_CUSTOM_JEDI_SOUNDS + MAX_CUSTOM_EXTRA_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS + MAX_CUSTOM_BASIC_SOUNDS) // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! typedef struct { qboolean infoValid; char name[MAX_QPATH]; team_t team; int score; // updated by score servercmds int handicap; qhandle_t legsModel; qhandle_t legsSkin; qhandle_t torsoModel; qhandle_t torsoSkin; qhandle_t headModel; qhandle_t headSkin; int animFileIndex; sfxHandle_t sounds[MAX_CUSTOM_SOUNDS]; char *customBasicSoundDir; char *customCombatSoundDir; char *customExtraSoundDir; char *customJediSoundDir; } clientInfo_t; //================================================================== typedef enum { MOVER_POS1, MOVER_POS2, MOVER_1TO2, MOVER_2TO1 } moverState_t; // Rendering information structure typedef enum { MODEL_LEGS = 0, MODEL_TORSO, MODEL_HEAD, MODEL_WEAPON1, MODEL_WEAPON2, MODEL_WEAPON3, MODEL_EXTRA1, MODEL_EXTRA2, NUM_TARGET_MODELS } targetModel_t; //renderFlags #define RF_LOCKEDANGLE 1 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! typedef struct renderInfo_s { // Legs model, or full model on one piece entities union { char legsModelName[32]; // -slc[] char modelName[32]; // -slc[] }; char torsoModelName[32]; // -slc[] char headModelName[32]; // -slc[] //In whole degrees, How far to let the different model parts yaw and pitch int headYawRangeLeft; int headYawRangeRight; int headPitchRangeUp; int headPitchRangeDown; int torsoYawRangeLeft; int torsoYawRangeRight; int torsoPitchRangeUp; int torsoPitchRangeDown; int legsFrame; int torsoFrame; float legsFpsMod; float torsoFpsMod; //Fields to apply to entire model set, individual model's equivalents will modify this value byte customRGBA[4];//Red Green Blue, 0 = don't apply //Allow up to 4 PCJ lookup values to be stored here. //The resolve to configstrings which contain the name of the //desired bone. int boneIndex1; int boneIndex2; int boneIndex3; int boneIndex4; //packed with x, y, z orientations for bone angles int boneOrient; //I.. feel bad for doing this, but NPCs really just need to //be able to control this sort of thing from the server sometimes. //At least it's at the end so this stuff is never going to get sent //over for anything that isn't an NPC. vec3_t boneAngles1; //angles of boneIndex1 vec3_t boneAngles2; //angles of boneIndex2 vec3_t boneAngles3; //angles of boneIndex3 vec3_t boneAngles4; //angles of boneIndex4 //RF? int renderFlags; // vec3_t muzzlePoint; vec3_t muzzleDir; vec3_t muzzlePointOld; vec3_t muzzleDirOld; //vec3_t muzzlePointNext; // Muzzle point one server frame in the future! //vec3_t muzzleDirNext; int mPCalcTime;//Last time muzzle point was calced // float lockYaw;// // vec3_t headPoint;//Where your tag_head is vec3_t headAngles;//where the tag_head in the torso is pointing vec3_t handRPoint;//where your right hand is vec3_t handLPoint;//where your left hand is vec3_t crotchPoint;//Where your crotch is vec3_t footRPoint;//where your right hand is vec3_t footLPoint;//where your left hand is vec3_t torsoPoint;//Where your chest is vec3_t torsoAngles;//Where the chest is pointing vec3_t eyePoint;//Where your eyes are vec3_t eyeAngles;//Where your eyes face int lookTarget;//Which ent to look at with lookAngles lookMode_t lookMode; int lookTargetClearTime;//Time to clear the lookTarget int lastVoiceVolume;//Last frame's voice volume vec3_t lastHeadAngles;//Last headAngles, NOT actual facing of head model vec3_t headBobAngles;//headAngle offsets vec3_t targetHeadBobAngles;//head bob angles will try to get to targetHeadBobAngles int lookingDebounceTime;//When we can stop using head looking angle behavior float legsYaw;//yaw angle your legs are actually rendering at } renderInfo_t; // Movement information structure /* typedef struct moveInfo_s // !!!!!!!!!! LOADSAVE-affecting struct !!!!!!!! { vec3_t desiredAngles; // Desired facing angles float speed; // Speed of movement float aspeed; // Speed of angular movement vec3_t moveDir; // Direction of movement vec3_t velocity; // movement velocity int flags; // Special state flags } moveInfo_t; */ typedef enum { CON_DISCONNECTED, CON_CONNECTING, CON_CONNECTED } clientConnected_t; typedef enum { TEAM_BEGIN, // Beginning a team game, spawn at base TEAM_ACTIVE // Now actively playing } playerTeamStateState_t; /* typedef enum //# race_e { RACE_NONE = 0, RACE_HUMAN, RACE_BORG, RACE_KLINGON, RACE_HIROGEN, RACE_MALON, RACE_STASIS, RACE_8472, RACE_BOT, RACE_HARVESTER, RACE_REAVER, RACE_AVATAR, RACE_PARASITE, RACE_VULCAN, RACE_BETAZOID, RACE_BOLIAN, RACE_TALAXIAN, RACE_BAJORAN, RACE_HOLOGRAM } race_t; */ // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! typedef struct { playerTeamStateState_t state; int captures; int basedefense; int carrierdefense; int flagrecovery; int fragcarrier; int assists; float lasthurtcarrier; float lastreturnedflag; float flagsince; float lastfraggedcarrier; } playerTeamState_t; // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! typedef struct objectives_s { qboolean display; // A displayable objective? int status; // Succeed or fail or pending } objectives_t; // NOTE: This is an arbitrary number greater than our current number of objectives with // some fluff just in case we add more in the future. #define MAX_MISSION_OBJ 100 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! typedef struct missionStats_s { int secretsFound; // # of secret areas found int totalSecrets; // # of secret areas that could have been found int shotsFired; // total number of shots fired int hits; // Shots that did damage int enemiesSpawned; // # of enemies spawned int enemiesKilled; // # of enemies killed int saberThrownCnt; // # of times saber was thrown int saberBlocksCnt; // # of times saber was used to block int legAttacksCnt; // # of times legs were hit with saber int armAttacksCnt; // # of times arm were hit with saber int torsoAttacksCnt; // # of times torso was hit with saber int otherAttacksCnt; // # of times anything else on a monster was hit with saber int forceUsed[NUM_FORCE_POWERS]; // # of times each force power was used int weaponUsed[WP_NUM_WEAPONS]; // # of times each weapon was used } missionStats_t; // the auto following clients don't follow a specific client // number, but instead follow the first two active players #define FOLLOW_ACTIVE1 -1 #define FOLLOW_ACTIVE2 -2 // client data that stays across multiple levels or tournament restarts // this is achieved by writing all the data to cvar strings at game shutdown // time and reading them back at connection time. Anything added here // MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData() // // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! typedef struct { int missionObjectivesShown; // Number of times mission objectives have been updated team_t sessionTeam; objectives_t mission_objectives[MAX_MISSION_OBJ]; missionStats_t missionStats; // Various totals while on a mission } clientSession_t; // client data that stays across multiple respawns, but is cleared // on each level change or team change at ClientBegin() // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! typedef struct { clientConnected_t connected; usercmd_t lastCommand; char netname[34]; int maxHealth; // for handicapping int enterTime; // level.time the client entered the game short cmd_angles[3]; // angles sent over in the last command playerTeamState_t teamState; // status in teamplay games } clientPersistant_t; typedef enum { BLK_NO, BLK_TIGHT, // Block only attacks and shots around the saber itself, a bbox of around 12x12x12 BLK_WIDE // Block all attacks in an area around the player in a rough arc of 180 degrees } saberBlockType_t; typedef enum { BLOCKED_NONE, BLOCKED_PARRY_BROKEN, BLOCKED_ATK_BOUNCE, BLOCKED_UPPER_RIGHT, BLOCKED_UPPER_LEFT, BLOCKED_LOWER_RIGHT, BLOCKED_LOWER_LEFT, BLOCKED_TOP, BLOCKED_UPPER_RIGHT_PROJ, BLOCKED_UPPER_LEFT_PROJ, BLOCKED_LOWER_RIGHT_PROJ, BLOCKED_LOWER_LEFT_PROJ, BLOCKED_TOP_PROJ } saberBlockedType_t; typedef enum //# movetype_e { MT_STATIC = 0, MT_WALK, MT_RUNJUMP, MT_FLYSWIM, NUM_MOVETYPES } movetype_t; // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! // this structure is cleared on each ClientSpawn(), // except for 'client->pers' and 'client->sess' struct gclient_s { // ps MUST be the first element, because the server expects it playerState_t ps; // communicated by server to clients // private to game clientPersistant_t pers; clientSession_t sess; int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION usercmd_t usercmd; // most recent usercmd int buttons; int oldbuttons; int latched_buttons; // sum up damage over an entire frame, so // shotgun blasts give a single big kick int damage_armor; // damage absorbed by armor int damage_blood; // damage taken out of health vec3_t damage_from; // origin for vector calculation bool damage_fromWorld; // if true, don't use the damage_from vector bool noclip; //icarus forced moving. is this still used? signed char forced_forwardmove; signed char forced_rightmove; // timers int respawnTime; // can respawn when time > this, force after g_forcerespwan int idleTime; // for playing idleAnims int airOutTime; // timeResidual is used to handle events that happen every second // like health / armor countdowns and regeneration int timeResidual; // Facial Expression Timers float facial_blink; // time before next blink. If a minus value, we are in blink mode float facial_timer; // time before next alert, frown or smile. If a minus value, we are in anim mode int facial_anim; // anim to show in anim mode //Client info - updated when ClientInfoChanged is called, instead of using configstrings clientInfo_t clientInfo; movetype_t moveType; int jetPackTime; int fireDelay; //msec to delay calling G_FireWeapon after EV_FIREWEAPON event is called // The time at which a breath should be triggered. -Aurelio int breathPuffTime; //Used to be in gentity_t, now here.. mostly formation stuff team_t playerTeam; team_t enemyTeam; gentity_t *leader; class_t NPC_class; //FIXME: could combine these float hiddenDist;//How close ents have to be to pick you up as an enemy vec3_t hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden) renderInfo_t renderInfo; //dismember tracker bool dismembered; char dismemberProbLegs; // probability of the legs being dismembered (located in NPC.cfg, 0 = never, 100 = always) char dismemberProbHead; // probability of the head being dismembered (located in NPC.cfg, 0 = never, 100 = always) char dismemberProbArms; // probability of the arms being dismembered (located in NPC.cfg, 0 = never, 100 = always) char dismemberProbHands; // probability of the hands being dismembered (located in NPC.cfg, 0 = never, 100 = always) char dismemberProbWaist; // probability of the waist being dismembered (located in NPC.cfg, 0 = never, 100 = always) int standheight; int crouchheight; int poisonDamage; // Amount of poison damage to be given int poisonTime; // When to apply poison damage int slopeRecalcTime; // debouncer for slope-foot-height-diff calcing vec3_t pushVec; int pushVecTime; int noRagTime; //don't do ragdoll stuff if > level.time qboolean isRagging; int overridingBones; //dragging body or doing something else to override one or more ragdoll effector's/pcj's vec3_t ragLastOrigin; //keeping track of positions between rags while dragging corpses int ragLastOriginTime; //push refraction effect vars int pushEffectFadeTime; vec3_t pushEffectOrigin; //Rocket locking vars for non-player clients (only Vehicles use these right now...) int rocketLockIndex; float rocketLastValidTime; float rocketLockTime; float rocketTargetTime; //for trigger_space brushes int inSpaceSuffocation; int inSpaceIndex; }; #define MAX_PARMS 16 #define MAX_PARM_STRING_LENGTH MAX_QPATH//was 16, had to lengthen it so they could take a valid file path typedef struct { char parm[MAX_PARMS][MAX_PARM_STRING_LENGTH]; } parms_t; #ifdef GAME_INCLUDE //these hold the place for the enums in functions.h so i don't have to recompile everytime it changes #define thinkFunc_t int #define clThinkFunc_t int #define reachedFunc_t int #define blockedFunc_t int #define touchFunc_t int #define useFunc_t int #define painFunc_t int #define dieFunc_t int #define MAX_FAILED_NODES 8 #define MAX_INHAND_WEAPONS 2 typedef struct centity_s centity_t; // !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!!!! struct gentity_s { entityState_t s; // communicated by server to clients struct gclient_s *client; // NULL if not a player (unless it's NPC ( if (this->NPC != NULL) ) ... -slc) qboolean inuse; qboolean linked; // qfalse if not in any good cluster int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc qboolean bmodel; // if false, assume an explicit mins / maxs bounding box // only set by gi.SetBrushModel vec3_t mins, maxs; int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc // a non-solid entity should set to 0 vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation // currentOrigin will be used for all collision detection and world linking. // it will not necessarily be the same as the trajectory evaluation for the current // time, because each entity must be moved one at a time after time is advanced // to avoid simultanious collision issues vec3_t currentOrigin; vec3_t currentAngles; gentity_t *owner; // objects never interact with their owners, to // prevent player missiles from immediately // colliding with their owner /* Ghoul2 Insert Start */ // this marker thing of Jake's is used for memcpy() length calcs, so don't put any ordinary fields (like above) // below this point or they won't work, and will mess up all sorts of stuff. // CGhoul2Info_v ghoul2; vec3_t modelScale; //needed for g2 collision /* Ghoul2 Insert End */ // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER // EXPECTS THE FIELDS IN THAT ORDER! //========================================================================================== //Essential entity fields // note: all the char* fields from here on should be left as ptrs, not declared, because of the way that ent-parsing // works by forcing field offset ptrs as char* and using G_NewString()!! (see G_ParseField() in gmae/g_spawn.cpp -slc // char *classname; // set in QuakeEd int spawnflags; // set in QuakeEd int flags; // FL_* variables char *model; // Normal model, or legs model on tri-models char *model2; // Torso model int freetime; // sv.time when the object was freed int eventTime; // events will be cleared EVENT_VALID_MSEC after set qboolean freeAfterEvent; // qboolean unlinkAfterEvent; //Physics and movement fields float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce int clipmask; // brushes with this content value will be collided against // when moving. items and corpses do not collide against // players, for instance // moveInfo_t moveInfo; //FIXME: use this more? float speed; float resultspeed; int lastMoveTime; vec3_t movedir; vec3_t lastOrigin; //Where you were last frame vec3_t lastAngles; //Where you were looking last frame float mass; //How heavy you are int lastImpact; //Last time you impacted something //Variables reflecting environment int watertype; int waterlevel; short wupdate; short prev_waterlevel; //Targeting/linking fields float angle; // set in editor, -1 = up, -2 = down char *target; char *target2; //For multiple targets, not used for firing/triggering/using, though, only for path branches char *target3; //For multiple targets, not used for firing/triggering/using, though, only for path branches char *target4; //For multiple targets, not used for firing/triggering/using, though, only for path branches char *targetJump; char *targetname; char *team; union { char *roff; // the roff file to use, if there is one char *fxFile; // name of the external effect file }; int roff_ctr; // current roff frame we are playing int next_roff_time; int fx_time; // timer for beam in/out effects. //Think Functions int nextthink;//Used to determine if it's time to call e_ThinkFunc again thinkFunc_t e_ThinkFunc;//Called once every game frame for every ent clThinkFunc_t e_clThinkFunc;//Think func for equivalent centity reachedFunc_t e_ReachedFunc;// movers call this when hitting endpoint blockedFunc_t e_BlockedFunc; touchFunc_t e_TouchFunc; useFunc_t e_UseFunc; //Called by G_UseTargets painFunc_t e_PainFunc; //Called by G_Damage when damage is taken dieFunc_t e_DieFunc; //Called by G_Damage when health reaches <= 0 //Health and damage fields int health; int max_health; qboolean takedamage; material_t material; int damage; int dflags; //explosives, breakable brushes int splashDamage; // quad will increase this without increasing radius int splashRadius; int methodOfDeath; int splashMethodOfDeath; //int hitLoc;//where you were last hit int locationDamage[HL_MAX]; // Damage accumulated on different body locations //Entity pointers gentity_t *chain; gentity_t *enemy; gentity_t *activator; gentity_t *teamchain; // next entity in team gentity_t *teammaster; // master of the team gentity_t *lastEnemy; //Timing variables, counters and debounce times float wait; float random; int delay; qboolean alt_fire; int count; int bounceCount; int fly_sound_debounce_time; // wind tunnel int painDebounceTime; int disconnectDebounceTime; int attackDebounceTime; int pushDebounceTime; int aimDebounceTime; int useDebounceTime; //Unions for miscellaneous fields used under very specific circumstances union { qboolean trigger_formation; qboolean misc_dlight_active; qboolean has_bounced; // for thermal Det. we force at least one bounce to happen before it can do proximity checks }; //Navigation int spawnContents; // store contents of ents on spawn so nav system can restore them int waypoint; //Set once per frame, if you've moved, and if someone asks int wayedge; //Used by doors and breakable things to know what edge goes through them int lastWaypoint; //To make sure you don't double-back int lastInAirTime; int noWaypointTime; //Debouncer - so don't keep checking every waypoint in existance every frame that you can't find one int combatPoint; vec3_t followPos; int followPosRecalcTime; int followPosWaypoint; //Animation qboolean loopAnim; int startFrame; int endFrame; //Script/ICARUS-related fields int m_iIcarusID; int taskID[NUM_TIDS]; parms_t *parms; char *behaviorSet[NUM_BSETS]; char *script_targetname; int delayScriptTime; // Ambient sound info char *soundSet; //Only used for local sets int setTime; //Used by cameras to locate subjects char *cameraGroup; //For damage team_t noDamageTeam; // Ghoul2 Animation info short playerModel; short weaponModel[MAX_INHAND_WEAPONS]; short handRBolt; short handLBolt; short headBolt; short cervicalBolt; short chestBolt; short gutBolt; short torsoBolt; short crotchBolt; short motionBolt; short kneeLBolt; short kneeRBolt; short elbowLBolt; short elbowRBolt; short footLBolt; short footRBolt; short faceBone; short craniumBone; short cervicalBone; short thoracicBone; short upperLumbarBone; short lowerLumbarBone; short hipsBone; short motionBone; short rootBone; short footLBone; short footRBone; short humerusRBone; short genericBone1; // For bones special to an entity short genericBone2; short genericBone3; short genericBolt1; // For bolts special to an entity short genericBolt2; short genericBolt3; short genericBolt4; short genericBolt5; qhandle_t cinematicModel; //========================================================================================== //FIELDS USED EXCLUSIVELY BY SPECIFIC CLASSES OF ENTITIES // Vehicle information. // The vehicle object. Vehicle_t *m_pVehicle; //NPC/Player entity fields //FIXME: Make these client only? gNPC_t *NPC;//Only allocated if the entity becomes an NPC //Other NPC/Player-related entity fields char *ownername;//Used by squadpaths to locate owning NPC //FIXME: Only used by NPCs, move it to gNPC_t int cantHitEnemyCounter;//HACK - Makes them look for another enemy on the same team if the one they're after can't be hit //Only used by NPC_spawners char *NPC_type; char *NPC_targetname; char *NPC_target; //Variables used by movers (most likely exclusively by them) moverState_t moverState; int soundPos1; int sound1to2; int sound2to1; int soundPos2; int soundLoop; gentity_t *nextTrain; gentity_t *prevTrain; vec3_t pos1, pos2; vec3_t pos3; int sounds; char *closetarget; char *opentarget; char *paintarget; int lockCount; //for maglocks- actually get put on the trigger for the door //Variables used only by waypoints (for the most part) float radius; union { int wpIndex; int fxID; // id of the external effect file }; int noise_index; vec4_t startRGBA; union { vec4_t finalRGBA; vec3_t pos4; vec3_t modelAngles; //for brush entities with an attached md3 model, as an offset to the brush's angles }; //FIXME: Are these being used anymore? gitem_t *item; // for bonus items - char *message; //Used by triggers to print a message when activated float lightLevel; //FIXME: can these be removed/condensed/absorbed? //Rendering info //int color; //Force effects int forcePushTime; int forcePuller; //who force-pulled me (so we don't damage them if we hit them) }; #endif //#ifdef GAME_INCLUDE extern gentity_t g_entities[MAX_GENTITIES]; #ifndef _USRDLL extern game_import_t gi; #endif // each WP_* weapon enum has an associated weaponInfo_t // that contains media references necessary to present the // weapon and its effects typedef struct weaponInfo_s { qboolean registered; gitem_t *item; qhandle_t handsModel; // the hands don't actually draw, they just position the weapon qhandle_t weaponModel; //for in view qhandle_t weaponWorldModel; //for in their hands qhandle_t barrelModel[4]; vec3_t weaponMidpoint; // so it will rotate centered instead of by tag qhandle_t weaponIcon; // The version of the icon with a glowy background qhandle_t weaponIconNoAmmo; // The version of the icon with no ammo warning qhandle_t ammoIcon; qhandle_t ammoModel; qhandle_t missileModel; sfxHandle_t missileSound; void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi ); qhandle_t alt_missileModel; sfxHandle_t alt_missileSound; void (*alt_missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi ); // sfxHandle_t flashSound; // sfxHandle_t altFlashSound; sfxHandle_t firingSound; sfxHandle_t altFiringSound; sfxHandle_t stopSound; sfxHandle_t missileHitSound; sfxHandle_t altmissileHitSound; sfxHandle_t chargeSound; sfxHandle_t altChargeSound; sfxHandle_t selectSound; // sound played when weapon is selected #ifdef _IMMERSION ffHandle_t firingForce; ffHandle_t altFiringForce; ffHandle_t stopForce; ffHandle_t chargeForce; ffHandle_t altChargeForce; ffHandle_t selectForce; #endif // _IMMERSION } weaponInfo_t; extern sfxHandle_t CAS_GetBModelSound( const char *name, int stage ); enum { EDGE_NORMAL, EDGE_PATH, EDGE_BLOCKED, EDGE_FAILED, EDGE_FLY, EDGE_JUMP, EDGE_LARGE, EDGE_PATHBLOCKED, EDGE_NEARESTVALID, EDGE_NEARESTINVALID, EDGE_NODE_FLOATING, EDGE_NODE_NORMAL, EDGE_NODE_GOAL, EDGE_NODE_COMBAT, EDGE_CELL, EDGE_CELL_EMPTY, EDGE_IMPACT_SAFE, EDGE_IMPACT_POSSIBLE, EDGE_THRUST, EDGE_VELOCITY, EDGE_FOLLOWPOS, EDGE_WHITE_ONESECOND, EDGE_WHITE_TWOSECOND, EDGE_RED_ONESECOND, EDGE_RED_TWOSECOND, }; enum { NODE_NORMAL, NODE_FLOATING, NODE_GOAL, NODE_NAVGOAL, }; #endif // #ifndef __G_SHARED_H__