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#define to enum changes
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1077 fc73d0e0-1445-4013-8a0c-d673dee63da5
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4 changed files with 64 additions and 58 deletions
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@ -606,9 +606,11 @@ entity newmis;
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#endif
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// weaponstate defines
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#define WS_IDLE 0
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#define WS_FIRING1 1
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#define WS_FIRING2 2 // used with nailgun
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enum {
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WS_IDLE,
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WS_FIRING1,
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WS_FIRING2 // used with nailgun
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};
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// unions
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// DO NOT MIX UNION TYPES LIKE I AM DOING
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@ -646,17 +648,17 @@ entity newmis;
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entity movetarget; // target entity to move to
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};
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struct { // fields used with generic projectiles
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float damage_direct; // damage done with a direct hit
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float damage_exp; // damage done from radius damage
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float radius_exp; // radius of radius damage
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INTEGER mod_direct; // mod type for direct hit
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INTEGER mod_exp; // mod type for radius damage
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float expire_time; // time when projectile dies
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void() proj_think; // extra think function used with projectile
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float proj_think_time; // interval between thinks
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float damage_direct; // damage done with a direct hit
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float damage_exp; // damage done from radius damage
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float radius_exp; // radius of radius damage
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INTEGER mod_direct; // mod type for direct hit
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INTEGER mod_exp; // mod type for radius damage
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float expire_time; // time when projectile dies
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void() proj_think; // extra think function used with projectile
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float proj_think_time; // interval between thinks
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INTEGER proj_effect; // effect used with projectile
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INTEGER voided; // projectile has been voided
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float() proj_touch; // extra touch function used with projectile
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INTEGER voided; // projectile has been voided
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float() proj_touch; // extra touch function used with projectile
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};
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// fields used with ambient sounds?
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/*
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@ -799,4 +801,3 @@ float (entity e, float healamount, float ignore) T_Heal; // health function
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float(entity targ, entity inflictor) CanDamage;
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@ -6,12 +6,15 @@
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var float chan_no_phs_add = 0;
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INTEGER eng_support;
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#define ENG_STOF 0x01
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#define ENG_CVARSTRING 0x02
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#define ENG_TEBUILTINS 0x04
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#define ENG_TEBLOOD 0x08
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#define ENG_EFRED 0x10
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#define ENG_EFBLUE 0x20
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enumflags {
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ENG_STOF,
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ENG_CVARSTRING,
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ENG_TEBUILTINS,
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ENG_TEBLOOD,
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ENG_EFRED,
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ENG_EFBLUE
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};
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// prototypes
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void() EFF_SetEffects;
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@ -1,30 +1,32 @@
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// client death messages
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#define MOD_NONE 0
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#define MOD_AXE 1
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#define MOD_SHOTGUN 2
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#define MOD_SUPERSHOTGUN 3
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#define MOD_SPIKE 4
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#define MOD_SUPERSPIKE 5
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#define MOD_GRENADE 6
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#define MOD_ROCKET 8
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#define MOD_ROCKETRADIUS 9
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#define MOD_SHAFT 10
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#define MOD_SHAFTWATER 11
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#define MOD_SHAFTSLIME 12
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#define MOD_SHAFTLAVA 13
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#define MOD_TELEFRAG 14
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#define MOD_TELEFRAGDEFLECT 15
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#define MOD_SQUISH 16
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#define MOD_DROWN 17
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#define MOD_SLIME 18
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#define MOD_LAVA 19
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#define MOD_EXPLOBOX 20
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#define MOD_FALL 21
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#define MOD_FIREBALL 22
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#define MOD_EXIT 23
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#define MOD_LASER 24
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#define MOD_SELFWATER 25
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#define MOD_HURT 26
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enum {
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MOD_NONE,
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MOD_AXE,
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MOD_SHOTGUN,
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MOD_SUPERSHOTGUN,
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MOD_SPIKE,
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MOD_SUPERSPIKE,
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MOD_GRENADE,
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MOD_ROCKET,
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MOD_ROCKETRADIUS,
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MOD_SHAFT,
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MOD_SHAFTWATER,
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MOD_SHAFTSLIME,
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MOD_SHAFTLAVA,
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MOD_TELEFRAG,
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MOD_TELEFRAGDEFLECT,
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MOD_SQUISH,
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MOD_DROWN,
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MOD_SLIME,
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MOD_LAVA,
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MOD_EXPLOBOX,
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MOD_FALL,
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MOD_FIREBALL,
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MOD_EXIT,
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MOD_LASER,
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MOD_SELFWATER,
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MOD_HURT
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};
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void(string targ, INTEGER mod) SuicideMessage =
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{
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@ -1,16 +1,17 @@
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// Generic projectile spawning code (PRJ) ---
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// projectile effect defines
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#define PE_NONE 0
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#define PE_SPIKE 1
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#define PE_SUPERSPIKE 2
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#define PE_WIZSPIKE 3
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#define PE_KNIGHTSPIKE 4
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#define PE_GUNSHOT 5
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#define PE_EXPLOSION 6
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#define PE_EXPLOSIONGROUND 7
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#define PE_LASER 8
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// projectile effect enumerator
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enum {
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PE_NONE,
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PE_SPIKE,
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PE_SUPERSPIKE,
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PE_WIZSPIKE,
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PE_KNIGHTSPIKE,
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PE_GUNSHOT,
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PE_EXPLOSION,
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PE_EXPLOSIONGROUND,
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PE_LASER
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};
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// functions used only by this QC file
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float() _PRJ_Bounce =
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@ -181,4 +182,3 @@ void(entity parent, string modl, vector org, vector vel, INTEGER effect, INTEGER
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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setorigin (newmis, org);
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};
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