mirror of
https://github.com/nzp-team/quakespasm.git
synced 2024-11-14 00:11:19 +00:00
435 lines
11 KiB
C
435 lines
11 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2007-2008 Kristian Duske
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Copyright (C) 2010-2017 QuakeSpasm developers
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef QUAKEDEFS_H
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#define QUAKEDEFS_H
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// quakedef.h -- primary header for client
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#define QUAKE_GAME // as opposed to utilities
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#define VERSION 1.09
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#define GLQUAKE_VERSION 1.00
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#define D3DQUAKE_VERSION 0.01
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#define WINQUAKE_VERSION 0.996
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#define LINUX_VERSION 1.30
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#define X11_VERSION 1.10
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#define FITZQUAKE_VERSION 0.85 //johnfitz
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#define QUAKESPASM_VERSION 0.93
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#define QUAKESPASM_VER_PATCH 1 // helper to print a string like 0.93.1
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#ifndef QUAKESPASM_VER_SUFFIX
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#define QUAKESPASM_VER_SUFFIX // optional version suffix string literal like "-beta1"
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#endif
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#define QS_STRINGIFY_(x) #x
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#define QS_STRINGIFY(x) QS_STRINGIFY_(x)
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// combined version string like "0.92.1-beta1"
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#define QUAKESPASM_VER_STRING QS_STRINGIFY(QUAKESPASM_VERSION) "." QS_STRINGIFY(QUAKESPASM_VER_PATCH) QUAKESPASM_VER_SUFFIX
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//define PARANOID // speed sapping error checking
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#define GAMENAME "nzp" // directory to look in by default
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#include "q_stdinc.h"
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// !!! if this is changed, it must be changed in d_ifacea.h too !!!
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#define CACHE_SIZE 32 // used to align key data structures
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#define Q_UNUSED(x) (x = x) // for pesky compiler / lint warnings
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#define MINIMUM_MEMORY 0x550000
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#define MINIMUM_MEMORY_LEVELPAK (MINIMUM_MEMORY + 0x100000)
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#define MAX_NUM_ARGVS 50
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// up / down
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#define PITCH 0
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// left / right
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#define YAW 1
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// fall over
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#define ROLL 2
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#define MAX_QPATH 64 // max length of a quake game pathname
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#define ON_EPSILON 0.1 // point on plane side epsilon
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#define DIST_EPSILON (0.03125) // 1/32 epsilon to keep floating point happy (moved from world.c)
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#define MAX_MSGLEN 64000 // max length of a reliable message //ericw -- was 32000
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#define MAX_DATAGRAM 32000 // max length of unreliable message //johnfitz -- was 1024
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#define DATAGRAM_MTU 1400 // johnfitz -- actual limit for unreliable messages to nonlocal clients
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//
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// per-level limits
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//
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#define MIN_EDICTS 256 // johnfitz -- lowest allowed value for max_edicts cvar
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#define MAX_EDICTS 32000 // johnfitz -- highest allowed value for max_edicts cvar
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// ents past 8192 can't play sounds in the standard protocol
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#define MAX_LIGHTSTYLES 64
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#define MAX_MODELS 2048 // johnfitz -- was 256
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#define MAX_SOUNDS 2048 // johnfitz -- was 256
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#define SAVEGAME_COMMENT_LENGTH 39
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#define MAX_STYLESTRING 64
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//
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// stats are integers communicated to the client by the server
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//
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#define MAX_CL_STATS 32
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#define STAT_HEALTH 0
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#define STAT_FRAGS 1
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#define STAT_WEAPON 2
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#define STAT_AMMO 3
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#define STAT_SECGRENADES 4
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#define STAT_WEAPONFRAME 5
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#define STAT_CURRENTMAG 6
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#define STAT_ZOOM 7
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#define STAT_WEAPONSKIN 8
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#define STAT_GRENADES 9
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#define STAT_ACTIVEWEAPON 10
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#define STAT_ROUNDS 11
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#define STAT_ROUNDCHANGE 12
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#define STAT_X2 13
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#define STAT_INSTA 14
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#define STAT_PRIGRENADES 15
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#define STAT_WEAPON2 17
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#define STAT_WEAPON2SKIN 18
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#define STAT_WEAPON2FRAME 19
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#define STAT_CURRENTMAG2 20
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// stock defines
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//
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#define W_COLT 1
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#define W_KAR 2
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#define W_THOMPSON 3
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#define W_357 4
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#define W_BAR 5
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#define W_BK 6
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#define W_BROWNING 7
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#define W_DB 8
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#define W_FG 9
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#define W_GEWEHR 10
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#define W_KAR_SCOPE 11
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#define W_M1 12
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#define W_M1A1 13
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#define W_M2 14
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#define W_MP40 15
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#define W_MG 16
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#define W_PANZER 17
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#define W_PPSH 18
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#define W_PTRS 19
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#define W_RAY 20
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#define W_SAWNOFF 21
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#define W_STG 22
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#define W_TRENCH 23
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#define W_TYPE 24
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#define W_BIATCH 28
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#define W_KILLU 29 //357
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#define W_COMPRESSOR 30 // Gewehr
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#define W_M1000 31 //garand
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//#define W_KOLLIDER 32
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#define W_PORTER 33 // Ray
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#define W_WIDDER 34 // M1A1
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#define W_FIW 35 //upgraded flamethrower
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#define W_ARMAGEDDON 36 //Kar
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//#define W_WUNDER 37
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#define W_GIBS 38 // thompson
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#define W_SAMURAI 39 //Type
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#define W_AFTERBURNER 40 //mp40
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#define W_SPATZ 41 // stg
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#define W_SNUFF 42 // sawn off
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#define W_BORE 43 // double barrel
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#define W_IMPELLER 44 //fg
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#define W_BARRACUDA 45 //mg42
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#define W_ACCELERATOR 46 //M1919 browning
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#define W_GUT 47 //trench
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#define W_REAPER 48 //ppsh
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#define W_HEADCRACKER 49 //scoped kar
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#define W_LONGINUS 50 //panzer
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#define W_PENETRATOR 51 //ptrs
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#define W_WIDOW 52 //bar
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//#define W_KRAUS 53 //ballistic
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#define W_MP5 54
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#define W_M14 55
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#define W_TESLA 56
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#define W_NOWEP 420
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#define IT_SHOTGUN 1
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#define IT_SUPER_SHOTGUN 2
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#define IT_NAILGUN 4
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#define IT_SUPER_NAILGUN 8
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#define IT_GRENADE_LAUNCHER 16
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#define IT_ROCKET_LAUNCHER 32
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#define IT_LIGHTNING 64
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#define IT_SUPER_LIGHTNING 128
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#define IT_SHELLS 256
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#define IT_NAILS 512
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#define IT_ROCKETS 1024
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#define IT_CELLS 2048
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#define IT_AXE 4096
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#define IT_ARMOR1 8192
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#define IT_ARMOR2 16384
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#define IT_ARMOR3 32768
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#define IT_SUPERHEALTH 65536
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#define IT_KEY1 131072
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#define IT_KEY2 262144
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#define IT_INVISIBILITY 524288
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#define IT_INVULNERABILITY 1048576
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#define IT_SUIT 2097152
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#define IT_QUAD 4194304
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#define IT_SIGIL1 (1<<28)
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#define IT_SIGIL2 (1<<29)
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#define IT_SIGIL3 (1<<30)
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#define IT_SIGIL4 (1<<31)
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//===========================================
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//rogue changed and added defines
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#define RIT_SHELLS 128
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#define RIT_NAILS 256
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#define RIT_ROCKETS 512
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#define RIT_CELLS 1024
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#define RIT_AXE 2048
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#define RIT_LAVA_NAILGUN 4096
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#define RIT_LAVA_SUPER_NAILGUN 8192
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#define RIT_MULTI_GRENADE 16384
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#define RIT_MULTI_ROCKET 32768
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#define RIT_PLASMA_GUN 65536
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#define RIT_ARMOR1 8388608
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#define RIT_ARMOR2 16777216
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#define RIT_ARMOR3 33554432
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#define RIT_LAVA_NAILS 67108864
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#define RIT_PLASMA_AMMO 134217728
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#define RIT_MULTI_ROCKETS 268435456
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#define RIT_SHIELD 536870912
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#define RIT_ANTIGRAV 1073741824
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#define RIT_SUPERHEALTH 2147483648
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//MED 01/04/97 added hipnotic defines
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//===========================================
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//hipnotic added defines
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#define HIT_PROXIMITY_GUN_BIT 16
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#define HIT_MJOLNIR_BIT 7
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#define HIT_LASER_CANNON_BIT 23
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#define HIT_PROXIMITY_GUN (1<<HIT_PROXIMITY_GUN_BIT)
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#define HIT_MJOLNIR (1<<HIT_MJOLNIR_BIT)
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#define HIT_LASER_CANNON (1<<HIT_LASER_CANNON_BIT)
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#define HIT_WETSUIT (1<<(23+2))
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#define HIT_EMPATHY_SHIELDS (1<<(23+3))
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//===========================================
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#define MAX_SCOREBOARD 16
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#define MAX_SCOREBOARDNAME 32
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#define SOUND_CHANNELS 8
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typedef struct
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{
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const char *basedir;
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const char *userdir; // user's directory on UNIX platforms.
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// if user directories are enabled, basedir
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// and userdir will point to different
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// memory locations, otherwise to the same.
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int argc;
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char **argv;
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void *membase;
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int memsize;
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int numcpus;
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int errstate;
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} quakeparms_t;
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#include "common.h"
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#include "bspfile.h"
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#include "sys.h"
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#include "zone.h"
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#include "mathlib.h"
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#include "cvar.h"
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#include "protocol.h"
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#include "net.h"
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#include "cmd.h"
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#include "crc.h"
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#include "progs.h"
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#include "server.h"
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#include "platform.h"
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#ifdef __SWITCH__
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#include <SDL2/SDL.h>
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#include <EGL/egl.h>
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#include "glad/glad.h"
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#else
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#if defined(SDL_FRAMEWORK) || defined(NO_SDL_CONFIG)
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#if defined(USE_SDL2)
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengl.h>
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#else
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#include <SDL/SDL.h>
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#include <SDL/SDL_opengl.h>
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#endif
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#else
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#include "SDL.h"
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#include "SDL_opengl.h"
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#endif
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#endif // __SWITCH__
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#ifndef APIENTRY
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#define APIENTRY
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#endif
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#include "console.h"
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#include "wad.h"
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#include "vid.h"
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#include "screen.h"
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#include "render.h"
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#include "view.h"
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#include "sbar.h"
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#include "q_sound.h"
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#include "client.h"
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#include "gl_model.h"
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#include "world.h"
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#include "gl_hud.h"
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#include "gl_rpart.h"
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#include "image.h" //johnfitz
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#include "gl_texmgr.h" //johnfitz
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#include "draw.h"
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#include "input.h"
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#include "keys.h"
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#include "menu.h"
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#include "cdaudio.h"
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#include "glquake.h"
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//=============================================================================
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// the host system specifies the base of the directory tree, the
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// command line parms passed to the program, and the amount of memory
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// available for the program to use
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extern qboolean noclip_anglehack;
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//
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// host
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//
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extern quakeparms_t *host_parms;
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extern cvar_t sys_ticrate;
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extern cvar_t sys_throttle;
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extern cvar_t sys_nostdout;
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extern cvar_t developer;
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extern cvar_t max_edicts; //johnfitz
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extern qboolean host_initialized; // true if into command execution
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extern double host_frametime;
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extern byte *host_colormap;
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extern int host_framecount; // incremented every frame, never reset
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extern double realtime; // not bounded in any way, changed at
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// start of every frame, never reset
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typedef struct filelist_item_s
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{
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char name[32];
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struct filelist_item_s *next;
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} filelist_item_t;
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extern filelist_item_t *modlist;
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extern filelist_item_t *extralevels;
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extern filelist_item_t *demolist;
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void Host_ClearMemory (void);
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void Host_ServerFrame (void);
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void Host_InitCommands (void);
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void Host_Init (void);
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void Host_Shutdown(void);
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void Host_Callback_Notify (cvar_t *var); /* callback function for CVAR_NOTIFY */
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FUNC_NORETURN void Host_Error (const char *error, ...) FUNC_PRINTF(1,2);
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FUNC_NORETURN void Host_EndGame (const char *message, ...) FUNC_PRINTF(1,2);
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#ifdef __WATCOMC__
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#pragma aux Host_Error aborts;
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#pragma aux Host_EndGame aborts;
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#endif
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void Host_Frame (float time);
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void Host_Quit_f (void);
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void Host_ClientCommands (const char *fmt, ...) FUNC_PRINTF(1,2);
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void Host_ShutdownServer (qboolean crash);
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void Host_WriteConfiguration (void);
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void ExtraMaps_Init (void);
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void Modlist_Init (void);
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void DemoList_Init (void);
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void DemoList_Rebuild (void);
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extern int current_skill; // skill level for currently loaded level (in case
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// the user changes the cvar while the level is
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// running, this reflects the level actually in use)
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extern qboolean isDedicated;
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extern func_t EndFrame;
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extern int minimum_memory;
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#define ISUNDERWATER(x) ((x) == CONTENTS_WATER || (x) == CONTENTS_SLIME || (x) == CONTENTS_LAVA)
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#define TruePointContents(p) SV_HullPointContents(&cl.worldmodel->hulls[0], 0, p)
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//ZOMBIE AI STUFF
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#define MAX_WAYPOINTS 256 //max waypoints
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typedef struct
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{
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int pathlist [MAX_WAYPOINTS];
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int zombienum;
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} zombie_ai;
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typedef struct
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{
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vec3_t origin;
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int id;
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float g_score, f_score;
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int open; // Determine if the waypoint is "open" a.k.a avaible
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int target_id [8]; // Targets array number
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char special[64]; //special tag is required for the closed waypoints
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int target [8]; //Each waypoint can have up to 8 targets
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float dist [8]; // Distance to the next waypoints
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int came_from; // Used for pathfinding store where we got here to this
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qboolean used; //if the waypoint is in use
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} waypoint_ai;
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extern waypoint_ai waypoints[MAX_WAYPOINTS];
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#endif /* QUAKEDEFS_H */
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