quakeforge/include/client/temp_entities.h
Bill Currie 07fd93a56f [client] Use a separate explosion type for nq
quake changes rocket and grenade models to explosion models, but
quakeworld does not. This resulted in nq drawing two explosion sprites
instead of one. Separating the types allows nq to skip adding a sprite
for the explosion.
2022-12-01 15:59:14 +09:00

120 lines
3.1 KiB
C

/*
temp_entities.h
Temporary entity management
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/3/10
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __client_temp_entities_h
#define __client_temp_entities_h
#include "QF/simd/vec4f.h"
typedef enum TE_Effect {
TE_NoEffect, // for invalid nq/qw -> qf mapping
TE_Beam, // grappling hook beam
TE_Blood, // bullet hitting body
TE_Explosion, // rocket explosion (nq)
TE_Explosion1, // rocket explosion (qw)
TE_Explosion2, // color mapped explosion
TE_Explosion3, // Nehahra colored light explosion
TE_Gunshot1, // NQ gunshot (20 particles)
TE_Gunshot2, // QW gunshot (has particle count)
TE_KnightSpike, // spike hitting wall
TE_LavaSplash,
TE_Lightning1, // lightning bolts
TE_Lightning2, // lightning bolts
TE_Lightning3, // lightning bolts
TE_Lightning4, // Nehahra lightning
TE_LightningBlood, // lightning hitting body
TE_Spike, // spike hitting wall
TE_SuperSpike, // super spike hitting wall
TE_TarExplosion, // tarbaby explosion
TE_Teleport,
TE_WizSpike, // spike hitting wall
} TE_Effect;
typedef enum TE_nqEffect {
TE_nqSpike,
TE_nqSuperSpike,
TE_nqGunshot,
TE_nqExplosion,
TE_nqTarExplosion,
TE_nqLightning1,
TE_nqLightning2,
TE_nqWizSpike,
TE_nqKnightSpike,
TE_nqLightning3,
TE_nqLavaSplash,
TE_nqTeleport,
TE_nqExplosion2,
TE_nqBeam,
TE_nqExplosion3 = 16,
TE_nqLightning4,
} TE_nqEffect;
typedef enum TE_qwEffect {
TE_qwSpike,
TE_qwSuperSpike,
TE_qwGunshot,
TE_qwExplosion,
TE_qwTarExplosion,
TE_qwLightning1,
TE_qwLightning2,
TE_qwWizSpike,
TE_qwKnightSpike,
TE_qwLightning3,
TE_qwLavaSplash,
TE_qwTeleport,
TE_qwBlood,
TE_qwLightningBlood,
TE_qwExplosion2 = 16,
TE_qwBeam,
} TE_qwEffect;
//FIXME find a better way to get this info from the parser
typedef struct TEntContext_s {
vec4f_t simorg;
int playerEntity;
} TEntContext_t;
struct msg_s;
struct entity_s;
void CL_TEnts_Init (void);
void CL_TEnts_Precache (void);
void CL_Init_Entity (struct entity_s ent);
void CL_ClearTEnts (void);
void CL_UpdateTEnts (double time, TEntContext_t *ctx);
void CL_ParseTEnt_nq (struct msg_s *net_message, double time,
TEntContext_t *ctx);
void CL_ParseTEnt_qw (struct msg_s *net_message, double time,
TEntContext_t *ctx);
void CL_ParseParticleEffect (struct msg_s *net_message);
void CL_ClearProjectiles (void);
void CL_ParseProjectiles (struct msg_s *net_message, qboolean nail2,
TEntContext_t *ctx);
#endif//__client_temp_entities_h