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https://git.code.sf.net/p/quake/quakeforge
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bc82241e1c
This is a particularly ancient bug, sort of introduced by rhamph when he optimized temp entity model handling and later exacerbated by me. However, I suspect the actual problem is limited to nq as qw's gamedir handling would have caused the models to be reloaded, but nq doesn't ever change game directories once running.
119 lines
3.1 KiB
C
119 lines
3.1 KiB
C
/*
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temp_entities.h
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Temporary entity management
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/3/10
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __client_temp_entities_h
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#define __client_temp_entities_h
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#include "QF/simd/vec4f.h"
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typedef enum TE_Effect {
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TE_NoEffect, // for invalid nq/qw -> qf mapping
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TE_Beam, // grappling hook beam
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TE_Blood, // bullet hitting body
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TE_Explosion, // rocket explosion
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TE_Explosion2, // color mapped explosion
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TE_Explosion3, // Nehahra colored light explosion
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TE_Gunshot1, // NQ gunshot (20 particles)
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TE_Gunshot2, // QW gunshot (has particle count)
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TE_KnightSpike, // spike hitting wall
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TE_LavaSplash,
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TE_Lightning1, // lightning bolts
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TE_Lightning2, // lightning bolts
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TE_Lightning3, // lightning bolts
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TE_Lightning4, // Nehahra lightning
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TE_LightningBlood, // lightning hitting body
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TE_Spike, // spike hitting wall
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TE_SuperSpike, // super spike hitting wall
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TE_TarExplosion, // tarbaby explosion
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TE_Teleport,
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TE_WizSpike, // spike hitting wall
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} TE_Effect;
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typedef enum TE_nqEffect {
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TE_nqSpike,
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TE_nqSuperSpike,
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TE_nqGunshot,
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TE_nqExplosion,
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TE_nqTarExplosion,
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TE_nqLightning1,
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TE_nqLightning2,
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TE_nqWizSpike,
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TE_nqKnightSpike,
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TE_nqLightning3,
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TE_nqLavaSplash,
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TE_nqTeleport,
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TE_nqExplosion2,
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TE_nqBeam,
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TE_nqExplosion3 = 16,
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TE_nqLightning4,
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} TE_nqEffect;
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typedef enum TE_qwEffect {
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TE_qwSpike,
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TE_qwSuperSpike,
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TE_qwGunshot,
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TE_qwExplosion,
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TE_qwTarExplosion,
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TE_qwLightning1,
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TE_qwLightning2,
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TE_qwWizSpike,
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TE_qwKnightSpike,
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TE_qwLightning3,
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TE_qwLavaSplash,
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TE_qwTeleport,
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TE_qwBlood,
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TE_qwLightningBlood,
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TE_qwExplosion2 = 16,
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TE_qwBeam,
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} TE_qwEffect;
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//FIXME find a better way to get this info from the parser
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typedef struct TEntContext_s {
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vec4f_t simorg;
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int playerEntity;
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} TEntContext_t;
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struct msg_s;
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struct entity_s;
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void CL_TEnts_Init (void);
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void CL_TEnts_Precache (void);
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void CL_Init_Entity (struct entity_s *ent);
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void CL_ClearTEnts (void);
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void CL_UpdateTEnts (double time, TEntContext_t *ctx);
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void CL_ParseTEnt_nq (struct msg_s *net_message, double time,
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TEntContext_t *ctx);
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void CL_ParseTEnt_qw (struct msg_s *net_message, double time,
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TEntContext_t *ctx);
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void CL_ParseParticleEffect (struct msg_s *net_message);
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void CL_ClearProjectiles (void);
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void CL_ParseProjectiles (struct msg_s *net_message, qboolean nail2,
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TEntContext_t *ctx);
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#endif//__client_temp_entities_h
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