jediacademy/code/game/g_shared.h

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2013-04-04 22:35:38 +00:00
#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) ) <sigh>... -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__