1233 lines
41 KiB
C
1233 lines
41 KiB
C
#ifndef __CG_LOCAL_H__
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#define __CG_LOCAL_H__
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#include "../game/q_shared.h"
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// define GAME_INCLUDE so that g_public.h does not define the
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// short, server-visible gclient_t and gentity_t structures,
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// because we define the full size ones in this file
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#define GAME_INCLUDE
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#include "../game/g_shared.h"
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#include "cg_camera.h"
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// The entire cgame module is unloaded and reloaded on each level change,
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// so there is NO persistant data between levels on the client side.
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// If you absolutely need something stored, it can either be kept
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// by the server in the server stored userinfos, or stashed in a cvar.
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#define POWERUP_BLINKS 5
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#define POWERUP_BLINK_TIME 1000
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#define FADE_TIME 200
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#define PULSE_TIME 200
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#define DAMAGE_DEFLECT_TIME 100
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#define DAMAGE_RETURN_TIME 400
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#define DAMAGE_TIME 500
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#define LAND_DEFLECT_TIME 150
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#define LAND_RETURN_TIME 300
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#define STEP_TIME 200
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#define DUCK_TIME 100
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#define PAIN_TWITCH_TIME 200
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#define WEAPON_SELECT_TIME 1400
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#define ITEM_SCALEUP_TIME 1000
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// Zoom vars
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#define ZOOM_TIME 150 // not currently used?
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#define MAX_ZOOM_FOV 3.0f
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#define ZOOM_IN_TIME 1500.0f
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#define ZOOM_OUT_TIME 100.0f
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#define ZOOM_START_PERCENT 0.3f
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#define ITEM_BLOB_TIME 200
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#define MUZZLE_FLASH_TIME 20
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#define FRAG_FADE_TIME 1000 // time for fragments to fade away
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#define PULSE_SCALE 1.5 // amount to scale up the icons when activating
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#define MAX_STEP_CHANGE 32
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#define MAX_VERTS_ON_POLY 10
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#define MAX_MARK_POLYS 256
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#define STAT_MINUS 10 // num frame for '-' stats digit
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#define ICON_SIZE 48
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#define CHAR_WIDTH 32
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#define CHAR_HEIGHT 48
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#define TEXT_ICON_SPACE 4
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#define CHARSMALL_WIDTH 16
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#define CHARSMALL_HEIGHT 32
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// very large characters
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#define GIANT_WIDTH 32
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#define GIANT_HEIGHT 48
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#define MAX_PRINTTEXT 128
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#define MAX_CAPTIONTEXT 32 // we don't need 64 now since we don't use this for scroll text, and I needed to change a hardwired 128 to 256, so...
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#define MAX_LCARSTEXT 128
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#define NUM_FONT_BIG 1
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#define NUM_FONT_SMALL 2
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#define NUM_FONT_CHUNKY 3
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#define CS_BASIC 0
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#define CS_COMBAT 1
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#define CS_EXTRA 2
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#define CS_JEDI 3
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#define CS_TRY_ALL 4
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#define WAVE_AMPLITUDE 1
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#define WAVE_FREQUENCY 0.4
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//=================================================
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// player entities need to track more information
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// than any other type of entity.
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// note that not every player entity is a client entity,
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// because corpses after respawn are outside the normal
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// client numbering range
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// when changing animation, set animationTime to frameTime + lerping time
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// The current lerp will finish out, then it will lerp to the new animation
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typedef struct {
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int oldFrame;
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int oldFrameTime; // time when ->oldFrame was exactly on
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int frame;
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int frameTime; // time when ->frame will be exactly on
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float backlerp;
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float yawAngle;
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qboolean yawing;
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float pitchAngle;
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qboolean pitching;
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int animationNumber;
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animation_t *animation;
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int animationTime; // time when the first frame of the animation will be exact
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} lerpFrame_t;
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typedef struct {
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lerpFrame_t legs, torso;
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int painTime;
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int painDirection; // flip from 0 to 1
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// For persistent beam weapons, so they don't play their start sound more than once
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qboolean lightningFiring;
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// machinegun spinning
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// float barrelAngle;
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// int barrelTime;
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// qboolean barrelSpinning;
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} playerEntity_t;
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//=================================================
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// centity_t have a direct corespondence with gentity_t in the game, but
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// only the entityState_t is directly communicated to the cgame
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struct centity_s
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{
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entityState_t currentState; // from cg.frame
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const entityState_t *nextState; // from cg.nextFrame, if available
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#ifdef _XBOX
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byte interpolate; // true if next is valid to interpolate to
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byte currentValid; // true if cg.frame holds this entity
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#else
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qboolean interpolate; // true if next is valid to interpolate to
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qboolean currentValid; // true if cg.frame holds this entity
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#endif
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int muzzleFlashTime; // move to playerEntity?
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qboolean altFire; // move to playerEntity?
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int previousEvent;
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// int teleportFlag;
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// int trailTime; // so missile trails can handle dropped initial packets
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int miscTime;
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playerEntity_t pe;
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// int errorTime; // decay the error from this time
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// vec3_t errorOrigin;
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// vec3_t errorAngles;
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// qboolean extrapolated; // false if origin / angles is an interpolation
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// vec3_t rawOrigin;
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// vec3_t rawAngles;
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// vec3_t beamEnd;
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// exact interpolated position of entity on this frame
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vec3_t lerpOrigin;
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vec3_t lerpAngles;
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vec3_t renderAngles; //for ET_PLAYERS, the actual angles it was rendered at- should be used by any getboltmatrix calls after CG_Player
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float rotValue; //rotation increment for repeater effect
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int snapShotTime;
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//Pointer to corresponding gentity
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gentity_t *gent;
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};
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typedef centity_s centity_t;
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//======================================================================
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// local entities are created as a result of events or predicted actions,
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// and live independently from all server transmitted entities
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typedef struct markPoly_s {
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struct markPoly_s *prevMark, *nextMark;
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int time;
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qhandle_t markShader;
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qboolean alphaFade; // fade alpha instead of rgb
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float color[4];
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poly_t poly;
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polyVert_t verts[MAX_VERTS_ON_POLY];
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} markPoly_t;
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typedef enum {
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LE_MARK,
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LE_FADE_MODEL,
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LE_FADE_SCALE_MODEL, // currently only for Demp2 shock sphere
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LE_FRAGMENT,
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LE_PUFF,
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LE_FADE_RGB,
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LE_LIGHT,
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LE_LINE,
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LE_QUAD,
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LE_SPRITE,
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} leType_t;
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typedef enum {
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LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time
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LEF_TUMBLE = 0x0002, // tumble over time, used for ejecting shells
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LEF_FADE_RGB = 0x0004, // explicitly fade
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LEF_NO_RANDOM_ROTATE= 0x0008 // MakeExplosion adds random rotate which could be bad in some cases
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} leFlag_t;
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typedef enum
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{
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LEBS_NONE,
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LEBS_METAL,
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LEBS_ROCK
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} leBounceSound_t; // fragment local entities can make sounds on impacts
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typedef struct localEntity_s {
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struct localEntity_s *prev, *next;
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leType_t leType;
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int leFlags;
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int startTime;
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int endTime;
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float lifeRate; // 1.0 / (endTime - startTime)
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trajectory_t pos;
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trajectory_t angles;
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float bounceFactor; // 0.0 = no bounce, 1.0 = perfect
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float color[4];
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float radius;
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float light;
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vec3_t lightColor;
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leBounceSound_t leBounceSoundType;
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refEntity_t refEntity;
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int ownerGentNum;
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} localEntity_t;
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//======================================================================
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// each IT_* item has an associated itemInfo_t
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// that constains media references necessary to present the
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// item and its effects
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typedef struct {
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qboolean registered;
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qhandle_t models;
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qhandle_t icon;
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} itemInfo_t;
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typedef struct {
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int itemNum;
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} powerupInfo_t;
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#define CG_OVERRIDE_3RD_PERSON_ENT 0x00000001
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#define CG_OVERRIDE_3RD_PERSON_RNG 0x00000002
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#define CG_OVERRIDE_3RD_PERSON_ANG 0x00000004
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#define CG_OVERRIDE_3RD_PERSON_VOF 0x00000008
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#define CG_OVERRIDE_3RD_PERSON_POF 0x00000010
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#define CG_OVERRIDE_3RD_PERSON_CDP 0x00000020
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#define CG_OVERRIDE_3RD_PERSON_APH 0x00000040
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#define CG_OVERRIDE_FOV 0x00000080
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typedef struct {
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//NOTE: these probably get cleared in save/load!!!
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int active; //bit-flag field of which overrides are active
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int thirdPersonEntity; //who to center on
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float thirdPersonRange; //how far to be from them
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float thirdPersonAngle; //what angle to look at them from
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float thirdPersonVertOffset; //how high to be above them
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float thirdPersonPitchOffset; //what offset pitch to apply the the camera view
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float thirdPersonCameraDamp; //how tightly to move the camera pos behind the player
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float thirdPersonAlpha; //how tightly to move the camera pos behind the player
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float fov; //what fov to use
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//NOTE: could put Alpha and HorzOffset and the target & camera damps, but no-one is trying to override those, so...
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} overrides_t;
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//======================================================================
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// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
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// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after
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typedef struct {
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int clientFrame; // incremented each frame
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qboolean levelShot; // taking a level menu screenshot
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// there are only one or two snapshot_t that are relevent at a time
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int latestSnapshotNum; // the number of snapshots the client system has received
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int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
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int processedSnapshotNum;// the number of snapshots cgame has requested
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snapshot_t *snap; // cg.snap->serverTime <= cg.time
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snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL
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float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime)
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qboolean thisFrameTeleport;
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qboolean nextFrameTeleport;
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int frametime; // cg.time - cg.oldTime
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int time; // this is the time value that the client
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// is rendering at.
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int oldTime; // time at last frame, used for missile trails and prediction checking
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int timelimitWarnings; // 5 min, 1 min, overtime
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qboolean renderingThirdPerson; // during deaths, chasecams, etc
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// prediction state
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qboolean hyperspace; // true if prediction has hit a trigger_teleport
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playerState_t predicted_player_state;
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qboolean validPPS; // clear until the first call to CG_PredictPlayerState
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int predictedErrorTime;
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vec3_t predictedError;
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float stepChange; // for stair up smoothing
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int stepTime;
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float duckChange; // for duck viewheight smoothing
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int duckTime;
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float landChange; // for landing hard
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int landTime;
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// input state sent to server
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int weaponSelect;
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int saberAnimLevelPending;
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// auto rotating items
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vec3_t autoAngles;
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vec3_t autoAxis[3];
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vec3_t autoAnglesFast;
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vec3_t autoAxisFast[3];
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// view rendering
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refdef_t refdef;
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vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
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#ifdef _XBOX
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qboolean widescreen;
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#endif
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// zoom key
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int zoomMode; // 0 - not zoomed, 1 - binoculars, 2 - disruptor weapon
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int zoomDir; // -1, 1
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int zoomTime;
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qboolean zoomLocked;
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// gonk use
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int batteryChargeTime;
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// FIXME:
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int forceCrosshairStartTime;
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int forceCrosshairEndTime;
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// information screen text during loading
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char infoScreenText[MAX_STRING_CHARS];
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// centerprinting
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int centerPrintTime;
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int centerPrintY;
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char centerPrint[1024];
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int centerPrintLines;
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// Scrolling text, caption text and LCARS text use this
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char printText[MAX_PRINTTEXT][128];
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int printTextY;
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char captionText[MAX_CAPTIONTEXT][256/*128*/]; // bosted for taiwanese squealy radio static speech in kejim post
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int captionTextY;
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int scrollTextLines; // Number of lines being printed
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int scrollTextTime;
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int captionNextTextTime;
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int captionTextCurrentLine;
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int captionTextTime;
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int captionLetterTime;
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// For flashing health armor counter
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int oldhealth;
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int oldHealthTime;
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int oldarmor;
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int oldArmorTime;
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int oldammo;
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int oldAmmoTime;
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// low ammo warning state
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int lowAmmoWarning; // 1 = low, 2 = empty
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// crosshair client ID
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int crosshairClientNum; //who you're looking at
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int crosshairClientTime; //last time you looked at them
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// powerup active flashing
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int powerupActive;
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int powerupTime;
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//==========================
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int creditsStart;
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int itemPickup;
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int itemPickupTime;
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int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
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float iconHUDPercent; // How far into opening sequence the icon HUD is
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int iconSelectTime; // How long the Icon HUD has been active
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qboolean iconHUDActive;
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int DataPadInventorySelect; // Current inventory item chosen on Data Pad
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int DataPadWeaponSelect; // Current weapon item chosen on Data Pad
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int DataPadforcepowerSelect; // Current force power chosen on Data Pad
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qboolean messageLitActive; // Flag to show of message lite is active
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int weaponSelectTime;
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int weaponAnimation;
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int weaponAnimationTime;
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int inventorySelect; // Current inventory item chosen
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int inventorySelectTime;
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int forcepowerSelect; // Current force power chosen
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int forcepowerSelectTime;
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// blend blobs
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float damageTime;
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float damageX, damageY, damageValue;
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// status bar head
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float headYaw;
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float headEndPitch;
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float headEndYaw;
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int headEndTime;
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float headStartPitch;
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float headStartYaw;
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int headStartTime;
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int loadLCARSStage;
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int missionInfoFlashTime;
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qboolean missionStatusShow;
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int missionStatusDeadTime;
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int forceHUDTotalFlashTime;
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int forceHUDNextFlashTime;
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qboolean forceHUDActive; // Flag to show force hud is off/on
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qboolean missionFailedScreen; // qtrue if opened
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int weaponPickupTextTime;
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int VHUDFlashTime;
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qboolean VHUDTurboFlag;
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int HUDTickFlashTime;
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qboolean HUDArmorFlag;
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qboolean HUDHealthFlag;
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// view movement
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float v_dmg_time;
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float v_dmg_pitch;
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float v_dmg_roll;
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int wonkyTime; // when interrogator gets you, wonky time controls "drugged" camera view.
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vec3_t kick_angles; // weapon kicks
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int kick_time; // when the kick happened, so it gets reduced over time
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// temp working variables for player view
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float bobfracsin;
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int bobcycle;
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float xyspeed;
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// development tool
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char testModelName[MAX_QPATH];
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/*
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Ghoul2 Insert Start
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*/
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int testModel;
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// had to be moved so we wouldn't wipe these out with the memset - these have STL in them and shouldn't be cleared that way
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snapshot_t activeSnapshots[2];
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refEntity_t testModelEntity;
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/*
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Ghoul2 Insert End
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*/
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overrides_t overrides; //for overriding certain third-person camera properties
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} cg_t;
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#define MAX_SHOWPOWERS 12
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extern int showPowers[MAX_SHOWPOWERS];
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extern char *showPowersName[MAX_SHOWPOWERS];
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extern int force_icons[NUM_FORCE_POWERS];
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#define MAX_DPSHOWPOWERS 16
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//==============================================================================
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#define SG_OFF 0
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#define SG_STRING 1
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#define SG_GRAPHIC 2
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#define SG_NUMBER 3
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#define SG_VAR 4
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typedef struct
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{
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int type; // STRING or GRAPHIC
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float timer; // When it changes
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int x; // X position
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int y; // Y positon
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int width; // Graphic width
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int height; // Graphic height
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char *file; // File name of graphic/ text if STRING
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int ingameEnum; // Index to ingame_text[]
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qhandle_t graphic; // Handle of graphic if GRAPHIC
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int min; //
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int max;
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int target; // Final value
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int inc;
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int style;
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int color; // Normal color
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void *pointer; // To an address
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} screengraphics_s;
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extern cg_t cg;
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extern centity_t cg_entities[MAX_GENTITIES];
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extern centity_t *cg_permanents[MAX_GENTITIES];
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extern int cg_numpermanents;
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extern weaponInfo_t cg_weapons[MAX_WEAPONS];
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extern itemInfo_t cg_items[MAX_ITEMS];
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extern markPoly_t cg_markPolys[MAX_MARK_POLYS];
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extern vmCvar_t cg_runpitch;
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extern vmCvar_t cg_runroll;
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extern vmCvar_t cg_bobup;
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extern vmCvar_t cg_bobpitch;
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extern vmCvar_t cg_bobroll;
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extern vmCvar_t cg_shadows;
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extern vmCvar_t cg_renderToTextureFX;
|
|
extern vmCvar_t cg_shadowCullDistance;
|
|
extern vmCvar_t cg_paused;
|
|
extern vmCvar_t cg_drawTimer;
|
|
extern vmCvar_t cg_drawFPS;
|
|
extern vmCvar_t cg_drawSnapshot;
|
|
extern vmCvar_t cg_drawAmmoWarning;
|
|
extern vmCvar_t cg_drawCrosshair;
|
|
extern vmCvar_t cg_crosshairForceHint;
|
|
extern vmCvar_t cg_crosshairIdentifyTarget;
|
|
extern vmCvar_t cg_crosshairX;
|
|
extern vmCvar_t cg_crosshairY;
|
|
extern vmCvar_t cg_crosshairSize;
|
|
extern vmCvar_t cg_drawStatus;
|
|
extern vmCvar_t cg_drawHUD;
|
|
extern vmCvar_t cg_draw2D;
|
|
extern vmCvar_t cg_debugAnim;
|
|
#ifndef FINAL_BUILD
|
|
extern vmCvar_t cg_debugAnimTarget;
|
|
extern vmCvar_t cg_gun_frame;
|
|
#endif
|
|
extern vmCvar_t cg_debugSaber;
|
|
extern vmCvar_t cg_debugEvents;
|
|
extern vmCvar_t cg_errorDecay;
|
|
extern vmCvar_t cg_footsteps;
|
|
extern vmCvar_t cg_addMarks;
|
|
extern vmCvar_t cg_drawGun;
|
|
extern vmCvar_t cg_autoswitch;
|
|
extern vmCvar_t cg_simpleItems;
|
|
extern vmCvar_t cg_fov;
|
|
extern vmCvar_t cg_endcredits;
|
|
extern vmCvar_t cg_updatedDataPadForcePower1;
|
|
extern vmCvar_t cg_updatedDataPadForcePower2;
|
|
extern vmCvar_t cg_updatedDataPadForcePower3;
|
|
extern vmCvar_t cg_updatedDataPadObjective;
|
|
extern vmCvar_t cg_drawBreath;
|
|
extern vmCvar_t cg_roffdebug;
|
|
#ifndef FINAL_BUILD
|
|
extern vmCvar_t cg_roffval1;
|
|
extern vmCvar_t cg_roffval2;
|
|
extern vmCvar_t cg_roffval3;
|
|
extern vmCvar_t cg_roffval4;
|
|
#endif
|
|
extern vmCvar_t cg_thirdPerson;
|
|
extern vmCvar_t cg_thirdPersonRange;
|
|
extern vmCvar_t cg_thirdPersonMaxRange;
|
|
extern vmCvar_t cg_thirdPersonAngle;
|
|
extern vmCvar_t cg_thirdPersonPitchOffset;
|
|
extern vmCvar_t cg_thirdPersonVertOffset;
|
|
extern vmCvar_t cg_thirdPersonCameraDamp;
|
|
extern vmCvar_t cg_thirdPersonTargetDamp;
|
|
extern vmCvar_t cg_gunAutoFirst;
|
|
|
|
extern vmCvar_t cg_stereoSeparation;
|
|
extern vmCvar_t cg_developer;
|
|
extern vmCvar_t cg_timescale;
|
|
extern vmCvar_t cg_skippingcin;
|
|
|
|
extern vmCvar_t cg_pano;
|
|
extern vmCvar_t cg_panoNumShots;
|
|
|
|
extern vmCvar_t fx_freeze;
|
|
extern vmCvar_t fx_debug;
|
|
|
|
extern vmCvar_t cg_missionInfoFlashTime;
|
|
extern vmCvar_t cg_hudFiles;
|
|
|
|
extern vmCvar_t cg_turnAnims;
|
|
extern vmCvar_t cg_motionBoneComp;
|
|
extern vmCvar_t cg_reliableAnimSounds;
|
|
|
|
extern vmCvar_t cg_smoothPlayerPos;
|
|
extern vmCvar_t cg_smoothPlayerPlat;
|
|
extern vmCvar_t cg_smoothPlayerPlatAccel;
|
|
|
|
void CG_NewClientinfo( int clientNum );
|
|
//
|
|
// cg_main.c
|
|
//
|
|
const char *CG_ConfigString( int index );
|
|
const char *CG_Argv( int arg );
|
|
|
|
void QDECL CG_Printf( const char *msg, ... );
|
|
void QDECL CG_Error( const char *msg, ... );
|
|
|
|
void CG_StartMusic( qboolean bForceStart );
|
|
|
|
void CG_UpdateCvars( void );
|
|
|
|
int CG_CrosshairPlayer( void );
|
|
void CG_LoadMenus(const char *menuFile);
|
|
|
|
//
|
|
// cg_view.c
|
|
//
|
|
void CG_TestModel_f (void);
|
|
void CG_TestModelNextFrame_f (void);
|
|
void CG_TestModelPrevFrame_f (void);
|
|
void CG_TestModelNextSkin_f (void);
|
|
void CG_TestModelPrevSkin_f (void);
|
|
|
|
void CG_ZoomDown_f( void );
|
|
void CG_ZoomUp_f( void );
|
|
|
|
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView );
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
void CG_TestG2Model_f (void);
|
|
void CG_TestModelSurfaceOnOff_f(void);
|
|
void CG_ListModelSurfaces_f (void);
|
|
void CG_ListModelBones_f (void);
|
|
void CG_TestModelSetAnglespre_f(void);
|
|
void CG_TestModelSetAnglespost_f(void);
|
|
void CG_TestModelAnimate_f(void);
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
|
|
//
|
|
// cg_drawtools.c
|
|
//
|
|
|
|
#define CG_LEFT 0x00000000 // default
|
|
#define CG_CENTER 0x00000001
|
|
#define CG_RIGHT 0x00000002
|
|
#define CG_FORMATMASK 0x00000007
|
|
#define CG_SMALLFONT 0x00000010
|
|
#define CG_BIGFONT 0x00000020 // default
|
|
#define CG_GIANTFONT 0x00000040
|
|
#define CG_DROPSHADOW 0x00000800
|
|
#define CG_BLINK 0x00001000
|
|
#define CG_INVERSE 0x00002000
|
|
#define CG_PULSE 0x00004000
|
|
#define CG_UNDERLINE 0x00008000
|
|
#define CG_TINYFONT 0x00010000
|
|
|
|
|
|
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color );
|
|
void CG_FillRect( float x, float y, float width, float height, const float *color );
|
|
void CG_Scissor( float x, float y, float width, float height);
|
|
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
|
|
void CG_DrawPic2( float x, float y, float width, float height, float s1, float t1, float s2, float t2, qhandle_t hShader );
|
|
void CG_DrawRotatePic( float x, float y, float width, float height,float angle, qhandle_t hShader );
|
|
void CG_DrawRotatePic2( float x, float y, float width, float height,float angle, qhandle_t hShader );
|
|
void CG_DrawString( float x, float y, const char *string,
|
|
float charWidth, float charHeight, const float *modulate );
|
|
void CG_PrintInterfaceGraphics(int min,int max);
|
|
void CG_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight,int style,qboolean zeroFill);
|
|
void CG_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );
|
|
|
|
|
|
void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
|
|
qboolean forceColor, qboolean shadow, int charWidth, int charHeight );
|
|
void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color );
|
|
|
|
int CG_DrawStrlen( const char *str );
|
|
|
|
float *CG_FadeColor( int startMsec, int totalMsec );
|
|
void CG_TileClear( void );
|
|
|
|
|
|
//
|
|
// cg_draw.c
|
|
//
|
|
void CG_CenterPrint( const char *str, int y );
|
|
void CG_DrawActive( stereoFrame_t stereoView );
|
|
void CG_ScrollText( const char *str, int iPixelWidth );
|
|
void CG_CaptionText( const char *str, int sound, int y );
|
|
void CG_CaptionTextStop( void );
|
|
|
|
//
|
|
// cg_text.c
|
|
//
|
|
void CG_DrawScrollText( void );
|
|
void CG_DrawCaptionText( void );
|
|
void CG_DrawCenterString( void );
|
|
|
|
|
|
//
|
|
// cg_player.c
|
|
//
|
|
void CG_AddGhoul2Mark(int type, float size, vec3_t hitloc, vec3_t hitdirection,
|
|
int entnum, vec3_t entposition, float entangle, CGhoul2Info_v &ghoul2, vec3_t modelScale, int lifeTime = 0, int firstModel = 0, vec3_t uaxis = 0);
|
|
void CG_Player( centity_t *cent );
|
|
void CG_ResetPlayerEntity( centity_t *cent );
|
|
void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent );
|
|
void CG_GetTagWorldPosition( refEntity_t *model, char *tag, vec3_t pos, vec3_t axis[3] );
|
|
|
|
//
|
|
// cg_predict.c
|
|
//
|
|
int CG_PointContents( const vec3_t point, int passEntityNum );
|
|
void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
|
|
const int skipNumber, const int mask, const EG2_Collision eG2TraceType=G2_NOCOLLIDE, const int useLod=0 );
|
|
void CG_PredictPlayerState( void );
|
|
|
|
//
|
|
// cg_events.c
|
|
//
|
|
void CG_CheckEvents( centity_t *cent );
|
|
const char *CG_PlaceString( int rank );
|
|
void CG_EntityEvent( centity_t *cent, vec3_t position );
|
|
|
|
|
|
//
|
|
// cg_ents.c
|
|
//
|
|
vec3_t *CG_SetEntitySoundPosition( centity_t *cent );
|
|
void CG_AddPacketEntities( qboolean isPortal );
|
|
void CG_Beam( centity_t *cent, int color );
|
|
void CG_Cylinder( vec3_t start, vec3_t end, float radius, vec3_t color );
|
|
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int atTime, vec3_t out );
|
|
|
|
void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
|
|
qhandle_t parentModel, char *tagName );
|
|
void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
|
|
qhandle_t parentModel, char *tagName, orientation_t *tagOrient );
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
void ScaleModelAxis(refEntity_t *ent);
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
|
|
//
|
|
// cg_weapons.c
|
|
//
|
|
void CG_NextWeapon_f( void );
|
|
void CG_PrevWeapon_f( void );
|
|
void CG_Weapon_f( void );
|
|
void CG_DPNextWeapon_f( void );
|
|
void CG_DPPrevWeapon_f( void );
|
|
void CG_DPNextInventory_f( void );
|
|
void CG_DPPrevInventory_f( void );
|
|
void CG_DPNextForcePower_f( void );
|
|
void CG_DPPrevForcePower_f( void );
|
|
|
|
|
|
void CG_RegisterWeapon( int weaponNum );
|
|
void CG_RegisterItemVisuals( int itemNum );
|
|
void CG_RegisterItemSounds( int itemNum );
|
|
|
|
void CG_FireWeapon( centity_t *cent, qboolean alt_fire );
|
|
//void CG_ChargeWeapon( centity_t *cent );
|
|
|
|
void CG_AddViewWeapon (playerState_t *ps);
|
|
void CG_DrawWeaponSelect( void );
|
|
|
|
void CG_OutOfAmmoChange( void ); // should this be in pmove?
|
|
|
|
//
|
|
// cg_marks.c
|
|
//
|
|
void CG_InitMarkPolys( void );
|
|
void CG_AddMarks( void );
|
|
void CG_ImpactMark( qhandle_t markShader,
|
|
const vec3_t origin, const vec3_t dir,
|
|
float orientation,
|
|
float r, float g, float b, float a,
|
|
qboolean alphaFade,
|
|
float radius, qboolean temporary );
|
|
|
|
//
|
|
// cg_localents.c
|
|
//
|
|
void CG_InitLocalEntities( void );
|
|
localEntity_t *CG_AllocLocalEntity( void );
|
|
void CG_AddLocalEntities( void );
|
|
|
|
//
|
|
// cg_effects.c
|
|
//
|
|
|
|
/*localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
|
|
qhandle_t hModel, int numframes, qhandle_t shader, int msec,
|
|
qboolean isSprite, float scale = 1.0f );// Overloaded
|
|
|
|
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
|
|
qhandle_t hModel, int numframes, qhandle_t shader, int msec,
|
|
qboolean isSprite, float scale, int flags );// Overloaded
|
|
*/
|
|
localEntity_t *CG_AddTempLight( vec3_t origin, float scale, vec3_t color, int msec );
|
|
|
|
void CG_TestLine( vec3_t start, vec3_t end, int time, unsigned int color, int radius);
|
|
|
|
//
|
|
// cg_snapshot.c
|
|
//
|
|
void CG_ProcessSnapshots( void );
|
|
|
|
//
|
|
// cg_info.c
|
|
//
|
|
void CG_DrawInformation( void );
|
|
|
|
//
|
|
// cg_scoreboard.c
|
|
//
|
|
qboolean CG_DrawScoreboard( void );
|
|
extern void CG_MissionCompletion(void);
|
|
|
|
//
|
|
// cg_consolecmds.c
|
|
//
|
|
qboolean CG_ConsoleCommand( void );
|
|
void CG_InitConsoleCommands( void );
|
|
|
|
//
|
|
// cg_servercmds.c
|
|
//
|
|
void CG_ExecuteNewServerCommands( int latestSequence );
|
|
void CG_ParseServerinfo( void );
|
|
|
|
//
|
|
// cg_playerstate.c
|
|
//
|
|
void CG_Respawn( void );
|
|
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
|
|
|
|
// cg_credits.cpp
|
|
//
|
|
void CG_Credits_Init( const char *psStripReference, vec4_t *pv4Color);
|
|
qboolean CG_Credits_Running( void );
|
|
qboolean CG_Credits_Draw( void );
|
|
|
|
|
|
//===============================================
|
|
|
|
//
|
|
// system calls
|
|
// These functions are how the cgame communicates with the main game system
|
|
//
|
|
|
|
// print message on the local console
|
|
void cgi_Printf( const char *fmt );
|
|
|
|
// abort the game
|
|
void cgi_Error( const char *fmt );
|
|
|
|
// milliseconds should only be used for performance tuning, never
|
|
// for anything game related. Get time from the CG_DrawActiveFrame parameter
|
|
int cgi_Milliseconds( void );
|
|
|
|
// console variable interaction
|
|
void cgi_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
|
|
void cgi_Cvar_Update( vmCvar_t *vmCvar );
|
|
void cgi_Cvar_Set( const char *var_name, const char *value );
|
|
|
|
|
|
// ServerCommand and ConsoleCommand parameter access
|
|
int cgi_Argc( void );
|
|
void cgi_Argv( int n, char *buffer, int bufferLength );
|
|
void cgi_Args( char *buffer, int bufferLength );
|
|
|
|
// filesystem access
|
|
// returns length of file
|
|
int cgi_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
|
|
int cgi_FS_Read( void *buffer, int len, fileHandle_t f );
|
|
int cgi_FS_Write( const void *buffer, int len, fileHandle_t f );
|
|
void cgi_FS_FCloseFile( fileHandle_t f );
|
|
|
|
// add commands to the local console as if they were typed in
|
|
// for map changing, etc. The command is not executed immediately,
|
|
// but will be executed in order the next time console commands
|
|
// are processed
|
|
void cgi_SendConsoleCommand( const char *text );
|
|
|
|
// register a command name so the console can perform command completion.
|
|
// FIXME: replace this with a normal console command "defineCommand"?
|
|
void cgi_AddCommand( const char *cmdName );
|
|
|
|
// send a string to the server over the network
|
|
void cgi_SendClientCommand( const char *s );
|
|
|
|
// force a screen update, only used during gamestate load
|
|
void cgi_UpdateScreen( void );
|
|
|
|
//RMG
|
|
void cgi_RMG_Init(int terrainID, const char *terrainInfo);
|
|
int cgi_CM_RegisterTerrain(const char *terrainInfo);
|
|
void cgi_RE_InitRendererTerrain( const char *terrainInfo );
|
|
|
|
// model collision
|
|
void cgi_CM_LoadMap( const char *mapname, qboolean subBSP );
|
|
int cgi_CM_NumInlineModels( void );
|
|
clipHandle_t cgi_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels
|
|
clipHandle_t cgi_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );//, const int contents );
|
|
int cgi_CM_PointContents( const vec3_t p, clipHandle_t model );
|
|
int cgi_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
|
|
void cgi_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
|
|
const vec3_t mins, const vec3_t maxs,
|
|
clipHandle_t model, int brushmask );
|
|
void cgi_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
|
|
const vec3_t mins, const vec3_t maxs,
|
|
clipHandle_t model, int brushmask,
|
|
const vec3_t origin, const vec3_t angles );
|
|
|
|
// Returns the projection of a polygon onto the solid brushes in the world
|
|
int cgi_CM_MarkFragments( int numPoints, const vec3_t *points,
|
|
const vec3_t projection,
|
|
int maxPoints, vec3_t pointBuffer,
|
|
int maxFragments, markFragment_t *fragmentBuffer );
|
|
|
|
// normal sounds will have their volume dynamically changed as their entity
|
|
// moves and the listener moves
|
|
void cgi_S_StartSound( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
|
|
void cgi_S_StopSounds( void );
|
|
|
|
// a local sound is always played full volume
|
|
void cgi_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
|
|
void cgi_S_ClearLoopingSounds( void );
|
|
void cgi_S_AddLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, soundChannel_t chan = CHAN_AUTO );
|
|
void cgi_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
|
|
|
|
// repatialize recalculates the volumes of sound as they should be heard by the
|
|
// given entityNum and position
|
|
void cgi_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], qboolean inwater );
|
|
sfxHandle_t cgi_S_RegisterSound( const char *sample ); // returns buzz if not found
|
|
void cgi_S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bForceStart ); // empty name stops music
|
|
float cgi_S_GetSampleLength( sfxHandle_t sfx);
|
|
|
|
|
|
#ifdef _IMMERSION
|
|
void cgi_FF_Start( ffHandle_t ff, int clientNum );
|
|
void cgi_FF_Ensure( ffHandle_t ff, int clientNum );
|
|
void cgi_FF_Stop( ffHandle_t ff, int clientNum );
|
|
void cgi_FF_StopAll( void );
|
|
void cgi_FF_Shake( int intensity, int duration );
|
|
ffHandle_t cgi_FF_Register( const char *name, int channel );
|
|
void cgi_FF_AddLoopingForce( ffHandle_t handle, int entNum );
|
|
#else
|
|
// I've made these into ints instead of original typedefs to cut down on rebuild time
|
|
// if I update the module they're in. No point in rebuilding all CGAME modules...
|
|
//
|
|
void cgi_FF_StartFX( int iFX );
|
|
void cgi_FF_EnsureFX( int iFX );
|
|
void cgi_FF_StopFX( int iFX );
|
|
void cgi_FF_StopAllFX( void );
|
|
|
|
#endif // _IMMERSION
|
|
|
|
#ifdef _XBOX
|
|
void cgi_FF_Xbox_Shake( float intensity, int duration );
|
|
void cgi_FF_Xbox_Damage( int damage, float xpos );
|
|
#endif
|
|
|
|
|
|
|
|
void cgi_R_LoadWorldMap( const char *mapname );
|
|
|
|
// all media should be registered during level startup to prevent
|
|
// hitches during gameplay
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qhandle_t cgi_R_RegisterModel( const char *name ); // returns rgb axis if not found
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qhandle_t cgi_R_RegisterSkin( const char *name );
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qhandle_t cgi_R_RegisterShader( const char *name ); // returns default shader if not found
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qhandle_t cgi_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
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qhandle_t cgi_R_RegisterFont( const char *name );
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int cgi_R_Font_StrLenPixels(const char *text, const int iFontIndex, const float scale = 1.0f);
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int cgi_R_Font_StrLenChars(const char *text);
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int cgi_R_Font_HeightPixels(const int iFontIndex, const float scale = 1.0f);
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void cgi_R_Font_DrawString(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iMaxPixelWidth, const float scale = 1.0f);
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qboolean cgi_Language_IsAsian(void);
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qboolean cgi_Language_UsesSpaces(void);
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unsigned cgi_AnyLanguage_ReadCharFromString( const char *psText, int *iAdvanceCount, qboolean *pbIsTrailingPunctuation = NULL );
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void cgi_R_SetRefractProp(float alpha, float stretch, qboolean prepost, qboolean negate);
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// a scene is built up by calls to R_ClearScene and the various R_Add functions.
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// Nothing is drawn until R_RenderScene is called.
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void cgi_R_ClearScene( void );
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void cgi_R_AddRefEntityToScene( const refEntity_t *re );
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void cgi_R_GetLighting( const vec3_t origin, vec3_t ambientLight, vec3_t directedLight, vec3_t ligthDir );
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//used by miscents
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qboolean cgi_R_inPVS( vec3_t p1, vec3_t p2 );
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// polys are intended for simple wall marks, not really for doing
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// significant construction
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void cgi_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
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void cgi_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
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void cgi_R_RenderScene( const refdef_t *fd );
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void cgi_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
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void cgi_R_DrawStretchPic( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader );
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//void cgi_R_DrawScreenShot( float x, float y, float w, float h);
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void cgi_R_ModelBounds( qhandle_t model, vec3_t mins, vec3_t maxs );
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void cgi_R_LerpTag( orientation_t *tag, qhandle_t mod, int startFrame, int endFrame,
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float frac, const char *tagName );
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// Does weird, barely controllable rotation behaviour
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void cgi_R_DrawRotatePic( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2,float a, qhandle_t hShader );
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// rotates image around exact center point of passed in coords
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void cgi_R_DrawRotatePic2( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2,float a, qhandle_t hShader );
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void cgi_R_SetRangeFog(float range);
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void cgi_R_LAGoggles( void );
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void cgi_R_Scissor( float x, float y, float w, float h);
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// The glconfig_t will not change during the life of a cgame.
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// If it needs to change, the entire cgame will be restarted, because
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// all the qhandle_t are then invalid.
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void cgi_GetGlconfig( glconfig_t *glconfig );
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// the gamestate should be grabbed at startup, and whenever a
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// configstring changes
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void cgi_GetGameState( gameState_t *gamestate );
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// cgame will poll each frame to see if a newer snapshot has arrived
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// that it is interested in. The time is returned seperately so that
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// snapshot latency can be calculated.
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void cgi_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );
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// a snapshot get can fail if the snapshot (or the entties it holds) is so
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// old that it has fallen out of the client system queue
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qboolean cgi_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );
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qboolean cgi_GetDefaultState(int entityIndex, entityState_t *state );
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// retrieve a text command from the server stream
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// the current snapshot will hold the number of the most recent command
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// qfalse can be returned if the client system handled the command
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// argc() / argv() can be used to examine the parameters of the command
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qboolean cgi_GetServerCommand( int serverCommandNumber );
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// returns the most recent command number that can be passed to GetUserCmd
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// this will always be at least one higher than the number in the current
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// snapshot, and it may be quite a few higher if it is a fast computer on
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// a lagged connection
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int cgi_GetCurrentCmdNumber( void );
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qboolean cgi_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
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// used for the weapon select and zoom
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void cgi_SetUserCmdValue( int stateValue, float sensitivityScale, float mPitchOverride, float mYawOverride );
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void cgi_SetUserCmdAngles( float pitchOverride, float yawOverride, float rollOverride );
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void cgi_S_UpdateAmbientSet( const char *name, vec3_t origin );
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void cgi_AS_ParseSets( void );
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void cgi_AS_AddPrecacheEntry( const char *name );
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int cgi_S_AddLocalSet( const char *name, vec3_t listener_origin, vec3_t origin, int entID, int time );
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sfxHandle_t cgi_AS_GetBModelSound( const char *name, int stage );
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void CG_DrawMiscEnts(void);
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//-----------------------------
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// Effects related prototypes
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//-----------------------------
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// Weapon prototypes
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void FX_Saber( vec3_t start, vec3_t normal, float height, float radius, saber_colors_t color );
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void FX_BryarHitWall( vec3_t origin, vec3_t normal );
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void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power );
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void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal );
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void FX_BlasterWeaponHitPlayer( gentity_t *hit, vec3_t origin, vec3_t normal, qboolean humanoid );
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void FX_DisruptorMainShot( vec3_t start, vec3_t end );
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void FX_DisruptorAltShot( vec3_t start, vec3_t end, qboolean full );
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void FX_DisruptorAltMiss( vec3_t origin, vec3_t normal );
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void FX_BowcasterHitWall( vec3_t origin, vec3_t normal );
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void FX_BowcasterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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void FX_RepeaterHitWall( vec3_t origin, vec3_t normal );
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void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal );
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void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal );
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void FX_DEMP2_HitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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void FX_DEMP2_AltDetonate( vec3_t org, float size );
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|
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void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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|
void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal );
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|
void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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|
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void FX_RocketHitWall( vec3_t origin, vec3_t normal );
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|
void FX_RocketHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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|
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void FX_ConcProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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|
void FX_ConcHitWall( vec3_t origin, vec3_t normal );
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|
void FX_ConcHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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|
void FX_ConcAltShot( vec3_t start, vec3_t end );
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|
void FX_ConcAltMiss( vec3_t origin, vec3_t normal );
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|
|
|
void FX_EmplacedHitWall( vec3_t origin, vec3_t normal, qboolean eweb );
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|
void FX_EmplacedHitPlayer( vec3_t origin, vec3_t normal, qboolean eweb );
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|
void FX_EmplacedProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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|
|
|
void FX_ATSTMainHitWall( vec3_t origin, vec3_t normal );
|
|
void FX_ATSTMainHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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|
void FX_ATSTMainProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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|
|
|
void FX_TuskenShotProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
|
|
void FX_TuskenShotWeaponHitWall( vec3_t origin, vec3_t normal );
|
|
void FX_TuskenShotWeaponHitPlayer( gentity_t *hit, vec3_t origin, vec3_t normal, qboolean humanoid );
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|
|
|
void FX_NoghriShotProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
|
|
void FX_NoghriShotWeaponHitWall( vec3_t origin, vec3_t normal );
|
|
void FX_NoghriShotWeaponHitPlayer( gentity_t *hit, vec3_t origin, vec3_t normal, qboolean humanoid );
|
|
|
|
void CG_BounceEffect( centity_t *cent, int weapon, vec3_t origin, vec3_t normal );
|
|
void CG_MissileStick( centity_t *cent, int weapon, vec3_t origin );
|
|
|
|
void CG_MissileHitPlayer( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, qboolean altFire );
|
|
void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, qboolean altFire );
|
|
|
|
void CG_DrawTargetBeam( vec3_t start, vec3_t end, vec3_t norm, const char *beamFx, const char *impactFx );
|
|
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
// CG specific API access
|
|
void trap_G2_SetGhoul2ModelIndexes(CGhoul2Info_v &ghoul2, qhandle_t *modelList, qhandle_t *skinList);
|
|
void CG_Init_CG(void);
|
|
|
|
void CG_SetGhoul2Info( refEntity_t *ent, centity_t *cent);
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
void trap_Com_SetOrgAngles(vec3_t org,vec3_t angles);
|
|
void trap_R_GetLightStyle(int style, color4ub_t color);
|
|
void trap_R_SetLightStyle(int style, int color);
|
|
|
|
int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile = NULL);
|
|
e_status trap_CIN_StopCinematic(int handle);
|
|
e_status trap_CIN_RunCinematic (int handle);
|
|
void trap_CIN_DrawCinematic (int handle);
|
|
void trap_CIN_SetExtents (int handle, int x, int y, int w, int h);
|
|
void *cgi_Z_Malloc( int size, int tag );
|
|
void cgi_Z_Free( void *ptr );
|
|
|
|
int cgi_SP_GetStringTextString(const char *text, char *buf, int bufferlength);
|
|
|
|
|
|
void cgi_UI_Menu_Reset( void );
|
|
void cgi_UI_Menu_New(char *buf );
|
|
void cgi_UI_Menu_OpenByName(char *buf);
|
|
void cgi_UI_SetActive_Menu(char *name);
|
|
void cgi_UI_Parse_Int(int *value);
|
|
void cgi_UI_Parse_String(char *buf);
|
|
void cgi_UI_Parse_Float(float *value);
|
|
int cgi_UI_StartParseSession(char *menuFile,char **buf);
|
|
void cgi_UI_ParseExt(char **token);
|
|
void cgi_UI_MenuPaintAll(void);
|
|
void cgi_UI_MenuCloseAll(void);
|
|
void cgi_UI_String_Init(void);
|
|
int cgi_UI_GetMenuItemInfo(const char *menuFile,const char *itemName,int *x,int *y,int *w,int *h,vec4_t color,qhandle_t *background);
|
|
int cgi_UI_GetMenuInfo(char *menuFile,int *x,int *y,int *w,int *h);
|
|
|
|
void SetWeaponSelectTime(void);
|
|
|
|
void CG_PlayEffectBolted( const char *fxName, const int modelIndex, const int boltIndex, const int entNum, vec3_t origin, int iLoopTime=0, const bool isRelative=false );
|
|
void CG_PlayEffectIDBolted( const int fxID, const int modelIndex, const int boltIndex, const int entNum, vec3_t origin, int iLoopTime=0, const bool isRelative=false );
|
|
void CG_PlayEffectOnEnt( const char *fxName, const int clientNum, vec3_t origin, const vec3_t fwd );
|
|
void CG_PlayEffectIDOnEnt( const int fxID, const int clientNum, vec3_t origin, const vec3_t fwd );
|
|
void CG_PlayEffect( const char *fxName, vec3_t origin, const vec3_t fwd );
|
|
void CG_PlayEffectID( const int fxID, vec3_t origin, const vec3_t fwd );
|
|
|
|
#endif //__CG_LOCAL_H__
|