2013-04-04 14:52:42 +00:00
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#ifndef __CG_MEDIA_H_
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#define __CG_MEDIA_H_
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2013-04-04 18:24:26 +00:00
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#define NUM_CROSSHAIRS 10
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2013-04-04 14:52:42 +00:00
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typedef enum {
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FOOTSTEP_NORMAL,
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FOOTSTEP_METAL,
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FOOTSTEP_SPLASH,
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FOOTSTEP_WADE,
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FOOTSTEP_SWIM,
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FOOTSTEP_TOTAL
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} footstep_t;
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#define ICON_WEAPONS 0
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#define ICON_FORCE 1
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#define ICON_INVENTORY 2
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#define MAX_TICS 14
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typedef struct forceTicPos_s
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{
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int x;
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int y;
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int width;
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int height;
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char *file;
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qhandle_t tic;
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} forceTicPos_t;
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extern forceTicPos_t forceTicPos[];
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extern forceTicPos_t ammoTicPos[];
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#define NUM_CHUNK_MODELS 4
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typedef enum
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{
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CHUNK_METAL1 = 0,
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CHUNK_METAL2,
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CHUNK_ROCK1,
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CHUNK_ROCK2,
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CHUNK_ROCK3,
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CHUNK_CRATE1,
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CHUNK_CRATE2,
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CHUNK_WHITE_METAL,
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NUM_CHUNK_TYPES
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};
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// all of the model, shader, and sound references that are
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// loaded at gamestate time are stored in cgMedia_t
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// Other media that can be tied to clients, weapons, or items are
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// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
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typedef struct {
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qhandle_t charsetShader;
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qhandle_t whiteShader;
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qhandle_t selectShader;
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qhandle_t crosshairShader[NUM_CROSSHAIRS];
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qhandle_t backTileShader;
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qhandle_t noammoShader;
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qhandle_t numberShaders[11];
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qhandle_t smallnumberShaders[11];
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qhandle_t chunkyNumberShaders[11];
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qhandle_t loadTick;
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qhandle_t loadTickCap;
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// HUD artwork
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int currentBackground;
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qhandle_t weaponbox;
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qhandle_t weaponIconBackground;
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qhandle_t weaponProngsOff;
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qhandle_t weaponProngsOn;
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qhandle_t forceIconBackground;
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qhandle_t forceProngsOn;
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qhandle_t inventoryIconBackground;
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qhandle_t inventoryProngsOn;
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qhandle_t ladyLuckHealthShader;
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qhandle_t turretComputerOverlayShader;
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qhandle_t turretCrossHairShader;
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int currentDataPadIconBackground;
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//Chunks
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qhandle_t chunkModels[NUM_CHUNK_TYPES][4];
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sfxHandle_t chunkSound;
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sfxHandle_t grateSound;
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sfxHandle_t rockBreakSound;
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sfxHandle_t rockBounceSound[2];
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sfxHandle_t metalBounceSound[2];
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sfxHandle_t glassChunkSound;
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sfxHandle_t crateBreakSound[2];
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// Saber shaders
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//-----------------------------
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qhandle_t forceCoronaShader;
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qhandle_t saberBlurShader;
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qhandle_t yellowDroppedSaberShader; // glow
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qhandle_t redSaberGlowShader;
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qhandle_t redSaberCoreShader;
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qhandle_t orangeSaberGlowShader;
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qhandle_t orangeSaberCoreShader;
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qhandle_t yellowSaberGlowShader;
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qhandle_t yellowSaberCoreShader;
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qhandle_t greenSaberGlowShader;
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qhandle_t greenSaberCoreShader;
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qhandle_t blueSaberGlowShader;
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qhandle_t blueSaberCoreShader;
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qhandle_t purpleSaberGlowShader;
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qhandle_t purpleSaberCoreShader;
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qhandle_t explosionModel;
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qhandle_t surfaceExplosionShader;
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qhandle_t solidWhiteShader;
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qhandle_t electricBodyShader;
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qhandle_t electricBody2Shader;
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qhandle_t shieldShader;
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qhandle_t boltShader;
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// Disruptor zoom graphics
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qhandle_t disruptorMask;
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qhandle_t disruptorInsert;
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qhandle_t disruptorLight;
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qhandle_t disruptorInsertTick;
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// Binocular graphics
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qhandle_t binocularCircle;
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qhandle_t binocularMask;
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qhandle_t binocularArrow;
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qhandle_t binocularTri;
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qhandle_t binocularStatic;
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qhandle_t binocularOverlay;
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// LA Goggles graphics
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qhandle_t laGogglesStatic;
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qhandle_t laGogglesMask;
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qhandle_t laGogglesSideBit;
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qhandle_t laGogglesBracket;
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qhandle_t laGogglesArrow;
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// wall mark shaders
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qhandle_t phaserMarkShader;
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qhandle_t scavMarkShader;
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qhandle_t bulletmarksShader;
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qhandle_t rivetMarkShader;
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qhandle_t shadowMarkShader;
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qhandle_t wakeMarkShader;
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qhandle_t damageBlendBlobShader;
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// fonts...
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//
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qhandle_t qhFontSmall;
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qhandle_t qhFontMedium;
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// special effects models / etc.
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qhandle_t personalShieldShader;
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qhandle_t cloakedShader;
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// Mission objectives
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qhandle_t objcorner1;
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qhandle_t objcorner2;
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qhandle_t objcorner3;
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qhandle_t pending;
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qhandle_t notpending;
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// Interface media
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qhandle_t ammoweapon;
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qhandle_t ammoslider;
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qhandle_t emplacedHealthBarShader;
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qhandle_t HUDLeftFrame;
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qhandle_t HUDArmor1;
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qhandle_t HUDArmor2;
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qhandle_t HUDHealth;
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qhandle_t HUDHealthTic;
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qhandle_t HUDArmorTic;
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qhandle_t HUDInnerLeft;
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qhandle_t HUDSaberStyleFast;
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qhandle_t HUDSaberStyleMed;
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qhandle_t HUDSaberStyleStrong;
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qhandle_t HUDRightFrame;
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qhandle_t HUDInnerRight;
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qhandle_t dataPadFrame;
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qhandle_t DPForcePowerOverlay;
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qhandle_t talkingtop;
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qhandle_t talkingbot;
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qhandle_t bracketlu;
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qhandle_t bracketld;
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qhandle_t bracketru;
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qhandle_t bracketrd;
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qhandle_t messageLitOn;
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qhandle_t messageLitOff;
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qhandle_t messageObjCircle;
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qhandle_t batteryChargeShader;
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qhandle_t levelLoad;
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// sounds
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sfxHandle_t disintegrateSound;
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sfxHandle_t disintegrate2Sound;
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sfxHandle_t disintegrate3Sound;
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sfxHandle_t grenadeBounce1;
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sfxHandle_t grenadeBounce2;
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sfxHandle_t flechetteStickSound;
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sfxHandle_t detPackStickSound;
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sfxHandle_t tripMineStickSound;
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sfxHandle_t selectSound;
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sfxHandle_t selectSound2;
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sfxHandle_t overchargeSlowSound;
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sfxHandle_t overchargeFastSound;
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sfxHandle_t overchargeLoopSound;
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sfxHandle_t overchargeEndSound;
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sfxHandle_t useNothingSound;
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sfxHandle_t footsteps[FOOTSTEP_TOTAL][4];
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sfxHandle_t talkSound;
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sfxHandle_t noAmmoSound;
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sfxHandle_t landSound;
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sfxHandle_t rollSound;
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sfxHandle_t messageLitSound;
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sfxHandle_t interfaceSnd1;
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sfxHandle_t interfaceSnd2;
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sfxHandle_t interfaceSnd3;
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sfxHandle_t batteryChargeSound;
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sfxHandle_t watrInSound;
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sfxHandle_t watrOutSound;
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sfxHandle_t watrUnSound;
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// Zoom
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sfxHandle_t zoomStart;
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sfxHandle_t zoomLoop;
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sfxHandle_t zoomEnd;
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sfxHandle_t disruptorZoomLoop;
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//blaster reflection sounds
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sfxHandle_t blasterReflectSound[3];
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} cgMedia_t;
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// Stored FX handles
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//--------------------
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typedef struct
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{
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// BRYAR PISTOL
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fxHandle_t bryarShotEffect;
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fxHandle_t bryarPowerupShotEffect;
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fxHandle_t bryarWallImpactEffect;
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fxHandle_t bryarWallImpactEffect2;
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fxHandle_t bryarWallImpactEffect3;
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fxHandle_t bryarFleshImpactEffect;
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// BLASTER
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fxHandle_t blasterShotEffect;
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fxHandle_t blasterOverchargeEffect;
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fxHandle_t blasterWallImpactEffect;
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fxHandle_t blasterFleshImpactEffect;
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// BOWCASTER
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fxHandle_t bowcasterShotEffect;
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fxHandle_t bowcasterBounceEffect;
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fxHandle_t bowcasterImpactEffect;
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// FLECHETTE
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fxHandle_t flechetteShotEffect;
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fxHandle_t flechetteAltShotEffect;
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fxHandle_t flechetteShotDeathEffect;
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fxHandle_t flechetteFleshImpactEffect;
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fxHandle_t flechetteRicochetEffect;
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//FORCE
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fxHandle_t forceConfusion;
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fxHandle_t forceLightning;
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fxHandle_t forceLightningWide;
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fxHandle_t forceInvincibility;
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fxHandle_t forceHeal;
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2013-04-04 14:52:42 +00:00
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} cgEffects_t;
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// The client game static (cgs) structure hold everything
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// loaded or calculated from the gamestate. It will NOT
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// be cleared when a tournement restart is done, allowing
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// all clients to begin playing instantly
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#define STRIPED_LEVELNAME_VARIATIONS 3 // sigh, to cope with levels that use text from >1 SP file (plus 1 for common)
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typedef struct {
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gameState_t gameState; // gamestate from server
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glconfig_t glconfig; // rendering configuration
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int serverCommandSequence; // reliable command stream counter
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// parsed from serverinfo
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int dmflags;
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int teamflags;
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int timelimit;
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int maxclients;
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char mapname[MAX_QPATH];
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char stripLevelName[STRIPED_LEVELNAME_VARIATIONS][MAX_QPATH];
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//
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// locally derived information from gamestate
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//
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qhandle_t model_draw[MAX_MODELS];
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sfxHandle_t sound_precache[MAX_SOUNDS];
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// Ghoul2 start
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qhandle_t skins[MAX_CHARSKINS];
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// Ghoul2 end
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int numInlineModels;
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qhandle_t inlineDrawModel[MAX_SUBMODELS];
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vec3_t inlineModelMidpoints[MAX_SUBMODELS];
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clientInfo_t clientinfo[MAX_CLIENTS];
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// media
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cgMedia_t media;
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// effects
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cgEffects_t effects;
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} cgs_t;
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extern cgs_t cgs;
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#endif //__CG_MEDIA_H_
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