2522 lines
74 KiB
C
2522 lines
74 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/q_shared.h $
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// $Revision:: 189 $
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// $Author:: Markd $
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// $Date:: 1/27/99 10:02p $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/q_shared.h $
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//
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// 189 1/27/99 10:02p Markd
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// Merged 2015 source into main code base
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//
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// 188 1/26/99 5:46p Markd
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// Added bone flags, new particle types and TransformFromTriangle for 2015
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//
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// 187 11/14/98 8:07p Jimdose
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// added DF_NO_DROP_WEAPONS
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//
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// 186 11/09/98 12:56a Jimdose
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// added EF_NOFOOTSTEPS
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//
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// 185 11/08/98 8:24p Markd
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// increased text length on keys and values
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//
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// 184 11/06/98 5:47p Markd
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// put in stuff for H2INC stuff
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//
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// 183 10/26/98 2:16p Aldie
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// Added AirClamp
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//
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// 182 10/25/98 4:37a Aldie
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// Upped MAX_SOUNDS
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//
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// 181 10/19/98 9:52p Jimdose
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// changed slime variables to lightvolume
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//
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// 180 10/18/98 9:03p Markd
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// Added PM_INVEHICLE_ZOOM
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//
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// 179 10/18/98 8:45p Jimdose
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// ifdefed out event from entity_state_t
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//
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// 178 10/18/98 5:52p Aldie
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// Added tempmodel flag
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//
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// 177 10/14/98 6:29p Markd
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// Put in STAT_EXITSIGN
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//
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// 176 10/11/98 12:04a Aldie
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// Added PMF_ADRENALINE
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//
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// 175 10/09/98 2:07a Aldie
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// Updated DMFLAGS
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//
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// 174 10/08/98 8:23p Markd
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// Increased MAX_SOUNDS
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//
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// 173 10/08/98 7:42p Jimdose
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// Added DF_NOEXIT
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//
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// 172 10/08/98 4:34p Aldie
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// Added RDF_NOENTITIES
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//
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// 171 10/06/98 9:16p Aldie
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// Changed SURF_STRONG to SURF_ADD
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//
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// 170 10/05/98 12:27a Jimdose
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// Added angledist
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//
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// 169 10/04/98 10:31p Markd
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// Added MDL_GROUP stuff
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//
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// 168 10/04/98 10:28p Aldie
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// Added multiple weapon changes. Damage, flashes, quantum stuff
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//
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// 167 10/03/98 1:12p Aldie
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// Added new pulse effects
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//
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// 166 9/28/98 5:51p Markd
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// Changed Swamp to Duct
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//
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// 165 9/28/98 4:07p Aldie
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// Added oxygen powerup
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//
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// 164 9/26/98 4:46p Aldie
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// Added mutant mode
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//
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// 163 9/25/98 3:01p Aldie
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// Tesselation defaults and flags
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//
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// 162 9/20/98 7:11p Aldie
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// Added flags to particles
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//
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// 161 9/19/98 12:24p Markd
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// eliminated unused fields in surfinfo_t
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//
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// 160 9/18/98 10:57p Jimdose
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// added bound macro
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//
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// 159 9/11/98 12:22p Markd
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// Changed SURF_DAMAGED to SURF_HARDWAREONLY
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//
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// 158 9/10/98 8:38p Aldie
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// Electrical beam effects
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//
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// 157 9/09/98 3:56p Aldie
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// New lightning effect
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//
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// 156 9/08/98 6:27p Markd
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// rewrote commens for solid in entity_state
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//
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// 155 9/05/98 5:10p Aldie
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//
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// 154 9/03/98 2:11p Aldie
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// Added checksums checks to .def files
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//
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// 153 9/01/98 7:47p Aldie
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// Added itemname to inventory stuff
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//
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// 152 8/31/98 7:45p Aldie
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// Updated surface data structure and removed surfinfo field
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//
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// 151 8/31/98 5:46p Aldie
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// Powerup timer stuff
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//
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// 150 8/30/98 8:28p Markd
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// Took out NOVIS flag, no longer needed
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//
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// 149 8/29/98 7:17p Markd
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// added te_scaled_explosion
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//
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// 148 8/29/98 2:37p Markd
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// Added EF_AUTO_ANIMATE
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//
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// 147 8/26/98 5:37p Aldie
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// Removed damage_threshold field from surfinfo
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//
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// 146 8/25/98 7:55p Markd
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// Removed THIRDPERSONVIEW
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//
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// 145 8/25/98 5:50p Markd
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// Added PM_THIRDPERSONVIEW
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//
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// 144 8/24/98 6:50p Jimdose
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// gravity axis is now encoded into effects
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//
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// 143 8/24/98 1:53p Markd
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// renamed friction and restitution to magnitude and frequency
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//
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// 142 8/22/98 9:48p Markd
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// Added TEMPMODEL_NOVIS flag
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//
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// 141 8/22/98 9:37p Jimdose
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// GRAVITY_AXIS_MASK was defined wrong
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//
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// 140 8/22/98 8:48p Jimdose
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// Added support for alternate gravity axis
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//
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// 139 8/22/98 12:06a Aldie
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// New surface manager implemented
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//
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// 138 8/19/98 8:51p Aldie
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// Added random particles
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//
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// 137 8/19/98 5:02p Markd
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// Added new flags and fixed argument issue with sincmds
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//
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// 136 8/14/98 8:14p Aldie
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// Added generic overlay system
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//
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// 135 8/12/98 6:04p Aldie
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// Added a shield timer
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//
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// 134 8/06/98 7:05p Markd
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// Added crouch flag to effects
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//
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// 133 8/05/98 7:48p Markd
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// Added physics to tempmodels
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//
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// 132 8/04/98 6:06p Aldie
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// Added RF_DETAIL
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//
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// 131 8/03/98 7:34p Markd
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// Added SURFACE_DamageMultiplier func and debris field to client cmds
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//
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// 130 8/02/98 9:00p Markd
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// Merged code 3.17
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//
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// 129 7/31/98 7:43p Aldie
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// Client side bullet effects
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//
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// 128 7/24/98 10:50p Jimdose
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// Increased MAX_MODELS to 640
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//
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// 127 7/24/98 6:21p Jimdose
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// Added groundsurface, groundplane, and groundcontents to pmove_t
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//
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// 126 7/24/98 4:55p Jimdose
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// Added CS_MAXCLIENTS for determining the number of clients the server allows
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// from another client
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//
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// 125 7/24/98 2:10p Markd
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// Added new audio channels
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//
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// 124 7/23/98 4:40p Markd
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// Added EF_EVERYFRAME
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//
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// 123 7/23/98 12:31p Markd
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// Added onladder to pmove_t
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//
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// 122 7/21/98 9:07p Markd
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// Added new moods for music stuff
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//
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// 121 7/18/98 4:02p Markd
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// Added PM_INVEHICLE movetype
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//
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// 120 7/17/98 11:31a Aldie
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// Added STAT_CLIPAMMO
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//
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// 119 7/15/98 11:24p Markd
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// Added normal to sinmdl_intersection_t
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//
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// 118 7/15/98 10:04p Aldie
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// Added TE_BULLET_SPRAY
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//
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// 117 7/14/98 5:33a Jimdose
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// Changed player eye and stand height
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//
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// 116 7/13/98 5:02p Aldie
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// Added dead player bodies with gibbing
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//
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// 115 7/12/98 9:47p Markd
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// added crosshair to statusbar layout
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//
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// 114 7/10/98 11:11p Markd
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// Added local dialog flag
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//
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// 113 7/10/98 12:24a Aldie
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// Undid RF_CUSTOMSKIN
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//
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// 112 7/10/98 12:21a Aldie
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// Added customskin flag
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//
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// 111 7/09/98 9:35p Jimdose
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// Removed RF_CONSOLE
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// Added EF_SMOOTHANGLES
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//
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// 110 7/09/98 4:33p Markd
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// Added console_owner to console_state_t
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//
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// 109 7/08/98 3:12p Aldie
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// Reworked layout stuff
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//
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// 108 7/02/98 2:34p Aldie
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// Mission computer
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//
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// 107 7/01/98 2:20p Markd
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// Added RDF_NOCLEAR
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//
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// 106 6/30/98 4:40p Markd
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// Changed default tesselation amount
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//
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// 105 6/27/98 4:25p Aldie
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// Added STAT_WEAPONLIST
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//
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// 104 6/25/98 8:09p Aldie
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// Added armor stats, and te_damage_wall
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//
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// 103 6/24/98 12:23p Markd
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// Added more tesselation stuff, removed TE_SPARKS and TE_BLOOD
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//
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// 102 6/23/98 10:15p Markd
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// Added position to sinmdl_intersection_t
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//
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// 101 6/20/98 6:22p Aldie
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// Added flag for inventory model
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//
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// 100 6/20/98 2:20p Aldie
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// Updated stats flags
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//
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// 99 6/19/98 6:39p Aldie
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// Updated #defines for stats
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//
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// 98 6/18/98 6:19p Markd
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// changed default tesselation sizes
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//
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// 97 6/18/98 2:15p Markd
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// Added dir to trace_t
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//
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// 96 6/18/98 2:00p Markd
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// rewrote tesselation code
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//
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// 95 6/15/98 7:57p Markd
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// Reduced MAX_EDICTS, reduced MAX_MODELS, put in LittleUnsignedShort
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//
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// 94 6/15/98 10:40a Aldie
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// Added defines for pulse beam
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//
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// 93 6/10/98 9:30p Markd
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// fixed config string problem
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//
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// 92 6/10/98 4:37p Aldie
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// Added comment to remind us that statusbars take up more than one
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// configstring.
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//
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// 91 6/10/98 2:52p Markd
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// typo with old configstring stuff
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//
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// 90 6/10/98 2:46p Markd
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// Took out old configstrings
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//
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// 89 6/09/98 4:41p Markd
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// Added additional environment mapped flag
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//
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// 88 6/08/98 5:18p Aldie
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// Added spidermines and moved some defines here.
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//
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// 87 6/05/98 6:27p Aldie
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// Added armor stats
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//
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// 86 6/03/98 4:40p Markd
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// Removed variables from player_state_t and also added U_PREVFRAME, removed
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// U_GUNFRAME, merged it with U_GUNANIMFRAME
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//
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// 85 5/28/98 1:26p Aldie
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// Added rocket explosion particles
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//
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// 84 5/27/98 8:06p Aldie
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// Added SIN_GetToken and SIN_Parse
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//
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// 83 5/27/98 4:54p Markd
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// Put in TEMPMODEL_ALPHAFADE flag
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//
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// 82 5/27/98 5:04a Aldie
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// Added EF_GIB
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//
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// 81 5/26/98 4:20p Markd
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// Added sinmdl_intersection_t
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//
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// 80 5/25/98 8:51a Aldie
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// Added new mask type (solid without fence)
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//
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// 79 5/25/98 7:15p Markd
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// Added more TEMPMODEL commands
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//
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// 78 5/25/98 5:42p Markd
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// Added TE_STRIKE and TE_DLIGHT
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//
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// 77 5/24/98 6:29p Markd
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// Added CalculateRotatedBounds2
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//
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// 76 5/24/98 4:48p Jimdose
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// Made char *'s const
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//
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// 75 5/24/98 2:56p Markd
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// increased MAX_EDICTS to 1536
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//
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// 74 5/23/98 10:38p Markd
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// Added TE_TEMPMODEL and TEMPMODEL flags
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//
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// 73 5/23/98 12:53p Aldie
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// Updated surfaces networking.
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//
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// 72 5/20/98 11:12a Markd
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// removed char * dependency
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//
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// 71 5/19/98 10:41p Markd
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// Added surf_envmapped
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//
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// 70 5/18/98 6:18p Markd
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// Added RF_ENVMAPPED
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//
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// 69 5/17/98 8:10p Aldie
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// Moved mainconsole string here
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//
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// 68 5/16/98 11:02p Aldie
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// Changed format of deathmatch flags
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//
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// 67 5/16/98 5:00p Markd
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// Added RF_XFLIP
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//
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// 66 5/15/98 7:20p Markd
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// Added SOUND_FLAGS
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//
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// 65 5/15/98 6:47p Markd
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// added music_moods to playerstate and enumerated type
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//
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// 64 5/14/98 6:26p Markd
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// Fixed up MASKS and added CONTENTS_FENCE and DUMMYFENCE
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//
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// 63 5/14/98 11:44a Markd
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// Removed base_angle, added transvec
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//
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// 62 5/13/98 6:22p Markd
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// Added TE_Burnwall and CalculateRotatedBounds
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//
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// 61 5/13/98 4:47p Aldie
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// Update damage surfaces
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//
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// 60 5/08/98 7:54p Markd
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// Set proper MAX_CMDS limit
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//
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// 59 5/08/98 7:02p Markd
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// Added lightofs to entity_state also removed some render flags
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//
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// 58 5/07/98 11:24p Markd
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// Added playerframe, playeranim and playerindex to playerstate, added
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// gunframe, gunanim, and gunmodelindex to entity_state_t
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//
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// 57 5/06/98 7:49p Markd
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// Added style and state to csurfinfo_s
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//
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// 56 5/05/98 7:38p Markd
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// Added last_gunframe and last_gunanim to player_state_t for client side frame
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// stuff
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//
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// 55 5/05/98 2:44p Aldie
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// Added server side surface states
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//
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// 54 5/03/98 8:12p Markd
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// Commented out MuzzleFlashes
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//
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// 53 5/02/98 8:46p Markd
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// Added SURFACE flags and stuff
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//
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// 52 5/02/98 8:37p Aldie
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// More console stuff for demos
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//
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// 51 4/30/98 4:49p Aldie
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// Server side console states
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//
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// 50 4/28/98 7:00p Aldie
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// Added sever side console buffer
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//
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// 49 4/27/98 3:21p Jimdose
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// Added DebugLines
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//
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// 48 4/27/98 1:52p Aldie
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// Added server side consoles.
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//
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// 47 4/18/98 6:12p Aldie
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// Added ammo stats
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//
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// 46 4/18/98 4:24p Aldie
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// Added ammo bar to stats
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//
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// 45 4/16/98 1:57p Jimdose
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// Added prevframe to entity_state and gunprevframe to playerstate
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//
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// 44 4/14/98 6:30p Aldie
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// Added laser temp ent.
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//
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// 43 4/09/98 1:41p Markd
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// Added CONTENTS_SHOOTABLE and changed MASK_SHOT
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//
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// 42 4/07/98 8:01p Markd
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// Added CS_SOUNDTRACK
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//
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// 41 4/06/98 7:10p Aldie
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// Added zooming for SniperRifle
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//
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// 40 4/04/98 5:13p Markd
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// Added TE_TESSELATE
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//
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// 39 4/03/98 3:35p Jimdose
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// Added fast weapons
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// Added draw flags for layouts
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//
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// 38 3/30/98 11:06p Aldie
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// Added consoles as configstrings.
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//
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// 37 3/29/98 8:33p Markd
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// Added sinmdl_cmd_t structure
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//
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// 36 3/28/98 3:10p Markd
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// Increased MAX_MODEL_GROUPS
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//
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// 35 3/27/98 8:50p Jimdose
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// Added support for third person view
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//
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// 34 3/27/98 7:00p Markd
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// Increased MAX_MODELS, changed bone definition, added viewangles and
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// vieworigin to entity_state_t and changed TransformFromTriangle and
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// OriginFromTriangle
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//
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// 33 3/25/98 3:25p Markd
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// Expanded bone_t definition
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//
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// 32 3/24/98 9:59a Markd
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// Added TransformFromTriangle
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//
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// 31 3/18/98 7:47p Markd
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// Added numgroups and groups to entity_state_t
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//
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// 30 3/18/98 7:16p Markd
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// Added bone support to the entity state for entity linking in models
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//
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// 29 3/18/98 6:27p Aldie
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// Added console to renderfx.
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//
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// 28 3/13/98 7:26p Aldie
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// Added some new dlight renderfx
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//
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// 27 3/10/98 7:44p Aldie
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// Added constants for player heights here.
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//
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// 26 3/09/98 2:51p Jimdose
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// Working on euler-quat stuff
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//
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// 25 3/06/98 7:16p Aldie
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// Arbitrary alpha for entities & lensflare
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//
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// 24 3/05/98 6:47p Markd
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// added scale, to entity_state
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//
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// 23 3/05/98 3:49p Aldie
|
|
// More support for damaged surfaces.
|
|
//
|
|
// 22 3/05/98 11:36a Markd
|
|
// Added Anim suport
|
|
//
|
|
// 21 3/04/98 7:59p Aldie
|
|
// More support for damage textures.
|
|
//
|
|
// 20 3/04/98 5:14p Aldie
|
|
// Added support for damaged surfaces.
|
|
//
|
|
// 19 3/03/98 6:04p Aldie
|
|
// Added first pass for footsteps.
|
|
//
|
|
// 18 2/28/98 5:49p Markd
|
|
// Accidentally put the wrong file in their, I meant COM_FileExtension
|
|
//
|
|
// 17 2/28/98 5:46p Markd
|
|
// forgot a ;
|
|
//
|
|
// 16 2/28/98 5:46p Markd
|
|
// Added COM_StripExtension
|
|
//
|
|
// 15 2/28/98 4:43p Aldie
|
|
// Added Matrix4TransformVector
|
|
//
|
|
// 14 2/27/98 5:46p Jimdose
|
|
// Added min and max macros
|
|
//
|
|
// 13 2/25/98 4:38p Markd
|
|
// Added COM_GetToken
|
|
//
|
|
// 12 2/25/98 2:24p Aldie
|
|
// Added texture damage threshold constants
|
|
//
|
|
// 11 2/24/98 3:42p Aldie
|
|
// Added support for groupname and updated conveyor flag
|
|
//
|
|
// 10 2/22/98 10:15p Aldie
|
|
// Added support for texinfo commands over the net
|
|
//
|
|
// 9 2/22/98 2:19p Aldie
|
|
// Added support for trans_mag and trans_angle in the surface.
|
|
//
|
|
// 8 2/21/98 7:58p Aldie
|
|
// Removed dependency on TRANS33/66
|
|
//
|
|
// 7 2/21/98 7:18p Jimdose
|
|
// Added PMF_OLDNOCLIP and PMF_OLDLADDERS for client prediction
|
|
//
|
|
// 6 2/16/98 2:09p Jimdose
|
|
// Added quaternion field to entity_state_t for proper interpolation
|
|
// Added the following math utility functions: MatrixToEulerAngles,
|
|
// TransposeMatrix, MatrixTransformVector, OrthoNormalize, QuatToMat,
|
|
// MatToQuat, SlerpQuaternion, AnglesToMat, RotateAxis, MultQuat, EulerToQuat,
|
|
// VectorsToEulerAngles
|
|
//
|
|
// 5 2/04/98 4:04p Aldie
|
|
// Removed reference to value
|
|
//
|
|
// 4 1/21/98 6:53p Jimdose
|
|
// Made compatible with C++
|
|
// Added new render flag RF_DONTDRAW for invisible items
|
|
//
|
|
// 3 12/30/97 6:04p Jimdose
|
|
// Added header text
|
|
//
|
|
// DESCRIPTION:
|
|
// included first by ALL program modules
|
|
//
|
|
|
|
#ifndef __Q_SHARED_H__
|
|
#define __Q_SHARED_H__
|
|
|
|
#ifdef _WIN32
|
|
// unknown pragmas are SUPPOSED to be ignored, but....
|
|
#pragma warning(disable : 4244) // MIPS
|
|
#pragma warning(disable : 4136) // X86
|
|
#pragma warning(disable : 4051) // ALPHA
|
|
|
|
#pragma warning(disable : 4018) // signed/unsigned mismatch
|
|
#pragma warning(disable : 4305) // truncation from const double to float
|
|
|
|
#endif
|
|
|
|
#ifndef _H2INC
|
|
|
|
#include <assert.h>
|
|
#include <math.h>
|
|
#include <stdio.h>
|
|
#include <stdarg.h>
|
|
#include <string.h>
|
|
#include <stdlib.h>
|
|
#include <time.h>
|
|
|
|
#endif
|
|
|
|
#ifndef min
|
|
#define min(a,b) (((a) < (b)) ? (a) : (b))
|
|
#endif
|
|
#ifndef max
|
|
#define max(a,b) (((a) > (b)) ? (a) : (b))
|
|
#endif
|
|
|
|
#ifndef _H2INC
|
|
#define bound(a,minval,maxval) ( ((a) > (minval)) ? ( ((a) < (maxval)) ? (a) : (maxval) ) : (minval) )
|
|
#endif
|
|
|
|
#if (defined _M_IX86 || defined __i386__) && !defined C_ONLY && !defined __sun__
|
|
#define id386 1
|
|
#else
|
|
#define id386 0
|
|
#endif
|
|
|
|
#if defined _M_ALPHA && !defined C_ONLY
|
|
#define idaxp 1
|
|
#else
|
|
#define idaxp 0
|
|
#endif
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
#ifndef _H2INC
|
|
typedef unsigned char byte;
|
|
#endif
|
|
|
|
#ifdef __cplusplus
|
|
typedef int qboolean;
|
|
#else
|
|
typedef enum {false, true} qboolean;
|
|
#endif
|
|
|
|
#ifndef NULL
|
|
#define NULL ((void *)0)
|
|
#endif
|
|
|
|
|
|
// angle indexes
|
|
#define PITCH 0 // up / down
|
|
#define YAW 1 // left / right
|
|
#define ROLL 2 // fall over
|
|
|
|
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
|
|
#define MAX_STRING_TOKENS 80 // max tokens resulting from Cmd_TokenizeString
|
|
#define MAX_TOKEN_CHARS 128 // max length of an individual token
|
|
|
|
#define MAX_QPATH 64 // max length of a quake game pathname
|
|
#define MAX_OSPATH 128 // max length of a filesystem pathname
|
|
|
|
//
|
|
// per-level limits
|
|
//
|
|
#define MAX_CLIENTS 256 // absolute limit
|
|
#ifdef SIN
|
|
#define MAX_EDICTS 1024 // must change protocol to increase more
|
|
#else
|
|
#define MAX_EDICTS 1024 // must change protocol to increase more
|
|
#endif
|
|
#define MAX_LIGHTSTYLES 256
|
|
#ifdef SIN
|
|
#define MAX_MODELS 640 // these are sent over the net as bytes
|
|
#define MAX_CONSOLES 32
|
|
#define MAX_SURFACES 1024
|
|
#define MAX_SOUNDS 512 // so they cannot be blindly increased
|
|
#else
|
|
#define MAX_MODELS 256 // these are sent over the net as bytes
|
|
#define MAX_SOUNDS 256 // so they cannot be blindly increased
|
|
#endif
|
|
#define MAX_IMAGES 256
|
|
#define MAX_ITEMS 256
|
|
|
|
|
|
// game print flags
|
|
#define PRINT_LOW 0 // pickup messages
|
|
#define PRINT_MEDIUM 1 // death messages
|
|
#define PRINT_HIGH 2 // critical messages
|
|
#define PRINT_CHAT 3 // chat messages
|
|
|
|
|
|
|
|
#define ERR_FATAL 0 // exit the entire game with a popup window
|
|
#define ERR_DROP 1 // print to console and disconnect from game
|
|
#define ERR_DISCONNECT 2 // don't kill server
|
|
|
|
#define PRINT_ALL 0
|
|
#define PRINT_DEVELOPER 1 // only print when "developer 1"
|
|
#define PRINT_ALERT 2
|
|
|
|
|
|
// destination class for gi.multicast()
|
|
typedef enum
|
|
{
|
|
MULTICAST_ALL,
|
|
MULTICAST_PHS,
|
|
MULTICAST_PVS,
|
|
MULTICAST_ALL_R,
|
|
MULTICAST_PHS_R,
|
|
MULTICAST_PVS_R
|
|
} multicast_t;
|
|
|
|
|
|
/*
|
|
==============================================================
|
|
|
|
MATHLIB
|
|
|
|
==============================================================
|
|
*/
|
|
|
|
typedef float vec_t;
|
|
typedef vec_t vec3_t[3];
|
|
typedef vec_t vec5_t[5];
|
|
|
|
typedef int fixed4_t;
|
|
typedef int fixed8_t;
|
|
typedef int fixed16_t;
|
|
|
|
#ifndef M_PI
|
|
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
|
|
#endif
|
|
|
|
struct cplane_s;
|
|
|
|
extern vec3_t vec3_origin;
|
|
|
|
#define nanmask (255<<23)
|
|
|
|
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
|
|
|
|
// microsoft's fabs seems to be ungodly slow...
|
|
//float Q_fabs (float f);
|
|
//#define fabs(f) Q_fabs(f)
|
|
#if !defined C_ONLY && !defined __linux__ && !defined __sgi
|
|
extern long Q_ftol( float f );
|
|
#else
|
|
#define Q_ftol( f ) ( long ) (f)
|
|
#endif
|
|
|
|
#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
|
|
#define VectorSubtract(a,b,c) (c[0]=a[0]-b[0],c[1]=a[1]-b[1],c[2]=a[2]-b[2])
|
|
#define VectorAdd(a,b,c) (c[0]=a[0]+b[0],c[1]=a[1]+b[1],c[2]=a[2]+b[2])
|
|
#define VectorCopy(a,b) (b[0]=a[0],b[1]=a[1],b[2]=a[2])
|
|
#define VectorClear(a) (a[0]=a[1]=a[2]=0)
|
|
#define VectorNegate(a,b) (b[0]=-a[0],b[1]=-a[1],b[2]=-a[2])
|
|
#define VectorSet(v, x, y, z) (v[0]=(x), v[1]=(y), v[2]=(z))
|
|
|
|
void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
|
|
|
|
// just in case you do't want to use the macros
|
|
vec_t _DotProduct (vec3_t v1, vec3_t v2);
|
|
void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
|
|
void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
|
|
void _VectorCopy (vec3_t in, vec3_t out);
|
|
|
|
void ClearBounds (vec3_t mins, vec3_t maxs);
|
|
void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
|
|
int VectorCompare (vec3_t v1, vec3_t v2);
|
|
vec_t VectorLength (vec3_t v);
|
|
void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
|
|
vec_t VectorNormalize (vec3_t v); // returns vector length
|
|
vec_t VectorNormalize2 (vec3_t v, vec3_t out);
|
|
void VectorInverse (vec3_t v);
|
|
void VectorScale (vec3_t in, vec_t scale, vec3_t out);
|
|
int Q_log2(int val);
|
|
|
|
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
|
|
void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
|
|
|
|
void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
|
|
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
|
|
float anglemod(float a);
|
|
float angledist( float ang );
|
|
float LerpAngle (float a1, float a2, float frac);
|
|
|
|
#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
|
|
(((p)->type < 3)? \
|
|
( \
|
|
((p)->dist <= (emins)[(p)->type])? \
|
|
1 \
|
|
: \
|
|
( \
|
|
((p)->dist >= (emaxs)[(p)->type])?\
|
|
2 \
|
|
: \
|
|
3 \
|
|
) \
|
|
) \
|
|
: \
|
|
BoxOnPlaneSide( (emins), (emaxs), (p)))
|
|
|
|
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
|
|
void PerpendicularVector( vec3_t dst, const vec3_t src );
|
|
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
|
|
|
|
|
|
//=============================================
|
|
|
|
#ifdef SIN
|
|
const char *COM_SkipPath (const char *pathname);
|
|
void COM_StripExtension (const char *in, char *out);
|
|
char *COM_FileExtension (const char *in);
|
|
void COM_FileBase (const char *in, char *out);
|
|
void COM_FilePath (const char *in, char *out);
|
|
void COM_DefaultExtension (char *path, const char *extension);
|
|
int COM_ParseHex (const char *hex);
|
|
const char *COM_GetToken(const char **data_p, qboolean crossline);
|
|
const char *COM_Parse (const char **data_p);
|
|
#ifdef SIN
|
|
const char *SIN_GetToken(const char **data_p, qboolean crossline);
|
|
const char *SIN_Parse (const char **data_p);
|
|
#endif
|
|
// data is an in/out parm, returns a parsed out token
|
|
|
|
#ifndef _H2INC
|
|
void Com_sprintf (char *dest, int size, const char *fmt, ...);
|
|
#endif
|
|
#else
|
|
char *COM_SkipPath (char *pathname);
|
|
void COM_StripExtension (char *in, char *out);
|
|
void COM_FileBase (char *in, char *out);
|
|
void COM_FilePath (char *in, char *out);
|
|
void COM_DefaultExtension (char *path, char *extension);
|
|
|
|
char *COM_Parse (char **data_p);
|
|
// data is an in/out parm, returns a parsed out token
|
|
|
|
#ifndef _H2INC
|
|
void Com_sprintf (char *dest, int size, char *fmt, ...);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _H2INC
|
|
void Com_PageInMemory (unsigned char *buffer, int size);
|
|
#else
|
|
void Com_PageInMemory (byte *buffer, int size);
|
|
#endif
|
|
|
|
//=============================================
|
|
|
|
// portable case insensitive compare
|
|
int Q_stricmp (const char *s1, const char *s2);
|
|
int Q_strcasecmp (const char *s1, const char *s2);
|
|
int Q_strncasecmp (const char *s1, const char *s2, int n);
|
|
|
|
//=============================================
|
|
|
|
#ifndef _H2INC
|
|
|
|
short BigShort(short l);
|
|
short LittleShort(short l);
|
|
int BigLong (int l);
|
|
int LittleLong (int l);
|
|
float BigFloat (float l);
|
|
float LittleFloat (float l);
|
|
#ifdef SIN
|
|
unsigned short BigUnsignedShort(unsigned short l);
|
|
unsigned short LittleUnsignedShort(unsigned short l);
|
|
#endif
|
|
|
|
#endif
|
|
|
|
void Swap_Init (void);
|
|
#ifndef _H2INC
|
|
|
|
#ifdef SIN
|
|
const char *va(const char *format, ...);
|
|
#else
|
|
char *va(char *format, ...);
|
|
#endif
|
|
|
|
#endif
|
|
|
|
//=============================================
|
|
|
|
//
|
|
// key / value info strings
|
|
//
|
|
#ifdef SIN
|
|
#define MAX_INFO_KEY 128
|
|
#define MAX_INFO_VALUE 128
|
|
#else
|
|
#define MAX_INFO_KEY 64
|
|
#define MAX_INFO_VALUE 64
|
|
#endif
|
|
#define MAX_INFO_STRING 512
|
|
|
|
#ifdef SIN
|
|
const char *Info_ValueForKey (const char *s, const char *key);
|
|
void Info_RemoveKey (char *s, const char *key);
|
|
void Info_SetValueForKey (char *s, const char *key, const char *value);
|
|
#else
|
|
char *Info_ValueForKey (char *s, char *key);
|
|
void Info_RemoveKey (char *s, char *key);
|
|
void Info_SetValueForKey (char *s, char *key, char *value);
|
|
#endif
|
|
|
|
/*
|
|
==============================================================
|
|
|
|
SYSTEM SPECIFIC
|
|
|
|
==============================================================
|
|
*/
|
|
|
|
extern int curtime; // time returned by last Sys_Milliseconds
|
|
|
|
int Sys_Milliseconds (void);
|
|
void Sys_Mkdir (char *path);
|
|
|
|
// large block stack allocation routines
|
|
void *Hunk_Begin (int maxsize);
|
|
void *Hunk_Alloc (int size);
|
|
void Hunk_Free (void *buf);
|
|
int Hunk_End (void);
|
|
|
|
// directory searching
|
|
#define SFF_ARCH 0x01
|
|
#define SFF_HIDDEN 0x02
|
|
#define SFF_RDONLY 0x04
|
|
#define SFF_SUBDIR 0x08
|
|
#define SFF_SYSTEM 0x10
|
|
|
|
/*
|
|
** pass in an attribute mask of things you wish to REJECT
|
|
*/
|
|
#ifdef SIN
|
|
const char *Sys_FindFirst (const char *path, unsigned musthave, unsigned canthave );
|
|
const char *Sys_FindNext ( unsigned musthave, unsigned canthave );
|
|
#else
|
|
char *Sys_FindFirst (char *path, unsigned musthave, unsigned canthave );
|
|
char *Sys_FindNext ( unsigned musthave, unsigned canthave );
|
|
#endif
|
|
void Sys_FindClose (void);
|
|
|
|
|
|
// this is only here so the functions in q_shared.c and q_shwin.c can link
|
|
|
|
#ifndef _H2INC
|
|
|
|
#ifdef SIN
|
|
void Sys_Error (const char *error, ...);
|
|
void Com_Printf (const char *msg, ...);
|
|
#else
|
|
void Sys_Error (char *error, ...);
|
|
void Com_Printf (char *msg, ...);
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
/*
|
|
==========================================================
|
|
|
|
CVARS (console variables)
|
|
|
|
==========================================================
|
|
*/
|
|
|
|
#ifndef CVAR
|
|
#define CVAR
|
|
|
|
#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
|
|
#define CVAR_USERINFO 2 // added to userinfo when changed
|
|
#define CVAR_SERVERINFO 4 // added to serverinfo when changed
|
|
#define CVAR_NOSET 8 // don't allow change from console at all,
|
|
// but can be set from the command line
|
|
#define CVAR_LATCH 16 // save changes until server restart
|
|
|
|
// nothing outside the Cvar_*() functions should modify these fields!
|
|
typedef struct cvar_s
|
|
{
|
|
#ifdef _H2INC
|
|
char *AMD_name;
|
|
#else
|
|
char *name;
|
|
#endif
|
|
char *string;
|
|
char *latched_string; // for CVAR_LATCH vars
|
|
int flags;
|
|
qboolean modified; // set each time the cvar is changed
|
|
float value;
|
|
struct cvar_s *next;
|
|
} cvar_t;
|
|
|
|
#endif // CVAR
|
|
|
|
/*
|
|
==============================================================
|
|
|
|
COLLISION DETECTION
|
|
|
|
==============================================================
|
|
*/
|
|
|
|
// lower bits are stronger, and will eat weaker brushes completely
|
|
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
|
|
#define CONTENTS_WINDOW 2 // translucent, but not watery
|
|
#ifdef SIN
|
|
#define CONTENTS_FENCE 4
|
|
#else
|
|
#define CONTENTS_AUX 4
|
|
#endif
|
|
#define CONTENTS_LAVA 8
|
|
#ifdef SIN
|
|
#define CONTENTS_LIGHTVOLUME 16
|
|
#else
|
|
#define CONTENTS_SLIME 16
|
|
#endif
|
|
#define CONTENTS_WATER 32
|
|
#define CONTENTS_MIST 64
|
|
#define LAST_VISIBLE_CONTENTS 64
|
|
|
|
// remaining contents are non-visible, and don't eat brushes
|
|
#ifdef SIN
|
|
#define CONTENTS_DUMMYFENCE 0x1000
|
|
#endif
|
|
|
|
#define CONTENTS_AREAPORTAL 0x8000
|
|
|
|
#define CONTENTS_PLAYERCLIP 0x10000
|
|
#define CONTENTS_MONSTERCLIP 0x20000
|
|
|
|
// currents can be added to any other contents, and may be mixed
|
|
#define CONTENTS_CURRENT_0 0x40000
|
|
#define CONTENTS_CURRENT_90 0x80000
|
|
#define CONTENTS_CURRENT_180 0x100000
|
|
#define CONTENTS_CURRENT_270 0x200000
|
|
#define CONTENTS_CURRENT_UP 0x400000
|
|
#define CONTENTS_CURRENT_DOWN 0x800000
|
|
|
|
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
|
|
|
|
#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
|
|
#define CONTENTS_DEADMONSTER 0x4000000
|
|
#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
|
|
#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
|
|
#define CONTENTS_LADDER 0x20000000
|
|
#define CONTENTS_SHOOTABLE 0x40000000 // is shootable, but may not be blocking
|
|
|
|
|
|
|
|
#define SURF_LIGHT 0x1 // value will hold the light strength
|
|
|
|
#define SURF_SLICK 0x2 // effects game physics
|
|
#define SURF_SKY 0x4 // don't draw, but add to skybox
|
|
#define SURF_WARP 0x8 // turbulent water warp
|
|
#ifdef SIN
|
|
#define SURF_NONLIT 0x10 // surface is not lit
|
|
#define SURF_NOFILTER 0x20 // surface is not filtered
|
|
#else
|
|
#define SURF_TRANS33 0x10
|
|
#define SURF_TRANS66 0x20
|
|
#endif
|
|
#ifdef SIN
|
|
#define SURF_CONVEYOR 0x40
|
|
#else
|
|
#define SURF_FLOWING 0x40 // scroll towards angle
|
|
#endif
|
|
#define SURF_NODRAW 0x80 // don't bother referencing the texture
|
|
|
|
#ifdef SIN
|
|
#define SURF_WAVY 0x400 // surface has waves
|
|
#define SURF_RICOCHET 0x800 // projectiles bounce literally bounce off this surface
|
|
#define SURF_PRELIT 0x1000 // surface has intensity information for pre-lighting
|
|
#define SURF_CONSOLE 0x4000 // surface has a console on it
|
|
#define SURF_HARDWAREONLY 0x10000 // surface should only do things in hardware
|
|
#define SURF_DAMAGE 0x20000 // surface can be damaged
|
|
#define SURF_WEAK 0x40000 // surface has weak hit points
|
|
#define SURF_NORMAL 0x80000 // surface has normal hit points
|
|
#define SURF_ADD 0x100000 // surface will be additive
|
|
#define SURF_ENVMAPPED 0x200000 // surface is envmapped
|
|
#define SURF_RANDOMANIMATE 0x400000 // surface start animating on a random frame
|
|
#define SURF_ANIMATE 0x800000 // surface animates
|
|
#define SURF_RNDTIME 0x1000000 // time between animations is random
|
|
#define SURF_TRANSLATE 0x2000000 // surface translates
|
|
#define SURF_NOMERGE 0x4000000 // surface is not merged in csg phase
|
|
#define SURF_TYPE_BIT0 0x8000000 // 0 bit of surface type
|
|
#define SURF_TYPE_BIT1 0x10000000 // 1 bit of surface type
|
|
#define SURF_TYPE_BIT2 0x20000000 // 2 bit of surface type
|
|
#define SURF_TYPE_BIT3 0x40000000 // 3 bit of surface type
|
|
|
|
#define MASK_SURF_TYPE (SURF_TYPE_BIT0|SURF_TYPE_BIT1|SURF_TYPE_BIT2|SURF_TYPE_BIT3)
|
|
|
|
#define SURF_START_BIT 27
|
|
#define SURFACETYPE_FROM_FLAGS( x ) ( ( x >> (SURF_START_BIT) ) & 0xf )
|
|
|
|
|
|
#define SURF_TYPE_SHIFT(x) ( (x) << (SURF_START_BIT) ) // macro for getting proper bit mask
|
|
#define SURF_TYPE_NONE SURF_TYPE_SHIFT(0)
|
|
#define SURF_TYPE_WOOD SURF_TYPE_SHIFT(1)
|
|
#define SURF_TYPE_METAL SURF_TYPE_SHIFT(2)
|
|
#define SURF_TYPE_STONE SURF_TYPE_SHIFT(3)
|
|
#define SURF_TYPE_CONCRETE SURF_TYPE_SHIFT(4)
|
|
#define SURF_TYPE_DIRT SURF_TYPE_SHIFT(5)
|
|
#define SURF_TYPE_FLESH SURF_TYPE_SHIFT(6)
|
|
#define SURF_TYPE_GRILL SURF_TYPE_SHIFT(7)
|
|
#define SURF_TYPE_GLASS SURF_TYPE_SHIFT(8)
|
|
#define SURF_TYPE_FABRIC SURF_TYPE_SHIFT(9)
|
|
#define SURF_TYPE_MONITOR SURF_TYPE_SHIFT(10)
|
|
#define SURF_TYPE_GRAVEL SURF_TYPE_SHIFT(11)
|
|
#define SURF_TYPE_VEGETATION SURF_TYPE_SHIFT(12)
|
|
#define SURF_TYPE_PAPER SURF_TYPE_SHIFT(13)
|
|
#define SURF_TYPE_DUCT SURF_TYPE_SHIFT(14)
|
|
#define SURF_TYPE_WATER SURF_TYPE_SHIFT(15)
|
|
#endif
|
|
#ifdef SIN
|
|
#define STRONG_DAMAGE_VALUE 200
|
|
#define NORMAL_DAMAGE_VALUE 90
|
|
#define WEAK_DAMAGE_VALUE 10
|
|
#endif
|
|
|
|
|
|
// content masks
|
|
#ifdef SIN
|
|
|
|
#define MASK_ALL (-1)
|
|
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_FENCE)
|
|
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_FENCE)
|
|
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_FENCE)
|
|
#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_FENCE)
|
|
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA)
|
|
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_LAVA)
|
|
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER|CONTENTS_SHOOTABLE)
|
|
#define MASK_PROJECTILE (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER|CONTENTS_SHOOTABLE|CONTENTS_FENCE)
|
|
#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
|
|
#define MASK_SOLIDNONFENCE (CONTENTS_SOLID|CONTENTS_WINDOW)
|
|
#else
|
|
|
|
#define MASK_ALL (-1)
|
|
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW)
|
|
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
|
|
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW)
|
|
#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
|
|
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
|
|
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
|
|
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER)
|
|
#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
|
|
#endif
|
|
|
|
// gi.BoxEdicts() can return a list of either solid or trigger entities
|
|
// FIXME: eliminate AREA_ distinction?
|
|
#define AREA_SOLID 1
|
|
#define AREA_TRIGGERS 2
|
|
|
|
|
|
// plane_t structure
|
|
// !!! if this is changed, it must be changed in asm code too !!!
|
|
typedef struct cplane_s
|
|
{
|
|
vec3_t normal;
|
|
float dist;
|
|
#ifdef _H2INC
|
|
unsigned char AMD_type; // for fast side tests
|
|
unsigned char signbits; // signx + (signy<<1) + (signz<<1)
|
|
unsigned char pad[2];
|
|
#else
|
|
byte type; // for fast side tests
|
|
byte signbits; // signx + (signy<<1) + (signz<<1)
|
|
byte pad[2];
|
|
#endif
|
|
} cplane_t;
|
|
|
|
// structure offset for asm code
|
|
#define CPLANE_NORMAL_X 0
|
|
#define CPLANE_NORMAL_Y 4
|
|
#define CPLANE_NORMAL_Z 8
|
|
#define CPLANE_DIST 12
|
|
#define CPLANE_TYPE 16
|
|
#define CPLANE_SIGNBITS 17
|
|
#define CPLANE_PAD0 18
|
|
#define CPLANE_PAD1 19
|
|
|
|
typedef struct cmodel_s
|
|
{
|
|
vec3_t mins, maxs;
|
|
vec3_t origin; // for sounds or lights
|
|
int headnode;
|
|
} cmodel_t;
|
|
|
|
typedef struct csurface_s
|
|
{
|
|
#ifdef SIN
|
|
char groupname[64]; // Name of the surface
|
|
int groupnumber; // Number of the surface
|
|
int flags; // Surface flags
|
|
int style; // Style
|
|
qboolean trans_state; // Translation on/off
|
|
float trans_mag; // Translation magnitude
|
|
float trans_angle; // Translation angle
|
|
float translucence; // Translucence of the surface
|
|
float frequency; // Frequency of the wavy surface / restitution of that surface
|
|
float magnitude; // Magnitude of the wavy surface / friction of that surface
|
|
float upload_width; // Power of 2 upload width
|
|
float upload_height; // Power of 2 upload height
|
|
vec3_t transvec; // Translation vector
|
|
float nonlit; // Nonlit vale
|
|
int animation_frame; // Animation frame to display
|
|
int numframes; // Number of frames of animation
|
|
float animtime; // Animation time between frames
|
|
int frameoffset; // Offset for random start frame animation
|
|
float nextanimtime; // Time in the future to change the animation
|
|
float delta_s; // Delta s for the texture coordinates
|
|
float delta_t; // Delta t for the texture coordinates
|
|
float last_update_time; // Last time the surface was updated
|
|
vec3_t color; // Color of the surface
|
|
int leaf; // Leaf number this surface resides in
|
|
struct csurface_s *next; // Next surface in the chain
|
|
#else
|
|
char name[16];
|
|
int flags;
|
|
int value;
|
|
#endif
|
|
} csurface_t;
|
|
|
|
#ifdef SIN
|
|
typedef struct
|
|
{
|
|
qboolean valid;
|
|
#ifdef _H2INC
|
|
int AMD_group;
|
|
#else
|
|
int group;
|
|
#endif
|
|
int parentgroup;
|
|
int tri_num;
|
|
vec3_t position;
|
|
vec3_t normal;
|
|
float damage_multiplier;
|
|
} sinmdl_intersection_t;
|
|
#endif
|
|
|
|
// a trace is returned when a box is swept through the world
|
|
typedef struct
|
|
{
|
|
qboolean allsolid; // if true, plane is not valid
|
|
qboolean startsolid; // if true, the initial point was in a solid area
|
|
float fraction; // time completed, 1.0 = didn't hit anything
|
|
vec3_t endpos; // final position
|
|
cplane_t plane; // surface normal at impact
|
|
csurface_t *surface; // surface hit
|
|
int contents; // contents on other side of surface hit
|
|
struct edict_s *ent; // not set by CM_*() functions
|
|
#ifdef SIN
|
|
vec3_t dir; // the direction of the trace
|
|
sinmdl_intersection_t intersect; // set if the trace hit a specific polygon
|
|
#endif
|
|
} trace_t;
|
|
|
|
|
|
|
|
// pmove_state_t is the information necessary for client side movement
|
|
// prediction
|
|
typedef enum
|
|
{
|
|
// can accelerate and turn
|
|
PM_NORMAL,
|
|
#ifdef SIN
|
|
PM_ZOOM,
|
|
PM_INVEHICLE_ZOOM,
|
|
#endif
|
|
PM_SPECTATOR,
|
|
#ifdef SIN
|
|
PM_INVEHICLE,
|
|
PM_LOCKVIEW,
|
|
#endif
|
|
// no acceleration or turning
|
|
PM_DEAD,
|
|
PM_GIB, // different bounding box
|
|
#ifdef SIN
|
|
PM_FREEZE,
|
|
PM_MOVECAPTURED, // using a movement capturer
|
|
PM_ONBIKE, // added for hoverbike
|
|
PM_ATTACHVIEW // added for guided missile
|
|
#else
|
|
PM_FREEZE
|
|
#endif
|
|
} pmtype_t;
|
|
|
|
// pmove->pm_flags
|
|
#define PMF_DUCKED (1<<0)
|
|
#define PMF_JUMP_HELD (1<<1)
|
|
#define PMF_ON_GROUND (1<<2)
|
|
#define PMF_TIME_WATERJUMP (1<<3) // pm_time is waterjump
|
|
#define PMF_TIME_LAND (1<<4) // pm_time is time before rejump
|
|
#define PMF_TIME_TELEPORT (1<<5) // pm_time is non-moving time
|
|
#define PMF_NO_PREDICTION (1<<6) // temporarily disables prediction (used for grappling hook)
|
|
#ifdef SIN
|
|
#define PMF_MOREBITS (1<<7)
|
|
#define PMF_OLDNOCLIP (1<<8)
|
|
#define PMF_MUTANT (1<<9)
|
|
#define PMF_ADRENALINE (1<<10)
|
|
#define PMF_NOAIRCLAMP (1<<11)
|
|
#endif
|
|
|
|
#ifdef SIN
|
|
#define CROUCH_HEIGHT 36
|
|
#define CROUCH_EYE_HEIGHT 30
|
|
#define STAND_HEIGHT 72
|
|
#define STAND_EYE_HEIGHT 66
|
|
// 2015 code
|
|
#define HOVERBIKE_HEIGHT 32
|
|
#define HOVERBIKE_EYE_HEIGHT 24
|
|
#endif
|
|
|
|
// this structure needs to be communicated bit-accurate
|
|
// from the server to the client to guarantee that
|
|
// prediction stays in sync, so no floats are used.
|
|
// if any part of the game code modifies this struct, it
|
|
// will result in a prediction error of some degree.
|
|
typedef struct
|
|
{
|
|
pmtype_t pm_type;
|
|
|
|
short origin[3]; // 12.3
|
|
short velocity[3]; // 12.3
|
|
short pm_flags; // ducked, jump_held, etc
|
|
#ifdef _H2INC
|
|
unsigned char pm_time; // each unit = 8 ms
|
|
short AMD_gravity;
|
|
#else
|
|
byte pm_time; // each unit = 8 ms
|
|
|
|
#ifdef SIN
|
|
short gravity : 13;
|
|
unsigned gravity_axis : 3; // direction of gravity
|
|
#else
|
|
short gravity;
|
|
#endif
|
|
|
|
#endif
|
|
|
|
short delta_angles[3]; // add to command angles to get view direction
|
|
// changed by spawns, rotating objects, and teleporters
|
|
} pmove_state_t;
|
|
|
|
#ifdef SIN
|
|
#define GRAVITY_AXIS_SHIFT 13
|
|
#define GRAVITY_AXIS_MASK 0xe000
|
|
#define GRAVITY_MASK ( ~GRAVITY_AXIS_MASK )
|
|
#define GRAVITY_NUM_AXIS 6
|
|
|
|
typedef struct
|
|
{
|
|
int x;
|
|
int y;
|
|
int z;
|
|
int sign;
|
|
} gravityaxis_t;
|
|
|
|
extern const gravityaxis_t gravity_axis[ GRAVITY_NUM_AXIS ];
|
|
|
|
#endif
|
|
|
|
//
|
|
// button bits
|
|
//
|
|
#define BUTTON_ATTACK 1
|
|
#define BUTTON_USE 2
|
|
#ifdef SIN
|
|
// 2015 code
|
|
#define BUTTON_JUMP 4 // for detecting when the player is jumping
|
|
#endif
|
|
#define BUTTON_ANY 128 // any key whatsoever
|
|
|
|
|
|
// usercmd_t is sent to the server each client frame
|
|
#ifdef _H2INC
|
|
typedef struct usercmd_s
|
|
{
|
|
unsigned char msec;
|
|
unsigned char buttons;
|
|
short angles[3];
|
|
short forwardmove, sidemove, upmove;
|
|
unsigned char impulse; // remove?
|
|
unsigned char lightlevel; // light level the player is standing on
|
|
unsigned char debris; // have we been hit by debris?
|
|
} usercmd_t;
|
|
|
|
#else
|
|
|
|
typedef struct usercmd_s
|
|
{
|
|
byte msec;
|
|
byte buttons;
|
|
short angles[3];
|
|
short forwardmove, sidemove, upmove;
|
|
byte impulse; // remove?
|
|
byte lightlevel; // light level the player is standing on
|
|
#ifdef SIN
|
|
byte debris; // have we been hit by debris?
|
|
#endif
|
|
} usercmd_t;
|
|
|
|
#endif
|
|
|
|
|
|
#define MAXTOUCH 32
|
|
typedef struct
|
|
{
|
|
// state (in / out)
|
|
pmove_state_t s;
|
|
|
|
// command (in)
|
|
usercmd_t cmd;
|
|
qboolean snapinitial; // if s has been changed outside pmove
|
|
|
|
// results (out)
|
|
int numtouch;
|
|
struct edict_s *touchents[MAXTOUCH];
|
|
|
|
vec3_t viewangles; // clamped
|
|
float viewheight;
|
|
|
|
vec3_t mins, maxs; // bounding box size
|
|
|
|
struct edict_s *groundentity;
|
|
|
|
#ifdef SIN
|
|
csurface_t *groundsurface;
|
|
cplane_t groundplane;
|
|
int groundcontents;
|
|
#endif
|
|
|
|
int watertype;
|
|
int waterlevel;
|
|
|
|
qboolean onladder; // is he on a ladder
|
|
|
|
// callbacks to test the world
|
|
trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
|
|
int (*pointcontents) (vec3_t point);
|
|
} pmove_t;
|
|
|
|
|
|
// entity_state_t->effects
|
|
// Effects are things handled on the client side (lights, particles, frame animations)
|
|
// that happen constantly on the given entity.
|
|
// An entity that has effects will be sent to the client
|
|
// even if it has a zero index model.
|
|
#ifdef SIN
|
|
#define EF_ROTATE (1<<0) // rotate (bonus items)
|
|
#define EF_ROCKET (1<<1) // redlight + trail
|
|
#define EF_GIB (1<<2) // leave a trail
|
|
#define EF_PULSE (1<<3) // pulsecannon projectile effect
|
|
#define EF_SMOOTHANGLES (1<<4) // 16-bit angles over net
|
|
#define EF_EVERYFRAME (1<<5) // def commands will be run every client frame
|
|
#define EF_CROUCH (1<<6) // character is crouching
|
|
#define EF_EFFECTS_16 (1<<7) // reserved for net transmission
|
|
#define EF_GRAVITY_AXIS_0 (1<<8) // bit 0 of gravity axis
|
|
#define EF_GRAVITY_AXIS_1 (1<<9) // bit 1 of gravity axis
|
|
#define EF_GRAVITY_AXIS_2 (1<<10) // bit 2 of gravity axis
|
|
#define EF_BEAMEFFECT (1<<11) // Beams effect
|
|
#define EF_AUTO_ANIMATE (1<<12) // auto animate
|
|
#define EF_NOFOOTSTEPS (1<<13) // don't play footsteps on model
|
|
#define EF_EFFECTS_32 (1<<15) // reserved for net transmission
|
|
|
|
#define EF_WARM (1<<14) // used to signify something that should be
|
|
// light up by therm-optic goggles
|
|
#define EF_HOVER (1<<16) // hovering effect for the hoverbike
|
|
#define EF_HOVERTHRUST (1<<17) // engine thrust hoverbike effect
|
|
#define EF_HOVERTURBO (1<<18) // turbo thrust hoverbike effect
|
|
#define EF_VIEWMODEL (1<<19) // entity is a secondary view model
|
|
#define EF_ANIMEROCKET (1<<20) // added effect for anime rockets
|
|
#define EF_FLAMES (1<<21) // added flame trail effect
|
|
#define EF_DEATHFLAMES (1<<22) // added flame trail effect
|
|
#define EF_PLASMATRAIL1 (1<<23) // trail effect for plasma bow
|
|
#define EF_PLASMATRAIL2 (1<<24) // secondary trail effect for plasma bow
|
|
#define EF_NUKETRAIL (1<<25) // particle effect for a flying nuke ball
|
|
|
|
#define EF_FORCEBASELINE EF_CROUCH // used to make sure we create a baseline for entities that wouldn't be processed
|
|
// ordinarily.
|
|
|
|
#define EFFECTS_TO_GRAVITYAXIS( effect ) \
|
|
( ( ( effect ) & ( EF_GRAVITY_AXIS_0 | EF_GRAVITY_AXIS_1 | EF_GRAVITY_AXIS_2 ) ) >> 8 )
|
|
|
|
#define GRAVITYAXIS_TO_EFFECTS( gravaxis ) \
|
|
( ( ( gravaxis ) << 8 ) & ( EF_GRAVITY_AXIS_0 | EF_GRAVITY_AXIS_1 | EF_GRAVITY_AXIS_2 ) )
|
|
|
|
#else
|
|
#define EF_ROTATE 0x00000001 // rotate (bonus items)
|
|
#define EF_GIB 0x00000002 // leave a trail
|
|
#define EF_BLASTER 0x00000008 // redlight + trail
|
|
#define EF_ROCKET 0x00000010 // redlight + trail
|
|
#define EF_GRENADE 0x00000020
|
|
#define EF_HYPERBLASTER 0x00000040
|
|
#define EF_BFG 0x00000080
|
|
#define EF_COLOR_SHELL 0x00000100
|
|
#define EF_POWERSCREEN 0x00000200
|
|
#define EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz
|
|
#define EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz
|
|
#define EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz
|
|
#define EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz
|
|
#define EF_FLIES 0x00004000
|
|
#define EF_QUAD 0x00008000
|
|
#define EF_PENT 0x00010000
|
|
#endif
|
|
|
|
|
|
#ifdef SIN
|
|
|
|
// model commands
|
|
|
|
#define MDL_GROUP_SKINOFFSET_BIT0 0x0001
|
|
#define MDL_GROUP_SKINOFFSET_BIT1 0x0002
|
|
#define MDL_GROUP_FULLBRIGHT 0x0004
|
|
#define MDL_GROUP_ENVMAPPED_GOLD 0x0008
|
|
#define MDL_GROUP_ENVMAPPED_SILVER 0x0010
|
|
#define MDL_GROUP_TRANSLUCENT_33 0x0020
|
|
#define MDL_GROUP_TRANSLUCENT_66 0x0040
|
|
#define MDL_GROUP_NODRAW 0x0080
|
|
|
|
//
|
|
// STATIC flags NEVER sent over the net
|
|
//
|
|
#define MDL_GROUP_SURFACETYPE_BIT0 0x0100
|
|
#define MDL_GROUP_SURFACETYPE_BIT1 0x0200
|
|
#define MDL_GROUP_SURFACETYPE_BIT2 0x0400
|
|
#define MDL_GROUP_SURFACETYPE_BIT3 0x0800
|
|
#define MDL_GROUP_RICOCHET 0x1000
|
|
#define MDL_GROUP_SKIN_NO_DAMAGE 0x2000
|
|
#define MDL_GROUP_MASKED 0x4000
|
|
#define MDL_GROUP_TWOSIDED 0x8000
|
|
|
|
// 2015 code
|
|
#define BONE_ORIGIN 0xfff
|
|
#define BONE_2015ATTACH 0x800
|
|
|
|
#endif
|
|
|
|
#ifdef SIN
|
|
// Particle flags
|
|
#define PARTICLE_RANDOM (1<<0)
|
|
#define PARTICLE_OVERBRIGHT (1<<1)
|
|
// 2015 code
|
|
#define PARTICLE_ADDITIVE (1<<2) // draws the particle additively
|
|
#define PARTICLE_FIRE (1<<3) // draws it as a fire particle
|
|
#define PARTICLE_HITSOLID (1<<4) // collision detect solid objects
|
|
#define PARTICLE_HITENTS (1<<5) // collision detect entities
|
|
#define PARTICLE_HITREMOVE (1<<6) // remove the particle when it hits something
|
|
#endif
|
|
|
|
// entity_state_t->renderfx flags
|
|
#ifdef SIN
|
|
|
|
#define RF_MINLIGHT (1<<0) // allways have some light (viewmodel)
|
|
#define RF_VIEWERMODEL (1<<1) // don't draw through eyes, only mirrors
|
|
#define RF_WEAPONMODEL (1<<2) // only draw through eyes
|
|
#define RF_FULLBRIGHT (1<<3) // allways draw full intensity
|
|
#define RF_ENVMAPPED (1<<4) // model is environment mapped completely
|
|
#define RF_TRANSLUCENT (1<<5)
|
|
#define RF_FRAMELERP (1<<6)
|
|
#define RF_BEAM (1<<7)
|
|
#define RF_CUSTOMSKIN (1<<8) // skin is an index in image_precache
|
|
#define RF_GLOW (1<<9) // pulse lighting for bonus items
|
|
#define RF_DONTDRAW (1<<10)
|
|
#define RF_LENSFLARE (1<<11)
|
|
#define RF_DLIGHT (1<<12)
|
|
#define RF_DETAIL (1<<13) // Culls a model based on the distance away from you
|
|
#define RF_LIGHTOFFSET (1<<14)
|
|
#define RF_XFLIP (1<<15) // flip the model in x space (used for weapon models)
|
|
|
|
#else
|
|
|
|
#define RF_MINLIGHT 1 // allways have some light (viewmodel)
|
|
#define RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
|
|
#define RF_WEAPONMODEL 4 // only draw through eyes
|
|
#define RF_FULLBRIGHT 8 // allways draw full intensity
|
|
#define RF_DEPTHHACK 16 // for view weapon Z crunching
|
|
#define RF_TRANSLUCENT 32
|
|
#define RF_FRAMELERP 64
|
|
#define RF_BEAM 128
|
|
#define RF_CUSTOMSKIN 256 // skin is an index in image_precache
|
|
#define RF_GLOW 512 // pulse lighting for bonus items
|
|
#define RF_SHELL_RED 1024
|
|
#define RF_SHELL_GREEN 2048
|
|
#define RF_SHELL_BLUE 4096
|
|
|
|
#endif
|
|
|
|
// player_state_t->refdef flags
|
|
#define RDF_UNDERWATER 1 // warp the screen as apropriate
|
|
#define RDF_NOWORLDMODEL 2 // used for player configuration screen
|
|
#ifdef SIN
|
|
#define RDF_NOCLEAR 4 // used for player configuration screen, don't clear behind the screen
|
|
#define RDF_NOENTITIES 8 // used for menu, so entites don't get drawn
|
|
#endif
|
|
|
|
#ifndef SIN
|
|
//
|
|
// muzzle flashes / player effects
|
|
//
|
|
#define MZ_BLASTER 0
|
|
#define MZ_MACHINEGUN 1
|
|
#define MZ_SHOTGUN 2
|
|
#define MZ_CHAINGUN1 3
|
|
#define MZ_CHAINGUN2 4
|
|
#define MZ_CHAINGUN3 5
|
|
#define MZ_RAILGUN 6
|
|
#define MZ_ROCKET 7
|
|
#define MZ_GRENADE 8
|
|
#define MZ_LOGIN 9
|
|
#define MZ_LOGOUT 10
|
|
#define MZ_RESPAWN 11
|
|
#define MZ_BFG 12
|
|
#define MZ_SSHOTGUN 13
|
|
#define MZ_HYPERBLASTER 14
|
|
#define MZ_ITEMRESPAWN 15
|
|
#define MZ_SILENCED 128 // bit flag ORed with one of the above numbers
|
|
|
|
//
|
|
// monster muzzle flashes
|
|
//
|
|
#define MZ2_TANK_BLASTER_1 1
|
|
#define MZ2_TANK_BLASTER_2 2
|
|
#define MZ2_TANK_BLASTER_3 3
|
|
#define MZ2_TANK_MACHINEGUN_1 4
|
|
#define MZ2_TANK_MACHINEGUN_2 5
|
|
#define MZ2_TANK_MACHINEGUN_3 6
|
|
#define MZ2_TANK_MACHINEGUN_4 7
|
|
#define MZ2_TANK_MACHINEGUN_5 8
|
|
#define MZ2_TANK_MACHINEGUN_6 9
|
|
#define MZ2_TANK_MACHINEGUN_7 10
|
|
#define MZ2_TANK_MACHINEGUN_8 11
|
|
#define MZ2_TANK_MACHINEGUN_9 12
|
|
#define MZ2_TANK_MACHINEGUN_10 13
|
|
#define MZ2_TANK_MACHINEGUN_11 14
|
|
#define MZ2_TANK_MACHINEGUN_12 15
|
|
#define MZ2_TANK_MACHINEGUN_13 16
|
|
#define MZ2_TANK_MACHINEGUN_14 17
|
|
#define MZ2_TANK_MACHINEGUN_15 18
|
|
#define MZ2_TANK_MACHINEGUN_16 19
|
|
#define MZ2_TANK_MACHINEGUN_17 20
|
|
#define MZ2_TANK_MACHINEGUN_18 21
|
|
#define MZ2_TANK_MACHINEGUN_19 22
|
|
#define MZ2_TANK_ROCKET_1 23
|
|
#define MZ2_TANK_ROCKET_2 24
|
|
#define MZ2_TANK_ROCKET_3 25
|
|
|
|
#define MZ2_INFANTRY_MACHINEGUN_1 26
|
|
#define MZ2_INFANTRY_MACHINEGUN_2 27
|
|
#define MZ2_INFANTRY_MACHINEGUN_3 28
|
|
#define MZ2_INFANTRY_MACHINEGUN_4 29
|
|
#define MZ2_INFANTRY_MACHINEGUN_5 30
|
|
#define MZ2_INFANTRY_MACHINEGUN_6 31
|
|
#define MZ2_INFANTRY_MACHINEGUN_7 32
|
|
#define MZ2_INFANTRY_MACHINEGUN_8 33
|
|
#define MZ2_INFANTRY_MACHINEGUN_9 34
|
|
#define MZ2_INFANTRY_MACHINEGUN_10 35
|
|
#define MZ2_INFANTRY_MACHINEGUN_11 36
|
|
#define MZ2_INFANTRY_MACHINEGUN_12 37
|
|
#define MZ2_INFANTRY_MACHINEGUN_13 38
|
|
|
|
#define MZ2_SOLDIER_BLASTER_1 39
|
|
#define MZ2_SOLDIER_BLASTER_2 40
|
|
#define MZ2_SOLDIER_SHOTGUN_1 41
|
|
#define MZ2_SOLDIER_SHOTGUN_2 42
|
|
#define MZ2_SOLDIER_MACHINEGUN_1 43
|
|
#define MZ2_SOLDIER_MACHINEGUN_2 44
|
|
|
|
#define MZ2_GUNNER_MACHINEGUN_1 45
|
|
#define MZ2_GUNNER_MACHINEGUN_2 46
|
|
#define MZ2_GUNNER_MACHINEGUN_3 47
|
|
#define MZ2_GUNNER_MACHINEGUN_4 48
|
|
#define MZ2_GUNNER_MACHINEGUN_5 49
|
|
#define MZ2_GUNNER_MACHINEGUN_6 50
|
|
#define MZ2_GUNNER_MACHINEGUN_7 51
|
|
#define MZ2_GUNNER_MACHINEGUN_8 52
|
|
#define MZ2_GUNNER_GRENADE_1 53
|
|
#define MZ2_GUNNER_GRENADE_2 54
|
|
#define MZ2_GUNNER_GRENADE_3 55
|
|
#define MZ2_GUNNER_GRENADE_4 56
|
|
|
|
#define MZ2_CHICK_ROCKET_1 57
|
|
|
|
#define MZ2_FLYER_BLASTER_1 58
|
|
#define MZ2_FLYER_BLASTER_2 59
|
|
|
|
#define MZ2_MEDIC_BLASTER_1 60
|
|
|
|
#define MZ2_GLADIATOR_RAILGUN_1 61
|
|
|
|
#define MZ2_HOVER_BLASTER_1 62
|
|
|
|
#define MZ2_ACTOR_MACHINEGUN_1 63
|
|
|
|
#define MZ2_SUPERTANK_MACHINEGUN_1 64
|
|
#define MZ2_SUPERTANK_MACHINEGUN_2 65
|
|
#define MZ2_SUPERTANK_MACHINEGUN_3 66
|
|
#define MZ2_SUPERTANK_MACHINEGUN_4 67
|
|
#define MZ2_SUPERTANK_MACHINEGUN_5 68
|
|
#define MZ2_SUPERTANK_MACHINEGUN_6 69
|
|
#define MZ2_SUPERTANK_ROCKET_1 70
|
|
#define MZ2_SUPERTANK_ROCKET_2 71
|
|
#define MZ2_SUPERTANK_ROCKET_3 72
|
|
|
|
#define MZ2_BOSS2_MACHINEGUN_L1 73
|
|
#define MZ2_BOSS2_MACHINEGUN_L2 74
|
|
#define MZ2_BOSS2_MACHINEGUN_L3 75
|
|
#define MZ2_BOSS2_MACHINEGUN_L4 76
|
|
#define MZ2_BOSS2_MACHINEGUN_L5 77
|
|
#define MZ2_BOSS2_ROCKET_1 78
|
|
#define MZ2_BOSS2_ROCKET_2 79
|
|
#define MZ2_BOSS2_ROCKET_3 80
|
|
#define MZ2_BOSS2_ROCKET_4 81
|
|
|
|
#define MZ2_FLOAT_BLASTER_1 82
|
|
|
|
#define MZ2_SOLDIER_BLASTER_3 83
|
|
#define MZ2_SOLDIER_SHOTGUN_3 84
|
|
#define MZ2_SOLDIER_MACHINEGUN_3 85
|
|
#define MZ2_SOLDIER_BLASTER_4 86
|
|
#define MZ2_SOLDIER_SHOTGUN_4 87
|
|
#define MZ2_SOLDIER_MACHINEGUN_4 88
|
|
#define MZ2_SOLDIER_BLASTER_5 89
|
|
#define MZ2_SOLDIER_SHOTGUN_5 90
|
|
#define MZ2_SOLDIER_MACHINEGUN_5 91
|
|
#define MZ2_SOLDIER_BLASTER_6 92
|
|
#define MZ2_SOLDIER_SHOTGUN_6 93
|
|
#define MZ2_SOLDIER_MACHINEGUN_6 94
|
|
#define MZ2_SOLDIER_BLASTER_7 95
|
|
#define MZ2_SOLDIER_SHOTGUN_7 96
|
|
#define MZ2_SOLDIER_MACHINEGUN_7 97
|
|
#define MZ2_SOLDIER_BLASTER_8 98
|
|
#define MZ2_SOLDIER_SHOTGUN_8 99
|
|
#define MZ2_SOLDIER_MACHINEGUN_8 100
|
|
|
|
// --- Xian shit below ---
|
|
#define MZ2_MAKRON_BFG 101
|
|
#define MZ2_MAKRON_BLASTER_1 102
|
|
#define MZ2_MAKRON_BLASTER_2 103
|
|
#define MZ2_MAKRON_BLASTER_3 104
|
|
#define MZ2_MAKRON_BLASTER_4 105
|
|
#define MZ2_MAKRON_BLASTER_5 106
|
|
#define MZ2_MAKRON_BLASTER_6 107
|
|
#define MZ2_MAKRON_BLASTER_7 108
|
|
#define MZ2_MAKRON_BLASTER_8 109
|
|
#define MZ2_MAKRON_BLASTER_9 110
|
|
#define MZ2_MAKRON_BLASTER_10 111
|
|
#define MZ2_MAKRON_BLASTER_11 112
|
|
#define MZ2_MAKRON_BLASTER_12 113
|
|
#define MZ2_MAKRON_BLASTER_13 114
|
|
#define MZ2_MAKRON_BLASTER_14 115
|
|
#define MZ2_MAKRON_BLASTER_15 116
|
|
#define MZ2_MAKRON_BLASTER_16 117
|
|
#define MZ2_MAKRON_BLASTER_17 118
|
|
#define MZ2_MAKRON_RAILGUN_1 119
|
|
#define MZ2_JORG_MACHINEGUN_L1 120
|
|
#define MZ2_JORG_MACHINEGUN_L2 121
|
|
#define MZ2_JORG_MACHINEGUN_L3 122
|
|
#define MZ2_JORG_MACHINEGUN_L4 123
|
|
#define MZ2_JORG_MACHINEGUN_L5 124
|
|
#define MZ2_JORG_MACHINEGUN_L6 125
|
|
#define MZ2_JORG_MACHINEGUN_R1 126
|
|
#define MZ2_JORG_MACHINEGUN_R2 127
|
|
#define MZ2_JORG_MACHINEGUN_R3 128
|
|
#define MZ2_JORG_MACHINEGUN_R4 129
|
|
#define MZ2_JORG_MACHINEGUN_R5 130
|
|
#define MZ2_JORG_MACHINEGUN_R6 131
|
|
#define MZ2_JORG_BFG_1 132
|
|
#define MZ2_BOSS2_MACHINEGUN_R1 133
|
|
#define MZ2_BOSS2_MACHINEGUN_R2 134
|
|
#define MZ2_BOSS2_MACHINEGUN_R3 135
|
|
#define MZ2_BOSS2_MACHINEGUN_R4 136
|
|
#define MZ2_BOSS2_MACHINEGUN_R5 137
|
|
|
|
extern vec3_t monster_flash_offset [];
|
|
#endif
|
|
|
|
// temp entity events
|
|
//
|
|
// Temp entity events are for things that happen
|
|
// at a location seperate from any existing entity.
|
|
// Temporary entity messages are explicitly constructed
|
|
// and broadcast.
|
|
typedef enum
|
|
{
|
|
TE_GUNSHOT,
|
|
#ifndef SIN
|
|
TE_BLOOD,
|
|
TE_BLASTER,
|
|
TE_RAILTRAIL,
|
|
TE_SHOTGUN,
|
|
TE_EXPLOSION1,
|
|
TE_EXPLOSION2,
|
|
TE_ROCKET_EXPLOSION,
|
|
TE_GRENADE_EXPLOSION,
|
|
TE_SPARKS,
|
|
TE_SPLASH,
|
|
TE_BUBBLETRAIL,
|
|
TE_SCREEN_SPARKS,
|
|
TE_SHIELD_SPARKS,
|
|
TE_BULLET_SPARKS,
|
|
TE_LASER_SPARKS,
|
|
TE_PARASITE_ATTACK,
|
|
TE_ROCKET_EXPLOSION_WATER,
|
|
TE_GRENADE_EXPLOSION_WATER,
|
|
TE_MEDIC_CABLE_ATTACK,
|
|
TE_BFG_EXPLOSION,
|
|
TE_BFG_BIGEXPLOSION,
|
|
TE_BOSSTPORT, // used as '22' in a map, so DON'T RENUMBER!!!
|
|
TE_SPARKS,
|
|
#else
|
|
TE_PARTICLES,
|
|
TE_RANDOM_PARTICLES,
|
|
TE_TESSELATE,
|
|
TE_LASER,
|
|
TE_BURNWALL,
|
|
TE_TEMPMODEL,
|
|
TE_STRIKE,
|
|
TE_DLIGHT,
|
|
TE_ROCKET_EXPLOSION,
|
|
TE_BEAM,
|
|
TE_DAMAGE_WALL,
|
|
TE_TELEPORT_EFFECT,
|
|
TE_BULLET_SPRAY,
|
|
TE_SCALED_EXPLOSION,
|
|
TE_PULSE_EXPLOSION,
|
|
// 2015 code
|
|
TE_FLAMETHROWER, // flames for the flamethrower
|
|
TE_FLAMETHROWERROW, // row of flames for the flamethrower
|
|
TE_FLAMETHROWERHIT, // hit flames for the flamethrower
|
|
TE_FLAME, // a puff or row of flames (multipurpose)
|
|
TE_NUKE_EXPLOSION, // fire explosion entity for the nuke
|
|
TE_BOW_EXPLOSION, // explosion entity for the bow
|
|
TE_HOVERBOOSTER, // vertical booster effect for the hoverbike
|
|
TE_SIZED_PARTICLES,
|
|
TE_RANDOM_SIZED_PARTICLES,
|
|
TE_PARTICLES_FULL,
|
|
TE_RANDOM_PARTICLES_FULL,
|
|
TE_TRACER // bullet tracer
|
|
#endif
|
|
} temp_event_t;
|
|
|
|
#ifdef SIN
|
|
#define TM_ORIGIN 0x01
|
|
#define TM_ANGLES 0x02
|
|
#define TM_ANIM 0x04
|
|
#define TM_SCALE 0x08
|
|
#define TM_FLAGS 0x10
|
|
#define TM_OWNER 0x20
|
|
#define TM_LIFE 0x40
|
|
#define TM_ALPHA 0x80
|
|
|
|
#define TEMPMODEL_RANDOM_ROLL 0x0001
|
|
#define TEMPMODEL_AUTO_ANIMATE 0x0002
|
|
#define TEMPMODEL_ANIMATE_ONCE 0x0004
|
|
#define TEMPMODEL_ANIMATE_FAST 0x0008
|
|
#define TEMPMODEL_RANDOM_PITCH 0x0010
|
|
#define TEMPMODEL_RANDOM_YAW 0x0020
|
|
#define TEMPMODEL_ALPHAFADE 0x0040
|
|
#define TEMPMODEL_ANIMATE_SCALE 0x0080
|
|
|
|
//
|
|
// these flags are not sent over the net for now
|
|
//
|
|
#define TEMPMODEL_USE_PHYSICS 0x0100
|
|
#define TEMPMODEL_BOUNCE 0x0200
|
|
#define TEMPMODEL_TOUCH_DIE 0x0400
|
|
#define TEMPMODEL_LERP 0x0800
|
|
#define TEMPMODEL_FRAMELERP 0x1000
|
|
#define TEMPMODEL_TOUCH_DIE_NO_FADE 0x2000
|
|
|
|
#define BM_ALPHA (1<<0)
|
|
#define BM_SCALE (1<<1)
|
|
#define BM_FLAGS (1<<2)
|
|
#define BM_LIFE (1<<3)
|
|
|
|
#define BEAM_AUTO_ANIMATE (1<<0)
|
|
#define BEAM_ANIMATE_ONCE (1<<1)
|
|
#define BEAM_ANIMATE_FAST (1<<2)
|
|
#define BEAM_ROLL (1<<3)
|
|
#define BEAM_ANIMATE_RANDOM_START (1<<4)
|
|
#define BEAM_LIGHTNING_EFFECT (1<<5)
|
|
#define BEAM_RANDOM_ALPHA (1<<6)
|
|
|
|
#define TESS_ORIGIN 0x01
|
|
#define TESS_MINSIZE 0x02
|
|
#define TESS_MAXSIZE 0x04
|
|
#define TESS_DIR 0x08
|
|
#define TESS_POWER 0x10
|
|
#define TESS_PERCENT 0x20
|
|
#define TESS_THICK 0x40
|
|
#define TESS_ENTNUM 0x80
|
|
#define TESS_LIGHTSTYLE 0x100
|
|
#define TESS_TYPE 0x200
|
|
|
|
#define TESSELATE_FALL 1
|
|
#define TESSELATE_EXPANDANDSHRINK 2
|
|
#define TESSELATE_EXPLODE 3
|
|
#define TESSELATE_FALLANDTRAIL 4
|
|
#define TESSELATE_IMPLODE 5
|
|
|
|
#define TESS_DEFAULT_MIN_SIZE 10
|
|
#define TESS_DEFAULT_MAX_SIZE 25
|
|
#define TESS_DEFAULT_PERCENT 0.15f
|
|
#define TESS_DEFAULT_POWER 128
|
|
#define TESS_DEFAULT_LIGHTSTYLE 125
|
|
#define TESS_DEFAULT_TYPE 0
|
|
|
|
#endif
|
|
|
|
#define SPLASH_UNKNOWN 0
|
|
#define SPLASH_SPARKS 1
|
|
#define SPLASH_BLUE_WATER 2
|
|
#define SPLASH_BROWN_WATER 3
|
|
#define SPLASH_SLIME 4
|
|
#define SPLASH_LAVA 5
|
|
#define SPLASH_BLOOD 6
|
|
|
|
|
|
// sound channels
|
|
// channel 0 never willingly overrides
|
|
// other channels (1-7) allways override a playing sound on that channel
|
|
#define CHAN_AUTO 0
|
|
#define CHAN_WEAPON 1
|
|
#define CHAN_VOICE 2
|
|
#define CHAN_ITEM 3
|
|
#define CHAN_BODY 4
|
|
#define CHAN_DIALOG 5
|
|
#define CHAN_DIALOG_SECONDARY 6
|
|
#define CHAN_WEAPONIDLE 7
|
|
// modifier flags
|
|
#define CHAN_NO_PHS_ADD 8 // send to all clients, not just ones in PHS (ATTN 0 will also do this)
|
|
#define CHAN_RELIABLE 16 // send by reliable message, not datagram
|
|
|
|
|
|
// sound attenuation values
|
|
#define ATTN_NONE 0 // full volume the entire level
|
|
#define ATTN_NORM 1
|
|
#define ATTN_IDLE 2
|
|
#define ATTN_STATIC 3 // diminish very rapidly with distance
|
|
|
|
|
|
|
|
#ifdef SIN
|
|
#define STAT_HEALTH 0
|
|
#define STAT_WEAPONLIST 1
|
|
#define STAT_AMMO 2
|
|
#define STAT_SELECTED_ICON 3 // Icon of currently selected inventory item
|
|
#define STAT_SELECTED_AMOUNT 4 // Amount of this item
|
|
#define STAT_PREVIOUS_ICON 5 // Icon of previous inventory item
|
|
#define STAT_NEXT_ICON 6 // Icon of next inventory item
|
|
#define STAT_PICKUP_ICON 7
|
|
#define STAT_PICKUP_STRING 8
|
|
#define STAT_LAYOUTS 9
|
|
#define STAT_FRAGS 10
|
|
#define STAT_FLASHES 11
|
|
#define STAT_AMMO_BULLET357 12
|
|
#define STAT_AMMO_SHOTGUN 13
|
|
#define STAT_AMMO_BULLET10MM 14
|
|
#define STAT_AMMO_BULLET50MM 15
|
|
#define STAT_AMMO_BULLETPULSE 16
|
|
#define STAT_AMMO_BULLETSNIPER 17
|
|
#define STAT_AMMO_ROCKETS 18
|
|
#define STAT_AMMO_SPIDERMINES 19
|
|
#define STAT_ARMOR_HEAD 20
|
|
#define STAT_ARMOR_BODY 21
|
|
#define STAT_ARMOR_LEGS 22
|
|
#define STAT_ARMOR 23
|
|
#define STAT_SELECTED_MODELINDEX 24
|
|
#define STAT_CURRENT_WEAPON 25
|
|
#define STAT_CROSSHAIR 26
|
|
#define STAT_CLIPAMMO 27
|
|
#define STAT_POWERUPTIMER 28
|
|
#define STAT_POWERUPTYPE 29
|
|
#define STAT_SELECTED_NAME 30
|
|
#define STAT_EXITSIGN 31 // cleared each frame
|
|
|
|
// 2015 code
|
|
#define STAT_LASTLAP 12 // this is set to the client's last lap time * 10
|
|
#define STAT_CURRENTLAP 13 // this is set to the client's current lap time * 10
|
|
#define STAT_CPCOUNT 14 // number of checkpoints left to touch this lap
|
|
#define STAT_NIGHTVISION 15 // set when player is in night vision mode
|
|
|
|
#define P_SHIELDS 1
|
|
#define P_ADRENALINE 2
|
|
#define P_CLOAK 3
|
|
#define P_MUTAGEN 4
|
|
#define P_OXYGEN 5
|
|
|
|
#else
|
|
|
|
// player_state->stats[] indexes
|
|
#define STAT_HEALTH_ICON 0
|
|
#define STAT_HEALTH 1
|
|
#define STAT_AMMO_ICON 2
|
|
#define STAT_AMMO 3
|
|
#define STAT_ARMOR_ICON 4
|
|
#define STAT_ARMOR 5
|
|
#define STAT_SELECTED_ICON 6
|
|
#define STAT_PICKUP_ICON 7
|
|
#define STAT_PICKUP_STRING 8
|
|
#define STAT_TIMER_ICON 9
|
|
#define STAT_TIMER 10
|
|
#define STAT_HELPICON 11
|
|
#define STAT_SELECTED_ITEM 12
|
|
#define STAT_LAYOUTS 13
|
|
#define STAT_FRAGS 14
|
|
#define STAT_FLASHES 15 // cleared each frame, 1 = health, 2 = armor
|
|
#endif
|
|
|
|
|
|
#define MAX_STATS 32
|
|
|
|
#ifdef SIN
|
|
#define NUM_AMMO_TYPES 8
|
|
// 2015 code
|
|
// added new ammo types
|
|
#define NUM_2015_AMMO_TYPES 4 // number of additional 2015 ammo types
|
|
#define STAT_AMMO_BASE (STAT_AMMO_BULLET357)
|
|
#define NUM_ARMOR_TYPES 3
|
|
#define STAT_ARMOR_BASE (STAT_ARMOR_HEAD)
|
|
#endif
|
|
|
|
#ifdef SIN
|
|
#define DRAW_STATS (1<<0)
|
|
#define DRAW_SPECTATOR (1<<1)
|
|
#define DRAW_MISSIONCPU (1<<2)
|
|
#define DRAW_SCORES (1<<3)
|
|
#define DRAW_OVERLAY (1<<4)
|
|
#else
|
|
#define DRAW_STATS (1<<0)
|
|
#define DRAW_LAYOUT (1<<1)
|
|
#define DRAW_INVENTORY (1<<2)
|
|
#endif
|
|
|
|
#ifdef SIN
|
|
// dmflags->value flags
|
|
#define DF_NO_HEALTH (1<<0)
|
|
#define DF_NO_POWERUPS (1<<1)
|
|
#define DF_WEAPONS_STAY (1<<2)
|
|
#define DF_NO_FALLING (1<<3)
|
|
#define DF_INSTANT_ITEMS (1<<4)
|
|
#define DF_SAME_LEVEL (1<<5)
|
|
#define DF_SKINTEAMS (1<<6)
|
|
#define DF_MODELTEAMS (1<<7)
|
|
#define DF_FRIENDLY_FIRE (1<<8)
|
|
#define DF_SPAWN_FARTHEST (1<<9)
|
|
#define DF_FORCE_RESPAWN (1<<10)
|
|
#define DF_NO_ARMOR (1<<11)
|
|
#define DF_FAST_WEAPONS (1<<12)
|
|
#define DF_NOEXIT (1<<13)
|
|
#define DF_INFINITE_AMMO (1<<14)
|
|
#define DF_FIXED_FOV (1<<15)
|
|
#define DF_NO_DROP_WEAPONS (1<<16)
|
|
|
|
// 2015 code
|
|
#define DF_BBOX_BULLETS (1<<17)
|
|
#define DF_AUTO_INFORMER (1<<18)
|
|
#define DF_INFORMER_LOCK (1<<19)
|
|
#define DF_MIDNIGHT (1<<20) // wasn't able to get implimented
|
|
#define DF_FLASHLIGHT (1<<21)
|
|
#define DF_FLASHLIGHTON (1<<22)
|
|
#define DF_GOGGLES (1<<23)
|
|
#define DF_GOGGLESON (1<<24)
|
|
|
|
#else
|
|
|
|
// dmflags->value flags
|
|
#define DF_NO_HEALTH 1
|
|
#define DF_NO_ITEMS 2
|
|
#define DF_WEAPONS_STAY 4
|
|
#define DF_NO_FALLING 8
|
|
#define DF_INSTANT_ITEMS 16
|
|
#define DF_SAME_LEVEL 32
|
|
#define DF_SKINTEAMS 64
|
|
#define DF_MODELTEAMS 128
|
|
#define DF_FRIENDLY_FIRE 256
|
|
#define DF_SPAWN_FARTHEST 512
|
|
#define DF_FORCE_RESPAWN 1024
|
|
#define DF_NO_ARMOR 2048
|
|
|
|
#endif
|
|
|
|
|
|
/*
|
|
==========================================================
|
|
|
|
ELEMENTS COMMUNICATED ACROSS THE NET
|
|
|
|
==========================================================
|
|
*/
|
|
|
|
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
|
|
#define SHORT2ANGLE(x) ((x)*(360.0/65536))
|
|
|
|
|
|
#ifdef SIN
|
|
//
|
|
// config strings are a general means of communication from
|
|
// the server to all connected clients.
|
|
// Each config string can be at most MAX_QPATH characters.
|
|
//
|
|
#define CS_NAME 0
|
|
#define CS_CDTRACK 1
|
|
#define CS_SKY 2
|
|
#define CS_SKYAXIS 3 // %f %f %f format
|
|
#define CS_SKYROTATE 4
|
|
#define CS_MAXCLIENTS 5
|
|
#define CS_STATUSBAR 6 // display program string
|
|
// STATUSBAR reserves configstrings from 6-30
|
|
#define CS_MAPCHECKSUM 31 // for catching cheater maps
|
|
#define CS_MODELS 32
|
|
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
|
|
#define CS_IMAGES (CS_SOUNDS+MAX_SOUNDS)
|
|
#define CS_LIGHTS (CS_IMAGES+MAX_IMAGES)
|
|
#define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES)
|
|
#define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS)
|
|
#define CS_SOUNDTRACK (CS_PLAYERSKINS+MAX_CLIENTS)
|
|
|
|
// 2015 code
|
|
#define CS_CHECKPOINTS (CS_SOUNDTRACK + 1)
|
|
#define CS_BIKESKINS (CS_CHECKPOINTS + 1)
|
|
#define MAX_CONFIGSTRINGS (CS_BIKESKINS + MAX_CLIENTS) // # of config strings with 2015 stuff
|
|
#define MAX_NORMCONFIGSTRINGS (CS_SOUNDTRACK + 1) // # of config strings in original Sin
|
|
|
|
#else
|
|
|
|
//
|
|
// config strings are a general means of communication from
|
|
// the server to all connected clients.
|
|
// Each config string can be at most MAX_QPATH characters.
|
|
//
|
|
#define CS_NAME 0
|
|
#define CS_CDTRACK 1
|
|
#define CS_SKY 2
|
|
#define CS_SKYAXIS 3 // %f %f %f format
|
|
#define CS_SKYROTATE 4
|
|
#define CS_STATUSBAR 5 // display program string
|
|
// STATUSBAR reserves configstrings from 5-30
|
|
#define CS_MAPCHECKSUM 31 // for catching cheater maps
|
|
#define CS_MODELS 32
|
|
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
|
|
#define CS_IMAGES (CS_SOUNDS+MAX_SOUNDS)
|
|
#define CS_LIGHTS (CS_IMAGES+MAX_IMAGES)
|
|
#define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES)
|
|
#define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS)
|
|
#define MAX_CONFIGSTRINGS (CS_PLAYERSKINS+MAX_CLIENTS)
|
|
|
|
#endif
|
|
|
|
|
|
//==============================================
|
|
|
|
|
|
// entity_state_t->event values
|
|
// ertity events are for effects that take place reletive
|
|
// to an existing entities origin. Very network efficient.
|
|
// All muzzle flashes really should be converted to events...
|
|
typedef enum
|
|
{
|
|
EV_NONE,
|
|
EV_ITEM_RESPAWN,
|
|
EV_FOOTSTEP,
|
|
EV_FALLSHORT,
|
|
EV_MALE_FALL,
|
|
EV_MALE_FALLFAR,
|
|
EV_FEMALE_FALL,
|
|
EV_FEMALE_FALLFAR,
|
|
EV_PLAYER_TELEPORT
|
|
} entity_event_t;
|
|
|
|
#ifdef SIN
|
|
#define MAX_MODEL_GROUPS 24
|
|
typedef struct
|
|
{
|
|
int group_num; // the group which the triangle belongs to
|
|
int tri_num; // the actual triangle at which the bone is
|
|
vec3_t orientation; // orientation of bone
|
|
} bone_t;
|
|
#endif
|
|
// entity_state_t is the information conveyed from the server
|
|
// in an update message about entities that the client will
|
|
// need to render in some way
|
|
typedef struct entity_state_s
|
|
{
|
|
int number; // edict index
|
|
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
|
|
#ifdef SIN
|
|
float quat[ 4 ];
|
|
float mat[ 3 ][ 3 ];
|
|
#endif
|
|
|
|
vec3_t old_origin; // for lerping
|
|
int modelindex;
|
|
#ifndef SIN
|
|
int modelindex2, modelindex3, modelindex4; // weapons, CTF flags, etc
|
|
#endif
|
|
int frame;
|
|
#ifdef SIN
|
|
int prevframe;
|
|
vec3_t vieworigin;
|
|
vec3_t viewangles;
|
|
int anim;
|
|
float scale;
|
|
float alpha;
|
|
float color_r;
|
|
float color_g;
|
|
float color_b;
|
|
int radius;
|
|
bone_t bone;
|
|
int parent;
|
|
int numgroups;
|
|
#ifdef _H2INC
|
|
unsigned char groups[MAX_MODEL_GROUPS];
|
|
#else
|
|
byte groups[MAX_MODEL_GROUPS];
|
|
#endif
|
|
int gunanim;
|
|
int gunframe;
|
|
int gunmodelindex;
|
|
int lightofs;
|
|
#endif
|
|
int skinnum;
|
|
int effects;
|
|
int renderfx;
|
|
#ifdef SIN
|
|
int solid; // for client side prediction
|
|
// (bits 0-7) is x radius
|
|
// (bits 8-15) is y radius
|
|
// (bits 16-21) is z down distance
|
|
// (bits 22-30) is z up distance
|
|
// gi.linkentity sets this properly
|
|
#else
|
|
int solid; // for client side prediction, 8*(bits 0-4) is x/y radius
|
|
// 8*(bits 5-9) is z down distance, 8(bits10-15) is z up
|
|
// gi.linkentity sets this properly
|
|
#endif
|
|
int sound; // for looping sounds, to guarantee shutoff
|
|
int event; // impulse events -- muzzle flashes, footsteps, etc
|
|
// events only go out for a single frame, they
|
|
// are automatically cleared each frame
|
|
} entity_state_t;
|
|
|
|
|
|
#ifdef SIN
|
|
// CONSOLE3D State
|
|
#define MAIN_CONSOLE "maincon"
|
|
#define GENERIC_CONSOLE "gencon"
|
|
#define MISSION_CONSOLE "missioncon"
|
|
#define MAX_LAYOUT_LENGTH 1024
|
|
#define MAX_CONSOLE_NAME 32
|
|
#define MAX_BUFFER_LENGTH 1024
|
|
#define MAX_CON_LINES 16
|
|
#define MAX_STATUSBARS 32
|
|
#define MAXCMDLINE 256
|
|
|
|
typedef enum {MENU3D, CONSOLE3D} consolefocus_t;
|
|
|
|
typedef struct surface_state_s
|
|
{
|
|
qboolean changed;
|
|
#ifdef _H2INC
|
|
char *AMD_name;
|
|
#else
|
|
char *name;
|
|
#endif
|
|
int number;
|
|
int groupnumber;
|
|
qboolean trans_state;
|
|
float trans_mag;
|
|
float trans_angle;
|
|
float translucence;
|
|
float magnitude;
|
|
float frequency;
|
|
int damage_frame;
|
|
} surface_state_t;
|
|
|
|
typedef struct statusbar_s
|
|
{
|
|
#ifdef _H2INC
|
|
float AMD_width,height;
|
|
#else
|
|
float width,height;
|
|
#endif
|
|
float min,max;
|
|
float value;
|
|
float red,green,blue,alpha;
|
|
float update_time;
|
|
} statusbar_t;
|
|
|
|
typedef struct console_state_s
|
|
{
|
|
int number; // Console number
|
|
char console_name[MAX_CONSOLE_NAME]; // Console name
|
|
int spawnflags; // Console type (flag 2 = Scroll, flag 4 = Menu, flag 8 = IgnorePVS)
|
|
float create_time; // Console has been initially created.
|
|
float layout_update_time; // Layout updated
|
|
float menufile_update_time; // Menufile updated
|
|
float layoutfile_update_time; // Layoutfile updated
|
|
float cleared_console_time; // Cleared the console
|
|
float name_update_time; // Changed the console name
|
|
float console_return_time; // Hit return on the console
|
|
float red,green,blue,alpha; // Foreground colors
|
|
char layout[MAX_LAYOUT_LENGTH]; // Current layout
|
|
char menu_file[MAX_OSPATH]; // menufile filename
|
|
char layout_file[MAX_OSPATH]; // layoutfile filename
|
|
float virtual_width; // User defined virtual width
|
|
float virtual_height; // User defined virtual height
|
|
float fraction; // Fraction of the scrolling console to draw
|
|
int rows; // Number of rows
|
|
int cols; // Number of cols
|
|
int linepos; // Cursor position
|
|
char cmdline[MAXCMDLINE]; // Input line text;
|
|
int menu_level; // Current menu level
|
|
int sel_menu_item; // Currently selected item
|
|
consolefocus_t focus; // Current focus (Menu or scrolling)
|
|
qboolean consoleactive; // Console is active
|
|
qboolean menuactive; // Menu is active
|
|
statusbar_t sbar[MAX_STATUSBARS]; // Status bar states
|
|
int console_owner; // entity number of owner
|
|
} console_state_t;
|
|
|
|
typedef struct console_buffer_state_s
|
|
{
|
|
int start_index; // Absolute index of the first character in the buffer
|
|
int end_index; // Absolute index of the last character in the buffer
|
|
int start; // Index of the first character in the circular buffer
|
|
#ifdef _H2INC
|
|
int AMD_end; // Index of the last character in the circular buffer
|
|
#else
|
|
int end; // Index of the last character in the circular buffer
|
|
#endif
|
|
char buffer[MAX_BUFFER_LENGTH]; // State of the buffer for the console
|
|
} console_buffer_state_t;
|
|
|
|
#endif
|
|
|
|
//==============================================
|
|
#ifdef SIN
|
|
typedef enum
|
|
{
|
|
mood_none,
|
|
mood_normal,
|
|
mood_action,
|
|
mood_suspense,
|
|
mood_mystery,
|
|
mood_success,
|
|
mood_failure,
|
|
mood_surprise,
|
|
mood_special,
|
|
mood_aux1,
|
|
mood_aux2,
|
|
mood_aux3,
|
|
mood_aux4,
|
|
mood_aux5,
|
|
mood_aux6,
|
|
mood_aux7,
|
|
mood_totalnumber
|
|
} music_mood_t;
|
|
#endif
|
|
|
|
// player_state_t is the information needed in addition to pmove_state_t
|
|
// to rendered a view. There will only be 10 player_state_t sent each second,
|
|
// but the number of pmove_state_t changes will be reletive to client
|
|
// frame rates
|
|
typedef struct
|
|
{
|
|
pmove_state_t pmove; // for prediction
|
|
|
|
// these fields do not need to be communicated bit-precise
|
|
|
|
vec3_t viewangles; // for fixed views
|
|
vec3_t viewoffset; // add to pmovestate->origin
|
|
vec3_t kick_angles; // add to view direction to get render angles
|
|
// set by weapon kicks, pain effects, etc
|
|
|
|
vec3_t gunangles;
|
|
vec3_t gunoffset;
|
|
#ifndef SIN
|
|
int gunindex;
|
|
int gunframe;
|
|
#else
|
|
// for client side commands
|
|
int last_gunframe;
|
|
int last_gunanim;
|
|
|
|
// client side music mood
|
|
#ifdef _H2INC
|
|
unsigned char current_music_mood;
|
|
unsigned char fallback_music_mood;
|
|
#else
|
|
byte current_music_mood;
|
|
byte fallback_music_mood;
|
|
#endif
|
|
|
|
#endif
|
|
|
|
float blend[4]; // rgba full screen effect
|
|
|
|
float fov; // horizontal field of view
|
|
|
|
int rdflags; // refdef flags
|
|
|
|
short stats[MAX_STATS]; // fast status bar updates
|
|
} player_state_t;
|
|
|
|
#ifdef SIN
|
|
#define SINMDL_CMD_MAX_CMDS 128
|
|
#define SINMDL_CMD_MAX_ARGS 32
|
|
|
|
typedef struct
|
|
{
|
|
int num_args;
|
|
char *args[SINMDL_CMD_MAX_ARGS];
|
|
} sinmdl_singlecmd_t;
|
|
|
|
typedef struct
|
|
{
|
|
int num_cmds;
|
|
sinmdl_singlecmd_t cmds[ SINMDL_CMD_MAX_CMDS ];
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|
} sinmdl_cmd_t;
|
|
|
|
|
|
#define SOUND_SYNCH 0x1
|
|
#define SOUND_SYNCH_FADE 0x2
|
|
#define SOUND_RANDOM_PITCH_20 0x4
|
|
#define SOUND_RANDOM_PITCH_40 0x8
|
|
#define SOUND_LOCAL_DIALOG 0x10
|
|
|
|
typedef struct
|
|
{
|
|
vec3_t start;
|
|
#ifdef _H2INC
|
|
vec3_t AMD_end;
|
|
#else
|
|
vec3_t end;
|
|
#endif
|
|
vec3_t color;
|
|
float alpha;
|
|
} debugline_t;
|
|
|
|
#endif
|
|
|
|
void MatrixToEulerAngles( float mat[ 3 ][ 3 ], vec3_t ang );
|
|
void TransposeMatrix( float in[ 3 ][ 3 ], float out[ 3 ][ 3 ] );
|
|
void MatrixTransformVector( vec3_t in, float mat[ 3 ][ 3 ], vec3_t out );
|
|
void Matrix4TransformVector( vec3_t in, float mat[ 4 ][ 4 ], vec3_t out );
|
|
void OrthoNormalize( float mat[3][3] );
|
|
void QuatToMat( float q[ 4 ], float mat[ 3 ][ 3 ] );
|
|
void MatToQuat( float mat[ 3 ][ 3 ], float q[ 4 ] );
|
|
void SlerpQuaternion( float p[ 4 ], float q[ 4 ], float t, float qt[ 4 ] );
|
|
void AnglesToMat( float ang[ 3 ], float mat[ 3 ][ 3 ] );
|
|
void RotateAxis( float axis[ 3 ], float angle, float q[ 4 ] );
|
|
void MultQuat( float q1[ 4 ], float q2[ 4 ], float out[ 4 ] );
|
|
void EulerToQuat( float ang[ 3 ], float q[ 4 ] );
|
|
void VectorsToEulerAngles( vec3_t forward, vec3_t right, vec3_t up, vec3_t ang );
|
|
#ifdef SIN
|
|
/*
|
|
=================
|
|
TransformFromTriangle
|
|
=================
|
|
*/
|
|
void TransformFromTriangle( const float tri[3][3], float trans[3][3], vec3_t pos );
|
|
// 2015 code
|
|
/*
|
|
=================
|
|
TransformFromTriangle_2015
|
|
=================
|
|
*/
|
|
void TransformFromTriangle_2015(const float tri[3][3], float trans[3][3], vec3_t pos);
|
|
/*
|
|
=================
|
|
OriginFromTriangle
|
|
=================
|
|
*/
|
|
void OriginFromTriangle( const float tri[3][3], vec3_t pos );
|
|
void CalculateRotatedBounds( vec3_t angles, vec3_t mins, vec3_t maxs );
|
|
void CalculateRotatedBounds2( float trans[3][3], vec3_t mins, vec3_t maxs );
|
|
/*
|
|
=================
|
|
MusicMood_NameToNum
|
|
=================
|
|
*/
|
|
int MusicMood_NameToNum( const char * name );
|
|
/*
|
|
=================
|
|
MusicMood_NumToName
|
|
=================
|
|
*/
|
|
const char * MusicMood_NumToName( int num );
|
|
/*
|
|
===============
|
|
SURFACE_DamageMultiplier
|
|
===============
|
|
*/
|
|
float SURFACE_DamageMultiplier( int flags );
|
|
|
|
#endif
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif
|