2001-12-31 16:16:59 +00:00
//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
2001-12-31 16:28:42 +00:00
// $Log$
2007-02-08 23:49:59 +00:00
// Revision 1.164 2007/02/08 23:49:59 jbravo
// Removing cg_RQ3_avidemo
//
2007-02-03 15:02:21 +00:00
// Revision 1.163 2007/02/03 15:02:21 jbravo
// Renamed RQ3 to Reaction, Dropped loading of various baseq3 media, disabled the follow command, fixed grenades killing teammates and some cleanups
//
2006-04-14 18:16:31 +00:00
// Revision 1.162 2006/04/14 18:16:31 makro
// no message
//
2005-09-07 22:19:16 +00:00
// Revision 1.161 2005/09/07 22:19:15 makro
// Dead player view offset tweaks
//
2005-09-07 20:29:05 +00:00
// Revision 1.160 2005/09/07 20:29:05 makro
// Stuff I can't remember
//
2005-02-15 16:33:39 +00:00
// Revision 1.159 2005/02/15 16:33:38 makro
// Tons of updates (entity tree attachment system, UI vectors)
//
2004-03-07 17:39:11 +00:00
// Revision 1.158 2004/03/07 17:39:10 makro
// no message
//
2004-01-26 21:26:09 +00:00
// Revision 1.157 2004/01/26 21:26:08 makro
// no message
//
2003-09-20 19:38:16 +00:00
// Revision 1.156 2003/09/20 19:38:16 makro
// Lens flares, what else ?
//
2003-09-18 19:08:40 +00:00
// Revision 1.155 2003/09/18 19:05:10 makro
// Lens flares
//
2003-09-17 23:49:29 +00:00
// Revision 1.154 2003/09/17 23:49:29 makro
// Lens flares. Opendoor trigger_multiple fixes
//
2003-09-10 21:40:35 +00:00
// Revision 1.153 2003/09/10 21:40:35 makro
// Cooler breath puffs. Locked r_fastSky on maps with global fog.
// Some other things I can't remember.
//
2003-09-07 19:51:40 +00:00
// Revision 1.152 2003/09/07 19:51:40 makro
// no message
//
2003-09-01 15:09:49 +00:00
// Revision 1.151 2003/09/01 15:09:48 jbravo
// Cleanups, crashbug fix and version bumped to 3.2
//
2003-08-31 14:48:33 +00:00
// Revision 1.150 2003/08/31 14:48:33 jbravo
// Code not compiling under linux fixed and a warning silenced.
//
2003-08-10 20:13:26 +00:00
// Revision 1.149 2003/08/10 20:13:26 makro
// no message
//
2003-07-30 16:05:47 +00:00
// Revision 1.148 2003/07/30 16:05:46 makro
// no message
//
2003-04-23 17:50:32 +00:00
// Revision 1.147 2003/04/23 17:49:38 slicer
// Added new cvar cg_RQ3_ssgZoomSensLock
//
2003-04-19 17:41:26 +00:00
// Revision 1.146 2003/04/19 17:41:26 jbravo
// Applied changes that where in 1.29h -> 1.32b gamecode.
//
2003-04-19 15:27:31 +00:00
// Revision 1.145 2003/04/19 15:27:30 jbravo
// Backing out of most of unlagged. Only optimized prediction and smooth clients
// remains.
//
2003-04-13 21:58:00 +00:00
// Revision 1.144 2003/04/13 21:58:00 slicer
// Added a Zoom Sensitivity Lock during fire sequence of ssg; removed unnecessary code
//
2003-04-07 18:21:34 +00:00
// Revision 1.143 2003/04/07 18:21:34 niceass
// teamplay irvision
//
2003-04-06 18:31:22 +00:00
// Revision 1.142 2003/04/06 18:28:30 makro
// SSG crosshairs
//
2003-04-02 22:23:51 +00:00
// Revision 1.141 2003/04/02 22:23:51 jbravo
// More replacements tweaks. Added zcam_stfu
//
2003-03-29 16:01:36 +00:00
// Revision 1.140 2003/03/29 16:01:36 jbravo
// _skin cvars now fully removed. dlight code from Makro added. cvar
// defaults fixed.
//
2003-03-28 22:26:24 +00:00
// Revision 1.139 2003/03/28 22:25:10 makro
// no message
//
2003-03-28 10:36:03 +00:00
// Revision 1.138 2003/03/28 10:36:02 jbravo
// Tweaking the replacement system a bit. Reactionmale now the default model
//
2003-03-09 21:30:39 +00:00
// Revision 1.137 2003/03/09 21:30:38 jbravo
// Adding unlagged. Still needs work.
//
2003-02-27 08:10:20 +00:00
// Revision 1.136 2003/02/27 08:10:20 jbravo
// Added replacement model functionality for ammo
//
2003-02-16 21:39:10 +00:00
// Revision 1.135 2003/02/16 21:39:09 makro
// Fixed "timelimit is read only" on local servers error
//
2003-02-05 20:21:38 +00:00
// Revision 1.134 2003/02/05 20:21:38 jbravo
// Fixed the model replacement system. Its no longer an ugly hack.
//
2003-02-01 02:15:31 +00:00
// Revision 1.133 2003/02/01 02:15:31 jbravo
// Replacement models and items
//
2002-12-05 23:11:29 +00:00
// Revision 1.132 2002/12/05 23:11:29 blaze
// Added item replacement code
//
2002-12-02 19:52:05 +00:00
// Revision 1.131 2002/12/02 19:52:05 niceass
// water pressure & shell ejection stuff
//
2002-11-18 04:39:47 +00:00
// Revision 1.130 2002/11/18 04:39:47 jbravo
// Cleanup of cg_weapons.c
//
2002-10-30 20:04:34 +00:00
// Revision 1.129 2002/10/30 20:04:34 jbravo
// Adding helmet
//
2002-10-21 21:01:09 +00:00
// Revision 1.128 2002/10/21 21:01:09 niceass
// no ref ready code
//
2002-10-20 21:24:32 +00:00
// Revision 1.127 2002/10/20 21:24:32 blaze
2002-11-18 04:39:47 +00:00
// Added cg_RQ3_gunname cvars. These can be used to choose weapon replacements. You will need 3 icons that I will upload to the ftp. These should go in the next pk3
2002-10-20 21:24:32 +00:00
//
2002-09-01 21:15:08 +00:00
// Revision 1.126 2002/09/01 21:14:37 makro
// Sky portal tweaks
//
2002-08-30 00:00:16 +00:00
// Revision 1.125 2002/08/29 23:58:28 makro
// Sky portals
//
2002-08-29 14:25:13 +00:00
// Revision 1.124 2002/08/29 14:24:43 niceass
// new wallhack thing
//
2002-08-29 04:42:41 +00:00
// Revision 1.123 2002/08/29 04:42:40 blaze
// Anti OGC code
//
2002-08-28 23:10:06 +00:00
// Revision 1.122 2002/08/28 23:10:06 jbravo
// Added cg_RQ3_SuicideLikeARealMan, timestamping to server logs and
// fixed stats for non-TP modes.
//
2002-08-28 18:52:10 +00:00
// Revision 1.121 2002/08/28 18:52:09 jbravo
// Added the Keanu male radio sound set.
//
2002-08-27 05:10:42 +00:00
// Revision 1.120 2002/08/27 05:10:42 niceass
// new ctb marker shader names
//
2002-08-25 07:09:20 +00:00
// Revision 1.119 2002/08/25 07:08:41 niceass
// added "life" setting to func_pressure
//
2002-08-25 00:47:00 +00:00
// Revision 1.118 2002/08/25 00:45:24 niceass
// q3f atmosphere
//
2002-08-24 08:01:11 +00:00
// Revision 1.117 2002/08/24 08:01:11 niceass
// new ref system for scoreboard
//
2002-08-22 03:32:10 +00:00
// Revision 1.116 2002/08/22 03:30:20 niceass
// countdown code added
//
2002-08-07 04:46:20 +00:00
// Revision 1.115 2002/08/07 04:45:07 niceass
// ctb changes
//
2002-08-07 03:35:57 +00:00
// Revision 1.114 2002/08/07 03:35:57 jbravo
// Added dynamic radio and stopped all radio usage during lca
//
2002-08-03 06:52:35 +00:00
// Revision 1.113 2002/08/03 06:52:35 jbravo
// Fixed the plost3 sound in all radiopaks and now damage is only tracked for
// players you hit that are not on your team
//
2002-07-26 22:28:38 +00:00
// Revision 1.112 2002/07/26 22:28:38 jbravo
// Fixed the server about menu, made the UI handle illegal models and skins
// better.
//
2002-07-26 06:21:43 +00:00
// Revision 1.111 2002/07/26 06:21:43 jbravo
// Fixed the MM settings stuff so it works on remote servers also.
// Removed the MM_NAMES_COLOR since it broke on nicks with color in them.
//
2002-07-21 18:47:27 +00:00
// Revision 1.110 2002/07/21 18:46:32 niceass
// weaponprediction cvar added
//
2002-07-20 02:25:53 +00:00
// Revision 1.109 2002/07/20 02:25:53 jbravo
// Added the AQDT CTB sounds to the base radio paks
//
2002-07-19 04:40:56 +00:00
// Revision 1.108 2002/07/19 04:40:56 jbravo
// Added 2 new radio sets and ctb radio sound support
//
2002-07-19 04:32:42 +00:00
// Revision 1.107 2002/07/19 04:32:42 niceass
// added marker support for ctb
//
2002-07-13 22:43:59 +00:00
// Revision 1.106 2002/07/13 22:42:18 makro
// Semi-working fog hull, semi-working sky portals (cgame code commented out)
// Basically, semi-working stuff :P
//
2002-07-08 04:28:55 +00:00
// Revision 1.105 2002/07/08 04:25:29 niceass
// removed deaths
//
2002-07-07 18:36:13 +00:00
// Revision 1.104 2002/07/07 18:36:13 jbravo
// Added an AntiIdle system. Can play insane sounds for idle players, drop them
// from teams or kick them. Upped version to Beta 2.1
//
2002-06-30 17:33:01 +00:00
// Revision 1.103 2002/06/30 17:33:01 jbravo
// New radio sounds and the 0wned sound was added.
//
2002-06-24 05:55:50 +00:00
// Revision 1.102 2002/06/24 05:55:24 niceass
// drawping
//
2002-06-23 04:36:27 +00:00
// Revision 1.101 2002/06/23 04:36:02 niceass
// change to foglaser
//
2002-06-21 23:20:34 +00:00
// Revision 1.100 2002/06/21 23:20:34 blaze
2002-11-18 04:39:47 +00:00
// cg_RQ3_overlaycrosshair when set to 1 will draw your non zoomed crosshair overtop of your ssg crosshair
2002-06-21 23:20:34 +00:00
//
2002-06-21 21:05:57 +00:00
// Revision 1.99 2002/06/21 21:05:57 niceass
// laserfog stuff & removed unused cvar
//
2002-06-21 04:11:34 +00:00
// Revision 1.98 2002/06/21 04:10:59 niceass
// fog laser
//
2002-06-19 05:21:43 +00:00
// Revision 1.97 2002/06/19 05:17:57 niceass
// scoreboard stuff
//
2002-06-16 23:26:23 +00:00
// Revision 1.96 2002/06/16 23:26:23 blaze
// fixed to allow > 16 breakables
//
2002-06-16 20:06:15 +00:00
// Revision 1.95 2002/06/16 20:06:13 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
2002-06-16 19:12:52 +00:00
// Revision 1.94 2002/06/16 19:12:52 jbravo
// Removed the MISSIONPACK ifdefs and missionpack only code.
//
2002-06-12 23:05:14 +00:00
// Revision 1.93 2002/06/12 23:05:14 slicer
// SSG Zooming final tweak
//
2002-06-12 22:32:24 +00:00
// Revision 1.92 2002/06/12 22:31:59 slicer
// Even better way to improve the Cvar Anti-Cheat System
//
2002-06-12 15:30:24 +00:00
// Revision 1.91 2002/06/12 15:30:24 slicer
// Improved and fixed the Anti-Cheat System
//
2002-06-11 22:49:42 +00:00
// Revision 1.90 2002/06/11 22:49:42 niceass
// HC brass
//
2002-06-10 14:02:31 +00:00
// Revision 1.89 2002/06/10 14:02:31 slicer
// Removed rq3_cmd : ROUND , associated to cg_RQ3_team_round_going that wasn't being used
//
2002-06-10 13:20:03 +00:00
// Revision 1.88 2002/06/10 13:20:03 slicer
// RefID is now passed trought scoreboard, no more lca cvar, only cg.lca
//
2002-06-09 05:16:58 +00:00
// Revision 1.87 2002/06/09 05:16:17 niceass
// pressure change
//
2002-06-06 01:54:26 +00:00
// Revision 1.86 2002/06/06 01:54:26 niceass
// pressure change
//
2002-06-05 23:36:39 +00:00
// Revision 1.85 2002/06/05 23:36:07 niceass
// "ready" command lag fix
//
2002-06-03 00:49:07 +00:00
// Revision 1.84 2002/06/03 00:48:10 niceass
// match scoreboard changes
//
2002-05-28 01:17:01 +00:00
// Revision 1.83 2002/05/28 01:17:01 jbravo
// More gib fixes. g_RQ3_gib added
//
2002-05-27 07:02:11 +00:00
// Revision 1.82 2002/05/27 07:02:11 niceass
// reflection changes
//
2002-05-26 05:13:08 +00:00
// Revision 1.81 2002/05/26 05:13:08 niceass
// pressure and progress stuff
//
2002-05-21 14:59:12 +00:00
// Revision 1.80 2002/05/21 14:59:11 makro
// cg_RQ3_avidemo
//
2002-05-19 21:27:51 +00:00
// Revision 1.79 2002/05/19 21:27:51 blaze
// added force and buoyancy to breakables
//
2002-05-19 21:04:37 +00:00
// Revision 1.78 2002/05/19 21:04:37 jbravo
// Tkok popup system
//
2002-05-19 18:32:11 +00:00
// Revision 1.77 2002/05/19 18:32:11 jbravo
// Made new cvars for regular xhair colors.
//
2002-05-18 21:58:53 +00:00
// Revision 1.76 2002/05/18 21:58:53 blaze
2002-11-18 04:39:47 +00:00
// cg_RQ3_autoaction support
2002-05-18 21:58:53 +00:00
//
2002-05-18 03:55:35 +00:00
// Revision 1.75 2002/05/18 03:55:35 niceass
// many misc. changes
//
2002-05-12 14:40:28 +00:00
// Revision 1.74 2002/05/12 14:39:48 makro
// Wood, brick & ceramic impact sounds
//
2002-05-11 19:55:20 +00:00
// Revision 1.73 2002/05/11 19:55:20 slicer
// Added sub and captain to the scoreboard parser
//
2002-05-11 19:18:20 +00:00
// Revision 1.72 2002/05/11 19:13:42 makro
// Sand surfaceparm
//
2002-05-11 15:40:41 +00:00
// Revision 1.71 2002/05/11 15:40:41 slicer
// Changed cg_RQ3_<team count> cvars to ui_RQ3_ and added a synch system for these
//
2002-05-09 06:45:14 +00:00
// Revision 1.70 2002/05/09 06:45:14 niceass
// New tracers
//
2002-04-30 11:20:12 +00:00
// Revision 1.69 2002/04/30 11:20:12 jbravo
// Redid the teamcount cvars.
//
2002-04-29 06:11:28 +00:00
// Revision 1.68 2002/04/29 06:11:28 niceass
// centerprint, pressure and matchmode stuff
//
2002-04-23 06:08:24 +00:00
// Revision 1.67 2002/04/23 06:08:24 niceass
// scoreboard stuff
//
2002-04-20 15:05:08 +00:00
// Revision 1.66 2002/04/20 15:05:08 makro
// More footstep sounds, a few other things
//
2002-04-18 16:13:23 +00:00
// Revision 1.65 2002/04/18 16:13:23 jbravo
// Scoreboard now shows green for live players and white for dead.
// Time should not get reset on deaths any more.
//
2002-04-07 12:49:53 +00:00
// Revision 1.64 2002/04/07 12:49:53 slicer
// Added 'teamname' command for MM, and tweaked the cvar system.
//
2002-04-03 03:13:49 +00:00
// Revision 1.63 2002/04/03 03:13:48 blaze
// NEW BREAKABLE CODE - will break all old breakables(wont appear in maps)
//
2002-03-31 02:03:13 +00:00
// Revision 1.62 2002/03/31 02:03:13 niceass
// added tag declaration
//
2002-03-30 23:20:10 +00:00
// Revision 1.61 2002/03/30 23:20:10 jbravo
// Added damage in scoreboard.
//
2002-03-30 21:51:42 +00:00
// Revision 1.60 2002/03/30 21:51:42 jbravo
// Removed all those ifdefs for zcam.
//
2002-03-24 22:48:57 +00:00
// Revision 1.59 2002/03/24 22:48:29 niceass
// cg_draw change for scoreboard
//
2002-03-23 05:50:47 +00:00
// Revision 1.58 2002/03/23 05:50:47 jbravo
// Moved enableDust out of the missionpack
//
2002-03-23 05:17:43 +00:00
// Revision 1.57 2002/03/23 05:17:42 jbravo
// Major cleanup of game -> cgame communication with LCA vars.
//
2002-03-21 15:02:05 +00:00
// Revision 1.56 2002/03/21 15:02:05 jbravo
// More teamname cleanups and fix for fraglines.
//
2002-03-21 02:17:39 +00:00
// Revision 1.55 2002/03/21 02:17:39 blaze
// more func_explosive goodness
//
2002-03-17 21:32:23 +00:00
// Revision 1.54 2002/03/17 21:32:23 jbravo
// Fixed the dynamic teamnames system up a bit to reduce traffic
//
2002-03-16 21:50:09 +00:00
// Revision 1.53 2002/03/16 21:50:09 niceass
// All new shell ejection code
//
2002-03-14 16:04:26 +00:00
// Revision 1.52 2002/03/14 16:04:26 slicer
// Optimization on radio parsing
//
2002-03-14 02:24:39 +00:00
// Revision 1.51 2002/03/14 02:24:39 jbravo
// Adding radio :)
//
2002-03-11 02:25:38 +00:00
// Revision 1.50 2002/03/11 02:25:38 niceass
// client gravity fix/tag shell ejection
//
2002-02-28 05:41:54 +00:00
// Revision 1.49 2002/02/28 05:41:54 blaze
// weapons stats on client side
//
2002-02-10 08:17:08 +00:00
// Revision 1.48 2002/02/10 08:17:08 niceass
// many changes to scoreboard (deaths/second mode)
//
2002-02-10 02:49:28 +00:00
// Revision 1.47 2002/02/10 02:49:13 niceass
// re-added zcam #define
//
2002-02-08 05:52:18 +00:00
// Revision 1.46 2002/02/08 05:52:18 niceass
// cg_drawcleanrect declaration added.
//
2002-02-05 23:42:06 +00:00
// Revision 1.45 2002/02/05 23:42:06 slicer
// More on matchmode..
//
2002-02-04 02:17:39 +00:00
// Revision 1.44 2002/02/04 02:17:39 jbravo
// scoreStartTime definition missing
//
2002-02-04 00:11:12 +00:00
// Revision 1.43 2002/02/04 00:11:12 slicer
// Matchmode: Teams Ready/Not Ready goes by cvar MM_team1/2
//
2002-01-30 07:37:25 +00:00
// Revision 1.42 2002/01/30 07:37:25 niceass
// EnableBreath added for mappers (TA thing)
//
2002-01-24 14:20:53 +00:00
// Revision 1.41 2002/01/24 14:20:53 jbravo
// Adding func_explosive and a few new surfaceparms
//
2002-01-14 01:19:23 +00:00
// Revision 1.40 2002/01/14 01:19:23 niceass
// No more default 800 gravity on items - NiceAss
//
2002-01-11 20:20:58 +00:00
// Revision 1.39 2002/01/11 20:20:57 jbravo
// Adding TP to main branch
//
2002-01-11 19:48:33 +00:00
// Revision 1.38 2002/01/11 19:48:29 jbravo
// Formatted the source in non DOS format.
//
2001-12-31 16:28:42 +00:00
// Revision 1.37 2001/12/31 16:28:41 jbravo
// I made a Booboo with the Log tag.
//
2001-12-31 16:16:59 +00:00
//
//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
//
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# include "../qcommon/q_shared.h"
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# include "../renderercommon/tr_types.h"
# include "../renderergl2/tr_extratypes.h"
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# include "../game/bg_public.h"
# include "cg_public.h"
// The entire cgame module is unloaded and reloaded on each level change,
// so there is NO persistant data between levels on the client side.
// If you absolutely need something stored, it can either be kept
// by the server in the server stored userinfos, or stashed in a cvar.
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# define POWERUP_BLINKS 5
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// NiceAss: Weapon scales
# define WEAPON_KNIFE_SCALE 1.5
# define WEAPON_GUN_SCALE 1.2
# define WEAPON_OTHER_SCALE 1.0
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# define POWERUP_BLINK_TIME 1000
# define FADE_TIME 200
# define PULSE_TIME 200
# define DAMAGE_DEFLECT_TIME 100
# define DAMAGE_RETURN_TIME 400
# define DAMAGE_TIME 500
# define LAND_DEFLECT_TIME 150
# define LAND_RETURN_TIME 300
# define STEP_TIME 200
# define DUCK_TIME 100
# define PAIN_TWITCH_TIME 200
# define WEAPON_SELECT_TIME 1400
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# define KICK_TIME 40 // Elder: default kick time, added for kick decay
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// Elder: decreased from 1000
# define ITEM_SCALEUP_TIME 250
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# define ZOOM_TIME 150
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// Elder: increased from 200
# define ITEM_BLOB_TIME 300
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# define MUZZLE_FLASH_TIME 20
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# define SINK_TIME 1000 // time for fragments to sink into ground before going away
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# define ATTACKER_HEAD_TIME 10000
# define REWARD_TIME 3000
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# define PULSE_SCALE 1.5 // amount to scale up the icons when activating
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# define MAX_STEP_CHANGE 32
# define MAX_VERTS_ON_POLY 10
# define MAX_MARK_POLYS 256
# define STAT_MINUS 10 // num frame for '-' stats digit
# define ICON_SIZE 48
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//Elder: small icon size added
# define SMICON_SIZE 32
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# define CHAR_WIDTH 32
# define CHAR_HEIGHT 48
# define TEXT_ICON_SPACE 4
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# define MSGQUEUE_WIDTH 80
# define MSGQUEUE_HEIGHT 8
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// very large characters
# define GIANT_WIDTH 32
# define GIANT_HEIGHT 48
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//Makro - moved to bg_public.h
//#define NUM_CROSSHAIRS 10
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# define TEAM_OVERLAY_MAXNAME_WIDTH 12
# define TEAM_OVERLAY_MAXLOCATION_WIDTH 16
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// JBravo: used to store replacement models
# define MAX_MODEL_LEN 128
2001-08-30 09:42:25 +00:00
// Elder: changed to good ol' resdog
2003-03-28 10:36:03 +00:00
# define DEFAULT_MODEL "reactionmale"
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// Elder: this is added
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# define DEFAULT_SKIN "default"
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# define DEFAULT_TEAM_MODEL "reactionmale"
# define DEFAULT_TEAM_HEAD "reactionmale"
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// Elder: Changed
# define DEFAULT_REDTEAM_NAME "Reservoir Dogs"
# define DEFAULT_BLUETEAM_NAME "Psychos"
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// Elder: Some ssg stuff
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# define ZOOM_LEVELS 3
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# define ZOOM_PREPTIME 10 //milliseconds
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// Elder: Zoom status
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# define ZOOM_OUTOFAMMO -1 // stay in current FOV even when firing
# define ZOOM_IDLE 0 // stay in current FOV if not firing or reloading
# define ZOOM_OUT 1 // switch to 90 degree FOV
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// Elder: max number of "blood" marks when hitting a player w/ shell weapons
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# define MAX_SHELL_HITS 6
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typedef enum {
FOOTSTEP_NORMAL ,
FOOTSTEP_BOOT ,
FOOTSTEP_FLESH ,
FOOTSTEP_MECH ,
FOOTSTEP_ENERGY ,
FOOTSTEP_METAL ,
FOOTSTEP_SPLASH ,
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// Elder: new surface sounds
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FOOTSTEP_GRAVEL ,
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FOOTSTEP_WOOD ,
FOOTSTEP_CARPET ,
FOOTSTEP_METAL2 ,
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FOOTSTEP_GLASS ,
FOOTSTEP_GRASS ,
// JBravo: new surface sounds
FOOTSTEP_SNOW ,
FOOTSTEP_MUD ,
FOOTSTEP_WOOD2 ,
FOOTSTEP_HARDMETAL ,
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// Makro: more sounds
FOOTSTEP_LEAVES ,
FOOTSTEP_CEMENT ,
FOOTSTEP_MARBLE ,
FOOTSTEP_SNOW2 ,
FOOTSTEP_HARDSTEPS ,
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FOOTSTEP_SAND ,
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FOOTSTEP_TOTAL
} footstep_t ;
typedef enum {
IMPACTSOUND_DEFAULT ,
IMPACTSOUND_METAL ,
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IMPACTSOUND_FLESH ,
// rq3 onwards
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IMPACTSOUND_GLASS ,
//Makro - added
IMPACTSOUND_BRICK ,
IMPACTSOUND_WOOD ,
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IMPACTSOUND_CERAMIC ,
IMPACTSOUND_SNOW ,
IMPACTSOUND_GRASS
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} impactSound_t ;
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//Blaze: anti cheat stuff
typedef struct {
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char cvar [ 40 ] ;
float low ;
float high ;
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} cheat_cvar ;
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//=================================================
// player entities need to track more information
// than any other type of entity.
// note that not every player entity is a client entity,
// because corpses after respawn are outside the normal
// client numbering range
// when changing animation, set animationTime to frameTime + lerping time
// The current lerp will finish out, then it will lerp to the new animation
typedef struct {
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int oldFrame ;
int oldFrameTime ; // time when ->oldFrame was exactly on
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int frame ;
int frameTime ; // time when ->frame will be exactly on
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float backlerp ;
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float yawAngle ;
qboolean yawing ;
float pitchAngle ;
qboolean pitching ;
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int animationNumber ; // may include ANIM_TOGGLEBIT
animation_t * animation ;
int animationTime ; // time when the first frame of the animation will be exact
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} lerpFrame_t ;
typedef struct {
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lerpFrame_t legs , torso , flag ;
int painTime ;
int painDirection ; // flip from 0 to 1
int lightningFiring ;
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// railgun trail spawning
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// vec3_t railgunImpact;
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qboolean railgunFlash ;
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// machinegun spinning
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float barrelAngle ;
int barrelTime ;
qboolean barrelSpinning ;
qboolean noHead ;
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//Blaze: for weapon animations
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lerpFrame_t weapon ;
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} playerEntity_t ;
//=================================================
// centity_t have a direct corespondence with gentity_t in the game, but
// only the entityState_t is directly communicated to the cgame
typedef struct centity_s {
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entityState_t currentState ; // from cg.frame
entityState_t nextState ; // from cg.nextFrame, if available
qboolean interpolate ; // true if next is valid to interpolate to
qboolean currentValid ; // true if cg.frame holds this entity
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int muzzleFlashTime ; // move to playerEntity?
int ejectBrassTime ; // NiceAss: set when the weapon should eject a shell
int previousEvent ;
int teleportFlag ;
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int trailTime ; // so missile trails can handle dropped initial packets
int dustTrailTime ;
int miscTime ;
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int snapShotTime ; // last time this entity was found in a snapshot
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playerEntity_t pe ;
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int errorTime ; // decay the error from this time
vec3_t errorOrigin ;
vec3_t errorAngles ;
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qboolean extrapolated ; // false if origin / angles is an interpolation
vec3_t rawOrigin ;
vec3_t rawAngles ;
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vec3_t beamEnd ;
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// exact interpolated position of entity on this frame
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vec3_t lerpOrigin ;
vec3_t lerpAngles ;
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} centity_t ;
//======================================================================
// local entities are created as a result of events or predicted actions,
// and live independantly from all server transmitted entities
typedef struct markPoly_s {
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struct markPoly_s * prevMark , * nextMark ;
int time ;
qhandle_t markShader ;
qboolean alphaFade ; // fade alpha instead of rgb
float color [ 4 ] ;
poly_t poly ;
polyVert_t verts [ MAX_VERTS_ON_POLY ] ;
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} markPoly_t ;
typedef enum {
LE_MARK ,
LE_EXPLOSION ,
LE_SPRITE_EXPLOSION ,
LE_FRAGMENT ,
LE_MOVE_SCALE_FADE ,
LE_FALL_SCALE_FADE ,
LE_FADE_RGB ,
LE_SCALE_FADE ,
LE_SCOREPLUM ,
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LE_PRESSURE ,
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LE_TRACER ,
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} leType_t ;
typedef enum {
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LEF_PUFF_DONT_SCALE = 0x0001 , // do not scale size over time
LEF_TUMBLE = 0x0002 , // tumble over time, used for ejecting shells
LEF_SOUND1 = 0x0004 , // sound 1 for kamikaze
LEF_SOUND2 = 0x0008 , // sound 2 for kamikaze
LEF_STEAM = 0x0010 , // NiceAss: For pressure entities
LEF_FLAME = 0x0020 ,
LEF_AIR = 0x0040 ,
LEF_WATER = 0x0080
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} leFlag_t ;
typedef enum {
LEMT_NONE ,
LEMT_BURN ,
LEMT_BLOOD
} leMarkType_t ; // fragment local entities can leave marks on walls
typedef enum {
LEBS_NONE ,
LEBS_BLOOD ,
LEBS_BRASS
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} leBounceSoundType_t ; // fragment local entities can make sounds on impacts
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typedef struct localEntity_s {
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struct localEntity_s * prev , * next ;
leType_t leType ;
int leFlags ;
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int startTime ;
int endTime ;
int fadeInTime ;
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float lifeRate ; // 1.0 / (endTime - startTime)
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trajectory_t pos ;
trajectory_t angles ;
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float bounceFactor ; // 0.0 = no bounce, 1.0 = perfect
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float color [ 4 ] ;
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float radius ;
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float light ;
vec3_t lightColor ;
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leMarkType_t leMarkType ; // mark to leave on fragment impact
leBounceSoundType_t leBounceSoundType ;
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refEntity_t refEntity ;
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// JBravo: for func_explosive
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float size ;
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// NiceAss: for func_pressure
int life ;
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} localEntity_t ;
//======================================================================
typedef struct {
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int client ;
int score ;
int damage ;
int alive ;
int ping ;
int time ;
int scoreFlags ;
int powerUps ;
int accuracy ;
int team ;
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//Slicer Matchmode
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team_t captain ;
team_t sub ;
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qboolean referee ;
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} score_t ;
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//Blaze: WeaponStats Struct
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// each client has an associated clientInfo_t
// that contains media references necessary to present the
// client model and other color coded effects
// this is regenerated each time a client's configstring changes,
// usually as a result of a userinfo (name, model, etc) change
# define MAX_CUSTOM_SOUNDS 32
typedef struct {
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qboolean infoValid ;
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char name [ MAX_QPATH ] ;
team_t team ;
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int botSkill ; // 0 = not bot, 1-5 = bot
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vec3_t color1 ;
vec3_t color2 ;
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int score ; // updated by score servercmds
int location ; // location index for team mode
int health ; // you only get this info about your teammates
int armor ;
int curWeapon ;
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int handicap ;
int wins , losses ; // in tourney mode
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int teamTask ; // task in teamplay (offence/defence)
qboolean teamLeader ; // true when this is a team leader
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int powerups ; // so can display quad/flag status
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int medkitUsageTime ;
int invulnerabilityStartTime ;
int invulnerabilityStopTime ;
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int breathPuffTime ;
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// when clientinfo is changed, the loading of models/skins/sounds
// can be deferred until you are dead, to prevent hitches in
// gameplay
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char modelName [ MAX_QPATH ] ;
char skinName [ MAX_QPATH ] ;
char headModelName [ MAX_QPATH ] ;
char headSkinName [ MAX_QPATH ] ;
char redTeam [ MAX_TEAMNAME ] ;
char blueTeam [ MAX_TEAMNAME ] ;
qboolean deferred ;
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qboolean newAnims ; // true if using the new mission pack animations
qboolean fixedlegs ; // true if legs yaw is always the same as torso yaw
qboolean fixedtorso ; // true if torso never changes yaw
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vec3_t headOffset ; // move head in icon views
footstep_t footsteps ;
gender_t gender ; // from model
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qhandle_t legsModel ;
qhandle_t legsSkin ;
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qhandle_t torsoModel ;
qhandle_t torsoSkin ;
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qhandle_t headModel ;
qhandle_t headSkin ;
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qhandle_t modelIcon ;
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animation_t animations [ MAX_TOTALANIMATIONS ] ;
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sfxHandle_t sounds [ MAX_CUSTOM_SOUNDS ] ;
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} clientInfo_t ;
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// Elder: maximum sizes
# define MAX_RELOAD_SOUNDS 5
# define MAX_OTHER_SOUNDS 5
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# define MAX_ANIM_SOUNDS 16
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struct sfxSyncInfo_s {
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int frame ;
sfxHandle_t sound ;
qboolean played ;
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} ;
typedef struct sfxSyncInfo_s sfxSyncInfo_t ;
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typedef struct {
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int numFrames ;
sfxSyncInfo_t sfxInfo [ MAX_ANIM_SOUNDS ] ;
} sfxWeapTiming_t ;
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// each WP_* weapon enum has an associated weaponInfo_t
// that contains media references necessary to present the
// weapon and its effects
typedef struct weaponInfo_s {
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qboolean registered ;
gitem_t * item ;
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qhandle_t handsModel ; // the hands don't actually draw, they just position the weapon
qhandle_t weaponModel ; // Third-person/world model
qhandle_t barrelModel ;
qhandle_t flashModel ;
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qhandle_t customSkin ; // JBravo: for custom skins
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qhandle_t firstModel ; //Elder: view model
qhandle_t animHandModel ; //Blaze: for animations
animation_t animations [ MAX_WEAPON_ANIMATIONS ] ;
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vec3_t weaponMidpoint ; // so it will rotate centered instead of by tag
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float flashDlight ;
vec3_t flashDlightColor ;
sfxHandle_t flashSound [ 4 ] ; // fast firing weapons randomly choose
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qhandle_t weaponIcon ;
qhandle_t ammoIcon ;
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qhandle_t ammoModel ;
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qhandle_t ammocustomSkin ;
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qhandle_t missileModel ;
sfxHandle_t missileSound ;
void ( * missileTrailFunc ) ( centity_t * , const struct weaponInfo_s * wi ) ;
float missileDlight ;
vec3_t missileDlightColor ;
int missileRenderfx ;
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//void (*ejectBrassFunc)( centity_t *, vec3_t, vec3_t );
localEntity_t * ( * ejectBrassFunc ) ( centity_t * cent ) ;
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float trailRadius ;
float wiTrailTime ;
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sfxHandle_t readySound ;
sfxHandle_t firingSound ;
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// Elder: sounds to queue
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sfxWeapTiming_t animationSounds [ MAX_ANIM_SOUNDS ] ;
sfxHandle_t worldReloadSound [ 3 ] ;
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// qboolean loopFireSound;
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} weaponInfo_t ;
// each IT_* item has an associated itemInfo_t
// that constains media references necessary to present the
// item and its effects
typedef struct {
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qboolean registered ;
qhandle_t models [ MAX_ITEM_MODELS ] ;
qhandle_t icon ;
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// JBravo: for customskins
qhandle_t customSkin ;
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} itemInfo_t ;
typedef struct {
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int itemNum ;
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} powerupInfo_t ;
# define MAX_SKULLTRAIL 10
typedef struct {
vec3_t positions [ MAX_SKULLTRAIL ] ;
int numpositions ;
} skulltrail_t ;
# define MAX_REWARDSTACK 10
# define MAX_SOUNDBUFFER 20
//======================================================================
// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after
# define MAX_PREDICTED_EVENTS 16
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// JBravo: unlagged
# define NUM_SAVED_STATES (CMD_BACKUP + 2)
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//Makro - lens flares
# define MAX_VISIBLE_FLARES 24
# define NUM_FLARE_SHADERS 3
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// Makro - explosion screen shake (in msec)
# define EXPLOSION_SHAKE_TIME 500
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typedef struct {
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int clientFrame ; // incremented each frame
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int clientNum ;
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qboolean demoPlayback ;
qboolean levelShot ; // taking a level menu screenshot
int deferredPlayerLoading ;
qboolean loading ; // don't defer players at initial startup
qboolean intermissionStarted ; // don't play voice rewards, because game will end shortly
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// there are only one or two snapshot_t that are relevent at a time
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int latestSnapshotNum ; // the number of snapshots the client system has received
int latestSnapshotTime ; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
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snapshot_t * snap ; // cg.snap->serverTime <= cg.time
snapshot_t * nextSnap ; // cg.nextSnap->serverTime > cg.time, or NULL
snapshot_t activeSnapshots [ 2 ] ;
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float frameInterpolation ; // (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime)
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qboolean thisFrameTeleport ;
qboolean nextFrameTeleport ;
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int frametime ; // cg.time - cg.oldTime
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int time ; // this is the time value that the client
// is rendering at.
int oldTime ; // time at last frame, used for missile trails and prediction checking
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int cvarCheckTime ; // Elder: used for cvar cheat interval cycling
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int physicsTime ; // either cg.snap->time or cg.nextSnap->time
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int timelimitWarnings ; // 5 min, 1 min, overtime
int fraglimitWarnings ;
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qboolean mapRestart ; // set on a map restart to set back the weapon
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qboolean renderingThirdPerson ; // during deaths, chasecams, etc
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// prediction state
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qboolean hyperspace ; // true if prediction has hit a trigger_teleport
playerState_t predictedPlayerState ;
centity_t predictedPlayerEntity ;
qboolean validPPS ; // clear until the first call to CG_PredictPlayerState
int predictedErrorTime ;
vec3_t predictedError ;
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int eventSequence ;
int predictableEvents [ MAX_PREDICTED_EVENTS ] ;
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float stepChange ; // for stair up smoothing
int stepTime ;
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float duckChange ; // for duck viewheight smoothing
int duckTime ;
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float landChange ; // for landing hard
int landTime ;
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// input state sent to server
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int weaponSelect ;
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// auto rotating items
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vec3_t autoAngles ;
vec3_t autoAxis [ 3 ] ;
vec3_t autoAnglesFast ;
vec3_t autoAxisFast [ 3 ] ;
2001-05-06 20:50:27 +00:00
// view rendering
2002-06-16 20:06:15 +00:00
refdef_t refdef ;
2011-03-30 20:34:34 +00:00
refdefex_t refdefex ; // Makro - extra data to be sent to the renderer; it absolutely needs to follow refdef
2002-06-16 20:06:15 +00:00
vec3_t refdefViewAngles ; // will be converted to refdef.viewaxis
2001-05-06 20:50:27 +00:00
2001-11-25 23:04:08 +00:00
// zoom key
2002-06-16 20:06:15 +00:00
qboolean zooming ; //Slicer: flag to determine when to set zoomTime
2003-04-13 21:58:00 +00:00
qboolean zoomSensLock ; //Slicer: to lock sensitivity when firing
2002-06-16 20:06:15 +00:00
qboolean zoomed ; // Determines first-person weapon drawing
int zoomLevel ; // Zoom LEVEL! -- uses zoom bits like STAT_RQ3
int lastZoomLevel ; // Save last zoom state
int zoomFirstReturn ; // Elder: switch for zooming in/out between shots
int zoomTime ;
float zoomSensitivity ;
2001-05-06 20:50:27 +00:00
// information screen text during loading
2002-06-16 20:06:15 +00:00
char infoScreenText [ MAX_STRING_CHARS ] ;
2001-05-06 20:50:27 +00:00
// scoreboard
2002-06-16 20:06:15 +00:00
int scoresRequestTime ;
int numScores ;
int selectedScore ;
int teamScores [ 2 ] ;
score_t scores [ MAX_CLIENTS ] ;
qboolean showScores ;
qboolean scoreBoardShowing ;
int scoreFadeTime ;
int scoreTPMode ;
//Blaze: weapon stats stuff
qboolean showWStats ;
int wstatsStartTime ;
int wstatsRequestTime ;
//end weapon stats stuff
char killerName [ MAX_NAME_LENGTH ] ;
char spectatorList [ MAX_STRING_CHARS ] ; // list of names
int spectatorLen ; // length of list
float spectatorWidth ; // width in device units
int spectatorTime ; // next time to offset
int spectatorPaintX ; // current paint x
int spectatorPaintX2 ; // current paint x
int spectatorOffset ; // current offset from start
int spectatorPaintLen ; // current offset from start
2001-05-06 20:50:27 +00:00
2011-03-07 03:59:31 +00:00
# ifdef MISSIONPACK
2001-05-06 20:50:27 +00:00
// skull trails
2002-06-16 20:06:15 +00:00
skulltrail_t skulltrails [ MAX_CLIENTS ] ;
2011-03-07 03:59:31 +00:00
# endif
2001-05-06 20:50:27 +00:00
// centerprinting
2002-06-16 20:06:15 +00:00
int centerPrintTime ;
int centerPrintCharWidth ;
int centerPrintY ;
char centerPrint [ 1024 ] ;
int centerPrintLines ;
int centerPrintMaxLen ;
2001-05-06 20:50:27 +00:00
// low ammo warning state
2002-06-16 20:06:15 +00:00
int lowAmmoWarning ; // 1 = low, 2 = empty
2001-05-06 20:50:27 +00:00
// kill timers for carnage reward
2002-06-16 20:06:15 +00:00
int lastKillTime ;
2001-05-06 20:50:27 +00:00
// crosshair client ID
2002-06-16 20:06:15 +00:00
int crosshairClientNum ;
int crosshairClientTime ;
2001-05-06 20:50:27 +00:00
// powerup active flashing
2002-06-16 20:06:15 +00:00
int powerupActive ;
int powerupTime ;
2001-05-06 20:50:27 +00:00
// attacking player
2002-06-16 20:06:15 +00:00
int attackerTime ;
int voiceTime ;
2001-05-06 20:50:27 +00:00
// reward medals
2002-06-16 20:06:15 +00:00
int rewardStack ;
int rewardTime ;
int rewardCount [ MAX_REWARDSTACK ] ;
qhandle_t rewardShader [ MAX_REWARDSTACK ] ;
qhandle_t rewardSound [ MAX_REWARDSTACK ] ;
2001-05-06 20:50:27 +00:00
// sound buffer mainly for announcer sounds
2002-06-16 20:06:15 +00:00
int soundBufferIn ;
int soundBufferOut ;
int soundTime ;
qhandle_t soundBuffer [ MAX_SOUNDBUFFER ] ;
2001-05-06 20:50:27 +00:00
2001-08-01 21:07:48 +00:00
// for voice chat buffer
2002-06-16 20:06:15 +00:00
int voiceChatTime ;
int voiceChatBufferIn ;
int voiceChatBufferOut ;
2001-08-01 21:07:48 +00:00
2001-05-06 20:50:27 +00:00
// warmup countdown
2002-06-16 20:06:15 +00:00
int warmup ;
int warmupCount ;
2001-05-06 20:50:27 +00:00
//==========================
2002-06-16 20:06:15 +00:00
int itemPickup ;
int itemPickupTime ;
int itemPickupBlendTime ; // the pulse around the crosshair is timed seperately
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
int weaponSelectTime ;
int weaponAnimation ;
int weaponAnimationTime ;
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
// blend blobs
2002-06-16 20:06:15 +00:00
float damageTime ;
float damageX , damageY , damageValue ;
2001-05-06 20:50:27 +00:00
2001-07-09 00:32:10 +00:00
//Elder: added for alpha pain blend
2002-06-16 20:06:15 +00:00
int rq3_trueDamage ; //Q3 doesn't hold the actual damage amount in cg.damageValue
float rq3_blendTime ; //How long we take to fade out
2001-07-09 00:32:10 +00:00
2001-05-06 20:50:27 +00:00
// status bar head
2002-06-16 20:06:15 +00:00
float headYaw ;
float headEndPitch ;
float headEndYaw ;
int headEndTime ;
float headStartPitch ;
float headStartYaw ;
int headStartTime ;
2001-05-06 20:50:27 +00:00
// view movement
2002-06-16 20:06:15 +00:00
float v_dmg_time ;
float v_dmg_pitch ;
float v_dmg_roll ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
vec3_t kick_angles ; // weapon kicks
vec3_t kick_origin ;
int kick_time ; // Elder: added to decay the kicks more smoothly
int kick_duration ; // Elder: some need more
2001-05-06 20:50:27 +00:00
// temp working variables for player view
2002-06-16 20:06:15 +00:00
float bobfracsin ;
int bobcycle ;
float xyspeed ;
int nextOrbitTime ;
2001-08-01 21:07:48 +00:00
2002-06-16 20:06:15 +00:00
//qboolean cameraMode; // if rendering from a loaded camera
2001-08-01 21:07:48 +00:00
2001-05-06 20:50:27 +00:00
// development tool
2002-06-16 20:06:15 +00:00
refEntity_t testModelEntity ;
char testModelName [ MAX_QPATH ] ;
qboolean testGun ;
2001-05-06 20:50:27 +00:00
2001-07-24 01:49:02 +00:00
// Elder: for message flooding protection
2002-06-16 20:06:15 +00:00
int sayTime ;
int sayCount ;
2001-11-25 23:04:08 +00:00
2002-06-16 20:06:15 +00:00
int shellHits ; //Count number of successful shell hits
2001-11-25 23:04:08 +00:00
2002-06-16 20:06:15 +00:00
qboolean laserSight ; //Whether to draw local laser sight
localEntity_t * laserEnt ; //Local model -- NULL if not in-use
qboolean rq3_irvision ; // Elder: enabled IR vision
int akimboFlash ; // Alternate between two tags for flash (0 or 1)
2001-11-25 23:04:08 +00:00
2002-06-16 20:06:15 +00:00
sfxSyncInfo_t curSyncSound ; // Shifts after a sound is played
2001-07-24 01:49:02 +00:00
2002-02-04 02:17:39 +00:00
// JBravo: adding scoreStartTime for NiceAss
2002-06-16 20:06:15 +00:00
int scoreStartTime ;
2001-11-25 23:04:08 +00:00
2002-06-16 20:06:15 +00:00
int records [ REC_NUM_RECORDS ] ; // Blaze: for our statistics tracking
float loadingMapPercent ; // NiceAss: Ranges from 0 to 1. Used on map load.
2002-06-03 00:49:07 +00:00
2002-06-10 13:20:03 +00:00
//Slicer vars that are synched from GAME
2002-06-16 20:06:15 +00:00
int lca ;
2002-06-10 13:20:03 +00:00
2002-06-03 00:49:07 +00:00
// NiceAss: Scoreboard MM stuff:
2002-06-16 20:06:15 +00:00
int refID ;
int matchTime ;
int team1ready ;
int team2ready ;
2002-10-21 21:01:09 +00:00
int refready ;
2002-08-22 03:32:10 +00:00
int CTBcountdowntime ;
2003-03-09 21:30:39 +00:00
// JBravo: unlagged
int lastPredictedCommand ;
int lastServerTime ;
playerState_t savedPmoveStates [ NUM_SAVED_STATES ] ;
int stateHead , stateTail ;
2003-09-10 21:40:35 +00:00
//Makro - true if the user wants fastsky on. We'll force it to off for maps
//that have a _rq3_fog_color set
int wantsFastSky ;
2003-09-17 23:49:29 +00:00
//Makro - used for flares
unsigned char flareShaderNum [ MAX_VISIBLE_FLARES ] ;
float flareShaderSize [ MAX_VISIBLE_FLARES ] , flareColor [ MAX_VISIBLE_FLARES ] [ 4 ] ;
2005-02-15 16:33:39 +00:00
//Makro - zcam lines
char zcamLine [ 2 ] [ 256 ] ;
2005-09-07 20:29:05 +00:00
//Makro - head location and axis; used for dead players
2005-09-07 22:19:16 +00:00
vec3_t headPos ;
2005-09-07 20:29:05 +00:00
vec3_t headAxis [ 3 ] ;
2005-09-07 22:19:16 +00:00
vec3_t oldHeadPos ;
2009-07-01 11:23:33 +00:00
// Makro - time of death
int timeOfDeath ;
2011-03-24 11:59:05 +00:00
// Makro - explosion screen shake
int explosionTime ;
float explosionForce ;
2011-04-01 14:49:43 +00:00
// Makro - water transitions
qboolean inWaterLastFrame ;
int waterTransitionTime ;
2001-05-06 20:50:27 +00:00
} cg_t ;
2002-06-03 00:49:07 +00:00
2002-04-03 03:13:49 +00:00
//Blaze: struct to hold the func_breakable stuff
typedef struct {
2002-06-03 00:49:07 +00:00
qhandle_t model [ 3 ] ;
sfxHandle_t sound [ 3 ] ;
sfxHandle_t exp_sound ;
qhandle_t shader ;
int jump ;
int velocity ;
2002-04-03 03:13:49 +00:00
} breakable_t ;
2001-05-06 20:50:27 +00:00
// all of the model, shader, and sound references that are
// loaded at gamestate time are stored in cgMedia_t
// Other media that can be tied to clients, weapons, or items are
// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
typedef struct {
2002-06-16 20:06:15 +00:00
qhandle_t charsetShader ;
qhandle_t charsetProp ;
qhandle_t charsetPropGlow ;
qhandle_t charsetPropB ;
qhandle_t whiteShader ;
2001-05-06 20:50:27 +00:00
2002-08-29 14:25:13 +00:00
qhandle_t blackHackShader ;
2011-03-10 18:56:12 +00:00
qhandle_t fuzzyShadowShader ;
qhandle_t fuzzyGlowShader ;
2002-08-29 14:25:13 +00:00
2011-03-07 03:59:31 +00:00
# ifdef MISSIONPACK
2002-06-16 20:06:15 +00:00
qhandle_t redCubeModel ;
qhandle_t blueCubeModel ;
qhandle_t redCubeIcon ;
qhandle_t blueCubeIcon ;
2011-03-07 03:59:31 +00:00
# endif
2002-06-16 20:06:15 +00:00
qhandle_t redFlagModel ;
qhandle_t blueFlagModel ;
qhandle_t neutralFlagModel ;
qhandle_t redFlagShader [ 3 ] ;
qhandle_t blueFlagShader [ 3 ] ;
qhandle_t flagShader [ 4 ] ;
2001-08-01 21:07:48 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t flagPoleModel ;
qhandle_t flagFlapModel ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t redFlagFlapSkin ;
qhandle_t blueFlagFlapSkin ;
qhandle_t neutralFlagFlapSkin ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t redFlagBaseModel ;
qhandle_t blueFlagBaseModel ;
qhandle_t neutralFlagBaseModel ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t armorModel ;
2007-02-03 15:02:21 +00:00
//qhandle_t armorIcon;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t teamStatusBar ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t deferShader ;
2001-05-06 20:50:27 +00:00
// gib explosions
2002-06-16 20:06:15 +00:00
qhandle_t gibAbdomen ;
qhandle_t gibArm ;
qhandle_t gibChest ;
qhandle_t gibFist ;
qhandle_t gibFoot ;
qhandle_t gibForearm ;
qhandle_t gibIntestine ;
qhandle_t gibLeg ;
qhandle_t gibSkull ;
qhandle_t gibBrain ;
qhandle_t glass01 ; //Blaze: Breakable glass
qhandle_t glass02 ; //Blaze: Breakable glass
qhandle_t glass03 ; //Blaze: Breakable glass
//Elder: additional debris
qhandle_t metal01 ;
qhandle_t metal02 ;
qhandle_t metal03 ;
qhandle_t wood01 ;
qhandle_t wood02 ;
qhandle_t wood03 ;
qhandle_t ceramic01 ;
qhandle_t ceramic02 ;
qhandle_t ceramic03 ;
qhandle_t paper01 ;
qhandle_t paper02 ;
qhandle_t paper03 ;
qhandle_t brick01 ;
qhandle_t brick02 ;
qhandle_t brick03 ;
qhandle_t concrete01 ;
qhandle_t concrete02 ;
qhandle_t concrete03 ;
2001-06-08 04:35:50 +00:00
//Elder: akimbo stuff - since it's valid every game
2002-06-16 20:06:15 +00:00
qhandle_t akimboModel ;
qhandle_t akimboFlashModel ;
qhandle_t akimbo1stModel ;
qhandle_t akimboHandModel ;
2001-11-25 23:04:08 +00:00
2002-04-03 03:13:49 +00:00
// Blaze: func_explosive stuff
2002-06-16 23:26:23 +00:00
breakable_t breakables [ RQ3_MAX_BREAKABLES ] ;
2002-01-24 14:20:53 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t smoke2 ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t machinegunBrassModel ;
qhandle_t largeBrassModel ;
qhandle_t shotgunBrassModel ;
qhandle_t HCBrassModel ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t railRingsShader ;
qhandle_t railCoreShader ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t lightningShader ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t friendShader ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t balloonShader ;
qhandle_t connectionShader ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t selectShader ;
qhandle_t viewBloodShader ;
qhandle_t tracerShader ;
qhandle_t crosshairShader [ NUM_CROSSHAIRS ] ;
qhandle_t lagometerShader ;
qhandle_t backTileShader ;
qhandle_t noammoShader ;
2001-05-06 20:50:27 +00:00
2001-11-11 07:23:16 +00:00
//Elder: item strobe to increase brightness
2002-06-16 20:06:15 +00:00
qhandle_t itemStrobeShader ;
2001-11-11 07:23:16 +00:00
2001-07-28 14:12:11 +00:00
//Elder: C3A Laser tutorial
2002-06-16 20:06:15 +00:00
qhandle_t laserShader ;
2001-07-28 14:12:11 +00:00
2001-06-08 04:35:50 +00:00
//Elder: sniper crosshairs
2002-06-16 20:06:15 +00:00
qhandle_t ssgCrosshair [ ZOOM_LEVELS ] ;
2001-11-25 23:04:08 +00:00
2001-06-08 04:35:50 +00:00
//Elder: RQ3 hud-related stuff
2002-06-16 20:06:15 +00:00
qhandle_t rq3_healthicon ;
qhandle_t rq3_healthicon2 ;
2001-06-08 04:35:50 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t smokePuffShader ;
qhandle_t smokePuffAnimShader ;
qhandle_t smokePuffRageProShader ;
qhandle_t shotgunSmokePuffShader ;
2007-02-03 15:02:21 +00:00
//qhandle_t plasmaBallShader;
2002-06-16 20:06:15 +00:00
qhandle_t waterBubbleShader ;
2002-06-09 05:16:58 +00:00
// Pressure:
2002-06-16 20:06:15 +00:00
qhandle_t waterPressureModel ;
qhandle_t flamePressureShader ;
2002-06-09 05:16:58 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t bloodTrailShader ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t numberShaders [ 11 ] ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t shadowMarkShader ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t botSkillShaders [ 5 ] ;
2001-05-06 20:50:27 +00:00
// wall mark shaders
2002-06-16 20:06:15 +00:00
qhandle_t wakeMarkShader ;
qhandle_t bloodMarkShader ;
2002-08-27 05:10:42 +00:00
qhandle_t ctbXMarkSilver ;
qhandle_t ctbOMarkBlack ;
2002-06-16 20:06:15 +00:00
qhandle_t bulletMarkShader ;
qhandle_t burnMarkShader ;
2007-02-03 15:02:21 +00:00
//qhandle_t holeMarkShader;
2002-06-16 20:06:15 +00:00
qhandle_t energyMarkShader ;
2001-05-06 20:50:27 +00:00
2001-08-18 20:01:21 +00:00
// Elder: rq3 marks
2002-06-16 20:06:15 +00:00
qhandle_t slashMarkShader ;
qhandle_t glassMarkShader ;
qhandle_t metalMarkShader ;
2003-07-30 16:05:47 +00:00
//Makro - new mark
qhandle_t snowMarkShader ;
2001-08-18 20:01:21 +00:00
2001-05-06 20:50:27 +00:00
// powerup shaders
2007-02-03 15:02:21 +00:00
//qhandle_t quadShader;
2002-06-16 20:06:15 +00:00
qhandle_t redQuadShader ;
2007-02-03 15:02:21 +00:00
//qhandle_t quadWeaponShader;
//qhandle_t invisShader;
//qhandle_t regenShader;
//qhandle_t battleSuitShader;
//qhandle_t battleWeaponShader;
2002-06-16 20:06:15 +00:00
qhandle_t hastePuffShader ;
qhandle_t redKamikazeShader ;
qhandle_t blueKamikazeShader ;
2001-05-06 20:50:27 +00:00
2001-09-11 00:11:00 +00:00
// Elder: rq3 misc shaders
2002-06-16 20:06:15 +00:00
qhandle_t irPlayerShader ;
2003-04-07 18:21:34 +00:00
qhandle_t irPlayerShaderFriendly ;
2001-09-11 00:11:00 +00:00
2001-05-06 20:50:27 +00:00
// weapon effect models
2002-06-16 20:06:15 +00:00
qhandle_t bulletFlashModel ;
qhandle_t ringFlashModel ;
qhandle_t dishFlashModel ;
qhandle_t lightningExplosionModel ;
2001-05-06 20:50:27 +00:00
2001-11-12 08:59:46 +00:00
// Elder: hit spark to replace bulletFlash
2002-06-16 20:06:15 +00:00
qhandle_t hitSparkModel ;
qhandle_t hitSparkShader ;
2001-11-12 08:59:46 +00:00
2001-07-09 00:32:10 +00:00
// Elder: RQ3 item models
2002-06-16 20:06:15 +00:00
qhandle_t rq3_kevlarModel ;
qhandle_t rq3_bandolierModel ;
qhandle_t rq3_silencerModel ;
qhandle_t rq3_laserModel ;
qhandle_t rq3_slippersModel ;
2002-10-30 20:04:34 +00:00
// JBravo: the helmet
qhandle_t rq3_helmetModel ;
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
// weapon effect shaders
2002-06-16 20:06:15 +00:00
qhandle_t railExplosionShader ;
qhandle_t plasmaExplosionShader ;
qhandle_t bulletExplosionShader ;
qhandle_t rocketExplosionShader ;
qhandle_t grenadeExplosionShader ;
qhandle_t bfgExplosionShader ;
qhandle_t bloodExplosionShader ;
2001-05-06 20:50:27 +00:00
// special effects models
2002-03-23 05:50:47 +00:00
// JBravo: moved out of MISSIONPACK
2002-06-16 20:06:15 +00:00
qhandle_t dustPuffShader ;
2002-03-23 05:50:47 +00:00
2002-06-16 20:06:15 +00:00
qhandle_t invulnerabilityPowerupModel ;
2001-05-06 20:50:27 +00:00
// scoreboard headers
2002-06-16 20:06:15 +00:00
qhandle_t scoreboardName ;
qhandle_t scoreboardPing ;
qhandle_t scoreboardScore ;
qhandle_t scoreboardTime ;
2001-05-06 20:50:27 +00:00
// medals shown during gameplay
2003-09-01 15:09:49 +00:00
// JBravo: no thanks
//qhandle_t medalImpressive;
//qhandle_t medalExcellent;
2002-06-16 20:06:15 +00:00
qhandle_t medalGauntlet ;
2003-09-01 15:09:49 +00:00
//qhandle_t medalDefend;
//qhandle_t medalAssist;
//qhandle_t medalCapture;
2001-05-06 20:50:27 +00:00
2006-04-14 18:16:31 +00:00
qhandle_t zoomMask ;
2011-03-31 20:06:54 +00:00
qhandle_t irvision_overlay ;
2006-04-14 18:16:31 +00:00
2001-05-06 20:50:27 +00:00
// sounds
2002-06-16 20:06:15 +00:00
sfxHandle_t kickSound ; //Elder: kick sound
sfxHandle_t headshotSound ; //Elder: splat
//sfxHandle_t lcaSound; //Elder: lights, camera, action!
sfxHandle_t lensSound ; //Elder: sniper lens zoom
2001-07-28 14:12:11 +00:00
sfxHandle_t silencerSound ;
sfxHandle_t kevlarHitSound ;
2002-06-16 20:06:15 +00:00
sfxHandle_t weapToggleSound ;
2001-08-13 17:25:06 +00:00
sfxHandle_t knifeClankSound ;
sfxHandle_t knifeDeathSound ;
sfxHandle_t knifeHitSound ;
//sfxHandle_t knifeThrowSound;
2001-07-28 14:12:11 +00:00
2002-06-16 20:06:15 +00:00
sfxHandle_t quadSound ;
sfxHandle_t tracerSound ;
2007-02-03 15:02:21 +00:00
// sfxHandle_t selectSound;
// sfxHandle_t useNothingSound;
// sfxHandle_t wearOffSound;
2002-06-16 20:06:15 +00:00
sfxHandle_t footsteps [ FOOTSTEP_TOTAL ] [ 4 ] ;
sfxHandle_t sfx_lghit1 ;
sfxHandle_t sfx_lghit2 ;
sfxHandle_t sfx_lghit3 ;
sfxHandle_t sfx_ric1 ;
sfxHandle_t sfx_ric2 ;
sfxHandle_t sfx_ric3 ;
2001-08-30 09:42:25 +00:00
// Elder: Metal ricochet sounds
2002-06-16 20:06:15 +00:00
sfxHandle_t sfx_metalric1 ;
sfxHandle_t sfx_metalric2 ;
sfxHandle_t sfx_metalric3 ;
2001-10-11 22:50:58 +00:00
// Elder: Glass ricochet sounds
2002-06-16 20:06:15 +00:00
sfxHandle_t sfx_glassric1 ;
sfxHandle_t sfx_glassric2 ;
sfxHandle_t sfx_glassric3 ;
2002-05-12 14:40:28 +00:00
// Makro: brick ricochet sounds
2002-06-16 20:06:15 +00:00
sfxHandle_t sfx_brickric1 ;
sfxHandle_t sfx_brickric2 ;
sfxHandle_t sfx_brickric3 ;
2002-05-12 14:40:28 +00:00
// Makro: wood ricochet sounds
2002-06-16 20:06:15 +00:00
sfxHandle_t sfx_woodric1 ;
sfxHandle_t sfx_woodric2 ;
sfxHandle_t sfx_woodric3 ;
2002-05-12 14:40:28 +00:00
// Makro: ceramic ricochet sounds
2002-06-16 20:06:15 +00:00
sfxHandle_t sfx_ceramicric1 ;
sfxHandle_t sfx_ceramicric2 ;
sfxHandle_t sfx_ceramicric3 ;
2001-11-08 02:37:11 +00:00
// Elder: Shell tumble sound
2002-06-16 20:06:15 +00:00
sfxHandle_t sfx_shelltumble ;
2007-02-03 15:02:21 +00:00
// sfxHandle_t sfx_railg;
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sfxHandle_t sfx_rockexp ;
2007-02-03 15:02:21 +00:00
// sfxHandle_t sfx_plasmaexp;
2002-06-16 20:06:15 +00:00
sfxHandle_t gibSound ;
//Blaze: Dont need this any more
// sfxHandle_t glassSound; //Blaze: Reaction breakable glass
// sfxHandle_t glass2Sound;
sfxHandle_t gibBounce1Sound ;
sfxHandle_t gibBounce2Sound ;
sfxHandle_t gibBounce3Sound ;
2009-06-28 21:50:03 +00:00
// sfxHandle_t teleInSound;
// sfxHandle_t teleOutSound;
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sfxHandle_t noAmmoSound ;
sfxHandle_t respawnSound ;
2001-05-06 20:50:27 +00:00
sfxHandle_t talkSound ;
sfxHandle_t landSound ;
sfxHandle_t fallSound ;
2009-06-28 21:50:03 +00:00
// sfxHandle_t jumpPadSound;
2001-05-06 20:50:27 +00:00
sfxHandle_t oneMinuteSound ;
sfxHandle_t fiveMinuteSound ;
sfxHandle_t suddenDeathSound ;
sfxHandle_t threeFragSound ;
sfxHandle_t twoFragSound ;
sfxHandle_t oneFragSound ;
sfxHandle_t hitSound ;
sfxHandle_t hitSoundHighArmor ;
sfxHandle_t hitSoundLowArmor ;
sfxHandle_t hitTeamSound ;
sfxHandle_t impressiveSound ;
sfxHandle_t excellentSound ;
sfxHandle_t deniedSound ;
sfxHandle_t humiliationSound ;
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//sfxHandle_t assistSound;
//sfxHandle_t defendSound;
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sfxHandle_t firstImpressiveSound ;
sfxHandle_t firstExcellentSound ;
sfxHandle_t firstHumiliationSound ;
sfxHandle_t takenLeadSound ;
sfxHandle_t tiedLeadSound ;
sfxHandle_t lostLeadSound ;
sfxHandle_t voteNow ;
sfxHandle_t votePassed ;
sfxHandle_t voteFailed ;
sfxHandle_t watrInSound ;
sfxHandle_t watrOutSound ;
sfxHandle_t watrUnSound ;
2007-02-03 15:02:21 +00:00
// sfxHandle_t flightSound;
// sfxHandle_t medkitSound;
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sfxHandle_t weaponHoverSound ;
// teamplay sounds
sfxHandle_t captureAwardSound ;
sfxHandle_t redScoredSound ;
sfxHandle_t blueScoredSound ;
sfxHandle_t redLeadsSound ;
sfxHandle_t blueLeadsSound ;
sfxHandle_t teamsTiedSound ;
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sfxHandle_t captureYourTeamSound ;
sfxHandle_t captureOpponentSound ;
sfxHandle_t returnYourTeamSound ;
sfxHandle_t returnOpponentSound ;
sfxHandle_t takenYourTeamSound ;
sfxHandle_t takenOpponentSound ;
2001-05-06 20:50:27 +00:00
sfxHandle_t redFlagReturnedSound ;
sfxHandle_t blueFlagReturnedSound ;
sfxHandle_t neutralFlagReturnedSound ;
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sfxHandle_t enemyTookYourFlagSound ;
sfxHandle_t enemyTookTheFlagSound ;
2001-05-06 20:50:27 +00:00
sfxHandle_t yourTeamTookEnemyFlagSound ;
sfxHandle_t yourTeamTookTheFlagSound ;
2002-06-16 20:06:15 +00:00
sfxHandle_t youHaveFlagSound ;
2001-05-06 20:50:27 +00:00
sfxHandle_t yourBaseIsUnderAttackSound ;
sfxHandle_t holyShitSound ;
// tournament sounds
2002-06-16 20:06:15 +00:00
sfxHandle_t count3Sound ;
sfxHandle_t count2Sound ;
sfxHandle_t count1Sound ;
sfxHandle_t countFightSound ;
sfxHandle_t countPrepareSound ;
2001-05-06 20:50:27 +00:00
qhandle_t cursor ;
qhandle_t selectCursor ;
qhandle_t sizeCursor ;
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sfxHandle_t regenSound ;
sfxHandle_t protectSound ;
sfxHandle_t n_healthSound ;
sfxHandle_t hgrenb1aSound ;
sfxHandle_t hgrenb2aSound ;
2001-07-09 00:32:10 +00:00
//Elder: removed
2002-06-16 20:06:15 +00:00
//sfxHandle_t wstbimplSound;
//sfxHandle_t wstbimpmSound;
//sfxHandle_t wstbimpdSound;
//sfxHandle_t wstbactvSound;
2002-01-11 20:20:58 +00:00
// JBravo: LCA sounds
2002-06-16 20:06:15 +00:00
sfxHandle_t lightsSound ;
sfxHandle_t cameraSound ;
sfxHandle_t actionSound ;
sfxHandle_t lca10_0Sound ;
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sfxHandle_t insanesounds [ 9 ] ;
2002-03-14 02:24:39 +00:00
// JBravo: Radio sounds
2002-03-14 16:04:26 +00:00
//Slicer
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sfxHandle_t male_sounds [ 56 ] ;
sfxHandle_t new_male_sounds [ 56 ] ;
sfxHandle_t pikey_male_sounds [ 56 ] ;
sfxHandle_t pirate_male_sounds [ 56 ] ;
2002-08-28 18:52:10 +00:00
sfxHandle_t keanu_male_sounds [ 56 ] ;
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sfxHandle_t female_sounds [ 56 ] ;
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2002-06-16 20:06:15 +00:00
sfxHandle_t steamSound ;
sfxHandle_t male_1sound ;
sfxHandle_t male_2sound ;
sfxHandle_t male_3sound ;
sfxHandle_t male_4sound ;
sfxHandle_t male_5sound ;
sfxHandle_t male_6sound ;
sfxHandle_t male_7sound ;
sfxHandle_t male_8sound ;
sfxHandle_t male_9sound ;
sfxHandle_t male_10sound ;
sfxHandle_t male_backsound ;
sfxHandle_t male_coversound ;
sfxHandle_t male_downsound ;
sfxHandle_t male_enemydsound ;
sfxHandle_t male_enemyssound ;
sfxHandle_t male_forwardsound ;
sfxHandle_t male_gosound ;
sfxHandle_t male_im_hitsound ;
sfxHandle_t male_leftsound ;
sfxHandle_t male_reportinsound ;
sfxHandle_t male_rightsound ;
sfxHandle_t male_taking_fsound ;
sfxHandle_t male_teamdownsound ;
sfxHandle_t male_treportsound ;
sfxHandle_t male_upsound ;
sfxHandle_t male_click ;
sfxHandle_t female_1sound ;
sfxHandle_t female_2sound ;
sfxHandle_t female_3sound ;
sfxHandle_t female_4sound ;
sfxHandle_t female_5sound ;
sfxHandle_t female_6sound ;
sfxHandle_t female_7sound ;
sfxHandle_t female_8sound ;
sfxHandle_t female_9sound ;
sfxHandle_t female_10sound ;
sfxHandle_t female_backsound ;
sfxHandle_t female_coversound ;
sfxHandle_t female_downsound ;
sfxHandle_t female_enemydsound ;
sfxHandle_t female_enemyssound ;
sfxHandle_t female_forwardsound ;
sfxHandle_t female_gosound ;
sfxHandle_t female_im_hitsound ;
sfxHandle_t female_leftsound ;
sfxHandle_t female_reportinsound ;
sfxHandle_t female_rightsound ;
sfxHandle_t female_taking_fsound ;
sfxHandle_t female_teamdownsound ;
sfxHandle_t female_treportsound ;
sfxHandle_t female_upsound ;
sfxHandle_t female_click ;
2003-09-17 23:49:29 +00:00
//Makro - lens flare shaders
2004-01-26 21:26:09 +00:00
qhandle_t flareShader [ NUM_FLARE_SHADERS ] , sunFlareShader , coronaShader ;
//Makro - snow impact effects
qhandle_t snowImpactShader ;
//Makro - generic particle impact shader
qhandle_t particleImpactShader ;
2011-03-10 11:22:13 +00:00
// Makro - map preview
qhandle_t voteMapShader ;
2001-05-06 20:50:27 +00:00
} cgMedia_t ;
// The client game static (cgs) structure hold everything
// loaded or calculated from the gamestate. It will NOT
// be cleared when a tournement restart is done, allowing
// all clients to begin playing instantly
typedef struct {
2002-06-16 20:06:15 +00:00
gameState_t gameState ; // gamestate from server
glconfig_t glconfig ; // rendering configuration
float screenXScale ; // derived from glconfig
float screenYScale ;
float screenXBias ;
2009-06-30 02:34:25 +00:00
float screenXMin ; // Makro - derived from glconfig, used for wide-screens
float screenXMax ;
float screenWidth ;
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2002-06-16 20:06:15 +00:00
int serverCommandSequence ; // reliable command stream counter
int processedSnapshotNum ; // the number of snapshots cgame has requested
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
qboolean localServer ; // detected on startup by checking sv_running
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// parsed from serverinfo
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gametype_t gametype ;
int dmflags ;
int teamflags ;
int fraglimit ;
int capturelimit ;
int timelimit ;
int maxclients ;
char mapname [ MAX_QPATH ] ;
char redTeam [ MAX_QPATH ] ;
char blueTeam [ MAX_QPATH ] ;
int voteTime ;
int voteYes ;
int voteNo ;
qboolean voteModified ; // beep whenever changed
char voteString [ MAX_STRING_TOKENS ] ;
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char voteYesKey [ 32 ] ;
char voteNoKey [ 32 ] ;
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int teamVoteTime [ 2 ] ;
int teamVoteYes [ 2 ] ;
int teamVoteNo [ 2 ] ;
qboolean teamVoteModified [ 2 ] ; // beep whenever changed
char teamVoteString [ 2 ] [ MAX_STRING_TOKENS ] ;
int levelStartTime ;
int scores1 , scores2 ; // from configstrings
int redflag , blueflag ; // flag status from configstrings
int flagStatus ;
qboolean newHud ;
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//
// locally derived information from gamestate
//
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qhandle_t gameModels [ MAX_MODELS ] ;
sfxHandle_t gameSounds [ MAX_SOUNDS ] ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
int numInlineModels ;
qhandle_t inlineDrawModel [ MAX_MODELS ] ;
vec3_t inlineModelMidpoints [ MAX_MODELS ] ;
2001-05-06 20:50:27 +00:00
2002-06-16 20:06:15 +00:00
clientInfo_t clientinfo [ MAX_CLIENTS ] ;
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// teamchat width is *3 because of embedded color codes
2011-03-10 15:04:36 +00:00
char teamChatMsgs [ MSGQUEUE_HEIGHT ] [ MSGQUEUE_WIDTH * 3 + 1 ] ;
int teamChatMsgTimes [ MSGQUEUE_HEIGHT ] ;
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int teamChatPos ;
int teamLastChatPos ;
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int cursorX ;
int cursorY ;
qboolean eventHandling ;
qboolean mouseCaptured ;
qboolean sizingHud ;
void * capturedItem ;
qhandle_t activeCursor ;
// orders
int currentOrder ;
qboolean orderPending ;
int orderTime ;
int currentVoiceClient ;
int acceptOrderTime ;
int acceptTask ;
int acceptLeader ;
char acceptVoice [ MAX_NAME_LENGTH ] ;
// media
2002-06-16 20:06:15 +00:00
cgMedia_t media ;
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// JBravo: unlagged
int delagHitscan ;
2003-08-10 20:13:26 +00:00
//Makro - sky portals
vec3_t skyPortalOrigin ;
qboolean skyPortalSet ;
2005-09-07 20:29:05 +00:00
//how much the portal moves with the player
vec3_t skyPortalMoveFactor ;
2003-08-10 20:13:26 +00:00
//Makro - "clear" color
vec3_t clearColor ;
qboolean clearColorSet ;
2003-09-17 23:49:29 +00:00
//Makro - sun flares
2003-09-18 19:08:40 +00:00
int lastSunTime , lastSunX , lastSunY , numFlares , sunFlareSize ;
2004-01-26 21:26:09 +00:00
float sunAlpha , flareFovFactor , flareFadeFactor , flareForwardFactor ;
2003-09-17 23:49:29 +00:00
vec3_t sunDir ;
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} cgs_t ;
//==============================================================================
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extern cgs_t cgs ;
extern cg_t cg ;
extern centity_t cg_entities [ MAX_GENTITIES ] ;
extern weaponInfo_t cg_weapons [ MAX_WEAPONS ] ;
extern itemInfo_t cg_items [ MAX_ITEMS ] ;
extern markPoly_t cg_markPolys [ MAX_MARK_POLYS ] ;
2005-02-15 16:33:39 +00:00
//Makro - dlight styles
extern char dlightStyles [ MAX_DLIGHT_STYLES ] [ MAX_DLIGHT_STLE_LEN ] ;
extern int dlightStyleCount ;
//Makro - moveparent rank for each entity
extern int cg_moveParentRanks [ MAX_GENTITIES ] ;
extern int cg_snapEntityOrder [ MAX_GENTITIES ] ;
extern int cg_nextSnapEntityOrder [ MAX_GENTITIES ] ;
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_centertime ;
extern vmCvar_t cg_runpitch ;
extern vmCvar_t cg_runroll ;
extern vmCvar_t cg_bobup ;
extern vmCvar_t cg_bobpitch ;
extern vmCvar_t cg_bobroll ;
extern vmCvar_t cg_swingSpeed ;
extern vmCvar_t cg_shadows ;
extern vmCvar_t cg_gibs ;
extern vmCvar_t cg_drawTimer ;
extern vmCvar_t cg_drawFPS ;
2002-06-24 05:55:50 +00:00
extern vmCvar_t cg_drawPing ;
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extern vmCvar_t cg_drawSnapshot ;
extern vmCvar_t cg_draw3dIcons ;
extern vmCvar_t cg_drawIcons ;
extern vmCvar_t cg_drawAmmoWarning ;
extern vmCvar_t cg_drawCrosshair ;
extern vmCvar_t cg_drawCrosshairNames ;
extern vmCvar_t cg_drawRewards ;
extern vmCvar_t cg_drawTeamOverlay ;
extern vmCvar_t cg_teamOverlayUserinfo ;
extern vmCvar_t cg_crosshairX ;
extern vmCvar_t cg_crosshairY ;
extern vmCvar_t cg_crosshairSize ;
extern vmCvar_t cg_crosshairHealth ;
extern vmCvar_t cg_drawStatus ;
extern vmCvar_t cg_draw2D ;
extern vmCvar_t cg_animSpeed ;
extern vmCvar_t cg_debugAnim ;
extern vmCvar_t cg_debugPosition ;
extern vmCvar_t cg_debugEvents ;
extern vmCvar_t cg_railTrailTime ;
extern vmCvar_t cg_errorDecay ;
extern vmCvar_t cg_nopredict ;
extern vmCvar_t cg_noPlayerAnims ;
extern vmCvar_t cg_showmiss ;
extern vmCvar_t cg_footsteps ;
extern vmCvar_t cg_addMarks ;
extern vmCvar_t cg_brassTime ;
extern vmCvar_t cg_gun_frame ;
extern vmCvar_t cg_gun_x ;
extern vmCvar_t cg_gun_y ;
extern vmCvar_t cg_gun_z ;
extern vmCvar_t cg_drawGun ;
extern vmCvar_t cg_viewsize ;
extern vmCvar_t cg_tracerChance ;
extern vmCvar_t cg_tracerWidth ;
extern vmCvar_t cg_tracerLength ;
extern vmCvar_t cg_autoswitch ;
extern vmCvar_t cg_ignore ;
extern vmCvar_t cg_simpleItems ;
extern vmCvar_t cg_fov ;
extern vmCvar_t cg_thirdPersonRange ;
extern vmCvar_t cg_thirdPersonAngle ;
extern vmCvar_t cg_thirdPerson ;
extern vmCvar_t cg_lagometer ;
extern vmCvar_t cg_drawAttacker ;
extern vmCvar_t cg_synchronousClients ;
extern vmCvar_t cg_gravity ;
2011-03-10 15:04:36 +00:00
extern vmCvar_t cg_messageQueueTime ;
extern vmCvar_t cg_messageQueue ;
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extern vmCvar_t cg_stats ;
extern vmCvar_t cg_forceModel ;
extern vmCvar_t cg_buildScript ;
extern vmCvar_t cg_paused ;
extern vmCvar_t cg_blood ;
extern vmCvar_t cg_predictItems ;
extern vmCvar_t cg_deferPlayers ;
2002-08-29 04:42:41 +00:00
//Blaze: Anti OGC code
extern vmCvar_t ogc_islame ;
2002-06-16 20:06:15 +00:00
2002-10-20 21:24:32 +00:00
//Blaze: replacement weapons
2002-11-18 04:39:47 +00:00
extern vmCvar_t cg_RQ3_knife ;
extern vmCvar_t cg_RQ3_mk23 ;
extern vmCvar_t cg_RQ3_m4 ;
extern vmCvar_t cg_RQ3_ssg3000 ;
extern vmCvar_t cg_RQ3_mp5 ;
extern vmCvar_t cg_RQ3_handcannon ;
extern vmCvar_t cg_RQ3_m3 ;
extern vmCvar_t cg_RQ3_akimbo ;
extern vmCvar_t cg_RQ3_grenade ;
2002-12-05 23:11:29 +00:00
//Blaze: replacement items
extern vmCvar_t cg_RQ3_bandolier ;
extern vmCvar_t cg_RQ3_kevlar ;
extern vmCvar_t cg_RQ3_silencer ;
extern vmCvar_t cg_RQ3_laser ;
extern vmCvar_t cg_RQ3_slippers ;
extern vmCvar_t cg_RQ3_helmet ;
2003-02-27 08:10:20 +00:00
// JBravo: replacement ammo
extern vmCvar_t cg_RQ3_ammo_mk23 ;
2003-04-02 22:23:51 +00:00
extern vmCvar_t cg_RQ3_ammo_m3 ;
2003-02-27 08:10:20 +00:00
extern vmCvar_t cg_RQ3_ammo_ssg3000 ;
extern vmCvar_t cg_RQ3_ammo_mp5 ;
extern vmCvar_t cg_RQ3_ammo_m4 ;
2009-07-11 03:06:29 +00:00
extern vmCvar_t cg_RQ3_drawSpeed ;
2003-04-02 22:23:51 +00:00
extern vmCvar_t cg_RQ3_zcam_stfu ;
2002-10-20 21:24:32 +00:00
2001-05-06 20:50:27 +00:00
//Blaze: Reaction weapon positions
2002-06-16 20:06:15 +00:00
//extern vmCvar_t cg_RQ3_drawWeapon;
2001-05-06 20:50:27 +00:00
//Blaze: how long the glass stays around for
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_glasstime ;
2001-06-08 04:35:50 +00:00
//Elder: muzzle flash toggle
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_flash ;
2001-07-16 01:41:36 +00:00
//Elder: toggle alpha blending
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_painblend ;
2003-04-23 17:50:32 +00:00
//Slicer: no longer being used
2001-07-16 01:41:36 +00:00
//Elder: toggle client-side zoom assist
2003-04-23 17:50:32 +00:00
//extern vmCvar_t cg_RQ3_ssgZoomAssist;
extern vmCvar_t cg_RQ3_ssgZoomSensLock ;
2001-07-16 01:41:36 +00:00
//Elder: crosshair colours!
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_ssgColorR ;
extern vmCvar_t cg_RQ3_ssgColorG ;
extern vmCvar_t cg_RQ3_ssgColorB ;
extern vmCvar_t cg_RQ3_ssgColorA ;
2002-05-19 18:32:11 +00:00
// JBravo: normal crosshair colors
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_crosshairColorR ;
extern vmCvar_t cg_RQ3_crosshairColorG ;
extern vmCvar_t cg_RQ3_crosshairColorB ;
extern vmCvar_t cg_RQ3_crosshairColorA ;
2002-06-21 23:20:34 +00:00
//Blaze: allow regular crosshair to be overlaid ontop of the ssg crosshair
extern vmCvar_t cg_RQ3_overlaycrosshair ;
2002-05-19 21:04:37 +00:00
// JBravo: cvar for tkok popups
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_tkokAutoPopup ;
2002-07-19 04:40:56 +00:00
extern vmCvar_t cg_RQ3_radiovoice_male ;
extern vmCvar_t cg_RQ3_radiovoice_female ;
2002-08-28 23:10:06 +00:00
extern vmCvar_t cg_RQ3_SuicideLikeARealMan ;
2002-08-07 03:35:57 +00:00
extern vmCvar_t cg_RQ3_dynamicRadio ;
2002-06-16 20:06:15 +00:00
2002-06-12 15:30:24 +00:00
// Slicer: for the Anti-Cheat System
2002-06-16 20:06:15 +00:00
//extern vmCvar_t cg_RQ3_Auth;
2001-10-11 22:50:58 +00:00
//Elder: SSG unique sensitivities
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_ssgSensitivityAuto ;
extern vmCvar_t cg_RQ3_ssgSensitivity2x ;
extern vmCvar_t cg_RQ3_ssgSensitivity4x ;
extern vmCvar_t cg_RQ3_ssgSensitivity6x ;
2001-12-01 09:05:14 +00:00
//Blaze: Holds which crosshair to use for the ssg
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_ssgCrosshair ;
2001-07-24 01:49:02 +00:00
//Elder: smoke puffs, sparks, etc.
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_impactEffects ;
2001-07-28 14:12:11 +00:00
//Elder: toggle client-side laser drawing
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_laserAssist ;
2001-07-28 13:56:28 +00:00
//Blaze: anouncer sounds
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_anouncer ;
2001-08-13 17:25:06 +00:00
//Elder: different blood types
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_bloodStyle ;
2001-12-17 15:06:41 +00:00
//NiceAss: strobing weapons/items like quake 2
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_RQ3_strobe ;
2011-04-02 21:44:28 +00:00
// Makro - added color
extern vmCvar_t cg_RQ3_strobeColor ;
2002-07-21 18:47:27 +00:00
extern vmCvar_t cg_RQ3_predictWeapons ;
2002-06-16 20:06:15 +00:00
2005-02-15 16:33:39 +00:00
//Makro - left-handed weapons
2009-08-22 21:37:18 +00:00
extern vmCvar_t cg_RQ3_leftHanded ;
2004-03-07 17:39:11 +00:00
//Makro - sun flares
extern vmCvar_t cg_RQ3_flareIntensity ;
2005-02-15 16:33:39 +00:00
//Makro - ssg crosshair size
extern vmCvar_t cg_RQ3_ssgCrosshairSize ;
//Makro - temp!!!
extern vmCvar_t cg_RQ3_angle0 ;
extern vmCvar_t cg_RQ3_angle1 ;
extern vmCvar_t cg_RQ3_angle2 ;
2004-03-07 17:39:11 +00:00
2002-06-16 20:06:15 +00:00
extern vmCvar_t cg_drawFriend ;
extern vmCvar_t cg_teamChatsOnly ;
extern vmCvar_t cg_noVoiceChats ;
extern vmCvar_t cg_noVoiceText ;
extern vmCvar_t cg_scorePlum ;
2003-09-10 21:40:35 +00:00
//Makro - fastsky
extern vmCvar_t cg_fastSky ;
extern vmCvar_t cg_RQ3_wantFastSky ;
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//extern vmCvar_t cg_smoothClients;
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extern vmCvar_t pmove_fixed ;
extern vmCvar_t pmove_msec ;
//extern vmCvar_t cg_pmove_fixed;
extern vmCvar_t cg_cameraOrbit ;
extern vmCvar_t cg_cameraOrbitDelay ;
extern vmCvar_t cg_timescaleFadeEnd ;
extern vmCvar_t cg_timescaleFadeSpeed ;
extern vmCvar_t cg_timescale ;
extern vmCvar_t cg_cameraMode ;
extern vmCvar_t cg_smallFont ;
extern vmCvar_t cg_bigFont ;
extern vmCvar_t cg_noTaunt ;
extern vmCvar_t cg_noProjectileTrail ;
extern vmCvar_t cg_oldRail ;
extern vmCvar_t cg_oldRocket ;
extern vmCvar_t cg_oldPlasma ;
extern vmCvar_t cg_trueLightning ;
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// JBravo: unlagged
extern vmCvar_t cg_delag ;
extern vmCvar_t cg_drawBBox ;
extern vmCvar_t sv_fps ;
extern vmCvar_t cg_optimizePrediction ;
extern vmCvar_t cg_latentCmds ;
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extern vmCvar_t cl_timeNudge ;
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// NiceAss: No longer part of the MissionPack
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extern vmCvar_t cg_enableBreath ;
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extern vmCvar_t cg_enableLaserFog ;
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// JBravo: ditto
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extern vmCvar_t cg_enableDust ;
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//Blaze: to handle the auto actions
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extern vmCvar_t cg_RQ3_autoAction ;
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//Blaze: Cheat cvars
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extern cheat_cvar cheats [ 30 ] ;
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// JBravo: Teamplay cvars synched from game
2002-06-10 13:20:03 +00:00
//Slicer: no longer needed.
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//extern vmCvar_t cg_RQ3_lca;
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//Slicer: apparently not being used
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//extern vmCvar_t cg_RQ3_team_round_going;
extern vmCvar_t cg_RQ3_team1name ;
extern vmCvar_t cg_RQ3_team2name ;
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extern vmCvar_t cg_RQ3_team1model ;
extern vmCvar_t cg_RQ3_team2model ;
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extern vmCvar_t ui_RQ3_teamCount1 ;
extern vmCvar_t ui_RQ3_teamCount2 ;
extern vmCvar_t ui_RQ3_numSpectators ;
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2002-07-26 06:21:43 +00:00
// JBravo: MM ingame menu cvars.
2003-02-16 21:39:10 +00:00
//Makro - removed timelimit/fraglimit cvars - they were causing problems on local servers
//extern vmCvar_t cg_RQ3_timelimit;
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extern vmCvar_t cg_RQ3_roundlimit ;
extern vmCvar_t cg_RQ3_roundtimelimit ;
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//extern vmCvar_t cg_RQ3_fraglimit;
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extern vmCvar_t cg_RQ3_maxplayers ;
extern vmCvar_t cg_RQ3_forceteamtalk ;
extern vmCvar_t cg_RQ3_limchasecam ;
extern vmCvar_t cg_RQ3_tgren ;
extern vmCvar_t cg_RQ3_friendlyFire ;
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// JBravo: cvars for the about menu
extern vmCvar_t cg_RQ3_hostname ;
extern vmCvar_t cg_RQ3_needpass ;
extern vmCvar_t cg_RQ3_capturelimit ;
extern vmCvar_t cg_RQ3_dmflags ;
extern vmCvar_t cg_RQ3_bot_minplayers ;
extern vmCvar_t cg_RQ3_showOwnKills ;
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2002-06-16 20:06:15 +00:00
//Slicer: matchmode team status cvars
//extern vmCvar_t cg_RQ3_RefID;
extern vmCvar_t cg_RQ3_matchmode ;
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2002-08-25 00:47:00 +00:00
// q3f atmospheric stuff:
extern vmCvar_t cg_atmosphericEffects ;
extern vmCvar_t cg_lowEffects ;
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//void CG_PredictWeaponEffects(centity_t *cent);
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void CG_AddBoundingBox ( centity_t * cent ) ;
qboolean CG_Cvar_ClampInt ( const char * name , vmCvar_t * vmCvar , int min , int max ) ;
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//
// cg_main.c
//
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const char * CG_ConfigString ( int index ) ;
const char * CG_Argv ( int arg ) ;
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2011-03-10 15:04:36 +00:00
void CG_InitMessageQueue ( void ) ;
void CG_UpdateMessageQueue ( void ) ;
void CG_AddMessage ( const char * msg ) ;
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void QDECL CG_Printf ( const char * msg , . . . ) __attribute__ ( ( format ( printf , 1 , 2 ) ) ) ;
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void QDECL CG_Error ( const char * msg , . . . ) __attribute__ ( ( noreturn , format ( printf , 1 , 2 ) ) ) ;
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void CG_StartMusic ( void ) ;
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void CG_UpdateCvars ( void ) ;
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int CG_CrosshairPlayer ( void ) ;
int CG_LastAttacker ( void ) ;
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void CG_LoadMenus ( const char * menuFile ) ;
void CG_KeyEvent ( int key , qboolean down ) ;
void CG_MouseEvent ( int x , int y ) ;
void CG_EventHandling ( int type ) ;
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void CG_RankRunFrame ( void ) ;
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void CG_SetScoreSelection ( void * menu ) ;
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score_t * CG_GetSelectedScore ( void ) ;
void CG_BuildSpectatorString ( void ) ;
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2004-01-26 21:26:09 +00:00
void CG_ReplaceModels ( void ) ;
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//
// cg_atmospheric.c
//
void CG_EffectParse ( const char * effectstr ) ;
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void CG_AddAtmosphericEffects ( void ) ;
qboolean CG_AtmosphericKludge ( void ) ;
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//
// cg_view.c
//
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void CG_TestModel_f ( void ) ;
void CG_TestGun_f ( void ) ;
void CG_TestModelNextFrame_f ( void ) ;
void CG_TestModelPrevFrame_f ( void ) ;
void CG_TestModelNextSkin_f ( void ) ;
void CG_TestModelPrevSkin_f ( void ) ;
void CG_ZoomDown_f ( void ) ;
void CG_ZoomUp_f ( void ) ;
void CG_AddBufferedSound ( sfxHandle_t sfx ) ;
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void CG_DrawActiveFrame ( int serverTime , stereoFrame_t stereoView , qboolean demoPlayback ) ;
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//
// cg_drawtools.c
//
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void CG_AdjustFrom640 ( float * x , float * y , float * w , float * h ) ;
void CG_FillRect ( float x , float y , float width , float height , const float * color ) ;
void CG_DrawPic ( float x , float y , float width , float height , qhandle_t hShader ) ;
void CG_DrawString ( float x , float y , const char * string , float charWidth , float charHeight , const float * modulate ) ;
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void CG_DrawStringExt ( int x , int y , const char * string , const float * setColor ,
qboolean forceColor , qboolean shadow , int charWidth , int charHeight , int maxChars ) ;
void CG_DrawBigString ( int x , int y , const char * s , float alpha ) ;
void CG_DrawBigStringColor ( int x , int y , const char * s , vec4_t color ) ;
void CG_DrawSmallString ( int x , int y , const char * s , float alpha ) ;
void CG_DrawSmallStringColor ( int x , int y , const char * s , vec4_t color ) ;
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2011-03-10 18:56:12 +00:00
void CG_DrawFuzzyRect ( float x , float y , float w , float h , float corner , vec4_t color , qhandle_t shader ) ;
void CG_DrawFuzzyShadow ( float x , float y , float w , float h , float corner , float alpha ) ;
void CG_DrawFuzzyGlow ( float x , float y , float w , float h , float corner , vec4_t color ) ;
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int CG_DrawStrlen ( const char * str ) ;
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float * CG_FadeColor ( int startMsec , int totalMsec ) ;
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void CG_TeamColor ( int team , float * color ) ;
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void CG_TileClear ( void ) ;
void CG_ColorForHealth ( vec4_t hcolor ) ;
void CG_GetColorForHealth ( int health , int armor , vec4_t hcolor ) ;
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void UI_DrawProportionalString ( int x , int y , const char * str , int style , vec4_t color ) ;
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int UI_ProportionalStringWidth ( const char * str ) ;
float UI_ProportionalSizeScale ( int style ) ;
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void CG_DrawRect ( float x , float y , float width , float height , float size , const float * color ) ;
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void CG_DrawSides ( float x , float y , float w , float h , float size ) ;
void CG_DrawTopBottom ( float x , float y , float w , float h , float size ) ;
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void CG_DrawCleanSides ( float x , float y , float w , float h , float size , const float * color ) ;
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void CG_DrawCleanRect ( float x , float y , float width , float height , float size , const float * color ) ;
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void CG_DrawCleanLine ( float x , float y , float w , float size , const float * color ) ;
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//
// cg_draw.c, cg_newDraw.c
//
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extern int sortedTeamPlayers [ TEAM_MAXOVERLAY ] ;
extern int numSortedTeamPlayers ;
extern int drawTeamOverlayModificationCount ;
extern char systemChat [ 256 ] ;
extern char teamChat1 [ 256 ] ;
extern char teamChat2 [ 256 ] ;
void CG_AddLagometerFrameInfo ( void ) ;
void CG_AddLagometerSnapshotInfo ( snapshot_t * snap ) ;
void CG_CenterPrint ( const char * str , int y , int charWidth ) ;
void CG_DrawHead ( float x , float y , float w , float h , int clientNum , vec3_t headAngles ) ;
void CG_DrawActive ( stereoFrame_t stereoView ) ;
void CG_DrawFlagModel ( float x , float y , float w , float h , int team , qboolean force2D ) ;
void CG_DrawTeamBackground ( int x , int y , int w , int h , float alpha , int team ) ;
void CG_OwnerDraw ( float x , float y , float w , float h , float text_x , float text_y , int ownerDraw , int ownerDrawFlags ,
int align , float special , float scale , vec4_t color , qhandle_t shader , int textStyle ) ;
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void CG_Text_Paint ( float x , float y , float scale , vec4_t color , const char * text , float adjust , int limit , int style ) ;
int CG_Text_Width ( const char * text , float scale , int limit ) ;
int CG_Text_Height ( const char * text , float scale , int limit ) ;
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void CG_SelectPrevPlayer ( void ) ;
void CG_SelectNextPlayer ( void ) ;
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float CG_GetValue ( int ownerDraw ) ;
qboolean CG_OwnerDrawVisible ( int flags ) ;
void CG_RunMenuScript ( char * * args ) ;
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void CG_ShowResponseHead ( void ) ;
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void CG_SetPrintString ( int type , const char * p ) ;
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void CG_InitTeamChat ( void ) ;
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void CG_GetTeamColor ( vec4_t * color ) ;
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const char * CG_GetGameStatusText ( void ) ;
const char * CG_GetKillerText ( void ) ;
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void CG_Draw3DModel ( float x , float y , float w , float h , qhandle_t model , qhandle_t skin , vec3_t origin , vec3_t angles ) ;
void CG_Text_PaintChar ( float x , float y , float width , float height , float scale , float s , float t , float s2 , float t2 ,
qhandle_t hShader ) ;
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void CG_CheckOrderPending ( void ) ;
const char * CG_GameTypeString ( void ) ;
qboolean CG_YourTeamHasFlag ( void ) ;
qboolean CG_OtherTeamHasFlag ( void ) ;
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qhandle_t CG_StatusHandle ( int task ) ;
//
// cg_player.c
//
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void CG_Player ( centity_t * cent ) ;
void CG_ResetPlayerEntity ( centity_t * cent ) ;
void CG_AddRefEntityWithPowerups ( refEntity_t * ent , entityState_t * state , int team ) ;
void CG_NewClientInfo ( int clientNum ) ;
sfxHandle_t CG_CustomSound ( int clientNum , const char * soundName ) ;
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//
// cg_predict.c
//
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void CG_BuildSolidList ( void ) ;
int CG_PointContents ( const vec3_t point , int passEntityNum ) ;
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//Elder: try this
2002-06-16 20:06:15 +00:00
void CG_Trace ( trace_t * result , const vec3_t start , const vec3_t mins , const vec3_t maxs , const vec3_t end ,
int skipNumber , int mask ) ;
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//void CG_Trace( trace_t *result, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end,
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//int skipNumber, int mask );
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void CG_PredictPlayerState ( void ) ;
void CG_LoadDeferredPlayers ( void ) ;
void CG_EvaluateTrajectory ( const trajectory_t * tr , int atTime , vec3_t result ) ;
void CG_EvaluateTrajectoryDelta ( const trajectory_t * tr , int atTime , vec3_t result ) ;
2005-02-15 16:33:39 +00:00
//Makro - added
void CG_EvaluateTrajectoryEx ( centity_t * cent , int time , vec3_t origin , vec3_t angles ) ;
2001-05-06 20:50:27 +00:00
//
// cg_events.c
//
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void CG_CheckEvents ( centity_t * cent ) ;
const char * CG_PlaceString ( int rank ) ;
void CG_EntityEvent ( centity_t * cent , vec3_t position ) ;
void CG_PainEvent ( centity_t * cent , int health ) ;
2001-05-06 20:50:27 +00:00
//
// cg_ents.c
//
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void CG_SetEntitySoundPosition ( centity_t * cent ) ;
2002-08-30 00:00:16 +00:00
//Makro - added skyportal param
//void CG_AddPacketEntities(void);
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# define ADDENTS_NOSKYPORTAL -1
# define ADDENTS_NORMAL 0
# define ADDENTS_SKYPORTAL 1
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//Makro - longest define in the history of mankind ?
# define GET_ZOOM_LEVEL ((cg.zoomLevel & RQ3_ZOOM_LOW) == RQ3_ZOOM_LOW && (cg.zoomLevel & RQ3_ZOOM_MED) == RQ3_ZOOM_MED) ? 6 : ((cg.zoomLevel & RQ3_ZOOM_MED) == RQ3_ZOOM_MED) ? 4 : ((cg.zoomLevel & RQ3_ZOOM_LOW) == RQ3_ZOOM_LOW) ? 2 : 1
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void CG_AddPacketEntities ( int mode ) ;
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void CG_Beam ( centity_t * cent ) ;
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//void CG_AdjustPositionForMover(const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out);
//Makro - made it so that angles get adjusted, too
void CG_AdjustPositionForMover ( const vec3_t in , int moverNum , int fromTime , int toTime , vec3_t out , vec3_t angleOut ) ;
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void CG_PositionEntityOnTag ( refEntity_t * entity , const refEntity_t * parent , qhandle_t parentModel , char * tagName ) ;
void CG_PositionRotatedEntityOnTag ( refEntity_t * entity , const refEntity_t * parent ,
qhandle_t parentModel , char * tagName ) ;
2001-07-28 02:24:11 +00:00
//Blaze: for weapon animations
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void CG_PositionWeaponOnTag ( refEntity_t * entity , const refEntity_t * parent , qhandle_t parentModel , char * tagName ) ;
void CG_PositionRotatedOffsetEntityOnTag ( refEntity_t * entity , const refEntity_t * parent , qhandle_t parentModel ,
char * tagName , vec3_t Offset ) ;
2001-05-06 20:50:27 +00:00
//
// cg_weapons.c
//
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void CG_NextWeapon_f ( void ) ;
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//Elder: added?
2002-06-16 20:06:15 +00:00
void CG_Weapon_f ( void ) ;
void CG_PrevWeapon_f ( void ) ;
void CG_SpecialWeapon_f ( void ) ;
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void CG_RQ3_SyncZoom ( void ) ;
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void CG_RQ3_SaveZoomLevel ( void ) ;
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//void CG_RQ3_Zoom(void); //Elder: just threw it in
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//void CG_RQ3_Zoom1x( void );
int CG_RQ3_GetGrenadeMode ( void ) ;
void CG_RQ3_GrenadeMode ( void ) ;
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void CG_RegisterWeapon ( int weaponNum ) ;
void CG_RegisterItemVisuals ( int itemNum ) ;
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void CG_FireWeapon ( centity_t * cent , int weapModification ) ;
void CG_ReloadWeapon ( centity_t * cent , int reloadStage ) ; //Elder: added
void CG_MissileHitWall ( int weapon , int clientNum , vec3_t origin , vec3_t dir , impactSound_t soundType , int weapModification ) ; //Elder: added weapMod
void CG_MissileHitPlayer ( int weapon , vec3_t origin , vec3_t dir , int entityNum ) ;
void CG_ShotgunFire ( entityState_t * es , qboolean ism3 ) ;
void CG_Bullet ( vec3_t origin , int sourceEntityNum , vec3_t normal , qboolean flesh , int fleshEntityNum ,
impactSound_t soundType ) ;
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void CG_RailTrail ( clientInfo_t * ci , vec3_t start , vec3_t end ) ;
void CG_GrappleTrail ( centity_t * ent , const weaponInfo_t * wi ) ;
void CG_AddViewWeapon ( playerState_t * ps ) ;
void CG_AddPlayerWeapon ( refEntity_t * parent , playerState_t * ps , centity_t * cent , int team ) ;
void CG_DrawWeaponSelect ( void ) ;
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void CG_Tracer ( vec3_t source , vec3_t dest ) ;
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void CG_OutOfAmmoChange ( void ) ; // should this be in pmove?
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void CG_CheckLaser ( void ) ; //Elder: check laser to see if it's our own
2001-07-28 14:12:11 +00:00
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//
// cg_marks.c
//
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void CG_InitMarkPolys ( void ) ;
void CG_AddMarks ( void ) ;
void CG_ImpactMark ( qhandle_t markShader ,
const vec3_t origin , const vec3_t dir ,
float orientation ,
float r , float g , float b , float a , qboolean alphaFade , float radius , qboolean temporary ) ;
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//
// cg_localents.c
//
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void CG_InitLocalEntities ( void ) ;
localEntity_t * CG_AllocLocalEntity ( void ) ;
void CG_AddLocalEntities ( void ) ;
void CG_FreeLocalEntity ( localEntity_t * le ) ;
void CG_LE_EvaluateTrajectory ( const trajectory_t * tr , int atTime , vec3_t result ) ;
void CG_LE_EvaluateTrajectoryDelta ( const trajectory_t * tr , int atTime , vec3_t result ) ;
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//
// cg_effects.c
//
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localEntity_t * CG_SmokePuff ( const vec3_t p ,
const vec3_t vel ,
float radius ,
float r , float g , float b , float a ,
float duration , int startTime , int fadeInTime , int leFlags , qhandle_t hShader ) ;
void CG_BubbleTrail ( vec3_t start , vec3_t end , float spacing ) ;
void CG_ScorePlum ( int client , vec3_t org , int score ) ;
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void CG_DrawVisibleLaser ( vec3_t origin , int clientNum , vec3_t dir ) ;
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//Blaze: for explosions
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void CG_Particle_Bleed ( qhandle_t pshader , vec3_t start , vec3_t dir , int fleshEntityNum , int duration ) ;
void CG_ShrapnelSpark ( vec3_t source , vec3_t dest , float width , float length ) ;
void CG_GibPlayer ( vec3_t playerOrigin ) ;
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2002-05-28 01:17:01 +00:00
// JBravo: Sniperheadshots
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void CG_GibPlayerHeadshot ( vec3_t playerOrigin ) ;
void CG_BigExplode ( vec3_t playerOrigin ) ;
2001-07-24 01:49:02 +00:00
// Blaze: Breakable glass Elder: modified
2002-06-16 20:06:15 +00:00
void CG_BreakGlass ( vec3_t playerOrigin , int glassParm , int number , int type , int isChip ) ;
void CG_Bleed ( vec3_t origin , int entityNum ) ;
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//Elder: for SSG shots
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void CG_BleedSpray ( vec3_t start , vec3_t end , int entityNum , int numBursts ) ;
void CG_BleedParticleSpray ( vec3_t start , vec3_t dir , int fleshEntityNum , int amount , int duration ) ;
void CG_EjectBloodSplat ( vec3_t origin , vec3_t velocity , int amount , int duration ) ;
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localEntity_t * CG_MakeExplosion ( vec3_t origin , vec3_t dir ,
qhandle_t hModel , qhandle_t shader , int msec , qboolean isSprite ) ;
2001-05-06 20:50:27 +00:00
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void CG_Pressure ( vec3_t origin , vec3_t dir , int type , int speed , int life ) ;
2002-04-23 06:08:24 +00:00
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//
// cg_snapshot.c
//
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void CG_ProcessSnapshots ( void ) ;
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void CG_TransitionEntity ( centity_t * cent ) ;
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//
// cg_info.c
//
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void CG_LoadingString ( const char * s ) ;
void CG_LoadingItem ( int itemNum ) ;
void CG_LoadingClient ( int clientNum ) ;
void CG_DrawInformation ( void ) ;
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//
// cg_scoreboard.c
//
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qboolean CG_DrawOldScoreboard ( void ) ;
void CG_DrawOldTourneyScoreboard ( void ) ;
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//
// cg_players.c
//
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void CG_WeaponAnimation ( centity_t * cent , int * weaponOld , int * weapon , float * weaponBackLerp ) ;
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//
// cg_consolecmds.c
//
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qboolean CG_ConsoleCommand ( void ) ;
void CG_InitConsoleCommands ( void ) ;
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//
// cg_servercmds.c
//
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void CG_ExecuteNewServerCommands ( int latestSequence ) ;
void CG_ParseServerinfo ( void ) ;
void CG_SetConfigValues ( void ) ;
void CG_LoadVoiceChats ( void ) ;
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void CG_ShaderStateChanged ( void ) ;
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void CG_VoiceChatLocal ( int mode , qboolean voiceOnly , int clientNum , int color , const char * cmd ) ;
void CG_PlayBufferedVoiceChats ( void ) ;
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//
// cg_playerstate.c
//
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void CG_Respawn ( void ) ;
void CG_TransitionPlayerState ( playerState_t * ps , playerState_t * ops ) ;
void CG_CheckChangedPredictableEvents ( playerState_t * ps ) ;
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//===============================================
//
// system traps
// These functions are how the cgame communicates with the main game system
//
// print message on the local console
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void trap_Print ( const char * fmt ) ;
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// abort the game
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void trap_Error ( const char * fmt ) __attribute__ ( ( noreturn ) ) ;
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// milliseconds should only be used for performance tuning, never
// for anything game related. Get time from the CG_DrawActiveFrame parameter
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int trap_Milliseconds ( void ) ;
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// console variable interaction
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void trap_Cvar_Register ( vmCvar_t * vmCvar , const char * varName , const char * defaultValue , int flags ) ;
void trap_Cvar_Update ( vmCvar_t * vmCvar ) ;
void trap_Cvar_Set ( const char * var_name , const char * value ) ;
void trap_Cvar_VariableStringBuffer ( const char * var_name , char * buffer , int bufsize ) ;
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// ServerCommand and ConsoleCommand parameter access
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int trap_Argc ( void ) ;
void trap_Argv ( int n , char * buffer , int bufferLength ) ;
void trap_Args ( char * buffer , int bufferLength ) ;
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// filesystem access
// returns length of file
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int trap_FS_FOpenFile ( const char * qpath , fileHandle_t * f , fsMode_t mode ) ;
void trap_FS_Read ( void * buffer , int len , fileHandle_t f ) ;
void trap_FS_Write ( const void * buffer , int len , fileHandle_t f ) ;
void trap_FS_FCloseFile ( fileHandle_t f ) ;
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int trap_FS_Seek ( fileHandle_t f , long offset , int origin ) ; // fsOrigin_t
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// add commands to the local console as if they were typed in
// for map changing, etc. The command is not executed immediately,
// but will be executed in order the next time console commands
// are processed
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void trap_SendConsoleCommand ( const char * text ) ;
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// register a command name so the console can perform command completion.
// FIXME: replace this with a normal console command "defineCommand"?
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void trap_AddCommand ( const char * cmdName ) ;
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void trap_RemoveCommand ( const char * cmdName ) ;
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// send a string to the server over the network
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void trap_SendClientCommand ( const char * s ) ;
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// force a screen update, only used during gamestate load
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void trap_UpdateScreen ( void ) ;
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// model collision
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void trap_CM_LoadMap ( const char * mapname ) ;
int trap_CM_NumInlineModels ( void ) ;
clipHandle_t trap_CM_InlineModel ( int index ) ; // 0 = world, 1+ = bmodels
clipHandle_t trap_CM_TempBoxModel ( const vec3_t mins , const vec3_t maxs ) ;
int trap_CM_PointContents ( const vec3_t p , clipHandle_t model ) ;
int trap_CM_TransformedPointContents ( const vec3_t p , clipHandle_t model , const vec3_t origin , const vec3_t angles ) ;
void trap_CM_BoxTrace ( trace_t * results , const vec3_t start , const vec3_t end ,
const vec3_t mins , const vec3_t maxs , clipHandle_t model , int brushmask ) ;
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void trap_CM_CapsuleTrace ( trace_t * results , const vec3_t start , const vec3_t end ,
const vec3_t mins , const vec3_t maxs ,
clipHandle_t model , int brushmask ) ;
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void trap_CM_TransformedBoxTrace ( trace_t * results , const vec3_t start , const vec3_t end ,
const vec3_t mins , const vec3_t maxs ,
clipHandle_t model , int brushmask , const vec3_t origin , const vec3_t angles ) ;
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void trap_CM_TransformedCapsuleTrace ( trace_t * results , const vec3_t start , const vec3_t end ,
const vec3_t mins , const vec3_t maxs ,
clipHandle_t model , int brushmask ,
const vec3_t origin , const vec3_t angles ) ;
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// Returns the projection of a polygon onto the solid brushes in the world
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int trap_CM_MarkFragments ( int numPoints , const vec3_t * points ,
const vec3_t projection ,
int maxPoints , vec3_t pointBuffer , int maxFragments , markFragment_t * fragmentBuffer ) ;
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// normal sounds will have their volume dynamically changed as their entity
// moves and the listener moves
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void trap_S_StartSound ( vec3_t origin , int entityNum , int entchannel , sfxHandle_t sfx ) ;
void trap_S_StopLoopingSound ( int entnum ) ;
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// a local sound is always played full volume
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void trap_S_StartLocalSound ( sfxHandle_t sfx , int channelNum ) ;
void trap_S_ClearLoopingSounds ( qboolean killall ) ;
void trap_S_AddLoopingSound ( int entityNum , const vec3_t origin , const vec3_t velocity , sfxHandle_t sfx ) ;
void trap_S_AddRealLoopingSound ( int entityNum , const vec3_t origin , const vec3_t velocity , sfxHandle_t sfx ) ;
void trap_S_UpdateEntityPosition ( int entityNum , const vec3_t origin ) ;
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// respatialize recalculates the volumes of sound as they should be heard by the
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// given entityNum and position
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void trap_S_Respatialize ( int entityNum , const vec3_t origin , vec3_t axis [ 3 ] , int inwater ) ;
sfxHandle_t trap_S_RegisterSound ( const char * sample , qboolean compressed ) ; // returns buzz if not found
void trap_S_StartBackgroundTrack ( const char * intro , const char * loop ) ; // empty name stops music
void trap_S_StopBackgroundTrack ( void ) ;
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void trap_R_LoadWorldMap ( const char * mapname ) ;
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// all media should be registered during level startup to prevent
// hitches during gameplay
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qhandle_t trap_R_RegisterModel ( const char * name ) ; // returns rgb axis if not found
qhandle_t trap_R_RegisterSkin ( const char * name ) ; // returns all white if not found
qhandle_t trap_R_RegisterShader ( const char * name ) ; // returns all white if not found
qhandle_t trap_R_RegisterShaderNoMip ( const char * name ) ; // returns all white if not found
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// a scene is built up by calls to R_ClearScene and the various R_Add functions.
// Nothing is drawn until R_RenderScene is called.
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void trap_R_ClearScene ( void ) ;
void trap_R_AddRefEntityToScene ( const refEntity_t * re ) ;
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// polys are intended for simple wall marks, not really for doing
// significant construction
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void trap_R_AddPolyToScene ( qhandle_t hShader , int numVerts , const polyVert_t * verts ) ;
void trap_R_AddPolysToScene ( qhandle_t hShader , int numVerts , const polyVert_t * verts , int numPolys ) ;
void trap_R_AddLightToScene ( const vec3_t org , float intensity , float r , float g , float b ) ;
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void trap_R_AddAdditiveLightToScene ( const vec3_t org , float intensity , float r , float g , float b ) ;
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int trap_R_LightForPoint ( vec3_t point , vec3_t ambientLight , vec3_t directedLight , vec3_t lightDir ) ;
void trap_R_RenderScene ( const refdef_t * fd ) ;
void trap_R_SetColor ( const float * rgba ) ; // NULL = 1,1,1,1
void trap_R_DrawStretchPic ( float x , float y , float w , float h ,
float s1 , float t1 , float s2 , float t2 , qhandle_t hShader ) ;
void trap_R_ModelBounds ( clipHandle_t model , vec3_t mins , vec3_t maxs ) ;
int trap_R_LerpTag ( orientation_t * tag , clipHandle_t mod , int startFrame , int endFrame ,
float frac , const char * tagName ) ;
void trap_R_RemapShader ( const char * oldShader , const char * newShader , const char * timeOffset ) ;
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qboolean trap_R_inPVS ( const vec3_t p1 , const vec3_t p2 ) ;
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// The glconfig_t will not change during the life of a cgame.
// If it needs to change, the entire cgame will be restarted, because
// all the qhandle_t are then invalid.
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void trap_GetGlconfig ( glconfig_t * glconfig ) ;
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// the gamestate should be grabbed at startup, and whenever a
// configstring changes
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void trap_GetGameState ( gameState_t * gamestate ) ;
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// cgame will poll each frame to see if a newer snapshot has arrived
// that it is interested in. The time is returned seperately so that
// snapshot latency can be calculated.
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void trap_GetCurrentSnapshotNumber ( int * snapshotNumber , int * serverTime ) ;
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// a snapshot get can fail if the snapshot (or the entties it holds) is so
// old that it has fallen out of the client system queue
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qboolean trap_GetSnapshot ( int snapshotNumber , snapshot_t * snapshot ) ;
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// retrieve a text command from the server stream
// the current snapshot will hold the number of the most recent command
// qfalse can be returned if the client system handled the command
// argc() / argv() can be used to examine the parameters of the command
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qboolean trap_GetServerCommand ( int serverCommandNumber ) ;
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// returns the most recent command number that can be passed to GetUserCmd
// this will always be at least one higher than the number in the current
// snapshot, and it may be quite a few higher if it is a fast computer on
// a lagged connection
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int trap_GetCurrentCmdNumber ( void ) ;
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qboolean trap_GetUserCmd ( int cmdNumber , usercmd_t * ucmd ) ;
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// used for the weapon select and zoom
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void trap_SetUserCmdValue ( int stateValue , float sensitivityScale ) ;
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// aids for VM testing
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void testPrintInt ( char * string , int i ) ;
void testPrintFloat ( char * string , float f ) ;
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int trap_MemoryRemaining ( void ) ;
void trap_R_RegisterFont ( const char * fontName , int pointSize , fontInfo_t * font ) ;
qboolean trap_Key_IsDown ( int keynum ) ;
int trap_Key_GetCatcher ( void ) ;
void trap_Key_SetCatcher ( int catcher ) ;
int trap_Key_GetKey ( const char * binding ) ;
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typedef enum {
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SYSTEM_PRINT ,
CHAT_PRINT ,
TEAMCHAT_PRINT
} q3print_t ; // bk001201 - warning: useless keyword or type name in empty declaration
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int trap_CIN_PlayCinematic ( const char * arg0 , int xpos , int ypos , int width , int height , int bits ) ;
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e_status trap_CIN_StopCinematic ( int handle ) ;
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e_status trap_CIN_RunCinematic ( int handle ) ;
void trap_CIN_DrawCinematic ( int handle ) ;
void trap_CIN_SetExtents ( int handle , int x , int y , int w , int h ) ;
void trap_SnapVector ( float * v ) ;
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int trap_RealTime ( qtime_t * qtime ) ;
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qboolean trap_loadCamera ( const char * name ) ;
void trap_startCamera ( int time ) ;
qboolean trap_getCameraInfo ( int time , vec3_t * origin , vec3_t * angles ) ;
qboolean trap_GetEntityToken ( char * buffer , int bufferSize ) ;
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void trap_RQ3_Key_KeynumToStringBuf ( int keynum , char * buf , int buflen ) ;
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void CG_ClearParticles ( void ) ;
void CG_AddParticles ( void ) ;
void CG_ParticleSnow ( qhandle_t pshader , vec3_t origin , vec3_t origin2 , int turb , float range , int snum ) ;
void CG_ParticleSmoke ( qhandle_t pshader , centity_t * cent ) ;
void CG_AddParticleShrapnel ( localEntity_t * le ) ;
void CG_ParticleSnowFlurry ( qhandle_t pshader , centity_t * cent ) ;
void CG_ParticleBulletDebris ( vec3_t org , vec3_t vel , int duration ) ;
void CG_ParticleSparks ( vec3_t org , vec3_t vel , int duration , float x , float y , float speed , float scale ) ;
void CG_ParticleDust ( centity_t * cent , vec3_t origin , vec3_t dir ) ;
void CG_ParticleMisc ( qhandle_t pshader , vec3_t origin , int size , int duration , float alpha ) ;
void CG_ParticleExplosion ( char * animStr , vec3_t origin , vec3_t vel , int duration , int sizeStart , int sizeEnd ) ;
void CG_ParticleAir ( vec3_t org , vec3_t vel , int duration , float alpha , float speed , float scale ) ;
void CG_ParticleSteam ( vec3_t org , vec3_t vel , int duration , float alpha , float speed , float scale , int Shader ) ;
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void CG_ParticleWater ( vec3_t org , vec3_t vel , int duration , float alpha , float speed , float scale ) ;
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extern qboolean initparticles ;
int CG_NewParticleArea ( int num ) ;
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//Makro - added
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void CG_DrawBigPolygon ( void ) ;
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void CG_ParticleHitSnow ( vec3_t org , vec3_t vel , int duration , float x , float y , float speed , float scale ) ;
void CG_ParticleHitGrass ( vec3_t org , vec3_t vel , int duration , float x , float y , float speed , float scale ) ;
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void CG_ParticleHitWall ( vec3_t org , vec3_t vel , int duration , float x , float y , float speed , float scale ) ;
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//void CG_AddLensFlare(qboolean sun);