reaction/reaction/game/bg_public.h

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//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
2001-12-31 16:28:42 +00:00
// $Log$
// Revision 1.71 2002/05/25 16:31:18 blaze
// moved breakable stuff over to config strings
//
2002-05-25 10:40:31 +00:00
// Revision 1.70 2002/05/25 10:40:31 makro
// Loading screen
//
// Revision 1.69 2002/05/23 03:07:10 blaze
// Some changes to autoaction, still need to fix up a little bit more stuff relating to getting sent 2 screenshot requests
//
2002-05-21 04:58:28 +00:00
// Revision 1.68 2002/05/21 04:58:27 blaze
// kicked the reload bugs ass!
//
2002-05-19 21:27:51 +00:00
// Revision 1.67 2002/05/19 21:27:28 blaze
// added force and buoyancy to breakables
//
2002-05-19 21:04:37 +00:00
// Revision 1.66 2002/05/19 21:04:37 jbravo
// Tkok popup system
//
// Revision 1.65 2002/05/18 21:57:54 blaze
// Transmit round start to clients
// used for cg_rq3_autoaction
//
2002-05-15 03:43:09 +00:00
// Revision 1.64 2002/05/15 03:43:09 niceass
// ssg disarm fix
//
2002-05-12 14:40:28 +00:00
// Revision 1.63 2002/05/12 14:40:28 makro
// Wood, brick & ceramic impact sounds
//
2002-05-11 19:18:20 +00:00
// Revision 1.62 2002/05/11 19:18:20 makro
// Sand surfaceparm
//
2002-05-06 21:41:01 +00:00
// Revision 1.61 2002/05/06 21:41:01 slicer
// Added rq3_cmd
//
// Revision 1.60 2002/05/02 12:44:58 makro
// Customizable color for the loading screen text. Bot stuff
//
// Revision 1.59 2002/04/30 11:54:37 makro
// Bots rule ! Also, added clips to give all. Maybe some other things
//
2002-04-29 06:17:39 +00:00
// Revision 1.58 2002/04/29 06:17:39 niceass
// small change to pressure system
//
2002-04-23 06:09:18 +00:00
// Revision 1.57 2002/04/23 06:04:12 niceass
// pressure stuff
//
// Revision 1.56 2002/04/20 15:03:48 makro
// More footstep sounds, a few other things
//
// Revision 1.55 2002/04/06 21:42:20 makro
// Changes to bot code. New surfaceparm system.
//
// Revision 1.54 2002/04/03 03:13:16 blaze
// NEW BREAKABLE CODE - will break all old breakables(wont appear in maps)
//
// Revision 1.53 2002/03/30 17:37:48 jbravo
// Added damage tracking to the server. Added zcam flic mode. cleaned up g_damage.
//
// Revision 1.52 2002/03/23 05:17:42 jbravo
// Major cleanup of game -> cgame communication with LCA vars.
//
// Revision 1.51 2002/03/21 19:22:12 jbravo
// Bando now adds extra ammo to the special weaps, and when its dropped it goes
// away again.
//
2002-03-14 02:24:39 +00:00
// Revision 1.50 2002/03/14 02:24:39 jbravo
// Adding radio :)
//
2002-03-03 21:46:26 +00:00
// Revision 1.49 2002/03/03 21:46:26 blaze
// weapon stats, done, beta test for bugs
//
// Revision 1.48 2002/02/26 02:58:47 jbravo
// Fixing the spectator_free mode not being predicted in the client.
//
// Revision 1.47 2002/02/25 19:41:53 jbravo
// Fixed the use ESC and join menu to join teams when dead players are
// spectating in TP mode.
// Tuned the autorespawn system a bit. Now dead ppl. are dead for a very
// small time before they are made into spectators.
//
2002-02-11 00:30:23 +00:00
// Revision 1.46 2002/02/11 00:30:23 niceass
// LCA fix
//
2002-01-27 13:33:28 +00:00
// Revision 1.45 2002/01/27 13:33:28 jbravo
// Teamplay antistick system.
//
// Revision 1.44 2002/01/24 14:20:53 jbravo
// Adding func_explosive and a few new surfaceparms
//
2002-01-11 20:20:58 +00:00
// Revision 1.43 2002/01/11 20:20:58 jbravo
// Adding TP to main branch
//
// Revision 1.42 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
2001-12-31 16:28:42 +00:00
// Revision 1.41 2001/12/31 16:28:42 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_public.h -- definitions shared by both the server game and client game modules
// because games can change separately from the main system version, we need a
// second version that must match between game and cgame
#define GAME_VERSION "baseq3-1"
#define DEFAULT_GRAVITY 800
//Elder: lowered from -40 so falling deaths don't gib so easily
#define GIB_HEALTH -500
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#define ARMOR_PROTECTION 0.66
#define MAX_ITEMS 256
#define RANK_TIED_FLAG 0x4000
//Elder: Q2 shotgun spreads for handcannon
#define DEFAULT_SHOTGUN_HSPREAD 1000
#define DEFAULT_SHOTGUN_VSPREAD 500
#define DEFAULT_M3_HSPREAD 800
#define DEFAULT_M3_VSPREAD 800
//Elder: this are uncertified
//#define DEFAULT_SHOTGUN_SPREAD 700
//#define DEFAULT_HANDCANNON_SPREAD 1400
//#define DEFAULT_SHOTGUN_COUNT 11
#define DEFAULT_M3_COUNT 12
#define DEFAULT_HANDCANNON_COUNT 17 //Elder: 17 per blast = 34 per shot
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//Elder: changing this will affect the cgame entity placement
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#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection
#define LIGHTNING_RANGE 768
//Blaze: Distance the knife reaches
#define KNIFE_RANGE 45
#define SCORE_NOT_PRESENT -9999 // for the CS_SCORES[12] when only one player is present
#define VOTE_TIME 30000 // 30 seconds before vote times out
#define MINS_Z -24
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//#define DEFAULT_VIEWHEIGHT 22
#define DEFAULT_VIEWHEIGHT 26
//Elder: changed to 8 like AQ2 source
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//Elder: moved back to original viewheight
//#define CROUCH_VIEWHEIGHT 8
#define CROUCH_VIEWHEIGHT 12
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#define DEAD_VIEWHEIGHT -16
//Elder: New breakable bit definitions
//Enum materials?
//No amount bits = Low ... both amount bits = Tons
#define RQ3_DEBRIS_MEDIUM 0x00000001
#define RQ3_DEBRIS_HIGH 0x00000002
//No variation bits = original... both variation bits = variation 3
#define RQ3_DEBRIS_VAR1 0x00000004
#define RQ3_DEBRIS_VAR2 0x00000008
//These are not "compressed"
#define RQ3_DEBRIS_GLASS 0x00000010
#define RQ3_DEBRIS_WOOD 0x00000020
#define RQ3_DEBRIS_METAL 0x00000040
#define RQ3_DEBRIS_CERAMIC 0x00000080
#define RQ3_DEBRIS_PAPER 0x00000100
#define RQ3_DEBRIS_BRICK 0x00000200
#define RQ3_DEBRIS_CONCRETE 0x00000400
#define RQ3_DEBRIS_POPCAN 0x00000800
// Elder: dynamic light switches
#define DLIGHT_ADDITIVE 1
#define DLIGHT_FLICKER 2
#define DLIGHT_PULSE 4
#define DLIGHT_STROBE 8
//Blaze: Max number of breakables
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#define RQ3_MAX_BREAKABLES 16
//Old debris definitions
//Elder: debris bit parms to pass to break_glass - maybe I should enum this?
/*
#define RQ3_DEBRIS_SMALL 0x00000001
#define RQ3_DEBRIS_MEDIUM 0x00000002
#define RQ3_DEBRIS_LARGE 0x00000004
#define RQ3_DEBRIS_TONS 0x00000008
#define RQ3_DEBRIS_GLASS 0x00000010
#define RQ3_DEBRIS_WOOD 0x00000020
#define RQ3_DEBRIS_METAL 0x00000040
#define RQ3_DEBRIS_CERAMIC 0x00000080
#define RQ3_DEBRIS_PAPER 0x00000100
#define RQ3_DEBRIS_BRICK 0x00000200
#define RQ3_DEBRIS_CONCRETE 0x00000400
//#define RQ3_DEBRIS_POPCAN 0x00000800
//Elder: debris variations
#define RQ3_DEBRIS_VAR0 0x00001000
#define RQ3_DEBRIS_VAR1 0x00002000
#define RQ3_DEBRIS_VAR2 0x00004000
#define RQ3_DEBRIS_VAR3 0x00008000
*/
//Elder: to stop some of the hardcoding
//This is some ammo amounts per clip/item pick up
#define RQ3_SSG3000_CLIP 6
#define RQ3_MP5_CLIP 30
#define RQ3_M3_CLIP 7
#define RQ3_M4_CLIP 24
#define RQ3_PISTOL_CLIP 12
#define RQ3_KNIFE_CLIP 1
#define RQ3_AKIMBO_CLIP 24
#define RQ3_HANDCANNON_CLIP 7
#define RQ3_GRENADE_CLIP 1
//Elder: this is the maximum reserve hold sans bandolier
#define RQ3_SSG3000_MAXCLIP 20
#define RQ3_MP5_MAXCLIP 2
#define RQ3_M3_MAXCLIP 14
#define RQ3_M4_MAXCLIP 1
#define RQ3_PISTOL_MAXCLIP 2
#define RQ3_KNIFE_MAXCLIP 10
#define RQ3_AKIMBO_MAXCLIP 2
#define RQ3_HANDCANNON_MAXCLIP 14
#define RQ3_GRENADE_MAXCLIP 2
//Elder: this is the amount to add when reloading
#define RQ3_SSG3000_RELOAD 1 //Elder: note - one at a time
#define RQ3_MP5_RELOAD 30
#define RQ3_M3_RELOAD 1 //Elder: note - one at a time
#define RQ3_M4_RELOAD 24
#define RQ3_PISTOL_RELOAD 12
#define RQ3_KNIFE_RELOAD 1 //Elder: shouldn't need to reload
#define RQ3_AKIMBO_RELOAD 24
#define RQ3_HANDCANNON_RELOAD 2
#define RQ3_GRENADE_RELOAD 1 //Elder: shouldn't need to reload
//Elder: this is the amount for a full chamber
#define RQ3_SSG3000_AMMO 6
#define RQ3_MP5_AMMO 30
#define RQ3_M3_AMMO 7
#define RQ3_M4_AMMO 24
#define RQ3_PISTOL_AMMO 12
#define RQ3_KNIFE_AMMO 1 //Elder: shouldn't need this value
#define RQ3_AKIMBO_AMMO 24
#define RQ3_HANDCANNON_AMMO 2
#define RQ3_GRENADE_AMMO 1 //Elder: shouldn't need this value
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// JBravo: extra ammo for the guns in Teamplay.
#define RQ3_SSG3000_EXTRA_AMMO 10
#define RQ3_MP5_EXTRA_AMMO 1
#define RQ3_M3_EXTRA_AMMO 7
#define RQ3_M4_EXTRA_AMMO 1
#define RQ3_AKIMBO_EXTRA_AMMO 2
#define RQ3_HANDCANNON_EXTRA_AMMO 12
#define RQ3_KNIVES_EXTRA_AMMO 10
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//Elder: confused?
//Elder: from Action source, but changed defined names a bit
#define RQ3_PISTOL_NAME "MK23 Pistol"
#define RQ3_MP5_NAME "MP5/10 Submachinegun"
#define RQ3_M4_NAME "M4 Assault Rifle"
#define RQ3_M3_NAME "M3 Super 90 Assault Shotgun"
#define RQ3_HANDCANNON_NAME "Handcannon"
#define RQ3_SSG3000_NAME "Sniper Rifle"
#define RQ3_AKIMBO_NAME "Dual MK23 Pistols"
#define RQ3_KNIFE_NAME "Combat Knife"
#define RQ3_GRENADE_NAME "M26 Fragmentation Grenade"
#define RQ3_SILENCER_NAME "Silencer"
#define RQ3_SLIPPERS_NAME "Stealth Slippers"
#define RQ3_BANDOLIER_NAME "Bandolier"
#define RQ3_KEVLAR_NAME "Kevlar Vest"
#define RQ3_LASER_NAME "Lasersight"
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enum {
LIGHTS,
CAMERA,
ACTION,
SETTEAMPLAYERS,
SELECTPISTOL,
ROUND,
MAPEND,
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MAPSTART,
SETWEAPON,
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STUFF,
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TKOK,
RADIO,
STARTDEMO,
STOPDEMO,
SCREENSHOT
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};
//Elder: sound events for EV_RQ3_SOUND
typedef enum {
RQ3_SOUND_KICK,
RQ3_SOUND_HEADSHOT,
RQ3_SOUND_KNIFEHIT,
RQ3_SOUND_KNIFEDEATH,
RQ3_SOUND_LCA, //lights, camera, action!
RQ3_SOUND_KEVLARHIT,
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RQ3_SOUND_COUNTDOWN,
RQ3_SOUND_TOTAL
} rq3_sounds_t;
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// JBravo: radio. This part stolen from AQ
typedef struct radio_msg_s
{
char *msg; // the msg name
int length; // length in server frames (ie tenths of a second), rounded up
} radio_msg_t;
extern radio_msg_t male_radio_msgs[];
extern radio_msg_t female_radio_msgs[];
//Elder: Weapon damage and spread stats
#define PISTOL_DAMAGE 90
#define MP5_DAMAGE 55
#define M4_DAMAGE 90
#define M3_DAMAGE 17
//Elder: wrong name
//#define SHOTGUN_DAMAGE 17
#define HANDCANNON_DAMAGE 20
#define SNIPER_DAMAGE 250
#define AKIMBO_DAMAGE 90
#define SLASH_DAMAGE 200 //Shashing knife damage
#define THROW_DAMAGE 250 //Throwing Knife damage
#define GRENADE_DAMAGE 170
#define GRENADE_SPLASH_DAMAGE 170
#define GRENADE_SPLASH_RADIUS 340 //Damage * 2
#define PISTOL_SPREAD 140
#define MP5_SPREAD 250
#define M4_SPREAD 300
#define SNIPER_SPREAD 425
#define AKIMBO_SPREAD 300
//Elder: weapon kicks - I think this is against whoever got hit?
#define RQ3_PISTOL_KICK 150
#define RQ3_M3_KICK 20
#define RQ3_M4_KICK 90
#define RQ3_MP5_KICK 90
#define RQ3_HANDCANNON_KICK 40
#define RQ3_SNIPER_KICK 200 // but it seems to get multiplied by zero in the source
#define RQ3_AKIMBO_KICK 90
#define RQ3_KNIFE_KICK 0
#define RQ3_THROW_KICK 50
#define RQ3_GRENADE_KICK 200 // Elder: assumed
//Elder: weaponTime constants (delay in milliseconds)
//Kinda "derived" from the AQ2 source
//Recall that Q2 animations run at 10Hz and the fire
//rate is derived from the number of animation frames
#define RQ3_PISTOL_DELAY 400
#define RQ3_M3_DELAY 900
#define RQ3_M4_DELAY 100
#define RQ3_MP5_DELAY 100
#define RQ3_HANDCANNON_DELAY 1200
#define RQ3_SSG3000_DELAY 1400
#define RQ3_SSG3000_BOLT_DELAY 1300// Elder: delay before zooming back in
//#define RQ3_AKIMBO_DELAY 500 // Elder: two delays: one for the total delay
//#define RQ3_AKIMBO_DELAY2 200 // one for the time to start the second shot
#define RQ3_AKIMBO_DELAY 100
#define RQ3_AKIMBO_DELAY2 300
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#define RQ3_KNIFE_DELAY 800
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#define RQ3_THROW_DELAY 300 // NiceAss: Was 800, but much too slow.
#define RQ3_KNIFE_SLASH_BURST 30 // NiceAss: For slashing every 30 ms. (Agt's arbitrary number of the day =))
#define RQ3_GRENADE_DELAY 300 // NiceAss: Was 750, but much too slow.
//Elder: reload delays
//Also kinda "derived" from the AQ2 source
#define RQ3_PISTOL_RELOAD_DELAY 2100
#define RQ3_M4_RELOAD_DELAY 1900
#define RQ3_MP5_RELOAD_DELAY 1800
#define RQ3_HANDCANNON_RELOAD_DELAY 2100
#define RQ3_AKIMBO_RELOAD_DELAY 2500
#define RQ3_M3_RELOAD_DELAY 1100
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#define RQ3_M3_ALLOW_FAST_RELOAD_DELAY 700 // 700 Time into reload to enable fast-reloads
#define RQ3_M3_FAST_RELOAD_DELAY 500 // Fast reload time
//#define RQ3_M3_START_RELOAD_DELAY 300 // Start index point of fast reload
#define RQ3_M3_FINISH_RELOAD_DELAY 300 // Amount of time after all fast reloads
#define RQ3_SSG3000_RELOAD_DELAY 3100
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#define RQ3_SSG3000_ALLOW_FAST_RELOAD_DELAY 1800 //1100 Time into reload to enable fast-reloads
#define RQ3_SSG3000_FAST_RELOAD_DELAY 600 // Fast reload time
//#define RQ3_SSG3000_START_RELOAD_DELAY 1700 // Start index point of fast reload
#define RQ3_SSG3000_FINISH_RELOAD_DELAY 800 // Amount of time after all fast reloads
#define RQ3_KNIFE_RELOAD_DELAY 0 // Elder: shouldn't need
#define RQ3_GRENADE_RELOAD_DELAY 0 // Elder: shouldn't need
//Elder: each weapon also has a different weapon switch up delay... ugh bloody hell
#define RQ3_PISTOL_ACTIVATE_DELAY 900
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#define RQ3_M3_ACTIVATE_DELAY 700
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#define RQ3_M4_ACTIVATE_DELAY 700 // 1000
#define RQ3_MP5_ACTIVATE_DELAY 1000
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#define RQ3_HANDCANNON_ACTIVATE_DELAY 600
#define RQ3_SSG3000_ACTIVATE_DELAY 800
#define RQ3_AKIMBO_ACTIVATE_DELAY 600
#define RQ3_KNIFE_ACTIVATE_DELAY 500
#define RQ3_THROW_ACTIVATE_DELAY 500
#define RQ3_GRENADE_ACTIVATE_DELAY 500 //300 Elder: I made this up
//Elder: each weapon also has a different weapon switch down delay and...
#define RQ3_PISTOL_DISARM_DELAY 300
#define RQ3_M3_DISARM_DELAY 600
#define RQ3_M4_DISARM_DELAY 500
#define RQ3_MP5_DISARM_DELAY 400
#define RQ3_HANDCANNON_DISARM_DELAY 400
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#define RQ3_SSG3000_DISARM_DELAY 900 // For some reason it's auto-used with WEAPON_RAISING
#define RQ3_AKIMBO_DISARM_DELAY 800
#define RQ3_KNIFE_DISARM_DELAY 700
#define RQ3_THROW_DISARM_DELAY 700
#define RQ3_GRENADE_DISARM_DELAY 300 //Elder: I made this up
//Elder: special for grenade: speeds depending on distance select
#define GRENADE_SHORT_SPEED 400
#define GRENADE_MEDIUM_SPEED 720
#define GRENADE_LONG_SPEED 920
//Elder: knife throw speed - from the AQ2 source
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#define THROW_SPEED 1200 // NiceAss: Changed to 1100 (from 1200)
//Elder: special flag needed in both games
#define FL_THROWN_KNIFE 0x00040000 // Elder: thrown knife special case
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//Elder: weapon modifications
#define RQ3_WPMOD_SILENCER 1
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#define RQ3_WPMOD_KNIFESLASH 2
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// NiceAss: Used after the first "slash" of the knife.
// A bit misleading in its name. It also means there will be no sound.
#define RQ3_WPMOD_KNIFENOMARK 3
// Niceass: If you are switching weapons, the grenade is dropped rather than thrown.
#define RQ3_WPMOD_GRENADEDROP 4
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//
// config strings are a general means of communicating variable length strings
// from the server to all connected clients.
//
// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
#define CS_MUSIC 2
#define CS_MESSAGE 3 // from the map worldspawn's message field
#define CS_MOTD 4 // g_motd string for server message of the day
#define CS_WARMUP 5 // server time when the match will be restarted
#define CS_SCORES1 6
#define CS_SCORES2 7
#define CS_VOTE_TIME 8
#define CS_VOTE_STRING 9
#define CS_VOTE_YES 10
#define CS_VOTE_NO 11
#define CS_TEAMVOTE_TIME 12
#define CS_TEAMVOTE_STRING 14
#define CS_TEAMVOTE_YES 16
#define CS_TEAMVOTE_NO 18
#define CS_GAME_VERSION 20
#define CS_LEVEL_START_TIME 21 // so the timer only shows the current level
#define CS_INTERMISSION 22 // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
#define CS_FLAGSTATUS 23 // string indicating flag status in CTF
#define CS_SHADERSTATE 24
#define CS_BOTINFO 25
#define CS_ITEMS 27 // string of 0's and 1's that tell which items are present
//Makro - color for the loading screen text
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//#define CS_LOADINGSCREEN 29
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#define CS_MODELS 32
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
#define CS_LOCATIONS (CS_PLAYERS+MAX_CLIENTS)
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#define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS)
//Blaze: Storing breakables in config strings now
#define CS_BREAKABLES (CS_PARTICLES+MAX_LOCATIONS)
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#define CS_MAX (CS_BREAKABLES+RQ3_MAX_BREAKABLES)
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#if (CS_MAX) > MAX_CONFIGSTRINGS
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
#endif
typedef enum {
GT_FFA, // free for all
GT_TOURNAMENT, // one on one tournament
GT_SINGLE_PLAYER, // single player ffa
//-- team games go after this --
GT_TEAM, // team deathmatch
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GT_TEAMPLAY, // JBravo: The teamplay mode itself.
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GT_CTF, // capture the flag
GT_1FCTF,
GT_OBELISK,
GT_HARVESTER,
GT_MAX_GAME_TYPE
} gametype_t;
typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;
/*
===================================================================================
PMOVE MODULE
The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
and some other output data. Used for local prediction on the client game and true
movement on the server game.
===================================================================================
*/
typedef enum {
PM_NORMAL, // can accelerate and turn
PM_NOCLIP, // noclip movement
PM_SPECTATOR, // still run into walls
PM_DEAD, // no acceleration or turning, but free falling
PM_FREEZE, // stuck in place with no control
PM_INTERMISSION, // no movement or status bar
PM_SPINTERMISSION // no movement or status bar
} pmtype_t;
typedef enum {
WEAPON_READY, //sync with WP_ANIM_IDLE
WEAPON_COCKED, //sync with WP_ANIM_EXTRA1 for grenade
WEAPON_RAISING, //sync with WP_ANIM_ACTIVATE
WEAPON_DROPPING, //sync with WP_ANIM_DISARM
WEAPON_FIRING, //sync with WP_ANIM_FIRE
WEAPON_RELOADING, //sync with WP_ANIM_RELOAD
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WEAPON_STALL, //for delaying weapon fires (knife, grenade)
WEAPON_MODECHANGE, // NiceAss: sync with WP_ANIM_EXTRA1 & WP_ANIM_EXTRA2 for knife.
WEAPON_BANDAGING // NiceAss: Added to follow AQ2 and fix a bug.
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} weaponstate_t;
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//Blaze: for the weapon animation states
typedef enum {
//WP_ANIM_READY,
WP_ANIM_FIRE,
WP_ANIM_RELOAD,
WP_ANIM_IDLE,
WP_ANIM_DISARM,
WP_ANIM_ACTIVATE,
WP_ANIM_EMPTY,
WP_ANIM_EXTRA1, // e.g. grenade pulling pin, fast-reload, knife slash to throw switch
WP_ANIM_EXTRA2, // knife throw to slash switch
// Knife exclusives
WP_ANIM_THROWFIRE,
WP_ANIM_THROWIDLE,
WP_ANIM_THROWDISARM,
WP_ANIM_THROWACTIVATE,
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MAX_WEAPON_ANIMATIONS
} wpAnimNumber_t;
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// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_BACKWARDS_JUMP 8 // go into backwards land
#define PMF_BACKWARDS_RUN 16 // coast down to backwards run
#define PMF_TIME_LAND 32 // pm_time is time before rejump
#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time
#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump
#define PMF_RESPAWNED 512 // clear after attack and jump buttons come up
#define PMF_USE_ITEM_HELD 1024
#define PMF_GRAPPLE_PULL 2048 // pull towards grapple location
#define PMF_FOLLOW 4096 // spectate following another player
#define PMF_SCOREBOARD 8192 // spectate as a scoreboard
#define PMF_INVULEXPAND 16384 // invulnerability sphere set to full size
#define PMF_RELOAD_HELD 32768 // Elder: new reload code
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#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
#define MAXTOUCH 32
typedef struct {
// state (in / out)
playerState_t *ps;
// command (in)
usercmd_t cmd;
int tracemask; // collide against these types of surfaces
int debugLevel; // if set, diagnostic output will be printed
qboolean noFootsteps; // if the game is setup for no footsteps by the server
qboolean gauntletHit; // true if a gauntlet attack would actually hit something
int framecount;
// results (out)
int numtouch;
int touchents[MAXTOUCH];
vec3_t mins, maxs; // bounding box size
int watertype;
int waterlevel;
float xyspeed;
// for fixed msec Pmove
int pmove_fixed;
int pmove_msec;
// callbacks to test the world
// these will be different functions during game and cgame
void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );
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int (*pointcontents)( const vec3_t point, int passEntityNum );
// JBravo: lca info for the pm stuff
qboolean lca;
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} pmove_t;
// if a full pmove isn't done on the client, you can just update the angles
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
void Pmove (pmove_t *pmove);
//===================================================================================
// player_state->stats[] indexes
// NOTE: may not have more than 16
typedef enum {
STAT_HEALTH,
STAT_HOLDABLE_ITEM, // Elder: Used to hold unique items in Reaction
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#ifdef MISSIONPACK
STAT_PERSISTANT_POWERUP,
#endif
STAT_WEAPONS, // 16 bit fields
STAT_ARMOR, // Elder: technically we don't need this anymore
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STAT_DEAD_YAW, // look this direction when dead (FIXME: get rid of?)
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STAT_CLIENTS_READY, // bit mask of clients wishing to exit the intermission (FIXME: configstring?)
//STAT_MAX_HEALTH, // health / armor limit, changable by handicap
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//These are RQ3-related specific stats
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STAT_CLIPS, // Num Clips player currently has
STAT_BURST, // number of shots in burst
STAT_JUMPTIME, // Blaze: Double jump
STAT_RELOADTIME, // Elder: Reload sound triggering and weapon switch override
STAT_RELOADATTEMPTS, // Elder: For fast-reload queuing
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STAT_WEAPONSTALLTIME, // Elder: For delaying grenades, knife throwing, etc.
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STAT_FALLDAMAGE,
STAT_RQ3 // Blaze: Will hold a few flags for bandage, etc info
//STAT_STREAK, // Elder: wasteful stat -- only used on server-side ATM
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} statIndex_t;
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//STAT_RQ3 stat info
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#define RQ3_LEGDAMAGE 1 //If this bit is set, the player has leg damage
#define RQ3_BANDAGE_NEED 2
#define RQ3_BANDAGE_WORK 4
// Elder: zoom stat - 1x = 0, 2x = zoom low, 4x = zoom_med, 6x = zoom_low + zoom_med
#define RQ3_ZOOM_LOW 8
#define RQ3_ZOOM_MED 16
#define RQ3_THROWWEAPON 32 // Present if dropping weapon via cmd or kicked away
#define RQ3_FASTRELOADS 64 // Fast-reloads flag
#define RQ3_LOCKRELOADS 128 // Lock-reloads at end of fast-reload cycle
#define RQ3_QUEUERELOAD 256 // auto-reload if set
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#define RQ3_RELOADWEAPON1 512 // flag off EV_RELOAD_WEAPON1 event so no dupes occur
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#define RQ3_PLAYERSOLID 1024 // JBravo: Flag set when player is solid.
#define RQ3_ZCAM 2048 // JBravo: Flag to tell cgame when zcam is on.
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// player_state->persistant[] indexes
// these fields are the only part of player_state that isn't
// cleared on respawn
// NOTE: may not have more than 16
typedef enum {
PERS_SCORE, // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
PERS_HITS, // total points damage inflicted so damage beeps can sound on change
PERS_RANK, // player rank or team rank
PERS_TEAM, // player team
PERS_SPAWN_COUNT, // incremented every respawn
PERS_PLAYEREVENTS, // 16 bits that can be flipped for events
PERS_ATTACKER, // clientnum of last damage inflicter
PERS_ATTACKEE_ARMOR, // health/armor of last person we attacked
PERS_KILLED, // count of the number of times you died
// player awards tracking
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/* Blaze: No need for these, may re-implement later if we want in a different form
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PERS_IMPRESSIVE_COUNT, // two railgun hits in a row
PERS_EXCELLENT_COUNT, // two successive kills in a short amount of time
PERS_DEFEND_COUNT, // defend awards
PERS_ASSIST_COUNT, // assist awards
PERS_GAUNTLET_FRAG_COUNT, // kills with the guantlet
PERS_CAPTURES // captures
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*/
PERS_SAVEDTEAM, // JBravo: for TP
PERS_DAMAGE_DELT, // JBravo: Keeping track of damage.
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PERS_WEAPONMODES // Blaze: Holds the different weapond modes for the different guns see below for the defines to use
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} persEnum_t;
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//RQ3 Weapon modes - If the bit is set, then the weapon is in the more restrictive mode, as in if it's set to 1 it's semi, 3rnd burst, etc
#define RQ3_MK23MODE 1 // Pistol modes
#define RQ3_MP5MODE 2 // MP5 Modes
#define RQ3_M4MODE 4 // M4 Modes
#define RQ3_KNIFEMODE 8 // Knife Modes
#define RQ3_GRENSHORT 16 // Short range grenade
#define RQ3_GRENMED 32 // Medium range grenade, if short and medium are both 1, then it is long range
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// entityState_t->eFlags
#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
#ifdef MISSIONPACK
#define EF_TICKING 0x00000002 // used to make players play the prox mine ticking sound
#endif
#define EF_HANDCANNON_SMOKED 0x00000002 // Elder: HC Smoke
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#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
#define EF_AWARD_EXCELLENT 0x00000008 // draw an excellent sprite
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#define EF_PLAYER_EVENT 0x00000010
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#define EF_BOUNCE 0x00000010 // for missiles
#define EF_BOUNCE_HALF 0x00000020 // for missiles
#define EF_AWARD_GAUNTLET 0x00000040 // draw a gauntlet sprite
#define EF_NODRAW 0x00000080 // may have an event, but no model (unspawned items)
#define EF_FIRING 0x00000100 // for lightning gun
#define EF_KAMIKAZE 0x00000200
#define EF_MOVER_STOP 0x00000400 // will push otherwise
#define EF_AWARD_CAP 0x00000800 // draw the capture sprite
#define EF_TALK 0x00001000 // draw a talk balloon
#define EF_CONNECTION 0x00002000 // draw a connection trouble sprite
#define EF_VOTED 0x00004000 // already cast a vote
#define EF_AWARD_IMPRESSIVE 0x00008000 // draw an impressive sprite
#define EF_AWARD_DEFEND 0x00010000 // draw a defend sprite
#define EF_AWARD_ASSIST 0x00020000 // draw a assist sprite
#define EF_AWARD_DENIED 0x00040000 // denied
#define EF_TEAMVOTED 0x00080000 // already cast a team vote
// NOTE: may not have more than 16
typedef enum {
PW_NONE,
PW_QUAD,
PW_BATTLESUIT,
PW_HASTE,
PW_INVIS,
PW_REGEN,
PW_FLIGHT,
PW_REDFLAG,
PW_BLUEFLAG,
PW_NEUTRALFLAG,
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PW_SCOUT,
PW_GUARD,
PW_DOUBLER,
PW_AMMOREGEN,
PW_INVULNERABILITY,
PW_NUM_POWERUPS
} powerup_t;
//Elder: swapped around + full Bando name and typo fix on "slipers"
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typedef enum {
HI_NONE,
//TODO: remove the baseQ3 ones
HI_TELEPORTER,
HI_MEDKIT,
HI_KAMIKAZE,
HI_PORTAL,
HI_INVULNERABILITY,
HI_KEVLAR,
HI_LASER,
HI_SILENCER,
HI_BANDOLIER,
HI_SLIPPERS,
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HI_NUM_HOLDABLE
} holdable_t;
typedef enum {
WP_NONE,
//Blaze: Reaction Weapons
//Remember to put them in the right spots
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/*
MK23 Pistol
M3 Super 90 Assault Shotgun
MP5/10 Submachinegun
Handcannon
Sniper Rifle
M4 Assault Rifle
Dual MK23 Pistols
Combat Knife
*/
WP_PISTOL,
WP_M3,
WP_MP5,
WP_HANDCANNON,
WP_SSG3000,
WP_M4,
WP_AKIMBO,
WP_KNIFE,
WP_GRENADE,
/*
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WP_KNIFE,
WP_PISTOL,
WP_M4,
WP_SSG3000,
WP_MP5,
WP_M3,
WP_HANDCANNON,
WP_AKIMBO,
WP_GRENADE,
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*/
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#ifdef MISSIONPACK
WP_NAILGUN,
WP_PROX_LAUNCHER,
WP_CHAINGUN,
#endif
WP_NUM_WEAPONS
} weapon_t;
// Elder: for our end-level awards later on
// I was just brainstorming a whole bunch of necessary records
// This should probably be defined in g_local.h because it
// will almost be exclusively for the server to utilize
// We can send config strings to the individual players
// for their own review and the global config string would
// contain the global ones with rewards
typedef enum {
// Location-hit tally - Where this player shot at
REC_HEADSHOTS,
REC_CHESTSHOTS,
REC_STOMACHSHOTS,
REC_LEGSHOTS,
REC_FRONTSHOTS,
REC_BACKSHOTS,
REC_LEFTSHOTS,
REC_RIGHTSHOTS,
REC_CORPSESHOTS, // sickos - takes precedence over above records on carcasses
REC_GIBSHOTS, // sickos - takes precedence over above records on carcasses
// Weapon usage tally
REC_MP5SHOTS,
REC_M4SHOTS,
REC_MK23SHOTS,
REC_SSG3000SHOTS,
REC_HANDCANNONSHOTS,
REC_M3SHOTS,
REC_AKIMBOSHOTS,
REC_GRENADESHOTS,
REC_KNIFETHROWSHOTS,
REC_KNIFESLASHSHOTS,
REC_MK23HITS,
REC_M3HITS,
REC_MP5HITS,
REC_M4HITS,
REC_SSG3000HITS,
REC_HANDCANNONHITS,
REC_AKIMBOHITS,
REC_GRENADEHITS,
REC_KNIFETHROWHITS,
REC_KNIFESLASHHITS,
REC_KICKHITS,
// Death tally
REC_HEADDEATHS,
REC_CHESTDEATHS,
REC_STOMACHDEATHS,
REC_LEGDEATHS,
REC_MK23DEATHS,
REC_M3DEATHS,
REC_MP5DEATHS,
REC_M4DEATHS,
REC_SSG3000DEATHS,
REC_HANDCANNONDEATHS,
REC_AKIMBODEATHS,
REC_GRENADEDEATHS,
REC_KNIFETHROWDEATHS,
REC_KNIFESLASHDEATHS,
REC_KICKDEATHS,
REC_BLEEDDEATHS,
REC_FALLINGDEATHS,
REC_SUICIDES, // e.g. for MPELP award, those loonies :)
REC_WORLDDEATHS, // crushers, doors, etc.
// Kill tally
REC_HEADKILLS,
REC_CHESTKILLS,
REC_STOMACHKILLS,
REC_LEGKILLS,
REC_MK23KILLS,
REC_M3KILLS,
REC_MP5KILLS,
REC_M4KILLS,
REC_SSG3000KILLS,
REC_HANDCANNONKILLS,
REC_AKIMBOKILLS,
REC_GRENADEKILLS,
REC_KNIFETHROWKILLS,
REC_KNIFESLASHKILLS,
REC_KICKKILLS,
REC_STEALTHKILLS, // this is a derived record -- remove?
// Movement tally - dunno about these ones since they are related to pmove
REC_CAMPCOUNT,
REC_CROUCHCOUNT,
REC_JUMPCOUNT, // e.g. rabbit or monkey award
// Player interaction tally
REC_FRAGSTEALS, // this is a derived record -- remove?
REC_CHATCOUNT,
REC_GESTURECOUNT,
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REC_KILLS, //How many kills - different then score
//how many TK's
REC_TEAMKILLS,
REC_NUM_RECORDS
} rq3record_t;
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//Elder: added
//
//bg_misc.c
//
int ClipAmountForReload( int w );
int ClipAmountForAmmo( int w );
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// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
#define PLAYEREVENT_DENIEDREWARD 0x0001
#define PLAYEREVENT_GAUNTLETREWARD 0x0002
#define PLAYEREVENT_HOLYSHIT 0x0004
// entityState_t->event values
// entity events are for effects that take place reletive
// to an existing entities origin. Very network efficient.
// two bits at the top of the entityState->event field
// will be incremented with each change in the event so
// that an identical event started twice in a row can
// be distinguished. And off the value with ~EV_EVENT_BITS
// to retrieve the actual event number
#define EV_EVENT_BIT1 0x00000100
#define EV_EVENT_BIT2 0x00000200
#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2)
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#define EVENT_VALID_MSEC 300
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typedef enum {
EV_NONE,
EV_FOOTSTEP,
EV_FOOTSTEP_METAL,
EV_FOOTSTEP_GRASS, // Elder: new surfaces
EV_FOOTSTEP_WOOD,
EV_FOOTSTEP_CARPET,
EV_FOOTSTEP_METAL2,
EV_FOOTSTEP_GRAVEL,
EV_FOOTSTEP_SNOW, // JBravo: new surfaces
EV_FOOTSTEP_MUD,
EV_FOOTSTEP_WOOD2,
EV_FOOTSTEP_HARDMETAL,
EV_FOOTSTEP_LEAVES, // Makro: new surfaces
EV_FOOTSTEP_CEMENT,
EV_FOOTSTEP_MARBLE,
EV_FOOTSTEP_SNOW2,
EV_FOOTSTEP_HARDSTEPS,
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EV_FOOTSTEP_SAND,
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EV_FOOTSPLASH,
EV_FOOTWADE,
EV_SWIM,
//Blaze: For exploding breakables
EV_EXPLODE_BREAKABLE,
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EV_STEP_4,
EV_STEP_8,
EV_STEP_12,
EV_STEP_16,
EV_FALL_SHORT,
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EV_FALL_SHORT_NOSOUND,
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EV_FALL_MEDIUM,
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EV_FALL_MEDIUM_NOSOUND,
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EV_FALL_FAR,
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EV_FALL_FAR_NOSOUND,
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EV_JUMP_PAD, // boing sound at origin, jump sound on player
EV_JUMP,
EV_WATER_TOUCH, // foot touches
EV_WATER_LEAVE, // foot leaves
EV_WATER_UNDER, // head touches
EV_WATER_CLEAR, // head leaves
EV_ITEM_PICKUP, // normal item pickups are predictable
EV_GLOBAL_ITEM_PICKUP, // powerup / team sounds are broadcast to everyone
EV_NOAMMO,
EV_CHANGE_WEAPON,
EV_FIRE_WEAPON,
EV_RELOAD_WEAPON0, // Elder: reload weapon sounds
EV_RELOAD_WEAPON1, // Elder: reload weapon sounds
EV_RELOAD_WEAPON2, // Elder: reload weapon sounds
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EV_USE_ITEM0,
EV_USE_ITEM1,
EV_USE_ITEM2,
EV_USE_ITEM3,
EV_USE_ITEM4,
EV_USE_ITEM5,
EV_USE_ITEM6,
EV_USE_ITEM7,
EV_USE_ITEM8,
EV_USE_ITEM9,
EV_USE_ITEM10,
EV_USE_ITEM11,
EV_USE_ITEM12,
EV_USE_ITEM13,
EV_USE_ITEM14,
EV_USE_ITEM15,
EV_ITEM_RESPAWN,
EV_ITEM_POP,
EV_PLAYER_TELEPORT_IN,
EV_PLAYER_TELEPORT_OUT,
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
EV_GENERAL_SOUND,
EV_GLOBAL_SOUND, // no attenuation
EV_GLOBAL_TEAM_SOUND,
EV_RQ3_SOUND, // Elder: play local sounds - intended for kick
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EV_DMREWARD, // Duffman: To display expotional reward messages.
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EV_BULLET_HIT_FLESH,
EV_BULLET_HIT_WALL,
EV_BULLET_HIT_METAL, // Elder: sparks
EV_BULLET_HIT_KEVLAR, // Elder: sparks
EV_BULLET_HIT_GLASS, // Elder: glass mark
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EV_BULLET_HIT_WOOD, // Makro: new sound
EV_BULLET_HIT_BRICK, // Makro: new sound
EV_BULLET_HIT_CERAMIC, // Makro: new sound
EV_SSG3000_HIT_FLESH,
EV_JUMPKICK, // Elder: sound + jumpkick message
EV_EJECTBLOOD, // Elder: when bleeding, every 2s release blood
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EV_MISSILE_HIT,
EV_MISSILE_MISS,
EV_MISSILE_MISS_METAL,
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EV_KNIFE_MISS, // Elder: knife slash stuff
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EV_RAILTRAIL,
EV_SHOTGUN,
EV_HANDCANNON,
EV_BULLET, // otherEntity is the shooter
EV_HEADSHOT, // Elder: spray like SSG shot
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EV_PAIN,
EV_DEATH1,
EV_DEATH2,
EV_DEATH3,
EV_OBITUARY,
EV_OBITUARY_HEAD,
EV_OBITUARY_CHEST,
EV_OBITUARY_STOMACH,
EV_OBITUARY_LEGS,
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EV_POWERUP_QUAD,
EV_POWERUP_BATTLESUIT,
EV_POWERUP_REGEN,
EV_GIB_PLAYER, // gib a previously living player
EV_BREAK_GLASS1, // Blaze: Breakable glass
EV_BREAK_GLASS2,
EV_BREAK_GLASS3,
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EV_CHIP_GLASS, //Blaze: this even just breaks it a little bit.
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EV_PRESSURE, // NiceAss: an entity under pressure
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EV_SCOREPLUM, // score plum
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//#ifdef MISSIONPACK
EV_PROXIMITY_MINE_STICK,
EV_PROXIMITY_MINE_TRIGGER,
EV_KAMIKAZE, // kamikaze explodes
EV_OBELISKEXPLODE, // obelisk explodes
EV_OBELISKPAIN, // obelisk is in pain
EV_INVUL_IMPACT, // invulnerability sphere impact
EV_JUICED, // invulnerability juiced effect
EV_LIGHTNINGBOLT, // lightning bolt bounced of invulnerability sphere
//#endif
EV_DEBUG_LINE,
EV_STOPLOOPINGSOUND,
EV_TAUNT,
EV_TAUNT_YES,
EV_TAUNT_NO,
EV_TAUNT_FOLLOWME,
EV_TAUNT_GETFLAG,
EV_TAUNT_GUARDBASE,
EV_TAUNT_PATROL
} entity_event_t;
typedef enum {
GTS_RED_CAPTURE,
GTS_BLUE_CAPTURE,
GTS_RED_RETURN,
GTS_BLUE_RETURN,
GTS_RED_TAKEN,
GTS_BLUE_TAKEN,
GTS_REDOBELISK_ATTACKED,
GTS_BLUEOBELISK_ATTACKED,
GTS_REDTEAM_SCORED,
GTS_BLUETEAM_SCORED,
GTS_REDTEAM_TOOK_LEAD,
GTS_BLUETEAM_TOOK_LEAD,
GTS_TEAMS_ARE_TIED,
GTS_KAMIKAZE
} global_team_sound_t;
// animations
typedef enum {
BOTH_DEATH1,
BOTH_DEAD1,
BOTH_DEATH2,
BOTH_DEAD2,
BOTH_DEATH3,
BOTH_DEAD3,
TORSO_GESTURE,
TORSO_ATTACK,
TORSO_ATTACK2,
TORSO_DROP,
TORSO_RAISE,
TORSO_STAND,
TORSO_STAND2,
LEGS_WALKCR,
LEGS_WALK,
LEGS_RUN,
LEGS_BACK,
LEGS_SWIM,
LEGS_JUMP,
LEGS_LAND,
LEGS_JUMPB,
LEGS_LANDB,
LEGS_IDLE,
LEGS_IDLECR,
LEGS_TURN,
//Blaze: Weapon reload animation
// WEAPON_RELOAD,
TORSO_GETFLAG,
TORSO_GUARDBASE,
TORSO_PATROL,
TORSO_FOLLOWME,
TORSO_AFFIRMATIVE,
TORSO_NEGATIVE,
MAX_ANIMATIONS,
LEGS_BACKCR,
LEGS_BACKWALK,
FLAG_RUN,
FLAG_STAND,
FLAG_STAND2RUN,
MAX_TOTALANIMATIONS
} animNumber_t;
typedef struct animation_s {
int firstFrame;
int numFrames;
int loopFrames; // 0 to numFrames
int frameLerp; // msec between frames
int initialLerp; // msec to get to first frame
int reversed; // true if animation is reversed
int flipflop; // true if animation should flipflop back to base
} animation_t;
// flip the togglebit every time an animation
// changes so a restart of the same anim can be detected
#define ANIM_TOGGLEBIT 128
typedef enum {
TEAM_FREE,
TEAM_RED,
TEAM_BLUE,
TEAM_SPECTATOR,
TEAM_NUM_TEAMS
} team_t;
// Time between location updates
#define TEAM_LOCATION_UPDATE_TIME 1000
// How many players on the overlay
#define TEAM_MAXOVERLAY 32
// Begin Duffman
// Location Damage
// Height layers
#define LOCATION_NONE 0x00000000
#define LOCATION_HEAD 0x00000001 // [F,B,L,R] Top of head
#define LOCATION_FACE 0x00000002 // [F] Face [B,L,R] Head
#define LOCATION_SHOULDER 0x00000004 // [L,R] Shoulder [F] Throat, [B] Neck
#define LOCATION_CHEST 0x00000008 // [F] Chest [B] Back [L,R] Arm
#define LOCATION_STOMACH 0x00000010 // [L,R] Sides [F] Stomach [B] Lower Back
#define LOCATION_GROIN 0x00000020 // [F] Groin [B] Butt [L,R] Hip
#define LOCATION_LEG 0x00000040 // [F,B,L,R] Legs
#define LOCATION_FOOT 0x00000080 // [F,B,L,R] Bottom of Feet
// Relative direction strike came from
#define LOCATION_LEFT 0x00000100
#define LOCATION_RIGHT 0x00000200
#define LOCATION_FRONT 0x00000400
#define LOCATION_BACK 0x00000800
// End Duffman
//team task
typedef enum {
TEAMTASK_NONE,
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TEAMTASK_OFFENSE,
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TEAMTASK_DEFENSE,
TEAMTASK_PATROL,
TEAMTASK_FOLLOW,
TEAMTASK_RETRIEVE,
TEAMTASK_ESCORT,
TEAMTASK_CAMP
} teamtask_t;
// means of death
typedef enum {
MOD_UNKNOWN,
MOD_SHOTGUN,
MOD_GAUNTLET,
MOD_MACHINEGUN,
MOD_GRENADE,
MOD_GRENADE_SPLASH,
MOD_ROCKET,
MOD_ROCKET_SPLASH,
MOD_PLASMA,
MOD_PLASMA_SPLASH,
MOD_RAILGUN,
MOD_LIGHTNING,
MOD_BFG,
MOD_BFG_SPLASH,
MOD_WATER,
MOD_SLIME,
MOD_LAVA,
MOD_CRUSH,
MOD_TELEFRAG,
MOD_FALLING,
MOD_SUICIDE,
MOD_TARGET_LASER,
MOD_TRIGGER_HURT,
#ifdef MISSIONPACK
MOD_NAIL,
MOD_CHAINGUN,
MOD_PROXIMITY_MINE,
MOD_KAMIKAZE,
MOD_JUICED,
#endif
MOD_GRAPPLE,
//Blaze: Reaction Deaths
MOD_KNIFE,
MOD_KNIFE_THROWN,
MOD_PISTOL,
MOD_M4,
MOD_SNIPER,
MOD_MP5,
MOD_AKIMBO,
MOD_M3,
MOD_HANDCANNON,
MOD_KICK,
MOD_BLEEDING
} meansOfDeath_t;
//---------------------------------------------------------
// gitem_t->type
typedef enum {
IT_BAD,
IT_WEAPON, // EFX: rotate + upscale + minlight
IT_AMMO, // EFX: rotate
IT_ARMOR, // EFX: rotate + minlight
IT_HEALTH, // EFX: static external sphere + rotating internal
IT_POWERUP, // instant on, timer based
// EFX: rotate + external ring that rotates
IT_HOLDABLE, // single use, holdable item
// EFX: rotate + bob
IT_PERSISTANT_POWERUP,
IT_TEAM
} itemType_t;
#define MAX_ITEM_MODELS 4
typedef struct gitem_s {
char *classname; // spawning name
char *pickup_sound;
char *world_model[MAX_ITEM_MODELS];
char *icon;
char *pickup_name; // for printing on pickup
int quantity; // for ammo how much, or duration of powerup
itemType_t giType; // IT_* flags
int giTag;
char *precaches; // string of all models and images this item will use
char *sounds; // string of all sounds this item will use
} gitem_t;
// included in both the game dll and the client
extern gitem_t bg_itemlist[];
extern int bg_numItems;
gitem_t *BG_FindItem( const char *pickupName );
gitem_t *BG_FindItemForWeapon( weapon_t weapon );
gitem_t *BG_FindItemForPowerup( powerup_t pw );
gitem_t *BG_FindItemForHoldable( holdable_t pw );
#define ITEM_INDEX(x) ((x)-bg_itemlist)
qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
// g_dmflags->integer flags
#define DF_NO_FALLING 8
#define DF_FIXED_FOV 16
#define DF_NO_FOOTSTEPS 32
// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE)
//
// entityState_t->eType
//
typedef enum {
ET_GENERAL,
ET_PLAYER,
ET_ITEM,
ET_MISSILE,
ET_MOVER,
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ET_BREAKABLE, //Blaze: Breakable glass
ET_PRESSURE, //NiceAss: Pressure entities
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ET_BEAM,
ET_PORTAL,
ET_SPEAKER,
ET_PUSH_TRIGGER,
ET_TELEPORT_TRIGGER,
ET_INVISIBLE,
ET_GRAPPLE, // grapple hooked on wall
ET_TEAM,
ET_LASER, // lasersight entity type
ET_DLIGHT, // Elder: dynamic light entity
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ET_EVENTS // any of the EV_* events can be added freestanding
// by setting eType to ET_EVENTS + eventNum
// this avoids having to set eFlags and eventNum
} entityType_t;
void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result );
void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result );
void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap );
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
#define ARENAS_PER_TIER 4
#define MAX_ARENAS 1024
#define MAX_ARENAS_TEXT 8192
#define MAX_BOTS 1024
#define MAX_BOTS_TEXT 8192
// Kamikaze
// 1st shockwave times
#define KAMI_SHOCKWAVE_STARTTIME 0
#define KAMI_SHOCKWAVEFADE_STARTTIME 1500
#define KAMI_SHOCKWAVE_ENDTIME 2000
// explosion/implosion times
#define KAMI_EXPLODE_STARTTIME 250
#define KAMI_IMPLODE_STARTTIME 2000
#define KAMI_IMPLODE_ENDTIME 2250
// 2nd shockwave times
#define KAMI_SHOCKWAVE2_STARTTIME 2000
#define KAMI_SHOCKWAVE2FADE_STARTTIME 2500
#define KAMI_SHOCKWAVE2_ENDTIME 3000
// radius of the models without scaling
#define KAMI_SHOCKWAVEMODEL_RADIUS 88
#define KAMI_BOOMSPHEREMODEL_RADIUS 72
// maximum radius of the models during the effect
#define KAMI_SHOCKWAVE_MAXRADIUS 1320
#define KAMI_BOOMSPHERE_MAXRADIUS 720
#define KAMI_SHOCKWAVE2_MAXRADIUS 704
//Makro - for the new surfaceparm system
#define MAT_DEFAULT 0
#define MAT_METALSTEPS 1
#define MAT_GRAVEL 2
#define MAT_WOOD 3
#define MAT_CARPET 4
#define MAT_METAL2 5
#define MAT_GLASS 6
#define MAT_GRASS 7
#define MAT_SNOW 8
#define MAT_MUD 9
#define MAT_WOOD2 10
#define MAT_HARDMETAL 11
//new
#define MAT_LEAVES 12
#define MAT_CEMENT 13
#define MAT_MARBLE 14
#define MAT_SNOW2 15
#define MAT_HARDSTEPS 16
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#define MAT_SAND 17
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#define MAT_BRICK 18
#define MAT_CERAMIC 19
int GetMaterialFromFlag( int flag );
qboolean IsMetalMat( int Material );
qboolean IsMetalFlag( int flag );
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qboolean IsWoodMat( int Material );
qboolean IsWoodFlag( int flag );
holdable_t CharToItem ( char *name, holdable_t defitem );
weapon_t CharToWeapon ( char *name, weapon_t defweapon );