diff --git a/reaction/game/g_active.c b/reaction/game/g_active.c index 0b44a99a..015bb0dc 100644 --- a/reaction/game/g_active.c +++ b/reaction/game/g_active.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.67 2002/04/01 22:23:14 slicer +// Added "weapon" command buffering | Solved Gren Mode Bug +// // Revision 1.66 2002/03/30 21:51:42 jbravo // Removed all those ifdefs for zcam. // @@ -1859,6 +1862,10 @@ void ClientEndFrame( gentity_t *ent ) { Laser_Gen(ent, qtrue); } + //Slicer + if (ent->client->weapon_attempts > 0) + Cmd_Weapon (ent); + //RQ3_ClientReloadStages(ent); G_SetClientSound (ent); diff --git a/reaction/game/g_client.c b/reaction/game/g_client.c index 1f93cd4b..4072d4e3 100644 --- a/reaction/game/g_client.c +++ b/reaction/game/g_client.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.58 2002/04/01 22:23:14 slicer +// Added "weapon" command buffering | Solved Gren Mode Bug +// // Revision 1.57 2002/03/31 03:31:24 jbravo // Compiler warning cleanups // @@ -1463,6 +1466,9 @@ void ClientSpawn(gentity_t *ent) { client->accuracy_hits = accuracy_hits; client->accuracy_shots = accuracy_shots; client->lastkilled_client[0] = NULL; + //Slicer + client->weapon_attempts = 0; + client->weapon_after_bandage_warned = qfalse; for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { client->ps.persistant[i] = persistant[i]; diff --git a/reaction/game/g_cmds.c b/reaction/game/g_cmds.c index 42646768..1dcb8274 100644 --- a/reaction/game/g_cmds.c +++ b/reaction/game/g_cmds.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.88 2002/04/01 22:23:14 slicer +// Added "weapon" command buffering | Solved Gren Mode Bug +// // Revision 1.87 2002/03/31 23:41:45 jbravo // Added the use command // @@ -2484,28 +2487,36 @@ void Cmd_OpenDoor(gentity_t *ent) } } - /* Hawkins. Reaction weapon command */ void Cmd_Weapon(gentity_t *ent) { + + ent->client->weapon_attempts--; + if (ent->client->weapon_attempts < 0) + ent->client->weapon_attempts = 0; + if (ent->client->ps.pm_type == PM_SPECTATOR) return; //Elder: debug code //G_Printf("PERS_WEAPONMODES: %d\n", ent->client->ps.persistant[PERS_WEAPONMODES]); - //Elder: added since cgame doesn't actually know if its bandaging - //if (ent->client->isBandaging == qtrue) { -// if ( (ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) { + if(ent->client->ps.weaponstate == WEAPON_BANDAGING) { - trap_SendServerCommand( ent-g_entities, va("print \"You'll get to your weapon when you are finished bandaging!\n\"")); + if(!ent->client->weapon_after_bandage_warned) { + ent->client->weapon_after_bandage_warned = qtrue; + trap_SendServerCommand( ent-g_entities, va("print \"You'll get to your weapon when you are finished bandaging!\n\"")); + } + ent->client->weapon_attempts++; return; } + ent->client->weapon_after_bandage_warned = qfalse; //Can't use weapon while firing - if ( ent->client->ps.weaponTime > 0 || ent->client->ps.stats[STAT_RELOADTIME] > 0) + if ( ent->client->ps.weaponTime > 0 || ent->client->ps.stats[STAT_RELOADTIME] > 0) { + ent->client->weapon_attempts++; return; - + } //Elder: added brackets, and-ops and not-ops instead of logical ops switch(ent->s.weapon){ case WP_SSG3000: @@ -2546,12 +2557,13 @@ void Cmd_Weapon(gentity_t *ent) //Elder: don't print - will broadcast to server //G_Printf("zoomlevel = %d\n",ent->client->zoomed); //G_AddEvent(ent,EV_ZOOM,ent->client->zoomed); - + G_Sound(ent, CHAN_ITEM, G_SoundIndex("sound/misc/lens.wav")); break; case WP_PISTOL: // semiauto toggle (increase accuracy) if ((ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_MK23MODE) == RQ3_MK23MODE) { + ent->client->ps.persistant[PERS_WEAPONMODES] &= ~RQ3_MK23MODE; trap_SendServerCommand( ent-g_entities, va("print \"Switched to full automatic.\n\"")); } @@ -2560,6 +2572,7 @@ void Cmd_Weapon(gentity_t *ent) ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_MK23MODE; trap_SendServerCommand( ent-g_entities, va("print \"Switched to semi-automatic.\n\"")); } + G_Sound(ent, CHAN_ITEM, G_SoundIndex("sound/misc/click.wav")); break; case WP_M4: // 3rb/full auto toggle @@ -2573,6 +2586,7 @@ void Cmd_Weapon(gentity_t *ent) ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_M4MODE; trap_SendServerCommand( ent-g_entities, va("print \"Switched to 3 round burst.\n\"")); } + G_Sound(ent, CHAN_ITEM, G_SoundIndex("sound/misc/click.wav")); break; case WP_MP5: // 3rb/full auto toggle @@ -2586,6 +2600,7 @@ void Cmd_Weapon(gentity_t *ent) ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_MP5MODE; trap_SendServerCommand( ent-g_entities, va("print \"Switched to 3 round burst.\n\"")); } + G_Sound(ent, CHAN_ITEM, G_SoundIndex("sound/misc/click.wav")); break; case WP_KNIFE: // NiceAss: weapon animation/state check before the mode switch. @@ -2635,19 +2650,19 @@ void Cmd_Weapon(gentity_t *ent) {//Going into Short ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_GRENSHORT; //Set the short flag ent->client->ps.persistant[PERS_WEAPONMODES] &= ~RQ3_GRENMED; //unset the med flag - //trap_SendServerCommand( ent-g_entities, va("print \"Grenade set for short range throw.\n\"")); + trap_SendServerCommand( ent-g_entities, va("print \"Grenade set for short range throw.\n\"")); } else if ( (ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_GRENSHORT) == RQ3_GRENSHORT) {//Going into Med ent->client->ps.persistant[PERS_WEAPONMODES] &= ~RQ3_GRENSHORT; //unset the short flag ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_GRENMED; //Set the med flag - //trap_SendServerCommand( ent-g_entities, va("print \"Grenade set for medium range throw.\n\"")); + trap_SendServerCommand( ent-g_entities, va("print \"Grenade set for medium range throw.\n\"")); } else if ( (ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_GRENMED) == RQ3_GRENMED) {//Going into Long ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_GRENSHORT; //Set the short flag ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_GRENMED; //Set the med flag - //trap_SendServerCommand( ent-g_entities, va("print \"Grenade set for long range throw.\n\"")); + trap_SendServerCommand( ent-g_entities, va("print \"Grenade set for long range throw.\n\"")); } //Elder: added else { @@ -2666,7 +2681,13 @@ void Cmd_Weapon(gentity_t *ent) } } +//Slicer +void Cmd_New_Weapon(gentity_t *ent) { + ent->client->weapon_attempts++; + if (ent->client->weapon_attempts == 1) + Cmd_Weapon (ent); +} // Hawkins make sure spread comes back void Cmd_Unzoom(gentity_t *ent) @@ -2944,7 +2965,7 @@ void ClientCommand( int clientNum ) { //End Blaze // Hawkins else if (Q_stricmp (cmd, "weapon") == 0) - Cmd_Weapon (ent); + Cmd_New_Weapon (ent); else if (Q_stricmp (cmd, "unzoom") == 0) Cmd_Unzoom (ent); // end hawkins diff --git a/reaction/game/g_local.h b/reaction/game/g_local.h index 3a5c2c9c..2ae27199 100644 --- a/reaction/game/g_local.h +++ b/reaction/game/g_local.h @@ -5,11 +5,8 @@ //----------------------------------------------------------------------------- // // $Log$ -// Revision 1.61 2002/04/01 02:56:50 jbravo -// Some sourcecode reformatting -// -// Revision 1.60 2002/03/30 21:51:42 jbravo -// Removed all those ifdefs for zcam. +// Revision 1.62 2002/04/01 22:23:14 slicer +// Added "weapon" command buffering | Solved Gren Mode Bug // // Revision 1.59 2002/03/26 11:32:05 jbravo // Remember specstate between rounds. @@ -107,12 +104,15 @@ //================================================================== // the "gameversion" client command will print this plus compile date -#define GAMEVERSION "reaction" +#define GAMEVERSION "reaction" -#define BODY_QUEUE_SIZE 8 +// NiceAss: Took it out until later. +#define __ZCAM__ + +#define BODY_QUEUE_SIZE 8 // JBravo: Max number of killed enemys to track -#define RQ3_MAXKILLS 5 +#define RQ3_MAXKILLS 5 // Blaze: How long someone bleeds for // Elder: This doesn't work the same as Q2 because clients and servers can @@ -120,7 +120,7 @@ // (20 snapshots per second) so we double it from 10. // Ideally, this number should match the server's sv_fps cvar value for those // that run non-standard server frame rates. -#define BLEED_TIME 20 +#define BLEED_TIME 20 // Elder: Everyone knows you lose 6 health from the moment you start bandaging // Let's enforce that in-code because it's sometimes 7 or even 8 // Elder: LOL it's 3, dumb Elder! @@ -129,35 +129,35 @@ #define BLEED_BANDAGE_TIME 5600 // 27 x 2 // types of locations that can be hit -#define LOC_HDAM 1 // head -#define LOC_CDAM 2 // chest -#define LOC_SDAM 3 // stomach -#define LOC_LDAM 4 // legs +#define LOC_HDAM 1 // head +#define LOC_CDAM 2 // chest +#define LOC_SDAM 3 // stomach +#define LOC_LDAM 4 // legs #define INFINITE 1000000 -#define FRAMETIME 100 // msec -#define CARNAGE_REWARD_TIME 3000 -#define REWARD_SPRITE_TIME 2000 +#define FRAMETIME 100 // msec +#define CARNAGE_REWARD_TIME 3000 +#define REWARD_SPRITE_TIME 2000 -#define INTERMISSION_DELAY_TIME 1000 +#define INTERMISSION_DELAY_TIME 1000 #define SP_INTERMISSION_DELAY_TIME 5000 // gentity->flags -#define FL_GODMODE 0x00000010 -#define FL_NOTARGET 0x00000020 +#define FL_GODMODE 0x00000010 +#define FL_NOTARGET 0x00000020 #define FL_TEAMSLAVE 0x00000400 // not the first on the team #define FL_NO_KNOCKBACK 0x00000800 #define FL_DROPPED_ITEM 0x00001000 -#define FL_NO_BOTS 0x00002000 // spawn point not for bot use +#define FL_NO_BOTS 0x00002000 // spawn point not for bot use #define FL_NO_HUMANS 0x00004000 // spawn point just for bots #define FL_FORCE_GESTURE 0x00008000 // force gesture on client //Elder: err - this looks funny... should it be 0x00010000 ? -//#define FL_THROWN_ITEM 0x00016000 // XRAY FMJ weapon throwing -#define FL_THROWN_ITEM 0x00010000 // XRAY FMJ weapon throwing +//#define FL_THROWN_ITEM 0x00016000 // XRAY FMJ weapon throwing +#define FL_THROWN_ITEM 0x00010000 // XRAY FMJ weapon throwing #define FL_RQ3_JUNKITEM 0x00020000 // Elder: the item we want to remove //Elder: moved to bg_public.h -//#define FL_THROWN_KNIFE 0x00040000 // Elder: thrown knife special case +//#define FL_THROWN_KNIFE 0x00040000 // Elder: thrown knife special case // movers are things like doors, plats, buttons, etc typedef enum { @@ -172,11 +172,14 @@ typedef enum { ROTATOR_2TO1 } moverState_t; -#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3" +#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3" + #define RQ3_RESPAWNTIME_DEFAULT 60000 // Elder: time for weapons to respawn - up to 60s -#define SP_AUTOOPEN 4 // Elder: revert to Q3 behaviour -#define SP_DOORTOGGLE 8 // Elder: added to enable mover toggling -#define MAXDOORTIME 100 // Elder: max time the opendoor key can stay open + +#define SP_AUTOOPEN 4 // Elder: revert to Q3 behaviour +#define SP_DOORTOGGLE 8 // Elder: added to enable mover toggling + +#define MAXDOORTIME 100 // Elder: max time the opendoor key can stay open //============================================================================ @@ -184,54 +187,54 @@ typedef struct gentity_s gentity_t; typedef struct gclient_s gclient_t; struct gentity_s { - entityState_t s; // communicated by server to clients - entityShared_t r; // shared by both the server system and game + entityState_t s; // communicated by server to clients + entityShared_t r; // shared by both the server system and game // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER // EXPECTS THE FIELDS IN THAT ORDER! //================================ - struct gclient_s *client; // NULL if not a client + struct gclient_s *client; // NULL if not a client qboolean inuse; - char *classname; // set in QuakeEd - int spawnflags; // set in QuakeEd + char *classname; // set in QuakeEd + int spawnflags; // set in QuakeEd - qboolean neverFree; // if true, FreeEntity will only unlink - // bodyque uses this + qboolean neverFree; // if true, FreeEntity will only unlink + // bodyque uses this // JBravo: adding func_explosive - int damage_radius; - int mass; - int tension; - int bounce; - int material; - int size; + int damage_radius; + int mass; + int tension; + int bounce; + int material; + int size; - int flags; // FL_* variables + int flags; // FL_* variables char *model; char *model2; - int freetime; // level.time when the object was freed + int freetime; // level.time when the object was freed - int eventTime; // events will be cleared EVENT_VALID_MSEC after set + int eventTime; // events will be cleared EVENT_VALID_MSEC after set qboolean freeAfterEvent; qboolean unlinkAfterEvent; qboolean physicsObject; // if true, it can be pushed by movers and fall off edges - // all game items are physicsObjects, + // all game items are physicsObjects, float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce - int clipmask; // brushes with this content value will be collided against - // when moving. items and corpses do not collide against - // players, for instance + int clipmask; // brushes with this content value will be collided against + // when moving. items and corpses do not collide against + // players, for instance // movers moverState_t moverState; - int soundPos1; - int sound1to2; - int sound2to1; - int soundPos2; - int soundLoop; + int soundPos1; + int sound1to2; + int sound2to1; + int soundPos2; + int soundLoop; gentity_t *parent; gentity_t *nextTrain; gentity_t *prevTrain; @@ -239,7 +242,7 @@ struct gentity_s { char *message; - int timestamp; // body queue sinking, etc + int timestamp; // body queue sinking, etc float angle; // set in editor, -1 = up, -2 = down char *target; @@ -254,7 +257,7 @@ struct gentity_s { float speed; vec3_t movedir; - int nextthink; + int nextthink; void (*think)(gentity_t *self); void (*reached)(gentity_t *self); // movers call this when hitting endpoint void (*blocked)(gentity_t *self, gentity_t *other); @@ -263,37 +266,37 @@ struct gentity_s { void (*pain)(gentity_t *self, gentity_t *attacker, int damage); void (*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod); - int pain_debounce_time; - int fly_sound_debounce_time; // wind tunnel - int last_move_time; + int pain_debounce_time; + int fly_sound_debounce_time; // wind tunnel + int last_move_time; - int health; + int health; qboolean takedamage; - int damage; - int splashDamage; // quad will increase this without increasing radius - int splashRadius; - int methodOfDeath; - int splashMethodOfDeath; + int damage; + int splashDamage; // quad will increase this without increasing radius + int splashRadius; + int methodOfDeath; + int splashMethodOfDeath; - int count; + int count; gentity_t *chain; gentity_t *enemy; gentity_t *activator; gentity_t *teamchain; // next entity in team - gentity_t *teammaster; // master of the team + gentity_t *teammaster; // master of the team #ifdef MISSIONPACK - int kamikazeTime; - int kamikazeShockTime; + int kamikazeTime; + int kamikazeShockTime; #endif - int watertype; - int waterlevel; + int watertype; + int waterlevel; - int noise_index; + int noise_index; // timing variables float wait; @@ -315,9 +318,11 @@ typedef enum { SPECTATOR_NOT, SPECTATOR_FREE, SPECTATOR_FOLLOW, +#ifdef __ZCAM__ SPECTATOR_ZCAM, SPECTATOR_CAMERA_FLIC, SPECTATOR_CAMERA_SWING, +#endif SPECTATOR_SCOREBOARD } spectatorState_t; @@ -328,13 +333,16 @@ typedef enum { typedef struct { playerTeamStateState_t state; - int location; - int captures; - int basedefense; - int carrierdefense; - int flagrecovery; - int fragcarrier; - int assists; + + int location; + + int captures; + int basedefense; + int carrierdefense; + int flagrecovery; + int fragcarrier; + int assists; + float lasthurtcarrier; float lastreturnedflag; float flagsince; @@ -351,58 +359,60 @@ typedef struct { // time and reading them back at connection time. Anything added here // MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData() typedef struct { - team_t sessionTeam; + team_t sessionTeam; team_t savedTeam; // JBravo: Used to hold the real team status of a player. int spectatorTime; // for determining next-in-line to play spectatorState_t spectatorState; int spectatorClient; // for chasecam and follow mode int wins, losses; // tournament stats - qboolean teamLeader; // true when this client is a team leader + qboolean teamLeader; // true when this client is a team leader gentity_t *spawnPoint; // JBravo: This players spawnpoint qboolean teamSpawn; // JBravo: This player is being spawned with his team. } clientSession_t; // -#define MAX_NETNAME 36 +#define MAX_NETNAME 36 #define MAX_VOTE_COUNT 3 // client data that stays across multiple respawns, but is cleared // on each level change or team change at ClientBegin() typedef struct { //Slicer: Matchmode - team_t captain; - team_t sub; + team_t captain; + team_t sub; clientConnected_t connected; // aasimon: No Need for this here, using a cvar to record the clientnumber of referee, so that map_restarts dont change // the referee - // qboolean referee; + // qboolean referee; - usercmd_t cmd; // we would lose angles if not persistant - qboolean localClient; // true if "ip" info key is "localhost" - qboolean initialSpawn; // the first spawn should be at a cool location - qboolean predictItemPickup; // based on cg_predictItems userinfo - qboolean pmoveFixed; // - char netname[MAX_NETNAME]; + usercmd_t cmd; // we would lose angles if not persistant + qboolean localClient; // true if "ip" info key is "localhost" + qboolean initialSpawn; // the first spawn should be at a cool location + qboolean predictItemPickup; // based on cg_predictItems userinfo + qboolean pmoveFixed; // + char netname[MAX_NETNAME]; int maxHealth; // for handicapping int enterTime; // level.time the client entered the game - playerTeamState_t teamState; // status in teamplay games + playerTeamState_t teamState; // status in teamplay games int voteCount; // to prevent people from constantly calling votes - int teamVoteCount; // to prevent people from constantly calling votes - qboolean teamInfo; // send team overlay updates? + int teamVoteCount; // to prevent people from constantly calling votes + qboolean teamInfo; // send team overlay updates? - qboolean hadUniqueWeapon[MAX_WEAPONS]; //Elder: for "ammo" in last gun + qboolean hadUniqueWeapon[MAX_WEAPONS]; //Elder: for "ammo" in last gun int sayTime; // Elder: say validation stuff int sayCount; int sayWarnings; int sayBans; int sayMuteTime; - qboolean sayModerated; // so warnings are not repeated for multi-line, same-frame messages + qboolean sayModerated; // so warnings are not repeated for multi-line, same-frame messages int records[REC_NUM_RECORDS]; // Elder: for our statistics tracking } clientPersistant_t; +#ifdef __ZCAM__ struct camera_s; +#endif /* __ZCAM__ */ // Elder: spam prevention defaults /* @@ -431,7 +441,7 @@ typedef enum // except for 'client->pers' and 'client->sess' struct gclient_s { // ps MUST be the first element, because the server expects it - playerState_t ps; // communicated by server to clients + playerState_t ps; // communicated by server to clients // the rest of the structure is private to game clientPersistant_t pers; @@ -441,214 +451,261 @@ struct gclient_s { qboolean noclip; - int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION - // we can't just use pers.lastCommand.time, because - // of the g_sycronousclients case - int buttons; - int oldbuttons; - int latched_buttons; + int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION + // we can't just use pers.lastCommand.time, because + // of the g_sycronousclients case + int buttons; + int oldbuttons; + int latched_buttons; vec3_t oldOrigin; // sum up damage over an entire frame, so // shotgun blasts give a single big kick - int damage_armor; // damage absorbed by armor - int damage_blood; // damage taken out of health - int damage_knockback; // impact damage + int damage_armor; // damage absorbed by armor + int damage_blood; // damage taken out of health + int damage_knockback; // impact damage vec3_t damage_from; // origin for vector calculation qboolean damage_fromWorld; // if true, don't use the damage_from vector //qboolean damage_vest; // Elder: if true, play the vest-hit sound - int accurateCount; // for "impressive" reward sound + int accurateCount; // for "impressive" reward sound - int accuracy_shots; // total number of shots - int accuracy_hits; // total number of hits + int accuracy_shots; // total number of shots + int accuracy_hits; // total number of hits + //Blaze: For weapon stats + //Will need to pass these along in g_client to the new client after spawn + // Elder: to be merged into rq3Record_t for more comprehensive tracking + /* + int knifeShots; + int knifeHits; + int mk23Shots; + int mk23Hits; + int m4Shots; + int m4Hits; + int mp5Shots; + int mp5Hits; + int m3Shots; + int m3Hits; + int hcShots; + int hcHits; + int ssgShots; + int ssgHits; + int akimboShots; + int akimboHits; + int grenShots; + int grenHits; + */ - gentity_t *lastkilled_client[5]; // JBravo: last 5 clients that this client killed - int num_kills; // JBravo: Number of killed players in TP. - int lasthurt_client; // last client that damaged this client - int lasthurt_mod; // type of damage the client did +// int lastkilled_client; // last client that this client killed + gentity_t *lastkilled_client[5]; // JBravo: last 5 clients that this client killed + int num_kills; // JBravo: Number of killed players in TP. + int lasthurt_client; // last client that damaged this client + int lasthurt_mod; // type of damage the client did + //Slicer + int weapon_attempts; + qboolean weapon_after_bandage_warned; // Begin Duffman - int lasthurt_location; // Where the client was hit. + int lasthurt_location; // Where the client was hit. // End Duffman // timers - int respawnTime; // can respawn when time > this, force after g_forcerespwan - int inactivityTime; // kick players when time > this + int respawnTime; // can respawn when time > this, force after g_forcerespwan + int inactivityTime; // kick players when time > this qboolean inactivityWarning; // qtrue if the five seoond warning has been given - int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this + int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this - int airOutTime; + int airOutTime; - int lastKillTime; // for multiple kill rewards + int lastKillTime; // for multiple kill rewards - qboolean fireHeld; // used for hook - gentity_t *hook; // grapple hook if out + qboolean fireHeld; // used for hook + gentity_t *hook; // grapple hook if out - int switchTeamTime; // time the player switched teams + int switchTeamTime; // time the player switched teams // Begin Duffman - int numClips[MAX_WEAPONS]; // Number of clips each weapon has + int numClips[MAX_WEAPONS]; // Number of clips each weapon has // End Duffman - int weaponCount[WP_NUM_WEAPONS]; // Elder: for duplicate unique weapon tracking + int weaponCount[WP_NUM_WEAPONS]; // Elder: for duplicate unique weapon tracking - int openDoor; //Blaze: used to hold if someone has hit opendoor key - int openDoorTime; + int openDoor; //Blaze: used to hold if someone has hit opendoor key + int openDoorTime; // timeResidual is used to handle events that happen every second // like health / armor countdowns and regeneration - int timeResidual; + int timeResidual; //Elder: C3A laser tutorial - gentity_t *lasersight; // lasersight OR flashlight if in use + gentity_t *lasersight; // lasersight OR flashlight if in use // Bleeding server-only cvars - int bleeding; // Blaze: remaining points to bleed away - int bleed_remain; // Blaze: How much left to bleed - int bleedloc; // Blaze: Where are we bleeding + int bleeding; // Blaze: remaining points to bleed away + int bleed_remain; // Blaze: How much left to bleed + int bleedloc; // Blaze: Where are we bleeding vec3_t bleedloc_offset; // Blaze: location of bleeding (from origin) - int bleed_delay; // Elder: time for next spurt of blood - vec3_t bleednorm; - //qboolean isBleeding; // Blaze: is client bleeding -// int legDamage; // Blaze: Client has leg damage - holds number of hits too - int bleedtick; // Blaze: Holds # of seconds till bleeding stops. - int bleedBandageCount; // Elder: hack to restrict amount of bleeding to 3 points - int headShotTime; // Elder: got headshot? + int bleed_delay; // Elder: time for next spurt of blood + vec3_t bleednorm; + //qboolean isBleeding; // Blaze: is client bleeding +// int legDamage; // Blaze: Client has leg damage - holds number of hits too + int bleedtick; // Blaze: Holds # of seconds till bleeding stops. + int bleedBandageCount; // Elder: hack to restrict amount of bleeding to 3 points + int headShotTime; // Elder: got headshot? //Elder: server only needs to know for sniper spread - ARGH -// int zoomed; // Hawkins (SSG zoom) - //qboolean semi; // hawkins (semiauto mode for m4, mp5, pistol) - int shots; // Blaze: Number of shots fired so far with this weapon +// int zoomed; // Hawkins (SSG zoom) + //qboolean semi; // hawkins (semiauto mode for m4, mp5, pistol) + int shots; // Blaze: Number of shots fired so far with this weapon - int weaponfireNextTime; // for akimbos - int lastzoom; // Elder: save last zoom state when firing + int weaponfireNextTime; // for akimbos + int lastzoom; // Elder: save last zoom state when firing // These are now obsolete with the new reload code - int fastReloads; // Elder: for queuing M3/SSG reloads - int lastReloadTime; // Elder: for queuing M3/SSG reloads - int reloadAttempts; // Elder: for queuing M3/SSG reloads - int reloadStage; // Elder: 0, 1, 2 for sound queuing - move to stats? + int fastReloads; // Elder: for queuing M3/SSG reloads + int lastReloadTime; // Elder: for queuing M3/SSG reloads + int reloadAttempts; // Elder: for queuing M3/SSG reloads + int reloadStage; // Elder: 0, 1, 2 for sound queuing - move to stats? - int consecutiveShots; // Elder: for M4 ride-up/kick - int uniqueWeapons; // Elder: formerly a stat, now just a server var - int uniqueItems; - int killStreak; // Elder: replaces the old STAT_STREAK - qboolean kevlarHit; // Elder: kevlar hit -- FIXME: poor implementation - int knife_sound; // NiceAss: What did the player hit while slashing? + int consecutiveShots; // Elder: for M4 ride-up/kick + int uniqueWeapons; // Elder: formerly a stat, now just a server var + int uniqueItems; + int killStreak; // Elder: replaces the old STAT_STREAK + qboolean kevlarHit; // Elder: kevlar hit -- FIXME: poor implementation + int knife_sound; // NiceAss: What did the player hit while slashing? #ifdef MISSIONPACK gentity_t *persistantPowerup; - int portalID; - int ammoTimes[WP_NUM_WEAPONS]; - int invulnerabilityTime; + int portalID; + int ammoTimes[WP_NUM_WEAPONS]; + int invulnerabilityTime; #endif char *areabits; +#ifdef __ZCAM__ struct camera_s *camera; +#endif /* __ZCAM__ */ // JBravo adding TP stuff - int specMode; - int teamplayWeapon; - int teamplayItem; - int radioGender; + int specMode; + int teamplayWeapon; + int teamplayItem; + int radioGender; qboolean radioOff; }; // Begin Duffman -int G_LocationDamage(vec3_t point, gentity_t* targ, gentity_t* attacker, int take); -void Cmd_Reload(gentity_t *ent); // reloads the current weapon + int G_LocationDamage(vec3_t point, gentity_t* targ, gentity_t* attacker, int take); + void Cmd_Reload( gentity_t *ent ); // reloads the current weapon +// Elder: removed - prototype in bg_public.h +// int ClipAmountForWeapon( int w ); // returns the maximum ammo for the current weapon // End Duffman // // this structure is cleared as each map is entered // -#define MAX_SPAWN_VARS 64 +#define MAX_SPAWN_VARS 64 #define MAX_SPAWN_VARS_CHARS 4096 typedef struct { - struct gclient_s *clients; // [maxclients] + struct gclient_s *clients; // [maxclients] + struct gentity_s *gentities; int gentitySize; - int num_entities; // current number, <= MAX_GENTITIES + int num_entities; // current number, <= MAX_GENTITIES + int warmupTime; // restart match at this time - fileHandle_t logFile; + + fileHandle_t logFile; // store latched cvars here that we want to get at often int maxclients; + int framenum; - int time; // in msec + int time; // in msec int previousTime; // so movers can back up when blocked - int startTime; // level.time the map was started + + int startTime; // level.time the map was started + int teamScores[TEAM_NUM_TEAMS]; int lastTeamLocationTime; // last time of client team location update - qboolean newSession; // don't use any old session data, because - // we changed gametype - qboolean restarted; // waiting for a map_restart to fire + + qboolean newSession; // don't use any old session data, because + // we changed gametype + + qboolean restarted; // waiting for a map_restart to fire + int numConnectedClients; - int numNonSpectatorClients; // includes connecting clients + int numNonSpectatorClients; // includes connecting clients int numPlayingClients; // connected, non-spectators - int sortedClients[MAX_CLIENTS]; // sorted by score + int sortedClients[MAX_CLIENTS]; // sorted by score int follow1, follow2; // clientNums for auto-follow spectators - int snd_fry; // sound index for standing in lava + + int snd_fry; // sound index for standing in lava + int warmupModificationCount; // for detecting if g_warmup is changed + // voting state - char voteString[MAX_STRING_CHARS]; - char voteDisplayString[MAX_STRING_CHARS]; - int voteTime; // level.time vote was called + char voteString[MAX_STRING_CHARS]; + char voteDisplayString[MAX_STRING_CHARS]; + int voteTime; // level.time vote was called int voteExecuteTime; // time the vote is executed int voteYes; int voteNo; int numVotingClients; // set by CalculateRanks + // team voting state - char teamVoteString[2][MAX_STRING_CHARS]; + char teamVoteString[2][MAX_STRING_CHARS]; int teamVoteTime[2]; // level.time vote was called int teamVoteYes[2]; int teamVoteNo[2]; - int numteamVotingClients[2]; // set by CalculateRanks + int numteamVotingClients[2];// set by CalculateRanks + // spawn variables - qboolean spawning; // the G_Spawn*() functions are valid + qboolean spawning; // the G_Spawn*() functions are valid int numSpawnVars; - char *spawnVars[MAX_SPAWN_VARS][2]; // key / value pairs + char *spawnVars[MAX_SPAWN_VARS][2]; // key / value pairs int numSpawnVarChars; - char spawnVarChars[MAX_SPAWN_VARS_CHARS]; + char spawnVarChars[MAX_SPAWN_VARS_CHARS]; + // intermission state int intermissionQueued; // intermission was qualified, but - // wait INTERMISSION_DELAY_TIME before - // actually going there so the last - // frag can be watched. Disable future - // kills during this delay + // wait INTERMISSION_DELAY_TIME before + // actually going there so the last + // frag can be watched. Disable future + // kills during this delay int intermissiontime; // time the intermission was started - char *changemap; - qboolean readyToExit; // at least one client wants to exit + char *changemap; + qboolean readyToExit; // at least one client wants to exit int exitTime; - vec3_t intermission_origin; // also used for spectator spawns - vec3_t intermission_angle; - qboolean locationLinked; // target_locations get linked - gentity_t *locationHead; // head of the location list + vec3_t intermission_origin; // also used for spectator spawns + vec3_t intermission_angle; + + qboolean locationLinked; // target_locations get linked + gentity_t *locationHead; // head of the location list int bodyQueIndex; // dead bodies - gentity_t *bodyQue[BODY_QUEUE_SIZE]; + gentity_t *bodyQue[BODY_QUEUE_SIZE]; #ifdef MISSIONPACK int portalSequence; #endif // Slicer: Matchmode - float matchTime; - qboolean inGame; + float matchTime; + qboolean inGame; // JBravo adding TP - int lights_camera_action; - qboolean team_round_going; - int holding_on_tie_check; - int team_round_countdown; - qboolean team_game_going; - int rulecheckfrequency; - int current_round_length; - qboolean spawnPointsLocated; - gentity_t *team1spawnpoint; - gentity_t *team2spawnpoint; - vec3_t team1spawn_origin; - vec3_t team1spawn_angles; - vec3_t team2spawn_origin; - vec3_t team2spawn_angles; - int fps; + int lights_camera_action; + qboolean team_round_going; + int holding_on_tie_check; + int team_round_countdown; + qboolean team_game_going; + int rulecheckfrequency; + int current_round_length; + qboolean spawnPointsLocated; + gentity_t *team1spawnpoint; + gentity_t *team2spawnpoint; + vec3_t team1spawn_origin; + vec3_t team1spawn_angles; + vec3_t team2spawn_origin; + vec3_t team2spawn_angles; + int fps; } level_locals_t; // // rxn_game.c @@ -660,16 +717,20 @@ void StartBandage(gentity_t *ent); int ThrowWeapon( gentity_t *ent, qboolean forceThrow ); void ThrowItem( gentity_t *ent ); gentity_t *dropWeapon( gentity_t *ent, gitem_t *item, float angle, int xr_flags ); // XRAY FMJ +//Blaze Reaction knife stuff +//Elder: commented out - unused? +//void Rxn_SpawnKnife( gentity_t *e); // // g_spawn.c // -qboolean G_SpawnString( const char *key, const char *defaultString, char **out ); +qboolean G_SpawnString( const char *key, const char *defaultString, char **out ); // spawn string returns a temporary reference, you must CopyString() if you want to keep it -qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ); -qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ); -qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ); -void G_SpawnEntitiesFromString( void ); +qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ); +qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ); +qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ); +void G_SpawnEntitiesFromString( void ); char *G_NewString( const char *string ); + // // g_cmds.c // @@ -680,6 +741,7 @@ void SetTeam( gentity_t *ent, char *s ); void Cmd_FollowCycle_f( gentity_t *ent, int dir ); void Cmd_Unzoom(gentity_t *ent); void Cmd_OpenDoor(gentity_t *ent); +void Cmd_Weapon(gentity_t *ent); //Elder: C3A laser tutorial void Laser_Gen (gentity_t *ent, qboolean enabled); void Laser_Think( gentity_t *self ); @@ -718,36 +780,37 @@ void RQ3_DroppedWeaponThink(gentity_t *ent); void RQ3_ResetWeapon( int weapon ); void RQ3_ResetItem ( int itemTag ); + // // g_utils.c // int G_ModelIndex( char *name ); -int G_SoundIndex( char *name ); -void G_TeamCommand( team_t team, char *cmd ); -void G_KillBox (gentity_t *ent); +int G_SoundIndex( char *name ); +void G_TeamCommand( team_t team, char *cmd ); +void G_KillBox (gentity_t *ent); gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match); gentity_t *G_PickTarget (char *targetname); -void G_UseTargets (gentity_t *ent, gentity_t *activator); -void G_SetMovedir ( vec3_t angles, vec3_t movedir); +void G_UseTargets (gentity_t *ent, gentity_t *activator); +void G_SetMovedir ( vec3_t angles, vec3_t movedir); -void G_InitGentity( gentity_t *e ); -gentity_t *G_Spawn (void); +void G_InitGentity( gentity_t *e ); +gentity_t *G_Spawn (void); gentity_t *G_TempEntity( vec3_t origin, int event ); //Elder: added gentity_t *G_TempEntity2( vec3_t origin, int event, int eParm ); -void G_Sound( gentity_t *ent, int channel, int soundIndex ); -void G_FreeEntity( gentity_t *e ); +void G_Sound( gentity_t *ent, int channel, int soundIndex ); +void G_FreeEntity( gentity_t *e ); //Elder: added -void RQ3_SaveZoomLevel ( gentity_t *ent ); -int RQ3_isZoomed ( gentity_t *ent ); +void RQ3_SaveZoomLevel ( gentity_t *ent ); +int RQ3_isZoomed ( gentity_t *ent ); -qboolean G_EntitiesFree( void ); +qboolean G_EntitiesFree( void ); -void G_TouchTriggers (gentity_t *ent); -void G_TouchSolids (gentity_t *ent); +void G_TouchTriggers (gentity_t *ent); +void G_TouchSolids (gentity_t *ent); -float *tv (float x, float y, float z); -char *vtos( const vec3_t v ); +float *tv (float x, float y, float z); +char *vtos( const vec3_t v ); float vectoyaw( const vec3_t vec ); @@ -775,13 +838,13 @@ void TossClientCubes( gentity_t *self ); // damage flags #define DAMAGE_RADIUS 0x00000001 // damage was indirect #define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage -#define DAMAGE_NO_KNOCKBACK 0x00000004 // do not affect velocity, just view angles -#define DAMAGE_NO_PROTECTION 0x00000008 // armor, shields, invulnerability, and godmode have no effect +#define DAMAGE_NO_KNOCKBACK 0x00000004 // do not affect velocity, just view angles +#define DAMAGE_NO_PROTECTION 0x00000008 // armor, shields, invulnerability, and godmode have no effect #ifdef MISSIONPACK -#define DAMAGE_NO_TEAM_PROTECTION 0x00000010 // armor, shields, invulnerability, and godmode have no effect +#define DAMAGE_NO_TEAM_PROTECTION 0x00000010 // armor, shields, invulnerability, and godmode have no effect #endif //Elder: Changed from 0x00000016 to 0x00000020 -#define DAMAGE_NO_LOCATIONAL 0x00000020 // Generic damage (shotguns, grenades, kicks) +#define DAMAGE_NO_LOCATIONAL 0x00000020 // Generic damage (shotguns, grenades, kicks) // // g_missile.c @@ -1088,29 +1151,29 @@ extern vmCvar_t g_RQ3_teamCount1; // JBravo: cvar for the UI join menus extern vmCvar_t g_RQ3_teamCount2; // JBravo: cvar for the UI join menus extern vmCvar_t g_RQ3_numSpectators; // JBravo: cvar for the UI join menus //Slicer: Team Status Cvars for MM -extern vmCvar_t RQ3_team1; -extern vmCvar_t RQ3_team2; +extern vmCvar_t RQ3_team1; +extern vmCvar_t RQ3_team2; //aasimon: Ref System for MM -extern vmCvar_t g_RQ3_AllowRef; -extern vmCvar_t g_RQ3_RefPass; -extern vmCvar_t g_RQ3_RefID; +extern vmCvar_t g_RQ3_AllowRef; +extern vmCvar_t g_RQ3_RefPass; +extern vmCvar_t g_RQ3_RefID; void trap_Printf( const char *fmt ); void trap_Error( const char *fmt ); -int trap_Milliseconds( void ); -int trap_Argc( void ); +int trap_Milliseconds( void ); +int trap_Argc( void ); void trap_Argv( int n, char *buffer, int bufferLength ); void trap_Args( char *buffer, int bufferLength ); -int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); +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 ); -int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ); +int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ); void trap_SendConsoleCommand( int exec_when, const char *text ); void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags ); void trap_Cvar_Update( vmCvar_t *cvar ); void trap_Cvar_Set( const char *var_name, const char *value ); -int trap_Cvar_VariableIntegerValue( const char *var_name ); +int trap_Cvar_VariableIntegerValue( const char *var_name ); float trap_Cvar_VariableValue( const char *var_name ); void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, playerState_t *gameClients, int sizeofGameClient ); @@ -1123,69 +1186,69 @@ void trap_SetUserinfo( int num, const char *buffer ); void trap_GetServerinfo( char *buffer, int bufferSize ); void trap_SetBrushModel( gentity_t *ent, const char *name ); void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ); -int trap_PointContents( const vec3_t point, int passEntityNum ); +int trap_PointContents( const vec3_t point, int passEntityNum ); qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 ); qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 ); void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open ); qboolean trap_AreasConnected( int area1, int area2 ); void trap_LinkEntity( gentity_t *ent ); void trap_UnlinkEntity( gentity_t *ent ); -int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ); +int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ); qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); -int trap_BotAllocateClient( void ); +int trap_BotAllocateClient( void ); void trap_BotFreeClient( int clientNum ); void trap_GetUsercmd( int clientNum, usercmd_t *cmd ); qboolean trap_GetEntityToken( char *buffer, int bufferSize ); -int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points); +int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points); void trap_DebugPolygonDelete(int id); -int trap_BotLibSetup( void ); -int trap_BotLibShutdown( void ); -int trap_BotLibVarSet(char *var_name, char *value); -int trap_BotLibVarGet(char *var_name, char *value, int size); -int trap_BotLibDefine(char *string); -int trap_BotLibStartFrame(float time); -int trap_BotLibLoadMap(const char *mapname); -int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue); -int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3); +int trap_BotLibSetup( void ); +int trap_BotLibShutdown( void ); +int trap_BotLibVarSet(char *var_name, char *value); +int trap_BotLibVarGet(char *var_name, char *value, int size); +int trap_BotLibDefine(char *string); +int trap_BotLibStartFrame(float time); +int trap_BotLibLoadMap(const char *mapname); +int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue); +int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3); -int trap_BotGetSnapshotEntity( int clientNum, int sequence ); -int trap_BotGetServerCommand(int clientNum, char *message, int size); +int trap_BotGetSnapshotEntity( int clientNum, int sequence ); +int trap_BotGetServerCommand(int clientNum, char *message, int size); void trap_BotUserCommand(int client, usercmd_t *ucmd); -int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas); -int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info ); -void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info); +int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas); +int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info ); +void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info); -int trap_AAS_Initialized(void); -void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs); -float trap_AAS_Time(void); +int trap_AAS_Initialized(void); +void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs); +float trap_AAS_Time(void); -int trap_AAS_PointAreaNum(vec3_t point); -int trap_AAS_PointReachabilityAreaIndex(vec3_t point); -int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas); +int trap_AAS_PointAreaNum(vec3_t point); +int trap_AAS_PointReachabilityAreaIndex(vec3_t point); +int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas); -int trap_AAS_PointContents(vec3_t point); -int trap_AAS_NextBSPEntity(int ent); -int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size); -int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v); -int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value); -int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value); +int trap_AAS_PointContents(vec3_t point); +int trap_AAS_NextBSPEntity(int ent); +int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size); +int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v); +int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value); +int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value); -int trap_AAS_AreaReachability(int areanum); +int trap_AAS_AreaReachability(int areanum); -int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags); -int trap_AAS_EnableRoutingArea( int areanum, int enable ); -int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin, - int goalareanum, int travelflags, int maxareas, int maxtime, - int stopevent, int stopcontents, int stoptfl, int stopareanum); +int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags); +int trap_AAS_EnableRoutingArea( int areanum, int enable ); +int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin, + int goalareanum, int travelflags, int maxareas, int maxtime, + int stopevent, int stopcontents, int stoptfl, int stopareanum); -int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags, - void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals, - int type); -int trap_AAS_Swimming(vec3_t origin); -int trap_AAS_PredictClientMovement(void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize); +int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags, + void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals, + int type); +int trap_AAS_Swimming(vec3_t origin); +int trap_AAS_PredictClientMovement(void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize); void trap_EA_Say(int client, char *str); @@ -1216,32 +1279,32 @@ void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ void trap_EA_ResetInput(int client); -int trap_BotLoadCharacter(char *charfile, float skill); +int trap_BotLoadCharacter(char *charfile, float skill); void trap_BotFreeCharacter(int character); float trap_Characteristic_Float(int character, int index); float trap_Characteristic_BFloat(int character, int index, float min, float max); -int trap_Characteristic_Integer(int character, int index); -int trap_Characteristic_BInteger(int character, int index, int min, int max); +int trap_Characteristic_Integer(int character, int index); +int trap_Characteristic_BInteger(int character, int index, int min, int max); void trap_Characteristic_String(int character, int index, char *buf, int size); -int trap_BotAllocChatState(void); +int trap_BotAllocChatState(void); void trap_BotFreeChatState(int handle); void trap_BotQueueConsoleMessage(int chatstate, int type, char *message); void trap_BotRemoveConsoleMessage(int chatstate, int handle); -int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm); -int trap_BotNumConsoleMessages(int chatstate); +int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm); +int trap_BotNumConsoleMessages(int chatstate); void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ); -int trap_BotNumInitialChats(int chatstate, char *type); -int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ); -int trap_BotChatLength(int chatstate); +int trap_BotNumInitialChats(int chatstate, char *type); +int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ); +int trap_BotChatLength(int chatstate); void trap_BotEnterChat(int chatstate, int client, int sendto); void trap_BotGetChatMessage(int chatstate, char *buf, int size); -int trap_StringContains(char *str1, char *str2, int casesensitive); -int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context); +int trap_StringContains(char *str1, char *str2, int casesensitive); +int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context); void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size); void trap_UnifyWhiteSpaces(char *string); void trap_BotReplaceSynonyms(char *string, unsigned long int context); -int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname); +int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname); void trap_BotSetChatGender(int chatstate, int gender); void trap_BotSetChatName(int chatstate, char *name, int client); void trap_BotResetGoalState(int goalstate); @@ -1253,48 +1316,48 @@ void trap_BotEmptyGoalStack(int goalstate); void trap_BotDumpAvoidGoals(int goalstate); void trap_BotDumpGoalStack(int goalstate); void trap_BotGoalName(int number, char *name, int size); -int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal); -int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal); -int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags); -int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime); -int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal); -int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal); -int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal); -int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal); -int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal); +int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal); +int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal); +int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags); +int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime); +int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal); +int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal); +int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal); +int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal); +int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal); float trap_BotAvoidGoalTime(int goalstate, int number); void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime); void trap_BotInitLevelItems(void); void trap_BotUpdateEntityItems(void); -int trap_BotLoadItemWeights(int goalstate, char *filename); +int trap_BotLoadItemWeights(int goalstate, char *filename); void trap_BotFreeItemWeights(int goalstate); void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child); void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename); void trap_BotMutateGoalFuzzyLogic(int goalstate, float range); -int trap_BotAllocGoalState(int state); +int trap_BotAllocGoalState(int state); void trap_BotFreeGoalState(int handle); void trap_BotResetMoveState(int movestate); void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags); -int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type); +int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type); void trap_BotResetAvoidReach(int movestate); void trap_BotResetLastAvoidReach(int movestate); -int trap_BotReachabilityArea(vec3_t origin, int testground); -int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target); -int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target); -int trap_BotAllocMoveState(void); +int trap_BotReachabilityArea(vec3_t origin, int testground); +int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target); +int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target); +int trap_BotAllocMoveState(void); void trap_BotFreeMoveState(int handle); void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove); void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type); -int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory); +int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory); void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo); -int trap_BotLoadWeaponWeights(int weaponstate, char *filename); -int trap_BotAllocWeaponState(void); +int trap_BotLoadWeaponWeights(int weaponstate, char *filename); +int trap_BotAllocWeaponState(void); void trap_BotFreeWeaponState(int weaponstate); void trap_BotResetWeaponState(int weaponstate); -int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child); +int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child); void trap_SnapVector( float *v );