From b8c65775297c714bf672d5d78520b21d4cc14837 Mon Sep 17 00:00:00 2001 From: Bryce Hutchings Date: Sun, 26 May 2002 05:13:08 +0000 Subject: [PATCH] pressure and progress stuff --- reaction/cgame/cg_local.h | 14 ++++++++++---- 1 file changed, 10 insertions(+), 4 deletions(-) diff --git a/reaction/cgame/cg_local.h b/reaction/cgame/cg_local.h index 496abbe2..ac3061b5 100644 --- a/reaction/cgame/cg_local.h +++ b/reaction/cgame/cg_local.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.81 2002/05/26 05:13:08 niceass +// pressure and progress stuff +// // Revision 1.80 2002/05/21 14:59:11 makro // cg_RQ3_avidemo // @@ -427,7 +430,10 @@ typedef enum { LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time LEF_TUMBLE = 0x0002, // tumble over time, used for ejecting shells LEF_SOUND1 = 0x0004, // sound 1 for kamikaze - LEF_SOUND2 = 0x0008 // sound 2 for kamikaze + LEF_SOUND2 = 0x0008, // sound 2 for kamikaze + LEF_STEAM = 0x0010, // NiceAss: For pressure entities + LEF_FLAME = 0x0020, + LEF_WATER = 0x0040 } leFlag_t; typedef enum { @@ -914,7 +920,7 @@ typedef struct { int scoreStartTime; int records[REC_NUM_RECORDS]; // Blaze: for our statistics tracking - + float loadingMapPercent; // NiceAss: Ranges from 0 to 1. Used on map load. } cg_t; //Blaze: struct to hold the func_breakable stuff typedef struct { @@ -1971,7 +1977,7 @@ localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, qhandle_t hModel, qhandle_t shader, int msec, qboolean isSprite ); -void CG_Pressure( vec3_t origin, vec3_t dir, centity_t *cent ); +void CG_Pressure( vec3_t origin, vec3_t dir, int type, int speed ); // // cg_snapshot.c @@ -2224,7 +2230,7 @@ void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir); void CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha); void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd); void CG_ParticleWater (vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale); -void CG_ParticleSteam (vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale); +void CG_ParticleSteam (vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale, int Shader); extern qboolean initparticles; int CG_NewParticleArea ( int num );