centerprint, pressure and matchmode stuff

This commit is contained in:
Bryce Hutchings 2002-04-29 06:11:28 +00:00
parent dd0869b671
commit e5604b7f0d

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.68 2002/04/29 06:11:28 niceass
// centerprint, pressure and matchmode stuff
//
// Revision 1.67 2002/04/23 06:08:24 niceass
// scoreboard stuff
//
@ -369,7 +372,7 @@ typedef enum {
LE_FADE_RGB,
LE_SCALE_FADE,
LE_SCOREPLUM,
LE_PRESSURE_WATER,
LE_PRESSURE,
#ifdef MISSIONPACK
LE_KAMIKAZE,
LE_INVULIMPACT,
@ -754,6 +757,7 @@ typedef struct {
int centerPrintY;
char centerPrint[1024];
int centerPrintLines;
int centerPrintMaxLen;
// low ammo warning state
int lowAmmoWarning; // 1 = low, 2 = empty
@ -1614,6 +1618,8 @@ extern vmCvar_t cg_RQ3_team_round_going;
extern vmCvar_t cg_RQ3_team1name;
extern vmCvar_t cg_RQ3_team2name;
//Slicer: matchmode team status cvars
extern vmCvar_t cg_RQ3_RefID;
extern vmCvar_t cg_RQ3_matchmode;
extern vmCvar_t cg_RQ3_team1ready;
extern vmCvar_t cg_RQ3_team2ready;
@ -1887,7 +1893,7 @@ localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, qhandle_t shader, int msec,
qboolean isSprite );
void CG_PressureWater( vec3_t origin, vec3_t dir );
void CG_Pressure( vec3_t origin, vec3_t dir, centity_t *cent );
//
// cg_snapshot.c