scoreboard stuff

This commit is contained in:
Bryce Hutchings 2002-04-23 06:08:24 +00:00
parent 5dda4a3210
commit f17f86d482

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.67 2002/04/23 06:08:24 niceass
// scoreboard stuff
//
// Revision 1.66 2002/04/20 15:05:08 makro // Revision 1.66 2002/04/20 15:05:08 makro
// More footstep sounds, a few other things // More footstep sounds, a few other things
// //
@ -312,7 +315,7 @@ typedef struct centity_s {
qboolean currentValid; // true if cg.frame holds this entity qboolean currentValid; // true if cg.frame holds this entity
int muzzleFlashTime; // move to playerEntity? int muzzleFlashTime; // move to playerEntity?
int ejectBrassTime; // NiceAss: set if the weapon should eject a shell int ejectBrassTime; // NiceAss: set when the weapon should eject a shell
int previousEvent; int previousEvent;
int teleportFlag; int teleportFlag;
@ -366,6 +369,7 @@ typedef enum {
LE_FADE_RGB, LE_FADE_RGB,
LE_SCALE_FADE, LE_SCALE_FADE,
LE_SCOREPLUM, LE_SCOREPLUM,
LE_PRESSURE_WATER,
#ifdef MISSIONPACK #ifdef MISSIONPACK
LE_KAMIKAZE, LE_KAMIKAZE,
LE_INVULIMPACT, LE_INVULIMPACT,
@ -1007,6 +1011,7 @@ typedef struct {
qhandle_t shotgunSmokePuffShader; qhandle_t shotgunSmokePuffShader;
qhandle_t plasmaBallShader; qhandle_t plasmaBallShader;
qhandle_t waterBubbleShader; qhandle_t waterBubbleShader;
qhandle_t waterParticleShader;
qhandle_t bloodTrailShader; qhandle_t bloodTrailShader;
#ifdef MISSIONPACK #ifdef MISSIONPACK
qhandle_t nailPuffShader; qhandle_t nailPuffShader;
@ -1306,6 +1311,7 @@ typedef struct {
sfxHandle_t male_sounds[26]; sfxHandle_t male_sounds[26];
sfxHandle_t female_sounds[26]; sfxHandle_t female_sounds[26];
sfxHandle_t steamSound;
sfxHandle_t male_1sound; sfxHandle_t male_1sound;
sfxHandle_t male_2sound; sfxHandle_t male_2sound;
sfxHandle_t male_3sound; sfxHandle_t male_3sound;
@ -1881,6 +1887,8 @@ localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, qhandle_t shader, int msec, qhandle_t hModel, qhandle_t shader, int msec,
qboolean isSprite ); qboolean isSprite );
void CG_PressureWater( vec3_t origin, vec3_t dir );
// //
// cg_snapshot.c // cg_snapshot.c
// //
@ -2131,6 +2139,9 @@ void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y,
void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir); 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_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_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);
extern qboolean initparticles; extern qboolean initparticles;
int CG_NewParticleArea ( int num ); int CG_NewParticleArea ( int num );