scoreboard stuff

This commit is contained in:
Bryce Hutchings 2002-04-23 06:08:24 +00:00
parent 5dda4a3210
commit f17f86d482
1 changed files with 12 additions and 1 deletions

View File

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.67 2002/04/23 06:08:24 niceass
// scoreboard stuff
//
// Revision 1.66 2002/04/20 15:05:08 makro
// More footstep sounds, a few other things
//
@ -312,7 +315,7 @@ typedef struct centity_s {
qboolean currentValid; // true if cg.frame holds this entity
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 teleportFlag;
@ -366,6 +369,7 @@ typedef enum {
LE_FADE_RGB,
LE_SCALE_FADE,
LE_SCOREPLUM,
LE_PRESSURE_WATER,
#ifdef MISSIONPACK
LE_KAMIKAZE,
LE_INVULIMPACT,
@ -1007,6 +1011,7 @@ typedef struct {
qhandle_t shotgunSmokePuffShader;
qhandle_t plasmaBallShader;
qhandle_t waterBubbleShader;
qhandle_t waterParticleShader;
qhandle_t bloodTrailShader;
#ifdef MISSIONPACK
qhandle_t nailPuffShader;
@ -1306,6 +1311,7 @@ typedef struct {
sfxHandle_t male_sounds[26];
sfxHandle_t female_sounds[26];
sfxHandle_t steamSound;
sfxHandle_t male_1sound;
sfxHandle_t male_2sound;
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,
qboolean isSprite );
void CG_PressureWater( vec3_t origin, vec3_t dir );
//
// 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_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);
extern qboolean initparticles;
int CG_NewParticleArea ( int num );