From fbdffc714dca13d2752b2ec605e116af1bc83af2 Mon Sep 17 00:00:00 2001 From: Richard Allen Date: Mon, 1 Apr 2002 02:56:50 +0000 Subject: [PATCH] Some sourcecode reformatting --- reaction/game/chars.h | 87 ++--- reaction/game/g_local.h | 680 ++++++++++++++++------------------- reaction/game/g_public.h | 141 ++++---- reaction/game/g_rankings.h | 247 ++++++------- reaction/game/g_team.h | 49 +-- reaction/game/g_teamplay.h | 17 +- reaction/game/inv.h | 229 ++++++------ reaction/game/match.h | 192 +++++----- reaction/game/surfaceflags.h | 45 +-- reaction/game/syn.h | 25 +- 10 files changed, 844 insertions(+), 868 deletions(-) diff --git a/reaction/game/chars.h b/reaction/game/chars.h index 889b56c6..c67a5327 100644 --- a/reaction/game/chars.h +++ b/reaction/game/chars.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.5 2002/04/01 02:56:50 jbravo +// Some sourcecode reformatting +// // Revision 1.4 2002/01/11 19:48:30 jbravo // Formatted the source in non DOS format. // @@ -28,112 +31,112 @@ //======================================================== //======================================================== //name -#define CHARACTERISTIC_NAME 0 //string +#define CHARACTERISTIC_NAME 0 //string //gender of the bot -#define CHARACTERISTIC_GENDER 1 //string ("male", "female", "it") +#define CHARACTERISTIC_GENDER 1 //string ("male", "female", "it") //attack skill // > 0.0 && < 0.2 = don't move // > 0.3 && < 1.0 = aim at enemy during retreat // > 0.0 && < 0.4 = only move forward/backward // >= 0.4 && < 1.0 = circle strafing // > 0.7 && < 1.0 = random strafe direction change -#define CHARACTERISTIC_ATTACK_SKILL 2 //float [0, 1] +#define CHARACTERISTIC_ATTACK_SKILL 2 //float [0, 1] //weapon weight file -#define CHARACTERISTIC_WEAPONWEIGHTS 3 //string +#define CHARACTERISTIC_WEAPONWEIGHTS 3 //string //view angle difference to angle change factor -#define CHARACTERISTIC_VIEW_FACTOR 4 //float <0, 1] +#define CHARACTERISTIC_VIEW_FACTOR 4 //float <0, 1] //maximum view angle change -#define CHARACTERISTIC_VIEW_MAXCHANGE 5 //float [1, 360] +#define CHARACTERISTIC_VIEW_MAXCHANGE 5 //float [1, 360] //reaction time in seconds -#define CHARACTERISTIC_REACTIONTIME 6 //float [0, 5] +#define CHARACTERISTIC_REACTIONTIME 6 //float [0, 5] //accuracy when aiming -#define CHARACTERISTIC_AIM_ACCURACY 7 //float [0, 1] +#define CHARACTERISTIC_AIM_ACCURACY 7 //float [0, 1] //weapon specific aim accuracy #define CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN 8 //float [0, 1] -#define CHARACTERISTIC_AIM_ACCURACY_SHOTGUN 9 //float [0, 1] +#define CHARACTERISTIC_AIM_ACCURACY_SHOTGUN 9 //float [0, 1] #define CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER 10 //float [0, 1] #define CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER 11 //float [0, 1] #define CHARACTERISTIC_AIM_ACCURACY_LIGHTNING 12 #define CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN 13 //float [0, 1] -#define CHARACTERISTIC_AIM_ACCURACY_RAILGUN 14 -#define CHARACTERISTIC_AIM_ACCURACY_BFG10K 15 //float [0, 1] +#define CHARACTERISTIC_AIM_ACCURACY_RAILGUN 14 +#define CHARACTERISTIC_AIM_ACCURACY_BFG10K 15 //float [0, 1] //skill when aiming // > 0.0 && < 0.9 = aim is affected by enemy movement // > 0.4 && <= 0.8 = enemy linear leading // > 0.8 && <= 1.0 = enemy exact movement leading // > 0.5 && <= 1.0 = prediction shots when enemy is not visible // > 0.6 && <= 1.0 = splash damage by shooting nearby geometry -#define CHARACTERISTIC_AIM_SKILL 16 //float [0, 1] +#define CHARACTERISTIC_AIM_SKILL 16 //float [0, 1] //weapon specific aim skill #define CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER 17 //float [0, 1] #define CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER 18 //float [0, 1] -#define CHARACTERISTIC_AIM_SKILL_PLASMAGUN 19 //float [0, 1] -#define CHARACTERISTIC_AIM_SKILL_BFG10K 20 //float [0, 1] +#define CHARACTERISTIC_AIM_SKILL_PLASMAGUN 19 //float [0, 1] +#define CHARACTERISTIC_AIM_SKILL_BFG10K 20 //float [0, 1] //======================================================== //chat //======================================================== //file with chats -#define CHARACTERISTIC_CHAT_FILE 21 //string +#define CHARACTERISTIC_CHAT_FILE 21 //string //name of the chat character -#define CHARACTERISTIC_CHAT_NAME 22 //string +#define CHARACTERISTIC_CHAT_NAME 22 //string //characters per minute type speed -#define CHARACTERISTIC_CHAT_CPM 23 //integer [1, 4000] +#define CHARACTERISTIC_CHAT_CPM 23 //integer [1, 4000] //tendency to insult/praise -#define CHARACTERISTIC_CHAT_INSULT 24 //float [0, 1] +#define CHARACTERISTIC_CHAT_INSULT 24 //float [0, 1] //tendency to chat misc -#define CHARACTERISTIC_CHAT_MISC 25 //float [0, 1] +#define CHARACTERISTIC_CHAT_MISC 25 //float [0, 1] //tendency to chat at start or end of level -#define CHARACTERISTIC_CHAT_STARTENDLEVEL 26 //float [0, 1] +#define CHARACTERISTIC_CHAT_STARTENDLEVEL 26 //float [0, 1] //tendency to chat entering or exiting the game -#define CHARACTERISTIC_CHAT_ENTEREXITGAME 27 //float [0, 1] +#define CHARACTERISTIC_CHAT_ENTEREXITGAME 27 //float [0, 1] //tendency to chat when killed someone -#define CHARACTERISTIC_CHAT_KILL 28 //float [0, 1] +#define CHARACTERISTIC_CHAT_KILL 28 //float [0, 1] //tendency to chat when died -#define CHARACTERISTIC_CHAT_DEATH 29 //float [0, 1] +#define CHARACTERISTIC_CHAT_DEATH 29 //float [0, 1] //tendency to chat when enemy suicides -#define CHARACTERISTIC_CHAT_ENEMYSUICIDE 30 //float [0, 1] +#define CHARACTERISTIC_CHAT_ENEMYSUICIDE 30 //float [0, 1] //tendency to chat when hit while talking -#define CHARACTERISTIC_CHAT_HITTALKING 31 //float [0, 1] +#define CHARACTERISTIC_CHAT_HITTALKING 31 //float [0, 1] //tendency to chat when bot was hit but didn't dye -#define CHARACTERISTIC_CHAT_HITNODEATH 32 //float [0, 1] +#define CHARACTERISTIC_CHAT_HITNODEATH 32 //float [0, 1] //tendency to chat when bot hit the enemy but enemy didn't dye -#define CHARACTERISTIC_CHAT_HITNOKILL 33 //float [0, 1] +#define CHARACTERISTIC_CHAT_HITNOKILL 33 //float [0, 1] //tendency to randomly chat -#define CHARACTERISTIC_CHAT_RANDOM 34 //float [0, 1] +#define CHARACTERISTIC_CHAT_RANDOM 34 //float [0, 1] //tendency to reply -#define CHARACTERISTIC_CHAT_REPLY 35 //float [0, 1] +#define CHARACTERISTIC_CHAT_REPLY 35 //float [0, 1] //======================================================== //movement //======================================================== //tendency to crouch -#define CHARACTERISTIC_CROUCHER 36 //float [0, 1] +#define CHARACTERISTIC_CROUCHER 36 //float [0, 1] //tendency to jump -#define CHARACTERISTIC_JUMPER 37 //float [0, 1] +#define CHARACTERISTIC_JUMPER 37 //float [0, 1] //tendency to walk -#define CHARACTERISTIC_WALKER 48 //float [0, 1] +#define CHARACTERISTIC_WALKER 48 //float [0, 1] //tendency to jump using a weapon -#define CHARACTERISTIC_WEAPONJUMPING 38 //float [0, 1] +#define CHARACTERISTIC_WEAPONJUMPING 38 //float [0, 1] //tendency to use the grapple hook when available -#define CHARACTERISTIC_GRAPPLE_USER 39 //float [0, 1] //use this!! +#define CHARACTERISTIC_GRAPPLE_USER 39 //float [0, 1] //use this!! //======================================================== //goal //======================================================== //item weight file -#define CHARACTERISTIC_ITEMWEIGHTS 40 //string +#define CHARACTERISTIC_ITEMWEIGHTS 40 //string //the aggression of the bot -#define CHARACTERISTIC_AGGRESSION 41 //float [0, 1] +#define CHARACTERISTIC_AGGRESSION 41 //float [0, 1] //the self preservation of the bot (rockets near walls etc.) -#define CHARACTERISTIC_SELFPRESERVATION 42 //float [0, 1] +#define CHARACTERISTIC_SELFPRESERVATION 42 //float [0, 1] //how likely the bot is to take revenge -#define CHARACTERISTIC_VENGEFULNESS 43 //float [0, 1] //use this!! +#define CHARACTERISTIC_VENGEFULNESS 43 //float [0, 1] //use this!! //tendency to camp -#define CHARACTERISTIC_CAMPER 44 //float [0, 1] +#define CHARACTERISTIC_CAMPER 44 //float [0, 1] //======================================================== //======================================================== //tendency to get easy frags -#define CHARACTERISTIC_EASY_FRAGGER 45 //float [0, 1] +#define CHARACTERISTIC_EASY_FRAGGER 45 //float [0, 1] //how alert the bot is (view distance) -#define CHARACTERISTIC_ALERTNESS 46 //float [0, 1] +#define CHARACTERISTIC_ALERTNESS 46 //float [0, 1] //how much the bot fires it's weapon -#define CHARACTERISTIC_FIRETHROTTLE 47 //float [0, 1] +#define CHARACTERISTIC_FIRETHROTTLE 47 //float [0, 1] diff --git a/reaction/game/g_local.h b/reaction/game/g_local.h index 6de0403e..3a5c2c9c 100644 --- a/reaction/game/g_local.h +++ b/reaction/game/g_local.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// 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. // @@ -104,12 +107,12 @@ //================================================================== // the "gameversion" client command will print this plus compile date -#define GAMEVERSION "reaction" +#define GAMEVERSION "reaction" -#define BODY_QUEUE_SIZE 8 +#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 @@ -117,7 +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! @@ -126,35 +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 { @@ -169,14 +172,11 @@ 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 +184,54 @@ 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 +239,7 @@ 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 +254,7 @@ 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 +263,37 @@ 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; @@ -328,16 +328,13 @@ 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; @@ -354,53 +351,53 @@ 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; @@ -434,7 +431,7 @@ 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; @@ -444,256 +441,214 @@ 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 - //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; - */ + int accuracy_shots; // total number of shots + int accuracy_hits; // total number of hits -// 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 + 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 // 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; - struct camera_s *camera; + struct camera_s *camera; // 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 -// Elder: removed - prototype in bg_public.h -// int ClipAmountForWeapon( int w ); // returns the maximum ammo for 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 // 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 @@ -705,20 +660,16 @@ 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 // @@ -767,37 +718,36 @@ 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 ); @@ -825,13 +775,13 @@ 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 @@ -1138,29 +1088,29 @@ 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 ); @@ -1173,69 +1123,69 @@ 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); @@ -1266,32 +1216,32 @@ 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); @@ -1303,48 +1253,48 @@ 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 ); diff --git a/reaction/game/g_public.h b/reaction/game/g_public.h index f1a6e2ad..65532e1a 100644 --- a/reaction/game/g_public.h +++ b/reaction/game/g_public.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.6 2002/04/01 02:56:50 jbravo +// Some sourcecode reformatting +// // Revision 1.5 2002/01/11 19:48:30 jbravo // Formatted the source in non DOS format. // @@ -24,37 +27,37 @@ // the server does not know how to interpret most of the values // in entityStates (level eType), so the game must explicitly flag // special server behaviors -#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects -#define SVF_BOT 0x00000008 // set if the entity is a bot -#define SVF_BROADCAST 0x00000020 // send to all connected clients -#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots +#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects +#define SVF_BOT 0x00000008 // set if the entity is a bot +#define SVF_BROADCAST 0x00000020 // send to all connected clients +#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots #define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->r.currentOrigin instead of entity->s.origin - // for link position (missiles and movers) -#define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient) -#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client - // so that it can be updated for ping tools without - // lagging clients -#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox -#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client - // (entityShared_t->singleClient) + // for link position (missiles and movers) +#define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient) +#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client + // so that it can be updated for ping tools without + // lagging clients +#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox +#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client + // (entityShared_t->singleClient) //=============================================================== typedef struct { - entityState_t s; // communicated by server to clients + entityState_t s; // communicated by server to clients - qboolean linked; // qfalse if not in any good cluster - int linkcount; + qboolean linked; // qfalse if not in any good cluster + int linkcount; - int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc - int singleClient; // only send to this client when SVF_SINGLECLIENT is set + int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc + int singleClient; // only send to this client when SVF_SINGLECLIENT is set - qboolean bmodel; // if false, assume an explicit mins / maxs bounding box - // only set by trap_SetBrushModel + qboolean bmodel; // if false, assume an explicit mins / maxs bounding box + // only set by trap_SetBrushModel vec3_t mins, maxs; - int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc - // a non-solid entity should set to 0 + int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc + // a non-solid entity should set to 0 vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation @@ -70,15 +73,15 @@ typedef struct { // ent->s.number == passEntityNum (don't interact with self) // ent->s.ownerNum = passEntityNum (don't interact with your own missiles) // entity[ent->s.ownerNum].ownerNum = passEntityNum (don't interact with other missiles from owner) - int ownerNum; + int ownerNum; } entityShared_t; // the server looks at a sharedEntity, which is the start of the game's gentity_t structure typedef struct { - 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 } sharedEntity_t; @@ -91,36 +94,36 @@ typedef struct { typedef enum { //============== general Quake services ================== - G_PRINT, // ( const char *string ); + G_PRINT, // ( const char *string ); // print message on the local console - G_ERROR, // ( const char *string ); + G_ERROR, // ( const char *string ); // abort the game - G_MILLISECONDS, // ( void ); + G_MILLISECONDS, // ( void ); // get current time for profiling reasons // this should NOT be used for any game related tasks, // because it is not journaled // console variable interaction - G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); - G_CVAR_UPDATE, // ( vmCvar_t *vmCvar ); - G_CVAR_SET, // ( const char *var_name, const char *value ); + G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); + G_CVAR_UPDATE, // ( vmCvar_t *vmCvar ); + G_CVAR_SET, // ( const char *var_name, const char *value ); G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name ); G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize ); - G_ARGC, // ( void ); + G_ARGC, // ( void ); // ClientCommand and ServerCommand parameter access - G_ARGV, // ( int n, char *buffer, int bufferLength ); + G_ARGV, // ( int n, char *buffer, int bufferLength ); - G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode ); - G_FS_READ, // ( void *buffer, int len, fileHandle_t f ); - G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f ); + G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode ); + G_FS_READ, // ( void *buffer, int len, fileHandle_t f ); + G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f ); G_FS_FCLOSE_FILE, // ( fileHandle_t f ); - G_SEND_CONSOLE_COMMAND, // ( const char *text ); + G_SEND_CONSOLE_COMMAND, // ( const char *text ); // add commands to the console as if they were typed in // for map changing, etc @@ -132,39 +135,39 @@ typedef enum { // the game needs to let the server system know where and how big the gentities // are, so it can look at them directly without going through an interface - G_DROP_CLIENT, // ( int clientNum, const char *reason ); + G_DROP_CLIENT, // ( int clientNum, const char *reason ); // kick a client off the server with a message - G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... ); + G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... ); // reliably sends a command string to be interpreted by the given // client. If clientNum is -1, it will be sent to all clients - G_SET_CONFIGSTRING, // ( int num, const char *string ); + G_SET_CONFIGSTRING, // ( int num, const char *string ); // config strings hold all the index strings, and various other information // that is reliably communicated to all clients // All of the current configstrings are sent to clients when // they connect, and changes are sent to all connected clients. // All confgstrings are cleared at each level start. - G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize ); + G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize ); - G_GET_USERINFO, // ( int num, char *buffer, int bufferSize ); + G_GET_USERINFO, // ( int num, char *buffer, int bufferSize ); // userinfo strings are maintained by the server system, so they // are persistant across level loads, while all other game visible // data is completely reset - G_SET_USERINFO, // ( int num, const char *buffer ); + G_SET_USERINFO, // ( int num, const char *buffer ); - G_GET_SERVERINFO, // ( char *buffer, int bufferSize ); + G_GET_SERVERINFO, // ( char *buffer, int bufferSize ); // the serverinfo info string has all the cvars visible to server browsers - G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name ); + G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name ); // sets mins and maxs based on the brushmodel name - G_TRACE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ); + G_TRACE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ); // collision detection against all linked entities - G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum ); + G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum ); // point contents against all linked entities G_IN_PVS, // ( const vec3_t p1, const vec3_t p2 ); @@ -173,31 +176,31 @@ typedef enum { G_ADJUST_AREA_PORTAL_STATE, // ( gentity_t *ent, qboolean open ); - G_AREAS_CONNECTED, // ( int area1, int area2 ); + G_AREAS_CONNECTED, // ( int area1, int area2 ); - G_LINKENTITY, // ( gentity_t *ent ); + G_LINKENTITY, // ( gentity_t *ent ); // an entity will never be sent to a client or used for collision // if it is not passed to linkentity. If the size, position, or // solidity changes, it must be relinked. - G_UNLINKENTITY, // ( gentity_t *ent ); + G_UNLINKENTITY, // ( gentity_t *ent ); // call before removing an interactive entity - G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount ); + G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount ); // EntitiesInBox will return brush models based on their bounding box, // so exact determination must still be done with EntityContact - G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); + G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); // perform an exact check against inline brush models of non-square shape // access for bots to get and free a server client (FIXME?) - G_BOT_ALLOCATE_CLIENT, // ( void ); + G_BOT_ALLOCATE_CLIENT, // ( void ); - G_BOT_FREE_CLIENT, // ( int clientNum ); + G_BOT_FREE_CLIENT, // ( int clientNum ); - G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd ) + G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd ) - G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize ) + G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize ) // Retrieves the next string token from the entity spawn text, returning // false when all tokens have been parsed. // This should only be done at GAME_INIT time. @@ -211,8 +214,8 @@ typedef enum { G_TRACECAPSULE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ); G_ENTITY_CONTACTCAPSULE, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); - BOTLIB_SETUP = 200, // ( void ); - BOTLIB_SHUTDOWN, // ( void ); + BOTLIB_SETUP = 200, // ( void ); + BOTLIB_SHUTDOWN, // ( void ); BOTLIB_LIBVAR_SET, BOTLIB_LIBVAR_GET, BOTLIB_PC_ADD_GLOBAL_DEFINE, @@ -221,9 +224,9 @@ typedef enum { BOTLIB_UPDATENTITY, BOTLIB_TEST, - BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent ); - BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size ); - BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd ); + BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent ); + BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size ); + BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd ); BOTLIB_AAS_ENABLE_ROUTING_AREA = 300, BOTLIB_AAS_BBOX_AREAS, @@ -382,30 +385,30 @@ typedef enum { // The game should call G_GET_ENTITY_TOKEN to parse through all the // entity configuration text and spawn gentities. - GAME_SHUTDOWN, // (void); + GAME_SHUTDOWN, // (void); - GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime, qboolean isBot ); + GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime, qboolean isBot ); // return NULL if the client is allowed to connect, otherwise return // a text string with the reason for denial - GAME_CLIENT_BEGIN, // ( int clientNum ); + GAME_CLIENT_BEGIN, // ( int clientNum ); GAME_CLIENT_USERINFO_CHANGED, // ( int clientNum ); - GAME_CLIENT_DISCONNECT, // ( int clientNum ); + GAME_CLIENT_DISCONNECT, // ( int clientNum ); - GAME_CLIENT_COMMAND, // ( int clientNum ); + GAME_CLIENT_COMMAND, // ( int clientNum ); - GAME_CLIENT_THINK, // ( int clientNum ); + GAME_CLIENT_THINK, // ( int clientNum ); - GAME_RUN_FRAME, // ( int levelTime ); + GAME_RUN_FRAME, // ( int levelTime ); - GAME_CONSOLE_COMMAND, // ( void ); + GAME_CONSOLE_COMMAND, // ( void ); // ConsoleCommand will be called when a command has been issued // that is not recognized as a builtin function. // The game can issue trap_argc() / trap_argv() commands to get the command // and parameters. Return qfalse if the game doesn't recognize it as a command. - BOTAI_START_FRAME // ( int time ); + BOTAI_START_FRAME // ( int time ); } gameExport_t; diff --git a/reaction/game/g_rankings.h b/reaction/game/g_rankings.h index 1218ad3c..b23fe930 100644 --- a/reaction/game/g_rankings.h +++ b/reaction/game/g_rankings.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.5 2002/04/01 02:56:50 jbravo +// Some sourcecode reformatting +// // Revision 1.4 2002/01/11 19:48:30 jbravo // Formatted the source in non DOS format. // @@ -62,56 +65,56 @@ Key digits: // general keys #define QGR_KEY_MATCH_RATING 1112000001 -#define QGR_KEY_PLAYED_WITH 1210000002 +#define QGR_KEY_PLAYED_WITH 1210000002 // session keys -#define QGR_KEY_HOSTNAME 1000010000 -#define QGR_KEY_MAP 1000010001 -#define QGR_KEY_MOD 1000010002 -#define QGR_KEY_GAMETYPE 1010010003 -#define QGR_KEY_FRAGLIMIT 1010010004 -#define QGR_KEY_TIMELIMIT 1010010005 -#define QGR_KEY_MAXCLIENTS 1010010006 -#define QGR_KEY_MAXRATE 1010010007 -#define QGR_KEY_MINPING 1010010008 -#define QGR_KEY_MAXPING 1010010009 -#define QGR_KEY_DEDICATED 1010010010 -#define QGR_KEY_VERSION 1000010011 +#define QGR_KEY_HOSTNAME 1000010000 +#define QGR_KEY_MAP 1000010001 +#define QGR_KEY_MOD 1000010002 +#define QGR_KEY_GAMETYPE 1010010003 +#define QGR_KEY_FRAGLIMIT 1010010004 +#define QGR_KEY_TIMELIMIT 1010010005 +#define QGR_KEY_MAXCLIENTS 1010010006 +#define QGR_KEY_MAXRATE 1010010007 +#define QGR_KEY_MINPING 1010010008 +#define QGR_KEY_MAXPING 1010010009 +#define QGR_KEY_DEDICATED 1010010010 +#define QGR_KEY_VERSION 1000010011 // weapon keys -#define QGR_KEY_FRAG 1211020000 -#define QGR_KEY_SUICIDE 1111020001 -#define QGR_KEY_SHOT_FIRED 1111020002 -#define QGR_KEY_HIT_GIVEN 1111020003 -#define QGR_KEY_HIT_TAKEN 1111020004 +#define QGR_KEY_FRAG 1211020000 +#define QGR_KEY_SUICIDE 1111020001 +#define QGR_KEY_SHOT_FIRED 1111020002 +#define QGR_KEY_HIT_GIVEN 1111020003 +#define QGR_KEY_HIT_TAKEN 1111020004 #define QGR_KEY_DAMAGE_GIVEN 1111020005 #define QGR_KEY_DAMAGE_TAKEN 1111020006 #define QGR_KEY_SPLASH_GIVEN 1111020007 #define QGR_KEY_SPLASH_TAKEN 1111020008 #define QGR_KEY_PICKUP_WEAPON 1111020009 -#define QGR_KEY_TIME 1111020010 +#define QGR_KEY_TIME 1111020010 #define QGR_KEY_FRAG_GAUNTLET 1211020100 #define QGR_KEY_SUICIDE_GAUNTLET 1111020101 #define QGR_KEY_SHOT_FIRED_GAUNTLET 1111020102 #define QGR_KEY_HIT_GIVEN_GAUNTLET 1111020103 #define QGR_KEY_HIT_TAKEN_GAUNTLET 1111020104 -#define QGR_KEY_DAMAGE_GIVEN_GAUNTLET 1111020105 -#define QGR_KEY_DAMAGE_TAKEN_GAUNTLET 1111020106 -#define QGR_KEY_SPLASH_GIVEN_GAUNTLET 1111020107 -#define QGR_KEY_SPLASH_TAKEN_GAUNTLET 1111020108 +#define QGR_KEY_DAMAGE_GIVEN_GAUNTLET 1111020105 +#define QGR_KEY_DAMAGE_TAKEN_GAUNTLET 1111020106 +#define QGR_KEY_SPLASH_GIVEN_GAUNTLET 1111020107 +#define QGR_KEY_SPLASH_TAKEN_GAUNTLET 1111020108 #define QGR_KEY_PICKUP_GAUNTLET 1111020109 #define QGR_KEY_TIME_GAUNTLET 1111020110 #define QGR_KEY_FRAG_MACHINEGUN 1211020200 #define QGR_KEY_SUICIDE_MACHINEGUN 1111020201 -#define QGR_KEY_SHOT_FIRED_MACHINEGUN 1111020202 -#define QGR_KEY_HIT_GIVEN_MACHINEGUN 1111020203 -#define QGR_KEY_HIT_TAKEN_MACHINEGUN 1111020204 -#define QGR_KEY_DAMAGE_GIVEN_MACHINEGUN 1111020205 -#define QGR_KEY_DAMAGE_TAKEN_MACHINEGUN 1111020206 -#define QGR_KEY_SPLASH_GIVEN_MACHINEGUN 1111020207 -#define QGR_KEY_SPLASH_TAKEN_MACHINEGUN 1111020208 +#define QGR_KEY_SHOT_FIRED_MACHINEGUN 1111020202 +#define QGR_KEY_HIT_GIVEN_MACHINEGUN 1111020203 +#define QGR_KEY_HIT_TAKEN_MACHINEGUN 1111020204 +#define QGR_KEY_DAMAGE_GIVEN_MACHINEGUN 1111020205 +#define QGR_KEY_DAMAGE_TAKEN_MACHINEGUN 1111020206 +#define QGR_KEY_SPLASH_GIVEN_MACHINEGUN 1111020207 +#define QGR_KEY_SPLASH_TAKEN_MACHINEGUN 1111020208 #define QGR_KEY_PICKUP_MACHINEGUN 1111020209 #define QGR_KEY_TIME_MACHINEGUN 1111020210 @@ -120,10 +123,10 @@ Key digits: #define QGR_KEY_SHOT_FIRED_SHOTGUN 1111020302 #define QGR_KEY_HIT_GIVEN_SHOTGUN 1111020303 #define QGR_KEY_HIT_TAKEN_SHOTGUN 1111020304 -#define QGR_KEY_DAMAGE_GIVEN_SHOTGUN 1111020305 -#define QGR_KEY_DAMAGE_TAKEN_SHOTGUN 1111020306 -#define QGR_KEY_SPLASH_GIVEN_SHOTGUN 1111020307 -#define QGR_KEY_SPLASH_TAKEN_SHOTGUN 1111020308 +#define QGR_KEY_DAMAGE_GIVEN_SHOTGUN 1111020305 +#define QGR_KEY_DAMAGE_TAKEN_SHOTGUN 1111020306 +#define QGR_KEY_SPLASH_GIVEN_SHOTGUN 1111020307 +#define QGR_KEY_SPLASH_TAKEN_SHOTGUN 1111020308 #define QGR_KEY_PICKUP_SHOTGUN 1111020309 #define QGR_KEY_TIME_SHOTGUN 1111020310 @@ -132,14 +135,14 @@ Key digits: #define QGR_KEY_SHOT_FIRED_GRENADE 1111020402 #define QGR_KEY_HIT_GIVEN_GRENADE 1111020403 #define QGR_KEY_HIT_TAKEN_GRENADE 1111020404 -#define QGR_KEY_DAMAGE_GIVEN_GRENADE 1111020405 -#define QGR_KEY_DAMAGE_TAKEN_GRENADE 1111020406 -#define QGR_KEY_SPLASH_GIVEN_GRENADE 1111020407 -#define QGR_KEY_SPLASH_TAKEN_GRENADE 1111020408 +#define QGR_KEY_DAMAGE_GIVEN_GRENADE 1111020405 +#define QGR_KEY_DAMAGE_TAKEN_GRENADE 1111020406 +#define QGR_KEY_SPLASH_GIVEN_GRENADE 1111020407 +#define QGR_KEY_SPLASH_TAKEN_GRENADE 1111020408 #define QGR_KEY_PICKUP_GRENADE 1111020409 #define QGR_KEY_TIME_GRENADE 1111020410 -#define QGR_KEY_FRAG_ROCKET 1211020500 +#define QGR_KEY_FRAG_ROCKET 1211020500 #define QGR_KEY_SUICIDE_ROCKET 1111020501 #define QGR_KEY_SHOT_FIRED_ROCKET 1111020502 #define QGR_KEY_HIT_GIVEN_ROCKET 1111020503 @@ -149,9 +152,9 @@ Key digits: #define QGR_KEY_SPLASH_GIVEN_ROCKET 1111020507 #define QGR_KEY_SPLASH_TAKEN_ROCKET 1111020508 #define QGR_KEY_PICKUP_ROCKET 1111020509 -#define QGR_KEY_TIME_ROCKET 1111020510 +#define QGR_KEY_TIME_ROCKET 1111020510 -#define QGR_KEY_FRAG_PLASMA 1211020600 +#define QGR_KEY_FRAG_PLASMA 1211020600 #define QGR_KEY_SUICIDE_PLASMA 1111020601 #define QGR_KEY_SHOT_FIRED_PLASMA 1111020602 #define QGR_KEY_HIT_GIVEN_PLASMA 1111020603 @@ -161,34 +164,34 @@ Key digits: #define QGR_KEY_SPLASH_GIVEN_PLASMA 1111020607 #define QGR_KEY_SPLASH_TAKEN_PLASMA 1111020608 #define QGR_KEY_PICKUP_PLASMA 1111020609 -#define QGR_KEY_TIME_PLASMA 1111020610 +#define QGR_KEY_TIME_PLASMA 1111020610 #define QGR_KEY_FRAG_RAILGUN 1211020700 #define QGR_KEY_SUICIDE_RAILGUN 1111020701 #define QGR_KEY_SHOT_FIRED_RAILGUN 1111020702 #define QGR_KEY_HIT_GIVEN_RAILGUN 1111020703 #define QGR_KEY_HIT_TAKEN_RAILGUN 1111020704 -#define QGR_KEY_DAMAGE_GIVEN_RAILGUN 1111020705 -#define QGR_KEY_DAMAGE_TAKEN_RAILGUN 1111020706 -#define QGR_KEY_SPLASH_GIVEN_RAILGUN 1111020707 -#define QGR_KEY_SPLASH_TAKEN_RAILGUN 1111020708 +#define QGR_KEY_DAMAGE_GIVEN_RAILGUN 1111020705 +#define QGR_KEY_DAMAGE_TAKEN_RAILGUN 1111020706 +#define QGR_KEY_SPLASH_GIVEN_RAILGUN 1111020707 +#define QGR_KEY_SPLASH_TAKEN_RAILGUN 1111020708 #define QGR_KEY_PICKUP_RAILGUN 1111020709 #define QGR_KEY_TIME_RAILGUN 1111020710 #define QGR_KEY_FRAG_LIGHTNING 1211020800 #define QGR_KEY_SUICIDE_LIGHTNING 1111020801 -#define QGR_KEY_SHOT_FIRED_LIGHTNING 1111020802 +#define QGR_KEY_SHOT_FIRED_LIGHTNING 1111020802 #define QGR_KEY_HIT_GIVEN_LIGHTNING 1111020803 #define QGR_KEY_HIT_TAKEN_LIGHTNING 1111020804 -#define QGR_KEY_DAMAGE_GIVEN_LIGHTNING 1111020805 -#define QGR_KEY_DAMAGE_TAKEN_LIGHTNING 1111020806 -#define QGR_KEY_SPLASH_GIVEN_LIGHTNING 1111020807 -#define QGR_KEY_SPLASH_TAKEN_LIGHTNING 1111020808 +#define QGR_KEY_DAMAGE_GIVEN_LIGHTNING 1111020805 +#define QGR_KEY_DAMAGE_TAKEN_LIGHTNING 1111020806 +#define QGR_KEY_SPLASH_GIVEN_LIGHTNING 1111020807 +#define QGR_KEY_SPLASH_TAKEN_LIGHTNING 1111020808 #define QGR_KEY_PICKUP_LIGHTNING 1111020809 #define QGR_KEY_TIME_LIGHTNING 1111020810 -#define QGR_KEY_FRAG_BFG 1211020900 -#define QGR_KEY_SUICIDE_BFG 1111020901 +#define QGR_KEY_FRAG_BFG 1211020900 +#define QGR_KEY_SUICIDE_BFG 1111020901 #define QGR_KEY_SHOT_FIRED_BFG 1111020902 #define QGR_KEY_HIT_GIVEN_BFG 1111020903 #define QGR_KEY_HIT_TAKEN_BFG 1111020904 @@ -196,18 +199,18 @@ Key digits: #define QGR_KEY_DAMAGE_TAKEN_BFG 1111020906 #define QGR_KEY_SPLASH_GIVEN_BFG 1111020907 #define QGR_KEY_SPLASH_TAKEN_BFG 1111020908 -#define QGR_KEY_PICKUP_BFG 1111020909 -#define QGR_KEY_TIME_BFG 1111020910 +#define QGR_KEY_PICKUP_BFG 1111020909 +#define QGR_KEY_TIME_BFG 1111020910 #define QGR_KEY_FRAG_GRAPPLE 1211021000 #define QGR_KEY_SUICIDE_GRAPPLE 1111021001 #define QGR_KEY_SHOT_FIRED_GRAPPLE 1111021002 #define QGR_KEY_HIT_GIVEN_GRAPPLE 1111021003 #define QGR_KEY_HIT_TAKEN_GRAPPLE 1111021004 -#define QGR_KEY_DAMAGE_GIVEN_GRAPPLE 1111021005 -#define QGR_KEY_DAMAGE_TAKEN_GRAPPLE 1111021006 -#define QGR_KEY_SPLASH_GIVEN_GRAPPLE 1111021007 -#define QGR_KEY_SPLASH_TAKEN_GRAPPLE 1111021008 +#define QGR_KEY_DAMAGE_GIVEN_GRAPPLE 1111021005 +#define QGR_KEY_DAMAGE_TAKEN_GRAPPLE 1111021006 +#define QGR_KEY_SPLASH_GIVEN_GRAPPLE 1111021007 +#define QGR_KEY_SPLASH_TAKEN_GRAPPLE 1111021008 #define QGR_KEY_PICKUP_GRAPPLE 1111021009 #define QGR_KEY_TIME_GRAPPLE 1111021010 @@ -216,10 +219,10 @@ Key digits: #define QGR_KEY_SHOT_FIRED_UNKNOWN 1111021102 #define QGR_KEY_HIT_GIVEN_UNKNOWN 1111021103 #define QGR_KEY_HIT_TAKEN_UNKNOWN 1111021104 -#define QGR_KEY_DAMAGE_GIVEN_UNKNOWN 1111021105 -#define QGR_KEY_DAMAGE_TAKEN_UNKNOWN 1111021106 -#define QGR_KEY_SPLASH_GIVEN_UNKNOWN 1111021107 -#define QGR_KEY_SPLASH_TAKEN_UNKNOWN 1111021108 +#define QGR_KEY_DAMAGE_GIVEN_UNKNOWN 1111021105 +#define QGR_KEY_DAMAGE_TAKEN_UNKNOWN 1111021106 +#define QGR_KEY_SPLASH_GIVEN_UNKNOWN 1111021107 +#define QGR_KEY_SPLASH_TAKEN_UNKNOWN 1111021108 #define QGR_KEY_PICKUP_UNKNOWN 1111021109 #define QGR_KEY_TIME_UNKNOWN 1111021110 @@ -230,14 +233,14 @@ Key digits: #define QGR_KEY_SHOT_FIRED_NAILGIN 1111021202 #define QGR_KEY_HIT_GIVEN_NAILGIN 1111021203 #define QGR_KEY_HIT_TAKEN_NAILGIN 1111021204 -#define QGR_KEY_DAMAGE_GIVEN_NAILGIN 1111021205 -#define QGR_KEY_DAMAGE_TAKEN_NAILGIN 1111021206 -#define QGR_KEY_SPLASH_GIVEN_NAILGIN 1111021207 -#define QGR_KEY_SPLASH_TAKEN_NAILGIN 1111021208 +#define QGR_KEY_DAMAGE_GIVEN_NAILGIN 1111021205 +#define QGR_KEY_DAMAGE_TAKEN_NAILGIN 1111021206 +#define QGR_KEY_SPLASH_GIVEN_NAILGIN 1111021207 +#define QGR_KEY_SPLASH_TAKEN_NAILGIN 1111021208 #define QGR_KEY_PICKUP_NAILGIN 1111021209 #define QGR_KEY_TIME_NAILGIN 1111021210 // new to team arena -#define QGR_KEY_FRAG_PROX_LAUNCHER 1211021300 +#define QGR_KEY_FRAG_PROX_LAUNCHER 1211021300 #define QGR_KEY_SUICIDE_PROX_LAUNCHER 1111021301 #define QGR_KEY_SHOT_FIRED_PROX_LAUNCHER 1111021302 #define QGR_KEY_HIT_GIVEN_PROX_LAUNCHER 1111021303 @@ -247,24 +250,24 @@ Key digits: #define QGR_KEY_SPLASH_GIVEN_PROX_LAUNCHER 1111021307 #define QGR_KEY_SPLASH_TAKEN_PROX_LAUNCHER 1111021308 #define QGR_KEY_PICKUP_PROX_LAUNCHER 1111021309 -#define QGR_KEY_TIME_PROX_LAUNCHER 1111021310 +#define QGR_KEY_TIME_PROX_LAUNCHER 1111021310 // new to team arena #define QGR_KEY_FRAG_CHAINGUN 1211021400 #define QGR_KEY_SUICIDE_CHAINGUN 1111021401 -#define QGR_KEY_SHOT_FIRED_CHAINGUN 1111021402 +#define QGR_KEY_SHOT_FIRED_CHAINGUN 1111021402 #define QGR_KEY_HIT_GIVEN_CHAINGUN 1111021403 #define QGR_KEY_HIT_TAKEN_CHAINGUN 1111021404 -#define QGR_KEY_DAMAGE_GIVEN_CHAINGUN 1111021405 -#define QGR_KEY_DAMAGE_TAKEN_CHAINGUN 1111021406 -#define QGR_KEY_SPLASH_GIVEN_CHAINGUN 1111021407 -#define QGR_KEY_SPLASH_TAKEN_CHAINGUN 1111021408 +#define QGR_KEY_DAMAGE_GIVEN_CHAINGUN 1111021405 +#define QGR_KEY_DAMAGE_TAKEN_CHAINGUN 1111021406 +#define QGR_KEY_SPLASH_GIVEN_CHAINGUN 1111021407 +#define QGR_KEY_SPLASH_TAKEN_CHAINGUN 1111021408 #define QGR_KEY_PICKUP_CHAINGUN 1111021409 #define QGR_KEY_TIME_CHAINGUN 1111021410 #endif /* MISSIONPACK */ // ammo keys -#define QGR_KEY_BOXES 1111030000 -#define QGR_KEY_ROUNDS 1111030001 +#define QGR_KEY_BOXES 1111030000 +#define QGR_KEY_ROUNDS 1111030001 #define QGR_KEY_BOXES_BULLETS 1111030100 #define QGR_KEY_ROUNDS_BULLETS 1111030101 @@ -278,10 +281,10 @@ Key digits: #define QGR_KEY_BOXES_ROCKETS 1111030400 #define QGR_KEY_ROUNDS_ROCKETS 1111030401 -#define QGR_KEY_BOXES_CELLS 1111030500 +#define QGR_KEY_BOXES_CELLS 1111030500 #define QGR_KEY_ROUNDS_CELLS 1111030501 -#define QGR_KEY_BOXES_SLUGS 1111030600 +#define QGR_KEY_BOXES_SLUGS 1111030600 #define QGR_KEY_ROUNDS_SLUGS 1111030601 #define QGR_KEY_BOXES_LG_AMMO 1111030700 @@ -298,60 +301,60 @@ Key digits: #define QGR_KEY_BOXES_PROX_LAUNCHER_AMMO 1111031000 #define QGR_KEY_ROUNDS_PROX_LAUNCHER_AMMO 1111031001 // new to team arena -#define QGR_KEY_BOXES_CHAINGUN_AMMO 1111031100 -#define QGR_KEY_ROUNDS_CHAINGUN_AMMO 1111031101 +#define QGR_KEY_BOXES_CHAINGUN_AMMO 1111031100 +#define QGR_KEY_ROUNDS_CHAINGUN_AMMO 1111031101 #endif /* MISSIONPACK */ // health keys -#define QGR_KEY_HEALTH 1111040000 +#define QGR_KEY_HEALTH 1111040000 #define QGR_KEY_HEALTH_TOTAL 1111040001 -#define QGR_KEY_HEALTH_5 1111040100 -#define QGR_KEY_HEALTH_25 1111040200 -#define QGR_KEY_HEALTH_50 1111040300 -#define QGR_KEY_HEALTH_MEGA 1111040400 +#define QGR_KEY_HEALTH_5 1111040100 +#define QGR_KEY_HEALTH_25 1111040200 +#define QGR_KEY_HEALTH_50 1111040300 +#define QGR_KEY_HEALTH_MEGA 1111040400 // armor keys -#define QGR_KEY_ARMOR 1111050000 -#define QGR_KEY_ARMOR_TOTAL 1111050001 +#define QGR_KEY_ARMOR 1111050000 +#define QGR_KEY_ARMOR_TOTAL 1111050001 -#define QGR_KEY_ARMOR_SHARD 1111050100 +#define QGR_KEY_ARMOR_SHARD 1111050100 #define QGR_KEY_ARMOR_YELLOW 1111050200 -#define QGR_KEY_ARMOR_RED 1111050300 +#define QGR_KEY_ARMOR_RED 1111050300 // powerup keys -#define QGR_KEY_POWERUP 1111060000 -#define QGR_KEY_QUAD 1111060100 -#define QGR_KEY_SUIT 1111060200 -#define QGR_KEY_HASTE 1111060300 -#define QGR_KEY_INVIS 1111060400 -#define QGR_KEY_REGEN 1111060500 -#define QGR_KEY_FLIGHT 1111060600 +#define QGR_KEY_POWERUP 1111060000 +#define QGR_KEY_QUAD 1111060100 +#define QGR_KEY_SUIT 1111060200 +#define QGR_KEY_HASTE 1111060300 +#define QGR_KEY_INVIS 1111060400 +#define QGR_KEY_REGEN 1111060500 +#define QGR_KEY_FLIGHT 1111060600 #ifdef MISSIONPACK // persistant powerup keys // new to team arena -#define QGR_KEY_SCOUT 1111160800 -#define QGR_KEY_GUARD 1111160801 -#define QGR_KEY_DOUBLER 1111160802 -#define QGR_KEY_AMMOREGEN 1111160803 +#define QGR_KEY_SCOUT 1111160800 +#define QGR_KEY_GUARD 1111160801 +#define QGR_KEY_DOUBLER 1111160802 +#define QGR_KEY_AMMOREGEN 1111160803 #endif //MISSIONPACK // holdable item keys -#define QGR_KEY_MEDKIT 1111070000 -#define QGR_KEY_MEDKIT_USE 1111070001 +#define QGR_KEY_MEDKIT 1111070000 +#define QGR_KEY_MEDKIT_USE 1111070001 -#define QGR_KEY_TELEPORTER 1111070100 +#define QGR_KEY_TELEPORTER 1111070100 #define QGR_KEY_TELEPORTER_USE 1111070101 #ifdef MISSIONPACK // new to team arena -#define QGR_KEY_KAMIKAZE 1111070200 +#define QGR_KEY_KAMIKAZE 1111070200 #define QGR_KEY_KAMIKAZE_USE 1111070201 // new to team arena -#define QGR_KEY_PORTAL 1111070300 -#define QGR_KEY_PORTAL_USE 1111070301 +#define QGR_KEY_PORTAL 1111070300 +#define QGR_KEY_PORTAL_USE 1111070301 // new to team arena #define QGR_KEY_INVULNERABILITY 1111070400 #define QGR_KEY_INVULNERABILITY_USE 1111070401 @@ -359,32 +362,32 @@ Key digits: // hazard keys #define QGR_KEY_HAZARD_DEATH 1111080000 -#define QGR_KEY_WATER 1111080100 -#define QGR_KEY_SLIME 1111080200 -#define QGR_KEY_LAVA 1111080300 -#define QGR_KEY_CRUSH 1111080400 -#define QGR_KEY_TELEFRAG 1111080500 -#define QGR_KEY_FALLING 1111080600 -#define QGR_KEY_SUICIDE_CMD 1111080700 +#define QGR_KEY_WATER 1111080100 +#define QGR_KEY_SLIME 1111080200 +#define QGR_KEY_LAVA 1111080300 +#define QGR_KEY_CRUSH 1111080400 +#define QGR_KEY_TELEFRAG 1111080500 +#define QGR_KEY_FALLING 1111080600 +#define QGR_KEY_SUICIDE_CMD 1111080700 #define QGR_KEY_TRIGGER_HURT 1111080800 -#define QGR_KEY_HAZARD_MISC 1111080900 +#define QGR_KEY_HAZARD_MISC 1111080900 // reward keys -#define QGR_KEY_IMPRESSIVE 1111090000 -#define QGR_KEY_EXCELLENT 1111090100 +#define QGR_KEY_IMPRESSIVE 1111090000 +#define QGR_KEY_EXCELLENT 1111090100 // teammate keys #define QGR_KEY_TEAMMATE_FRAG 1211100000 #define QGR_KEY_TEAMMATE_HIT_GIVEN 1111100001 #define QGR_KEY_TEAMMATE_HIT_TAKEN 1111100002 -#define QGR_KEY_TEAMMATE_DAMAGE_GIVEN 1111100003 -#define QGR_KEY_TEAMMATE_DAMAGE_TAKEN 1111100004 -#define QGR_KEY_TEAMMATE_SPLASH_GIVEN 1111100005 -#define QGR_KEY_TEAMMATE_SPLASH_TAKEN 1111100006 -#define QGR_KEY_TEAM_NAME 1100100007 +#define QGR_KEY_TEAMMATE_DAMAGE_GIVEN 1111100003 +#define QGR_KEY_TEAMMATE_DAMAGE_TAKEN 1111100004 +#define QGR_KEY_TEAMMATE_SPLASH_GIVEN 1111100005 +#define QGR_KEY_TEAMMATE_SPLASH_TAKEN 1111100006 +#define QGR_KEY_TEAM_NAME 1100100007 // ctf keys -#define QGR_KEY_FLAG_PICKUP 1111110000 +#define QGR_KEY_FLAG_PICKUP 1111110000 #define QGR_KEY_FLAG_CAPTURE 1111110001 #endif // _G_RANKINGS_H_ diff --git a/reaction/game/g_team.h b/reaction/game/g_team.h index e462e04d..2be9fdfa 100644 --- a/reaction/game/g_team.h +++ b/reaction/game/g_team.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.5 2002/04/01 02:56:50 jbravo +// Some sourcecode reformatting +// // Revision 1.4 2002/01/11 19:48:30 jbravo // Formatted the source in non DOS format. // @@ -18,45 +21,45 @@ #ifdef MISSIONPACK -#define CTF_CAPTURE_BONUS 100 // what you get for capture -#define CTF_TEAM_BONUS 25 // what your team gets for capture -#define CTF_RECOVERY_BONUS 10 // what you get for recovery -#define CTF_FLAG_BONUS 10 // what you get for picking up enemy flag -#define CTF_FRAG_CARRIER_BONUS 20 // what you get for fragging enemy flag carrier -#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return +#define CTF_CAPTURE_BONUS 100 // what you get for capture +#define CTF_TEAM_BONUS 25 // what your team gets for capture +#define CTF_RECOVERY_BONUS 10 // what you get for recovery +#define CTF_FLAG_BONUS 10 // what you get for picking up enemy flag +#define CTF_FRAG_CARRIER_BONUS 20 // what you get for fragging enemy flag carrier +#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return #define CTF_CARRIER_DANGER_PROTECT_BONUS 5 // bonus for fraggin someone who has recently hurt your flag carrier -#define CTF_CARRIER_PROTECT_BONUS 2 // bonus for fraggin someone while either you or your target are near your flag carrier -#define CTF_FLAG_DEFENSE_BONUS 10 // bonus for fraggin someone while either you or your target are near your flag +#define CTF_CARRIER_PROTECT_BONUS 2 // bonus for fraggin someone while either you or your target are near your flag carrier +#define CTF_FLAG_DEFENSE_BONUS 10 // bonus for fraggin someone while either you or your target are near your flag #define CTF_RETURN_FLAG_ASSIST_BONUS 10 // awarded for returning a flag that causes a capture to happen almost immediately #define CTF_FRAG_CARRIER_ASSIST_BONUS 10 // award for fragging a flag carrier if a capture happens almost immediately #else -#define CTF_CAPTURE_BONUS 5 // what you get for capture -#define CTF_TEAM_BONUS 0 // what your team gets for capture -#define CTF_RECOVERY_BONUS 1 // what you get for recovery -#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag -#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier -#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return +#define CTF_CAPTURE_BONUS 5 // what you get for capture +#define CTF_TEAM_BONUS 0 // what your team gets for capture +#define CTF_RECOVERY_BONUS 1 // what you get for recovery +#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag +#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier +#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return #define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier -#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier -#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag +#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier +#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag #define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately #define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately #endif -#define CTF_TARGET_PROTECT_RADIUS 1000 // the radius around an object being defended where a target will be worth extra frags -#define CTF_ATTACKER_PROTECT_RADIUS 1000 // the radius around an object being defended where an attacker will get extra frags when making kills +#define CTF_TARGET_PROTECT_RADIUS 1000 // the radius around an object being defended where a target will be worth extra frags +#define CTF_ATTACKER_PROTECT_RADIUS 1000 // the radius around an object being defended where an attacker will get extra frags when making kills #define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8000 #define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10000 #define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10000 -#define CTF_GRAPPLE_SPEED 750 // speed of grapple in flight -#define CTF_GRAPPLE_PULL_SPEED 750 // speed player is pulled at +#define CTF_GRAPPLE_SPEED 750 // speed of grapple in flight +#define CTF_GRAPPLE_PULL_SPEED 750 // speed player is pulled at #define OVERLOAD_ATTACK_BASE_SOUND_TIME 20000 @@ -74,10 +77,10 @@ void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker); void Team_InitGame(void); void Team_ReturnFlag(int team); void Team_FreeEntity(gentity_t *ent); -gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles ); +gentity_t *SelectCTFSpawnPoint (team_t team, int teamstate, vec3_t origin, vec3_t angles); gentity_t *Team_GetLocation(gentity_t *ent); qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen); -void TeamplayInfoMessage( gentity_t *ent ); +void TeamplayInfoMessage(gentity_t *ent); void CheckTeamStatus(void); -int Pickup_Team( gentity_t *ent, gentity_t *other ); +int Pickup_Team(gentity_t *ent, gentity_t *other); diff --git a/reaction/game/g_teamplay.h b/reaction/game/g_teamplay.h index 7675184f..8888ae8b 100644 --- a/reaction/game/g_teamplay.h +++ b/reaction/game/g_teamplay.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.9 2002/04/01 02:56:50 jbravo +// Some sourcecode reformatting +// // Revision 1.8 2002/03/31 23:41:45 jbravo // Added the use command // @@ -53,12 +56,12 @@ void CheckForUnevenTeams(gentity_t *player); void EquipPlayer (gentity_t *ent); void RQ3_Cmd_Choose_f(gentity_t *ent); void RQ3_Cmd_Use_f(gentity_t *ent); -void RQ3_Cmd_Drop_f( gentity_t *ent ); -void UnstickPlayer( gentity_t *ent ); -void MakeSpectator( gentity_t *ent ); -qboolean OKtoFollow( int clientnum ); -void RQ3_Cmd_Radio_f ( gentity_t *ent ); -void RQ3_Cmd_Radio_power_f ( gentity_t *ent ); -void RQ3_Cmd_Radiogender_f ( gentity_t *ent ); +void RQ3_Cmd_Drop_f(gentity_t *ent); +void UnstickPlayer(gentity_t *ent); +void MakeSpectator(gentity_t *ent); +qboolean OKtoFollow(int clientnum); +void RQ3_Cmd_Radio_f (gentity_t *ent); +void RQ3_Cmd_Radio_power_f (gentity_t *ent); +void RQ3_Cmd_Radiogender_f (gentity_t *ent); void ParseSayText (gentity_t * ent, char *text); void RQ3_SpectatorMode(gentity_t *ent); diff --git a/reaction/game/inv.h b/reaction/game/inv.h index 5a0fd3ee..68b0a8c6 100644 --- a/reaction/game/inv.h +++ b/reaction/game/inv.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.8 2002/04/01 02:56:50 jbravo +// Some sourcecode reformatting +// // Revision 1.7 2002/01/11 19:48:30 jbravo // Formatted the source in non DOS format. // @@ -15,87 +18,87 @@ //----------------------------------------------------------------------------- // Elder: we have to seriously repair this file -#define INVENTORY_NONE 0 +#define INVENTORY_NONE 0 //armor -#define INVENTORY_ARMOR 1 +#define INVENTORY_ARMOR 1 //weapons -#define INVENTORY_KNIFE 4 // was gauntlet -#define INVENTORY_M3 5 // was shotgun -#define INVENTORY_PISTOL 6 // was machinegun -#define INVENTORY_GRENADE 7 // was grenade launcher +#define INVENTORY_KNIFE 4 // was gauntlet +#define INVENTORY_M3 5 // was shotgun +#define INVENTORY_PISTOL 6 // was machinegun +#define INVENTORY_GRENADE 7 // was grenade launcher #define INVENTORY_HANDCANNON 8 // was rocket launcher -#define INVENTORY_AKIMBO 9 // was lightning gun -#define INVENTORY_SSG3000 10 // was railgun -#define INVENTORY_MP5 11 // was plasma gun -#define INVENTORY_M4 13 // was BFG10K +#define INVENTORY_AKIMBO 9 // was lightning gun +#define INVENTORY_SSG3000 10 // was railgun +#define INVENTORY_MP5 11 // was plasma gun +#define INVENTORY_M4 13 // was BFG10K /* #define INVENTORY_GRAPPLINGHOOK 14 -#define INVENTORY_NAILGUN 15 +#define INVENTORY_NAILGUN 15 #define INVENTORY_PROXLAUNCHER 16 -#define INVENTORY_CHAINGUN 17 +#define INVENTORY_CHAINGUN 17 */ //ammo -#define INVENTORY_KNIFEAMMO 14 +#define INVENTORY_KNIFEAMMO 14 #define INVENTORY_PISTOLAMMO 15 -#define INVENTORY_M3AMMO 16 +#define INVENTORY_M3AMMO 16 #define INVENTORY_SSG3000AMMO 17 -#define INVENTORY_MP5AMMO 18 -#define INVENTORY_M4AMMO 19 +#define INVENTORY_MP5AMMO 18 +#define INVENTORY_M4AMMO 19 #define INVENTORY_HANDCANNONAMMO 20 #define INVENTORY_AKIMBOAMMO 21 #define INVENTORY_GRENADEAMMO 22 // Duffman: I stole the below numbers for RQ3 Items -#define INVENTORY_KEVLAR 23 -#define INVENTORY_LASER 24 -#define INVENTORY_SLIPPERS 25 -#define INVENTORY_SILENCER 26 -#define INVENTORY_BANDOLIER 27 +#define INVENTORY_KEVLAR 23 +#define INVENTORY_LASER 24 +#define INVENTORY_SLIPPERS 25 +#define INVENTORY_SILENCER 26 +#define INVENTORY_BANDOLIER 27 /* -#define INVENTORY_SHELLS 18 -#define INVENTORY_BULLETS 19 -#define INVENTORY_GRENADES 20 -#define INVENTORY_CELLS 21 +#define INVENTORY_SHELLS 18 +#define INVENTORY_BULLETS 19 +#define INVENTORY_GRENADES 20 +#define INVENTORY_CELLS 21 #define INVENTORY_LIGHTNINGAMMO 22 -#define INVENTORY_ROCKETS 23 -#define INVENTORY_SLUGS 24 -#define INVENTORY_BFGAMMO 25 -#define INVENTORY_NAILS 26 -#define INVENTORY_MINES 27 -#define INVENTORY_BELT 28 +#define INVENTORY_ROCKETS 23 +#define INVENTORY_SLUGS 24 +#define INVENTORY_BFGAMMO 25 +#define INVENTORY_NAILS 26 +#define INVENTORY_MINES 27 +#define INVENTORY_BELT 28 */ //powerups -#define INVENTORY_HEALTH 29 +#define INVENTORY_HEALTH 29 #define INVENTORY_TELEPORTER 30 -#define INVENTORY_MEDKIT 31 -#define INVENTORY_KAMIKAZE 32 -#define INVENTORY_PORTAL 33 +#define INVENTORY_MEDKIT 31 +#define INVENTORY_KAMIKAZE 32 +#define INVENTORY_PORTAL 33 #define INVENTORY_INVULNERABILITY 34 -#define INVENTORY_QUAD 35 +#define INVENTORY_QUAD 35 #define INVENTORY_ENVIRONMENTSUIT 36 -#define INVENTORY_HASTE 37 +#define INVENTORY_HASTE 37 #define INVENTORY_INVISIBILITY 38 -#define INVENTORY_REGEN 39 -#define INVENTORY_FLIGHT 40 -#define INVENTORY_SCOUT 41 -#define INVENTORY_GUARD 42 -#define INVENTORY_DOUBLER 43 -#define INVENTORY_AMMOREGEN 44 +#define INVENTORY_REGEN 39 +#define INVENTORY_FLIGHT 40 +#define INVENTORY_SCOUT 41 +#define INVENTORY_GUARD 42 +#define INVENTORY_DOUBLER 43 +#define INVENTORY_AMMOREGEN 44 -#define INVENTORY_REDFLAG 45 -#define INVENTORY_BLUEFLAG 46 +#define INVENTORY_REDFLAG 45 +#define INVENTORY_BLUEFLAG 46 #define INVENTORY_NEUTRALFLAG 47 -#define INVENTORY_REDCUBE 48 -#define INVENTORY_BLUECUBE 49 +#define INVENTORY_REDCUBE 48 +#define INVENTORY_BLUECUBE 49 //enemy stuff #define ENEMY_HORIZONTAL_DIST 200 -#define ENEMY_HEIGHT 201 -#define NUM_VISIBLE_ENEMIES 202 +#define ENEMY_HEIGHT 201 +#define NUM_VISIBLE_ENEMIES 202 #define NUM_VISIBLE_TEAMMATES 203 // if running the mission pack @@ -106,40 +109,40 @@ #endif //item numbers (make sure they are in sync with bg_itemlist in bg_misc.c) -#define MODELINDEX_KNIFE 1 -#define MODELINDEX_PISTOL 2 -#define MODELINDEX_M4 3 -#define MODELINDEX_SSG3000 4 -#define MODELINDEX_MP5 5 +#define MODELINDEX_KNIFE 1 +#define MODELINDEX_PISTOL 2 +#define MODELINDEX_M4 3 +#define MODELINDEX_SSG3000 4 +#define MODELINDEX_MP5 5 #define MODELINDEX_HANDCANNON 6 -#define MODELINDEX_M3 7 -#define MODELINDEX_AKIMBO 8 -#define MODELINDEX_GRENADE 9 +#define MODELINDEX_M3 7 +#define MODELINDEX_AKIMBO 8 +#define MODELINDEX_GRENADE 9 // Elder: these are not necessary but oh well #define MODELINDEX_KNIFE_1ST 10 #define MODELINDEX_PISTOL_1ST 11 -#define MODELINDEX_M4_1ST 12 +#define MODELINDEX_M4_1ST 12 #define MODELINDEX_SSG3000_1ST 13 -#define MODELINDEX_MP5_1ST 14 +#define MODELINDEX_MP5_1ST 14 #define MODELINDEX_HANDCANNON_1ST 15 -#define MODELINDEX_M3_1ST 16 +#define MODELINDEX_M3_1ST 16 #define MODELINDEX_AKIMBO_1ST 17 #define MODELINDEX_GRENADE_1ST 18 #define MODELINDEX_PISTOLAMMO 19 -#define MODELINDEX_M3AMMO 20 +#define MODELINDEX_M3AMMO 20 #define MODELINDEX_SSG3000AMMO 21 -#define MODELINDEX_MP5AMMO 22 -#define MODELINDEX_M4AMMO 23 +#define MODELINDEX_MP5AMMO 22 +#define MODELINDEX_M4AMMO 23 // Elder: for CTB later? -#define MODELINDEX_REDFLAG 24 -#define MODELINDEX_BLUEFLAG 25 +#define MODELINDEX_REDFLAG 24 +#define MODELINDEX_BLUEFLAG 25 -#define MODELINDEX_KEVLAR 26 -#define MODELINDEX_SILENCER 27 -#define MODELINDEX_LASER 28 +#define MODELINDEX_KEVLAR 26 +#define MODELINDEX_SILENCER 27 +#define MODELINDEX_LASER 28 #define MODELINDEX_BANDOLIER 29 -#define MODELINDEX_SLIPPERS 30 +#define MODELINDEX_SLIPPERS 30 /* @@ -147,80 +150,80 @@ #define MODELINDEX_ARMORCOMBAT 2 #define MODELINDEX_ARMORBODY 3 #define MODELINDEX_HEALTHSMALL 4 -#define MODELINDEX_HEALTH 5 +#define MODELINDEX_HEALTH 5 #define MODELINDEX_HEALTHLARGE 6 #define MODELINDEX_HEALTHMEGA 7 -#define MODELINDEX_GAUNTLET 8 -#define MODELINDEX_SHOTGUN 9 +#define MODELINDEX_GAUNTLET 8 +#define MODELINDEX_SHOTGUN 9 #define MODELINDEX_MACHINEGUN 10 #define MODELINDEX_GRENADELAUNCHER 11 #define MODELINDEX_ROCKETLAUNCHER 12 #define MODELINDEX_LIGHTNING 13 -#define MODELINDEX_RAILGUN 14 +#define MODELINDEX_RAILGUN 14 #define MODELINDEX_PLASMAGUN 15 -#define MODELINDEX_BFG10K 16 +#define MODELINDEX_BFG10K 16 #define MODELINDEX_GRAPPLINGHOOK 17 -#define MODELINDEX_SHELLS 18 -#define MODELINDEX_BULLETS 19 -#define MODELINDEX_GRENADES 20 -#define MODELINDEX_CELLS 21 +#define MODELINDEX_SHELLS 18 +#define MODELINDEX_BULLETS 19 +#define MODELINDEX_GRENADES 20 +#define MODELINDEX_CELLS 21 #define MODELINDEX_LIGHTNINGAMMO 22 -#define MODELINDEX_ROCKETS 23 -#define MODELINDEX_SLUGS 24 -#define MODELINDEX_BFGAMMO 25 +#define MODELINDEX_ROCKETS 23 +#define MODELINDEX_SLUGS 24 +#define MODELINDEX_BFGAMMO 25 #define MODELINDEX_TELEPORTER 26 -#define MODELINDEX_MEDKIT 27 -#define MODELINDEX_QUAD 28 +#define MODELINDEX_MEDKIT 27 +#define MODELINDEX_QUAD 28 #define MODELINDEX_ENVIRONMENTSUIT 29 -#define MODELINDEX_HASTE 30 +#define MODELINDEX_HASTE 30 #define MODELINDEX_INVISIBILITY 31 -#define MODELINDEX_REGEN 32 -#define MODELINDEX_FLIGHT 33 +#define MODELINDEX_REGEN 32 +#define MODELINDEX_FLIGHT 33 -#define MODELINDEX_REDFLAG 34 -#define MODELINDEX_BLUEFLAG 35 +#define MODELINDEX_REDFLAG 34 +#define MODELINDEX_BLUEFLAG 35 // mission pack only defines -#define MODELINDEX_KAMIKAZE 36 -#define MODELINDEX_PORTAL 37 +#define MODELINDEX_KAMIKAZE 36 +#define MODELINDEX_PORTAL 37 #define MODELINDEX_INVULNERABILITY 38 -#define MODELINDEX_NAILS 39 -#define MODELINDEX_MINES 40 -#define MODELINDEX_BELT 41 +#define MODELINDEX_NAILS 39 +#define MODELINDEX_MINES 40 +#define MODELINDEX_BELT 41 -#define MODELINDEX_SCOUT 42 -#define MODELINDEX_GUARD 43 -#define MODELINDEX_DOUBLER 44 +#define MODELINDEX_SCOUT 42 +#define MODELINDEX_GUARD 43 +#define MODELINDEX_DOUBLER 44 #define MODELINDEX_AMMOREGEN 45 #define MODELINDEX_NEUTRALFLAG 46 -#define MODELINDEX_REDCUBE 47 -#define MODELINDEX_BLUECUBE 48 +#define MODELINDEX_REDCUBE 47 +#define MODELINDEX_BLUECUBE 48 -#define MODELINDEX_NAILGUN 49 +#define MODELINDEX_NAILGUN 49 #define MODELINDEX_PROXLAUNCHER 50 -#define MODELINDEX_CHAINGUN 51 +#define MODELINDEX_CHAINGUN 51 */ // -#define WEAPONINDEX_KNIFE 1 -#define WEAPONINDEX_PISTOL 2 -#define WEAPONINDEX_M4 3 -#define WEAPONINDEX_SSG3000 4 -#define WEAPONINDEX_MP5 5 -#define WEAPONINDEX_HANDCANNON 6 -#define WEAPONINDEX_M3 7 -#define WEAPONINDEX_AKIMBO 8 -#define WEAPONINDEX_GRENADE 9 +#define WEAPONINDEX_KNIFE 1 +#define WEAPONINDEX_PISTOL 2 +#define WEAPONINDEX_M4 3 +#define WEAPONINDEX_SSG3000 4 +#define WEAPONINDEX_MP5 5 +#define WEAPONINDEX_HANDCANNON 6 +#define WEAPONINDEX_M3 7 +#define WEAPONINDEX_AKIMBO 8 +#define WEAPONINDEX_GRENADE 9 /* -#define WEAPONINDEX_GRAPPLING_HOOK 10 -#define WEAPONINDEX_NAILGUN 11 -#define WEAPONINDEX_PROXLAUNCHER 12 -#define WEAPONINDEX_CHAINGUN 13 +#define WEAPONINDEX_GRAPPLING_HOOK 10 +#define WEAPONINDEX_NAILGUN 11 +#define WEAPONINDEX_PROXLAUNCHER 12 +#define WEAPONINDEX_CHAINGUN 13 */ diff --git a/reaction/game/match.h b/reaction/game/match.h index a9039892..1ab8474b 100644 --- a/reaction/game/match.h +++ b/reaction/game/match.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.5 2002/04/01 02:56:50 jbravo +// Some sourcecode reformatting +// // Revision 1.4 2002/01/11 19:48:30 jbravo // Formatted the source in non DOS format. // @@ -27,111 +30,110 @@ #define EC "\x19" //match template contexts -#define MTCONTEXT_MISC 2 -#define MTCONTEXT_INITIALTEAMCHAT 4 -#define MTCONTEXT_TIME 8 -#define MTCONTEXT_TEAMMATE 16 -#define MTCONTEXT_ADDRESSEE 32 -#define MTCONTEXT_PATROLKEYAREA 64 -#define MTCONTEXT_REPLYCHAT 128 -#define MTCONTEXT_CTF 256 +#define MTCONTEXT_MISC 2 +#define MTCONTEXT_INITIALTEAMCHAT 4 +#define MTCONTEXT_TIME 8 +#define MTCONTEXT_TEAMMATE 16 +#define MTCONTEXT_ADDRESSEE 32 +#define MTCONTEXT_PATROLKEYAREA 64 +#define MTCONTEXT_REPLYCHAT 128 +#define MTCONTEXT_CTF 256 //message types -#define MSG_NEWLEADER 1 //new leader -#define MSG_ENTERGAME 2 //enter game message -#define MSG_HELP 3 //help someone -#define MSG_ACCOMPANY 4 //accompany someone -#define MSG_DEFENDKEYAREA 5 //defend a key area -#define MSG_RUSHBASE 6 //everyone rush to base -#define MSG_GETFLAG 7 //get the enemy flag -#define MSG_STARTTEAMLEADERSHIP 8 //someone wants to become the team leader -#define MSG_STOPTEAMLEADERSHIP 9 //someone wants to stop being the team leader -#define MSG_WHOISTEAMLAEDER 10 //who is the team leader -#define MSG_WAIT 11 //wait for someone -#define MSG_WHATAREYOUDOING 12 //what are you doing? -#define MSG_JOINSUBTEAM 13 //join a sub-team -#define MSG_LEAVESUBTEAM 14 //leave a sub-team -#define MSG_CREATENEWFORMATION 15 //create a new formation -#define MSG_FORMATIONPOSITION 16 //tell someone his/her position in a formation -#define MSG_FORMATIONSPACE 17 //set the formation intervening space -#define MSG_DOFORMATION 18 //form a known formation -#define MSG_DISMISS 19 //dismiss commanded team mates -#define MSG_CAMP 20 //camp somewhere -#define MSG_CHECKPOINT 21 //remember a check point -#define MSG_PATROL 22 //patrol between certain keypoints -#define MSG_LEADTHEWAY 23 //lead the way -#define MSG_GETITEM 24 //get an item -#define MSG_KILL 25 //kill someone -#define MSG_WHEREAREYOU 26 //where is someone -#define MSG_RETURNFLAG 27 //return the flag -#define MSG_WHATISMYCOMMAND 28 //ask the team leader what to do -#define MSG_WHICHTEAM 29 //ask which team a bot is in -#define MSG_TASKPREFERENCE 30 //tell your teamplay task preference -#define MSG_ATTACKENEMYBASE 31 //attack the enemy base -#define MSG_HARVEST 32 //go harvest -#define MSG_SUICIDE 33 //order to suicide +#define MSG_NEWLEADER 1 //new leader +#define MSG_ENTERGAME 2 //enter game message +#define MSG_HELP 3 //help someone +#define MSG_ACCOMPANY 4 //accompany someone +#define MSG_DEFENDKEYAREA 5 //defend a key area +#define MSG_RUSHBASE 6 //everyone rush to base +#define MSG_GETFLAG 7 //get the enemy flag +#define MSG_STARTTEAMLEADERSHIP 8 //someone wants to become the team leader +#define MSG_STOPTEAMLEADERSHIP 9 //someone wants to stop being the team leader +#define MSG_WHOISTEAMLAEDER 10 //who is the team leader +#define MSG_WAIT 11 //wait for someone +#define MSG_WHATAREYOUDOING 12 //what are you doing? +#define MSG_JOINSUBTEAM 13 //join a sub-team +#define MSG_LEAVESUBTEAM 14 //leave a sub-team +#define MSG_CREATENEWFORMATION 15 //create a new formation +#define MSG_FORMATIONPOSITION 16 //tell someone his/her position in a formation +#define MSG_FORMATIONSPACE 17 //set the formation intervening space +#define MSG_DOFORMATION 18 //form a known formation +#define MSG_DISMISS 19 //dismiss commanded team mates +#define MSG_CAMP 20 //camp somewhere +#define MSG_CHECKPOINT 21 //remember a check point +#define MSG_PATROL 22 //patrol between certain keypoints +#define MSG_LEADTHEWAY 23 //lead the way +#define MSG_GETITEM 24 //get an item +#define MSG_KILL 25 //kill someone +#define MSG_WHEREAREYOU 26 //where is someone +#define MSG_RETURNFLAG 27 //return the flag +#define MSG_WHATISMYCOMMAND 28 //ask the team leader what to do +#define MSG_WHICHTEAM 29 //ask which team a bot is in +#define MSG_TASKPREFERENCE 30 //tell your teamplay task preference +#define MSG_ATTACKENEMYBASE 31 //attack the enemy base +#define MSG_HARVEST 32 //go harvest +#define MSG_SUICIDE 33 //order to suicide // -#define MSG_ME 100 -#define MSG_EVERYONE 101 -#define MSG_MULTIPLENAMES 102 -#define MSG_NAME 103 -#define MSG_PATROLKEYAREA 104 -#define MSG_MINUTES 105 -#define MSG_SECONDS 106 -#define MSG_FOREVER 107 -#define MSG_FORALONGTIME 108 -#define MSG_FORAWHILE 109 +#define MSG_ME 100 +#define MSG_EVERYONE 101 +#define MSG_MULTIPLENAMES 102 +#define MSG_NAME 103 +#define MSG_PATROLKEYAREA 104 +#define MSG_MINUTES 105 +#define MSG_SECONDS 106 +#define MSG_FOREVER 107 +#define MSG_FORALONGTIME 108 +#define MSG_FORAWHILE 109 // -#define MSG_CHATALL 200 -#define MSG_CHATTEAM 201 -#define MSG_CHATTELL 202 +#define MSG_CHATALL 200 +#define MSG_CHATTEAM 201 +#define MSG_CHATTELL 202 // -#define MSG_CTF 300 //ctf message +#define MSG_CTF 300 //ctf message //command sub types -#define ST_SOMEWHERE 0 -#define ST_NEARITEM 1 -#define ST_ADDRESSED 2 -#define ST_METER 4 -#define ST_FEET 8 -#define ST_TIME 16 -#define ST_HERE 32 -#define ST_THERE 64 -#define ST_I 128 -#define ST_MORE 256 -#define ST_BACK 512 -#define ST_REVERSE 1024 -#define ST_SOMEONE 2048 -#define ST_GOTFLAG 4096 -#define ST_CAPTUREDFLAG 8192 -#define ST_RETURNEDFLAG 16384 -#define ST_TEAM 32768 -#define ST_1FCTFGOTFLAG 65535 +#define ST_SOMEWHERE 0 +#define ST_NEARITEM 1 +#define ST_ADDRESSED 2 +#define ST_METER 4 +#define ST_FEET 8 +#define ST_TIME 16 +#define ST_HERE 32 +#define ST_THERE 64 +#define ST_I 128 +#define ST_MORE 256 +#define ST_BACK 512 +#define ST_REVERSE 1024 +#define ST_SOMEONE 2048 +#define ST_GOTFLAG 4096 +#define ST_CAPTUREDFLAG 8192 +#define ST_RETURNEDFLAG 16384 +#define ST_TEAM 32768 +#define ST_1FCTFGOTFLAG 65535 //ctf task preferences -#define ST_DEFENDER 1 -#define ST_ATTACKER 2 -#define ST_ROAMER 4 +#define ST_DEFENDER 1 +#define ST_ATTACKER 2 +#define ST_ROAMER 4 //word replacement variables -#define THE_ENEMY 7 -#define THE_TEAM 7 +#define THE_ENEMY 7 +#define THE_TEAM 7 //team message variables -#define NETNAME 0 -#define PLACE 1 -#define FLAG 1 -#define MESSAGE 2 -#define ADDRESSEE 2 -#define ITEM 3 -#define TEAMMATE 4 -#define TEAMNAME 4 -#define ENEMY 4 -#define KEYAREA 5 -#define FORMATION 5 -#define POSITION 5 -#define NUMBER 5 -#define TIME 6 -#define NAME 6 -#define MORE 6 - +#define NETNAME 0 +#define PLACE 1 +#define FLAG 1 +#define MESSAGE 2 +#define ADDRESSEE 2 +#define ITEM 3 +#define TEAMMATE 4 +#define TEAMNAME 4 +#define ENEMY 4 +#define KEYAREA 5 +#define FORMATION 5 +#define POSITION 5 +#define NUMBER 5 +#define TIME 6 +#define NAME 6 +#define MORE 6 diff --git a/reaction/game/surfaceflags.h b/reaction/game/surfaceflags.h index bc8b9962..70d82aea 100644 --- a/reaction/game/surfaceflags.h +++ b/reaction/game/surfaceflags.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.11 2002/04/01 02:56:50 jbravo +// Some sourcecode reformatting +// // Revision 1.10 2002/01/24 14:20:53 jbravo // Adding func_explosive and a few new surfaceparms // @@ -38,11 +41,11 @@ #define CONTENTS_AREAPORTAL 0x8000 #define CONTENTS_PLAYERCLIP 0x10000 -#define CONTENTS_MONSTERCLIP 0x20000 +#define CONTENTS_MONSTERCLIP 0x20000 //bot specific contents types #define CONTENTS_TELEPORTER 0x40000 #define CONTENTS_JUMPPAD 0x80000 -#define CONTENTS_CLUSTERPORTAL 0x100000 +#define CONTENTS_CLUSTERPORTAL 0x100000 #define CONTENTS_DONOTENTER 0x200000 #define CONTENTS_BOTCLIP 0x400000 #define CONTENTS_MOVER 0x800000 @@ -53,20 +56,20 @@ #define CONTENTS_CORPSE 0x4000000 #define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp #define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp -#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside +#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside #define CONTENTS_TRIGGER 0x40000000 #define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava) #define SURF_NODAMAGE 0x1 // never give falling damage -#define SURF_SLICK 0x2 // effects game physics -#define SURF_SKY 0x4 // lighting from environment map -#define SURF_LADDER 0x8 +#define SURF_SLICK 0x2 // effects game physics +#define SURF_SKY 0x4 // lighting from environment map +#define SURF_LADDER 0x8 #define SURF_NOIMPACT 0x10 // don't make missile explosions #define SURF_NOMARKS 0x20 // don't leave missile marks -#define SURF_FLESH 0x40 // make flesh sounds and effects -#define SURF_NODRAW 0x80 // don't generate a drawsurface at all -#define SURF_HINT 0x100 // make a primary bsp splitter -#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes +#define SURF_FLESH 0x40 // make flesh sounds and effects +#define SURF_NODRAW 0x80 // don't generate a drawsurface at all +#define SURF_HINT 0x100 // make a primary bsp splitter +#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes #define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap #define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes #define SURF_METALSTEPS 0x1000 // clanking footsteps @@ -75,16 +78,16 @@ #define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light #define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map #define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies) -#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface +#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface //Elder: new surfaces -#define SURF_GRAVEL 0x80000 -#define SURF_WOOD 0x100000 -#define SURF_CARPET 0x200000 -#define SURF_METAL2 0x400000 -#define SURF_GLASS 0x800000 -#define SURF_GRASS 0x1000000 +#define SURF_GRAVEL 0x80000 +#define SURF_WOOD 0x100000 +#define SURF_CARPET 0x200000 +#define SURF_METAL2 0x400000 +#define SURF_GLASS 0x800000 +#define SURF_GRASS 0x1000000 // JBravo: new sounds -#define SURF_SNOW 0x2000000 -#define SURF_MUD 0x4000000 -#define SURF_WOOD2 0x8000000 -#define SURF_HARDMETAL 0x10000000 +#define SURF_SNOW 0x2000000 +#define SURF_MUD 0x4000000 +#define SURF_WOOD2 0x8000000 +#define SURF_HARDMETAL 0x10000000 diff --git a/reaction/game/syn.h b/reaction/game/syn.h index 82e286aa..e41c8772 100644 --- a/reaction/game/syn.h +++ b/reaction/game/syn.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.5 2002/04/01 02:56:50 jbravo +// Some sourcecode reformatting +// // Revision 1.4 2002/01/11 19:48:30 jbravo // Formatted the source in non DOS format. // @@ -23,15 +26,15 @@ // Notes: - //=========================================================================== -#define CONTEXT_ALL 0xFFFFFFFF -#define CONTEXT_NORMAL 1 -#define CONTEXT_NEARBYITEM 2 -#define CONTEXT_CTFREDTEAM 4 -#define CONTEXT_CTFBLUETEAM 8 -#define CONTEXT_REPLY 16 -#define CONTEXT_OBELISKREDTEAM 32 -#define CONTEXT_OBELISKBLUETEAM 64 -#define CONTEXT_HARVESTERREDTEAM 128 -#define CONTEXT_HARVESTERBLUETEAM 256 +#define CONTEXT_ALL 0xFFFFFFFF +#define CONTEXT_NORMAL 1 +#define CONTEXT_NEARBYITEM 2 +#define CONTEXT_CTFREDTEAM 4 +#define CONTEXT_CTFBLUETEAM 8 +#define CONTEXT_REPLY 16 +#define CONTEXT_OBELISKREDTEAM 32 +#define CONTEXT_OBELISKBLUETEAM 64 +#define CONTEXT_HARVESTERREDTEAM 128 +#define CONTEXT_HARVESTERBLUETEAM 256 -#define CONTEXT_NAMES 1024 +#define CONTEXT_NAMES 1024