mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-22 20:31:11 +00:00
2639 lines
78 KiB
C
2639 lines
78 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.164 2007/02/08 23:49:59 jbravo
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// Removing cg_RQ3_avidemo
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//
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// Revision 1.163 2007/02/03 15:02:21 jbravo
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// Renamed RQ3 to Reaction, Dropped loading of various baseq3 media, disabled the follow command, fixed grenades killing teammates and some cleanups
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//
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// Revision 1.162 2006/04/14 18:16:31 makro
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// no message
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//
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// Revision 1.161 2005/09/07 22:19:15 makro
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// Dead player view offset tweaks
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//
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// Revision 1.160 2005/09/07 20:29:05 makro
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// Stuff I can't remember
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//
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// Revision 1.159 2005/02/15 16:33:38 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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// Revision 1.158 2004/03/07 17:39:10 makro
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// no message
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//
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// Revision 1.157 2004/01/26 21:26:08 makro
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// no message
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//
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// Revision 1.156 2003/09/20 19:38:16 makro
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// Lens flares, what else ?
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//
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// Revision 1.155 2003/09/18 19:05:10 makro
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// Lens flares
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//
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// Revision 1.154 2003/09/17 23:49:29 makro
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// Lens flares. Opendoor trigger_multiple fixes
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//
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// Revision 1.153 2003/09/10 21:40:35 makro
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// Cooler breath puffs. Locked r_fastSky on maps with global fog.
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// Some other things I can't remember.
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//
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// Revision 1.152 2003/09/07 19:51:40 makro
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// no message
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//
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// Revision 1.151 2003/09/01 15:09:48 jbravo
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// Cleanups, crashbug fix and version bumped to 3.2
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//
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// Revision 1.150 2003/08/31 14:48:33 jbravo
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// Code not compiling under linux fixed and a warning silenced.
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//
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// Revision 1.149 2003/08/10 20:13:26 makro
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// no message
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//
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// Revision 1.148 2003/07/30 16:05:46 makro
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// no message
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//
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// Revision 1.147 2003/04/23 17:49:38 slicer
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// Added new cvar cg_RQ3_ssgZoomSensLock
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//
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// Revision 1.146 2003/04/19 17:41:26 jbravo
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// Applied changes that where in 1.29h -> 1.32b gamecode.
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//
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// Revision 1.145 2003/04/19 15:27:30 jbravo
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// Backing out of most of unlagged. Only optimized prediction and smooth clients
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// remains.
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//
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// Revision 1.144 2003/04/13 21:58:00 slicer
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// Added a Zoom Sensitivity Lock during fire sequence of ssg; removed unnecessary code
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//
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// Revision 1.143 2003/04/07 18:21:34 niceass
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// teamplay irvision
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//
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// Revision 1.142 2003/04/06 18:28:30 makro
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// SSG crosshairs
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//
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// Revision 1.141 2003/04/02 22:23:51 jbravo
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// More replacements tweaks. Added zcam_stfu
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//
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// Revision 1.140 2003/03/29 16:01:36 jbravo
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// _skin cvars now fully removed. dlight code from Makro added. cvar
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// defaults fixed.
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//
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// Revision 1.139 2003/03/28 22:25:10 makro
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// no message
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//
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// Revision 1.138 2003/03/28 10:36:02 jbravo
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// Tweaking the replacement system a bit. Reactionmale now the default model
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//
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// Revision 1.137 2003/03/09 21:30:38 jbravo
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// Adding unlagged. Still needs work.
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//
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// Revision 1.136 2003/02/27 08:10:20 jbravo
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// Added replacement model functionality for ammo
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//
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// Revision 1.135 2003/02/16 21:39:09 makro
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// Fixed "timelimit is read only" on local servers error
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//
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// Revision 1.134 2003/02/05 20:21:38 jbravo
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// Fixed the model replacement system. Its no longer an ugly hack.
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//
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// Revision 1.133 2003/02/01 02:15:31 jbravo
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// Replacement models and items
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//
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// Revision 1.132 2002/12/05 23:11:29 blaze
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// Added item replacement code
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//
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// Revision 1.131 2002/12/02 19:52:05 niceass
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// water pressure & shell ejection stuff
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//
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// Revision 1.130 2002/11/18 04:39:47 jbravo
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// Cleanup of cg_weapons.c
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//
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// Revision 1.129 2002/10/30 20:04:34 jbravo
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// Adding helmet
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//
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// Revision 1.128 2002/10/21 21:01:09 niceass
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// no ref ready code
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//
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// Revision 1.127 2002/10/20 21:24:32 blaze
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// Added cg_RQ3_gunname cvars. These can be used to choose weapon replacements. You will need 3 icons that I will upload to the ftp. These should go in the next pk3
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//
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// Revision 1.126 2002/09/01 21:14:37 makro
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// Sky portal tweaks
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//
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// Revision 1.125 2002/08/29 23:58:28 makro
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// Sky portals
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//
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// Revision 1.124 2002/08/29 14:24:43 niceass
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// new wallhack thing
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//
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// Revision 1.123 2002/08/29 04:42:40 blaze
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// Anti OGC code
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//
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// Revision 1.122 2002/08/28 23:10:06 jbravo
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// Added cg_RQ3_SuicideLikeARealMan, timestamping to server logs and
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// fixed stats for non-TP modes.
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//
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// Revision 1.121 2002/08/28 18:52:09 jbravo
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// Added the Keanu male radio sound set.
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//
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// Revision 1.120 2002/08/27 05:10:42 niceass
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// new ctb marker shader names
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//
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// Revision 1.119 2002/08/25 07:08:41 niceass
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// added "life" setting to func_pressure
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//
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// Revision 1.118 2002/08/25 00:45:24 niceass
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// q3f atmosphere
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//
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// Revision 1.117 2002/08/24 08:01:11 niceass
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// new ref system for scoreboard
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//
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// Revision 1.116 2002/08/22 03:30:20 niceass
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// countdown code added
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//
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// Revision 1.115 2002/08/07 04:45:07 niceass
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// ctb changes
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//
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// Revision 1.114 2002/08/07 03:35:57 jbravo
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// Added dynamic radio and stopped all radio usage during lca
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//
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// Revision 1.113 2002/08/03 06:52:35 jbravo
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// Fixed the plost3 sound in all radiopaks and now damage is only tracked for
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// players you hit that are not on your team
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//
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// Revision 1.112 2002/07/26 22:28:38 jbravo
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// Fixed the server about menu, made the UI handle illegal models and skins
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// better.
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//
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// Revision 1.111 2002/07/26 06:21:43 jbravo
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// Fixed the MM settings stuff so it works on remote servers also.
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// Removed the MM_NAMES_COLOR since it broke on nicks with color in them.
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//
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// Revision 1.110 2002/07/21 18:46:32 niceass
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// weaponprediction cvar added
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//
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// Revision 1.109 2002/07/20 02:25:53 jbravo
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// Added the AQDT CTB sounds to the base radio paks
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//
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// Revision 1.108 2002/07/19 04:40:56 jbravo
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// Added 2 new radio sets and ctb radio sound support
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//
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// Revision 1.107 2002/07/19 04:32:42 niceass
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// added marker support for ctb
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//
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// Revision 1.106 2002/07/13 22:42:18 makro
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// Semi-working fog hull, semi-working sky portals (cgame code commented out)
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// Basically, semi-working stuff :P
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//
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// Revision 1.105 2002/07/08 04:25:29 niceass
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// removed deaths
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//
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// Revision 1.104 2002/07/07 18:36:13 jbravo
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// Added an AntiIdle system. Can play insane sounds for idle players, drop them
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// from teams or kick them. Upped version to Beta 2.1
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//
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// Revision 1.103 2002/06/30 17:33:01 jbravo
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// New radio sounds and the 0wned sound was added.
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//
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// Revision 1.102 2002/06/24 05:55:24 niceass
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// drawping
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//
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// Revision 1.101 2002/06/23 04:36:02 niceass
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// change to foglaser
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//
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// Revision 1.100 2002/06/21 23:20:34 blaze
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// cg_RQ3_overlaycrosshair when set to 1 will draw your non zoomed crosshair overtop of your ssg crosshair
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//
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// Revision 1.99 2002/06/21 21:05:57 niceass
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// laserfog stuff & removed unused cvar
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//
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// Revision 1.98 2002/06/21 04:10:59 niceass
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// fog laser
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//
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// Revision 1.97 2002/06/19 05:17:57 niceass
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// scoreboard stuff
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//
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// Revision 1.96 2002/06/16 23:26:23 blaze
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// fixed to allow > 16 breakables
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//
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// Revision 1.95 2002/06/16 20:06:13 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.94 2002/06/16 19:12:52 jbravo
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// Removed the MISSIONPACK ifdefs and missionpack only code.
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//
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// Revision 1.93 2002/06/12 23:05:14 slicer
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// SSG Zooming final tweak
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//
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// Revision 1.92 2002/06/12 22:31:59 slicer
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// Even better way to improve the Cvar Anti-Cheat System
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//
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// Revision 1.91 2002/06/12 15:30:24 slicer
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// Improved and fixed the Anti-Cheat System
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//
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// Revision 1.90 2002/06/11 22:49:42 niceass
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// HC brass
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//
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// Revision 1.89 2002/06/10 14:02:31 slicer
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// Removed rq3_cmd : ROUND , associated to cg_RQ3_team_round_going that wasn't being used
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//
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// Revision 1.88 2002/06/10 13:20:03 slicer
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// RefID is now passed trought scoreboard, no more lca cvar, only cg.lca
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//
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// Revision 1.87 2002/06/09 05:16:17 niceass
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// pressure change
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//
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// Revision 1.86 2002/06/06 01:54:26 niceass
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// pressure change
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//
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// Revision 1.85 2002/06/05 23:36:07 niceass
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// "ready" command lag fix
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//
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// Revision 1.84 2002/06/03 00:48:10 niceass
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// match scoreboard changes
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//
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// Revision 1.83 2002/05/28 01:17:01 jbravo
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// More gib fixes. g_RQ3_gib added
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//
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// Revision 1.82 2002/05/27 07:02:11 niceass
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// reflection changes
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//
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// Revision 1.81 2002/05/26 05:13:08 niceass
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// pressure and progress stuff
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//
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// Revision 1.80 2002/05/21 14:59:11 makro
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// cg_RQ3_avidemo
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//
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// Revision 1.79 2002/05/19 21:27:51 blaze
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// added force and buoyancy to breakables
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//
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// Revision 1.78 2002/05/19 21:04:37 jbravo
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// Tkok popup system
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//
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// Revision 1.77 2002/05/19 18:32:11 jbravo
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// Made new cvars for regular xhair colors.
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//
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// Revision 1.76 2002/05/18 21:58:53 blaze
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// cg_RQ3_autoaction support
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//
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// Revision 1.75 2002/05/18 03:55:35 niceass
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// many misc. changes
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//
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// Revision 1.74 2002/05/12 14:39:48 makro
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// Wood, brick & ceramic impact sounds
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//
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// Revision 1.73 2002/05/11 19:55:20 slicer
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// Added sub and captain to the scoreboard parser
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//
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// Revision 1.72 2002/05/11 19:13:42 makro
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// Sand surfaceparm
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//
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// Revision 1.71 2002/05/11 15:40:41 slicer
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// Changed cg_RQ3_<team count> cvars to ui_RQ3_ and added a synch system for these
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//
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// Revision 1.70 2002/05/09 06:45:14 niceass
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// New tracers
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//
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// Revision 1.69 2002/04/30 11:20:12 jbravo
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// Redid the teamcount cvars.
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//
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// Revision 1.68 2002/04/29 06:11:28 niceass
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// centerprint, pressure and matchmode stuff
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//
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// Revision 1.67 2002/04/23 06:08:24 niceass
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// scoreboard stuff
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//
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// Revision 1.66 2002/04/20 15:05:08 makro
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// More footstep sounds, a few other things
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//
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// Revision 1.65 2002/04/18 16:13:23 jbravo
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// Scoreboard now shows green for live players and white for dead.
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// Time should not get reset on deaths any more.
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//
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// Revision 1.64 2002/04/07 12:49:53 slicer
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// Added 'teamname' command for MM, and tweaked the cvar system.
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//
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// Revision 1.63 2002/04/03 03:13:48 blaze
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// NEW BREAKABLE CODE - will break all old breakables(wont appear in maps)
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//
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// Revision 1.62 2002/03/31 02:03:13 niceass
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// added tag declaration
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//
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// Revision 1.61 2002/03/30 23:20:10 jbravo
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// Added damage in scoreboard.
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//
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// Revision 1.60 2002/03/30 21:51:42 jbravo
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// Removed all those ifdefs for zcam.
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//
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// Revision 1.59 2002/03/24 22:48:29 niceass
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// cg_draw change for scoreboard
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//
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// Revision 1.58 2002/03/23 05:50:47 jbravo
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// Moved enableDust out of the missionpack
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//
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// Revision 1.57 2002/03/23 05:17:42 jbravo
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// Major cleanup of game -> cgame communication with LCA vars.
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//
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// Revision 1.56 2002/03/21 15:02:05 jbravo
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// More teamname cleanups and fix for fraglines.
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//
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// Revision 1.55 2002/03/21 02:17:39 blaze
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// more func_explosive goodness
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//
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// Revision 1.54 2002/03/17 21:32:23 jbravo
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// Fixed the dynamic teamnames system up a bit to reduce traffic
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//
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// Revision 1.53 2002/03/16 21:50:09 niceass
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// All new shell ejection code
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//
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// Revision 1.52 2002/03/14 16:04:26 slicer
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// Optimization on radio parsing
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//
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// Revision 1.51 2002/03/14 02:24:39 jbravo
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// Adding radio :)
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//
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// Revision 1.50 2002/03/11 02:25:38 niceass
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// client gravity fix/tag shell ejection
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//
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// Revision 1.49 2002/02/28 05:41:54 blaze
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// weapons stats on client side
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//
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// Revision 1.48 2002/02/10 08:17:08 niceass
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// many changes to scoreboard (deaths/second mode)
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//
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// Revision 1.47 2002/02/10 02:49:13 niceass
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// re-added zcam #define
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//
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// Revision 1.46 2002/02/08 05:52:18 niceass
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// cg_drawcleanrect declaration added.
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//
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// Revision 1.45 2002/02/05 23:42:06 slicer
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// More on matchmode..
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//
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// Revision 1.44 2002/02/04 02:17:39 jbravo
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// scoreStartTime definition missing
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//
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// Revision 1.43 2002/02/04 00:11:12 slicer
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// Matchmode: Teams Ready/Not Ready goes by cvar MM_team1/2
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//
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// Revision 1.42 2002/01/30 07:37:25 niceass
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// EnableBreath added for mappers (TA thing)
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//
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// Revision 1.41 2002/01/24 14:20:53 jbravo
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// Adding func_explosive and a few new surfaceparms
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//
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// Revision 1.40 2002/01/14 01:19:23 niceass
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// No more default 800 gravity on items - NiceAss
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//
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// Revision 1.39 2002/01/11 20:20:57 jbravo
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// Adding TP to main branch
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//
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// Revision 1.38 2002/01/11 19:48:29 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.37 2001/12/31 16:28:41 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "../qcommon/q_shared.h"
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#include "../renderercommon/tr_types.h"
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#include "../renderergl2/tr_extratypes.h"
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#include "../game/bg_public.h"
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#include "cg_public.h"
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// The entire cgame module is unloaded and reloaded on each level change,
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// so there is NO persistant data between levels on the client side.
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// If you absolutely need something stored, it can either be kept
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// by the server in the server stored userinfos, or stashed in a cvar.
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#define POWERUP_BLINKS 5
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// NiceAss: Weapon scales
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#define WEAPON_KNIFE_SCALE 1.5
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#define WEAPON_GUN_SCALE 1.2
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#define WEAPON_OTHER_SCALE 1.0
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#define POWERUP_BLINK_TIME 1000
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#define FADE_TIME 200
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#define PULSE_TIME 200
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#define DAMAGE_DEFLECT_TIME 100
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#define DAMAGE_RETURN_TIME 400
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#define DAMAGE_TIME 500
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#define LAND_DEFLECT_TIME 150
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#define LAND_RETURN_TIME 300
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#define STEP_TIME 200
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#define DUCK_TIME 100
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#define PAIN_TWITCH_TIME 200
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#define WEAPON_SELECT_TIME 1400
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#define KICK_TIME 40 // Elder: default kick time, added for kick decay
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// Elder: decreased from 1000
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#define ITEM_SCALEUP_TIME 250
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#define ZOOM_TIME 150
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// Elder: increased from 200
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#define ITEM_BLOB_TIME 300
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#define MUZZLE_FLASH_TIME 20
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#define SINK_TIME 1000 // time for fragments to sink into ground before going away
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#define ATTACKER_HEAD_TIME 10000
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#define REWARD_TIME 3000
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#define PULSE_SCALE 1.5 // amount to scale up the icons when activating
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#define MAX_STEP_CHANGE 32
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#define MAX_VERTS_ON_POLY 10
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#define MAX_MARK_POLYS 256
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#define STAT_MINUS 10 // num frame for '-' stats digit
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#define ICON_SIZE 48
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//Elder: small icon size added
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#define SMICON_SIZE 32
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#define CHAR_WIDTH 32
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#define CHAR_HEIGHT 48
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#define TEXT_ICON_SPACE 4
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|
|
#define MSGQUEUE_WIDTH 80
|
|
#define MSGQUEUE_HEIGHT 8
|
|
|
|
// very large characters
|
|
#define GIANT_WIDTH 32
|
|
#define GIANT_HEIGHT 48
|
|
|
|
//Makro - moved to bg_public.h
|
|
//#define NUM_CROSSHAIRS 10
|
|
|
|
#define TEAM_OVERLAY_MAXNAME_WIDTH 12
|
|
#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16
|
|
|
|
// JBravo: used to store replacement models
|
|
#define MAX_MODEL_LEN 128
|
|
|
|
// Elder: changed to good ol' resdog
|
|
#define DEFAULT_MODEL "reactionmale"
|
|
// Elder: this is added
|
|
#define DEFAULT_SKIN "default"
|
|
|
|
#define DEFAULT_TEAM_MODEL "reactionmale"
|
|
#define DEFAULT_TEAM_HEAD "reactionmale"
|
|
|
|
// Elder: Changed
|
|
#define DEFAULT_REDTEAM_NAME "Reservoir Dogs"
|
|
#define DEFAULT_BLUETEAM_NAME "Psychos"
|
|
|
|
// Elder: Some ssg stuff
|
|
#define ZOOM_LEVELS 3
|
|
#define ZOOM_PREPTIME 10 //milliseconds
|
|
// Elder: Zoom status
|
|
#define ZOOM_OUTOFAMMO -1 // stay in current FOV even when firing
|
|
#define ZOOM_IDLE 0 // stay in current FOV if not firing or reloading
|
|
#define ZOOM_OUT 1 // switch to 90 degree FOV
|
|
|
|
// Elder: max number of "blood" marks when hitting a player w/ shell weapons
|
|
#define MAX_SHELL_HITS 6
|
|
|
|
typedef enum {
|
|
FOOTSTEP_NORMAL,
|
|
FOOTSTEP_BOOT,
|
|
FOOTSTEP_FLESH,
|
|
FOOTSTEP_MECH,
|
|
FOOTSTEP_ENERGY,
|
|
FOOTSTEP_METAL,
|
|
FOOTSTEP_SPLASH,
|
|
// Elder: new surface sounds
|
|
FOOTSTEP_GRAVEL,
|
|
FOOTSTEP_WOOD,
|
|
FOOTSTEP_CARPET,
|
|
FOOTSTEP_METAL2,
|
|
FOOTSTEP_GLASS,
|
|
FOOTSTEP_GRASS,
|
|
// JBravo: new surface sounds
|
|
FOOTSTEP_SNOW,
|
|
FOOTSTEP_MUD,
|
|
FOOTSTEP_WOOD2,
|
|
FOOTSTEP_HARDMETAL,
|
|
// Makro: more sounds
|
|
FOOTSTEP_LEAVES,
|
|
FOOTSTEP_CEMENT,
|
|
FOOTSTEP_MARBLE,
|
|
FOOTSTEP_SNOW2,
|
|
FOOTSTEP_HARDSTEPS,
|
|
FOOTSTEP_SAND,
|
|
|
|
FOOTSTEP_TOTAL
|
|
} footstep_t;
|
|
|
|
typedef enum {
|
|
IMPACTSOUND_DEFAULT,
|
|
IMPACTSOUND_METAL,
|
|
IMPACTSOUND_FLESH,
|
|
// rq3 onwards
|
|
IMPACTSOUND_GLASS,
|
|
//Makro - added
|
|
IMPACTSOUND_BRICK,
|
|
IMPACTSOUND_WOOD,
|
|
IMPACTSOUND_CERAMIC,
|
|
IMPACTSOUND_SNOW,
|
|
IMPACTSOUND_GRASS
|
|
} impactSound_t;
|
|
|
|
//Blaze: anti cheat stuff
|
|
typedef struct {
|
|
char cvar[40];
|
|
float low;
|
|
float high;
|
|
} cheat_cvar;
|
|
|
|
//=================================================
|
|
|
|
// player entities need to track more information
|
|
// than any other type of entity.
|
|
|
|
// note that not every player entity is a client entity,
|
|
// because corpses after respawn are outside the normal
|
|
// client numbering range
|
|
|
|
// when changing animation, set animationTime to frameTime + lerping time
|
|
// The current lerp will finish out, then it will lerp to the new animation
|
|
typedef struct {
|
|
int oldFrame;
|
|
int oldFrameTime; // time when ->oldFrame was exactly on
|
|
|
|
int frame;
|
|
int frameTime; // time when ->frame will be exactly on
|
|
|
|
float backlerp;
|
|
|
|
float yawAngle;
|
|
qboolean yawing;
|
|
float pitchAngle;
|
|
qboolean pitching;
|
|
|
|
int animationNumber; // may include ANIM_TOGGLEBIT
|
|
animation_t *animation;
|
|
int animationTime; // time when the first frame of the animation will be exact
|
|
} lerpFrame_t;
|
|
|
|
typedef struct {
|
|
lerpFrame_t legs, torso, flag;
|
|
int painTime;
|
|
int painDirection; // flip from 0 to 1
|
|
int lightningFiring;
|
|
|
|
// railgun trail spawning
|
|
// vec3_t railgunImpact;
|
|
qboolean railgunFlash;
|
|
|
|
// machinegun spinning
|
|
float barrelAngle;
|
|
int barrelTime;
|
|
qboolean barrelSpinning;
|
|
qboolean noHead;
|
|
//Blaze: for weapon animations
|
|
lerpFrame_t weapon;
|
|
} playerEntity_t;
|
|
|
|
//=================================================
|
|
|
|
// centity_t have a direct corespondence with gentity_t in the game, but
|
|
// only the entityState_t is directly communicated to the cgame
|
|
typedef struct centity_s {
|
|
entityState_t currentState; // from cg.frame
|
|
entityState_t nextState; // from cg.nextFrame, if available
|
|
qboolean interpolate; // true if next is valid to interpolate to
|
|
qboolean currentValid; // true if cg.frame holds this entity
|
|
|
|
int muzzleFlashTime; // move to playerEntity?
|
|
int ejectBrassTime; // NiceAss: set when the weapon should eject a shell
|
|
int previousEvent;
|
|
int teleportFlag;
|
|
|
|
int trailTime; // so missile trails can handle dropped initial packets
|
|
int dustTrailTime;
|
|
int miscTime;
|
|
|
|
int snapShotTime; // last time this entity was found in a snapshot
|
|
|
|
playerEntity_t pe;
|
|
|
|
int errorTime; // decay the error from this time
|
|
vec3_t errorOrigin;
|
|
vec3_t errorAngles;
|
|
|
|
qboolean extrapolated; // false if origin / angles is an interpolation
|
|
vec3_t rawOrigin;
|
|
vec3_t rawAngles;
|
|
|
|
vec3_t beamEnd;
|
|
|
|
// exact interpolated position of entity on this frame
|
|
vec3_t lerpOrigin;
|
|
vec3_t lerpAngles;
|
|
} centity_t;
|
|
|
|
//======================================================================
|
|
|
|
// local entities are created as a result of events or predicted actions,
|
|
// and live independantly from all server transmitted entities
|
|
|
|
typedef struct markPoly_s {
|
|
struct markPoly_s *prevMark, *nextMark;
|
|
int time;
|
|
qhandle_t markShader;
|
|
qboolean alphaFade; // fade alpha instead of rgb
|
|
float color[4];
|
|
poly_t poly;
|
|
polyVert_t verts[MAX_VERTS_ON_POLY];
|
|
} markPoly_t;
|
|
|
|
typedef enum {
|
|
LE_MARK,
|
|
LE_EXPLOSION,
|
|
LE_SPRITE_EXPLOSION,
|
|
LE_FRAGMENT,
|
|
LE_MOVE_SCALE_FADE,
|
|
LE_FALL_SCALE_FADE,
|
|
LE_FADE_RGB,
|
|
LE_SCALE_FADE,
|
|
LE_SCOREPLUM,
|
|
LE_PRESSURE,
|
|
LE_TRACER,
|
|
} leType_t;
|
|
|
|
typedef enum {
|
|
LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time
|
|
LEF_TUMBLE = 0x0002, // tumble over time, used for ejecting shells
|
|
LEF_SOUND1 = 0x0004, // sound 1 for kamikaze
|
|
LEF_SOUND2 = 0x0008, // sound 2 for kamikaze
|
|
LEF_STEAM = 0x0010, // NiceAss: For pressure entities
|
|
LEF_FLAME = 0x0020,
|
|
LEF_AIR = 0x0040,
|
|
LEF_WATER = 0x0080
|
|
} leFlag_t;
|
|
|
|
typedef enum {
|
|
LEMT_NONE,
|
|
LEMT_BURN,
|
|
LEMT_BLOOD
|
|
} leMarkType_t; // fragment local entities can leave marks on walls
|
|
|
|
typedef enum {
|
|
LEBS_NONE,
|
|
LEBS_BLOOD,
|
|
LEBS_BRASS
|
|
} leBounceSoundType_t; // fragment local entities can make sounds on impacts
|
|
|
|
typedef struct localEntity_s {
|
|
struct localEntity_s *prev, *next;
|
|
leType_t leType;
|
|
int leFlags;
|
|
|
|
int startTime;
|
|
int endTime;
|
|
int fadeInTime;
|
|
|
|
float lifeRate; // 1.0 / (endTime - startTime)
|
|
|
|
trajectory_t pos;
|
|
trajectory_t angles;
|
|
|
|
float bounceFactor; // 0.0 = no bounce, 1.0 = perfect
|
|
|
|
float color[4];
|
|
|
|
float radius;
|
|
|
|
float light;
|
|
vec3_t lightColor;
|
|
|
|
leMarkType_t leMarkType; // mark to leave on fragment impact
|
|
leBounceSoundType_t leBounceSoundType;
|
|
|
|
refEntity_t refEntity;
|
|
|
|
// JBravo: for func_explosive
|
|
float size;
|
|
// NiceAss: for func_pressure
|
|
int life;
|
|
} localEntity_t;
|
|
|
|
//======================================================================
|
|
|
|
typedef struct {
|
|
int client;
|
|
int score;
|
|
int damage;
|
|
int alive;
|
|
int ping;
|
|
int time;
|
|
int scoreFlags;
|
|
int powerUps;
|
|
int accuracy;
|
|
int team;
|
|
//Slicer Matchmode
|
|
team_t captain;
|
|
team_t sub;
|
|
qboolean referee;
|
|
} score_t;
|
|
|
|
//Blaze: WeaponStats Struct
|
|
|
|
// each client has an associated clientInfo_t
|
|
// that contains media references necessary to present the
|
|
// client model and other color coded effects
|
|
// this is regenerated each time a client's configstring changes,
|
|
// usually as a result of a userinfo (name, model, etc) change
|
|
#define MAX_CUSTOM_SOUNDS 32
|
|
|
|
typedef struct {
|
|
qboolean infoValid;
|
|
|
|
char name[MAX_QPATH];
|
|
team_t team;
|
|
|
|
int botSkill; // 0 = not bot, 1-5 = bot
|
|
|
|
vec3_t color1;
|
|
vec3_t color2;
|
|
|
|
int score; // updated by score servercmds
|
|
int location; // location index for team mode
|
|
int health; // you only get this info about your teammates
|
|
int armor;
|
|
int curWeapon;
|
|
|
|
int handicap;
|
|
int wins, losses; // in tourney mode
|
|
|
|
int teamTask; // task in teamplay (offence/defence)
|
|
qboolean teamLeader; // true when this is a team leader
|
|
|
|
int powerups; // so can display quad/flag status
|
|
|
|
int medkitUsageTime;
|
|
int invulnerabilityStartTime;
|
|
int invulnerabilityStopTime;
|
|
|
|
int breathPuffTime;
|
|
|
|
// when clientinfo is changed, the loading of models/skins/sounds
|
|
// can be deferred until you are dead, to prevent hitches in
|
|
// gameplay
|
|
char modelName[MAX_QPATH];
|
|
char skinName[MAX_QPATH];
|
|
char headModelName[MAX_QPATH];
|
|
char headSkinName[MAX_QPATH];
|
|
char redTeam[MAX_TEAMNAME];
|
|
char blueTeam[MAX_TEAMNAME];
|
|
qboolean deferred;
|
|
|
|
qboolean newAnims; // true if using the new mission pack animations
|
|
qboolean fixedlegs; // true if legs yaw is always the same as torso yaw
|
|
qboolean fixedtorso; // true if torso never changes yaw
|
|
|
|
vec3_t headOffset; // move head in icon views
|
|
footstep_t footsteps;
|
|
gender_t gender; // from model
|
|
|
|
qhandle_t legsModel;
|
|
qhandle_t legsSkin;
|
|
|
|
qhandle_t torsoModel;
|
|
qhandle_t torsoSkin;
|
|
|
|
qhandle_t headModel;
|
|
qhandle_t headSkin;
|
|
|
|
qhandle_t modelIcon;
|
|
|
|
animation_t animations[MAX_TOTALANIMATIONS];
|
|
|
|
sfxHandle_t sounds[MAX_CUSTOM_SOUNDS];
|
|
} clientInfo_t;
|
|
|
|
// Elder: maximum sizes
|
|
#define MAX_RELOAD_SOUNDS 5
|
|
#define MAX_OTHER_SOUNDS 5
|
|
|
|
#define MAX_ANIM_SOUNDS 16
|
|
|
|
struct sfxSyncInfo_s {
|
|
int frame;
|
|
sfxHandle_t sound;
|
|
qboolean played;
|
|
};
|
|
|
|
typedef struct sfxSyncInfo_s sfxSyncInfo_t;
|
|
|
|
typedef struct {
|
|
int numFrames;
|
|
sfxSyncInfo_t sfxInfo[MAX_ANIM_SOUNDS];
|
|
} sfxWeapTiming_t;
|
|
|
|
// each WP_* weapon enum has an associated weaponInfo_t
|
|
// that contains media references necessary to present the
|
|
// weapon and its effects
|
|
typedef struct weaponInfo_s {
|
|
qboolean registered;
|
|
gitem_t *item;
|
|
|
|
qhandle_t handsModel; // the hands don't actually draw, they just position the weapon
|
|
qhandle_t weaponModel; // Third-person/world model
|
|
qhandle_t barrelModel;
|
|
qhandle_t flashModel;
|
|
qhandle_t customSkin; // JBravo: for custom skins
|
|
|
|
qhandle_t firstModel; //Elder: view model
|
|
qhandle_t animHandModel; //Blaze: for animations
|
|
animation_t animations[MAX_WEAPON_ANIMATIONS];
|
|
|
|
vec3_t weaponMidpoint; // so it will rotate centered instead of by tag
|
|
|
|
float flashDlight;
|
|
vec3_t flashDlightColor;
|
|
sfxHandle_t flashSound[4]; // fast firing weapons randomly choose
|
|
|
|
qhandle_t weaponIcon;
|
|
qhandle_t ammoIcon;
|
|
|
|
qhandle_t ammoModel;
|
|
qhandle_t ammocustomSkin;
|
|
|
|
qhandle_t missileModel;
|
|
sfxHandle_t missileSound;
|
|
void (*missileTrailFunc) (centity_t *, const struct weaponInfo_s * wi);
|
|
float missileDlight;
|
|
vec3_t missileDlightColor;
|
|
int missileRenderfx;
|
|
|
|
//void (*ejectBrassFunc)( centity_t *, vec3_t, vec3_t );
|
|
localEntity_t *(*ejectBrassFunc) (centity_t * cent);
|
|
|
|
float trailRadius;
|
|
float wiTrailTime;
|
|
|
|
sfxHandle_t readySound;
|
|
sfxHandle_t firingSound;
|
|
|
|
// Elder: sounds to queue
|
|
sfxWeapTiming_t animationSounds[MAX_ANIM_SOUNDS];
|
|
sfxHandle_t worldReloadSound[3];
|
|
|
|
// qboolean loopFireSound;
|
|
} weaponInfo_t;
|
|
|
|
// each IT_* item has an associated itemInfo_t
|
|
// that constains media references necessary to present the
|
|
// item and its effects
|
|
typedef struct {
|
|
qboolean registered;
|
|
qhandle_t models[MAX_ITEM_MODELS];
|
|
qhandle_t icon;
|
|
// JBravo: for customskins
|
|
qhandle_t customSkin;
|
|
} itemInfo_t;
|
|
|
|
typedef struct {
|
|
int itemNum;
|
|
} powerupInfo_t;
|
|
|
|
#define MAX_SKULLTRAIL 10
|
|
|
|
typedef struct {
|
|
vec3_t positions[MAX_SKULLTRAIL];
|
|
int numpositions;
|
|
} skulltrail_t;
|
|
|
|
#define MAX_REWARDSTACK 10
|
|
#define MAX_SOUNDBUFFER 20
|
|
|
|
//======================================================================
|
|
|
|
// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
|
|
// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after
|
|
|
|
#define MAX_PREDICTED_EVENTS 16
|
|
|
|
// JBravo: unlagged
|
|
#define NUM_SAVED_STATES (CMD_BACKUP + 2)
|
|
|
|
//Makro - lens flares
|
|
#define MAX_VISIBLE_FLARES 24
|
|
#define NUM_FLARE_SHADERS 3
|
|
|
|
// Makro - explosion screen shake (in msec)
|
|
#define EXPLOSION_SHAKE_TIME 500
|
|
|
|
typedef struct {
|
|
int clientFrame; // incremented each frame
|
|
|
|
int clientNum;
|
|
|
|
qboolean demoPlayback;
|
|
qboolean levelShot; // taking a level menu screenshot
|
|
int deferredPlayerLoading;
|
|
qboolean loading; // don't defer players at initial startup
|
|
qboolean intermissionStarted; // don't play voice rewards, because game will end shortly
|
|
|
|
// there are only one or two snapshot_t that are relevent at a time
|
|
int latestSnapshotNum; // the number of snapshots the client system has received
|
|
int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
|
|
|
|
snapshot_t *snap; // cg.snap->serverTime <= cg.time
|
|
snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL
|
|
snapshot_t activeSnapshots[2];
|
|
|
|
float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime)
|
|
|
|
qboolean thisFrameTeleport;
|
|
qboolean nextFrameTeleport;
|
|
|
|
int frametime; // cg.time - cg.oldTime
|
|
|
|
int time; // this is the time value that the client
|
|
// is rendering at.
|
|
int oldTime; // time at last frame, used for missile trails and prediction checking
|
|
|
|
int cvarCheckTime; // Elder: used for cvar cheat interval cycling
|
|
|
|
int physicsTime; // either cg.snap->time or cg.nextSnap->time
|
|
|
|
int timelimitWarnings; // 5 min, 1 min, overtime
|
|
int fraglimitWarnings;
|
|
|
|
qboolean mapRestart; // set on a map restart to set back the weapon
|
|
|
|
qboolean renderingThirdPerson; // during deaths, chasecams, etc
|
|
|
|
// prediction state
|
|
qboolean hyperspace; // true if prediction has hit a trigger_teleport
|
|
playerState_t predictedPlayerState;
|
|
centity_t predictedPlayerEntity;
|
|
qboolean validPPS; // clear until the first call to CG_PredictPlayerState
|
|
int predictedErrorTime;
|
|
vec3_t predictedError;
|
|
|
|
int eventSequence;
|
|
int predictableEvents[MAX_PREDICTED_EVENTS];
|
|
|
|
float stepChange; // for stair up smoothing
|
|
int stepTime;
|
|
|
|
float duckChange; // for duck viewheight smoothing
|
|
int duckTime;
|
|
|
|
float landChange; // for landing hard
|
|
int landTime;
|
|
|
|
// input state sent to server
|
|
int weaponSelect;
|
|
|
|
// auto rotating items
|
|
vec3_t autoAngles;
|
|
vec3_t autoAxis[3];
|
|
vec3_t autoAnglesFast;
|
|
vec3_t autoAxisFast[3];
|
|
|
|
// view rendering
|
|
refdef_t refdef;
|
|
refdefex_t refdefex; // Makro - extra data to be sent to the renderer; it absolutely needs to follow refdef
|
|
vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
|
|
|
|
// zoom key
|
|
qboolean zooming; //Slicer: flag to determine when to set zoomTime
|
|
qboolean zoomSensLock; //Slicer: to lock sensitivity when firing
|
|
qboolean zoomed; // Determines first-person weapon drawing
|
|
int zoomLevel; // Zoom LEVEL! -- uses zoom bits like STAT_RQ3
|
|
int lastZoomLevel; // Save last zoom state
|
|
int zoomFirstReturn; // Elder: switch for zooming in/out between shots
|
|
int zoomTime;
|
|
float zoomSensitivity;
|
|
|
|
// information screen text during loading
|
|
char infoScreenText[MAX_STRING_CHARS];
|
|
|
|
// scoreboard
|
|
int scoresRequestTime;
|
|
int numScores;
|
|
int selectedScore;
|
|
int teamScores[2];
|
|
score_t scores[MAX_CLIENTS];
|
|
qboolean showScores;
|
|
qboolean scoreBoardShowing;
|
|
int scoreFadeTime;
|
|
int scoreTPMode;
|
|
//Blaze: weapon stats stuff
|
|
qboolean showWStats;
|
|
int wstatsStartTime;
|
|
int wstatsRequestTime;
|
|
//end weapon stats stuff
|
|
char killerName[MAX_NAME_LENGTH];
|
|
char spectatorList[MAX_STRING_CHARS]; // list of names
|
|
int spectatorLen; // length of list
|
|
float spectatorWidth; // width in device units
|
|
int spectatorTime; // next time to offset
|
|
int spectatorPaintX; // current paint x
|
|
int spectatorPaintX2; // current paint x
|
|
int spectatorOffset; // current offset from start
|
|
int spectatorPaintLen; // current offset from start
|
|
|
|
#ifdef MISSIONPACK
|
|
// skull trails
|
|
skulltrail_t skulltrails[MAX_CLIENTS];
|
|
#endif
|
|
|
|
// centerprinting
|
|
int centerPrintTime;
|
|
int centerPrintCharWidth;
|
|
int centerPrintY;
|
|
char centerPrint[1024];
|
|
int centerPrintLines;
|
|
int centerPrintMaxLen;
|
|
|
|
// low ammo warning state
|
|
int lowAmmoWarning; // 1 = low, 2 = empty
|
|
|
|
// kill timers for carnage reward
|
|
int lastKillTime;
|
|
|
|
// crosshair client ID
|
|
int crosshairClientNum;
|
|
int crosshairClientTime;
|
|
|
|
// powerup active flashing
|
|
int powerupActive;
|
|
int powerupTime;
|
|
|
|
// attacking player
|
|
int attackerTime;
|
|
int voiceTime;
|
|
|
|
// reward medals
|
|
int rewardStack;
|
|
int rewardTime;
|
|
int rewardCount[MAX_REWARDSTACK];
|
|
qhandle_t rewardShader[MAX_REWARDSTACK];
|
|
qhandle_t rewardSound[MAX_REWARDSTACK];
|
|
|
|
// sound buffer mainly for announcer sounds
|
|
int soundBufferIn;
|
|
int soundBufferOut;
|
|
int soundTime;
|
|
qhandle_t soundBuffer[MAX_SOUNDBUFFER];
|
|
|
|
// for voice chat buffer
|
|
int voiceChatTime;
|
|
int voiceChatBufferIn;
|
|
int voiceChatBufferOut;
|
|
|
|
// warmup countdown
|
|
int warmup;
|
|
int warmupCount;
|
|
|
|
//==========================
|
|
|
|
int itemPickup;
|
|
int itemPickupTime;
|
|
int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
|
|
|
|
int weaponSelectTime;
|
|
int weaponAnimation;
|
|
int weaponAnimationTime;
|
|
|
|
// blend blobs
|
|
float damageTime;
|
|
float damageX, damageY, damageValue;
|
|
|
|
//Elder: added for alpha pain blend
|
|
int rq3_trueDamage; //Q3 doesn't hold the actual damage amount in cg.damageValue
|
|
float rq3_blendTime; //How long we take to fade out
|
|
|
|
// status bar head
|
|
float headYaw;
|
|
float headEndPitch;
|
|
float headEndYaw;
|
|
int headEndTime;
|
|
float headStartPitch;
|
|
float headStartYaw;
|
|
int headStartTime;
|
|
|
|
// view movement
|
|
float v_dmg_time;
|
|
float v_dmg_pitch;
|
|
float v_dmg_roll;
|
|
|
|
vec3_t kick_angles; // weapon kicks
|
|
vec3_t kick_origin;
|
|
int kick_time; // Elder: added to decay the kicks more smoothly
|
|
int kick_duration; // Elder: some need more
|
|
|
|
// temp working variables for player view
|
|
float bobfracsin;
|
|
int bobcycle;
|
|
float xyspeed;
|
|
int nextOrbitTime;
|
|
|
|
//qboolean cameraMode; // if rendering from a loaded camera
|
|
|
|
// development tool
|
|
refEntity_t testModelEntity;
|
|
char testModelName[MAX_QPATH];
|
|
qboolean testGun;
|
|
|
|
// Elder: for message flooding protection
|
|
int sayTime;
|
|
int sayCount;
|
|
|
|
int shellHits; //Count number of successful shell hits
|
|
|
|
qboolean laserSight; //Whether to draw local laser sight
|
|
localEntity_t *laserEnt; //Local model -- NULL if not in-use
|
|
qboolean rq3_irvision; // Elder: enabled IR vision
|
|
int akimboFlash; // Alternate between two tags for flash (0 or 1)
|
|
|
|
sfxSyncInfo_t curSyncSound; // Shifts after a sound is played
|
|
|
|
// JBravo: adding scoreStartTime for NiceAss
|
|
int scoreStartTime;
|
|
|
|
int records[REC_NUM_RECORDS]; // Blaze: for our statistics tracking
|
|
float loadingMapPercent; // NiceAss: Ranges from 0 to 1. Used on map load.
|
|
|
|
//Slicer vars that are synched from GAME
|
|
int lca;
|
|
|
|
// NiceAss: Scoreboard MM stuff:
|
|
int refID;
|
|
int matchTime;
|
|
int team1ready;
|
|
int team2ready;
|
|
int refready;
|
|
|
|
int CTBcountdowntime;
|
|
// JBravo: unlagged
|
|
int lastPredictedCommand;
|
|
int lastServerTime;
|
|
playerState_t savedPmoveStates[NUM_SAVED_STATES];
|
|
int stateHead, stateTail;
|
|
//Makro - true if the user wants fastsky on. We'll force it to off for maps
|
|
//that have a _rq3_fog_color set
|
|
int wantsFastSky;
|
|
//Makro - used for flares
|
|
unsigned char flareShaderNum[MAX_VISIBLE_FLARES];
|
|
float flareShaderSize[MAX_VISIBLE_FLARES], flareColor[MAX_VISIBLE_FLARES][4];
|
|
//Makro - zcam lines
|
|
char zcamLine[2][256];
|
|
|
|
//Makro - head location and axis; used for dead players
|
|
vec3_t headPos;
|
|
vec3_t headAxis[3];
|
|
vec3_t oldHeadPos;
|
|
|
|
// Makro - time of death
|
|
int timeOfDeath;
|
|
|
|
// Makro - explosion screen shake
|
|
int explosionTime;
|
|
float explosionForce;
|
|
|
|
// Makro - water transitions
|
|
qboolean inWaterLastFrame;
|
|
int waterTransitionTime;
|
|
} cg_t;
|
|
|
|
//Blaze: struct to hold the func_breakable stuff
|
|
typedef struct {
|
|
qhandle_t model[3];
|
|
sfxHandle_t sound[3];
|
|
sfxHandle_t exp_sound;
|
|
qhandle_t shader;
|
|
int jump;
|
|
int velocity;
|
|
} breakable_t;
|
|
|
|
// all of the model, shader, and sound references that are
|
|
// loaded at gamestate time are stored in cgMedia_t
|
|
// Other media that can be tied to clients, weapons, or items are
|
|
// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
|
|
typedef struct {
|
|
qhandle_t charsetShader;
|
|
qhandle_t charsetProp;
|
|
qhandle_t charsetPropGlow;
|
|
qhandle_t charsetPropB;
|
|
qhandle_t whiteShader;
|
|
|
|
qhandle_t blackHackShader;
|
|
qhandle_t fuzzyShadowShader;
|
|
qhandle_t fuzzyGlowShader;
|
|
|
|
#ifdef MISSIONPACK
|
|
qhandle_t redCubeModel;
|
|
qhandle_t blueCubeModel;
|
|
qhandle_t redCubeIcon;
|
|
qhandle_t blueCubeIcon;
|
|
#endif
|
|
qhandle_t redFlagModel;
|
|
qhandle_t blueFlagModel;
|
|
qhandle_t neutralFlagModel;
|
|
qhandle_t redFlagShader[3];
|
|
qhandle_t blueFlagShader[3];
|
|
qhandle_t flagShader[4];
|
|
|
|
qhandle_t flagPoleModel;
|
|
qhandle_t flagFlapModel;
|
|
|
|
qhandle_t redFlagFlapSkin;
|
|
qhandle_t blueFlagFlapSkin;
|
|
qhandle_t neutralFlagFlapSkin;
|
|
|
|
qhandle_t redFlagBaseModel;
|
|
qhandle_t blueFlagBaseModel;
|
|
qhandle_t neutralFlagBaseModel;
|
|
|
|
qhandle_t armorModel;
|
|
//qhandle_t armorIcon;
|
|
|
|
qhandle_t teamStatusBar;
|
|
|
|
qhandle_t deferShader;
|
|
|
|
// gib explosions
|
|
qhandle_t gibAbdomen;
|
|
qhandle_t gibArm;
|
|
qhandle_t gibChest;
|
|
qhandle_t gibFist;
|
|
qhandle_t gibFoot;
|
|
qhandle_t gibForearm;
|
|
qhandle_t gibIntestine;
|
|
qhandle_t gibLeg;
|
|
qhandle_t gibSkull;
|
|
qhandle_t gibBrain;
|
|
qhandle_t glass01; //Blaze: Breakable glass
|
|
qhandle_t glass02; //Blaze: Breakable glass
|
|
qhandle_t glass03; //Blaze: Breakable glass
|
|
//Elder: additional debris
|
|
qhandle_t metal01;
|
|
qhandle_t metal02;
|
|
qhandle_t metal03;
|
|
qhandle_t wood01;
|
|
qhandle_t wood02;
|
|
qhandle_t wood03;
|
|
qhandle_t ceramic01;
|
|
qhandle_t ceramic02;
|
|
qhandle_t ceramic03;
|
|
qhandle_t paper01;
|
|
qhandle_t paper02;
|
|
qhandle_t paper03;
|
|
qhandle_t brick01;
|
|
qhandle_t brick02;
|
|
qhandle_t brick03;
|
|
qhandle_t concrete01;
|
|
qhandle_t concrete02;
|
|
qhandle_t concrete03;
|
|
//Elder: akimbo stuff - since it's valid every game
|
|
qhandle_t akimboModel;
|
|
qhandle_t akimboFlashModel;
|
|
qhandle_t akimbo1stModel;
|
|
qhandle_t akimboHandModel;
|
|
|
|
// Blaze: func_explosive stuff
|
|
breakable_t breakables[RQ3_MAX_BREAKABLES];
|
|
|
|
qhandle_t smoke2;
|
|
|
|
qhandle_t machinegunBrassModel;
|
|
qhandle_t largeBrassModel;
|
|
qhandle_t shotgunBrassModel;
|
|
qhandle_t HCBrassModel;
|
|
|
|
qhandle_t railRingsShader;
|
|
qhandle_t railCoreShader;
|
|
|
|
qhandle_t lightningShader;
|
|
|
|
qhandle_t friendShader;
|
|
|
|
qhandle_t balloonShader;
|
|
qhandle_t connectionShader;
|
|
|
|
qhandle_t selectShader;
|
|
qhandle_t viewBloodShader;
|
|
qhandle_t tracerShader;
|
|
qhandle_t crosshairShader[NUM_CROSSHAIRS];
|
|
qhandle_t lagometerShader;
|
|
qhandle_t backTileShader;
|
|
qhandle_t noammoShader;
|
|
|
|
//Elder: item strobe to increase brightness
|
|
qhandle_t itemStrobeShader;
|
|
|
|
//Elder: C3A Laser tutorial
|
|
qhandle_t laserShader;
|
|
|
|
//Elder: sniper crosshairs
|
|
qhandle_t ssgCrosshair[ZOOM_LEVELS];
|
|
|
|
//Elder: RQ3 hud-related stuff
|
|
qhandle_t rq3_healthicon;
|
|
qhandle_t rq3_healthicon2;
|
|
|
|
qhandle_t smokePuffShader;
|
|
qhandle_t smokePuffAnimShader;
|
|
qhandle_t smokePuffRageProShader;
|
|
qhandle_t shotgunSmokePuffShader;
|
|
//qhandle_t plasmaBallShader;
|
|
qhandle_t waterBubbleShader;
|
|
|
|
// Pressure:
|
|
qhandle_t waterPressureModel;
|
|
qhandle_t flamePressureShader;
|
|
|
|
qhandle_t bloodTrailShader;
|
|
|
|
qhandle_t numberShaders[11];
|
|
|
|
qhandle_t shadowMarkShader;
|
|
|
|
qhandle_t botSkillShaders[5];
|
|
|
|
// wall mark shaders
|
|
qhandle_t wakeMarkShader;
|
|
qhandle_t bloodMarkShader;
|
|
qhandle_t ctbXMarkSilver;
|
|
qhandle_t ctbOMarkBlack;
|
|
qhandle_t bulletMarkShader;
|
|
qhandle_t burnMarkShader;
|
|
//qhandle_t holeMarkShader;
|
|
qhandle_t energyMarkShader;
|
|
|
|
// Elder: rq3 marks
|
|
qhandle_t slashMarkShader;
|
|
qhandle_t glassMarkShader;
|
|
qhandle_t metalMarkShader;
|
|
//Makro - new mark
|
|
qhandle_t snowMarkShader;
|
|
|
|
// powerup shaders
|
|
//qhandle_t quadShader;
|
|
qhandle_t redQuadShader;
|
|
//qhandle_t quadWeaponShader;
|
|
//qhandle_t invisShader;
|
|
//qhandle_t regenShader;
|
|
//qhandle_t battleSuitShader;
|
|
//qhandle_t battleWeaponShader;
|
|
qhandle_t hastePuffShader;
|
|
qhandle_t redKamikazeShader;
|
|
qhandle_t blueKamikazeShader;
|
|
|
|
// Elder: rq3 misc shaders
|
|
qhandle_t irPlayerShader;
|
|
qhandle_t irPlayerShaderFriendly;
|
|
|
|
// weapon effect models
|
|
qhandle_t bulletFlashModel;
|
|
qhandle_t ringFlashModel;
|
|
qhandle_t dishFlashModel;
|
|
qhandle_t lightningExplosionModel;
|
|
|
|
// Elder: hit spark to replace bulletFlash
|
|
qhandle_t hitSparkModel;
|
|
qhandle_t hitSparkShader;
|
|
|
|
// Elder: RQ3 item models
|
|
|
|
qhandle_t rq3_kevlarModel;
|
|
qhandle_t rq3_bandolierModel;
|
|
qhandle_t rq3_silencerModel;
|
|
qhandle_t rq3_laserModel;
|
|
qhandle_t rq3_slippersModel;
|
|
// JBravo: the helmet
|
|
qhandle_t rq3_helmetModel;
|
|
|
|
// weapon effect shaders
|
|
qhandle_t railExplosionShader;
|
|
qhandle_t plasmaExplosionShader;
|
|
qhandle_t bulletExplosionShader;
|
|
qhandle_t rocketExplosionShader;
|
|
qhandle_t grenadeExplosionShader;
|
|
qhandle_t bfgExplosionShader;
|
|
qhandle_t bloodExplosionShader;
|
|
|
|
// special effects models
|
|
// JBravo: moved out of MISSIONPACK
|
|
qhandle_t dustPuffShader;
|
|
|
|
qhandle_t invulnerabilityPowerupModel;
|
|
|
|
// scoreboard headers
|
|
qhandle_t scoreboardName;
|
|
qhandle_t scoreboardPing;
|
|
qhandle_t scoreboardScore;
|
|
qhandle_t scoreboardTime;
|
|
|
|
// medals shown during gameplay
|
|
// JBravo: no thanks
|
|
//qhandle_t medalImpressive;
|
|
//qhandle_t medalExcellent;
|
|
qhandle_t medalGauntlet;
|
|
//qhandle_t medalDefend;
|
|
//qhandle_t medalAssist;
|
|
//qhandle_t medalCapture;
|
|
|
|
qhandle_t zoomMask;
|
|
qhandle_t irvision_overlay;
|
|
|
|
// sounds
|
|
sfxHandle_t kickSound; //Elder: kick sound
|
|
sfxHandle_t headshotSound; //Elder: splat
|
|
//sfxHandle_t lcaSound; //Elder: lights, camera, action!
|
|
sfxHandle_t lensSound; //Elder: sniper lens zoom
|
|
sfxHandle_t silencerSound;
|
|
sfxHandle_t kevlarHitSound;
|
|
sfxHandle_t weapToggleSound;
|
|
sfxHandle_t knifeClankSound;
|
|
sfxHandle_t knifeDeathSound;
|
|
sfxHandle_t knifeHitSound;
|
|
//sfxHandle_t knifeThrowSound;
|
|
|
|
sfxHandle_t quadSound;
|
|
sfxHandle_t tracerSound;
|
|
// sfxHandle_t selectSound;
|
|
// sfxHandle_t useNothingSound;
|
|
// sfxHandle_t wearOffSound;
|
|
sfxHandle_t footsteps[FOOTSTEP_TOTAL][4];
|
|
sfxHandle_t sfx_lghit1;
|
|
sfxHandle_t sfx_lghit2;
|
|
sfxHandle_t sfx_lghit3;
|
|
sfxHandle_t sfx_ric1;
|
|
sfxHandle_t sfx_ric2;
|
|
sfxHandle_t sfx_ric3;
|
|
|
|
// Elder: Metal ricochet sounds
|
|
sfxHandle_t sfx_metalric1;
|
|
sfxHandle_t sfx_metalric2;
|
|
sfxHandle_t sfx_metalric3;
|
|
// Elder: Glass ricochet sounds
|
|
sfxHandle_t sfx_glassric1;
|
|
sfxHandle_t sfx_glassric2;
|
|
sfxHandle_t sfx_glassric3;
|
|
// Makro: brick ricochet sounds
|
|
sfxHandle_t sfx_brickric1;
|
|
sfxHandle_t sfx_brickric2;
|
|
sfxHandle_t sfx_brickric3;
|
|
// Makro: wood ricochet sounds
|
|
sfxHandle_t sfx_woodric1;
|
|
sfxHandle_t sfx_woodric2;
|
|
sfxHandle_t sfx_woodric3;
|
|
// Makro: ceramic ricochet sounds
|
|
sfxHandle_t sfx_ceramicric1;
|
|
sfxHandle_t sfx_ceramicric2;
|
|
sfxHandle_t sfx_ceramicric3;
|
|
// Elder: Shell tumble sound
|
|
sfxHandle_t sfx_shelltumble;
|
|
|
|
// sfxHandle_t sfx_railg;
|
|
sfxHandle_t sfx_rockexp;
|
|
// sfxHandle_t sfx_plasmaexp;
|
|
sfxHandle_t gibSound;
|
|
//Blaze: Dont need this any more
|
|
// sfxHandle_t glassSound; //Blaze: Reaction breakable glass
|
|
// sfxHandle_t glass2Sound;
|
|
sfxHandle_t gibBounce1Sound;
|
|
sfxHandle_t gibBounce2Sound;
|
|
sfxHandle_t gibBounce3Sound;
|
|
// sfxHandle_t teleInSound;
|
|
// sfxHandle_t teleOutSound;
|
|
sfxHandle_t noAmmoSound;
|
|
sfxHandle_t respawnSound;
|
|
sfxHandle_t talkSound;
|
|
sfxHandle_t landSound;
|
|
sfxHandle_t fallSound;
|
|
// sfxHandle_t jumpPadSound;
|
|
|
|
sfxHandle_t oneMinuteSound;
|
|
sfxHandle_t fiveMinuteSound;
|
|
sfxHandle_t suddenDeathSound;
|
|
|
|
sfxHandle_t threeFragSound;
|
|
sfxHandle_t twoFragSound;
|
|
sfxHandle_t oneFragSound;
|
|
|
|
sfxHandle_t hitSound;
|
|
sfxHandle_t hitSoundHighArmor;
|
|
sfxHandle_t hitSoundLowArmor;
|
|
sfxHandle_t hitTeamSound;
|
|
sfxHandle_t impressiveSound;
|
|
sfxHandle_t excellentSound;
|
|
sfxHandle_t deniedSound;
|
|
sfxHandle_t humiliationSound;
|
|
//sfxHandle_t assistSound;
|
|
//sfxHandle_t defendSound;
|
|
sfxHandle_t firstImpressiveSound;
|
|
sfxHandle_t firstExcellentSound;
|
|
sfxHandle_t firstHumiliationSound;
|
|
|
|
sfxHandle_t takenLeadSound;
|
|
sfxHandle_t tiedLeadSound;
|
|
sfxHandle_t lostLeadSound;
|
|
|
|
sfxHandle_t voteNow;
|
|
sfxHandle_t votePassed;
|
|
sfxHandle_t voteFailed;
|
|
|
|
sfxHandle_t watrInSound;
|
|
sfxHandle_t watrOutSound;
|
|
sfxHandle_t watrUnSound;
|
|
|
|
// sfxHandle_t flightSound;
|
|
// sfxHandle_t medkitSound;
|
|
|
|
sfxHandle_t weaponHoverSound;
|
|
|
|
// teamplay sounds
|
|
sfxHandle_t captureAwardSound;
|
|
sfxHandle_t redScoredSound;
|
|
sfxHandle_t blueScoredSound;
|
|
sfxHandle_t redLeadsSound;
|
|
sfxHandle_t blueLeadsSound;
|
|
sfxHandle_t teamsTiedSound;
|
|
|
|
sfxHandle_t captureYourTeamSound;
|
|
sfxHandle_t captureOpponentSound;
|
|
sfxHandle_t returnYourTeamSound;
|
|
sfxHandle_t returnOpponentSound;
|
|
sfxHandle_t takenYourTeamSound;
|
|
sfxHandle_t takenOpponentSound;
|
|
|
|
sfxHandle_t redFlagReturnedSound;
|
|
sfxHandle_t blueFlagReturnedSound;
|
|
sfxHandle_t neutralFlagReturnedSound;
|
|
sfxHandle_t enemyTookYourFlagSound;
|
|
sfxHandle_t enemyTookTheFlagSound;
|
|
sfxHandle_t yourTeamTookEnemyFlagSound;
|
|
sfxHandle_t yourTeamTookTheFlagSound;
|
|
sfxHandle_t youHaveFlagSound;
|
|
sfxHandle_t yourBaseIsUnderAttackSound;
|
|
sfxHandle_t holyShitSound;
|
|
|
|
// tournament sounds
|
|
sfxHandle_t count3Sound;
|
|
sfxHandle_t count2Sound;
|
|
sfxHandle_t count1Sound;
|
|
sfxHandle_t countFightSound;
|
|
sfxHandle_t countPrepareSound;
|
|
|
|
qhandle_t cursor;
|
|
qhandle_t selectCursor;
|
|
qhandle_t sizeCursor;
|
|
|
|
sfxHandle_t regenSound;
|
|
sfxHandle_t protectSound;
|
|
sfxHandle_t n_healthSound;
|
|
sfxHandle_t hgrenb1aSound;
|
|
sfxHandle_t hgrenb2aSound;
|
|
//Elder: removed
|
|
//sfxHandle_t wstbimplSound;
|
|
//sfxHandle_t wstbimpmSound;
|
|
//sfxHandle_t wstbimpdSound;
|
|
//sfxHandle_t wstbactvSound;
|
|
// JBravo: LCA sounds
|
|
sfxHandle_t lightsSound;
|
|
sfxHandle_t cameraSound;
|
|
sfxHandle_t actionSound;
|
|
sfxHandle_t lca10_0Sound;
|
|
sfxHandle_t insanesounds[9];
|
|
// JBravo: Radio sounds
|
|
|
|
//Slicer
|
|
sfxHandle_t male_sounds[56];
|
|
sfxHandle_t new_male_sounds[56];
|
|
sfxHandle_t pikey_male_sounds[56];
|
|
sfxHandle_t pirate_male_sounds[56];
|
|
sfxHandle_t keanu_male_sounds[56];
|
|
sfxHandle_t female_sounds[56];
|
|
|
|
sfxHandle_t steamSound;
|
|
sfxHandle_t male_1sound;
|
|
sfxHandle_t male_2sound;
|
|
sfxHandle_t male_3sound;
|
|
sfxHandle_t male_4sound;
|
|
sfxHandle_t male_5sound;
|
|
sfxHandle_t male_6sound;
|
|
sfxHandle_t male_7sound;
|
|
sfxHandle_t male_8sound;
|
|
sfxHandle_t male_9sound;
|
|
sfxHandle_t male_10sound;
|
|
sfxHandle_t male_backsound;
|
|
sfxHandle_t male_coversound;
|
|
sfxHandle_t male_downsound;
|
|
sfxHandle_t male_enemydsound;
|
|
sfxHandle_t male_enemyssound;
|
|
sfxHandle_t male_forwardsound;
|
|
sfxHandle_t male_gosound;
|
|
sfxHandle_t male_im_hitsound;
|
|
sfxHandle_t male_leftsound;
|
|
sfxHandle_t male_reportinsound;
|
|
sfxHandle_t male_rightsound;
|
|
sfxHandle_t male_taking_fsound;
|
|
sfxHandle_t male_teamdownsound;
|
|
sfxHandle_t male_treportsound;
|
|
sfxHandle_t male_upsound;
|
|
sfxHandle_t male_click;
|
|
sfxHandle_t female_1sound;
|
|
sfxHandle_t female_2sound;
|
|
sfxHandle_t female_3sound;
|
|
sfxHandle_t female_4sound;
|
|
sfxHandle_t female_5sound;
|
|
sfxHandle_t female_6sound;
|
|
sfxHandle_t female_7sound;
|
|
sfxHandle_t female_8sound;
|
|
sfxHandle_t female_9sound;
|
|
sfxHandle_t female_10sound;
|
|
sfxHandle_t female_backsound;
|
|
sfxHandle_t female_coversound;
|
|
sfxHandle_t female_downsound;
|
|
sfxHandle_t female_enemydsound;
|
|
sfxHandle_t female_enemyssound;
|
|
sfxHandle_t female_forwardsound;
|
|
sfxHandle_t female_gosound;
|
|
sfxHandle_t female_im_hitsound;
|
|
sfxHandle_t female_leftsound;
|
|
sfxHandle_t female_reportinsound;
|
|
sfxHandle_t female_rightsound;
|
|
sfxHandle_t female_taking_fsound;
|
|
sfxHandle_t female_teamdownsound;
|
|
sfxHandle_t female_treportsound;
|
|
sfxHandle_t female_upsound;
|
|
sfxHandle_t female_click;
|
|
|
|
//Makro - lens flare shaders
|
|
qhandle_t flareShader[NUM_FLARE_SHADERS], sunFlareShader, coronaShader;
|
|
//Makro - snow impact effects
|
|
qhandle_t snowImpactShader;
|
|
//Makro - generic particle impact shader
|
|
qhandle_t particleImpactShader;
|
|
|
|
// Makro - map preview
|
|
qhandle_t voteMapShader;
|
|
} cgMedia_t;
|
|
|
|
// The client game static (cgs) structure hold everything
|
|
// loaded or calculated from the gamestate. It will NOT
|
|
// be cleared when a tournement restart is done, allowing
|
|
// all clients to begin playing instantly
|
|
typedef struct {
|
|
gameState_t gameState; // gamestate from server
|
|
glconfig_t glconfig; // rendering configuration
|
|
float screenXScale; // derived from glconfig
|
|
float screenYScale;
|
|
float screenXBias;
|
|
|
|
float screenXMin; // Makro - derived from glconfig, used for wide-screens
|
|
float screenXMax;
|
|
float screenWidth;
|
|
|
|
int serverCommandSequence; // reliable command stream counter
|
|
int processedSnapshotNum; // the number of snapshots cgame has requested
|
|
|
|
qboolean localServer; // detected on startup by checking sv_running
|
|
|
|
// parsed from serverinfo
|
|
gametype_t gametype;
|
|
int dmflags;
|
|
int teamflags;
|
|
int fraglimit;
|
|
int capturelimit;
|
|
int timelimit;
|
|
int maxclients;
|
|
char mapname[MAX_QPATH];
|
|
char redTeam[MAX_QPATH];
|
|
char blueTeam[MAX_QPATH];
|
|
|
|
int voteTime;
|
|
int voteYes;
|
|
int voteNo;
|
|
qboolean voteModified; // beep whenever changed
|
|
char voteString[MAX_STRING_TOKENS];
|
|
|
|
char voteYesKey[32];
|
|
char voteNoKey[32];
|
|
|
|
int teamVoteTime[2];
|
|
int teamVoteYes[2];
|
|
int teamVoteNo[2];
|
|
qboolean teamVoteModified[2]; // beep whenever changed
|
|
char teamVoteString[2][MAX_STRING_TOKENS];
|
|
|
|
int levelStartTime;
|
|
|
|
int scores1, scores2; // from configstrings
|
|
int redflag, blueflag; // flag status from configstrings
|
|
int flagStatus;
|
|
|
|
qboolean newHud;
|
|
|
|
//
|
|
// locally derived information from gamestate
|
|
//
|
|
qhandle_t gameModels[MAX_MODELS];
|
|
sfxHandle_t gameSounds[MAX_SOUNDS];
|
|
|
|
int numInlineModels;
|
|
qhandle_t inlineDrawModel[MAX_MODELS];
|
|
vec3_t inlineModelMidpoints[MAX_MODELS];
|
|
|
|
clientInfo_t clientinfo[MAX_CLIENTS];
|
|
|
|
// teamchat width is *3 because of embedded color codes
|
|
char teamChatMsgs[MSGQUEUE_HEIGHT][MSGQUEUE_WIDTH * 3 + 1];
|
|
int teamChatMsgTimes[MSGQUEUE_HEIGHT];
|
|
int teamChatPos;
|
|
int teamLastChatPos;
|
|
|
|
int cursorX;
|
|
int cursorY;
|
|
qboolean eventHandling;
|
|
qboolean mouseCaptured;
|
|
qboolean sizingHud;
|
|
void *capturedItem;
|
|
qhandle_t activeCursor;
|
|
|
|
// orders
|
|
int currentOrder;
|
|
qboolean orderPending;
|
|
int orderTime;
|
|
int currentVoiceClient;
|
|
int acceptOrderTime;
|
|
int acceptTask;
|
|
int acceptLeader;
|
|
char acceptVoice[MAX_NAME_LENGTH];
|
|
|
|
// media
|
|
cgMedia_t media;
|
|
// JBravo: unlagged
|
|
int delagHitscan;
|
|
//Makro - sky portals
|
|
vec3_t skyPortalOrigin;
|
|
qboolean skyPortalSet;
|
|
//how much the portal moves with the player
|
|
vec3_t skyPortalMoveFactor;
|
|
|
|
//Makro - "clear" color
|
|
vec3_t clearColor;
|
|
qboolean clearColorSet;
|
|
//Makro - sun flares
|
|
int lastSunTime, lastSunX, lastSunY, numFlares, sunFlareSize;
|
|
float sunAlpha, flareFovFactor, flareFadeFactor, flareForwardFactor;
|
|
vec3_t sunDir;
|
|
} cgs_t;
|
|
|
|
//==============================================================================
|
|
|
|
extern cgs_t cgs;
|
|
extern cg_t cg;
|
|
extern centity_t cg_entities[MAX_GENTITIES];
|
|
extern weaponInfo_t cg_weapons[MAX_WEAPONS];
|
|
extern itemInfo_t cg_items[MAX_ITEMS];
|
|
extern markPoly_t cg_markPolys[MAX_MARK_POLYS];
|
|
//Makro - dlight styles
|
|
extern char dlightStyles[MAX_DLIGHT_STYLES][MAX_DLIGHT_STLE_LEN];
|
|
extern int dlightStyleCount;
|
|
//Makro - moveparent rank for each entity
|
|
extern int cg_moveParentRanks[MAX_GENTITIES];
|
|
extern int cg_snapEntityOrder[MAX_GENTITIES];
|
|
extern int cg_nextSnapEntityOrder[MAX_GENTITIES];
|
|
|
|
extern vmCvar_t cg_centertime;
|
|
extern vmCvar_t cg_runpitch;
|
|
extern vmCvar_t cg_runroll;
|
|
extern vmCvar_t cg_bobup;
|
|
extern vmCvar_t cg_bobpitch;
|
|
extern vmCvar_t cg_bobroll;
|
|
extern vmCvar_t cg_swingSpeed;
|
|
extern vmCvar_t cg_shadows;
|
|
extern vmCvar_t cg_gibs;
|
|
extern vmCvar_t cg_drawTimer;
|
|
extern vmCvar_t cg_drawFPS;
|
|
extern vmCvar_t cg_drawPing;
|
|
extern vmCvar_t cg_drawSnapshot;
|
|
extern vmCvar_t cg_draw3dIcons;
|
|
extern vmCvar_t cg_drawIcons;
|
|
extern vmCvar_t cg_drawAmmoWarning;
|
|
extern vmCvar_t cg_drawCrosshair;
|
|
extern vmCvar_t cg_drawCrosshairNames;
|
|
extern vmCvar_t cg_drawRewards;
|
|
extern vmCvar_t cg_drawTeamOverlay;
|
|
extern vmCvar_t cg_teamOverlayUserinfo;
|
|
extern vmCvar_t cg_crosshairX;
|
|
extern vmCvar_t cg_crosshairY;
|
|
extern vmCvar_t cg_crosshairSize;
|
|
extern vmCvar_t cg_crosshairHealth;
|
|
extern vmCvar_t cg_drawStatus;
|
|
extern vmCvar_t cg_draw2D;
|
|
extern vmCvar_t cg_animSpeed;
|
|
extern vmCvar_t cg_debugAnim;
|
|
extern vmCvar_t cg_debugPosition;
|
|
extern vmCvar_t cg_debugEvents;
|
|
extern vmCvar_t cg_railTrailTime;
|
|
extern vmCvar_t cg_errorDecay;
|
|
extern vmCvar_t cg_nopredict;
|
|
extern vmCvar_t cg_noPlayerAnims;
|
|
extern vmCvar_t cg_showmiss;
|
|
extern vmCvar_t cg_footsteps;
|
|
extern vmCvar_t cg_addMarks;
|
|
extern vmCvar_t cg_brassTime;
|
|
extern vmCvar_t cg_gun_frame;
|
|
extern vmCvar_t cg_gun_x;
|
|
extern vmCvar_t cg_gun_y;
|
|
extern vmCvar_t cg_gun_z;
|
|
extern vmCvar_t cg_drawGun;
|
|
extern vmCvar_t cg_viewsize;
|
|
extern vmCvar_t cg_tracerChance;
|
|
extern vmCvar_t cg_tracerWidth;
|
|
extern vmCvar_t cg_tracerLength;
|
|
extern vmCvar_t cg_autoswitch;
|
|
extern vmCvar_t cg_ignore;
|
|
extern vmCvar_t cg_simpleItems;
|
|
extern vmCvar_t cg_fov;
|
|
extern vmCvar_t cg_thirdPersonRange;
|
|
extern vmCvar_t cg_thirdPersonAngle;
|
|
extern vmCvar_t cg_thirdPerson;
|
|
extern vmCvar_t cg_lagometer;
|
|
extern vmCvar_t cg_drawAttacker;
|
|
extern vmCvar_t cg_synchronousClients;
|
|
extern vmCvar_t cg_gravity;
|
|
extern vmCvar_t cg_messageQueueTime;
|
|
extern vmCvar_t cg_messageQueue;
|
|
extern vmCvar_t cg_stats;
|
|
extern vmCvar_t cg_forceModel;
|
|
extern vmCvar_t cg_buildScript;
|
|
extern vmCvar_t cg_paused;
|
|
extern vmCvar_t cg_blood;
|
|
extern vmCvar_t cg_predictItems;
|
|
extern vmCvar_t cg_deferPlayers;
|
|
//Blaze: Anti OGC code
|
|
extern vmCvar_t ogc_islame;
|
|
|
|
//Blaze: replacement weapons
|
|
extern vmCvar_t cg_RQ3_knife;
|
|
extern vmCvar_t cg_RQ3_mk23;
|
|
extern vmCvar_t cg_RQ3_m4;
|
|
extern vmCvar_t cg_RQ3_ssg3000;
|
|
extern vmCvar_t cg_RQ3_mp5;
|
|
extern vmCvar_t cg_RQ3_handcannon;
|
|
extern vmCvar_t cg_RQ3_m3;
|
|
extern vmCvar_t cg_RQ3_akimbo;
|
|
extern vmCvar_t cg_RQ3_grenade;
|
|
//Blaze: replacement items
|
|
extern vmCvar_t cg_RQ3_bandolier;
|
|
extern vmCvar_t cg_RQ3_kevlar;
|
|
extern vmCvar_t cg_RQ3_silencer;
|
|
extern vmCvar_t cg_RQ3_laser;
|
|
extern vmCvar_t cg_RQ3_slippers;
|
|
extern vmCvar_t cg_RQ3_helmet;
|
|
// JBravo: replacement ammo
|
|
extern vmCvar_t cg_RQ3_ammo_mk23;
|
|
extern vmCvar_t cg_RQ3_ammo_m3;
|
|
extern vmCvar_t cg_RQ3_ammo_ssg3000;
|
|
extern vmCvar_t cg_RQ3_ammo_mp5;
|
|
extern vmCvar_t cg_RQ3_ammo_m4;
|
|
extern vmCvar_t cg_RQ3_drawSpeed;
|
|
|
|
extern vmCvar_t cg_RQ3_zcam_stfu;
|
|
|
|
//Blaze: Reaction weapon positions
|
|
//extern vmCvar_t cg_RQ3_drawWeapon;
|
|
//Blaze: how long the glass stays around for
|
|
extern vmCvar_t cg_RQ3_glasstime;
|
|
|
|
//Elder: muzzle flash toggle
|
|
extern vmCvar_t cg_RQ3_flash;
|
|
|
|
//Elder: toggle alpha blending
|
|
extern vmCvar_t cg_RQ3_painblend;
|
|
//Slicer: no longer being used
|
|
//Elder: toggle client-side zoom assist
|
|
//extern vmCvar_t cg_RQ3_ssgZoomAssist;
|
|
extern vmCvar_t cg_RQ3_ssgZoomSensLock;
|
|
//Elder: crosshair colours!
|
|
extern vmCvar_t cg_RQ3_ssgColorR;
|
|
extern vmCvar_t cg_RQ3_ssgColorG;
|
|
extern vmCvar_t cg_RQ3_ssgColorB;
|
|
extern vmCvar_t cg_RQ3_ssgColorA;
|
|
|
|
// JBravo: normal crosshair colors
|
|
extern vmCvar_t cg_RQ3_crosshairColorR;
|
|
extern vmCvar_t cg_RQ3_crosshairColorG;
|
|
extern vmCvar_t cg_RQ3_crosshairColorB;
|
|
extern vmCvar_t cg_RQ3_crosshairColorA;
|
|
|
|
//Blaze: allow regular crosshair to be overlaid ontop of the ssg crosshair
|
|
extern vmCvar_t cg_RQ3_overlaycrosshair;
|
|
|
|
// JBravo: cvar for tkok popups
|
|
extern vmCvar_t cg_RQ3_tkokAutoPopup;
|
|
extern vmCvar_t cg_RQ3_radiovoice_male;
|
|
extern vmCvar_t cg_RQ3_radiovoice_female;
|
|
extern vmCvar_t cg_RQ3_SuicideLikeARealMan;
|
|
extern vmCvar_t cg_RQ3_dynamicRadio;
|
|
|
|
// Slicer: for the Anti-Cheat System
|
|
//extern vmCvar_t cg_RQ3_Auth;
|
|
//Elder: SSG unique sensitivities
|
|
extern vmCvar_t cg_RQ3_ssgSensitivityAuto;
|
|
extern vmCvar_t cg_RQ3_ssgSensitivity2x;
|
|
extern vmCvar_t cg_RQ3_ssgSensitivity4x;
|
|
extern vmCvar_t cg_RQ3_ssgSensitivity6x;
|
|
|
|
//Blaze: Holds which crosshair to use for the ssg
|
|
extern vmCvar_t cg_RQ3_ssgCrosshair;
|
|
|
|
//Elder: smoke puffs, sparks, etc.
|
|
extern vmCvar_t cg_RQ3_impactEffects;
|
|
|
|
//Elder: toggle client-side laser drawing
|
|
extern vmCvar_t cg_RQ3_laserAssist;
|
|
|
|
//Blaze: anouncer sounds
|
|
extern vmCvar_t cg_RQ3_anouncer;
|
|
|
|
//Elder: different blood types
|
|
extern vmCvar_t cg_RQ3_bloodStyle;
|
|
|
|
//NiceAss: strobing weapons/items like quake 2
|
|
extern vmCvar_t cg_RQ3_strobe;
|
|
// Makro - added color
|
|
extern vmCvar_t cg_RQ3_strobeColor;
|
|
extern vmCvar_t cg_RQ3_predictWeapons;
|
|
|
|
//Makro - left-handed weapons
|
|
extern vmCvar_t cg_RQ3_leftHanded;
|
|
//Makro - sun flares
|
|
extern vmCvar_t cg_RQ3_flareIntensity;
|
|
//Makro - ssg crosshair size
|
|
extern vmCvar_t cg_RQ3_ssgCrosshairSize;
|
|
//Makro - temp!!!
|
|
extern vmCvar_t cg_RQ3_angle0;
|
|
extern vmCvar_t cg_RQ3_angle1;
|
|
extern vmCvar_t cg_RQ3_angle2;
|
|
|
|
extern vmCvar_t cg_drawFriend;
|
|
extern vmCvar_t cg_teamChatsOnly;
|
|
extern vmCvar_t cg_noVoiceChats;
|
|
extern vmCvar_t cg_noVoiceText;
|
|
extern vmCvar_t cg_scorePlum;
|
|
//Makro - fastsky
|
|
extern vmCvar_t cg_fastSky;
|
|
extern vmCvar_t cg_RQ3_wantFastSky;
|
|
//extern vmCvar_t cg_smoothClients;
|
|
extern vmCvar_t pmove_fixed;
|
|
extern vmCvar_t pmove_msec;
|
|
|
|
//extern vmCvar_t cg_pmove_fixed;
|
|
extern vmCvar_t cg_cameraOrbit;
|
|
extern vmCvar_t cg_cameraOrbitDelay;
|
|
extern vmCvar_t cg_timescaleFadeEnd;
|
|
extern vmCvar_t cg_timescaleFadeSpeed;
|
|
extern vmCvar_t cg_timescale;
|
|
extern vmCvar_t cg_cameraMode;
|
|
extern vmCvar_t cg_smallFont;
|
|
extern vmCvar_t cg_bigFont;
|
|
extern vmCvar_t cg_noTaunt;
|
|
extern vmCvar_t cg_noProjectileTrail;
|
|
extern vmCvar_t cg_oldRail;
|
|
extern vmCvar_t cg_oldRocket;
|
|
extern vmCvar_t cg_oldPlasma;
|
|
extern vmCvar_t cg_trueLightning;
|
|
|
|
// JBravo: unlagged
|
|
extern vmCvar_t cg_delag;
|
|
extern vmCvar_t cg_drawBBox;
|
|
extern vmCvar_t sv_fps;
|
|
extern vmCvar_t cg_optimizePrediction;
|
|
extern vmCvar_t cg_latentCmds;
|
|
extern vmCvar_t cl_timeNudge;
|
|
|
|
// NiceAss: No longer part of the MissionPack
|
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extern vmCvar_t cg_enableBreath;
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extern vmCvar_t cg_enableLaserFog;
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// JBravo: ditto
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extern vmCvar_t cg_enableDust;
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//Blaze: to handle the auto actions
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extern vmCvar_t cg_RQ3_autoAction;
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//Blaze: Cheat cvars
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extern cheat_cvar cheats[30];
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// JBravo: Teamplay cvars synched from game
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//Slicer: no longer needed.
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//extern vmCvar_t cg_RQ3_lca;
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//Slicer: apparently not being used
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//extern vmCvar_t cg_RQ3_team_round_going;
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extern vmCvar_t cg_RQ3_team1name;
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extern vmCvar_t cg_RQ3_team2name;
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extern vmCvar_t cg_RQ3_team1model;
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extern vmCvar_t cg_RQ3_team2model;
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extern vmCvar_t ui_RQ3_teamCount1;
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extern vmCvar_t ui_RQ3_teamCount2;
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extern vmCvar_t ui_RQ3_numSpectators;
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// JBravo: MM ingame menu cvars.
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//Makro - removed timelimit/fraglimit cvars - they were causing problems on local servers
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//extern vmCvar_t cg_RQ3_timelimit;
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extern vmCvar_t cg_RQ3_roundlimit;
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extern vmCvar_t cg_RQ3_roundtimelimit;
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//extern vmCvar_t cg_RQ3_fraglimit;
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extern vmCvar_t cg_RQ3_maxplayers;
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extern vmCvar_t cg_RQ3_forceteamtalk;
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extern vmCvar_t cg_RQ3_limchasecam;
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extern vmCvar_t cg_RQ3_tgren;
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extern vmCvar_t cg_RQ3_friendlyFire;
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// JBravo: cvars for the about menu
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extern vmCvar_t cg_RQ3_hostname;
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extern vmCvar_t cg_RQ3_needpass;
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extern vmCvar_t cg_RQ3_capturelimit;
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extern vmCvar_t cg_RQ3_dmflags;
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extern vmCvar_t cg_RQ3_bot_minplayers;
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extern vmCvar_t cg_RQ3_showOwnKills;
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//Slicer: matchmode team status cvars
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//extern vmCvar_t cg_RQ3_RefID;
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extern vmCvar_t cg_RQ3_matchmode;
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// q3f atmospheric stuff:
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extern vmCvar_t cg_atmosphericEffects;
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extern vmCvar_t cg_lowEffects;
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//void CG_PredictWeaponEffects(centity_t *cent);
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void CG_AddBoundingBox(centity_t *cent);
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qboolean CG_Cvar_ClampInt(const char *name, vmCvar_t *vmCvar, int min, int max);
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//
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// cg_main.c
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//
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const char *CG_ConfigString(int index);
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const char *CG_Argv(int arg);
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void CG_InitMessageQueue(void);
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void CG_UpdateMessageQueue(void);
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void CG_AddMessage(const char* msg);
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void QDECL CG_Printf( const char *msg, ... ) __attribute__ ((format (printf, 1, 2)));
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void QDECL CG_Error( const char *msg, ... ) __attribute__ ((noreturn, format (printf, 1, 2)));
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void CG_StartMusic(void);
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void CG_UpdateCvars(void);
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int CG_CrosshairPlayer(void);
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int CG_LastAttacker(void);
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void CG_LoadMenus(const char *menuFile);
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void CG_KeyEvent(int key, qboolean down);
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void CG_MouseEvent(int x, int y);
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void CG_EventHandling(int type);
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void CG_RankRunFrame(void);
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void CG_SetScoreSelection(void *menu);
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score_t *CG_GetSelectedScore( void );
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void CG_BuildSpectatorString( void );
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void CG_ReplaceModels(void);
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//
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// cg_atmospheric.c
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//
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void CG_EffectParse( const char *effectstr );
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void CG_AddAtmosphericEffects( void );
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qboolean CG_AtmosphericKludge( void );
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//
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// cg_view.c
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//
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void CG_TestModel_f(void);
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void CG_TestGun_f(void);
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void CG_TestModelNextFrame_f(void);
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void CG_TestModelPrevFrame_f(void);
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void CG_TestModelNextSkin_f(void);
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void CG_TestModelPrevSkin_f(void);
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void CG_ZoomDown_f(void);
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void CG_ZoomUp_f(void);
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void CG_AddBufferedSound(sfxHandle_t sfx);
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void CG_DrawActiveFrame(int serverTime, stereoFrame_t stereoView, qboolean demoPlayback);
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//
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// cg_drawtools.c
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//
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void CG_AdjustFrom640(float *x, float *y, float *w, float *h);
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void CG_FillRect(float x, float y, float width, float height, const float *color);
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void CG_DrawPic(float x, float y, float width, float height, qhandle_t hShader);
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void CG_DrawString(float x, float y, const char *string, float charWidth, float charHeight, const float *modulate);
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void CG_DrawStringExt(int x, int y, const char *string, const float *setColor,
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qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars);
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void CG_DrawBigString(int x, int y, const char *s, float alpha);
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void CG_DrawBigStringColor(int x, int y, const char *s, vec4_t color);
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void CG_DrawSmallString(int x, int y, const char *s, float alpha);
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void CG_DrawSmallStringColor(int x, int y, const char *s, vec4_t color);
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void CG_DrawFuzzyRect(float x, float y, float w, float h, float corner, vec4_t color, qhandle_t shader);
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void CG_DrawFuzzyShadow(float x, float y, float w, float h, float corner, float alpha);
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|
void CG_DrawFuzzyGlow(float x, float y, float w, float h, float corner, vec4_t color);
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int CG_DrawStrlen(const char *str);
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|
float *CG_FadeColor(int startMsec, int totalMsec);
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|
void CG_TeamColor(int team, float *color);
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|
void CG_TileClear(void);
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|
void CG_ColorForHealth(vec4_t hcolor);
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|
void CG_GetColorForHealth(int health, int armor, vec4_t hcolor);
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|
void UI_DrawProportionalString(int x, int y, const char *str, int style, vec4_t color);
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|
int UI_ProportionalStringWidth(const char *str);
|
|
float UI_ProportionalSizeScale(int style);
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|
|
|
void CG_DrawRect(float x, float y, float width, float height, float size, const float *color);
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|
void CG_DrawSides(float x, float y, float w, float h, float size);
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|
void CG_DrawTopBottom(float x, float y, float w, float h, float size);
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|
void CG_DrawCleanSides(float x, float y, float w, float h, float size, const float *color);
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|
void CG_DrawCleanRect(float x, float y, float width, float height, float size, const float *color);
|
|
void CG_DrawCleanLine(float x, float y, float w, float size, const float *color);
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|
|
|
//
|
|
// cg_draw.c, cg_newDraw.c
|
|
//
|
|
extern int sortedTeamPlayers[TEAM_MAXOVERLAY];
|
|
extern int numSortedTeamPlayers;
|
|
extern int drawTeamOverlayModificationCount;
|
|
extern char systemChat[256];
|
|
extern char teamChat1[256];
|
|
extern char teamChat2[256];
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|
|
|
void CG_AddLagometerFrameInfo(void);
|
|
void CG_AddLagometerSnapshotInfo(snapshot_t * snap);
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|
void CG_CenterPrint(const char *str, int y, int charWidth);
|
|
void CG_DrawHead(float x, float y, float w, float h, int clientNum, vec3_t headAngles);
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|
void CG_DrawActive(stereoFrame_t stereoView);
|
|
void CG_DrawFlagModel(float x, float y, float w, float h, int team, qboolean force2D);
|
|
void CG_DrawTeamBackground(int x, int y, int w, int h, float alpha, int team);
|
|
void CG_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags,
|
|
int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle);
|
|
void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style);
|
|
int CG_Text_Width(const char *text, float scale, int limit);
|
|
int CG_Text_Height(const char *text, float scale, int limit);
|
|
void CG_SelectPrevPlayer( void );
|
|
void CG_SelectNextPlayer( void );
|
|
float CG_GetValue(int ownerDraw);
|
|
qboolean CG_OwnerDrawVisible(int flags);
|
|
void CG_RunMenuScript(char **args);
|
|
void CG_ShowResponseHead( void );
|
|
void CG_SetPrintString(int type, const char *p);
|
|
void CG_InitTeamChat( void );
|
|
void CG_GetTeamColor(vec4_t * color);
|
|
const char *CG_GetGameStatusText( void );
|
|
const char *CG_GetKillerText( void );
|
|
void CG_Draw3DModel(float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles);
|
|
void CG_Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2,
|
|
qhandle_t hShader);
|
|
void CG_CheckOrderPending( void );
|
|
const char *CG_GameTypeString( void );
|
|
qboolean CG_YourTeamHasFlag( void );
|
|
qboolean CG_OtherTeamHasFlag( void );
|
|
qhandle_t CG_StatusHandle(int task);
|
|
|
|
//
|
|
// cg_player.c
|
|
//
|
|
void CG_Player(centity_t * cent);
|
|
void CG_ResetPlayerEntity(centity_t * cent);
|
|
void CG_AddRefEntityWithPowerups(refEntity_t * ent, entityState_t * state, int team);
|
|
void CG_NewClientInfo(int clientNum);
|
|
sfxHandle_t CG_CustomSound(int clientNum, const char *soundName);
|
|
|
|
//
|
|
// cg_predict.c
|
|
//
|
|
void CG_BuildSolidList(void);
|
|
int CG_PointContents(const vec3_t point, int passEntityNum);
|
|
|
|
//Elder: try this
|
|
void CG_Trace(trace_t * result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
|
|
int skipNumber, int mask);
|
|
//void CG_Trace( trace_t *result, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end,
|
|
//int skipNumber, int mask );
|
|
void CG_PredictPlayerState(void);
|
|
void CG_LoadDeferredPlayers(void);
|
|
void CG_EvaluateTrajectory(const trajectory_t * tr, int atTime, vec3_t result);
|
|
void CG_EvaluateTrajectoryDelta(const trajectory_t * tr, int atTime, vec3_t result);
|
|
//Makro - added
|
|
void CG_EvaluateTrajectoryEx(centity_t *cent, int time, vec3_t origin, vec3_t angles);
|
|
//
|
|
// cg_events.c
|
|
//
|
|
void CG_CheckEvents(centity_t * cent);
|
|
const char *CG_PlaceString(int rank);
|
|
void CG_EntityEvent(centity_t * cent, vec3_t position);
|
|
void CG_PainEvent(centity_t * cent, int health);
|
|
|
|
//
|
|
// cg_ents.c
|
|
//
|
|
void CG_SetEntitySoundPosition(centity_t * cent);
|
|
//Makro - added skyportal param
|
|
//void CG_AddPacketEntities(void);
|
|
#define ADDENTS_NOSKYPORTAL -1
|
|
#define ADDENTS_NORMAL 0
|
|
#define ADDENTS_SKYPORTAL 1
|
|
//Makro - longest define in the history of mankind ?
|
|
#define GET_ZOOM_LEVEL ((cg.zoomLevel & RQ3_ZOOM_LOW) == RQ3_ZOOM_LOW && (cg.zoomLevel & RQ3_ZOOM_MED) == RQ3_ZOOM_MED) ? 6 : ((cg.zoomLevel & RQ3_ZOOM_MED) == RQ3_ZOOM_MED) ? 4 : ((cg.zoomLevel & RQ3_ZOOM_LOW) == RQ3_ZOOM_LOW) ? 2 : 1
|
|
|
|
void CG_AddPacketEntities(int mode);
|
|
void CG_Beam(centity_t * cent);
|
|
//void CG_AdjustPositionForMover(const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out);
|
|
//Makro - made it so that angles get adjusted, too
|
|
void CG_AdjustPositionForMover(const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out, vec3_t angleOut);
|
|
|
|
void CG_PositionEntityOnTag(refEntity_t * entity, const refEntity_t * parent, qhandle_t parentModel, char *tagName);
|
|
void CG_PositionRotatedEntityOnTag(refEntity_t * entity, const refEntity_t * parent,
|
|
qhandle_t parentModel, char *tagName);
|
|
//Blaze: for weapon animations
|
|
void CG_PositionWeaponOnTag(refEntity_t * entity, const refEntity_t * parent, qhandle_t parentModel, char *tagName);
|
|
void CG_PositionRotatedOffsetEntityOnTag(refEntity_t * entity, const refEntity_t * parent, qhandle_t parentModel,
|
|
char *tagName, vec3_t Offset);
|
|
|
|
//
|
|
// cg_weapons.c
|
|
//
|
|
void CG_NextWeapon_f(void);
|
|
|
|
//Elder: added?
|
|
void CG_Weapon_f(void);
|
|
void CG_PrevWeapon_f(void);
|
|
void CG_SpecialWeapon_f(void);
|
|
|
|
void CG_RQ3_SyncZoom(void);
|
|
void CG_RQ3_SaveZoomLevel( void );
|
|
//void CG_RQ3_Zoom(void); //Elder: just threw it in
|
|
//void CG_RQ3_Zoom1x( void );
|
|
int CG_RQ3_GetGrenadeMode( void );
|
|
void CG_RQ3_GrenadeMode( void );
|
|
|
|
void CG_RegisterWeapon(int weaponNum);
|
|
void CG_RegisterItemVisuals(int itemNum);
|
|
|
|
void CG_FireWeapon(centity_t * cent, int weapModification);
|
|
void CG_ReloadWeapon(centity_t * cent, int reloadStage); //Elder: added
|
|
void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType, int weapModification); //Elder: added weapMod
|
|
void CG_MissileHitPlayer(int weapon, vec3_t origin, vec3_t dir, int entityNum);
|
|
void CG_ShotgunFire(entityState_t * es, qboolean ism3);
|
|
void CG_Bullet(vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum,
|
|
impactSound_t soundType);
|
|
|
|
void CG_RailTrail(clientInfo_t * ci, vec3_t start, vec3_t end);
|
|
void CG_GrappleTrail(centity_t * ent, const weaponInfo_t * wi);
|
|
void CG_AddViewWeapon(playerState_t * ps);
|
|
void CG_AddPlayerWeapon(refEntity_t * parent, playerState_t * ps, centity_t * cent, int team);
|
|
void CG_DrawWeaponSelect(void);
|
|
|
|
void CG_Tracer(vec3_t source, vec3_t dest);
|
|
|
|
void CG_OutOfAmmoChange(void); // should this be in pmove?
|
|
void CG_CheckLaser( void ); //Elder: check laser to see if it's our own
|
|
|
|
//
|
|
// cg_marks.c
|
|
//
|
|
void CG_InitMarkPolys(void);
|
|
void CG_AddMarks(void);
|
|
void CG_ImpactMark(qhandle_t markShader,
|
|
const vec3_t origin, const vec3_t dir,
|
|
float orientation,
|
|
float r, float g, float b, float a, qboolean alphaFade, float radius, qboolean temporary);
|
|
|
|
//
|
|
// cg_localents.c
|
|
//
|
|
void CG_InitLocalEntities(void);
|
|
localEntity_t *CG_AllocLocalEntity(void);
|
|
void CG_AddLocalEntities(void);
|
|
void CG_FreeLocalEntity(localEntity_t * le);
|
|
void CG_LE_EvaluateTrajectory(const trajectory_t * tr, int atTime, vec3_t result);
|
|
void CG_LE_EvaluateTrajectoryDelta(const trajectory_t * tr, int atTime, vec3_t result);
|
|
|
|
//
|
|
// cg_effects.c
|
|
//
|
|
localEntity_t *CG_SmokePuff(const vec3_t p,
|
|
const vec3_t vel,
|
|
float radius,
|
|
float r, float g, float b, float a,
|
|
float duration, int startTime, int fadeInTime, int leFlags, qhandle_t hShader);
|
|
void CG_BubbleTrail(vec3_t start, vec3_t end, float spacing);
|
|
void CG_ScorePlum(int client, vec3_t org, int score);
|
|
void CG_DrawVisibleLaser( vec3_t origin, int clientNum, vec3_t dir);
|
|
|
|
//Blaze: for explosions
|
|
void CG_Particle_Bleed(qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEntityNum, int duration);
|
|
void CG_ShrapnelSpark(vec3_t source, vec3_t dest, float width, float length);
|
|
|
|
void CG_GibPlayer(vec3_t playerOrigin);
|
|
|
|
// JBravo: Sniperheadshots
|
|
void CG_GibPlayerHeadshot(vec3_t playerOrigin);
|
|
void CG_BigExplode(vec3_t playerOrigin);
|
|
|
|
// Blaze: Breakable glass Elder: modified
|
|
void CG_BreakGlass(vec3_t playerOrigin, int glassParm, int number, int type, int isChip);
|
|
void CG_Bleed(vec3_t origin, int entityNum);
|
|
|
|
//Elder: for SSG shots
|
|
void CG_BleedSpray(vec3_t start, vec3_t end, int entityNum, int numBursts);
|
|
void CG_BleedParticleSpray(vec3_t start, vec3_t dir, int fleshEntityNum, int amount, int duration);
|
|
void CG_EjectBloodSplat(vec3_t origin, vec3_t velocity, int amount, int duration);
|
|
|
|
localEntity_t *CG_MakeExplosion(vec3_t origin, vec3_t dir,
|
|
qhandle_t hModel, qhandle_t shader, int msec, qboolean isSprite);
|
|
|
|
void CG_Pressure(vec3_t origin, vec3_t dir, int type, int speed, int life);
|
|
|
|
//
|
|
// cg_snapshot.c
|
|
//
|
|
void CG_ProcessSnapshots(void);
|
|
void CG_TransitionEntity(centity_t *cent);
|
|
|
|
//
|
|
// cg_info.c
|
|
//
|
|
void CG_LoadingString(const char *s);
|
|
void CG_LoadingItem(int itemNum);
|
|
void CG_LoadingClient(int clientNum);
|
|
void CG_DrawInformation(void);
|
|
|
|
//
|
|
// cg_scoreboard.c
|
|
//
|
|
qboolean CG_DrawOldScoreboard(void);
|
|
void CG_DrawOldTourneyScoreboard(void);
|
|
|
|
//
|
|
// cg_players.c
|
|
//
|
|
void CG_WeaponAnimation(centity_t * cent, int *weaponOld, int *weapon, float *weaponBackLerp);
|
|
|
|
//
|
|
// cg_consolecmds.c
|
|
//
|
|
qboolean CG_ConsoleCommand(void);
|
|
void CG_InitConsoleCommands(void);
|
|
|
|
//
|
|
// cg_servercmds.c
|
|
//
|
|
void CG_ExecuteNewServerCommands(int latestSequence);
|
|
void CG_ParseServerinfo(void);
|
|
void CG_SetConfigValues(void);
|
|
void CG_LoadVoiceChats(void);
|
|
void CG_ShaderStateChanged(void);
|
|
void CG_VoiceChatLocal(int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd);
|
|
void CG_PlayBufferedVoiceChats(void);
|
|
|
|
//
|
|
// cg_playerstate.c
|
|
//
|
|
void CG_Respawn(void);
|
|
void CG_TransitionPlayerState(playerState_t * ps, playerState_t * ops);
|
|
void CG_CheckChangedPredictableEvents(playerState_t * ps);
|
|
|
|
//===============================================
|
|
|
|
//
|
|
// system traps
|
|
// These functions are how the cgame communicates with the main game system
|
|
//
|
|
|
|
// print message on the local console
|
|
void trap_Print(const char *fmt);
|
|
|
|
// abort the game
|
|
void trap_Error(const char *fmt) __attribute__((noreturn));
|
|
|
|
// milliseconds should only be used for performance tuning, never
|
|
// for anything game related. Get time from the CG_DrawActiveFrame parameter
|
|
int trap_Milliseconds(void);
|
|
|
|
// console variable interaction
|
|
void trap_Cvar_Register(vmCvar_t * vmCvar, const char *varName, const char *defaultValue, int flags);
|
|
void trap_Cvar_Update(vmCvar_t * vmCvar);
|
|
void trap_Cvar_Set(const char *var_name, const char *value);
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void trap_Cvar_VariableStringBuffer(const char *var_name, char *buffer, int bufsize);
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// ServerCommand and ConsoleCommand parameter access
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int trap_Argc(void);
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void trap_Argv(int n, char *buffer, int bufferLength);
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void trap_Args(char *buffer, int bufferLength);
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// filesystem access
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// returns length of file
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int trap_FS_FOpenFile(const char *qpath, fileHandle_t * f, fsMode_t mode);
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void trap_FS_Read(void *buffer, int len, fileHandle_t f);
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void trap_FS_Write(const void *buffer, int len, fileHandle_t f);
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void trap_FS_FCloseFile(fileHandle_t f);
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int trap_FS_Seek(fileHandle_t f, long offset, int origin); // fsOrigin_t
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// add commands to the local console as if they were typed in
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// for map changing, etc. The command is not executed immediately,
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// but will be executed in order the next time console commands
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// are processed
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void trap_SendConsoleCommand(const char *text);
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// register a command name so the console can perform command completion.
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// FIXME: replace this with a normal console command "defineCommand"?
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void trap_AddCommand(const char *cmdName);
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void trap_RemoveCommand(const char *cmdName);
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// send a string to the server over the network
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void trap_SendClientCommand(const char *s);
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// force a screen update, only used during gamestate load
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void trap_UpdateScreen(void);
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// model collision
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void trap_CM_LoadMap(const char *mapname);
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int trap_CM_NumInlineModels(void);
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clipHandle_t trap_CM_InlineModel(int index); // 0 = world, 1+ = bmodels
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clipHandle_t trap_CM_TempBoxModel(const vec3_t mins, const vec3_t maxs);
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int trap_CM_PointContents(const vec3_t p, clipHandle_t model);
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int trap_CM_TransformedPointContents(const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles);
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void trap_CM_BoxTrace(trace_t * results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask);
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void trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask );
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void trap_CM_TransformedBoxTrace(trace_t * results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask, const vec3_t origin, const vec3_t angles);
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void trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask,
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const vec3_t origin, const vec3_t angles );
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// Returns the projection of a polygon onto the solid brushes in the world
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int trap_CM_MarkFragments(int numPoints, const vec3_t * points,
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const vec3_t projection,
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int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t * fragmentBuffer);
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// normal sounds will have their volume dynamically changed as their entity
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// moves and the listener moves
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void trap_S_StartSound(vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx);
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void trap_S_StopLoopingSound(int entnum);
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// a local sound is always played full volume
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void trap_S_StartLocalSound(sfxHandle_t sfx, int channelNum);
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void trap_S_ClearLoopingSounds(qboolean killall);
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void trap_S_AddLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx);
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void trap_S_AddRealLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx);
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void trap_S_UpdateEntityPosition(int entityNum, const vec3_t origin);
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// respatialize recalculates the volumes of sound as they should be heard by the
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// given entityNum and position
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void trap_S_Respatialize(int entityNum, const vec3_t origin, vec3_t axis[3], int inwater);
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sfxHandle_t trap_S_RegisterSound(const char *sample, qboolean compressed); // returns buzz if not found
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void trap_S_StartBackgroundTrack(const char *intro, const char *loop); // empty name stops music
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void trap_S_StopBackgroundTrack(void);
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void trap_R_LoadWorldMap(const char *mapname);
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// all media should be registered during level startup to prevent
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// hitches during gameplay
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qhandle_t trap_R_RegisterModel(const char *name); // returns rgb axis if not found
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qhandle_t trap_R_RegisterSkin(const char *name); // returns all white if not found
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qhandle_t trap_R_RegisterShader(const char *name); // returns all white if not found
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qhandle_t trap_R_RegisterShaderNoMip(const char *name); // returns all white if not found
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// a scene is built up by calls to R_ClearScene and the various R_Add functions.
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// Nothing is drawn until R_RenderScene is called.
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void trap_R_ClearScene(void);
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void trap_R_AddRefEntityToScene(const refEntity_t * re);
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// polys are intended for simple wall marks, not really for doing
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// significant construction
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void trap_R_AddPolyToScene(qhandle_t hShader, int numVerts, const polyVert_t * verts);
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void trap_R_AddPolysToScene(qhandle_t hShader, int numVerts, const polyVert_t * verts, int numPolys);
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void trap_R_AddLightToScene(const vec3_t org, float intensity, float r, float g, float b);
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void trap_R_AddAdditiveLightToScene(const vec3_t org, float intensity, float r, float g, float b);
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int trap_R_LightForPoint(vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir);
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void trap_R_RenderScene(const refdef_t * fd);
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void trap_R_SetColor(const float *rgba); // NULL = 1,1,1,1
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void trap_R_DrawStretchPic(float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader);
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void trap_R_ModelBounds(clipHandle_t model, vec3_t mins, vec3_t maxs);
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int trap_R_LerpTag(orientation_t * tag, clipHandle_t mod, int startFrame, int endFrame,
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float frac, const char *tagName);
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void trap_R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset);
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qboolean trap_R_inPVS(const vec3_t p1, const vec3_t p2);
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// The glconfig_t will not change during the life of a cgame.
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// If it needs to change, the entire cgame will be restarted, because
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// all the qhandle_t are then invalid.
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void trap_GetGlconfig(glconfig_t * glconfig);
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// the gamestate should be grabbed at startup, and whenever a
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// configstring changes
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void trap_GetGameState(gameState_t * gamestate);
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// cgame will poll each frame to see if a newer snapshot has arrived
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// that it is interested in. The time is returned seperately so that
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// snapshot latency can be calculated.
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void trap_GetCurrentSnapshotNumber(int *snapshotNumber, int *serverTime);
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// a snapshot get can fail if the snapshot (or the entties it holds) is so
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// old that it has fallen out of the client system queue
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qboolean trap_GetSnapshot(int snapshotNumber, snapshot_t * snapshot);
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// retrieve a text command from the server stream
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// the current snapshot will hold the number of the most recent command
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// qfalse can be returned if the client system handled the command
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// argc() / argv() can be used to examine the parameters of the command
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qboolean trap_GetServerCommand(int serverCommandNumber);
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// returns the most recent command number that can be passed to GetUserCmd
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// this will always be at least one higher than the number in the current
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// snapshot, and it may be quite a few higher if it is a fast computer on
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// a lagged connection
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int trap_GetCurrentCmdNumber(void);
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qboolean trap_GetUserCmd(int cmdNumber, usercmd_t * ucmd);
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// used for the weapon select and zoom
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void trap_SetUserCmdValue(int stateValue, float sensitivityScale);
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// aids for VM testing
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void testPrintInt(char *string, int i);
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void testPrintFloat(char *string, float f);
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int trap_MemoryRemaining(void);
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void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t * font);
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qboolean trap_Key_IsDown(int keynum);
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int trap_Key_GetCatcher(void);
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void trap_Key_SetCatcher(int catcher);
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int trap_Key_GetKey(const char *binding);
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typedef enum {
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SYSTEM_PRINT,
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CHAT_PRINT,
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TEAMCHAT_PRINT
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} q3print_t; // bk001201 - warning: useless keyword or type name in empty declaration
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int trap_CIN_PlayCinematic(const char *arg0, int xpos, int ypos, int width, int height, int bits);
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e_status trap_CIN_StopCinematic(int handle);
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e_status trap_CIN_RunCinematic(int handle);
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void trap_CIN_DrawCinematic(int handle);
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void trap_CIN_SetExtents(int handle, int x, int y, int w, int h);
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void trap_SnapVector(float *v);
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int trap_RealTime(qtime_t *qtime);
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qboolean trap_loadCamera(const char *name);
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void trap_startCamera(int time);
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qboolean trap_getCameraInfo(int time, vec3_t * origin, vec3_t * angles);
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qboolean trap_GetEntityToken(char *buffer, int bufferSize);
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void trap_RQ3_Key_KeynumToStringBuf(int keynum, char *buf, int buflen);
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void CG_ClearParticles(void);
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void CG_AddParticles(void);
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void CG_ParticleSnow(qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum);
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void CG_ParticleSmoke(qhandle_t pshader, centity_t * cent);
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void CG_AddParticleShrapnel(localEntity_t * le);
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void CG_ParticleSnowFlurry(qhandle_t pshader, centity_t * cent);
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void CG_ParticleBulletDebris(vec3_t org, vec3_t vel, int duration);
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void CG_ParticleSparks(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale);
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void CG_ParticleDust(centity_t * cent, vec3_t origin, vec3_t dir);
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void CG_ParticleMisc(qhandle_t pshader, vec3_t origin, int size, int duration, float alpha);
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void CG_ParticleExplosion(char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd);
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void CG_ParticleAir(vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale);
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void CG_ParticleSteam(vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale, int Shader);
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void CG_ParticleWater(vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale);
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extern qboolean initparticles;
|
|
int CG_NewParticleArea(int num);
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|
|
//Makro - added
|
|
void CG_DrawBigPolygon(void);
|
|
void CG_ParticleHitSnow(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale);
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void CG_ParticleHitGrass(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale);
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void CG_ParticleHitWall(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale);
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//void CG_AddLensFlare(qboolean sun);
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