mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-22 12:22:12 +00:00
1637 lines
48 KiB
C
1637 lines
48 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 1.113 2006/04/14 18:15:45 makro
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// no message
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//
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// Revision 1.112 2005/09/13 03:11:08 jbravo
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// Dead players cant use unzoom or weapon commands
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//
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// Revision 1.111 2005/09/07 20:27:41 makro
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// Entity attachment trees
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//
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// Revision 1.110 2005/02/15 16:33:39 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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// Revision 1.109 2004/01/26 21:26:08 makro
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// no message
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//
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// Revision 1.108 2003/09/10 22:46:05 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 1.107 2003/07/30 16:05:46 makro
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// no message
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//
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// Revision 1.106 2003/04/26 15:23:57 jbravo
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// grenade replacement fix. Version bumped to 3.1
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//
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// Revision 1.105 2003/04/06 18:29:36 makro
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// SSG crosshairs
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//
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// Revision 1.104 2003/03/31 21:04:24 makro
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// no message
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//
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// Revision 1.103 2003/03/29 15:04:03 jbravo
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// Removing skin replacement cvars
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//
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// Revision 1.102 2003/03/28 22:26:24 makro
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// no message
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//
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// Revision 1.101 2003/03/09 19:49:39 niceass
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// Added torso animation for pistol
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//
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// Revision 1.100 2003/02/05 04:26:54 niceass
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// added support for akimbo animations
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//
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// Revision 1.99 2002/12/09 00:58:48 makro
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// Items are now disabled from the weapon/item menus in teamplay
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// games if they are banned from the server
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//
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// Revision 1.98 2002/10/30 20:04:34 jbravo
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// Adding helmet
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//
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// Revision 1.97 2002/09/29 16:06:44 jbravo
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// Work done at the HPWorld expo
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//
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// Revision 1.96 2002/09/01 21:15:08 makro
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// Sky portal tweaks
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//
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// Revision 1.95 2002/08/30 00:00:16 makro
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// Sky portals
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//
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// Revision 1.94 2002/08/25 00:47:00 niceass
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// q3f atmosphere
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//
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// Revision 1.93 2002/08/21 07:00:07 jbravo
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// Added CTB respawn queue and fixed game <-> cgame synch problem in CTB
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//
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// Revision 1.92 2002/08/21 03:43:57 niceass
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// allow clipvelocity outside of the bg_'s
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//
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// Revision 1.91 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 1.90 2002/07/22 07:26:43 niceass
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// better fog laser support
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//
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// Revision 1.89 2002/07/22 06:33:34 niceass
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// cleaned up the powerup code
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//
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// Revision 1.88 2002/07/21 18:48:24 niceass
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// weapon prediction stuff
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//
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// Revision 1.87 2002/07/19 04:31:12 niceass
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// changed ef_dead for bot protection
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//
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// Revision 1.86 2002/07/16 04:09:44 niceass
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// skyportal compile fix
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//
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// Revision 1.85 2002/07/13 22:43:59 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 1.84 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 1.83 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 1.82 2002/06/21 21:03:15 niceass
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// quicker ssg after reload
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//
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// Revision 1.81 2002/06/19 18:13:57 jbravo
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// New TNG spawning system :)
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//
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// Revision 1.80 2002/06/16 20:06:14 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 1.79 2002/06/16 17:37:59 jbravo
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// Removed the MISSIONPACK ifdefs and missionpack only code.
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//
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// Revision 1.78 2002/06/12 22:32:24 slicer
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// Even better way to improve the Cvar Anti-Cheat System
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//
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// Revision 1.77 2002/06/12 15:29:53 slicer
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// Improved and fixed the Anti-Cheat System
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//
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// Revision 1.76 2002/06/10 14:03:47 slicer
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// Removed rq3_cmd : ROUND
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//
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// Revision 1.75 2002/06/09 04:59:20 blaze
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// RQ3_MAX_BREAKABLES upped from 16 to 64
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//
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// Revision 1.74 2002/05/28 01:46:58 jbravo
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// Added stomach gibbing
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//
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// Revision 1.73 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 1.72 2002/05/27 06:48:39 niceass
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// headless variable
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//
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// Revision 1.71 2002/05/25 16:31:18 blaze
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// moved breakable stuff over to config strings
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//
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// Revision 1.70 2002/05/25 10:40:31 makro
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// Loading screen
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//
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// Revision 1.69 2002/05/23 03:07:10 blaze
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// Some changes to autoaction, still need to fix up a little bit more stuff relating to getting sent 2 screenshot requests
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//
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// Revision 1.68 2002/05/21 04:58:27 blaze
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// kicked the reload bugs ass!
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//
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// Revision 1.67 2002/05/19 21:27:28 blaze
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// added force and buoyancy to breakables
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//
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// Revision 1.66 2002/05/19 21:04:37 jbravo
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// Tkok popup system
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//
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// Revision 1.65 2002/05/18 21:57:54 blaze
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// Transmit round start to clients
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// used for cg_rq3_autoaction
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//
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// Revision 1.64 2002/05/15 03:43:09 niceass
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// ssg disarm fix
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//
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// Revision 1.63 2002/05/12 14:40:28 makro
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// Wood, brick & ceramic impact sounds
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//
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// Revision 1.62 2002/05/11 19:18:20 makro
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// Sand surfaceparm
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//
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// Revision 1.61 2002/05/06 21:41:01 slicer
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// Added rq3_cmd
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//
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// Revision 1.60 2002/05/02 12:44:58 makro
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// Customizable color for the loading screen text. Bot stuff
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//
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// Revision 1.59 2002/04/30 11:54:37 makro
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// Bots rule ! Also, added clips to give all. Maybe some other things
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//
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// Revision 1.58 2002/04/29 06:17:39 niceass
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// small change to pressure system
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//
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// Revision 1.57 2002/04/23 06:04:12 niceass
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// pressure stuff
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//
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// Revision 1.56 2002/04/20 15:03:48 makro
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// More footstep sounds, a few other things
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//
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// Revision 1.55 2002/04/06 21:42:20 makro
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// Changes to bot code. New surfaceparm system.
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//
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// Revision 1.54 2002/04/03 03:13:16 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 1.53 2002/03/30 17:37:48 jbravo
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// Added damage tracking to the server. Added zcam flic mode. cleaned up g_damage.
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//
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// Revision 1.52 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 1.51 2002/03/21 19:22:12 jbravo
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// Bando now adds extra ammo to the special weaps, and when its dropped it goes
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// away again.
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//
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// Revision 1.50 2002/03/14 02:24:39 jbravo
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// Adding radio :)
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//
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// Revision 1.49 2002/03/03 21:46:26 blaze
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// weapon stats, done, beta test for bugs
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//
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// Revision 1.48 2002/02/26 02:58:47 jbravo
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// Fixing the spectator_free mode not being predicted in the client.
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//
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// Revision 1.47 2002/02/25 19:41:53 jbravo
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// Fixed the use ESC and join menu to join teams when dead players are
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// spectating in TP mode.
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// Tuned the autorespawn system a bit. Now dead ppl. are dead for a very
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// small time before they are made into spectators.
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//
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// Revision 1.46 2002/02/11 00:30:23 niceass
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// LCA fix
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//
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// Revision 1.45 2002/01/27 13:33:28 jbravo
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// Teamplay antistick system.
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//
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// Revision 1.44 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 1.43 2002/01/11 20:20:58 jbravo
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// Adding TP to main branch
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//
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// Revision 1.42 2002/01/11 19:48:30 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.41 2001/12/31 16:28:42 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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// bg_public.h -- definitions shared by both the server game and client game modules
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// because games can change separately from the main system version, we need a
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// second version that must match between game and cgame
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#define GAME_VERSION BASEGAME "-1"
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#define DEFAULT_GRAVITY 800
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//Elder: lowered from -40 so falling deaths don't gib so easily
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#define GIB_HEALTH -500
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#define ARMOR_PROTECTION 0.66
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#define MAX_ITEMS 256
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#define RANK_TIED_FLAG 0x4000
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//Elder: Q2 shotgun spreads for handcannon
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#define DEFAULT_SHOTGUN_HSPREAD 1000
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#define DEFAULT_SHOTGUN_VSPREAD 500
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#define DEFAULT_M3_HSPREAD 800
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#define DEFAULT_M3_VSPREAD 800
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//Elder: this are uncertified
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//#define DEFAULT_SHOTGUN_SPREAD 700
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//#define DEFAULT_HANDCANNON_SPREAD 1400
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//#define DEFAULT_SHOTGUN_COUNT 11
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#define DEFAULT_M3_COUNT 12
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#define DEFAULT_HANDCANNON_COUNT 17 //Elder: 17 per blast = 34 per shot
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//Elder: changing this will affect the cgame entity placement
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#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection
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#define LIGHTNING_RANGE 768
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//Blaze: Distance the knife reaches
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#define KNIFE_RANGE 45
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#define SCORE_NOT_PRESENT -9999 // for the CS_SCORES[12] when only one player is present
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#define VOTE_TIME 30000 // 30 seconds before vote times out
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#define MINS_Z -24
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//#define DEFAULT_VIEWHEIGHT 22
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#define DEFAULT_VIEWHEIGHT 26
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//Elder: changed to 8 like AQ2 source
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//Elder: moved back to original viewheight
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//#define CROUCH_VIEWHEIGHT 8
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#define CROUCH_VIEWHEIGHT 12
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#define DEAD_VIEWHEIGHT -16
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//Elder: New breakable bit definitions
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//Enum materials?
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//No amount bits = Low ... both amount bits = Tons
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#define RQ3_DEBRIS_MEDIUM 0x00000001
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#define RQ3_DEBRIS_HIGH 0x00000002
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//No variation bits = original... both variation bits = variation 3
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#define RQ3_DEBRIS_VAR1 0x00000004
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#define RQ3_DEBRIS_VAR2 0x00000008
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//These are not "compressed"
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#define RQ3_DEBRIS_GLASS 0x00000010
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#define RQ3_DEBRIS_WOOD 0x00000020
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#define RQ3_DEBRIS_METAL 0x00000040
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#define RQ3_DEBRIS_CERAMIC 0x00000080
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#define RQ3_DEBRIS_PAPER 0x00000100
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#define RQ3_DEBRIS_BRICK 0x00000200
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#define RQ3_DEBRIS_CONCRETE 0x00000400
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#define RQ3_DEBRIS_POPCAN 0x00000800
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// Elder: dynamic light switches
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//Makro - new flag; reordered old ones
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#define DLIGHT_CUSTOMSTYLE 63
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#define DLIGHT_ADDITIVE 64
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#define DLIGHT_FLICKER 128
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#define DLIGHT_PULSE 256
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#define DLIGHT_STROBE 512
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#define MAX_DLIGHT_STYLES 64
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#define MAX_DLIGHT_STLE_LEN 64
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#define MAX_CUSTOM_DEATH_MSG 32
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//Blaze: Max number of breakables
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#define RQ3_MAX_BREAKABLES 64
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//Old debris definitions
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//Elder: debris bit parms to pass to break_glass - maybe I should enum this?
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/*
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#define RQ3_DEBRIS_SMALL 0x00000001
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#define RQ3_DEBRIS_MEDIUM 0x00000002
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#define RQ3_DEBRIS_LARGE 0x00000004
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#define RQ3_DEBRIS_TONS 0x00000008
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#define RQ3_DEBRIS_GLASS 0x00000010
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#define RQ3_DEBRIS_WOOD 0x00000020
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#define RQ3_DEBRIS_METAL 0x00000040
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#define RQ3_DEBRIS_CERAMIC 0x00000080
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#define RQ3_DEBRIS_PAPER 0x00000100
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#define RQ3_DEBRIS_BRICK 0x00000200
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#define RQ3_DEBRIS_CONCRETE 0x00000400
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//#define RQ3_DEBRIS_POPCAN 0x00000800
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//Elder: debris variations
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#define RQ3_DEBRIS_VAR0 0x00001000
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#define RQ3_DEBRIS_VAR1 0x00002000
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#define RQ3_DEBRIS_VAR2 0x00004000
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#define RQ3_DEBRIS_VAR3 0x00008000
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*/
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//Elder: to stop some of the hardcoding
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//This is some ammo amounts per clip/item pick up
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#define RQ3_SSG3000_CLIP 6
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#define RQ3_MP5_CLIP 30
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#define RQ3_M3_CLIP 7
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#define RQ3_M4_CLIP 24
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#define RQ3_PISTOL_CLIP 12
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#define RQ3_KNIFE_CLIP 1
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#define RQ3_AKIMBO_CLIP 24
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#define RQ3_HANDCANNON_CLIP 7
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#define RQ3_GRENADE_CLIP 1
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//Elder: this is the maximum reserve hold sans bandolier
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#define RQ3_SSG3000_MAXCLIP 20
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#define RQ3_MP5_MAXCLIP 2
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#define RQ3_M3_MAXCLIP 14
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#define RQ3_M4_MAXCLIP 1
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#define RQ3_PISTOL_MAXCLIP 2
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#define RQ3_KNIFE_MAXCLIP 10
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#define RQ3_AKIMBO_MAXCLIP 2
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#define RQ3_HANDCANNON_MAXCLIP 14
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#define RQ3_GRENADE_MAXCLIP 2
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//Elder: this is the amount to add when reloading
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#define RQ3_SSG3000_RELOAD 1 //Elder: note - one at a time
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#define RQ3_MP5_RELOAD 30
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#define RQ3_M3_RELOAD 1 //Elder: note - one at a time
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#define RQ3_M4_RELOAD 24
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#define RQ3_PISTOL_RELOAD 12
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#define RQ3_KNIFE_RELOAD 1 //Elder: shouldn't need to reload
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#define RQ3_AKIMBO_RELOAD 24
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#define RQ3_HANDCANNON_RELOAD 2
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#define RQ3_GRENADE_RELOAD 1 //Elder: shouldn't need to reload
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//Elder: this is the amount for a full chamber
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#define RQ3_SSG3000_AMMO 6
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#define RQ3_MP5_AMMO 30
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#define RQ3_M3_AMMO 7
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#define RQ3_M4_AMMO 24
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#define RQ3_PISTOL_AMMO 12
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#define RQ3_KNIFE_AMMO 1 //Elder: shouldn't need this value
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#define RQ3_AKIMBO_AMMO 24
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#define RQ3_HANDCANNON_AMMO 2
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#define RQ3_GRENADE_AMMO 1 //Elder: shouldn't need this value
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// JBravo: extra ammo for the guns in Teamplay.
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#define RQ3_SSG3000_EXTRA_AMMO 10
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#define RQ3_MP5_EXTRA_AMMO 1
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#define RQ3_M3_EXTRA_AMMO 7
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#define RQ3_M4_EXTRA_AMMO 1
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#define RQ3_AKIMBO_EXTRA_AMMO 2
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#define RQ3_HANDCANNON_EXTRA_AMMO 12
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#define RQ3_KNIVES_EXTRA_AMMO 10
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//Elder: confused?
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//Elder: from Action source, but changed defined names a bit
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#define RQ3_PISTOL_NAME "MK23 Pistol"
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#define RQ3_MP5_NAME "MP5/10 Submachinegun"
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#define RQ3_M4_NAME "M4 Assault Rifle"
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#define RQ3_M3_NAME "M3 Super 90 Assault Shotgun"
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#define RQ3_HANDCANNON_NAME "Handcannon"
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#define RQ3_SSG3000_NAME "Sniper Rifle"
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#define RQ3_AKIMBO_NAME "Dual MK23 Pistols"
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#define RQ3_KNIFE_NAME "Combat Knife"
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#define RQ3_GRENADE_NAME "M26 Fragmentation Grenade"
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#define RQ3_SILENCER_NAME "Silencer"
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#define RQ3_SLIPPERS_NAME "Stealth Slippers"
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#define RQ3_BANDOLIER_NAME "Bandolier"
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#define RQ3_KEVLAR_NAME "Kevlar Vest"
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#define RQ3_LASER_NAME "Lasersight"
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#define RQ3_HELMET_NAME "Kevlar Helmet"
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//Makro - moved from g_local.h (needed in the UI)
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// JBravo: adding weaponbanning
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#define WPF_MK23 0x00000001 // 1
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#define WPF_MP5 0x00000002 // 2
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#define WPF_M4 0x00000004 // 4
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#define WPF_M3 0x00000008 // 8
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#define WPF_HC 0x00000010 // 16
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#define WPF_SNIPER 0x00000020 // 32
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#define WPF_DUAL 0x00000040 // 64
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#define WPF_KNIFE 0x00000080 // 128
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#define WPF_GRENADE 0x00000100 // 256
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// JBravo: adding itembanning
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#define ITF_SILENCER 0x00000001 // 1
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#define ITF_SLIPPERS 0x00000002 // 2
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#define ITF_BANDOLIER 0x00000004 // 4
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#define ITF_KEVLAR 0x00000008 // 8
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#define ITF_LASER 0x00000010 // 16
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#define ITF_HELMET 0x00000020 // 32
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//
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enum {
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LIGHTS,
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CAMERA,
|
|
ACTION,
|
|
TPCOUNTDOWN,
|
|
SELECTPISTOL,
|
|
//Slicer: apparently not being used
|
|
// ROUND,
|
|
MAPEND,
|
|
MAPSTART,
|
|
SETWEAPON,
|
|
STUFF,
|
|
TKOK,
|
|
RADIO,
|
|
STARTDEMO,
|
|
STOPDEMO,
|
|
SCREENSHOT,
|
|
OWNED,
|
|
CVARSET,
|
|
CTBCOUNTDOWN,
|
|
ZCAMTEXT //Makro - added
|
|
};
|
|
|
|
//Elder: sound events for EV_RQ3_SOUND
|
|
typedef enum {
|
|
RQ3_SOUND_KICK,
|
|
RQ3_SOUND_HEADSHOT,
|
|
RQ3_SOUND_KNIFEHIT,
|
|
RQ3_SOUND_KNIFEDEATH,
|
|
RQ3_SOUND_LCA, //lights, camera, action!
|
|
RQ3_SOUND_KEVLARHIT,
|
|
RQ3_SOUND_COUNTDOWN,
|
|
|
|
RQ3_SOUND_TOTAL
|
|
} rq3_sounds_t;
|
|
|
|
// JBravo: radio. This part stolen from AQ
|
|
typedef struct radio_msg_s {
|
|
char *msg; // the msg name
|
|
int length; // length in server frames (ie tenths of a second), rounded up
|
|
} radio_msg_t;
|
|
|
|
extern radio_msg_t male_radio_msgs[];
|
|
extern radio_msg_t female_radio_msgs[];
|
|
|
|
//Elder: Weapon damage and spread stats
|
|
#define PISTOL_DAMAGE 90
|
|
#define MP5_DAMAGE 55
|
|
#define M4_DAMAGE 90
|
|
#define M3_DAMAGE 17
|
|
//Elder: wrong name
|
|
//#define SHOTGUN_DAMAGE 17
|
|
#define HANDCANNON_DAMAGE 20
|
|
#define SNIPER_DAMAGE 250
|
|
#define AKIMBO_DAMAGE 90
|
|
#define SLASH_DAMAGE 200 //Shashing knife damage
|
|
#define THROW_DAMAGE 250 //Throwing Knife damage
|
|
#define GRENADE_DAMAGE 170
|
|
#define GRENADE_SPLASH_DAMAGE 170
|
|
#define GRENADE_SPLASH_RADIUS 340 //Damage * 2
|
|
|
|
#define PISTOL_SPREAD 140
|
|
#define MP5_SPREAD 250
|
|
#define M4_SPREAD 300
|
|
#define SNIPER_SPREAD 425
|
|
#define AKIMBO_SPREAD 300
|
|
|
|
//Elder: weapon kicks - I think this is against whoever got hit?
|
|
#define RQ3_PISTOL_KICK 150
|
|
#define RQ3_M3_KICK 20
|
|
#define RQ3_M4_KICK 90
|
|
#define RQ3_MP5_KICK 90
|
|
#define RQ3_HANDCANNON_KICK 40
|
|
#define RQ3_SNIPER_KICK 200 // but it seems to get multiplied by zero in the source
|
|
#define RQ3_AKIMBO_KICK 90
|
|
#define RQ3_KNIFE_KICK 0
|
|
#define RQ3_THROW_KICK 50
|
|
#define RQ3_GRENADE_KICK 200 // Elder: assumed
|
|
|
|
//Elder: weaponTime constants (delay in milliseconds)
|
|
//Kinda "derived" from the AQ2 source
|
|
//Recall that Q2 animations run at 10Hz and the fire
|
|
//rate is derived from the number of animation frames
|
|
#define RQ3_PISTOL_DELAY 400
|
|
#define RQ3_M3_DELAY 900
|
|
#define RQ3_M4_DELAY 100
|
|
#define RQ3_MP5_DELAY 100
|
|
#define RQ3_HANDCANNON_DELAY 1200
|
|
#define RQ3_SSG3000_DELAY 1400
|
|
#define RQ3_SSG3000_BOLT_DELAY 1300 // Elder: delay before zooming back in
|
|
#define RQ3_SSG3000_ZOOM_DELAY 500 // JBravo: stop the sniperscripts
|
|
//#define RQ3_AKIMBO_DELAY 500 // Elder: two delays: one for the total delay
|
|
//#define RQ3_AKIMBO_DELAY2 200 // one for the time to start the second shot
|
|
#define RQ3_AKIMBO_DELAY 100
|
|
#define RQ3_AKIMBO_DELAY2 300
|
|
#define RQ3_KNIFE_DELAY 800
|
|
#define RQ3_THROW_DELAY 300 // NiceAss: Was 800, but much too slow.
|
|
#define RQ3_KNIFE_SLASH_BURST 30 // NiceAss: For slashing every 30 ms. (Agt's arbitrary number of the day =))
|
|
#define RQ3_GRENADE_DELAY 300 // NiceAss: Was 750, but much too slow.
|
|
|
|
//Elder: reload delays
|
|
//Also kinda "derived" from the AQ2 source
|
|
#define RQ3_PISTOL_RELOAD_DELAY 2100
|
|
#define RQ3_M4_RELOAD_DELAY 1900
|
|
#define RQ3_MP5_RELOAD_DELAY 1800
|
|
#define RQ3_HANDCANNON_RELOAD_DELAY 2100
|
|
#define RQ3_AKIMBO_RELOAD_DELAY 2500
|
|
|
|
#define RQ3_M3_RELOAD_DELAY 1100
|
|
#define RQ3_M3_ALLOW_FAST_RELOAD_DELAY 700 // 700 Time into reload to enable fast-reloads
|
|
#define RQ3_M3_FAST_RELOAD_DELAY 500 // Fast reload time
|
|
//#define RQ3_M3_START_RELOAD_DELAY 300 // Start index point of fast reload
|
|
#define RQ3_M3_FINISH_RELOAD_DELAY 300 // Amount of time after all fast reloads
|
|
|
|
#define RQ3_SSG3000_RELOAD_DELAY 3100
|
|
#define RQ3_SSG3000_ALLOW_FAST_RELOAD_DELAY 1800 //1100 Time into reload to enable fast-reloads
|
|
#define RQ3_SSG3000_FAST_RELOAD_DELAY 600 // Fast reload time
|
|
//#define RQ3_SSG3000_START_RELOAD_DELAY 1700 // Start index point of fast reload
|
|
#define RQ3_SSG3000_FINISH_RELOAD_DELAY 200 // Amount of time after all fast reloads. Was 800.
|
|
|
|
#define RQ3_KNIFE_RELOAD_DELAY 0 // Elder: shouldn't need
|
|
#define RQ3_GRENADE_RELOAD_DELAY 0 // Elder: shouldn't need
|
|
|
|
//Elder: each weapon also has a different weapon switch up delay... ugh bloody hell
|
|
#define RQ3_PISTOL_ACTIVATE_DELAY 900
|
|
#define RQ3_M3_ACTIVATE_DELAY 700
|
|
#define RQ3_M4_ACTIVATE_DELAY 700 // 1000
|
|
#define RQ3_MP5_ACTIVATE_DELAY 1000
|
|
#define RQ3_HANDCANNON_ACTIVATE_DELAY 600
|
|
#define RQ3_SSG3000_ACTIVATE_DELAY 800
|
|
#define RQ3_AKIMBO_ACTIVATE_DELAY 600
|
|
#define RQ3_KNIFE_ACTIVATE_DELAY 500
|
|
#define RQ3_THROW_ACTIVATE_DELAY 500
|
|
#define RQ3_GRENADE_ACTIVATE_DELAY 500 //300 Elder: I made this up
|
|
|
|
//Elder: each weapon also has a different weapon switch down delay and...
|
|
#define RQ3_PISTOL_DISARM_DELAY 300
|
|
#define RQ3_M3_DISARM_DELAY 600
|
|
#define RQ3_M4_DISARM_DELAY 500
|
|
#define RQ3_MP5_DISARM_DELAY 400
|
|
#define RQ3_HANDCANNON_DISARM_DELAY 400
|
|
#define RQ3_SSG3000_DISARM_DELAY 900 // For some reason it's auto-used with WEAPON_RAISING
|
|
#define RQ3_AKIMBO_DISARM_DELAY 800
|
|
#define RQ3_KNIFE_DISARM_DELAY 700
|
|
#define RQ3_THROW_DISARM_DELAY 700
|
|
#define RQ3_GRENADE_DISARM_DELAY 300 //Elder: I made this up
|
|
|
|
//Elder: special for grenade: speeds depending on distance select
|
|
#define GRENADE_SHORT_SPEED 400
|
|
#define GRENADE_MEDIUM_SPEED 720
|
|
#define GRENADE_LONG_SPEED 920
|
|
|
|
//Elder: knife throw speed - from the AQ2 source
|
|
#define THROW_SPEED 1200 // NiceAss: Changed to 1100 (from 1200)
|
|
|
|
//Elder: special flag needed in both games
|
|
#define FL_THROWN_KNIFE 0x00040000 // Elder: thrown knife special case
|
|
|
|
//Elder: weapon modifications
|
|
#define RQ3_WPMOD_SILENCER 1
|
|
#define RQ3_WPMOD_KNIFESLASH 2
|
|
// NiceAss: Used after the first "slash" of the knife.
|
|
// A bit misleading in its name. It also means there will be no sound.
|
|
#define RQ3_WPMOD_KNIFENOMARK 3
|
|
// Niceass: If you are switching weapons, the grenade is dropped rather than thrown.
|
|
#define RQ3_WPMOD_GRENADEDROP 4
|
|
|
|
//
|
|
// config strings are a general means of communicating variable length strings
|
|
// from the server to all connected clients.
|
|
//
|
|
|
|
// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
|
|
#define CS_MUSIC 2
|
|
#define CS_MESSAGE 3 // from the map worldspawn's message field
|
|
#define CS_MOTD 4 // g_motd string for server message of the day
|
|
#define CS_WARMUP 5 // server time when the match will be restarted
|
|
#define CS_SCORES1 6
|
|
#define CS_SCORES2 7
|
|
#define CS_VOTE_TIME 8
|
|
#define CS_VOTE_STRING 9
|
|
#define CS_VOTE_YES 10
|
|
#define CS_VOTE_NO 11
|
|
|
|
#define CS_TEAMVOTE_TIME 12
|
|
#define CS_TEAMVOTE_STRING 14
|
|
#define CS_TEAMVOTE_YES 16
|
|
#define CS_TEAMVOTE_NO 18
|
|
|
|
#define CS_GAME_VERSION 20
|
|
#define CS_LEVEL_START_TIME 21 // so the timer only shows the current level
|
|
#define CS_INTERMISSION 22 // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
|
|
#define CS_FLAGSTATUS 23 // string indicating flag status in CTF
|
|
#define CS_SHADERSTATE 24
|
|
#define CS_BOTINFO 25
|
|
|
|
#define CS_ITEMS 27 // string of 0's and 1's that tell which items are present
|
|
#define CS_ATMOSEFFECT 28 // q3f: Atmospheric effect, if any.
|
|
|
|
#define CS_SHADOWS 29
|
|
//Makro - color for the loading screen text
|
|
//#define CS_LOADINGSCREEN 29
|
|
//Makro - sky portals !
|
|
#define CS_SKYPORTAL 30
|
|
//Makro - fog hull
|
|
#define CS_FOGHULL 31
|
|
|
|
#define CS_MODELS 32
|
|
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
|
|
#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
|
|
#define CS_LOCATIONS (CS_PLAYERS+MAX_CLIENTS)
|
|
//Makro - CS_PARTICLES not used, removing
|
|
//#define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS)
|
|
//Blaze: Storing breakables in config strings now
|
|
//#define CS_BREAKABLES (CS_PARTICLES+MAX_LOCATIONS)
|
|
#define CS_BREAKABLES (CS_LOCATIONS+MAX_LOCATIONS)
|
|
//Makro - dlight styles
|
|
#define CS_DLIGHT_STYLES (CS_BREAKABLES+RQ3_MAX_BREAKABLES)
|
|
//Makro - moveparent order
|
|
#define CS_MOVEPARENTS CS_DLIGHT_STYLES+1
|
|
|
|
//#define CS_MAX (CS_BREAKABLES+RQ3_MAX_BREAKABLES)
|
|
#define CS_MAX (CS_MOVEPARENTS+1)
|
|
|
|
#if 0
|
|
#if (CS_MAX) > MAX_CONFIGSTRINGS
|
|
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
|
|
#endif
|
|
#endif
|
|
|
|
typedef enum {
|
|
GT_FFA, // free for all
|
|
GT_TOURNAMENT, // one on one tournament
|
|
GT_SINGLE_PLAYER, // single player ffa
|
|
|
|
//-- team games go after this --
|
|
|
|
GT_TEAM, // team deathmatch
|
|
GT_TEAMPLAY, // JBravo: The teamplay mode itself.
|
|
GT_CTF, // capture the flag
|
|
GT_1FCTF,
|
|
GT_OBELISK,
|
|
GT_HARVESTER,
|
|
GT_MAX_GAME_TYPE
|
|
} gametype_t;
|
|
|
|
typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;
|
|
|
|
/*
|
|
===================================================================================
|
|
|
|
PMOVE MODULE
|
|
|
|
The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
|
|
and some other output data. Used for local prediction on the client game and true
|
|
movement on the server game.
|
|
===================================================================================
|
|
*/
|
|
|
|
typedef enum {
|
|
PM_NORMAL, // can accelerate and turn
|
|
PM_NOCLIP, // noclip movement
|
|
PM_SPECTATOR, // still run into walls
|
|
PM_DEAD, // no acceleration or turning, but free falling
|
|
PM_FREEZE, // stuck in place with no control
|
|
PM_INTERMISSION, // no movement or status bar
|
|
PM_SPINTERMISSION // no movement or status bar
|
|
} pmtype_t;
|
|
|
|
typedef enum {
|
|
WEAPON_READY, //sync with WP_ANIM_IDLE
|
|
WEAPON_COCKED, //sync with WP_ANIM_EXTRA1 for grenade
|
|
WEAPON_RAISING, //sync with WP_ANIM_ACTIVATE
|
|
WEAPON_DROPPING, //sync with WP_ANIM_DISARM
|
|
WEAPON_FIRING, //sync with WP_ANIM_FIRE
|
|
WEAPON_RELOADING, //sync with WP_ANIM_RELOAD
|
|
WEAPON_STALL, //for delaying weapon fires (knife, grenade)
|
|
WEAPON_MODECHANGE, // NiceAss: sync with WP_ANIM_EXTRA1 & WP_ANIM_EXTRA2 for knife.
|
|
WEAPON_BANDAGING // NiceAss: Added to follow AQ2 and fix a bug.
|
|
} weaponstate_t;
|
|
|
|
//Blaze: for the weapon animation states
|
|
typedef enum {
|
|
//WP_ANIM_READY,
|
|
WP_ANIM_FIRE,
|
|
WP_ANIM_RELOAD,
|
|
WP_ANIM_IDLE,
|
|
WP_ANIM_DISARM,
|
|
WP_ANIM_ACTIVATE,
|
|
WP_ANIM_EMPTY,
|
|
WP_ANIM_EXTRA1, // e.g. grenade pulling pin, fast-reload, knife slash to throw switch
|
|
WP_ANIM_EXTRA2, // knife throw to slash switch
|
|
// Knife exclusives
|
|
WP_ANIM_THROWFIRE,
|
|
WP_ANIM_THROWIDLE,
|
|
WP_ANIM_THROWDISARM,
|
|
WP_ANIM_THROWACTIVATE,
|
|
MAX_WEAPON_ANIMATIONS
|
|
} wpAnimNumber_t;
|
|
|
|
// pmove->pm_flags
|
|
#define PMF_DUCKED 1
|
|
#define PMF_JUMP_HELD 2
|
|
#define PMF_BACKWARDS_JUMP 8 // go into backwards land
|
|
#define PMF_BACKWARDS_RUN 16 // coast down to backwards run
|
|
#define PMF_TIME_LAND 32 // pm_time is time before rejump
|
|
#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time
|
|
#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump
|
|
#define PMF_RESPAWNED 512 // clear after attack and jump buttons come up
|
|
#define PMF_USE_ITEM_HELD 1024
|
|
#define PMF_GRAPPLE_PULL 2048 // pull towards grapple location
|
|
#define PMF_FOLLOW 4096 // spectate following another player
|
|
#define PMF_SCOREBOARD 8192 // spectate as a scoreboard
|
|
// NiceAss: Room for something right here, value 16384
|
|
#define PMF_RELOAD_HELD 32768 // Elder: new reload code
|
|
|
|
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
|
|
|
|
#define MAXTOUCH 32
|
|
typedef struct {
|
|
// state (in / out)
|
|
playerState_t *ps;
|
|
|
|
// command (in)
|
|
usercmd_t cmd;
|
|
int tracemask; // collide against these types of surfaces
|
|
int debugLevel; // if set, diagnostic output will be printed
|
|
qboolean noFootsteps; // if the game is setup for no footsteps by the server
|
|
qboolean gauntletHit; // true if a gauntlet attack would actually hit something
|
|
|
|
int framecount;
|
|
|
|
// results (out)
|
|
int numtouch;
|
|
int touchents[MAXTOUCH];
|
|
|
|
vec3_t mins, maxs; // bounding box size
|
|
|
|
int watertype;
|
|
int waterlevel;
|
|
|
|
float xyspeed;
|
|
|
|
// for fixed msec Pmove
|
|
int pmove_fixed;
|
|
int pmove_msec;
|
|
|
|
// callbacks to test the world
|
|
// these will be different functions during game and cgame
|
|
void (*trace) (trace_t * results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
|
|
int passEntityNum, int contentMask);
|
|
|
|
int (*pointcontents) (const vec3_t point, int passEntityNum);
|
|
// JBravo: lca info for the pm stuff
|
|
qboolean lca;
|
|
qboolean predict;
|
|
} pmove_t;
|
|
|
|
// if a full pmove isn't done on the client, you can just update the angles
|
|
void PM_UpdateViewAngles(playerState_t * ps, const usercmd_t * cmd);
|
|
void Pmove(pmove_t * pmove);
|
|
|
|
//===================================================================================
|
|
|
|
// player_state->stats[] indexes
|
|
// NOTE: may not have more than 16
|
|
typedef enum {
|
|
STAT_HEALTH,
|
|
STAT_HOLDABLE_ITEM, // Elder: Used to hold unique items in Reaction
|
|
STAT_WEAPONS, // 16 bit fields
|
|
STAT_ARMOR, // Elder: technically we don't need this anymore
|
|
STAT_DEAD_YAW, // look this direction when dead (FIXME: get rid of?)
|
|
|
|
STAT_CLIENTS_READY, // bit mask of clients wishing to exit the intermission (FIXME: configstring?)
|
|
//STAT_MAX_HEALTH, // health / armor limit, changable by handicap
|
|
|
|
//These are RQ3-related specific stats
|
|
STAT_CLIPS, // Num Clips player currently has
|
|
STAT_BURST, // number of shots in burst
|
|
STAT_JUMPTIME, // Blaze: Double jump
|
|
STAT_RELOADTIME, // Elder: Reload sound triggering and weapon switch override
|
|
STAT_RELOADATTEMPTS, // Elder: For fast-reload queuing
|
|
STAT_WEAPONSTALLTIME, // Elder: For delaying grenades, knife throwing, etc.
|
|
STAT_FALLDAMAGE,
|
|
STAT_RQ3 // Blaze: Will hold a few flags for bandage, etc info
|
|
//STAT_STREAK, // Elder: wasteful stat -- only used on server-side ATM
|
|
} statIndex_t;
|
|
|
|
//STAT_RQ3 stat info
|
|
#define RQ3_LEGDAMAGE 1 //If this bit is set, the player has leg damage
|
|
#define RQ3_BANDAGE_NEED 2
|
|
#define RQ3_BANDAGE_WORK 4
|
|
// Elder: zoom stat - 1x = 0, 2x = zoom low, 4x = zoom_med, 6x = zoom_low + zoom_med
|
|
#define RQ3_ZOOM_LOW 8
|
|
#define RQ3_ZOOM_MED 16
|
|
#define RQ3_THROWWEAPON 32 // Present if dropping weapon via cmd or kicked away
|
|
#define RQ3_FASTRELOADS 64 // Fast-reloads flag
|
|
#define RQ3_LOCKRELOADS 128 // Lock-reloads at end of fast-reload cycle
|
|
#define RQ3_QUEUERELOAD 256 // auto-reload if set
|
|
#define RQ3_RELOADWEAPON1 512 // flag off EV_RELOAD_WEAPON1 event so no dupes occur
|
|
#define RQ3_PLAYERSOLID 1024 // JBravo: Flag set when player is solid.
|
|
#define RQ3_ZCAM 2048 // JBravo: Flag to tell cgame when zcam is on.
|
|
|
|
// player_state->persistant[] indexes
|
|
// these fields are the only part of player_state that isn't
|
|
// cleared on respawn
|
|
// NOTE: may not have more than 16
|
|
typedef enum {
|
|
PERS_SCORE, // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
|
|
PERS_HITS, // total points damage inflicted so damage beeps can sound on change
|
|
PERS_RANK, // player rank or team rank
|
|
PERS_TEAM, // player team
|
|
PERS_SPAWN_COUNT, // incremented every respawn
|
|
PERS_PLAYEREVENTS, // 16 bits that can be flipped for events
|
|
PERS_ATTACKER, // clientnum of last damage inflicter
|
|
PERS_ATTACKEE_ARMOR, // health/armor of last person we attacked
|
|
PERS_KILLED, // count of the number of times you died
|
|
// player awards tracking
|
|
/* Blaze: No need for these, may re-implement later if we want in a different form
|
|
PERS_IMPRESSIVE_COUNT, // two railgun hits in a row
|
|
PERS_EXCELLENT_COUNT, // two successive kills in a short amount of time
|
|
PERS_DEFEND_COUNT, // defend awards
|
|
PERS_ASSIST_COUNT, // assist awards
|
|
PERS_GAUNTLET_FRAG_COUNT, // kills with the guantlet
|
|
PERS_CAPTURES // captures
|
|
*/
|
|
PERS_SAVEDTEAM, // JBravo: for TP
|
|
PERS_DAMAGE_DELT, // JBravo: Keeping track of damage.
|
|
PERS_WEAPONMODES // Blaze: Holds the different weapond modes for the different guns see below for the defines to use
|
|
} persEnum_t;
|
|
|
|
//RQ3 Weapon modes - If the bit is set, then the weapon is in the more restrictive mode, as in if it's set to 1 it's semi, 3rnd burst, etc
|
|
#define RQ3_MK23MODE 1 // Pistol modes
|
|
#define RQ3_MP5MODE 2 // MP5 Modes
|
|
#define RQ3_M4MODE 4 // M4 Modes
|
|
#define RQ3_KNIFEMODE 8 // Knife Modes
|
|
#define RQ3_GRENSHORT 16 // Short range grenade
|
|
#define RQ3_GRENMED 32 // Medium range grenade, if short and medium are both 1, then it is long range
|
|
|
|
// entityState_t->eFlags
|
|
// NiceAss: I swapped these two for OGC protection. I hope it helps.
|
|
#define EF_HANDCANNON_SMOKED 0x00000001 // Elder: HC Smoke
|
|
#define EF_DEAD 0x00000002 // don't draw a foe marker over players with EF_DEAD
|
|
#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
|
|
#define EF_AWARD_EXCELLENT 0x00000008 // draw an excellent sprite
|
|
#define EF_PLAYER_EVENT 0x00000010
|
|
#define EF_BOUNCE 0x00000010 // for missiles
|
|
#define EF_BOUNCE_HALF 0x00000020 // for missiles
|
|
#define EF_AWARD_GAUNTLET 0x00000040 // draw a gauntlet sprite
|
|
#define EF_NODRAW 0x00000080 // may have an event, but no model (unspawned items)
|
|
#define EF_FIRING 0x00000100 // for lightning gun
|
|
#define EF_HEADLESS 0x00000200 // NiceAss: Replaced EF_KAMAKAZI
|
|
#define EF_MOVER_STOP 0x00000400 // will push otherwise
|
|
#define EF_AWARD_CAP 0x00000800 // draw the capture sprite
|
|
#define EF_ATTACHED EF_AWARD_CAP //Makro - reusing this flag for non-player entities
|
|
#define EF_TALK 0x00001000 // draw a talk balloon
|
|
#define EF_CONNECTION 0x00002000 // draw a connection trouble sprite
|
|
#define EF_VOTED 0x00004000 // already cast a vote
|
|
#define EF_AWARD_IMPRESSIVE 0x00008000 // draw an impressive sprite
|
|
#define EF_MOVER_BLOCKED EF_AWARD_IMPRESSIVE //Makro - reusing this flag for non-player entities
|
|
#define EF_AWARD_DEFEND 0x00010000 // draw a defend sprite
|
|
#define EF_AWARD_ASSIST 0x00020000 // draw a assist sprite
|
|
#define EF_AWARD_DENIED 0x00040000 // denied
|
|
#define EF_TEAMVOTED 0x00080000 // already cast a team vote
|
|
|
|
|
|
//Makro - moveparent ranks
|
|
#define RANK_NONE 0
|
|
#define RANK_SLAVE 1
|
|
#define RANK_MASTER 2
|
|
|
|
|
|
// NOTE: may not have more than 16
|
|
typedef enum {
|
|
PW_NONE,
|
|
|
|
PW_LASERSIGHT,
|
|
|
|
PW_REDFLAG,
|
|
PW_BLUEFLAG,
|
|
PW_NEUTRALFLAG,
|
|
|
|
PW_NUM_POWERUPS
|
|
} powerup_t;
|
|
|
|
//Elder: swapped around + full Bando name and typo fix on "slipers"
|
|
typedef enum {
|
|
HI_NONE,
|
|
|
|
//TODO: remove the baseQ3 ones
|
|
// JBravo: dat wuz an easy one :)
|
|
/* HI_TELEPORTER,
|
|
HI_MEDKIT,
|
|
HI_KAMIKAZE,
|
|
HI_PORTAL,
|
|
HI_INVULNERABILITY, */
|
|
HI_KEVLAR,
|
|
HI_LASER,
|
|
HI_SILENCER,
|
|
HI_BANDOLIER,
|
|
HI_SLIPPERS,
|
|
HI_HELMET,
|
|
|
|
HI_NUM_HOLDABLE
|
|
} holdable_t;
|
|
|
|
typedef enum {
|
|
WP_NONE,
|
|
//Blaze: Reaction Weapons
|
|
//Remember to put them in the right spots
|
|
/*
|
|
MK23 Pistol
|
|
M3 Super 90 Assault Shotgun
|
|
MP5/10 Submachinegun
|
|
Handcannon
|
|
Sniper Rifle
|
|
M4 Assault Rifle
|
|
Dual MK23 Pistols
|
|
Combat Knife
|
|
*/
|
|
WP_PISTOL,
|
|
WP_M3,
|
|
WP_MP5,
|
|
WP_HANDCANNON,
|
|
WP_SSG3000,
|
|
WP_M4,
|
|
WP_AKIMBO,
|
|
WP_KNIFE,
|
|
WP_GRENADE,
|
|
|
|
WP_NUM_WEAPONS
|
|
} weapon_t;
|
|
|
|
// Elder: for our end-level awards later on
|
|
// I was just brainstorming a whole bunch of necessary records
|
|
// This should probably be defined in g_local.h because it
|
|
// will almost be exclusively for the server to utilize
|
|
// We can send config strings to the individual players
|
|
// for their own review and the global config string would
|
|
// contain the global ones with rewards
|
|
typedef enum {
|
|
// Location-hit tally - Where this player shot at
|
|
REC_HEADSHOTS,
|
|
REC_CHESTSHOTS,
|
|
REC_STOMACHSHOTS,
|
|
REC_LEGSHOTS,
|
|
REC_FRONTSHOTS,
|
|
REC_BACKSHOTS,
|
|
REC_LEFTSHOTS,
|
|
REC_RIGHTSHOTS,
|
|
REC_CORPSESHOTS, // sickos - takes precedence over above records on carcasses
|
|
REC_GIBSHOTS, // sickos - takes precedence over above records on carcasses
|
|
// Weapon usage tally
|
|
REC_MP5SHOTS,
|
|
REC_M4SHOTS,
|
|
REC_MK23SHOTS,
|
|
REC_SSG3000SHOTS,
|
|
REC_HANDCANNONSHOTS,
|
|
REC_M3SHOTS,
|
|
REC_AKIMBOSHOTS,
|
|
REC_GRENADESHOTS,
|
|
REC_KNIFETHROWSHOTS,
|
|
REC_KNIFESLASHSHOTS,
|
|
REC_MK23HITS,
|
|
REC_M3HITS,
|
|
REC_MP5HITS,
|
|
REC_M4HITS,
|
|
REC_SSG3000HITS,
|
|
REC_HANDCANNONHITS,
|
|
REC_AKIMBOHITS,
|
|
REC_GRENADEHITS,
|
|
REC_KNIFETHROWHITS,
|
|
REC_KNIFESLASHHITS,
|
|
REC_KICKHITS,
|
|
// Death tally
|
|
REC_HEADDEATHS,
|
|
REC_CHESTDEATHS,
|
|
REC_STOMACHDEATHS,
|
|
REC_LEGDEATHS,
|
|
REC_MK23DEATHS,
|
|
REC_M3DEATHS,
|
|
REC_MP5DEATHS,
|
|
REC_M4DEATHS,
|
|
REC_SSG3000DEATHS,
|
|
REC_HANDCANNONDEATHS,
|
|
REC_AKIMBODEATHS,
|
|
REC_GRENADEDEATHS,
|
|
REC_KNIFETHROWDEATHS,
|
|
REC_KNIFESLASHDEATHS,
|
|
REC_KICKDEATHS,
|
|
REC_BLEEDDEATHS,
|
|
REC_FALLINGDEATHS,
|
|
REC_SUICIDES, // e.g. for MPELP award, those loonies :)
|
|
REC_WORLDDEATHS, // crushers, doors, etc.
|
|
// Kill tally
|
|
REC_HEADKILLS,
|
|
REC_CHESTKILLS,
|
|
REC_STOMACHKILLS,
|
|
REC_LEGKILLS,
|
|
REC_MK23KILLS,
|
|
REC_M3KILLS,
|
|
REC_MP5KILLS,
|
|
REC_M4KILLS,
|
|
REC_SSG3000KILLS,
|
|
REC_HANDCANNONKILLS,
|
|
REC_AKIMBOKILLS,
|
|
REC_GRENADEKILLS,
|
|
REC_KNIFETHROWKILLS,
|
|
REC_KNIFESLASHKILLS,
|
|
REC_KICKKILLS,
|
|
REC_STEALTHKILLS, // this is a derived record -- remove?
|
|
// Movement tally - dunno about these ones since they are related to pmove
|
|
REC_CAMPCOUNT,
|
|
REC_CROUCHCOUNT,
|
|
REC_JUMPCOUNT, // e.g. rabbit or monkey award
|
|
// Player interaction tally
|
|
REC_FRAGSTEALS, // this is a derived record -- remove?
|
|
REC_CHATCOUNT,
|
|
REC_GESTURECOUNT,
|
|
REC_KILLS, //How many kills - different then score
|
|
//how many TK's
|
|
REC_TEAMKILLS,
|
|
REC_NUM_RECORDS
|
|
} rq3record_t;
|
|
|
|
//Elder: added
|
|
//
|
|
//bg_misc.c
|
|
//
|
|
int ClipAmountForReload(int w);
|
|
int ClipAmountForAmmo(int w);
|
|
|
|
// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
|
|
#define PLAYEREVENT_DENIEDREWARD 0x0001
|
|
#define PLAYEREVENT_GAUNTLETREWARD 0x0002
|
|
#define PLAYEREVENT_HOLYSHIT 0x0004
|
|
|
|
// entityState_t->event values
|
|
// entity events are for effects that take place relative
|
|
// to an existing entities origin. Very network efficient.
|
|
|
|
// two bits at the top of the entityState->event field
|
|
// will be incremented with each change in the event so
|
|
// that an identical event started twice in a row can
|
|
// be distinguished. And off the value with ~EV_EVENT_BITS
|
|
// to retrieve the actual event number
|
|
#define EV_EVENT_BIT1 0x00000100
|
|
#define EV_EVENT_BIT2 0x00000200
|
|
#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2)
|
|
|
|
#define EVENT_VALID_MSEC 300
|
|
|
|
typedef enum {
|
|
EV_NONE,
|
|
|
|
EV_FOOTSTEP,
|
|
EV_FOOTSTEP_METAL,
|
|
EV_FOOTSTEP_GRASS, // Elder: new surfaces
|
|
EV_FOOTSTEP_WOOD,
|
|
EV_FOOTSTEP_CARPET,
|
|
EV_FOOTSTEP_METAL2,
|
|
EV_FOOTSTEP_GRAVEL,
|
|
EV_FOOTSTEP_SNOW, // JBravo: new surfaces
|
|
EV_FOOTSTEP_MUD,
|
|
EV_FOOTSTEP_WOOD2,
|
|
EV_FOOTSTEP_HARDMETAL,
|
|
EV_FOOTSTEP_LEAVES, // Makro: new surfaces
|
|
EV_FOOTSTEP_CEMENT,
|
|
EV_FOOTSTEP_MARBLE,
|
|
EV_FOOTSTEP_SNOW2,
|
|
EV_FOOTSTEP_HARDSTEPS,
|
|
EV_FOOTSTEP_SAND,
|
|
EV_FOOTSPLASH,
|
|
EV_FOOTWADE,
|
|
EV_SWIM,
|
|
|
|
//Blaze: For exploding breakables
|
|
EV_EXPLODE_BREAKABLE,
|
|
|
|
EV_STEP_4,
|
|
EV_STEP_8,
|
|
EV_STEP_12,
|
|
EV_STEP_16,
|
|
|
|
EV_FALL_SHORT,
|
|
EV_FALL_SHORT_NOSOUND,
|
|
EV_FALL_MEDIUM,
|
|
EV_FALL_MEDIUM_NOSOUND,
|
|
EV_FALL_FAR,
|
|
EV_FALL_FAR_NOSOUND,
|
|
|
|
EV_JUMP_PAD, // boing sound at origin, jump sound on player
|
|
|
|
EV_JUMP,
|
|
EV_WATER_TOUCH, // foot touches
|
|
EV_WATER_LEAVE, // foot leaves
|
|
EV_WATER_UNDER, // head touches
|
|
EV_WATER_CLEAR, // head leaves
|
|
|
|
EV_ITEM_PICKUP, // normal item pickups are predictable
|
|
EV_GLOBAL_ITEM_PICKUP, // powerup / team sounds are broadcast to everyone
|
|
|
|
EV_NOAMMO,
|
|
EV_CHANGE_WEAPON,
|
|
EV_FIRE_WEAPON,
|
|
EV_RELOAD_WEAPON0, // Elder: reload weapon sounds
|
|
EV_RELOAD_WEAPON1, // Elder: reload weapon sounds
|
|
EV_RELOAD_WEAPON2, // Elder: reload weapon sounds
|
|
|
|
EV_USE_ITEM0,
|
|
EV_USE_ITEM1,
|
|
EV_USE_ITEM2,
|
|
EV_USE_ITEM3,
|
|
EV_USE_ITEM4,
|
|
EV_USE_ITEM5,
|
|
EV_USE_ITEM6,
|
|
EV_USE_ITEM7,
|
|
EV_USE_ITEM8,
|
|
EV_USE_ITEM9,
|
|
EV_USE_ITEM10,
|
|
EV_USE_ITEM11,
|
|
EV_USE_ITEM12,
|
|
EV_USE_ITEM13,
|
|
EV_USE_ITEM14,
|
|
EV_USE_ITEM15,
|
|
|
|
EV_ITEM_RESPAWN,
|
|
EV_ITEM_POP,
|
|
EV_PLAYER_TELEPORT_IN,
|
|
EV_PLAYER_TELEPORT_OUT,
|
|
|
|
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
|
|
|
|
EV_GENERAL_SOUND,
|
|
EV_GLOBAL_SOUND, // no attenuation
|
|
EV_GLOBAL_TEAM_SOUND,
|
|
EV_RQ3_SOUND, // Elder: play local sounds - intended for kick
|
|
|
|
EV_DMREWARD, // Duffman: To display expotional reward messages.
|
|
|
|
EV_BULLET_HIT_FLESH,
|
|
EV_BULLET_HIT_WALL,
|
|
EV_BULLET_HIT_METAL, // Elder: sparks
|
|
EV_BULLET_HIT_KEVLAR, // Elder: sparks
|
|
EV_BULLET_HIT_GLASS, // Elder: glass mark
|
|
EV_BULLET_HIT_WOOD, // Makro: new sound
|
|
EV_BULLET_HIT_BRICK, // Makro: new sound
|
|
EV_BULLET_HIT_CERAMIC, // Makro: new sound
|
|
EV_BULLET_HIT_SNOW, // Makro: new fx
|
|
EV_BULLET_HIT_GRASS, // Makro: new fx
|
|
EV_SSG3000_HIT_FLESH,
|
|
EV_JUMPKICK, // Elder: sound + jumpkick message
|
|
EV_EJECTBLOOD, // Elder: when bleeding, every 2s release blood
|
|
|
|
EV_MISSILE_HIT,
|
|
EV_MISSILE_MISS,
|
|
EV_MISSILE_MISS_METAL,
|
|
EV_KNIFE_MISS, // Elder: knife slash stuff
|
|
EV_RAILTRAIL,
|
|
EV_SHOTGUN,
|
|
EV_HANDCANNON,
|
|
EV_BULLET, // otherEntity is the shooter
|
|
|
|
EV_HEADSHOT, // Elder: spray like SSG shot
|
|
EV_PAIN,
|
|
EV_DEATH1,
|
|
EV_DEATH2,
|
|
EV_DEATH3,
|
|
EV_OBITUARY,
|
|
EV_OBITUARY_HEAD,
|
|
EV_OBITUARY_CHEST,
|
|
EV_OBITUARY_STOMACH,
|
|
EV_OBITUARY_LEGS,
|
|
|
|
EV_GIB_PLAYER, // gib a previously living player
|
|
EV_GIB_PLAYER_HEADSHOT, // JBravo: for sniper head shots
|
|
EV_GIB_PLAYER_STOMACH, // JBravo: for sniper stomach shots
|
|
EV_BREAK_GLASS1, // Blaze: Breakable glass
|
|
EV_BREAK_GLASS2,
|
|
EV_BREAK_GLASS3,
|
|
EV_CHIP_GLASS, //Blaze: this even just breaks it a little bit.
|
|
EV_PRESSURE, // NiceAss: an entity under pressure
|
|
EV_SCOREPLUM, // score plum
|
|
|
|
EV_PROXIMITY_MINE_STICK,
|
|
EV_PROXIMITY_MINE_TRIGGER,
|
|
EV_KAMIKAZE, // kamikaze explodes
|
|
EV_OBELISKEXPLODE, // obelisk explodes
|
|
EV_OBELISKPAIN, // obelisk is in pain
|
|
EV_INVUL_IMPACT, // invulnerability sphere impact
|
|
EV_JUICED, // invulnerability juiced effect
|
|
EV_LIGHTNINGBOLT, // lightning bolt bounced of invulnerability sphere
|
|
|
|
EV_INSANESOUND, // JBravo: for insanesounds
|
|
EV_DEBUG_LINE,
|
|
EV_STOPLOOPINGSOUND,
|
|
EV_TAUNT,
|
|
EV_TAUNT_YES,
|
|
EV_TAUNT_NO,
|
|
EV_TAUNT_FOLLOWME,
|
|
EV_TAUNT_GETFLAG,
|
|
EV_TAUNT_GUARDBASE,
|
|
EV_TAUNT_PATROL
|
|
} entity_event_t;
|
|
|
|
typedef enum {
|
|
GTS_RED_CAPTURE,
|
|
GTS_BLUE_CAPTURE,
|
|
GTS_RED_RETURN,
|
|
GTS_BLUE_RETURN,
|
|
GTS_RED_TAKEN,
|
|
GTS_BLUE_TAKEN,
|
|
GTS_REDOBELISK_ATTACKED,
|
|
GTS_BLUEOBELISK_ATTACKED,
|
|
GTS_REDTEAM_SCORED,
|
|
GTS_BLUETEAM_SCORED,
|
|
GTS_REDTEAM_TOOK_LEAD,
|
|
GTS_BLUETEAM_TOOK_LEAD,
|
|
GTS_TEAMS_ARE_TIED,
|
|
GTS_KAMIKAZE
|
|
} global_team_sound_t;
|
|
|
|
// animations
|
|
typedef enum {
|
|
BOTH_DEATH1,
|
|
BOTH_DEAD1,
|
|
BOTH_DEATH2,
|
|
BOTH_DEAD2,
|
|
BOTH_DEATH3,
|
|
BOTH_DEAD3,
|
|
|
|
TORSO_GESTURE,
|
|
|
|
TORSO_ATTACK, // Normal
|
|
TORSO_ATTACK2, // Knife
|
|
TORSO_ATTACK3, // Akimbo
|
|
TORSO_ATTACK4, // Pistol
|
|
|
|
TORSO_DROP,
|
|
TORSO_RAISE,
|
|
|
|
TORSO_DROP2,
|
|
TORSO_RAISE2,
|
|
|
|
TORSO_STAND, // See TORSO_ATTACK?
|
|
TORSO_STAND2,
|
|
TORSO_STAND3,
|
|
TORSO_STAND4,
|
|
|
|
LEGS_WALKCR,
|
|
LEGS_WALK,
|
|
LEGS_RUN,
|
|
LEGS_BACK,
|
|
LEGS_SWIM,
|
|
|
|
LEGS_JUMP,
|
|
LEGS_LAND,
|
|
|
|
LEGS_JUMPB,
|
|
LEGS_LANDB,
|
|
|
|
LEGS_IDLE,
|
|
LEGS_IDLECR,
|
|
|
|
LEGS_TURN,
|
|
//Blaze: Weapon reload animation
|
|
// WEAPON_RELOAD,
|
|
|
|
TORSO_GETFLAG,
|
|
TORSO_GUARDBASE,
|
|
TORSO_PATROL,
|
|
TORSO_FOLLOWME,
|
|
TORSO_AFFIRMATIVE,
|
|
TORSO_NEGATIVE,
|
|
|
|
MAX_ANIMATIONS,
|
|
|
|
LEGS_BACKCR,
|
|
LEGS_BACKWALK,
|
|
FLAG_RUN,
|
|
FLAG_STAND,
|
|
FLAG_STAND2RUN,
|
|
|
|
MAX_TOTALANIMATIONS
|
|
} animNumber_t;
|
|
|
|
typedef struct animation_s {
|
|
int firstFrame;
|
|
int numFrames;
|
|
int loopFrames; // 0 to numFrames
|
|
int frameLerp; // msec between frames
|
|
int initialLerp; // msec to get to first frame
|
|
int reversed; // true if animation is reversed
|
|
int flipflop; // true if animation should flipflop back to base
|
|
} animation_t;
|
|
|
|
// flip the togglebit every time an animation
|
|
// changes so a restart of the same anim can be detected
|
|
#define ANIM_TOGGLEBIT 128
|
|
|
|
typedef enum {
|
|
TEAM_FREE,
|
|
TEAM_RED,
|
|
TEAM_BLUE,
|
|
TEAM_SPECTATOR,
|
|
|
|
TEAM_NUM_TEAMS
|
|
} team_t;
|
|
|
|
// Time between location updates
|
|
#define TEAM_LOCATION_UPDATE_TIME 1000
|
|
|
|
// How many players on the overlay
|
|
#define TEAM_MAXOVERLAY 32
|
|
|
|
// Begin Duffman
|
|
// Location Damage
|
|
// Height layers
|
|
#define LOCATION_NONE 0x00000000
|
|
|
|
#define LOCATION_HEAD 0x00000001 // [F,B,L,R] Top of head
|
|
#define LOCATION_FACE 0x00000002 // [F] Face [B,L,R] Head
|
|
#define LOCATION_SHOULDER 0x00000004 // [L,R] Shoulder [F] Throat, [B] Neck
|
|
#define LOCATION_CHEST 0x00000008 // [F] Chest [B] Back [L,R] Arm
|
|
#define LOCATION_STOMACH 0x00000010 // [L,R] Sides [F] Stomach [B] Lower Back
|
|
#define LOCATION_GROIN 0x00000020 // [F] Groin [B] Butt [L,R] Hip
|
|
#define LOCATION_LEG 0x00000040 // [F,B,L,R] Legs
|
|
#define LOCATION_FOOT 0x00000080 // [F,B,L,R] Bottom of Feet
|
|
|
|
// Relative direction strike came from
|
|
|
|
#define LOCATION_LEFT 0x00000100
|
|
#define LOCATION_RIGHT 0x00000200
|
|
#define LOCATION_FRONT 0x00000400
|
|
#define LOCATION_BACK 0x00000800
|
|
// End Duffman
|
|
|
|
//team task
|
|
typedef enum {
|
|
TEAMTASK_NONE,
|
|
TEAMTASK_OFFENSE,
|
|
TEAMTASK_DEFENSE,
|
|
TEAMTASK_PATROL,
|
|
TEAMTASK_FOLLOW,
|
|
TEAMTASK_RETRIEVE,
|
|
TEAMTASK_ESCORT,
|
|
TEAMTASK_CAMP
|
|
} teamtask_t;
|
|
|
|
// means of death
|
|
typedef enum {
|
|
MOD_UNKNOWN,
|
|
MOD_SHOTGUN,
|
|
MOD_GAUNTLET,
|
|
MOD_MACHINEGUN,
|
|
MOD_GRENADE,
|
|
MOD_GRENADE_SPLASH,
|
|
MOD_ROCKET,
|
|
MOD_ROCKET_SPLASH,
|
|
MOD_PLASMA,
|
|
MOD_PLASMA_SPLASH,
|
|
MOD_RAILGUN,
|
|
MOD_LIGHTNING,
|
|
MOD_BFG,
|
|
MOD_BFG_SPLASH,
|
|
MOD_WATER,
|
|
MOD_SLIME,
|
|
MOD_LAVA,
|
|
MOD_CRUSH,
|
|
MOD_TELEFRAG,
|
|
MOD_FALLING,
|
|
MOD_SUICIDE,
|
|
MOD_TARGET_LASER,
|
|
MOD_TRIGGER_HURT,
|
|
MOD_GRAPPLE,
|
|
//Blaze: Reaction Deaths
|
|
MOD_KNIFE,
|
|
MOD_KNIFE_THROWN,
|
|
MOD_PISTOL,
|
|
MOD_M4,
|
|
MOD_SNIPER,
|
|
MOD_MP5,
|
|
MOD_AKIMBO,
|
|
MOD_M3,
|
|
MOD_HANDCANNON,
|
|
MOD_KICK,
|
|
MOD_BLEEDING,
|
|
//Makro - entity defined
|
|
//this must be last so we can have MOD_CUSTOM+index args
|
|
MOD_CUSTOM
|
|
} meansOfDeath_t;
|
|
|
|
//---------------------------------------------------------
|
|
|
|
// gitem_t->type
|
|
typedef enum {
|
|
IT_BAD,
|
|
IT_WEAPON, // EFX: rotate + upscale + minlight
|
|
IT_AMMO, // EFX: rotate
|
|
IT_ARMOR, // EFX: rotate + minlight
|
|
IT_HEALTH, // EFX: static external sphere + rotating internal
|
|
IT_POWERUP, // instant on, timer based
|
|
// EFX: rotate + external ring that rotates
|
|
IT_HOLDABLE, // single use, holdable item
|
|
// EFX: rotate + bob
|
|
IT_PERSISTANT_POWERUP,
|
|
IT_TEAM
|
|
} itemType_t;
|
|
|
|
#define MAX_ITEM_MODELS 4
|
|
|
|
typedef struct gitem_s {
|
|
char *classname; // spawning name
|
|
char *pickup_sound;
|
|
char *world_model[MAX_ITEM_MODELS];
|
|
|
|
char *icon;
|
|
char *pickup_name; // for printing on pickup
|
|
|
|
int quantity; // for ammo how much, or duration of powerup
|
|
itemType_t giType; // IT_* flags
|
|
|
|
int giTag;
|
|
|
|
char *precaches; // string of all models and images this item will use
|
|
char *sounds; // string of all sounds this item will use
|
|
} gitem_t;
|
|
|
|
// included in both the game dll and the client
|
|
extern gitem_t bg_itemlist[];
|
|
extern int bg_numItems;
|
|
|
|
gitem_t *BG_FindItem(const char *pickupName);
|
|
gitem_t *BG_FindItemForWeapon(weapon_t weapon);
|
|
gitem_t *BG_FindItemForPowerup(powerup_t pw);
|
|
gitem_t *BG_FindItemForHoldable(holdable_t pw);
|
|
|
|
#define ITEM_INDEX(x) ((x)-bg_itemlist)
|
|
|
|
qboolean BG_CanItemBeGrabbed(int gametype, const entityState_t * ent, const playerState_t * ps);
|
|
|
|
// g_dmflags->integer flags
|
|
#define DF_NO_FALLING 8
|
|
#define DF_FIXED_FOV 16
|
|
#define DF_NO_FOOTSTEPS 32
|
|
#define DF_SPAWN_FARTHEST 512
|
|
|
|
// content masks
|
|
#define MASK_ALL (-1)
|
|
#define MASK_SOLID (CONTENTS_SOLID)
|
|
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
|
|
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
|
|
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
|
|
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
|
|
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE)
|
|
|
|
//
|
|
// entityState_t->eType
|
|
//
|
|
typedef enum {
|
|
ET_GENERAL,
|
|
ET_PLAYER,
|
|
ET_ITEM,
|
|
ET_MISSILE,
|
|
ET_MOVER,
|
|
ET_BREAKABLE, //Blaze: Breakable glass
|
|
ET_PRESSURE, //NiceAss: Pressure entities
|
|
ET_BEAM,
|
|
ET_PORTAL,
|
|
ET_SPEAKER,
|
|
ET_PUSH_TRIGGER,
|
|
ET_TELEPORT_TRIGGER,
|
|
ET_INVISIBLE,
|
|
ET_GRAPPLE, // grapple hooked on wall
|
|
ET_TEAM,
|
|
ET_LASER, // lasersight entity type
|
|
ET_DLIGHT, // Elder: dynamic light entity
|
|
ET_DECAL, // Stick a decal on the ground
|
|
ET_SHADOW, //Makro - fake shadow
|
|
ET_CORONA, //Makro - coronas
|
|
|
|
ET_EVENTS // any of the EV_* events can be added freestanding
|
|
// by setting eType to ET_EVENTS + eventNum
|
|
// this avoids having to set eFlags and eventNum
|
|
} entityType_t;
|
|
|
|
void BG_EvaluateTrajectory(const trajectory_t * tr, int atTime, vec3_t result);
|
|
void BG_EvaluateTrajectoryDelta(const trajectory_t * tr, int atTime, vec3_t result);
|
|
|
|
void BG_AddPredictableEventToPlayerstate(int newEvent, int eventParm, playerState_t * ps);
|
|
|
|
void BG_TouchJumpPad(playerState_t * ps, entityState_t * jumppad);
|
|
|
|
void BG_PlayerStateToEntityState(playerState_t * ps, entityState_t * s, qboolean snap);
|
|
void BG_PlayerStateToEntityStateExtraPolate(playerState_t * ps, entityState_t * s, int time, qboolean snap);
|
|
|
|
qboolean BG_PlayerTouchesItem(playerState_t * ps, entityState_t * item, int atTime);
|
|
|
|
#define ARENAS_PER_TIER 4
|
|
#define MAX_ARENAS 1024
|
|
#define MAX_ARENAS_TEXT 8192
|
|
|
|
#define MAX_BOTS 1024
|
|
#define MAX_BOTS_TEXT 8192
|
|
|
|
// Kamikaze
|
|
|
|
// 1st shockwave times
|
|
#define KAMI_SHOCKWAVE_STARTTIME 0
|
|
#define KAMI_SHOCKWAVEFADE_STARTTIME 1500
|
|
#define KAMI_SHOCKWAVE_ENDTIME 2000
|
|
// explosion/implosion times
|
|
#define KAMI_EXPLODE_STARTTIME 250
|
|
#define KAMI_IMPLODE_STARTTIME 2000
|
|
#define KAMI_IMPLODE_ENDTIME 2250
|
|
// 2nd shockwave times
|
|
#define KAMI_SHOCKWAVE2_STARTTIME 2000
|
|
#define KAMI_SHOCKWAVE2FADE_STARTTIME 2500
|
|
#define KAMI_SHOCKWAVE2_ENDTIME 3000
|
|
// radius of the models without scaling
|
|
#define KAMI_SHOCKWAVEMODEL_RADIUS 88
|
|
#define KAMI_BOOMSPHEREMODEL_RADIUS 72
|
|
// maximum radius of the models during the effect
|
|
#define KAMI_SHOCKWAVE_MAXRADIUS 1320
|
|
#define KAMI_BOOMSPHERE_MAXRADIUS 720
|
|
#define KAMI_SHOCKWAVE2_MAXRADIUS 704
|
|
|
|
//Makro - moved from the UI/cgame header files
|
|
#define NUM_CROSSHAIRS 10
|
|
//Makro - for the SSG crosshair preview
|
|
#define NUM_SSGCROSSHAIRS 17
|
|
|
|
holdable_t CharToItem(char *name, holdable_t defitem);
|
|
weapon_t CharToWeapon(char *name, weapon_t defweapon);
|
|
|
|
void PM_ClipVelocity(vec3_t in, vec3_t normal, vec3_t out, float overbounce);
|
|
|
|
//Makro - added
|
|
char *modelFromStr(char *s);
|
|
char *skinFromStr(char *s);
|
|
char *strchrstr(char *s, char *chars);
|
|
char *strins(char *dest, char *s);
|
|
char *Q_strins(char *dest, char *s, int size);
|
|
|
|
|
|
//Makro - used for saving ints to char buffers
|
|
//not doing this as a simple assignment because
|
|
//of endianness (darned Mac users)
|
|
void SetIntBytes(int i, char *buf, char count);
|
|
int GetIntBytes(char *buf, char count);
|
|
|
|
//Makro - returns true if any of the tokens in the first string
|
|
//matches any of the tokens in the second string
|
|
qboolean IdMatchesString(const char *id, const char *match);
|
|
|
|
//Makro - for the new surfaceparm system
|
|
|
|
#define MAT_DEFAULT 0
|
|
#define MAT_METALSTEPS 1
|
|
#define MAT_GRAVEL 2
|
|
#define MAT_WOOD 3
|
|
#define MAT_CARPET 4
|
|
#define MAT_METAL2 5
|
|
#define MAT_GLASS 6
|
|
#define MAT_GRASS 7
|
|
#define MAT_SNOW 8
|
|
#define MAT_MUD 9
|
|
#define MAT_WOOD2 10
|
|
#define MAT_HARDMETAL 11
|
|
#define MAT_LEAVES 12
|
|
#define MAT_CEMENT 13
|
|
#define MAT_MARBLE 14
|
|
#define MAT_SNOW2 15
|
|
#define MAT_HARDSTEPS 16
|
|
#define MAT_SAND 17
|
|
#define MAT_BRICK 18
|
|
#define MAT_CERAMIC 19
|
|
|
|
int GetMaterialFromFlag(int flag);
|
|
#define IsMetalMat(Mat) ( (Mat)==MAT_METALSTEPS || (Mat)==MAT_METAL2 || (Mat)==MAT_HARDMETAL )
|
|
#define IsMetalFlag(Flag) ( IsMetalMat( GetMaterialFromFlag( Flag ) ) )
|
|
#define IsWoodMat(Mat) ( (Mat)==MAT_WOOD || (Mat)==MAT_WOOD2 )
|
|
#define IsWoodFlag(Flag) ( IsWoodMat( GetMaterialFromFlag( Flag ) ) )
|
|
#define IsSnowMat(Mat) ( (Mat)==MAT_SNOW || (Mat)==MAT_SNOW2 )
|
|
#define IsSnowFlag(Flag) ( IsSnowMat( GetMaterialFromFlag( Flag ) ) )
|
|
|
|
|
|
|
|
float SawTooth(int time, int period);
|
|
float SmoothLerp(float x);
|
|
|
|
#define PULSE_SAWTOOTH_PERIOD 500
|
|
#define ARRAY_SIZE(arr) (sizeof(arr) / sizeof(arr[0]))
|
|
|
|
#define INFINITE_LOOP for (;;)
|
|
|