mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-23 04:22:27 +00:00
1530 lines
47 KiB
C
1530 lines
47 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999 - 2005, Id Software, Inc.
|
|
Copyright (C) 2000 - 2013, Raven Software, Inc.
|
|
Copyright (C) 2001 - 2013, Activision, Inc.
|
|
Copyright (C) 2005 - 2015, ioquake3 contributors
|
|
Copyright (C) 2013 - 2015, OpenJK contributors
|
|
|
|
This file is part of the OpenJK source code.
|
|
|
|
OpenJK is free software; you can redistribute it and/or modify it
|
|
under the terms of the GNU General Public License version 2 as
|
|
published by the Free Software Foundation.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|
===========================================================================
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
// g_local.h -- local definitions for game module
|
|
|
|
#include "qcommon/q_shared.h"
|
|
#include "bg_public.h"
|
|
#include "bg_vehicles.h"
|
|
#include "g_public.h"
|
|
|
|
typedef struct gentity_s gentity_t;
|
|
typedef struct gclient_s gclient_t;
|
|
|
|
//npc stuff
|
|
#include "b_public.h"
|
|
|
|
extern int gPainMOD;
|
|
extern int gPainHitLoc;
|
|
extern vec3_t gPainPoint;
|
|
|
|
//==================================================================
|
|
|
|
// the "gameversion" client command will print this plus compile date
|
|
#define GAMEVERSION "OpenJK"
|
|
|
|
#define SECURITY_LOG "security.log"
|
|
|
|
#define BODY_QUEUE_SIZE 8
|
|
|
|
#ifndef INFINITE
|
|
#define INFINITE 1000000
|
|
#endif
|
|
|
|
#define FRAMETIME 100 // msec
|
|
#define CARNAGE_REWARD_TIME 3000
|
|
#define REWARD_SPRITE_TIME 2000
|
|
|
|
#define INTERMISSION_DELAY_TIME 1000
|
|
#define SP_INTERMISSION_DELAY_TIME 5000
|
|
|
|
//primarily used by NPCs
|
|
#define START_TIME_LINK_ENTS FRAMETIME*1 // time-delay after map start at which all ents have been spawned, so can link them
|
|
#define START_TIME_FIND_LINKS FRAMETIME*2 // time-delay after map start at which you can find linked entities
|
|
#define START_TIME_MOVERS_SPAWNED FRAMETIME*2 // time-delay after map start at which all movers should be spawned
|
|
#define START_TIME_REMOVE_ENTS FRAMETIME*3 // time-delay after map start to remove temporary ents
|
|
#define START_TIME_NAV_CALC FRAMETIME*4 // time-delay after map start to connect waypoints and calc routes
|
|
#define START_TIME_FIND_WAYPOINT FRAMETIME*5 // time-delay after map start after which it's okay to try to find your best waypoint
|
|
|
|
// gentity->flags
|
|
#define FL_GODMODE 0x00000010
|
|
#define FL_NOTARGET 0x00000020
|
|
#define FL_TEAMSLAVE 0x00000400 // not the first on the team
|
|
#define FL_NO_KNOCKBACK 0x00000800
|
|
#define FL_DROPPED_ITEM 0x00001000
|
|
#define FL_NO_BOTS 0x00002000 // spawn point not for bot use
|
|
#define FL_NO_HUMANS 0x00004000 // spawn point just for bots
|
|
#define FL_FORCE_GESTURE 0x00008000 // force gesture on client
|
|
#define FL_INACTIVE 0x00010000 // inactive
|
|
#define FL_NAVGOAL 0x00020000 // for npc nav stuff
|
|
#define FL_DONT_SHOOT 0x00040000
|
|
#define FL_SHIELDED 0x00080000
|
|
#define FL_UNDYING 0x00100000 // takes damage down to 1, but never dies
|
|
#define FL_UNLIMITEDPOWERMODE 0x10000000 // Unlimited power mode
|
|
|
|
//ex-eFlags -rww
|
|
#define FL_BOUNCE 0x00100000 // for missiles
|
|
#define FL_BOUNCE_HALF 0x00200000 // for missiles
|
|
#define FL_BOUNCE_SHRAPNEL 0x00400000 // special shrapnel flag
|
|
|
|
//vehicle game-local stuff -rww
|
|
#define FL_VEH_BOARDING 0x00800000 // special shrapnel flag
|
|
|
|
//breakable flags -rww
|
|
#define FL_DMG_BY_SABER_ONLY 0x01000000 //only take dmg from saber
|
|
#define FL_DMG_BY_HEAVY_WEAP_ONLY 0x02000000 //only take dmg from explosives
|
|
|
|
#define FL_BBRUSH 0x04000000 //I am a breakable brush
|
|
|
|
#ifndef FINAL_BUILD
|
|
#define DEBUG_SABER_BOX
|
|
#endif
|
|
|
|
// make sure this matches game/match.h for botlibs
|
|
#define EC "\x19"
|
|
|
|
#define MAX_G_SHARED_BUFFER_SIZE 8192
|
|
// used for communication with the engine
|
|
typedef union sharedBuffer_u {
|
|
char raw[MAX_G_SHARED_BUFFER_SIZE];
|
|
T_G_ICARUS_PLAYSOUND playSound;
|
|
T_G_ICARUS_SET set;
|
|
T_G_ICARUS_LERP2POS lerp2Pos;
|
|
T_G_ICARUS_LERP2ORIGIN lerp2Origin;
|
|
T_G_ICARUS_LERP2ANGLES lerp2Angles;
|
|
T_G_ICARUS_GETTAG getTag;
|
|
T_G_ICARUS_LERP2START lerp2Start;
|
|
T_G_ICARUS_LERP2END lerp2End;
|
|
T_G_ICARUS_USE use;
|
|
T_G_ICARUS_KILL kill;
|
|
T_G_ICARUS_REMOVE remove;
|
|
T_G_ICARUS_PLAY play;
|
|
T_G_ICARUS_GETFLOAT getFloat;
|
|
T_G_ICARUS_GETVECTOR getVector;
|
|
T_G_ICARUS_GETSTRING getString;
|
|
T_G_ICARUS_SOUNDINDEX soundIndex;
|
|
T_G_ICARUS_GETSETIDFORSTRING getSetIDForString;
|
|
} sharedBuffer_t;
|
|
extern sharedBuffer_t gSharedBuffer;
|
|
|
|
// movers are things like doors, plats, buttons, etc
|
|
typedef enum {
|
|
MOVER_POS1,
|
|
MOVER_POS2,
|
|
MOVER_1TO2,
|
|
MOVER_2TO1
|
|
} moverState_t;
|
|
|
|
#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3"
|
|
|
|
typedef enum
|
|
{
|
|
HL_NONE = 0,
|
|
HL_FOOT_RT,
|
|
HL_FOOT_LT,
|
|
HL_LEG_RT,
|
|
HL_LEG_LT,
|
|
HL_WAIST,
|
|
HL_BACK_RT,
|
|
HL_BACK_LT,
|
|
HL_BACK,
|
|
HL_CHEST_RT,
|
|
HL_CHEST_LT,
|
|
HL_CHEST,
|
|
HL_ARM_RT,
|
|
HL_ARM_LT,
|
|
HL_HAND_RT,
|
|
HL_HAND_LT,
|
|
HL_HEAD,
|
|
HL_GENERIC1,
|
|
HL_GENERIC2,
|
|
HL_GENERIC3,
|
|
HL_GENERIC4,
|
|
HL_GENERIC5,
|
|
HL_GENERIC6,
|
|
HL_MAX
|
|
} hitLocation_t;
|
|
|
|
//============================================================================
|
|
extern void *precachedKyle;
|
|
extern void *g2SaberInstance;
|
|
|
|
extern qboolean gEscaping;
|
|
extern int gEscapeTime;
|
|
|
|
struct gentity_s {
|
|
//rww - entstate must be first, to correspond with the bg shared entity structure
|
|
entityState_t s; // communicated by server to clients
|
|
playerState_t *playerState; //ptr to playerstate if applicable (for bg ents)
|
|
Vehicle_t *m_pVehicle; //vehicle data
|
|
void *ghoul2; //g2 instance
|
|
int localAnimIndex; //index locally (game/cgame) to anim data for this skel
|
|
vec3_t modelScale; //needed for g2 collision
|
|
|
|
//From here up must be the same as centity_t/bgEntity_t
|
|
|
|
entityShared_t r; // shared by both the server system and game
|
|
|
|
//rww - these are shared icarus things. They must be in this order as well in relation to the entityshared structure.
|
|
int taskID[NUM_TIDS];
|
|
parms_t *parms;
|
|
char *behaviorSet[NUM_BSETS];
|
|
char *script_targetname;
|
|
int delayScriptTime;
|
|
char *fullName;
|
|
|
|
//rww - targetname and classname are now shared as well. ICARUS needs access to them.
|
|
char *targetname;
|
|
char *classname; // set in QuakeEd
|
|
|
|
//rww - and yet more things to share. This is because the nav code is in the exe because it's all C++.
|
|
int waypoint; //Set once per frame, if you've moved, and if someone asks
|
|
int lastWaypoint; //To make sure you don't double-back
|
|
int lastValidWaypoint; //ALWAYS valid -used for tracking someone you lost
|
|
int noWaypointTime; //Debouncer - so don't keep checking every waypoint in existance every frame that you can't find one
|
|
int combatPoint;
|
|
int failedWaypoints[MAX_FAILED_NODES];
|
|
int failedWaypointCheckTime;
|
|
|
|
int next_roff_time; //rww - npc's need to know when they're getting roff'd
|
|
|
|
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
|
|
// EXPECTS THE FIELDS IN THAT ORDER!
|
|
//================================
|
|
|
|
struct gclient_s *client; // NULL if not a client
|
|
|
|
gNPC_t *NPC;//Only allocated if the entity becomes an NPC
|
|
int cantHitEnemyCounter;//HACK - Makes them look for another enemy on the same team if the one they're after can't be hit
|
|
|
|
qboolean noLumbar; //see note in cg_local.h
|
|
|
|
qboolean inuse;
|
|
|
|
int lockCount; //used by NPCs
|
|
|
|
int spawnflags; // set in QuakeEd
|
|
|
|
int teamnodmg; // damage will be ignored if it comes from this team
|
|
|
|
char *roffname; // set in QuakeEd
|
|
char *rofftarget; // set in QuakeEd
|
|
|
|
char *healingclass; //set in quakeed
|
|
char *healingsound; //set in quakeed
|
|
int healingrate; //set in quakeed
|
|
int healingDebounce; //debounce for generic object healing shiz
|
|
|
|
char *ownername;
|
|
|
|
int objective;
|
|
int side;
|
|
|
|
int passThroughNum; // set to index to pass through (+1) for missiles
|
|
|
|
int aimDebounceTime;
|
|
int painDebounceTime;
|
|
int attackDebounceTime;
|
|
int alliedTeam; // only useable by this team, never target this team
|
|
|
|
int roffid; // if roffname != NULL then set on spawn
|
|
|
|
qboolean neverFree; // if true, FreeEntity will only unlink
|
|
// bodyque uses this
|
|
|
|
int flags; // FL_* variables
|
|
|
|
char *model;
|
|
char *model2;
|
|
int freetime; // level.time when the object was freed
|
|
|
|
int eventTime; // events will be cleared EVENT_VALID_MSEC after set
|
|
qboolean freeAfterEvent;
|
|
qboolean unlinkAfterEvent;
|
|
|
|
qboolean physicsObject; // if true, it can be pushed by movers and fall off edges
|
|
// all game items are physicsObjects,
|
|
float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce
|
|
int clipmask; // brushes with this content value will be collided against
|
|
// when moving. items and corpses do not collide against
|
|
// players, for instance
|
|
|
|
//Only used by NPC_spawners
|
|
char *NPC_type;
|
|
char *NPC_targetname;
|
|
char *NPC_target;
|
|
|
|
// movers
|
|
moverState_t moverState;
|
|
int soundPos1;
|
|
int sound1to2;
|
|
int sound2to1;
|
|
int soundPos2;
|
|
int soundLoop;
|
|
gentity_t *parent;
|
|
gentity_t *nextTrain;
|
|
gentity_t *prevTrain;
|
|
vec3_t pos1, pos2;
|
|
|
|
//for npc's
|
|
vec3_t pos3;
|
|
|
|
char *message;
|
|
|
|
int timestamp; // body queue sinking, etc
|
|
|
|
float angle; // set in editor, -1 = up, -2 = down
|
|
char *target;
|
|
char *target2;
|
|
char *target3; //For multiple targets, not used for firing/triggering/using, though, only for path branches
|
|
char *target4; //For multiple targets, not used for firing/triggering/using, though, only for path branches
|
|
char *target5; //mainly added for siege items
|
|
char *target6; //mainly added for siege items
|
|
|
|
char *team;
|
|
char *targetShaderName;
|
|
char *targetShaderNewName;
|
|
gentity_t *target_ent;
|
|
|
|
char *closetarget;
|
|
char *opentarget;
|
|
char *paintarget;
|
|
|
|
char *goaltarget;
|
|
char *idealclass;
|
|
|
|
float radius;
|
|
|
|
int maxHealth; //used as a base for crosshair health display
|
|
|
|
float speed;
|
|
vec3_t movedir;
|
|
float mass;
|
|
int setTime;
|
|
|
|
//Think Functions
|
|
int nextthink;
|
|
void (*think)(gentity_t *self);
|
|
void (*reached)(gentity_t *self); // movers call this when hitting endpoint
|
|
void (*blocked)(gentity_t *self, gentity_t *other);
|
|
void (*touch)(gentity_t *self, gentity_t *other, trace_t *trace);
|
|
void (*use)(gentity_t *self, gentity_t *other, gentity_t *activator);
|
|
void (*pain)(gentity_t *self, gentity_t *attacker, int damage);
|
|
void (*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
|
|
|
|
int pain_debounce_time;
|
|
int fly_sound_debounce_time; // wind tunnel
|
|
int last_move_time;
|
|
|
|
//Health and damage fields
|
|
int health;
|
|
qboolean takedamage;
|
|
material_t material;
|
|
|
|
int damage;
|
|
int dflags;
|
|
int splashDamage; // quad will increase this without increasing radius
|
|
int splashRadius;
|
|
int methodOfDeath;
|
|
int splashMethodOfDeath;
|
|
|
|
int locationDamage[HL_MAX]; // Damage accumulated on different body locations
|
|
|
|
int count;
|
|
int bounceCount;
|
|
qboolean alt_fire;
|
|
|
|
gentity_t *chain;
|
|
gentity_t *enemy;
|
|
gentity_t *lastEnemy;
|
|
gentity_t *activator;
|
|
gentity_t *teamchain; // next entity in team
|
|
gentity_t *teammaster; // master of the team
|
|
|
|
int watertype;
|
|
int waterlevel;
|
|
|
|
int noise_index;
|
|
|
|
// timing variables
|
|
float wait;
|
|
float random;
|
|
int delay;
|
|
|
|
//generic values used by various entities for different purposes.
|
|
int genericValue1;
|
|
int genericValue2;
|
|
int genericValue3;
|
|
int genericValue4;
|
|
int genericValue5;
|
|
int genericValue6;
|
|
int genericValue7;
|
|
int genericValue8;
|
|
int genericValue9;
|
|
int genericValue10;
|
|
int genericValue11;
|
|
int genericValue12;
|
|
int genericValue13;
|
|
int genericValue14;
|
|
int genericValue15;
|
|
|
|
char *soundSet;
|
|
|
|
qboolean isSaberEntity;
|
|
|
|
int damageRedirect; //if entity takes damage, redirect to..
|
|
int damageRedirectTo; //this entity number
|
|
|
|
vec3_t epVelocity;
|
|
float epGravFactor;
|
|
|
|
gitem_t *item; // for bonus items
|
|
|
|
// OpenJK add
|
|
int useDebounceTime; // for cultist_destroyer
|
|
};
|
|
|
|
#define DAMAGEREDIRECT_HEAD 1
|
|
#define DAMAGEREDIRECT_RLEG 2
|
|
#define DAMAGEREDIRECT_LLEG 3
|
|
|
|
typedef enum {
|
|
CON_DISCONNECTED,
|
|
CON_CONNECTING,
|
|
CON_CONNECTED
|
|
} clientConnected_t;
|
|
|
|
typedef enum {
|
|
SPECTATOR_NOT,
|
|
SPECTATOR_FREE,
|
|
SPECTATOR_FOLLOW,
|
|
SPECTATOR_SCOREBOARD
|
|
} spectatorState_t;
|
|
|
|
typedef enum {
|
|
TEAM_BEGIN, // Beginning a team game, spawn at base
|
|
TEAM_ACTIVE // Now actively playing
|
|
} playerTeamStateState_t;
|
|
|
|
typedef struct playerTeamState_s {
|
|
playerTeamStateState_t state;
|
|
|
|
int location;
|
|
|
|
int captures;
|
|
int basedefense;
|
|
int carrierdefense;
|
|
int flagrecovery;
|
|
int fragcarrier;
|
|
int assists;
|
|
|
|
float lasthurtcarrier;
|
|
float lastreturnedflag;
|
|
float flagsince;
|
|
float lastfraggedcarrier;
|
|
} playerTeamState_t;
|
|
|
|
// the auto following clients don't follow a specific client
|
|
// number, but instead follow the first two active players
|
|
#define FOLLOW_ACTIVE1 -1
|
|
#define FOLLOW_ACTIVE2 -2
|
|
|
|
// client data that stays across multiple levels or tournament restarts
|
|
// this is achieved by writing all the data to cvar strings at game shutdown
|
|
// time and reading them back at connection time. Anything added here
|
|
// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
|
|
typedef struct clientSession_s {
|
|
team_t sessionTeam;
|
|
int spectatorNum; // for determining next-in-line to play
|
|
spectatorState_t spectatorState;
|
|
int spectatorClient; // for chasecam and follow mode
|
|
int wins, losses; // tournament stats
|
|
int selectedFP; // check against this, if doesn't match value in playerstate then update userinfo
|
|
int saberLevel; // similar to above method, but for current saber attack level
|
|
int setForce; // set to true once player is given the chance to set force powers
|
|
int updateUITime; // only update userinfo for FP/SL if < level.time
|
|
qboolean teamLeader; // true when this client is a team leader
|
|
char siegeClass[64];
|
|
int duelTeam;
|
|
int siegeDesiredTeam;
|
|
|
|
char IP[NET_ADDRSTRMAXLEN];
|
|
} clientSession_t;
|
|
|
|
// playerstate mGameFlags
|
|
#define PSG_VOTED (1<<0) // already cast a vote
|
|
#define PSG_TEAMVOTED (1<<1) // already cast a team vote
|
|
|
|
//
|
|
#define MAX_NETNAME 36
|
|
#define MAX_VOTE_COUNT 3
|
|
|
|
// client data that stays across multiple respawns, but is cleared
|
|
// on each level change or team change at ClientBegin()
|
|
typedef struct clientPersistant_s {
|
|
clientConnected_t connected;
|
|
usercmd_t cmd; // we would lose angles if not persistant
|
|
qboolean localClient; // true if "ip" info key is "localhost"
|
|
qboolean initialSpawn; // the first spawn should be at a cool location
|
|
qboolean predictItemPickup; // based on cg_predictItems userinfo
|
|
qboolean pmoveFixed; //
|
|
char netname[MAX_NETNAME];
|
|
char netname_nocolor[MAX_NETNAME];
|
|
int netnameTime; // Last time the name was changed
|
|
int maxHealth; // for handicapping
|
|
int enterTime; // level.time the client entered the game
|
|
playerTeamState_t teamState; // status in teamplay games
|
|
qboolean teamInfo; // send team overlay updates?
|
|
|
|
int connectTime;
|
|
|
|
char saber1[MAX_QPATH], saber2[MAX_QPATH];
|
|
|
|
int vote, teamvote; // 0 = none, 1 = yes, 2 = no
|
|
|
|
char guid[33];
|
|
} clientPersistant_t;
|
|
|
|
typedef struct renderInfo_s
|
|
{
|
|
//In whole degrees, How far to let the different model parts yaw and pitch
|
|
int headYawRangeLeft;
|
|
int headYawRangeRight;
|
|
int headPitchRangeUp;
|
|
int headPitchRangeDown;
|
|
|
|
int torsoYawRangeLeft;
|
|
int torsoYawRangeRight;
|
|
int torsoPitchRangeUp;
|
|
int torsoPitchRangeDown;
|
|
|
|
int legsFrame;
|
|
int torsoFrame;
|
|
|
|
float legsFpsMod;
|
|
float torsoFpsMod;
|
|
|
|
//Fields to apply to entire model set, individual model's equivalents will modify this value
|
|
vec3_t customRGB;//Red Green Blue, 0 = don't apply
|
|
int customAlpha;//Alpha to apply, 0 = none?
|
|
|
|
//RF?
|
|
int renderFlags;
|
|
|
|
//
|
|
vec3_t muzzlePoint;
|
|
vec3_t muzzleDir;
|
|
vec3_t muzzlePointOld;
|
|
vec3_t muzzleDirOld;
|
|
//vec3_t muzzlePointNext; // Muzzle point one server frame in the future!
|
|
//vec3_t muzzleDirNext;
|
|
int mPCalcTime;//Last time muzzle point was calced
|
|
|
|
//
|
|
float lockYaw;//
|
|
|
|
//
|
|
vec3_t headPoint;//Where your tag_head is
|
|
vec3_t headAngles;//where the tag_head in the torso is pointing
|
|
vec3_t handRPoint;//where your right hand is
|
|
vec3_t handLPoint;//where your left hand is
|
|
vec3_t crotchPoint;//Where your crotch is
|
|
vec3_t footRPoint;//where your right hand is
|
|
vec3_t footLPoint;//where your left hand is
|
|
vec3_t torsoPoint;//Where your chest is
|
|
vec3_t torsoAngles;//Where the chest is pointing
|
|
vec3_t eyePoint;//Where your eyes are
|
|
vec3_t eyeAngles;//Where your eyes face
|
|
int lookTarget;//Which ent to look at with lookAngles
|
|
lookMode_t lookMode;
|
|
int lookTargetClearTime;//Time to clear the lookTarget
|
|
int lastVoiceVolume;//Last frame's voice volume
|
|
vec3_t lastHeadAngles;//Last headAngles, NOT actual facing of head model
|
|
vec3_t headBobAngles;//headAngle offsets
|
|
vec3_t targetHeadBobAngles;//head bob angles will try to get to targetHeadBobAngles
|
|
int lookingDebounceTime;//When we can stop using head looking angle behavior
|
|
float legsYaw;//yaw angle your legs are actually rendering at
|
|
|
|
//for tracking legitimate bolt indecies
|
|
void *lastG2; //if it doesn't match ent->ghoul2, the bolts are considered invalid.
|
|
int headBolt;
|
|
int handRBolt;
|
|
int handLBolt;
|
|
int torsoBolt;
|
|
int crotchBolt;
|
|
int footRBolt;
|
|
int footLBolt;
|
|
int motionBolt;
|
|
|
|
int boltValidityTime;
|
|
} renderInfo_t;
|
|
|
|
// this structure is cleared on each ClientSpawn(),
|
|
// except for 'client->pers' and 'client->sess'
|
|
struct gclient_s {
|
|
// ps MUST be the first element, because the server expects it
|
|
playerState_t ps; // communicated by server to clients
|
|
|
|
// the rest of the structure is private to game
|
|
clientPersistant_t pers;
|
|
clientSession_t sess;
|
|
|
|
saberInfo_t saber[MAX_SABERS];
|
|
void *weaponGhoul2[MAX_SABERS];
|
|
|
|
int tossableItemDebounce;
|
|
|
|
int bodyGrabTime;
|
|
int bodyGrabIndex;
|
|
|
|
int pushEffectTime;
|
|
|
|
int invulnerableTimer;
|
|
|
|
int saberCycleQueue;
|
|
|
|
int legsAnimExecute;
|
|
int torsoAnimExecute;
|
|
qboolean legsLastFlip;
|
|
qboolean torsoLastFlip;
|
|
|
|
qboolean readyToExit; // wishes to leave the intermission
|
|
|
|
qboolean noclip;
|
|
|
|
int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
|
|
// we can't just use pers.lastCommand.time, because
|
|
// of the g_sycronousclients case
|
|
int buttons;
|
|
int oldbuttons;
|
|
int latched_buttons;
|
|
|
|
vec3_t oldOrigin;
|
|
|
|
// sum up damage over an entire frame, so
|
|
// shotgun blasts give a single big kick
|
|
int damage_armor; // damage absorbed by armor
|
|
int damage_blood; // damage taken out of health
|
|
int damage_knockback; // impact damage
|
|
vec3_t damage_from; // origin for vector calculation
|
|
qboolean damage_fromWorld; // if true, don't use the damage_from vector
|
|
|
|
int damageBoxHandle_Head; //entity number of head damage box
|
|
int damageBoxHandle_RLeg; //entity number of right leg damage box
|
|
int damageBoxHandle_LLeg; //entity number of left leg damage box
|
|
|
|
int accurateCount; // for "impressive" reward sound
|
|
|
|
int accuracy_shots; // total number of shots
|
|
int accuracy_hits; // total number of hits
|
|
|
|
//
|
|
int lastkilled_client; // last client that this client killed
|
|
int lasthurt_client; // last client that damaged this client
|
|
int lasthurt_mod; // type of damage the client did
|
|
|
|
// timers
|
|
int respawnTime; // can respawn when time > this, force after g_forcerespwan
|
|
int inactivityTime; // kick players when time > this
|
|
qboolean inactivityWarning; // qtrue if the five seoond warning has been given
|
|
int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this
|
|
|
|
int airOutTime;
|
|
|
|
int lastKillTime; // for multiple kill rewards
|
|
|
|
qboolean fireHeld; // used for hook
|
|
gentity_t *hook; // grapple hook if out
|
|
|
|
int switchTeamTime; // time the player switched teams
|
|
|
|
int switchDuelTeamTime; // time the player switched duel teams
|
|
|
|
int switchClassTime; // class changed debounce timer
|
|
|
|
// timeResidual is used to handle events that happen every second
|
|
// like health / armor countdowns and regeneration
|
|
int timeResidual;
|
|
|
|
char *areabits;
|
|
|
|
int g2LastSurfaceHit; //index of surface hit during the most recent ghoul2 collision performed on this client.
|
|
int g2LastSurfaceTime; //time when the surface index was set (to make sure it's up to date)
|
|
|
|
int corrTime;
|
|
|
|
vec3_t lastHeadAngles;
|
|
int lookTime;
|
|
|
|
int brokenLimbs;
|
|
|
|
qboolean noCorpse; //don't leave a corpse on respawn this time.
|
|
|
|
int jetPackTime;
|
|
|
|
qboolean jetPackOn;
|
|
int jetPackToggleTime;
|
|
int jetPackDebRecharge;
|
|
int jetPackDebReduce;
|
|
|
|
int cloakToggleTime;
|
|
int cloakDebRecharge;
|
|
int cloakDebReduce;
|
|
|
|
int saberStoredIndex; //stores saberEntityNum from playerstate for when it's set to 0 (indicating saber was knocked out of the air)
|
|
|
|
int saberKnockedTime; //if saber gets knocked away, can't pull it back until this value is < level.time
|
|
|
|
vec3_t olderSaberBase; //Set before lastSaberBase_Always, to whatever lastSaberBase_Always was previously
|
|
qboolean olderIsValid; //is it valid?
|
|
|
|
vec3_t lastSaberDir_Always; //every getboltmatrix, set to saber dir
|
|
vec3_t lastSaberBase_Always; //every getboltmatrix, set to saber base
|
|
int lastSaberStorageTime; //server time that the above two values were updated (for making sure they aren't out of date)
|
|
|
|
qboolean hasCurrentPosition; //are lastSaberTip and lastSaberBase valid?
|
|
|
|
int dangerTime; // level.time when last attack occured
|
|
|
|
int idleTime; //keep track of when to play an idle anim on the client.
|
|
|
|
int idleHealth; //stop idling if health decreases
|
|
vec3_t idleViewAngles; //stop idling if viewangles change
|
|
|
|
int forcePowerSoundDebounce; //if > level.time, don't do certain sound events again (drain sound, absorb sound, etc)
|
|
|
|
char modelname[MAX_QPATH];
|
|
|
|
qboolean fjDidJump;
|
|
|
|
qboolean ikStatus;
|
|
|
|
int throwingIndex;
|
|
int beingThrown;
|
|
int doingThrow;
|
|
|
|
float hiddenDist;//How close ents have to be to pick you up as an enemy
|
|
vec3_t hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden)
|
|
|
|
renderInfo_t renderInfo;
|
|
|
|
//mostly NPC stuff:
|
|
npcteam_t playerTeam;
|
|
npcteam_t enemyTeam;
|
|
char *squadname;
|
|
gentity_t *team_leader;
|
|
gentity_t *leader;
|
|
gentity_t *follower;
|
|
int numFollowers;
|
|
gentity_t *formationGoal;
|
|
int nextFormGoal;
|
|
class_t NPC_class;
|
|
|
|
vec3_t pushVec;
|
|
int pushVecTime;
|
|
|
|
int siegeClass;
|
|
int holdingObjectiveItem;
|
|
|
|
//time values for when being healed/supplied by supplier class
|
|
int isMedHealed;
|
|
int isMedSupplied;
|
|
|
|
//seperate debounce time for refilling someone's ammo as a supplier
|
|
int medSupplyDebounce;
|
|
|
|
//used in conjunction with ps.hackingTime
|
|
int isHacking;
|
|
vec3_t hackingAngles;
|
|
|
|
//debounce time for sending extended siege data to certain classes
|
|
int siegeEDataSend;
|
|
|
|
int ewebIndex; //index of e-web gun if spawned
|
|
int ewebTime; //e-web use debounce
|
|
int ewebHealth; //health of e-web (to keep track between deployments)
|
|
|
|
int inSpaceIndex; //ent index of space trigger if inside one
|
|
int inSpaceSuffocation; //suffocation timer
|
|
|
|
int tempSpectate; //time to force spectator mode
|
|
|
|
//keep track of last person kicked and the time so we don't hit multiple times per kick
|
|
int jediKickIndex;
|
|
int jediKickTime;
|
|
|
|
//special moves (designed for kyle boss npc, but useable by players in mp)
|
|
int grappleIndex;
|
|
int grappleState;
|
|
|
|
int solidHack;
|
|
|
|
int noLightningTime;
|
|
|
|
unsigned mGameFlags;
|
|
|
|
//fallen duelist
|
|
qboolean iAmALoser;
|
|
|
|
int lastGenCmd;
|
|
int lastGenCmdTime;
|
|
|
|
struct force {
|
|
int regenDebounce;
|
|
int drainDebounce;
|
|
int lightningDebounce;
|
|
} force;
|
|
};
|
|
|
|
//Interest points
|
|
|
|
#define MAX_INTEREST_POINTS 64
|
|
|
|
typedef struct
|
|
{
|
|
vec3_t origin;
|
|
char *target;
|
|
} interestPoint_t;
|
|
|
|
//Combat points
|
|
|
|
#define MAX_COMBAT_POINTS 512
|
|
|
|
typedef struct
|
|
{
|
|
vec3_t origin;
|
|
int flags;
|
|
// char *NPC_targetname;
|
|
// team_t team;
|
|
qboolean occupied;
|
|
int waypoint;
|
|
int dangerTime;
|
|
} combatPoint_t;
|
|
|
|
// Alert events
|
|
|
|
#define MAX_ALERT_EVENTS 32
|
|
|
|
typedef enum
|
|
{
|
|
AET_SIGHT,
|
|
AET_SOUND,
|
|
} alertEventType_e;
|
|
|
|
typedef enum
|
|
{
|
|
AEL_MINOR, //Enemy responds to the sound, but only by looking
|
|
AEL_SUSPICIOUS, //Enemy looks at the sound, and will also investigate it
|
|
AEL_DISCOVERED, //Enemy knows the player is around, and will actively hunt
|
|
AEL_DANGER, //Enemy should try to find cover
|
|
AEL_DANGER_GREAT, //Enemy should run like hell!
|
|
} alertEventLevel_e;
|
|
|
|
typedef struct alertEvent_s
|
|
{
|
|
vec3_t position; //Where the event is located
|
|
float radius; //Consideration radius
|
|
alertEventLevel_e level; //Priority level of the event
|
|
alertEventType_e type; //Event type (sound,sight)
|
|
gentity_t *owner; //Who made the sound
|
|
float light; //ambient light level at point
|
|
float addLight; //additional light- makes it more noticable, even in darkness
|
|
int ID; //unique... if get a ridiculous number, this will repeat, but should not be a problem as it's just comparing it to your lastAlertID
|
|
int timestamp; //when it was created
|
|
} alertEvent_t;
|
|
|
|
//
|
|
// this structure is cleared as each map is entered
|
|
//
|
|
typedef struct waypointData_s {
|
|
char targetname[MAX_QPATH];
|
|
char target[MAX_QPATH];
|
|
char target2[MAX_QPATH];
|
|
char target3[MAX_QPATH];
|
|
char target4[MAX_QPATH];
|
|
int nodeID;
|
|
} waypointData_t;
|
|
|
|
typedef struct {
|
|
char message[MAX_SPAWN_VARS_CHARS];
|
|
int count;
|
|
int cs_index;
|
|
vec3_t origin;
|
|
} locationData_t;
|
|
|
|
typedef struct level_locals_s {
|
|
struct gclient_s *clients; // [maxclients]
|
|
|
|
struct gentity_s *gentities;
|
|
int gentitySize;
|
|
int num_entities; // current number, <= MAX_GENTITIES
|
|
|
|
int warmupTime; // restart match at this time
|
|
|
|
fileHandle_t logFile;
|
|
|
|
// store latched cvars here that we want to get at often
|
|
int maxclients;
|
|
|
|
int framenum;
|
|
int time; // in msec
|
|
int previousTime; // so movers can back up when blocked
|
|
|
|
int startTime; // level.time the map was started
|
|
|
|
int teamScores[TEAM_NUM_TEAMS];
|
|
int lastTeamLocationTime; // last time of client team location update
|
|
|
|
qboolean newSession; // don't use any old session data, because
|
|
// we changed gametype
|
|
|
|
qboolean restarted; // waiting for a map_restart to fire
|
|
|
|
int numConnectedClients;
|
|
int numNonSpectatorClients; // includes connecting clients
|
|
int numPlayingClients; // connected, non-spectators
|
|
int sortedClients[MAX_CLIENTS]; // sorted by score
|
|
int follow1, follow2; // clientNums for auto-follow spectators
|
|
|
|
int snd_fry; // sound index for standing in lava
|
|
|
|
int snd_hack; //hacking loop sound
|
|
int snd_medHealed; //being healed by supply class
|
|
int snd_medSupplied; //being supplied by supply class
|
|
|
|
// voting state
|
|
char voteString[MAX_STRING_CHARS];
|
|
char voteStringClean[MAX_STRING_CHARS];
|
|
char voteDisplayString[MAX_STRING_CHARS];
|
|
int voteTime; // level.time vote was called
|
|
int voteExecuteTime; // time the vote is executed
|
|
int voteExecuteDelay; // set per-vote
|
|
int voteYes;
|
|
int voteNo;
|
|
int numVotingClients; // set by CalculateRanks
|
|
|
|
qboolean votingGametype;
|
|
int votingGametypeTo;
|
|
|
|
// team voting state
|
|
char teamVoteString[2][MAX_STRING_CHARS];
|
|
char teamVoteStringClean[2][MAX_STRING_CHARS];
|
|
char teamVoteDisplayString[2][MAX_STRING_CHARS];
|
|
int teamVoteTime[2]; // level.time vote was called
|
|
int teamVoteExecuteTime[2]; // time the vote is executed
|
|
int teamVoteYes[2];
|
|
int teamVoteNo[2];
|
|
int numteamVotingClients[2];// set by CalculateRanks
|
|
|
|
// spawn variables
|
|
qboolean spawning; // the G_Spawn*() functions are valid
|
|
int numSpawnVars;
|
|
char *spawnVars[MAX_SPAWN_VARS][2]; // key / value pairs
|
|
int numSpawnVarChars;
|
|
char spawnVarChars[MAX_SPAWN_VARS_CHARS];
|
|
|
|
// intermission state
|
|
int intermissionQueued; // intermission was qualified, but
|
|
// wait INTERMISSION_DELAY_TIME before
|
|
// actually going there so the last
|
|
// frag can be watched. Disable future
|
|
// kills during this delay
|
|
int intermissiontime; // time the intermission was started
|
|
char *changemap;
|
|
qboolean readyToExit; // at least one client wants to exit
|
|
int exitTime;
|
|
vec3_t intermission_origin; // also used for spectator spawns
|
|
vec3_t intermission_angle;
|
|
|
|
int bodyQueIndex; // dead bodies
|
|
gentity_t *bodyQue[BODY_QUEUE_SIZE];
|
|
int portalSequence;
|
|
|
|
alertEvent_t alertEvents[ MAX_ALERT_EVENTS ];
|
|
int numAlertEvents;
|
|
int curAlertID;
|
|
|
|
AIGroupInfo_t groups[MAX_FRAME_GROUPS];
|
|
|
|
//Interest points- squadmates automatically look at these if standing around and close to them
|
|
interestPoint_t interestPoints[MAX_INTEREST_POINTS];
|
|
int numInterestPoints;
|
|
|
|
//Combat points- NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point
|
|
combatPoint_t combatPoints[MAX_COMBAT_POINTS];
|
|
int numCombatPoints;
|
|
|
|
//rwwRMG - added:
|
|
int mNumBSPInstances;
|
|
int mBSPInstanceDepth;
|
|
vec3_t mOriginAdjust;
|
|
float mRotationAdjust;
|
|
char *mTargetAdjust;
|
|
|
|
char mTeamFilter[MAX_QPATH];
|
|
|
|
struct {
|
|
fileHandle_t log;
|
|
} security;
|
|
|
|
struct {
|
|
int num;
|
|
char *infos[MAX_BOTS];
|
|
} bots;
|
|
|
|
struct {
|
|
int num;
|
|
char *infos[MAX_ARENAS];
|
|
} arenas;
|
|
|
|
struct {
|
|
int num;
|
|
qboolean linked;
|
|
locationData_t data[MAX_LOCATIONS];
|
|
} locations;
|
|
|
|
gametype_t gametype;
|
|
char mapname[MAX_QPATH];
|
|
char rawmapname[MAX_QPATH];
|
|
} level_locals_t;
|
|
|
|
|
|
//
|
|
// g_spawn.c
|
|
//
|
|
qboolean G_SpawnString( const char *key, const char *defaultString, char **out );
|
|
// spawn string returns a temporary reference, you must CopyString() if you want to keep it
|
|
qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out );
|
|
qboolean G_SpawnInt( const char *key, const char *defaultString, int *out );
|
|
qboolean G_SpawnVector( const char *key, const char *defaultString, float *out );
|
|
qboolean G_SpawnBoolean( const char *key, const char *defaultString, qboolean *out );
|
|
void G_SpawnEntitiesFromString( qboolean inSubBSP );
|
|
char *G_NewString( const char *string );
|
|
|
|
//
|
|
// g_cmds.c
|
|
//
|
|
void Cmd_Score_f (gentity_t *ent);
|
|
void StopFollowing( gentity_t *ent );
|
|
void BroadcastTeamChange( gclient_t *client, int oldTeam );
|
|
void SetTeam( gentity_t *ent, char *s );
|
|
void Cmd_FollowCycle_f( gentity_t *ent, int dir );
|
|
void Cmd_SaberAttackCycle_f(gentity_t *ent);
|
|
int G_ItemUsable(playerState_t *ps, int forcedUse);
|
|
void Cmd_ToggleSaber_f(gentity_t *ent);
|
|
void Cmd_EngageDuel_f(gentity_t *ent);
|
|
|
|
//
|
|
// g_items.c
|
|
//
|
|
void ItemUse_Binoculars(gentity_t *ent);
|
|
void ItemUse_Shield(gentity_t *ent);
|
|
void ItemUse_Sentry(gentity_t *ent);
|
|
|
|
void Jetpack_Off(gentity_t *ent);
|
|
void Jetpack_On(gentity_t *ent);
|
|
void ItemUse_Jetpack(gentity_t *ent);
|
|
void ItemUse_UseCloak( gentity_t *ent );
|
|
void ItemUse_UseDisp(gentity_t *ent, int type);
|
|
void ItemUse_UseEWeb(gentity_t *ent);
|
|
void G_PrecacheDispensers(void);
|
|
|
|
void ItemUse_Seeker(gentity_t *ent);
|
|
void ItemUse_MedPack(gentity_t *ent);
|
|
void ItemUse_MedPack_Big(gentity_t *ent);
|
|
|
|
void G_CheckTeamItems( void );
|
|
void G_RunItem( gentity_t *ent );
|
|
void RespawnItem( gentity_t *ent );
|
|
|
|
gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle );
|
|
gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity );
|
|
void G_SpawnItem (gentity_t *ent, gitem_t *item);
|
|
void FinishSpawningItem( gentity_t *ent );
|
|
void Add_Ammo (gentity_t *ent, int weapon, int count);
|
|
void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace);
|
|
|
|
void ClearRegisteredItems( void );
|
|
void RegisterItem( gitem_t *item );
|
|
void SaveRegisteredItems( void );
|
|
|
|
//
|
|
// g_utils.c
|
|
//
|
|
int G_ModelIndex( const char *name );
|
|
int G_SoundIndex( const char *name );
|
|
int G_SoundSetIndex(const char *name);
|
|
int G_EffectIndex( const char *name );
|
|
int G_BSPIndex( const char *name );
|
|
int G_IconIndex( const char* name );
|
|
|
|
qboolean G_PlayerHasCustomSkeleton(gentity_t *ent);
|
|
|
|
void G_TeamCommand( team_t team, char *cmd );
|
|
void G_ScaleNetHealth(gentity_t *self);
|
|
void G_KillBox (gentity_t *ent);
|
|
gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
|
|
int G_RadiusList ( vec3_t origin, float radius, gentity_t *ignore, qboolean takeDamage, gentity_t *ent_list[MAX_GENTITIES]);
|
|
|
|
void G_Throw( gentity_t *targ, vec3_t newDir, float push );
|
|
|
|
void G_FreeFakeClient(gclient_t **cl);
|
|
void G_CreateFakeClient(int entNum, gclient_t **cl);
|
|
void G_CleanAllFakeClients(void);
|
|
|
|
void G_SetAnim(gentity_t *ent, usercmd_t *ucmd, int setAnimParts, int anim, int setAnimFlags, int blendTime);
|
|
gentity_t *G_PickTarget (char *targetname);
|
|
void GlobalUse(gentity_t *self, gentity_t *other, gentity_t *activator);
|
|
void G_UseTargets2( gentity_t *ent, gentity_t *activator, const char *string );
|
|
void G_UseTargets (gentity_t *ent, gentity_t *activator);
|
|
void G_SetMovedir ( vec3_t angles, vec3_t movedir);
|
|
void G_SetAngles( gentity_t *ent, vec3_t angles );
|
|
|
|
void G_InitGentity( gentity_t *e );
|
|
gentity_t *G_Spawn (void);
|
|
gentity_t *G_TempEntity( vec3_t origin, int event );
|
|
gentity_t *G_PlayEffect(int fxID, vec3_t org, vec3_t ang);
|
|
gentity_t *G_PlayEffectID(const int fxID, vec3_t org, vec3_t ang);
|
|
gentity_t *G_ScreenShake(vec3_t org, gentity_t *target, float intensity, int duration, qboolean global);
|
|
void G_MuteSound( int entnum, int channel );
|
|
void G_Sound( gentity_t *ent, int channel, int soundIndex );
|
|
void G_SoundAtLoc( vec3_t loc, int channel, int soundIndex );
|
|
void G_EntitySound( gentity_t *ent, int channel, int soundIndex );
|
|
void TryUse( gentity_t *ent );
|
|
void G_SendG2KillQueue(void);
|
|
void G_KillG2Queue(int entNum);
|
|
void G_FreeEntity( gentity_t *e );
|
|
qboolean G_EntitiesFree( void );
|
|
|
|
qboolean G_ActivateBehavior (gentity_t *self, int bset );
|
|
|
|
void G_TouchTriggers (gentity_t *ent);
|
|
void G_TouchSolids (gentity_t *ent);
|
|
void GetAnglesForDirection( const vec3_t p1, const vec3_t p2, vec3_t out );
|
|
|
|
//
|
|
// g_object.c
|
|
//
|
|
|
|
extern void G_RunObject ( gentity_t *ent );
|
|
|
|
|
|
float *tv (float x, float y, float z);
|
|
char *vtos( const vec3_t v );
|
|
|
|
void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm );
|
|
void G_AddEvent( gentity_t *ent, int event, int eventParm );
|
|
void G_SetOrigin( gentity_t *ent, vec3_t origin );
|
|
qboolean G_CheckInSolid (gentity_t *self, qboolean fix);
|
|
void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
|
|
const char *BuildShaderStateConfig(void);
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
int G_BoneIndex( const char *name );
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
//
|
|
// g_combat.c
|
|
//
|
|
qboolean CanDamage (gentity_t *targ, vec3_t origin);
|
|
void G_Damage (gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod);
|
|
qboolean G_RadiusDamage (vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, gentity_t *missile, int mod);
|
|
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
|
|
void TossClientWeapon(gentity_t *self, vec3_t direction, float speed);
|
|
void TossClientItems( gentity_t *self );
|
|
void TossClientCubes( gentity_t *self );
|
|
void ExplodeDeath( gentity_t *self );
|
|
void G_CheckForDismemberment(gentity_t *ent, gentity_t *enemy, vec3_t point, int damage, int deathAnim, qboolean postDeath);
|
|
extern int gGAvoidDismember;
|
|
|
|
|
|
// damage flags
|
|
#define DAMAGE_NORMAL 0x00000000 // No flags set.
|
|
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
|
|
#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
|
|
#define DAMAGE_NO_KNOCKBACK 0x00000004 // do not affect velocity, just view angles
|
|
#define DAMAGE_NO_PROTECTION 0x00000008 // armor, shields, invulnerability, and godmode have no effect
|
|
#define DAMAGE_NO_TEAM_PROTECTION 0x00000010 // armor, shields, invulnerability, and godmode have no effect
|
|
//JK2 flags
|
|
#define DAMAGE_EXTRA_KNOCKBACK 0x00000040 // add extra knockback to this damage
|
|
#define DAMAGE_DEATH_KNOCKBACK 0x00000080 // only does knockback on death of target
|
|
#define DAMAGE_IGNORE_TEAM 0x00000100 // damage is always done, regardless of teams
|
|
#define DAMAGE_NO_DAMAGE 0x00000200 // do no actual damage but react as if damage was taken
|
|
#define DAMAGE_HALF_ABSORB 0x00000400 // half shields, half health
|
|
#define DAMAGE_HALF_ARMOR_REDUCTION 0x00000800 // This damage doesn't whittle down armor as efficiently.
|
|
#define DAMAGE_HEAVY_WEAP_CLASS 0x00001000 // Heavy damage
|
|
#define DAMAGE_NO_HIT_LOC 0x00002000 // No hit location
|
|
#define DAMAGE_NO_SELF_PROTECTION 0x00004000 // Dont apply half damage to self attacks
|
|
#define DAMAGE_NO_DISMEMBER 0x00008000 // Dont do dismemberment
|
|
#define DAMAGE_SABER_KNOCKBACK1 0x00010000 // Check the attacker's first saber for a knockbackScale
|
|
#define DAMAGE_SABER_KNOCKBACK2 0x00020000 // Check the attacker's second saber for a knockbackScale
|
|
#define DAMAGE_SABER_KNOCKBACK1_B2 0x00040000 // Check the attacker's first saber for a knockbackScale2
|
|
#define DAMAGE_SABER_KNOCKBACK2_B2 0x00080000 // Check the attacker's second saber for a knockbackScale2
|
|
//
|
|
// g_exphysics.c
|
|
//
|
|
void G_RunExPhys(gentity_t *ent, float gravity, float mass, float bounce, qboolean autoKill, int *g2Bolts, int numG2Bolts);
|
|
|
|
//
|
|
// g_missile.c
|
|
//
|
|
void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward );
|
|
|
|
void G_RunMissile( gentity_t *ent );
|
|
|
|
gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life,
|
|
gentity_t *owner, qboolean altFire);
|
|
void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout );
|
|
void G_ExplodeMissile( gentity_t *ent );
|
|
|
|
void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire );
|
|
|
|
|
|
//
|
|
// g_mover.c
|
|
//
|
|
extern int BMS_START;
|
|
extern int BMS_MID;
|
|
extern int BMS_END;
|
|
|
|
#define SPF_BUTTON_USABLE 1
|
|
#define SPF_BUTTON_FPUSHABLE 2
|
|
void G_PlayDoorLoopSound( gentity_t *ent );
|
|
void G_PlayDoorSound( gentity_t *ent, int type );
|
|
void G_RunMover( gentity_t *ent );
|
|
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );
|
|
|
|
//
|
|
// g_trigger.c
|
|
//
|
|
void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace );
|
|
|
|
|
|
//
|
|
// g_misc.c
|
|
//
|
|
#define MAX_REFNAME 32
|
|
#define START_TIME_LINK_ENTS FRAMETIME*1
|
|
|
|
#define RTF_NONE 0
|
|
#define RTF_NAVGOAL 0x00000001
|
|
|
|
typedef struct reference_tag_s
|
|
{
|
|
char name[MAX_REFNAME];
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
int flags; //Just in case
|
|
int radius; //For nav goals
|
|
qboolean inuse;
|
|
} reference_tag_t;
|
|
|
|
void TAG_Init( void );
|
|
reference_tag_t *TAG_Find( const char *owner, const char *name );
|
|
reference_tag_t *TAG_Add( const char *name, const char *owner, vec3_t origin, vec3_t angles, int radius, int flags );
|
|
int TAG_GetOrigin( const char *owner, const char *name, vec3_t origin );
|
|
int TAG_GetOrigin2( const char *owner, const char *name, vec3_t origin );
|
|
int TAG_GetAngles( const char *owner, const char *name, vec3_t angles );
|
|
int TAG_GetRadius( const char *owner, const char *name );
|
|
int TAG_GetFlags( const char *owner, const char *name );
|
|
|
|
void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
|
|
|
|
//
|
|
// g_weapon.c
|
|
//
|
|
void WP_FireTurretMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod, gentity_t *ignore );
|
|
void WP_FireGenericBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod );
|
|
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
|
|
void CalcMuzzlePoint ( gentity_t *ent, const vec3_t inForward, const vec3_t inRight, const vec3_t inUp, vec3_t muzzlePoint );
|
|
void SnapVectorTowards( vec3_t v, vec3_t to );
|
|
qboolean CheckGauntletAttack( gentity_t *ent );
|
|
|
|
|
|
//
|
|
// g_client.c
|
|
//
|
|
int TeamCount( int ignoreClientNum, team_t team );
|
|
int TeamLeader( int team );
|
|
team_t PickTeam( int ignoreClientNum );
|
|
void SetClientViewAngle( gentity_t *ent, vec3_t angle );
|
|
gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles, team_t team, qboolean isbot );
|
|
void MaintainBodyQueue(gentity_t *ent);
|
|
void ClientRespawn (gentity_t *ent);
|
|
void BeginIntermission (void);
|
|
void InitBodyQue (void);
|
|
void ClientSpawn( gentity_t *ent );
|
|
void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
|
|
void AddScore( gentity_t *ent, vec3_t origin, int score );
|
|
void CalculateRanks( void );
|
|
qboolean SpotWouldTelefrag( gentity_t *spot );
|
|
|
|
extern gentity_t *gJMSaberEnt;
|
|
|
|
//
|
|
// g_svcmds.c
|
|
//
|
|
qboolean ConsoleCommand( void );
|
|
void G_ProcessIPBans(void);
|
|
qboolean G_FilterPacket (char *from);
|
|
|
|
//
|
|
// g_weapon.c
|
|
//
|
|
void FireWeapon( gentity_t *ent, qboolean altFire );
|
|
void BlowDetpacks(gentity_t *ent);
|
|
void RemoveDetpacks(gentity_t *ent);
|
|
|
|
//
|
|
// p_hud.c
|
|
//
|
|
void MoveClientToIntermission (gentity_t *client);
|
|
void G_SetStats (gentity_t *ent);
|
|
void DeathmatchScoreboardMessage (gentity_t *client);
|
|
|
|
//
|
|
// g_cmds.c
|
|
//
|
|
|
|
//
|
|
// g_pweapon.c
|
|
//
|
|
|
|
|
|
//
|
|
// g_main.c
|
|
//
|
|
extern vmCvar_t g_ff_objectives;
|
|
extern qboolean gDoSlowMoDuel;
|
|
extern int gSlowMoDuelTime;
|
|
|
|
void G_PowerDuelCount(int *loners, int *doubles, qboolean countSpec);
|
|
|
|
void FindIntermissionPoint( void );
|
|
void SetLeader(int team, int client);
|
|
void CheckTeamLeader( int team );
|
|
void G_RunThink (gentity_t *ent);
|
|
void AddTournamentQueue(gclient_t *client);
|
|
void QDECL G_LogPrintf( const char *fmt, ... );
|
|
void QDECL G_SecurityLogPrintf( const char *fmt, ... );
|
|
void SendScoreboardMessageToAllClients( void );
|
|
const char *G_GetStringEdString(char *refSection, char *refName);
|
|
|
|
//
|
|
// g_client.c
|
|
//
|
|
char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot );
|
|
qboolean ClientUserinfoChanged( int clientNum );
|
|
void ClientDisconnect( int clientNum );
|
|
void ClientBegin( int clientNum, qboolean allowTeamReset );
|
|
void G_BreakArm(gentity_t *ent, int arm);
|
|
void G_UpdateClientAnims(gentity_t *self, float animSpeedScale);
|
|
void ClientCommand( int clientNum );
|
|
void G_ClearVote( gentity_t *ent );
|
|
void G_ClearTeamVote( gentity_t *ent, int team );
|
|
|
|
//
|
|
// g_active.c
|
|
//
|
|
void G_CheckClientTimeouts ( gentity_t *ent );
|
|
void ClientThink ( int clientNum, usercmd_t *ucmd );
|
|
void ClientEndFrame ( gentity_t *ent );
|
|
void G_RunClient ( gentity_t *ent );
|
|
|
|
//
|
|
// g_team.c
|
|
//
|
|
qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
|
|
void Team_CheckDroppedItem( gentity_t *dropped );
|
|
|
|
//
|
|
// g_mem.c
|
|
//
|
|
void *G_Alloc( int size );
|
|
void G_InitMemory( void );
|
|
void Svcmd_GameMem_f( void );
|
|
|
|
//
|
|
// g_session.c
|
|
//
|
|
void G_ReadSessionData( gclient_t *client );
|
|
void G_InitSessionData( gclient_t *client, char *userinfo, qboolean isBot );
|
|
|
|
void G_InitWorldSession( void );
|
|
void G_WriteSessionData( void );
|
|
|
|
//
|
|
// NPC_senses.cpp
|
|
//
|
|
extern void AddSightEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, float addLight ); //addLight = 0.0f
|
|
extern void AddSoundEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, qboolean needLOS ); //needLOS = qfalse
|
|
extern qboolean G_CheckForDanger( gentity_t *self, int alertEvent );
|
|
extern int G_CheckAlertEvents( gentity_t *self, qboolean checkSight, qboolean checkSound, float maxSeeDist, float maxHearDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel ); //ignoreAlert = -1, mustHaveOwner = qfalse, minAlertLevel = AEL_MINOR
|
|
extern qboolean G_CheckForDanger( gentity_t *self, int alertEvent );
|
|
extern qboolean G_ClearLOS( gentity_t *self, const vec3_t start, const vec3_t end );
|
|
extern qboolean G_ClearLOS2( gentity_t *self, gentity_t *ent, const vec3_t end );
|
|
extern qboolean G_ClearLOS3( gentity_t *self, const vec3_t start, gentity_t *ent );
|
|
extern qboolean G_ClearLOS4( gentity_t *self, gentity_t *ent );
|
|
extern qboolean G_ClearLOS5( gentity_t *self, const vec3_t end );
|
|
|
|
//
|
|
// g_bot.c
|
|
//
|
|
void G_InitBots( void );
|
|
char *G_GetBotInfoByNumber( int num );
|
|
char *G_GetBotInfoByName( const char *name );
|
|
void G_CheckBotSpawn( void );
|
|
void G_RemoveQueuedBotBegin( int clientNum );
|
|
qboolean G_BotConnect( int clientNum, qboolean restart );
|
|
void Svcmd_AddBot_f( void );
|
|
void Svcmd_BotList_f( void );
|
|
void BotInterbreedEndMatch( void );
|
|
qboolean G_DoesMapSupportGametype(const char *mapname, int gametype);
|
|
const char *G_RefreshNextMap(int gametype, qboolean forced);
|
|
void G_LoadArenas( void );
|
|
|
|
// w_force.c / w_saber.c
|
|
gentity_t *G_PreDefSound(vec3_t org, int pdSound);
|
|
qboolean HasSetSaberOnly(void);
|
|
void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower );
|
|
void WP_SaberPositionUpdate( gentity_t *self, usercmd_t *ucmd );
|
|
int WP_SaberCanBlock(gentity_t *self, vec3_t point, int dflags, int mod, qboolean projectile, int attackStr);
|
|
void WP_SaberInitBladeData( gentity_t *ent );
|
|
void WP_InitForcePowers( gentity_t *ent );
|
|
void WP_SpawnInitForcePowers( gentity_t *ent );
|
|
void WP_ForcePowersUpdate( gentity_t *self, usercmd_t *ucmd );
|
|
int ForcePowerUsableOn(gentity_t *attacker, gentity_t *other, forcePowers_t forcePower);
|
|
void ForceHeal( gentity_t *self );
|
|
void ForceSpeed( gentity_t *self, int forceDuration );
|
|
void ForceRage( gentity_t *self );
|
|
void ForceGrip( gentity_t *self );
|
|
void ForceProtect( gentity_t *self );
|
|
void ForceAbsorb( gentity_t *self );
|
|
void ForceTeamHeal( gentity_t *self );
|
|
void ForceTeamForceReplenish( gentity_t *self );
|
|
void ForceSeeing( gentity_t *self );
|
|
void ForceThrow( gentity_t *self, qboolean pull );
|
|
void ForceTelepathy(gentity_t *self);
|
|
qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc );
|
|
|
|
// g_log.c
|
|
void QDECL G_LogWeaponPickup(int client, int weaponid);
|
|
void QDECL G_LogWeaponFire(int client, int weaponid);
|
|
void QDECL G_LogWeaponDamage(int client, int mod, int amount);
|
|
void QDECL G_LogWeaponKill(int client, int mod);
|
|
void QDECL G_LogWeaponDeath(int client, int weaponid);
|
|
void QDECL G_LogWeaponFrag(int attacker, int deadguy);
|
|
void QDECL G_LogWeaponPowerup(int client, int powerupid);
|
|
void QDECL G_LogWeaponItem(int client, int itemid);
|
|
void QDECL G_LogWeaponInit(void);
|
|
void QDECL G_LogWeaponOutput(void);
|
|
void QDECL G_LogExit( const char *string );
|
|
void QDECL G_ClearClientLog(int client);
|
|
|
|
// g_siege.c
|
|
void InitSiegeMode(void);
|
|
void G_SiegeClientExData(gentity_t *msgTarg);
|
|
|
|
// g_timer
|
|
//Timing information
|
|
void TIMER_Clear( void );
|
|
void TIMER_Clear2( gentity_t *ent );
|
|
void TIMER_Set( gentity_t *ent, const char *identifier, int duration );
|
|
int TIMER_Get( gentity_t *ent, const char *identifier );
|
|
qboolean TIMER_Done( gentity_t *ent, const char *identifier );
|
|
qboolean TIMER_Start( gentity_t *self, const char *identifier, int duration );
|
|
qboolean TIMER_Done2( gentity_t *ent, const char *identifier, qboolean remove );
|
|
qboolean TIMER_Exists( gentity_t *ent, const char *identifier );
|
|
void TIMER_Remove( gentity_t *ent, const char *identifier );
|
|
|
|
float NPC_GetHFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float hFOV );
|
|
float NPC_GetVFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float vFOV );
|
|
|
|
|
|
extern void G_SetEnemy (gentity_t *self, gentity_t *enemy);
|
|
qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold );
|
|
|
|
// ai_main.c
|
|
#define MAX_FILEPATH 144
|
|
|
|
int OrgVisible ( vec3_t org1, vec3_t org2, int ignore);
|
|
void BotOrder ( gentity_t *ent, int clientnum, int ordernum);
|
|
int InFieldOfVision ( vec3_t viewangles, float fov, vec3_t angles);
|
|
|
|
// ai_util.c
|
|
void B_InitAlloc(void);
|
|
void B_CleanupAlloc(void);
|
|
|
|
//bot settings
|
|
typedef struct bot_settings_s
|
|
{
|
|
char personalityfile[MAX_FILEPATH];
|
|
float skill;
|
|
char team[MAX_FILEPATH];
|
|
} bot_settings_t;
|
|
|
|
int BotAISetup( int restart );
|
|
int BotAIShutdown( int restart );
|
|
int BotAILoadMap( int restart );
|
|
int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart);
|
|
int BotAIShutdownClient( int client, qboolean restart );
|
|
int BotAIStartFrame( int time );
|
|
|
|
#include "g_team.h" // teamplay specific stuff
|
|
|
|
|
|
extern level_locals_t level;
|
|
extern gentity_t g_entities[MAX_GENTITIES];
|
|
|
|
#define FOFS(x) offsetof(gentity_t, x)
|
|
|
|
// userinfo validation bitflags
|
|
// default is all except extended ascii
|
|
// numUserinfoFields + USERINFO_VALIDATION_MAX should not exceed 31
|
|
typedef enum userinfoValidationBits_e {
|
|
// validation & (1<<(numUserinfoFields+USERINFO_VALIDATION_BLAH))
|
|
USERINFO_VALIDATION_SIZE=0,
|
|
USERINFO_VALIDATION_SLASH,
|
|
USERINFO_VALIDATION_EXTASCII,
|
|
USERINFO_VALIDATION_CONTROLCHARS,
|
|
USERINFO_VALIDATION_MAX
|
|
} userinfoValidationBits_t;
|
|
|
|
void Svcmd_ToggleUserinfoValidation_f( void );
|
|
void Svcmd_ToggleAllowVote_f( void );
|
|
|
|
// g_cvar.c
|
|
#define XCVAR_PROTO
|
|
#include "g_xcvar.h"
|
|
#undef XCVAR_PROTO
|
|
void G_RegisterCvars( void );
|
|
void G_UpdateCvars( void );
|
|
|
|
extern gameImport_t *trap;
|