mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
1755 lines
56 KiB
C++
1755 lines
56 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#ifndef __G_SHARED_H__
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#define __G_SHARED_H__
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#include "bg_public.h"
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#include "g_public.h"
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#include "b_public.h"
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#include "../icarus/StdAfx.h" //need stl
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#include "../rd-common/tr_types.h"
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#include "../cgame/cg_public.h"
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#include "g_vehicles.h"
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#include "hitlocs.h"
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#include "bset.h"
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#define FOFS(x) offsetof(gentity_t, x)
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typedef enum //# taskID_e
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{
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TID_CHAN_VOICE = 0, // Waiting for a voice sound to complete
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TID_ANIM_UPPER, // Waiting to finish a lower anim holdtime
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TID_ANIM_LOWER, // Waiting to finish a lower anim holdtime
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TID_ANIM_BOTH, // Waiting to finish lower and upper anim holdtimes or normal md3 animating
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TID_MOVE_NAV, // Trying to get to a navgoal or For ET_MOVERS
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TID_ANGLE_FACE, // Turning to an angle or facing
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TID_BSTATE, // Waiting for a certain bState to finish
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TID_LOCATION, // Waiting for ent to enter a specific trigger_location
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// TID_MISSIONSTATUS, // Waiting for player to finish reading MISSION STATUS SCREEN
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TID_RESIZE, // Waiting for clear bbox to inflate size
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TID_SHOOT, // Waiting for fire event
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NUM_TIDS, // for def of taskID array
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} taskID_t;
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typedef enum //# material_e
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{
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MAT_METAL = 0, // scorched blue-grey metal
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MAT_GLASS, // not a real chunk type, just plays an effect with glass sprites
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MAT_ELECTRICAL, // sparks only
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MAT_ELEC_METAL, // sparks/electrical type metal
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MAT_DRK_STONE, // brown
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MAT_LT_STONE, // tan
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MAT_GLASS_METAL,// glass sprites and METAl chunk
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MAT_METAL2, // electrical metal type
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MAT_NONE, // no chunks
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MAT_GREY_STONE, // grey
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MAT_METAL3, // METAL and METAL2 chunks
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MAT_CRATE1, // yellow multi-colored crate chunks
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MAT_GRATE1, // grate chunks
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MAT_ROPE, // for yavin trial...no chunks, just wispy bits
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MAT_CRATE2, // read multi-colored crate chunks
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MAT_WHITE_METAL,// white angular chunks
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NUM_MATERIALS
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} material_t;
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//===From cg_local.h================================================
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#define DEFAULT_HEADMODEL ""
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#define DEFAULT_TORSOMODEL ""
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#define DEFAULT_LEGSMODEL "mouse"
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// each client has an associated clientInfo_t
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// that contains media references necessary to present the
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// client model and other color coded effects
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// this is regenerated each time a userinfo configstring changes
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#define MAX_CUSTOM_BASIC_SOUNDS 14
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#define MAX_CUSTOM_COMBAT_SOUNDS 17
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#define MAX_CUSTOM_EXTRA_SOUNDS 36
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#define MAX_CUSTOM_JEDI_SOUNDS 22
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#define MAX_CUSTOM_SOUNDS (MAX_CUSTOM_JEDI_SOUNDS + MAX_CUSTOM_EXTRA_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS + MAX_CUSTOM_BASIC_SOUNDS)
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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class clientInfo_t
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{
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public:
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qboolean infoValid;
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char name[MAX_QPATH];
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team_t team;
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int score; // updated by score servercmds
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int handicap;
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qhandle_t legsModel;
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qhandle_t legsSkin;
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qhandle_t torsoModel;
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qhandle_t torsoSkin;
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qhandle_t headModel;
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qhandle_t headSkin;
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int animFileIndex;
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sfxHandle_t sounds[MAX_CUSTOM_SOUNDS];
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char *customBasicSoundDir;
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char *customCombatSoundDir;
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char *customExtraSoundDir;
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char *customJediSoundDir;
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void sg_export(
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ojk::SavedGameHelper& saved_game) const
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{
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saved_game.write<int32_t>(infoValid);
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saved_game.write<int8_t>(name);
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saved_game.write<int32_t>(team);
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saved_game.write<int32_t>(score);
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saved_game.write<int32_t>(handicap);
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saved_game.write<int32_t>(legsModel);
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saved_game.write<int32_t>(legsSkin);
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saved_game.write<int32_t>(torsoModel);
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saved_game.write<int32_t>(torsoSkin);
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saved_game.write<int32_t>(headModel);
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saved_game.write<int32_t>(headSkin);
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saved_game.write<int32_t>(animFileIndex);
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saved_game.write<int32_t>(sounds);
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saved_game.write<int32_t>(customBasicSoundDir);
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saved_game.write<int32_t>(customCombatSoundDir);
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saved_game.write<int32_t>(customExtraSoundDir);
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saved_game.write<int32_t>(customJediSoundDir);
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}
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void sg_import(
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ojk::SavedGameHelper& saved_game)
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{
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saved_game.read<int32_t>(infoValid);
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saved_game.read<int8_t>(name);
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saved_game.read<int32_t>(team);
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saved_game.read<int32_t>(score);
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saved_game.read<int32_t>(handicap);
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saved_game.read<int32_t>(legsModel);
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saved_game.read<int32_t>(legsSkin);
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saved_game.read<int32_t>(torsoModel);
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saved_game.read<int32_t>(torsoSkin);
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saved_game.read<int32_t>(headModel);
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saved_game.read<int32_t>(headSkin);
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saved_game.read<int32_t>(animFileIndex);
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saved_game.read<int32_t>(sounds);
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saved_game.read<int32_t>(customBasicSoundDir);
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saved_game.read<int32_t>(customCombatSoundDir);
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saved_game.read<int32_t>(customExtraSoundDir);
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saved_game.read<int32_t>(customJediSoundDir);
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}
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}; // clientInfo_t
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//==================================================================
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typedef enum
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{
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MOVER_POS1,
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MOVER_POS2,
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MOVER_1TO2,
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MOVER_2TO1
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} moverState_t;
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// Rendering information structure
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typedef enum
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{
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MODEL_LEGS = 0,
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MODEL_TORSO,
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MODEL_HEAD,
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MODEL_WEAPON1,
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MODEL_WEAPON2,
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MODEL_WEAPON3,
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MODEL_EXTRA1,
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MODEL_EXTRA2,
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NUM_TARGET_MODELS
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} targetModel_t;
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//renderFlags
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#define RF_LOCKEDANGLE 1
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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class renderInfo_t
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{
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public:
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// Legs model, or full model on one piece entities
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union
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{
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char legsModelName[32]; // -slc[]
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char modelName[32]; // -slc[]
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};
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char torsoModelName[32]; // -slc[]
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char headModelName[32]; // -slc[]
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//In whole degrees, How far to let the different model parts yaw and pitch
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int headYawRangeLeft;
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int headYawRangeRight;
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int headPitchRangeUp;
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int headPitchRangeDown;
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int torsoYawRangeLeft;
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int torsoYawRangeRight;
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int torsoPitchRangeUp;
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int torsoPitchRangeDown;
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int legsFrame;
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int torsoFrame;
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float legsFpsMod;
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float torsoFpsMod;
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//Fields to apply to entire model set, individual model's equivalents will modify this value
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byte customRGBA[4];//Red Green Blue, 0 = don't apply
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//Allow up to 4 PCJ lookup values to be stored here.
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//The resolve to configstrings which contain the name of the
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//desired bone.
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int boneIndex1;
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int boneIndex2;
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int boneIndex3;
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int boneIndex4;
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//packed with x, y, z orientations for bone angles
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int boneOrient;
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//I.. feel bad for doing this, but NPCs really just need to
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//be able to control this sort of thing from the server sometimes.
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//At least it's at the end so this stuff is never going to get sent
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//over for anything that isn't an NPC.
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vec3_t boneAngles1; //angles of boneIndex1
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vec3_t boneAngles2; //angles of boneIndex2
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vec3_t boneAngles3; //angles of boneIndex3
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vec3_t boneAngles4; //angles of boneIndex4
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//RF?
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int renderFlags;
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//
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vec3_t muzzlePoint;
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vec3_t muzzleDir;
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vec3_t muzzlePointOld;
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vec3_t muzzleDirOld;
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//vec3_t muzzlePointNext; // Muzzle point one server frame in the future!
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//vec3_t muzzleDirNext;
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int mPCalcTime;//Last time muzzle point was calced
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//
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float lockYaw;//
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//
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vec3_t headPoint;//Where your tag_head is
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vec3_t headAngles;//where the tag_head in the torso is pointing
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vec3_t handRPoint;//where your right hand is
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vec3_t handLPoint;//where your left hand is
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vec3_t crotchPoint;//Where your crotch is
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vec3_t footRPoint;//where your right hand is
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vec3_t footLPoint;//where your left hand is
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vec3_t torsoPoint;//Where your chest is
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vec3_t torsoAngles;//Where the chest is pointing
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vec3_t eyePoint;//Where your eyes are
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vec3_t eyeAngles;//Where your eyes face
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int lookTarget;//Which ent to look at with lookAngles
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lookMode_t lookMode;
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int lookTargetClearTime;//Time to clear the lookTarget
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int lastVoiceVolume;//Last frame's voice volume
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vec3_t lastHeadAngles;//Last headAngles, NOT actual facing of head model
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vec3_t headBobAngles;//headAngle offsets
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vec3_t targetHeadBobAngles;//head bob angles will try to get to targetHeadBobAngles
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int lookingDebounceTime;//When we can stop using head looking angle behavior
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float legsYaw;//yaw angle your legs are actually rendering at
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void sg_export(
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ojk::SavedGameHelper& saved_game) const
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{
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saved_game.write<int8_t>(legsModelName);
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saved_game.write<int8_t>(torsoModelName);
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saved_game.write<int8_t>(headModelName);
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saved_game.write<int32_t>(headYawRangeLeft);
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saved_game.write<int32_t>(headYawRangeRight);
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saved_game.write<int32_t>(headPitchRangeUp);
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saved_game.write<int32_t>(headPitchRangeDown);
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saved_game.write<int32_t>(torsoYawRangeLeft);
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saved_game.write<int32_t>(torsoYawRangeRight);
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saved_game.write<int32_t>(torsoPitchRangeUp);
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saved_game.write<int32_t>(torsoPitchRangeDown);
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saved_game.write<int32_t>(legsFrame);
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saved_game.write<int32_t>(torsoFrame);
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saved_game.write<float>(legsFpsMod);
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saved_game.write<float>(torsoFpsMod);
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saved_game.write<uint8_t>(customRGBA);
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saved_game.write<int32_t>(boneIndex1);
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saved_game.write<int32_t>(boneIndex2);
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saved_game.write<int32_t>(boneIndex3);
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saved_game.write<int32_t>(boneIndex4);
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saved_game.write<int32_t>(boneOrient);
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saved_game.write<float>(boneAngles1);
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saved_game.write<float>(boneAngles2);
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saved_game.write<float>(boneAngles3);
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saved_game.write<float>(boneAngles4);
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saved_game.write<int32_t>(renderFlags);
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saved_game.write<float>(muzzlePoint);
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saved_game.write<float>(muzzleDir);
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saved_game.write<float>(muzzlePointOld);
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saved_game.write<float>(muzzleDirOld);
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saved_game.write<int32_t>(mPCalcTime);
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saved_game.write<float>(lockYaw);
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saved_game.write<float>(headPoint);
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saved_game.write<float>(headAngles);
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saved_game.write<float>(handRPoint);
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saved_game.write<float>(handLPoint);
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saved_game.write<float>(crotchPoint);
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saved_game.write<float>(footRPoint);
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saved_game.write<float>(footLPoint);
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saved_game.write<float>(torsoPoint);
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saved_game.write<float>(torsoAngles);
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saved_game.write<float>(eyePoint);
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saved_game.write<float>(eyeAngles);
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saved_game.write<int32_t>(lookTarget);
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saved_game.write<int32_t>(lookMode);
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saved_game.write<int32_t>(lookTargetClearTime);
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saved_game.write<int32_t>(lastVoiceVolume);
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saved_game.write<float>(lastHeadAngles);
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saved_game.write<float>(headBobAngles);
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saved_game.write<float>(targetHeadBobAngles);
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saved_game.write<int32_t>(lookingDebounceTime);
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saved_game.write<float>(legsYaw);
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}
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void sg_import(
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ojk::SavedGameHelper& saved_game)
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{
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saved_game.read<int8_t>(legsModelName);
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saved_game.read<int8_t>(torsoModelName);
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saved_game.read<int8_t>(headModelName);
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saved_game.read<int32_t>(headYawRangeLeft);
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saved_game.read<int32_t>(headYawRangeRight);
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saved_game.read<int32_t>(headPitchRangeUp);
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saved_game.read<int32_t>(headPitchRangeDown);
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saved_game.read<int32_t>(torsoYawRangeLeft);
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saved_game.read<int32_t>(torsoYawRangeRight);
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saved_game.read<int32_t>(torsoPitchRangeUp);
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saved_game.read<int32_t>(torsoPitchRangeDown);
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saved_game.read<int32_t>(legsFrame);
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saved_game.read<int32_t>(torsoFrame);
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saved_game.read<float>(legsFpsMod);
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saved_game.read<float>(torsoFpsMod);
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saved_game.read<uint8_t>(customRGBA);
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saved_game.read<int32_t>(boneIndex1);
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saved_game.read<int32_t>(boneIndex2);
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saved_game.read<int32_t>(boneIndex3);
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saved_game.read<int32_t>(boneIndex4);
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saved_game.read<int32_t>(boneOrient);
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saved_game.read<float>(boneAngles1);
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saved_game.read<float>(boneAngles2);
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saved_game.read<float>(boneAngles3);
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saved_game.read<float>(boneAngles4);
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saved_game.read<int32_t>(renderFlags);
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saved_game.read<float>(muzzlePoint);
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saved_game.read<float>(muzzleDir);
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saved_game.read<float>(muzzlePointOld);
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saved_game.read<float>(muzzleDirOld);
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saved_game.read<int32_t>(mPCalcTime);
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saved_game.read<float>(lockYaw);
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saved_game.read<float>(headPoint);
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saved_game.read<float>(headAngles);
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saved_game.read<float>(handRPoint);
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saved_game.read<float>(handLPoint);
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saved_game.read<float>(crotchPoint);
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saved_game.read<float>(footRPoint);
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saved_game.read<float>(footLPoint);
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saved_game.read<float>(torsoPoint);
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saved_game.read<float>(torsoAngles);
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saved_game.read<float>(eyePoint);
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saved_game.read<float>(eyeAngles);
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saved_game.read<int32_t>(lookTarget);
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saved_game.read<int32_t>(lookMode);
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saved_game.read<int32_t>(lookTargetClearTime);
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saved_game.read<int32_t>(lastVoiceVolume);
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saved_game.read<float>(lastHeadAngles);
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saved_game.read<float>(headBobAngles);
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saved_game.read<float>(targetHeadBobAngles);
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saved_game.read<int32_t>(lookingDebounceTime);
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saved_game.read<float>(legsYaw);
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}
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}; // renderInfo_t
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// Movement information structure
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/*
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typedef struct moveInfo_s // !!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!
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{
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vec3_t desiredAngles; // Desired facing angles
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float speed; // Speed of movement
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float aspeed; // Speed of angular movement
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vec3_t moveDir; // Direction of movement
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vec3_t velocity; // movement velocity
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int flags; // Special state flags
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} moveInfo_t;
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*/
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typedef enum {
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CON_DISCONNECTED,
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CON_CONNECTING,
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CON_CONNECTED
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} clientConnected_t;
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typedef enum {
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TEAM_BEGIN, // Beginning a team game, spawn at base
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TEAM_ACTIVE // Now actively playing
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} playerTeamStateState_t;
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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class playerTeamState_t
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{
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public:
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playerTeamStateState_t state;
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int captures;
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int basedefense;
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int carrierdefense;
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int flagrecovery;
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int fragcarrier;
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int assists;
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float lasthurtcarrier;
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float lastreturnedflag;
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float flagsince;
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float lastfraggedcarrier;
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void sg_export(
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ojk::SavedGameHelper& saved_game) const
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{
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saved_game.write<int32_t>(state);
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saved_game.write<int32_t>(captures);
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saved_game.write<int32_t>(basedefense);
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saved_game.write<int32_t>(carrierdefense);
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saved_game.write<int32_t>(flagrecovery);
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saved_game.write<int32_t>(fragcarrier);
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saved_game.write<int32_t>(assists);
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saved_game.write<float>(lasthurtcarrier);
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saved_game.write<float>(lastreturnedflag);
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saved_game.write<float>(flagsince);
|
|
saved_game.write<float>(lastfraggedcarrier);
|
|
}
|
|
|
|
void sg_import(
|
|
ojk::SavedGameHelper& saved_game)
|
|
{
|
|
saved_game.read<int32_t>(state);
|
|
saved_game.read<int32_t>(captures);
|
|
saved_game.read<int32_t>(basedefense);
|
|
saved_game.read<int32_t>(carrierdefense);
|
|
saved_game.read<int32_t>(flagrecovery);
|
|
saved_game.read<int32_t>(fragcarrier);
|
|
saved_game.read<int32_t>(assists);
|
|
saved_game.read<float>(lasthurtcarrier);
|
|
saved_game.read<float>(lastreturnedflag);
|
|
saved_game.read<float>(flagsince);
|
|
saved_game.read<float>(lastfraggedcarrier);
|
|
}
|
|
}; // playerTeamState_t
|
|
|
|
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
|
|
class objectives_t
|
|
{
|
|
public:
|
|
qboolean display; // A displayable objective?
|
|
int status; // Succeed or fail or pending
|
|
|
|
|
|
void sg_export(
|
|
ojk::SavedGameHelper& saved_game) const
|
|
{
|
|
saved_game.write<int32_t>(display);
|
|
saved_game.write<int32_t>(status);
|
|
}
|
|
|
|
void sg_import(
|
|
ojk::SavedGameHelper& saved_game)
|
|
{
|
|
saved_game.read<int32_t>(display);
|
|
saved_game.read<int32_t>(status);
|
|
}
|
|
}; // objectives_t
|
|
// NOTE: This is an arbitrary number greater than our current number of objectives with
|
|
// some fluff just in case we add more in the future.
|
|
#define MAX_MISSION_OBJ 100
|
|
|
|
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
|
|
class missionStats_t
|
|
{
|
|
public:
|
|
int secretsFound; // # of secret areas found
|
|
int totalSecrets; // # of secret areas that could have been found
|
|
int shotsFired; // total number of shots fired
|
|
int hits; // Shots that did damage
|
|
int enemiesSpawned; // # of enemies spawned
|
|
int enemiesKilled; // # of enemies killed
|
|
int saberThrownCnt; // # of times saber was thrown
|
|
int saberBlocksCnt; // # of times saber was used to block
|
|
int legAttacksCnt; // # of times legs were hit with saber
|
|
int armAttacksCnt; // # of times arm were hit with saber
|
|
int torsoAttacksCnt; // # of times torso was hit with saber
|
|
int otherAttacksCnt; // # of times anything else on a monster was hit with saber
|
|
int forceUsed[NUM_FORCE_POWERS]; // # of times each force power was used
|
|
int weaponUsed[WP_NUM_WEAPONS]; // # of times each weapon was used
|
|
|
|
|
|
void sg_export(
|
|
ojk::SavedGameHelper& saved_game) const
|
|
{
|
|
saved_game.write<int32_t>(secretsFound);
|
|
saved_game.write<int32_t>(totalSecrets);
|
|
saved_game.write<int32_t>(shotsFired);
|
|
saved_game.write<int32_t>(hits);
|
|
saved_game.write<int32_t>(enemiesSpawned);
|
|
saved_game.write<int32_t>(enemiesKilled);
|
|
saved_game.write<int32_t>(saberThrownCnt);
|
|
saved_game.write<int32_t>(saberBlocksCnt);
|
|
saved_game.write<int32_t>(legAttacksCnt);
|
|
saved_game.write<int32_t>(armAttacksCnt);
|
|
saved_game.write<int32_t>(torsoAttacksCnt);
|
|
saved_game.write<int32_t>(otherAttacksCnt);
|
|
saved_game.write<int32_t>(forceUsed);
|
|
saved_game.write<int32_t>(weaponUsed);
|
|
}
|
|
|
|
void sg_import(
|
|
ojk::SavedGameHelper& saved_game)
|
|
{
|
|
saved_game.read<int32_t>(secretsFound);
|
|
saved_game.read<int32_t>(totalSecrets);
|
|
saved_game.read<int32_t>(shotsFired);
|
|
saved_game.read<int32_t>(hits);
|
|
saved_game.read<int32_t>(enemiesSpawned);
|
|
saved_game.read<int32_t>(enemiesKilled);
|
|
saved_game.read<int32_t>(saberThrownCnt);
|
|
saved_game.read<int32_t>(saberBlocksCnt);
|
|
saved_game.read<int32_t>(legAttacksCnt);
|
|
saved_game.read<int32_t>(armAttacksCnt);
|
|
saved_game.read<int32_t>(torsoAttacksCnt);
|
|
saved_game.read<int32_t>(otherAttacksCnt);
|
|
saved_game.read<int32_t>(forceUsed);
|
|
saved_game.read<int32_t>(weaponUsed);
|
|
}
|
|
}; // missionStats_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()
|
|
//
|
|
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
|
|
class clientSession_t
|
|
{
|
|
public:
|
|
int missionObjectivesShown; // Number of times mission objectives have been updated
|
|
team_t sessionTeam;
|
|
objectives_t mission_objectives[MAX_MISSION_OBJ];
|
|
missionStats_t missionStats; // Various totals while on a mission
|
|
|
|
|
|
void sg_export(
|
|
ojk::SavedGameHelper& saved_game) const
|
|
{
|
|
saved_game.write<int32_t>(missionObjectivesShown);
|
|
saved_game.write<int32_t>(sessionTeam);
|
|
saved_game.write<>(mission_objectives);
|
|
saved_game.write<>(missionStats);
|
|
}
|
|
|
|
void sg_import(
|
|
ojk::SavedGameHelper& saved_game)
|
|
{
|
|
saved_game.read<int32_t>(missionObjectivesShown);
|
|
saved_game.read<int32_t>(sessionTeam);
|
|
saved_game.read<>(mission_objectives);
|
|
saved_game.read<>(missionStats);
|
|
}
|
|
}; // clientSession_t
|
|
|
|
// client data that stays across multiple respawns, but is cleared
|
|
// on each level change or team change at ClientBegin()
|
|
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
|
|
class clientPersistant_t
|
|
{
|
|
public:
|
|
clientConnected_t connected;
|
|
usercmd_t lastCommand;
|
|
char netname[34];
|
|
int maxHealth; // for handicapping
|
|
int enterTime; // level.time the client entered the game
|
|
short cmd_angles[3]; // angles sent over in the last command
|
|
|
|
playerTeamState_t teamState; // status in teamplay games
|
|
|
|
|
|
void sg_export(
|
|
ojk::SavedGameHelper& saved_game) const
|
|
{
|
|
saved_game.write<int32_t>(connected);
|
|
saved_game.write<>(lastCommand);
|
|
saved_game.write<int8_t>(netname);
|
|
saved_game.skip(2);
|
|
saved_game.write<int32_t>(maxHealth);
|
|
saved_game.write<int32_t>(enterTime);
|
|
saved_game.write<int16_t>(cmd_angles);
|
|
saved_game.skip(2);
|
|
saved_game.write<>(teamState);
|
|
}
|
|
|
|
void sg_import(
|
|
ojk::SavedGameHelper& saved_game)
|
|
{
|
|
saved_game.read<int32_t>(connected);
|
|
saved_game.read<>(lastCommand);
|
|
saved_game.read<int8_t>(netname);
|
|
saved_game.skip(2);
|
|
saved_game.read<int32_t>(maxHealth);
|
|
saved_game.read<int32_t>(enterTime);
|
|
saved_game.read<int16_t>(cmd_angles);
|
|
saved_game.skip(2);
|
|
saved_game.read<>(teamState);
|
|
}
|
|
}; // clientPersistant_t
|
|
|
|
typedef enum {
|
|
BLK_NO,
|
|
BLK_TIGHT, // Block only attacks and shots around the saber itself, a bbox of around 12x12x12
|
|
BLK_WIDE // Block all attacks in an area around the player in a rough arc of 180 degrees
|
|
} saberBlockType_t;
|
|
|
|
typedef enum {
|
|
BLOCKED_NONE,
|
|
BLOCKED_PARRY_BROKEN,
|
|
BLOCKED_ATK_BOUNCE,
|
|
BLOCKED_UPPER_RIGHT,
|
|
BLOCKED_UPPER_LEFT,
|
|
BLOCKED_LOWER_RIGHT,
|
|
BLOCKED_LOWER_LEFT,
|
|
BLOCKED_TOP,
|
|
BLOCKED_UPPER_RIGHT_PROJ,
|
|
BLOCKED_UPPER_LEFT_PROJ,
|
|
BLOCKED_LOWER_RIGHT_PROJ,
|
|
BLOCKED_LOWER_LEFT_PROJ,
|
|
BLOCKED_TOP_PROJ
|
|
} saberBlockedType_t;
|
|
|
|
typedef enum //# movetype_e
|
|
{
|
|
MT_STATIC = 0,
|
|
MT_WALK,
|
|
MT_RUNJUMP,
|
|
MT_FLYSWIM,
|
|
NUM_MOVETYPES
|
|
} movetype_t;
|
|
|
|
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
|
|
|
|
// this structure is cleared on each ClientSpawn(),
|
|
// except for 'client->pers' and 'client->sess'
|
|
template<typename TSaberInfo>
|
|
class GClientBase
|
|
{
|
|
public:
|
|
// ps MUST be the first element, because the server expects it
|
|
PlayerStateBase<TSaberInfo> ps; // communicated by server to clients
|
|
|
|
// private to game
|
|
clientPersistant_t pers;
|
|
clientSession_t sess;
|
|
|
|
int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
|
|
|
|
usercmd_t usercmd; // most recent usercmd
|
|
|
|
int buttons;
|
|
int oldbuttons;
|
|
int latched_buttons;
|
|
|
|
// 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
|
|
vec3_t damage_from; // origin for vector calculation
|
|
bool damage_fromWorld; // if true, don't use the damage_from vector
|
|
bool noclip;
|
|
//icarus forced moving. is this still used?
|
|
signed char forced_forwardmove;
|
|
signed char forced_rightmove;
|
|
|
|
// timers
|
|
int respawnTime; // can respawn when time > this, force after g_forcerespwan
|
|
int idleTime; // for playing idleAnims
|
|
|
|
int airOutTime;
|
|
|
|
// timeResidual is used to handle events that happen every second
|
|
// like health / armor countdowns and regeneration
|
|
int timeResidual;
|
|
|
|
// Facial Expression Timers
|
|
|
|
float facial_blink; // time before next blink. If a minus value, we are in blink mode
|
|
float facial_timer; // time before next alert, frown or smile. If a minus value, we are in anim mode
|
|
int facial_anim; // anim to show in anim mode
|
|
|
|
//Client info - updated when ClientInfoChanged is called, instead of using configstrings
|
|
clientInfo_t clientInfo;
|
|
movetype_t moveType;
|
|
int jetPackTime;
|
|
int fireDelay; //msec to delay calling G_FireWeapon after EV_FIREWEAPON event is called
|
|
|
|
// The time at which a breath should be triggered. -Aurelio
|
|
int breathPuffTime;
|
|
|
|
//Used to be in gentity_t, now here.. mostly formation stuff
|
|
team_t playerTeam;
|
|
team_t enemyTeam;
|
|
gentity_t *leader;
|
|
class_t NPC_class;
|
|
|
|
//FIXME: could combine these
|
|
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;
|
|
|
|
//dismember tracker
|
|
bool dismembered;
|
|
char dismemberProbLegs; // probability of the legs being dismembered (located in NPC.cfg, 0 = never, 100 = always)
|
|
char dismemberProbHead; // probability of the head being dismembered (located in NPC.cfg, 0 = never, 100 = always)
|
|
char dismemberProbArms; // probability of the arms being dismembered (located in NPC.cfg, 0 = never, 100 = always)
|
|
char dismemberProbHands; // probability of the hands being dismembered (located in NPC.cfg, 0 = never, 100 = always)
|
|
char dismemberProbWaist; // probability of the waist being dismembered (located in NPC.cfg, 0 = never, 100 = always)
|
|
|
|
int standheight;
|
|
int crouchheight;
|
|
int poisonDamage; // Amount of poison damage to be given
|
|
int poisonTime; // When to apply poison damage
|
|
int slopeRecalcTime; // debouncer for slope-foot-height-diff calcing
|
|
|
|
vec3_t pushVec;
|
|
int pushVecTime;
|
|
|
|
int noRagTime; //don't do ragdoll stuff if > level.time
|
|
qboolean isRagging;
|
|
int overridingBones; //dragging body or doing something else to override one or more ragdoll effector's/pcj's
|
|
|
|
vec3_t ragLastOrigin; //keeping track of positions between rags while dragging corpses
|
|
int ragLastOriginTime;
|
|
|
|
//push refraction effect vars
|
|
int pushEffectFadeTime;
|
|
vec3_t pushEffectOrigin;
|
|
|
|
//Rocket locking vars for non-player clients (only Vehicles use these right now...)
|
|
int rocketLockIndex;
|
|
float rocketLastValidTime;
|
|
float rocketLockTime;
|
|
float rocketTargetTime;
|
|
|
|
//for trigger_space brushes
|
|
int inSpaceSuffocation;
|
|
int inSpaceIndex;
|
|
|
|
|
|
void sg_export(
|
|
ojk::SavedGameHelper& saved_game) const
|
|
{
|
|
saved_game.write<>(ps);
|
|
saved_game.write<>(pers);
|
|
saved_game.write<>(sess);
|
|
saved_game.write<int32_t>(lastCmdTime);
|
|
saved_game.write<>(usercmd);
|
|
saved_game.write<int32_t>(buttons);
|
|
saved_game.write<int32_t>(oldbuttons);
|
|
saved_game.write<int32_t>(latched_buttons);
|
|
saved_game.write<int32_t>(damage_armor);
|
|
saved_game.write<int32_t>(damage_blood);
|
|
saved_game.write<float>(damage_from);
|
|
saved_game.write<int8_t>(damage_fromWorld);
|
|
saved_game.write<int8_t>(noclip);
|
|
saved_game.write<int8_t>(forced_forwardmove);
|
|
saved_game.write<int8_t>(forced_rightmove);
|
|
saved_game.write<int32_t>(respawnTime);
|
|
saved_game.write<int32_t>(idleTime);
|
|
saved_game.write<int32_t>(airOutTime);
|
|
saved_game.write<int32_t>(timeResidual);
|
|
saved_game.write<float>(facial_blink);
|
|
saved_game.write<float>(facial_timer);
|
|
saved_game.write<int32_t>(facial_anim);
|
|
saved_game.write<>(clientInfo);
|
|
saved_game.write<int32_t>(moveType);
|
|
saved_game.write<int32_t>(jetPackTime);
|
|
saved_game.write<int32_t>(fireDelay);
|
|
saved_game.write<int32_t>(breathPuffTime);
|
|
saved_game.write<int32_t>(playerTeam);
|
|
saved_game.write<int32_t>(enemyTeam);
|
|
saved_game.write<int32_t>(leader);
|
|
saved_game.write<int32_t>(NPC_class);
|
|
saved_game.write<float>(hiddenDist);
|
|
saved_game.write<float>(hiddenDir);
|
|
saved_game.write<>(renderInfo);
|
|
saved_game.write<int8_t>(dismembered);
|
|
saved_game.write<int8_t>(dismemberProbLegs);
|
|
saved_game.write<int8_t>(dismemberProbHead);
|
|
saved_game.write<int8_t>(dismemberProbArms);
|
|
saved_game.write<int8_t>(dismemberProbHands);
|
|
saved_game.write<int8_t>(dismemberProbWaist);
|
|
saved_game.skip(2);
|
|
saved_game.write<int32_t>(standheight);
|
|
saved_game.write<int32_t>(crouchheight);
|
|
saved_game.write<int32_t>(poisonDamage);
|
|
saved_game.write<int32_t>(poisonTime);
|
|
saved_game.write<int32_t>(slopeRecalcTime);
|
|
saved_game.write<float>(pushVec);
|
|
saved_game.write<int32_t>(pushVecTime);
|
|
saved_game.write<int32_t>(noRagTime);
|
|
saved_game.write<int32_t>(isRagging);
|
|
saved_game.write<int32_t>(overridingBones);
|
|
saved_game.write<float>(ragLastOrigin);
|
|
saved_game.write<int32_t>(ragLastOriginTime);
|
|
saved_game.write<int32_t>(pushEffectFadeTime);
|
|
saved_game.write<float>(pushEffectOrigin);
|
|
saved_game.write<int32_t>(rocketLockIndex);
|
|
saved_game.write<float>(rocketLastValidTime);
|
|
saved_game.write<float>(rocketLockTime);
|
|
saved_game.write<float>(rocketTargetTime);
|
|
saved_game.write<int32_t>(inSpaceSuffocation);
|
|
saved_game.write<int32_t>(inSpaceIndex);
|
|
}
|
|
|
|
void sg_import(
|
|
ojk::SavedGameHelper& saved_game)
|
|
{
|
|
saved_game.read<>(ps);
|
|
saved_game.read<>(pers);
|
|
saved_game.read<>(sess);
|
|
saved_game.read<int32_t>(lastCmdTime);
|
|
saved_game.read<>(usercmd);
|
|
saved_game.read<int32_t>(buttons);
|
|
saved_game.read<int32_t>(oldbuttons);
|
|
saved_game.read<int32_t>(latched_buttons);
|
|
saved_game.read<int32_t>(damage_armor);
|
|
saved_game.read<int32_t>(damage_blood);
|
|
saved_game.read<float>(damage_from);
|
|
saved_game.read<int8_t>(damage_fromWorld);
|
|
saved_game.read<int8_t>(noclip);
|
|
saved_game.read<int8_t>(forced_forwardmove);
|
|
saved_game.read<int8_t>(forced_rightmove);
|
|
saved_game.read<int32_t>(respawnTime);
|
|
saved_game.read<int32_t>(idleTime);
|
|
saved_game.read<int32_t>(airOutTime);
|
|
saved_game.read<int32_t>(timeResidual);
|
|
saved_game.read<float>(facial_blink);
|
|
saved_game.read<float>(facial_timer);
|
|
saved_game.read<int32_t>(facial_anim);
|
|
saved_game.read<>(clientInfo);
|
|
saved_game.read<int32_t>(moveType);
|
|
saved_game.read<int32_t>(jetPackTime);
|
|
saved_game.read<int32_t>(fireDelay);
|
|
saved_game.read<int32_t>(breathPuffTime);
|
|
saved_game.read<int32_t>(playerTeam);
|
|
saved_game.read<int32_t>(enemyTeam);
|
|
saved_game.read<int32_t>(leader);
|
|
saved_game.read<int32_t>(NPC_class);
|
|
saved_game.read<float>(hiddenDist);
|
|
saved_game.read<float>(hiddenDir);
|
|
saved_game.read<>(renderInfo);
|
|
saved_game.read<int8_t>(dismembered);
|
|
saved_game.read<int8_t>(dismemberProbLegs);
|
|
saved_game.read<int8_t>(dismemberProbHead);
|
|
saved_game.read<int8_t>(dismemberProbArms);
|
|
saved_game.read<int8_t>(dismemberProbHands);
|
|
saved_game.read<int8_t>(dismemberProbWaist);
|
|
saved_game.skip(2);
|
|
saved_game.read<int32_t>(standheight);
|
|
saved_game.read<int32_t>(crouchheight);
|
|
saved_game.read<int32_t>(poisonDamage);
|
|
saved_game.read<int32_t>(poisonTime);
|
|
saved_game.read<int32_t>(slopeRecalcTime);
|
|
saved_game.read<float>(pushVec);
|
|
saved_game.read<int32_t>(pushVecTime);
|
|
saved_game.read<int32_t>(noRagTime);
|
|
saved_game.read<int32_t>(isRagging);
|
|
saved_game.read<int32_t>(overridingBones);
|
|
saved_game.read<float>(ragLastOrigin);
|
|
saved_game.read<int32_t>(ragLastOriginTime);
|
|
saved_game.read<int32_t>(pushEffectFadeTime);
|
|
saved_game.read<float>(pushEffectOrigin);
|
|
saved_game.read<int32_t>(rocketLockIndex);
|
|
saved_game.read<float>(rocketLastValidTime);
|
|
saved_game.read<float>(rocketLockTime);
|
|
saved_game.read<float>(rocketTargetTime);
|
|
saved_game.read<int32_t>(inSpaceSuffocation);
|
|
saved_game.read<int32_t>(inSpaceIndex);
|
|
}
|
|
}; // GClientBase
|
|
|
|
|
|
using gclient_t = GClientBase<saberInfo_t>;
|
|
using RetailGClient = GClientBase<saberInfoRetail_t>;
|
|
|
|
|
|
#define MAX_PARMS 16
|
|
#define MAX_PARM_STRING_LENGTH MAX_QPATH//was 16, had to lengthen it so they could take a valid file path
|
|
|
|
class parms_t
|
|
{
|
|
public:
|
|
char parm[MAX_PARMS][MAX_PARM_STRING_LENGTH];
|
|
|
|
|
|
void sg_export(
|
|
ojk::SavedGameHelper& saved_game) const
|
|
{
|
|
saved_game.write<int8_t>(parm);
|
|
}
|
|
|
|
void sg_import(
|
|
ojk::SavedGameHelper& saved_game)
|
|
{
|
|
saved_game.read<int8_t>(parm);
|
|
}
|
|
}; // parms_t
|
|
|
|
#ifdef GAME_INCLUDE
|
|
//these hold the place for the enums in functions.h so i don't have to recompile everytime it changes
|
|
#define thinkFunc_t int
|
|
#define clThinkFunc_t int
|
|
#define reachedFunc_t int
|
|
#define blockedFunc_t int
|
|
#define touchFunc_t int
|
|
#define useFunc_t int
|
|
#define painFunc_t int
|
|
#define dieFunc_t int
|
|
|
|
#define MAX_FAILED_NODES 8
|
|
#define MAX_INHAND_WEAPONS 2
|
|
|
|
|
|
typedef struct centity_s centity_t;
|
|
// !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!!!!
|
|
struct gentity_s {
|
|
entityState_t s; // communicated by server to clients
|
|
gclient_t *client; // NULL if not a player (unless it's NPC ( if (this->NPC != NULL) ) <sigh>... -slc)
|
|
qboolean inuse;
|
|
qboolean linked; // qfalse if not in any good cluster
|
|
|
|
int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
|
|
|
|
qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
|
|
// only set by gi.SetBrushModel
|
|
vec3_t mins, maxs;
|
|
int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
|
|
// a non-solid entity should set to 0
|
|
|
|
vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation
|
|
|
|
// currentOrigin will be used for all collision detection and world linking.
|
|
// it will not necessarily be the same as the trajectory evaluation for the current
|
|
// time, because each entity must be moved one at a time after time is advanced
|
|
// to avoid simultanious collision issues
|
|
vec3_t currentOrigin;
|
|
vec3_t currentAngles;
|
|
|
|
gentity_t *owner; // objects never interact with their owners, to
|
|
// prevent player missiles from immediately
|
|
// colliding with their owner
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
// this marker thing of Jake's is used for memcpy() length calcs, so don't put any ordinary fields (like above)
|
|
// below this point or they won't work, and will mess up all sorts of stuff.
|
|
//
|
|
CGhoul2Info_v ghoul2;
|
|
|
|
vec3_t modelScale; //needed for g2 collision
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
|
|
// EXPECTS THE FIELDS IN THAT ORDER!
|
|
|
|
//==========================================================================================
|
|
|
|
//Essential entity fields
|
|
// note: all the char* fields from here on should be left as ptrs, not declared, because of the way that ent-parsing
|
|
// works by forcing field offset ptrs as char* and using G_NewString()!! (see G_ParseField() in gmae/g_spawn.cpp -slc
|
|
//
|
|
char *classname; // set in QuakeEd
|
|
int spawnflags; // set in QuakeEd
|
|
|
|
int flags; // FL_* variables
|
|
|
|
char *model; // Normal model, or legs model on tri-models
|
|
char *model2; // Torso model
|
|
|
|
int freetime; // sv.time when the object was freed
|
|
|
|
int eventTime; // events will be cleared EVENT_VALID_MSEC after set
|
|
qboolean freeAfterEvent;
|
|
// qboolean unlinkAfterEvent;
|
|
|
|
//Physics and movement fields
|
|
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
|
|
// moveInfo_t moveInfo; //FIXME: use this more?
|
|
float speed;
|
|
float resultspeed;
|
|
int lastMoveTime;
|
|
vec3_t movedir;
|
|
vec3_t lastOrigin; //Where you were last frame
|
|
vec3_t lastAngles; //Where you were looking last frame
|
|
float mass; //How heavy you are
|
|
int lastImpact; //Last time you impacted something
|
|
|
|
//Variables reflecting environment
|
|
int watertype;
|
|
int waterlevel;
|
|
short wupdate;
|
|
short prev_waterlevel;
|
|
|
|
//Targeting/linking fields
|
|
float angle; // set in editor, -1 = up, -2 = down
|
|
char *target;
|
|
char *target2; //For multiple targets, not used for firing/triggering/using, though, only for path branches
|
|
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 *targetJump;
|
|
char *targetname;
|
|
char *team;
|
|
|
|
union
|
|
{
|
|
char *roff; // the roff file to use, if there is one
|
|
char *fxFile; // name of the external effect file
|
|
};
|
|
|
|
int roff_ctr; // current roff frame we are playing
|
|
|
|
int next_roff_time;
|
|
int fx_time; // timer for beam in/out effects.
|
|
|
|
//Think Functions
|
|
int nextthink;//Used to determine if it's time to call e_ThinkFunc again
|
|
thinkFunc_t e_ThinkFunc;//Called once every game frame for every ent
|
|
clThinkFunc_t e_clThinkFunc;//Think func for equivalent centity
|
|
reachedFunc_t e_ReachedFunc;// movers call this when hitting endpoint
|
|
blockedFunc_t e_BlockedFunc;
|
|
touchFunc_t e_TouchFunc;
|
|
useFunc_t e_UseFunc; //Called by G_UseTargets
|
|
painFunc_t e_PainFunc; //Called by G_Damage when damage is taken
|
|
dieFunc_t e_DieFunc; //Called by G_Damage when health reaches <= 0
|
|
|
|
//Health and damage fields
|
|
int health;
|
|
int max_health;
|
|
qboolean takedamage;
|
|
material_t material;
|
|
int damage;
|
|
int dflags;
|
|
//explosives, breakable brushes
|
|
int splashDamage; // quad will increase this without increasing radius
|
|
int splashRadius;
|
|
int methodOfDeath;
|
|
int splashMethodOfDeath;
|
|
//int hitLoc;//where you were last hit
|
|
int locationDamage[HL_MAX]; // Damage accumulated on different body locations
|
|
|
|
//Entity pointers
|
|
gentity_t *chain;
|
|
gentity_t *enemy;
|
|
gentity_t *activator;
|
|
gentity_t *teamchain; // next entity in team
|
|
gentity_t *teammaster; // master of the team
|
|
gentity_t *lastEnemy;
|
|
|
|
//Timing variables, counters and debounce times
|
|
float wait;
|
|
float random;
|
|
int delay;
|
|
qboolean alt_fire;
|
|
int count;
|
|
int bounceCount;
|
|
int fly_sound_debounce_time; // wind tunnel
|
|
int painDebounceTime;
|
|
int disconnectDebounceTime;
|
|
int attackDebounceTime;
|
|
int pushDebounceTime;
|
|
int aimDebounceTime;
|
|
int useDebounceTime;
|
|
|
|
//Unions for miscellaneous fields used under very specific circumstances
|
|
union
|
|
{
|
|
qboolean trigger_formation;
|
|
qboolean misc_dlight_active;
|
|
qboolean has_bounced; // for thermal Det. we force at least one bounce to happen before it can do proximity checks
|
|
};
|
|
|
|
//Navigation
|
|
int spawnContents; // store contents of ents on spawn so nav system can restore them
|
|
int waypoint; //Set once per frame, if you've moved, and if someone asks
|
|
int wayedge; //Used by doors and breakable things to know what edge goes through them
|
|
int lastWaypoint; //To make sure you don't double-back
|
|
int lastInAirTime;
|
|
int noWaypointTime; //Debouncer - so don't keep checking every waypoint in existance every frame that you can't find one
|
|
int combatPoint;
|
|
vec3_t followPos;
|
|
int followPosRecalcTime;
|
|
int followPosWaypoint;
|
|
|
|
//Animation
|
|
qboolean loopAnim;
|
|
int startFrame;
|
|
int endFrame;
|
|
|
|
//Script/ICARUS-related fields
|
|
int m_iIcarusID;
|
|
int taskID[NUM_TIDS];
|
|
parms_t *parms;
|
|
char *behaviorSet[NUM_BSETS];
|
|
char *script_targetname;
|
|
int delayScriptTime;
|
|
|
|
// Ambient sound info
|
|
char *soundSet; //Only used for local sets
|
|
int setTime;
|
|
|
|
//Used by cameras to locate subjects
|
|
char *cameraGroup;
|
|
|
|
//For damage
|
|
team_t noDamageTeam;
|
|
|
|
// Ghoul2 Animation info
|
|
short playerModel;
|
|
short weaponModel[MAX_INHAND_WEAPONS];
|
|
short handRBolt;
|
|
short handLBolt;
|
|
short headBolt;
|
|
short cervicalBolt;
|
|
short chestBolt;
|
|
short gutBolt;
|
|
short torsoBolt;
|
|
short crotchBolt;
|
|
short motionBolt;
|
|
short kneeLBolt;
|
|
short kneeRBolt;
|
|
short elbowLBolt;
|
|
short elbowRBolt;
|
|
short footLBolt;
|
|
short footRBolt;
|
|
short faceBone;
|
|
short craniumBone;
|
|
short cervicalBone;
|
|
short thoracicBone;
|
|
short upperLumbarBone;
|
|
short lowerLumbarBone;
|
|
short hipsBone;
|
|
short motionBone;
|
|
short rootBone;
|
|
short footLBone;
|
|
short footRBone;
|
|
short humerusRBone;
|
|
|
|
short genericBone1; // For bones special to an entity
|
|
short genericBone2;
|
|
short genericBone3;
|
|
|
|
short genericBolt1; // For bolts special to an entity
|
|
short genericBolt2;
|
|
short genericBolt3;
|
|
short genericBolt4;
|
|
short genericBolt5;
|
|
|
|
qhandle_t cinematicModel;
|
|
|
|
//==========================================================================================
|
|
|
|
//FIELDS USED EXCLUSIVELY BY SPECIFIC CLASSES OF ENTITIES
|
|
// Vehicle information.
|
|
// The vehicle object.
|
|
Vehicle_t *m_pVehicle;
|
|
|
|
//NPC/Player entity fields
|
|
//FIXME: Make these client only?
|
|
gNPC_t *NPC;//Only allocated if the entity becomes an NPC
|
|
|
|
//Other NPC/Player-related entity fields
|
|
char *ownername;//Used by squadpaths to locate owning NPC
|
|
|
|
//FIXME: Only used by NPCs, move it to gNPC_t
|
|
int cantHitEnemyCounter;//HACK - Makes them look for another enemy on the same team if the one they're after can't be hit
|
|
|
|
//Only used by NPC_spawners
|
|
char *NPC_type;
|
|
char *NPC_targetname;
|
|
char *NPC_target;
|
|
|
|
//Variables used by movers (most likely exclusively by them)
|
|
moverState_t moverState;
|
|
int soundPos1;
|
|
int sound1to2;
|
|
int sound2to1;
|
|
int soundPos2;
|
|
int soundLoop;
|
|
gentity_t *nextTrain;
|
|
gentity_t *prevTrain;
|
|
vec3_t pos1, pos2;
|
|
vec3_t pos3;
|
|
int sounds;
|
|
char *closetarget;
|
|
char *opentarget;
|
|
char *paintarget;
|
|
int lockCount; //for maglocks- actually get put on the trigger for the door
|
|
|
|
//Variables used only by waypoints (for the most part)
|
|
float radius;
|
|
|
|
union
|
|
{
|
|
int wpIndex;
|
|
int fxID; // id of the external effect file
|
|
};
|
|
|
|
int noise_index;
|
|
|
|
vec4_t startRGBA;
|
|
|
|
union
|
|
{
|
|
vec4_t finalRGBA;
|
|
vec3_t pos4;
|
|
vec3_t modelAngles; //for brush entities with an attached md3 model, as an offset to the brush's angles
|
|
};
|
|
|
|
//FIXME: Are these being used anymore?
|
|
gitem_t *item; // for bonus items -
|
|
char *message; //Used by triggers to print a message when activated
|
|
|
|
float lightLevel;
|
|
|
|
//FIXME: can these be removed/condensed/absorbed?
|
|
//Rendering info
|
|
//int color;
|
|
|
|
//Force effects
|
|
int forcePushTime;
|
|
int forcePuller; //who force-pulled me (so we don't damage them if we hit them)
|
|
|
|
|
|
void sg_export(
|
|
ojk::SavedGameHelper& saved_game) const
|
|
{
|
|
saved_game.write<>(s);
|
|
saved_game.write<int32_t>(client);
|
|
saved_game.write<int32_t>(inuse);
|
|
saved_game.write<int32_t>(linked);
|
|
saved_game.write<int32_t>(svFlags);
|
|
saved_game.write<int32_t>(bmodel);
|
|
saved_game.write<float>(mins);
|
|
saved_game.write<float>(maxs);
|
|
saved_game.write<int32_t>(contents);
|
|
saved_game.write<float>(absmin);
|
|
saved_game.write<float>(absmax);
|
|
saved_game.write<float>(currentOrigin);
|
|
saved_game.write<float>(currentAngles);
|
|
saved_game.write<int32_t>(owner);
|
|
saved_game.write<>(ghoul2);
|
|
saved_game.write<float>(modelScale);
|
|
saved_game.write<int32_t>(classname);
|
|
saved_game.write<int32_t>(spawnflags);
|
|
saved_game.write<int32_t>(flags);
|
|
saved_game.write<int32_t>(model);
|
|
saved_game.write<int32_t>(model2);
|
|
saved_game.write<int32_t>(freetime);
|
|
saved_game.write<int32_t>(eventTime);
|
|
saved_game.write<int32_t>(freeAfterEvent);
|
|
saved_game.write<float>(physicsBounce);
|
|
saved_game.write<int32_t>(clipmask);
|
|
saved_game.write<float>(speed);
|
|
saved_game.write<float>(resultspeed);
|
|
saved_game.write<int32_t>(lastMoveTime);
|
|
saved_game.write<float>(movedir);
|
|
saved_game.write<float>(lastOrigin);
|
|
saved_game.write<float>(lastAngles);
|
|
saved_game.write<float>(mass);
|
|
saved_game.write<int32_t>(lastImpact);
|
|
saved_game.write<int32_t>(watertype);
|
|
saved_game.write<int32_t>(waterlevel);
|
|
saved_game.write<int16_t>(wupdate);
|
|
saved_game.write<int16_t>(prev_waterlevel);
|
|
saved_game.write<float>(angle);
|
|
saved_game.write<int32_t>(target);
|
|
saved_game.write<int32_t>(target2);
|
|
saved_game.write<int32_t>(target3);
|
|
saved_game.write<int32_t>(target4);
|
|
saved_game.write<int32_t>(targetJump);
|
|
saved_game.write<int32_t>(targetname);
|
|
saved_game.write<int32_t>(team);
|
|
saved_game.write<int32_t>(roff);
|
|
saved_game.write<int32_t>(roff_ctr);
|
|
saved_game.write<int32_t>(next_roff_time);
|
|
saved_game.write<int32_t>(fx_time);
|
|
saved_game.write<int32_t>(nextthink);
|
|
saved_game.write<int32_t>(e_ThinkFunc);
|
|
saved_game.write<int32_t>(e_clThinkFunc);
|
|
saved_game.write<int32_t>(e_ReachedFunc);
|
|
saved_game.write<int32_t>(e_BlockedFunc);
|
|
saved_game.write<int32_t>(e_TouchFunc);
|
|
saved_game.write<int32_t>(e_UseFunc);
|
|
saved_game.write<int32_t>(e_PainFunc);
|
|
saved_game.write<int32_t>(e_DieFunc);
|
|
saved_game.write<int32_t>(health);
|
|
saved_game.write<int32_t>(max_health);
|
|
saved_game.write<int32_t>(takedamage);
|
|
saved_game.write<int32_t>(material);
|
|
saved_game.write<int32_t>(damage);
|
|
saved_game.write<int32_t>(dflags);
|
|
saved_game.write<int32_t>(splashDamage);
|
|
saved_game.write<int32_t>(splashRadius);
|
|
saved_game.write<int32_t>(methodOfDeath);
|
|
saved_game.write<int32_t>(splashMethodOfDeath);
|
|
saved_game.write<int32_t>(locationDamage);
|
|
saved_game.write<int32_t>(chain);
|
|
saved_game.write<int32_t>(enemy);
|
|
saved_game.write<int32_t>(activator);
|
|
saved_game.write<int32_t>(teamchain);
|
|
saved_game.write<int32_t>(teammaster);
|
|
saved_game.write<int32_t>(lastEnemy);
|
|
saved_game.write<float>(wait);
|
|
saved_game.write<float>(random);
|
|
saved_game.write<int32_t>(delay);
|
|
saved_game.write<int32_t>(alt_fire);
|
|
saved_game.write<int32_t>(count);
|
|
saved_game.write<int32_t>(bounceCount);
|
|
saved_game.write<int32_t>(fly_sound_debounce_time);
|
|
saved_game.write<int32_t>(painDebounceTime);
|
|
saved_game.write<int32_t>(disconnectDebounceTime);
|
|
saved_game.write<int32_t>(attackDebounceTime);
|
|
saved_game.write<int32_t>(pushDebounceTime);
|
|
saved_game.write<int32_t>(aimDebounceTime);
|
|
saved_game.write<int32_t>(useDebounceTime);
|
|
saved_game.write<int32_t>(trigger_formation);
|
|
saved_game.write<int32_t>(spawnContents);
|
|
saved_game.write<int32_t>(waypoint);
|
|
saved_game.write<int32_t>(wayedge);
|
|
saved_game.write<int32_t>(lastWaypoint);
|
|
saved_game.write<int32_t>(lastInAirTime);
|
|
saved_game.write<int32_t>(noWaypointTime);
|
|
saved_game.write<int32_t>(combatPoint);
|
|
saved_game.write<float>(followPos);
|
|
saved_game.write<int32_t>(followPosRecalcTime);
|
|
saved_game.write<int32_t>(followPosWaypoint);
|
|
saved_game.write<int32_t>(loopAnim);
|
|
saved_game.write<int32_t>(startFrame);
|
|
saved_game.write<int32_t>(endFrame);
|
|
saved_game.write<int32_t>(m_iIcarusID);
|
|
saved_game.write<int32_t>(taskID);
|
|
saved_game.write<int32_t>(parms);
|
|
saved_game.write<int32_t>(behaviorSet);
|
|
saved_game.write<int32_t>(script_targetname);
|
|
saved_game.write<int32_t>(delayScriptTime);
|
|
saved_game.write<int32_t>(soundSet);
|
|
saved_game.write<int32_t>(setTime);
|
|
saved_game.write<int32_t>(cameraGroup);
|
|
saved_game.write<int32_t>(noDamageTeam);
|
|
saved_game.write<int16_t>(playerModel);
|
|
saved_game.write<int16_t>(weaponModel);
|
|
saved_game.write<int16_t>(handRBolt);
|
|
saved_game.write<int16_t>(handLBolt);
|
|
saved_game.write<int16_t>(headBolt);
|
|
saved_game.write<int16_t>(cervicalBolt);
|
|
saved_game.write<int16_t>(chestBolt);
|
|
saved_game.write<int16_t>(gutBolt);
|
|
saved_game.write<int16_t>(torsoBolt);
|
|
saved_game.write<int16_t>(crotchBolt);
|
|
saved_game.write<int16_t>(motionBolt);
|
|
saved_game.write<int16_t>(kneeLBolt);
|
|
saved_game.write<int16_t>(kneeRBolt);
|
|
saved_game.write<int16_t>(elbowLBolt);
|
|
saved_game.write<int16_t>(elbowRBolt);
|
|
saved_game.write<int16_t>(footLBolt);
|
|
saved_game.write<int16_t>(footRBolt);
|
|
saved_game.write<int16_t>(faceBone);
|
|
saved_game.write<int16_t>(craniumBone);
|
|
saved_game.write<int16_t>(cervicalBone);
|
|
saved_game.write<int16_t>(thoracicBone);
|
|
saved_game.write<int16_t>(upperLumbarBone);
|
|
saved_game.write<int16_t>(lowerLumbarBone);
|
|
saved_game.write<int16_t>(hipsBone);
|
|
saved_game.write<int16_t>(motionBone);
|
|
saved_game.write<int16_t>(rootBone);
|
|
saved_game.write<int16_t>(footLBone);
|
|
saved_game.write<int16_t>(footRBone);
|
|
saved_game.write<int16_t>(humerusRBone);
|
|
saved_game.write<int16_t>(genericBone1);
|
|
saved_game.write<int16_t>(genericBone2);
|
|
saved_game.write<int16_t>(genericBone3);
|
|
saved_game.write<int16_t>(genericBolt1);
|
|
saved_game.write<int16_t>(genericBolt2);
|
|
saved_game.write<int16_t>(genericBolt3);
|
|
saved_game.write<int16_t>(genericBolt4);
|
|
saved_game.write<int16_t>(genericBolt5);
|
|
saved_game.write<int32_t>(cinematicModel);
|
|
saved_game.write<int32_t>(m_pVehicle);
|
|
saved_game.write<int32_t>(NPC);
|
|
saved_game.write<int32_t>(ownername);
|
|
saved_game.write<int32_t>(cantHitEnemyCounter);
|
|
saved_game.write<int32_t>(NPC_type);
|
|
saved_game.write<int32_t>(NPC_targetname);
|
|
saved_game.write<int32_t>(NPC_target);
|
|
saved_game.write<int32_t>(moverState);
|
|
saved_game.write<int32_t>(soundPos1);
|
|
saved_game.write<int32_t>(sound1to2);
|
|
saved_game.write<int32_t>(sound2to1);
|
|
saved_game.write<int32_t>(soundPos2);
|
|
saved_game.write<int32_t>(soundLoop);
|
|
saved_game.write<int32_t>(nextTrain);
|
|
saved_game.write<int32_t>(prevTrain);
|
|
saved_game.write<float>(pos1);
|
|
saved_game.write<float>(pos2);
|
|
saved_game.write<float>(pos3);
|
|
saved_game.write<int32_t>(sounds);
|
|
saved_game.write<int32_t>(closetarget);
|
|
saved_game.write<int32_t>(opentarget);
|
|
saved_game.write<int32_t>(paintarget);
|
|
saved_game.write<int32_t>(lockCount);
|
|
saved_game.write<float>(radius);
|
|
saved_game.write<int32_t>(wpIndex);
|
|
saved_game.write<int32_t>(noise_index);
|
|
saved_game.write<float>(startRGBA);
|
|
saved_game.write<float>(finalRGBA);
|
|
saved_game.write<int32_t>(item);
|
|
saved_game.write<int32_t>(message);
|
|
saved_game.write<float>(lightLevel);
|
|
saved_game.write<int32_t>(forcePushTime);
|
|
saved_game.write<int32_t>(forcePuller);
|
|
}
|
|
|
|
void sg_import(
|
|
ojk::SavedGameHelper& saved_game)
|
|
{
|
|
saved_game.read<>(s);
|
|
saved_game.read<int32_t>(client);
|
|
saved_game.read<int32_t>(inuse);
|
|
saved_game.read<int32_t>(linked);
|
|
saved_game.read<int32_t>(svFlags);
|
|
saved_game.read<int32_t>(bmodel);
|
|
saved_game.read<float>(mins);
|
|
saved_game.read<float>(maxs);
|
|
saved_game.read<int32_t>(contents);
|
|
saved_game.read<float>(absmin);
|
|
saved_game.read<float>(absmax);
|
|
saved_game.read<float>(currentOrigin);
|
|
saved_game.read<float>(currentAngles);
|
|
saved_game.read<int32_t>(owner);
|
|
saved_game.read<>(ghoul2);
|
|
saved_game.read<float>(modelScale);
|
|
saved_game.read<int32_t>(classname);
|
|
saved_game.read<int32_t>(spawnflags);
|
|
saved_game.read<int32_t>(flags);
|
|
saved_game.read<int32_t>(model);
|
|
saved_game.read<int32_t>(model2);
|
|
saved_game.read<int32_t>(freetime);
|
|
saved_game.read<int32_t>(eventTime);
|
|
saved_game.read<int32_t>(freeAfterEvent);
|
|
saved_game.read<float>(physicsBounce);
|
|
saved_game.read<int32_t>(clipmask);
|
|
saved_game.read<float>(speed);
|
|
saved_game.read<float>(resultspeed);
|
|
saved_game.read<int32_t>(lastMoveTime);
|
|
saved_game.read<float>(movedir);
|
|
saved_game.read<float>(lastOrigin);
|
|
saved_game.read<float>(lastAngles);
|
|
saved_game.read<float>(mass);
|
|
saved_game.read<int32_t>(lastImpact);
|
|
saved_game.read<int32_t>(watertype);
|
|
saved_game.read<int32_t>(waterlevel);
|
|
saved_game.read<int16_t>(wupdate);
|
|
saved_game.read<int16_t>(prev_waterlevel);
|
|
saved_game.read<float>(angle);
|
|
saved_game.read<int32_t>(target);
|
|
saved_game.read<int32_t>(target2);
|
|
saved_game.read<int32_t>(target3);
|
|
saved_game.read<int32_t>(target4);
|
|
saved_game.read<int32_t>(targetJump);
|
|
saved_game.read<int32_t>(targetname);
|
|
saved_game.read<int32_t>(team);
|
|
saved_game.read<int32_t>(roff);
|
|
saved_game.read<int32_t>(roff_ctr);
|
|
saved_game.read<int32_t>(next_roff_time);
|
|
saved_game.read<int32_t>(fx_time);
|
|
saved_game.read<int32_t>(nextthink);
|
|
saved_game.read<int32_t>(e_ThinkFunc);
|
|
saved_game.read<int32_t>(e_clThinkFunc);
|
|
saved_game.read<int32_t>(e_ReachedFunc);
|
|
saved_game.read<int32_t>(e_BlockedFunc);
|
|
saved_game.read<int32_t>(e_TouchFunc);
|
|
saved_game.read<int32_t>(e_UseFunc);
|
|
saved_game.read<int32_t>(e_PainFunc);
|
|
saved_game.read<int32_t>(e_DieFunc);
|
|
saved_game.read<int32_t>(health);
|
|
saved_game.read<int32_t>(max_health);
|
|
saved_game.read<int32_t>(takedamage);
|
|
saved_game.read<int32_t>(material);
|
|
saved_game.read<int32_t>(damage);
|
|
saved_game.read<int32_t>(dflags);
|
|
saved_game.read<int32_t>(splashDamage);
|
|
saved_game.read<int32_t>(splashRadius);
|
|
saved_game.read<int32_t>(methodOfDeath);
|
|
saved_game.read<int32_t>(splashMethodOfDeath);
|
|
saved_game.read<int32_t>(locationDamage);
|
|
saved_game.read<int32_t>(chain);
|
|
saved_game.read<int32_t>(enemy);
|
|
saved_game.read<int32_t>(activator);
|
|
saved_game.read<int32_t>(teamchain);
|
|
saved_game.read<int32_t>(teammaster);
|
|
saved_game.read<int32_t>(lastEnemy);
|
|
saved_game.read<float>(wait);
|
|
saved_game.read<float>(random);
|
|
saved_game.read<int32_t>(delay);
|
|
saved_game.read<int32_t>(alt_fire);
|
|
saved_game.read<int32_t>(count);
|
|
saved_game.read<int32_t>(bounceCount);
|
|
saved_game.read<int32_t>(fly_sound_debounce_time);
|
|
saved_game.read<int32_t>(painDebounceTime);
|
|
saved_game.read<int32_t>(disconnectDebounceTime);
|
|
saved_game.read<int32_t>(attackDebounceTime);
|
|
saved_game.read<int32_t>(pushDebounceTime);
|
|
saved_game.read<int32_t>(aimDebounceTime);
|
|
saved_game.read<int32_t>(useDebounceTime);
|
|
saved_game.read<int32_t>(trigger_formation);
|
|
saved_game.read<int32_t>(spawnContents);
|
|
saved_game.read<int32_t>(waypoint);
|
|
saved_game.read<int32_t>(wayedge);
|
|
saved_game.read<int32_t>(lastWaypoint);
|
|
saved_game.read<int32_t>(lastInAirTime);
|
|
saved_game.read<int32_t>(noWaypointTime);
|
|
saved_game.read<int32_t>(combatPoint);
|
|
saved_game.read<float>(followPos);
|
|
saved_game.read<int32_t>(followPosRecalcTime);
|
|
saved_game.read<int32_t>(followPosWaypoint);
|
|
saved_game.read<int32_t>(loopAnim);
|
|
saved_game.read<int32_t>(startFrame);
|
|
saved_game.read<int32_t>(endFrame);
|
|
saved_game.read<int32_t>(m_iIcarusID);
|
|
saved_game.read<int32_t>(taskID);
|
|
saved_game.read<int32_t>(parms);
|
|
saved_game.read<int32_t>(behaviorSet);
|
|
saved_game.read<int32_t>(script_targetname);
|
|
saved_game.read<int32_t>(delayScriptTime);
|
|
saved_game.read<int32_t>(soundSet);
|
|
saved_game.read<int32_t>(setTime);
|
|
saved_game.read<int32_t>(cameraGroup);
|
|
saved_game.read<int32_t>(noDamageTeam);
|
|
saved_game.read<int16_t>(playerModel);
|
|
saved_game.read<int16_t>(weaponModel);
|
|
saved_game.read<int16_t>(handRBolt);
|
|
saved_game.read<int16_t>(handLBolt);
|
|
saved_game.read<int16_t>(headBolt);
|
|
saved_game.read<int16_t>(cervicalBolt);
|
|
saved_game.read<int16_t>(chestBolt);
|
|
saved_game.read<int16_t>(gutBolt);
|
|
saved_game.read<int16_t>(torsoBolt);
|
|
saved_game.read<int16_t>(crotchBolt);
|
|
saved_game.read<int16_t>(motionBolt);
|
|
saved_game.read<int16_t>(kneeLBolt);
|
|
saved_game.read<int16_t>(kneeRBolt);
|
|
saved_game.read<int16_t>(elbowLBolt);
|
|
saved_game.read<int16_t>(elbowRBolt);
|
|
saved_game.read<int16_t>(footLBolt);
|
|
saved_game.read<int16_t>(footRBolt);
|
|
saved_game.read<int16_t>(faceBone);
|
|
saved_game.read<int16_t>(craniumBone);
|
|
saved_game.read<int16_t>(cervicalBone);
|
|
saved_game.read<int16_t>(thoracicBone);
|
|
saved_game.read<int16_t>(upperLumbarBone);
|
|
saved_game.read<int16_t>(lowerLumbarBone);
|
|
saved_game.read<int16_t>(hipsBone);
|
|
saved_game.read<int16_t>(motionBone);
|
|
saved_game.read<int16_t>(rootBone);
|
|
saved_game.read<int16_t>(footLBone);
|
|
saved_game.read<int16_t>(footRBone);
|
|
saved_game.read<int16_t>(humerusRBone);
|
|
saved_game.read<int16_t>(genericBone1);
|
|
saved_game.read<int16_t>(genericBone2);
|
|
saved_game.read<int16_t>(genericBone3);
|
|
saved_game.read<int16_t>(genericBolt1);
|
|
saved_game.read<int16_t>(genericBolt2);
|
|
saved_game.read<int16_t>(genericBolt3);
|
|
saved_game.read<int16_t>(genericBolt4);
|
|
saved_game.read<int16_t>(genericBolt5);
|
|
saved_game.read<int32_t>(cinematicModel);
|
|
saved_game.read<int32_t>(m_pVehicle);
|
|
saved_game.read<int32_t>(NPC);
|
|
saved_game.read<int32_t>(ownername);
|
|
saved_game.read<int32_t>(cantHitEnemyCounter);
|
|
saved_game.read<int32_t>(NPC_type);
|
|
saved_game.read<int32_t>(NPC_targetname);
|
|
saved_game.read<int32_t>(NPC_target);
|
|
saved_game.read<int32_t>(moverState);
|
|
saved_game.read<int32_t>(soundPos1);
|
|
saved_game.read<int32_t>(sound1to2);
|
|
saved_game.read<int32_t>(sound2to1);
|
|
saved_game.read<int32_t>(soundPos2);
|
|
saved_game.read<int32_t>(soundLoop);
|
|
saved_game.read<int32_t>(nextTrain);
|
|
saved_game.read<int32_t>(prevTrain);
|
|
saved_game.read<float>(pos1);
|
|
saved_game.read<float>(pos2);
|
|
saved_game.read<float>(pos3);
|
|
saved_game.read<int32_t>(sounds);
|
|
saved_game.read<int32_t>(closetarget);
|
|
saved_game.read<int32_t>(opentarget);
|
|
saved_game.read<int32_t>(paintarget);
|
|
saved_game.read<int32_t>(lockCount);
|
|
saved_game.read<float>(radius);
|
|
saved_game.read<int32_t>(wpIndex);
|
|
saved_game.read<int32_t>(noise_index);
|
|
saved_game.read<float>(startRGBA);
|
|
saved_game.read<float>(finalRGBA);
|
|
saved_game.read<int32_t>(item);
|
|
saved_game.read<int32_t>(message);
|
|
saved_game.read<float>(lightLevel);
|
|
saved_game.read<int32_t>(forcePushTime);
|
|
saved_game.read<int32_t>(forcePuller);
|
|
}
|
|
};
|
|
#endif //#ifdef GAME_INCLUDE
|
|
|
|
extern gentity_t g_entities[MAX_GENTITIES];
|
|
extern game_import_t gi;
|
|
|
|
// each WP_* weapon enum has an associated weaponInfo_t
|
|
// that contains media references necessary to present the
|
|
// weapon and its effects
|
|
typedef struct weaponInfo_s {
|
|
qboolean registered;
|
|
gitem_t *item;
|
|
|
|
qhandle_t handsModel; // the hands don't actually draw, they just position the weapon
|
|
qhandle_t weaponModel; //for in view
|
|
qhandle_t weaponWorldModel; //for in their hands
|
|
qhandle_t barrelModel[4];
|
|
|
|
vec3_t weaponMidpoint; // so it will rotate centered instead of by tag
|
|
|
|
qhandle_t weaponIcon; // The version of the icon with a glowy background
|
|
qhandle_t weaponIconNoAmmo; // The version of the icon with no ammo warning
|
|
qhandle_t ammoIcon;
|
|
|
|
qhandle_t ammoModel;
|
|
|
|
qhandle_t missileModel;
|
|
sfxHandle_t missileSound;
|
|
void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
|
|
|
|
qhandle_t alt_missileModel;
|
|
sfxHandle_t alt_missileSound;
|
|
void (*alt_missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
|
|
|
|
// sfxHandle_t flashSound;
|
|
// sfxHandle_t altFlashSound;
|
|
|
|
sfxHandle_t firingSound;
|
|
sfxHandle_t altFiringSound;
|
|
|
|
sfxHandle_t stopSound;
|
|
|
|
sfxHandle_t missileHitSound;
|
|
sfxHandle_t altmissileHitSound;
|
|
|
|
sfxHandle_t chargeSound;
|
|
sfxHandle_t altChargeSound;
|
|
|
|
sfxHandle_t selectSound; // sound played when weapon is selected
|
|
} weaponInfo_t;
|
|
|
|
extern sfxHandle_t CAS_GetBModelSound( const char *name, int stage );
|
|
|
|
enum
|
|
{
|
|
EDGE_NORMAL,
|
|
EDGE_PATH,
|
|
EDGE_BLOCKED,
|
|
EDGE_FAILED,
|
|
EDGE_FLY,
|
|
EDGE_JUMP,
|
|
EDGE_LARGE,
|
|
EDGE_PATHBLOCKED,
|
|
EDGE_NEARESTVALID,
|
|
EDGE_NEARESTINVALID,
|
|
|
|
EDGE_NODE_FLOATING,
|
|
EDGE_NODE_NORMAL,
|
|
EDGE_NODE_GOAL,
|
|
EDGE_NODE_COMBAT,
|
|
|
|
EDGE_CELL,
|
|
EDGE_CELL_EMPTY,
|
|
EDGE_IMPACT_SAFE,
|
|
EDGE_IMPACT_POSSIBLE,
|
|
EDGE_THRUST,
|
|
EDGE_VELOCITY,
|
|
|
|
EDGE_FOLLOWPOS,
|
|
|
|
EDGE_WHITE_ONESECOND,
|
|
EDGE_WHITE_TWOSECOND,
|
|
EDGE_RED_ONESECOND,
|
|
EDGE_RED_TWOSECOND,
|
|
};
|
|
|
|
enum
|
|
{
|
|
NODE_NORMAL,
|
|
NODE_FLOATING,
|
|
NODE_GOAL,
|
|
NODE_NAVGOAL,
|
|
};
|
|
|
|
#endif // #ifndef __G_SHARED_H__
|