rpg-x2-rpgxef/cgame/cg_local.h
Walter Julius 'GSIO01' Hennecke 6bde5fb79e Sync with rpgxEF repo ...
How long will we keep syncing these back?
2012-09-10 21:29:23 +02:00

2499 lines
68 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "../game/q_shared.h"
#include "tr_types.h"
#include "../game/bg_public.h"
#include "cg_public.h"
// The entire cgame module is unloaded and reloaded on each level change,
// so there is NO persistant data between levels on the client side.
// If you absolutely need something stored, it can either be kept
// by the server in the server stored userinfos, or stashed in a cvar.
//RPG-X | Phenix | 13/02/2005
#define N00bSoundCount 12
#define POWERUP_BLINKS 5
#define Q_FLASH_TIME 450
#define POWERUP_BLINK_TIME 1000
#define FADE_TIME 200
#define PULSE_TIME 200
#define DAMAGE_DEFLECT_TIME 100
#define DAMAGE_RETURN_TIME 400
#define DAMAGE_TIME 500
#define LAND_DEFLECT_TIME 150
#define LAND_RETURN_TIME 300
#define STEP_TIME 200
#define DUCK_TIME 100
#define PAIN_TWITCH_TIME 200
#define WEAPON_SELECT_TIME 1400
#define ITEM_SCALEUP_TIME 1000
// Zoom vars
#define ZOOM_TIME 150
#define MAX_ZOOM_FOV 5.0f
#define ZOOM_IN_TIME 1000.0f
#define ZOOM_OUT_TIME 100.0f
#define ZOOM_START_PERCENT 0.3f
#define ITEM_BLOB_TIME 200
#define MUZZLE_FLASH_TIME 20
#define SINK_TIME 1000 // time for fragments to sink into ground before going away
#define ATTACKER_HEAD_TIME 10000
#define REWARD_TIME 3000
#define PULSE_SCALE 1.5 // amount to scale up the icons when activating
#define MAX_STEP_CHANGE 32
#define MAX_VERTS_ON_POLY 10
#define MAX_MARK_POLYS 256
#define STAT_MINUS 10 // num frame for '-' stats digit
#define ICON_SIZE 48
#define CHAR_WIDTH 32
#define CHAR_HEIGHT 48
#define TEXT_ICON_SPACE 4
#define TEAMCHAT_WIDTH 80
#define TEAMCHAT_HEIGHT 8
// very large characters
#define GIANT_WIDTH 32
#define GIANT_HEIGHT 48
#define NUM_FONT_BIG 1
#define NUM_FONT_SMALL 2
#define NUM_CROSSHAIRS 12
#define MAX_OBJECTIVES 16
#define MAX_OBJ_LENGTH 1024
#define MAX_OBJ_TEXT_LENGTH (MAX_OBJECTIVES*MAX_OBJ_LENGTH)
//beam defines used to calc player fading in beam sequence
#define PLAYER_BEAM_FADE 1500 //RPG-X: TiM - Time index for when player model fades in/out in a beam sequence
#define PLAYER_BEAM_FADETIME 1000 //Length of time the player will be fading out
typedef enum {
FOOTSTEP_NORMAL,
FOOTSTEP_BORG,
FOOTSTEP_REAVER,
FOOTSTEP_SPECIES,
FOOTSTEP_WARBOT,
FOOTSTEP_METAL,
FOOTSTEP_SPLASH,
FOOTSTEP_BOOT,
FOOTSTEP_GRASS,
FOOTSTEP_GRAVEL,
FOOTSTEP_SNOW,
FOOTSTEP_WOOD,
FOOTSTEP_TOTAL
} footstep_t;
//RPG-X | GSIO01 | 20/05/2009:
typedef enum {
LANDSOUND_NORMAL,
LANDSOUND_METAL,
LANDSOUND_GRASS,
LANDSOUND_GRAVEL,
LANDSOUND_SNOW,
LANDSOUND_WOOD,
LANDSOUND_TOTAL
} landsound_t;
// For the holodoor intro
#define TIME_INIT 100
#define TIME_DOOR_START 1000
#define TIME_DOOR_DUR (TIME_FADE_START-TIME_DOOR_START)
#define TIME_FADE_START 3000
#define TIME_FADE_DUR (TIME_INTRO-TIME_FADE_START)
/*==============================================
TiM - Since the majority of the body models use the same anim config,
I'm going to adapt the same logic from JKA where common animations
are stored in a global array and then whenever a new model is called,
a check is done to see we already have the anims parsed, rather than
parse them allll over again. Might shave a few seconds off of loadtime
and put them towards more precious roleplaying. :)
Hrm, they'll also need to be parsed CG and G for the emote system to fully
work.
*/
typedef struct animsList_s {
char animFileRoute[MAX_QPATH];
animation_t animations[MAX_ANIMATIONS];
} animsList_t;
//TiM: Borrowed from EF SP
//Data struct for necessary dynamic animation sound effects.
//Useful for proper footstep sync and emote-based sound FX.
#define MAX_ANIM_SOUNDS 64
#define MAX_RANDOM_ANIMSOUNDS 8
typedef struct animsounds_s
{
int keyFrame; //Frame to play sound on
int soundIndex[MAX_RANDOM_ANIMSOUNDS]; //sound file to play - FIXME: should be an index, handle random some other way?
int numRandomAnimSounds; //string variable min for va("...%d.wav", Q_irand(lowestVa, highestVa))
int probability; //chance sound will play, zero value will not run this test (0 = 100% basically)
} animsounds_t;
typedef struct animsSndList_s {
char animSndFileRoute[MAX_QPATH];
animsounds_t upperAnimSounds[MAX_ANIM_SOUNDS];
animsounds_t lowerAnimSounds[MAX_ANIM_SOUNDS];
} animsSndList_t;
//TiM : JKA had 32, but since each potential char could have a
//dif anim list in EF, I'll allocate enough space if need be.
//Hopefully, if I've done my job, we won't actually ever exceed 2. :)
extern animsSndList_t cg_animsSndList[MAX_CLIENTS];
extern int cg_numSndAnims;
extern animsList_t cg_animsList[MAX_CLIENTS];
extern int cg_numAnims;
//Unlike EF SP, the anim and sound configs here are kept separately.
//I plan to make the animsounds config into a parameter in the model
//script file. It won't use up more resources, and it'll give modders additional
//flexibilty if they wish
//================================================
//Struct to hold tricorder info strings
//typedef char tricString_t[MAX_TOKEN_CHARS];
/*=================================================
TiM: Rank Structs
The data in these structs are necessary for each seperate
rank in order to be loaded and displayed in the client
base.
==================================================*/
//CLR_GREY, //Grey is only used if there is no real class or rank. So it's default
typedef enum {
CLR_RED,
CLR_GOLD,
CLR_TEAL,
CLR_GREEN,
MAX_COLORS
} rankColor_t;
//Data needed for each rank entry in the TAB menu
typedef struct {
float w;
float h;
int s1;
int t1;
int s2;
int t2;
int gWidth;
int gHeight;
qhandle_t graphic;
} rankMenuData_t;
/*Data relating to the loadage
and displayage of rank pips
on player models. I've set it up
this way so models are cached AS THEY ARE USED.
The point being to limit the number of shaders
we'll actually need cached at any given point.
That MAX_SHADERS error ticks me off... T_T
*/
typedef struct {
char boltModelPath[MAX_QPATH];
qhandle_t boltModel;
char boltShaderPath[MAX_QPATH];
qhandle_t boltShader;
qboolean triedToLoad;
qboolean admiralRank;
} rankModelData_t;
//POSSIBLE FIXME: A string value for each rank may be needed at some stage... not sure
//Yeah... we need the formal name for the tricorder scanner.
//And we'll also need the consoleName so we can list the possible choices if needed.
typedef struct {
char consoleName[MAX_QPATH];
char formalName[MAX_QPATH];
rankMenuData_t rankMenuData[MAX_COLORS];
rankModelData_t rankModelData;
} ranksData_t;
typedef struct {
rankMenuData_t rankMenuData;
rankModelData_t rankModelData;
} defaultRankData_t;
#define MAX_CROSSHAIRS 15
//=================================================
//TiM: Importable - Custom Crosshair Data
typedef struct {
qboolean noDraw;
vec4_t color;
int s1;
int t1;
int s2;
int t2;
//qhandle_t graphic;
} crosshairsData_t;
//=================================================
typedef struct {
char formalName[25];
int radarColor[3];
int iconColor;
qboolean showRanks;
qboolean isMedic;
qboolean isBorg;
} cg_classData_t;
// player entities need to track more information
// than any other type of entity.
// note that not every player entity is a client entity,
// because corpses after respawn are outside the normal
// client numbering range
// when changing animation, set animationTime to frameTime + lerping time
// The current lerp will finish out, then it will lerp to the new animation
typedef struct {
int oldFrame;
int oldFrameTime; // time when ->oldFrame was exactly on
int frame;
int frameTime; // time when ->frame will be exactly on
float backlerp;
float yawAngle;
qboolean yawing;
float pitchAngle;
qboolean pitching;
//TiM
float rollAngle;
qboolean rolling;
//eTiM
int animationNumber; // may include ANIM_TOGGLEBIT
animation_t *animation;
int animationTime; // time when the first frame of the animation will be exact
} lerpFrame_t;
typedef struct {
lerpFrame_t head, legs, torso;
int painTime;
int painDirection; // flip from 0 to 1
qboolean empty;
int lightningFiring;
// machinegun spinning
float barrelAngle;
int barrelTime;
qboolean barrelSpinning;
} playerEntity_t;
//=================================================
//TiM - struct containing all the necessary data required
//for the SP style transporter. Due to really whacky design on id's behalf,
//this data has to be global enough for players AND weapons
//to accept it. :P
typedef struct {
//RPG-X | TiM - Time when a transport powerup is detected.
//I originally only had one variable, but found trying to track two
//different powerups with one value was causing some undesired render effects.
//This method is far better in the fact it means much cleaner render effects,
//and also if there is a delay in the server-side teleport function, the visual FX
//on this side will still remain in sync. :)
//int beamTime;
qboolean beamInDetected;
float beamAlpha; //put in here so it's in scope for me to pass it to the weapons renderer
int beamTimeParam;
} beamData_t;
//=================================================
// centity_t have a direct corespondence with gentity_t in the game, but
// only the entityState_t is directly communicated to the cgame
typedef struct centity_s {
entityState_t currentState; // from cg.frame
entityState_t nextState; // from cg.nextFrame, if available
qboolean interpolate; // true if next is valid to interpolate to
qboolean currentValid; // true if cg.frame holds this entity
int muzzleFlashTime; // move to playerEntity?
int previousEvent;
int thinkFlag;
int trailTime; // so missile trails can handle dropped initial packets
int miscTime;
vec3_t damageAngles;
int damageTime;
int deathTime;
playerEntity_t pe;
beamData_t beamData;
int cloakTime; //time index we started cloaking, for the Q-Flash
int decloakTime;
qboolean wasCloaked;
// Unused
int errorTime; // decay the error from this time
// vec3_t errorOrigin;
// vec3_t errorAngles;
qboolean extrapolated; // false if origin / angles is an interpolation
vec3_t rawOrigin;
vec3_t rawAngles;
vec3_t beamEnd;
// exact interpolated position of entity on this frame
vec3_t lerpOrigin;
vec3_t lerpAngles;
int turboTime;
//qboolean unclampAngles; //TiM - Unstor player clamp angles
qboolean clampAngles;
} centity_t;
//TiM - stores the time index of each client to be used when they enter a turbolift.
//it's been placed here to ensure no changes will be made to it, unlike the cent structs
extern int cg_liftEnts[MAX_CLIENTS];
//======================================================================
// local entities are created as a result of events or predicted actions,
// and live independantly from all server transmitted entities
typedef struct markPoly_s {
struct markPoly_s *prevMark, *nextMark;
int time;
qhandle_t markShader;
qboolean alphaFade; // fade alpha instead of rgb
float color[4];
poly_t poly;
polyVert_t verts[MAX_VERTS_ON_POLY];
} markPoly_t;
typedef enum {
LE_MARK,
LE_EXPLOSION,
LE_SPRITE_EXPLOSION,
LE_MOVE_SCALE_FADE,
LE_FALL_SCALE_FADE,
LE_FADE_RGB,
LE_SCALE_FADE,
LE_SCALE_FADE_SPRITE,
LE_SCALE_SINE, //RPG-X: TiM
LE_LINE,
LE_LINE2,
LE_OLINE,
LE_TRAIL,
LE_VIEWSPRITE,
LE_BEZIER,
LE_QUAD,
LE_CYLINDER,
LE_ELECTRICITY,
LE_PARTICLE,
LE_SPAWNER,
LE_FRAGMENT,
LE_STASISDOOR
} leType_t;
typedef enum {
LEF_NONE = 0x0000, // Use for "no flag"
LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time
LEF_TUMBLE = 0x0002, // tumble over time, used for ejecting shells
LEF_MOVE = 0x0004, // Sprites and models and trails use this when they use velocity
LEF_USE_COLLISION = 0x0008, // Sprites, models and trails use this when they want to collide and bounce.
LEF_ONE_FRAME = 0x0010, // One frame only is to be shown of the entity.
LEF_ONE_FRAME_DONE = 0x0020, // This bit is set AFTER the one frame is shown.
LEF_FADE_RGB = 0x0040, // Force fading through color.
LEF_SINE_SCALE = 0x0080, // TiM-Used for non-linear ratio calcs
LEF_REVERSE_SCALE = 0x0100 // TiM-Make the scale decrease instead of increase
} leFlag_t;
typedef enum {
LEMT_NONE,
} leMarkType_t; // fragment local entities can leave marks on walls
typedef struct localEntity_s {
struct localEntity_s *prev, *next;
leType_t leType;
int leFlags;
int startTime;
int endTime;
float lifeRate; // 1.0 / (endTime - startTime)
trajectory_t pos;
trajectory_t angles;
float bounceFactor; // 0.0 = no bounce, 1.0 = perfect
float color[4];
float frameRate;
int numFrames;
// float radius;
// float dradius;
// float length;
// float dlength;
float alpha;
float dalpha;
float shaderRate;
int numShaders;
qhandle_t *leShaders;
float light;
vec3_t lightColor;
leMarkType_t leMarkType;
union {
struct {
float radius;
float dradius;
vec3_t startRGB;
vec3_t dRGB;
} sprite;
struct {
float width;
float dwidth;
float length;
float dlength;
vec3_t startRGB;
vec3_t dRGB;
} trail;
struct {
float width;
float dwidth;
// Below are bezier specific.
vec3_t control1; // initial position of control points
vec3_t control2;
vec3_t control1_velocity; // initial velocity of control points
vec3_t control2_velocity;
vec3_t control1_acceleration; // constant acceleration of control points
vec3_t control2_acceleration;
} line;
struct {
float width;
float dwidth;
float width2;
float dwidth2;
vec3_t startRGB;
vec3_t dRGB;
} line2;
struct {
float width;
float dwidth;
float width2;
float dwidth2;
float height;
float dheight;
} cylinder;
struct {
float width;
float dwidth;
} electricity;
struct
{
// fight the power! open and close brackets in the same column!
float radius;
float dradius;
qboolean (*thinkFn)(struct localEntity_s *le);
vec3_t dir; // magnitude is 1, but this is oldpos - newpos right before the
//particle is sent to the renderer
// may want to add something like particle::localEntity_s *le (for the particle's think fn)
} particle;
struct
{
qboolean dontDie;
vec3_t dir;
float variance;
int delay;
int nextthink;
qboolean (*thinkFn)(struct localEntity_s *le);
int data1;
int data2;
} spawner;
struct
{
float radius;
} fragment;
} data;
refEntity_t refEntity;
vec3_t addOrigin;
} localEntity_t;
// kef -- there may well be a cleaner way of doing this, but the think functions for particles
//will need access to these CG_AddXXXXXX functions, so...
void CG_AddMoveScaleFade( localEntity_t *le );
void CG_AddScaleFade( localEntity_t *le );
void CG_AddFallScaleFade( localEntity_t *le );
void CG_AddExplosion( localEntity_t *ex );
void CG_AddSpriteExplosion( localEntity_t *le );
void CG_AddScaleFadeSprite( localEntity_t *le );
void CG_AddQuad( localEntity_t *le );
void CG_AddLine( localEntity_t *le );
void CG_AddOLine( localEntity_t *le );
void CG_AddLine2( localEntity_t *le );
void CG_AddTrail( localEntity_t *le );
void CG_AddViewSprite( localEntity_t *le );
void CG_AddBezier( localEntity_t *le );
void CG_AddCylinder( localEntity_t *le );
void CG_AddElectricity( localEntity_t *le );
// IMPORTANT!! Don't make CG_AddParticle or CG_AddSpawner available here to prevent unpalateable recursion possibilities
//
//======================================================================
typedef struct {
int client;
int score;
int ping;
int time;
int scoreFlags;
// int faveTarget;
// int faveTargetKills; // # of times you killed fave target
int worstEnemy;
int worstEnemyKills; // # of times worst Enemy Killed you
int faveWeapon; // your favorite weapon
int killedCnt; // # of times you were killed
} score_t;
//**********************************************************
//RPG-X Player Model Additional Data
//This is the struct where all the data loaded from .model files
//is parsed to. From there, it can be plugged straight into
//the original model loading pipeline.... I think
//**********************************************************
#define MAX_BOLTONS 10
#define MAX_TALK_SKINS 4
typedef enum {
BOLTON_HEAD = 0,
BOLTON_TORSO,
BOLTON_LEGS,
BOLTON_MAX
} boltonLoc_t;
//min and max value for any timed events
typedef struct {
int nextTime;
int minSeconds;
int maxSeconds;
} charSecs_t;
typedef struct {
int modelBase;
char tagName[MAX_QPATH];
qhandle_t tagModel;
} boltonTags_t;
// each client has an associated clientInfo_t
// that contains media references necessary to present the
// client model and other color coded effects
// this is regenerated each time a client's configstring changes,
// usually as a result of a userinfo (name, model, etc) change
#define MAX_CUSTOM_SOUNDS 32
typedef struct {
qboolean infoValid;
char name[MAX_QPATH];
team_t team;
pclass_t pClass;
int botSkill; // 0 = not bot, 1-5 = bot
vec3_t color;
int score; // updated by score servercmds
int location; // location index for team mode
int health; // you only get this info about your teammates
int armor;
int curWeapon;
int handicap;
int wins, losses; // in tourney mode
int powerups; // so can display quad/flag status
qboolean eliminated; // so can display quad/flag status
qboolean hasRanks; //displays ranks on model or not
// when clientinfo is changed, the loading of models/skins/sounds
// can be deferred until you are dead, to prevent hitches in
// gameplay
char charName[MAX_QPATH];
char modelName[MAX_QPATH];
char skinName[MAX_QPATH];
qboolean deferred;
vec3_t headOffset; // move head in icon views
footstep_t footsteps;
gender_t gender; // from model
char soundPath[MAX_QPATH]; //from model
qhandle_t legsModel;
qhandle_t legsSkin;
qhandle_t torsoModel;
qhandle_t torsoSkin;
qhandle_t headModel;
qhandle_t headSkin;
//int numBoltOns;
boltonTags_t boltonTags[MAX_BOLTONS];
//TiM - Additional Parameters
qhandle_t headSkinBlink;
//frowning
qhandle_t headSkinFrown;
qhandle_t headSkinFrownBlink;
charSecs_t headBlinkTime;
//charSecs_t headFrownTime;
//TiM
qhandle_t headSkinTalk[MAX_TALK_SKINS];
int nextTalkTime;
int currentTalkSkin;
int nextTalkAngle; //Time index until the new talk angles are calculated
int talkDifferential; //Length of time between changes, without cg.time added
vec3_t talkAngles; //decimal values to offset the head orientation
int headDebounceTime; //Time to spend checking for talking checks
qhandle_t holsterModel; //RPG-X : TiM
//--
//char race[256];
qhandle_t modelIcon;
//TiM - Whoa... this thing is pretty huge now thanks to the 50+ anims I added :/
//animation_t animations[MAX_ANIMATIONS];
//animation_t *animations;
int animIndex; //index to the array cell with the anim data we want in it. :)
int animSndIndex; //index to the array cell where the sound data for certain anims is kept.
sfxHandle_t sounds[MAX_CUSTOM_SOUNDS];
int numTaunts;
qboolean animsFlushed;
//Player Model System Custom Parameters
//TiM
char age[MAX_NAME_LENGTH];
float height;
float weight;
char race[MAX_NAME_LENGTH];
//--
int modelOffset;
qboolean isAdmin; //local store to determine if client is an admin or not (for both class and login)
qboolean isHazardModel; //yeh lame lol
int silentCloak;
} clientInfo_t;
// each WP_* weapon enum has an associated weaponInfo_t
// that contains media references necessary to present the
// weapon and its effects
typedef struct weaponInfo_s {
qboolean registered;
gitem_t *item;
qhandle_t handsModel; // the hands don't actually draw, they just position the weapon
qhandle_t weaponModel; // this is the pickup model
qhandle_t viewModel; // this is the in-view model used by the player
qhandle_t barrelModel[4]; // Trek weapons have lots of barrels
qhandle_t flashModel;
vec3_t weaponMidpoint; // so it will rotate centered instead of by tag
vec3_t flashDlightColor;
sfxHandle_t flashSound; // fast firing weapons randomly choose
sfxHandle_t altFlashSnd;
sfxHandle_t stopSound;
sfxHandle_t altStopSound;
sfxHandle_t firingSound;
sfxHandle_t altFiringSound;
// sfxHandle_t missileSound;
sfxHandle_t alt_missileSound;
sfxHandle_t mainHitSound;
sfxHandle_t altHitSound;
qhandle_t weaponIcon;
// qhandle_t ammoModel;
qhandle_t missileModel;
void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
float missileDlight;
vec3_t missileDlightColor;
qhandle_t alt_missileModel;
void (*alt_missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
float alt_missileDlight;
qboolean isAnimSndBased; //TiM - play this sound, only if the player has no anim sound cfg.
} weaponInfo_t;
// each IT_* item has an associated itemInfo_t
// that constains media references necessary to present the
// item and its effects
typedef struct {
qboolean registered;
qhandle_t model;
qhandle_t icon;
} itemInfo_t;
typedef struct {
int itemNum;
} powerupInfo_t;
typedef struct {
char text[MAX_OBJ_LENGTH];
char abridgedText[MAX_OBJ_LENGTH];
qboolean complete;
} objective_t;
//TiM - Data needed for FPS Body CVAR
typedef struct {
int anim;
int offset;
float sizeOffset;
} fpsBody_t;
//======================================================================
// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after
typedef struct {
int clientFrame; // incremented each frame
qboolean demoPlayback;
qboolean levelShot; // taking a level menu screenshot
int deferredPlayerLoading;
qboolean loading; // don't defer players at initial startup
qboolean intermissionStarted; // don't play voice rewards, because game will end shortly
// there are only one or two snapshot_t that are relevent at a time
int latestSnapshotNum; // the number of snapshots the client system has received
int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
snapshot_t *snap; // cg.snap->serverTime <= cg.time
snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL
snapshot_t activeSnapshots[2];
float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime)
qboolean thisFrameTeleport;
qboolean nextFrameTeleport;
int frametime; // cg.time - cg.oldTime
int time; // this is the time value that the client
// is rendering at.
int oldTime; // time at last frame, used for missile trails and prediction checking
int physicsTime; // either cg.snap->time or cg.nextSnap->time
int timelimitWarnings; // 5 min, 1 min, overtime
int fraglimitWarnings;
qboolean renderingThirdPerson; // during deaths, chasecams, etc
// prediction state
qboolean hyperspace; // true if prediction has hit a trigger_teleport
playerState_t predictedPlayerState;
centity_t predictedPlayerEntity;
qboolean validPPS; // clear until the first call to CG_PredictPlayerState
int predictedErrorTime;
vec3_t predictedError;
float stepChange; // for stair up smoothing
int stepTime;
float duckChange; // for duck viewheight smoothing
int duckTime;
float landChange; // for landing hard
int landTime;
// input state sent to server
int weaponSelect;
// auto rotating items
vec3_t autoAngles;
vec3_t autoAxis[3];
vec3_t autoAnglesFast;
vec3_t autoAxisFast[3];
// view rendering
refdef_t refdef;
vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
// zoom key
qboolean zoomed;
qboolean zoomLocked;
int zoomTime;
float zoomSensitivity;
// information screen text during loading
char infoScreenText[MAX_STRING_CHARS];
// scoreboard
int scoresRequestTime;
int numScores;
int teamScores[2];
score_t scores[MAX_CLIENTS];
qboolean showScores;
int scoreFadeTime;
char killerName[MAX_NAME_LENGTH];
// centerprinting
int centerPrintTime;
int centerPrintCharWidth;
int centerPrintY;
char centerPrint[1024];
int centerPrintLines;
// low ammo warning state
int lowAmmoWarning; // 1 = low, 2 = empty
// kill timers for carnage reward
int lastKillTime;
// crosshair client ID
int crosshairClientNum;
int crosshairClientTime;
// powerup active flashing
int powerupActive;
int powerupTime;
// attacking player
int attackerTime;
// reward medals
int rewardTime;
int rewardCount;
qhandle_t rewardShader;
// warmup countdown
int warmup;
int warmupCount;
//==========================
int itemPickup;
int itemPickupTime;
int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
int weaponSelectTime;
int weaponAnimation;
int weaponAnimationTime;
// blend blobs
float damageTime;
float damageX, damageY, damageValue, damageShieldValue;
// status bar head
//RPG-X | Phenix | 09/06/2005
// Raven commented this out!
float headYaw;
float headEndPitch;
float headEndYaw;
int headEndTime;
float headStartPitch;
float headStartYaw;
int headStartTime;
int interfaceStartupTime; // Timer for menu graphics
int interfaceStartupDone; // True when menu is done starting up
// view movement
float v_dmg_time;
float v_dmg_pitch;
float v_dmg_roll;
vec3_t kick_angles; // weapon kicks
vec3_t kick_origin;
// temp working variables for player view
float bobfracsin;
int bobcycle;
float xyspeed;
//Shake information
float shake_intensity;
int shake_duration;
int shake_start;
int shake_serverIndex; //end time for the server so client-side shakes don't stop it
//TiM : RPG-X Shake Info To try and make it look better
int shake_nextLerp, shake_lastLerp; //next cg.time value where a new random lerp value will be chosen (Updating per frame makes me motion sick due to its l33t jerkiness )
vec3_t shake_LerpAngle, shake_LerpOrigin; //Relevant data to lerp to
vec3_t shake_LastAngle, shake_LastOrigin;
// development tool
refEntity_t testModelEntity;
char testModelName[MAX_QPATH];
qboolean testGun;
int loadLCARSStage;
int loadLCARScnt;
qboolean showObjectives;
int mod;//method O' death
//RPG-X | Phenix | 08/06/2005
//RPG-X | TiM | 13/2/2006 - Moved here for standardisation
int adminMsgTime;
char adminMsgMsg[MAX_OBJ_LENGTH];
//TiM : ThirdPersonZoom Booleans
//These are inserted into the thirdperson camera func
qboolean zoomedForward;
qboolean zoomedBackward;
qboolean zoomedLeft;
qboolean zoomedRight;
qboolean zoomedUp;
qboolean zoomedDown;
qboolean zoomAngleLeft;
qboolean zoomAngleRight;
qboolean zoomPitchDown;
qboolean zoomPitchUp;
//TiM - The body in FPS mode
fpsBody_t fpsBody;
//TiM - A local boolean for the TPS view
qboolean thirdPersonNoLerp;
// cinematics
int cinematicFade;
} cg_t;
typedef enum
{
MT_NONE = 0,
MT_METAL,
MT_GLASS,
MT_GLASS_METAL,
MT_WOOD,
MT_STONE,
NUM_CHUNK_TYPES
} material_type_t;
#define NUM_CHUNKS 6
// all of the model, shader, and sound references that are
// loaded at gamestate time are stored in cgMedia_t
// Other media that can be tied to clients, weapons, or items are
// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
typedef struct {
qhandle_t charsetShader;
qhandle_t charsetPropTiny;
qhandle_t charsetProp;
qhandle_t charsetPropBig;
// qhandle_t charsetPropGlow;
qhandle_t charsetPropB;
qhandle_t whiteShader;
qhandle_t white2Shader;
qhandle_t redFlagModel;
qhandle_t blueFlagModel;
qhandle_t redFlagShader[4];
qhandle_t blueFlagShader[4];
qhandle_t teamStatusBar;
qhandle_t deferShader;
//qhandle_t eliminatedShader;
// recently added Trek shaders
qhandle_t phaserShader;
qhandle_t phaserEmptyShader;
qhandle_t phaserAltShader;
qhandle_t phaserAltEmptyShader;
qhandle_t phaserMuzzleEmptyShader;
qhandle_t testDetpackShader3;
qhandle_t testDetpackRingShader1;
qhandle_t testDetpackRingShader2;
qhandle_t testDetpackRingShader3;
qhandle_t testDetpackRingShader4;
qhandle_t testDetpackRingShader5;
qhandle_t testDetpackRingShader6;
qhandle_t detpackPlacedIcon;
//qhandle_t dnBoltShader;
//qhandle_t stasisRingShader;
//qhandle_t stasisAltShader;
qhandle_t disruptorBolt;
qhandle_t disruptorStreak;
qhandle_t whiteRingShader;
qhandle_t orangeRingShader;
qhandle_t quantumExplosionShader;
qhandle_t quantumFlashShader;
//qhandle_t scavengerAltShader;
/*qhandle_t imodExplosionShader;
qhandle_t IMODShader;
qhandle_t IMOD2Shader;
qhandle_t altIMODShader;
qhandle_t altIMOD2Shader;*/
qhandle_t prifleBeam;
qhandle_t prifleImpactShader;
qhandle_t compressionAltBeamShader;
qhandle_t compressionAltBlastShader;
qhandle_t prifleBolt;
qhandle_t flashlightModel;
qhandle_t disruptorBeam;
//qhandle_t greenBurstShader;
//qhandle_t greenTrailShader;
//qhandle_t tetrionTrail2Shader;
//qhandle_t tetrionFlareShader;
qhandle_t borgFlareShader;
//qhandle_t bulletmarksShader;
qhandle_t borgLightningShaders[4];
//qhandle_t bigBoomShader;
//qhandle_t scavExplosionFastShader;
//qhandle_t scavExplosionSlowShader;
qhandle_t sunnyFlareShader;
qhandle_t scavMarkShader;
qhandle_t sparkShader;
qhandle_t spark2Shader;
qhandle_t steamShader;
qhandle_t fireShader; //RPG-X | Marcin | 24/12/2008
qhandle_t fire2Shader; //RPG-X | Marcin | 24/12/2008
qhandle_t fire3Shader; //RPG-X | Marcin | 24/12/2008
qhandle_t smokeShader;
//qhandle_t IMODMarkShader;
qhandle_t waterDropShader;
qhandle_t oilDropShader;
qhandle_t greenDropShader;
//RPG-X | GSIO01 | 11/05/2009:
qhandle_t quantumGlow;
qhandle_t quantumRays;
qhandle_t photonGlow;
qhandle_t photonRay;
qhandle_t fireParticle;
qhandle_t explosionModel;
qhandle_t nukeModel;
//qhandle_t electricalExplosionFastShader;// These are used to have a bit of variation in the explosions
qhandle_t electricalExplosionSlowShader;
qhandle_t surfaceExplosionShader;
//qhandle_t purpleParticleShader;
qhandle_t blueParticleShader;
qhandle_t ltblueParticleShader;
qhandle_t yellowParticleShader;
qhandle_t orangeParticleShader;
qhandle_t dkorangeParticleShader;
qhandle_t orangeTrailShader;
qhandle_t compressionMarkShader;
qhandle_t redFlareShader;
qhandle_t redRingShader;
qhandle_t redRing2Shader;
qhandle_t bigShockShader;
qhandle_t plasmaShader;
qhandle_t bolt2Shader;
qhandle_t quantumRingShader;
//qhandle_t holoOuchShader;
qhandle_t painBlobShader;
qhandle_t painShieldBlobShader;
//qhandle_t shieldBlobShader;
//qhandle_t halfShieldShader;
//qhandle_t holoDecoyShader;
qhandle_t trans1Shader;
qhandle_t trans2Shader;
//TiM - SP Transporter FX shaders
qhandle_t transport1Shader;
qhandle_t transport2Shader;
qhandle_t fountainShader;
qhandle_t rippleShader;
// end recently added Trek shaders
//qhandle_t teamRedShader;
//qhandle_t teamBlueShader;
//qhandle_t chatShader;
qhandle_t connectionShader;
//qhandle_t selectShader;
//qhandle_t crosshairShader[NUM_CROSSHAIRS];
qhandle_t laserShader; // LASER
qhandle_t lagometerShader;
qhandle_t backTileShader;
//qhandle_t noammoShader;
qhandle_t smokePuffRageProShader;
qhandle_t waterBubbleShader;
qhandle_t numberShaders[11];
qhandle_t smallnumberShaders[11];
qhandle_t shadowMarkShader;
//qhandle_t botSkillShaders[5];
//TiM
//qhandle_t pClassShaders[NUM_PLAYER_CLASSES];
//qhandle_t borgIconShader;
//qhandle_t borgQueenIconShader;
//qhandle_t heroSpriteShader;
//-TiM
// Zoom
qhandle_t zoomMaskShader;
qhandle_t zoomMask116Shader;
qhandle_t zoomGlow116Shader;
/*qhandle_t zoomBarShader;
qhandle_t zoomInsertShader;
qhandle_t zoomArrowShader;
qhandle_t ammoslider;*/
// wall mark shaders
qhandle_t wakeMarkShader;
qhandle_t holeMarkShader;
qhandle_t energyMarkShader;
// powerup shaders
//qhandle_t quadShader;
//qhandle_t redQuadShader;
//qhandle_t quadWeaponShader;
//qhandle_t invisShader;
//qhandle_t regenShader;
//qhandle_t battleSuitShader;
//qhandle_t battleWeaponShader;
//qhandle_t hastePuffShader;
//qhandle_t flightPuffShader;
//qhandle_t seekerModel;
qhandle_t disruptorShader;
qhandle_t explodeShellShader;
qhandle_t quantumDisruptorShader;
qhandle_t borgFullBodyShieldShader;
qhandle_t transportShader; //RPG-X : TiM - SP Transport Shader
qhandle_t transportKlingon;
qhandle_t transportRomulan;
qhandle_t transportCardassian;
qhandle_t weaponPlaceholderShader;
qhandle_t rezOutShader;
qhandle_t electricBodyShader;
//eyebeam/tripwire shaders
qhandle_t whiteLaserShader;
qhandle_t borgEyeFlareShader;
// weapon effect models
//qhandle_t ringFlashModel;
// weapon effect shaders
//qhandle_t bloodExplosionShader;
// special effects models
qhandle_t teleportEffectModel;
qhandle_t teleportEffectShader;
qhandle_t shieldActivateShaderBlue;
//RPG-X START | GSIO01 | 09/05/2009
qhandle_t shieldActivateShaderBorg;
qhandle_t shieldActivateShaderYellow;
//RPG-Y END
//qhandle_t shieldDamageShaderBlue;
qhandle_t shieldActivateShaderRed;
qhandle_t shieldDamageShaderRed;
qhandle_t holoDoorModel;
qhandle_t chunkModels[NUM_CHUNK_TYPES][NUM_CHUNKS];
//RPG-X: RedTechie - Register Endcaps for scoreboard
qhandle_t scoreboardtopleft;
qhandle_t scoreboardtopright;
qhandle_t scoreboardbotleft;
qhandle_t scoreboardbotright;
//RPG-X: RedTechie - Register new healthbar
qhandle_t healthbigcurve;
qhandle_t healthendcap;
//TiM
qhandle_t healthSineWave;
//RPG-X: RedTechie - Registered Cloak Sprite
qhandle_t cloakspriteShader;
qhandle_t scoreboardEndcap;
qhandle_t weaponbox;
qhandle_t weaponbox2;
qhandle_t corner_12_24;
qhandle_t corner_8_16_b;
qhandle_t weaponcap1;
qhandle_t weaponcap2;
// medals shown during gameplay
/*qhandle_t medalImpressive;
qhandle_t medalExcellent;
qhandle_t medalFirstStrike;
qhandle_t medalAce;
qhandle_t medalExpert;
qhandle_t medalMaster;
qhandle_t medalChampion;*/
// Holodeck doors
//qhandle_t doorbox;
//RPG-X Mod
//qhandle_t rpgxlogo;
qhandle_t greenParticleShader;
qhandle_t greenParticleStreakShader;
//qhandle_t blueParticleStreakShader;
qhandle_t liteRedParticleStreakShader;
qhandle_t liteRedParticleShader;
qhandle_t probeBeam;
qhandle_t probeDecal;
qhandle_t regenDecal;
//RPG-X : Weapon Holsters
qhandle_t phaserHolster;
qhandle_t phaserHolsterInner;
qhandle_t tricorderHolster;
qhandle_t tricorderHolsterInner;
//TR-116 Scope
qhandle_t tr116EyeScope;
//SIMS module
qhandle_t simsModule;
//EVA
qhandle_t evaInterior;
qhandle_t medicalScanner;
//hazard Helmet
qhandle_t hazardHelmet;
// stasis door model
qhandle_t stasisDoorModel;
// sounds
//sfxHandle_t quadSound;
//sfxHandle_t selectSound;
sfxHandle_t useNothingSound;
//sfxHandle_t wearOffSound;
sfxHandle_t footsteps[FOOTSTEP_TOTAL][4];
sfxHandle_t holoOpenSound;
sfxHandle_t teleInSound;
//sfxHandle_t teleOutSound;
//RPG-X
sfxHandle_t transportSound;
//sfxHandle_t noAmmoSound;
sfxHandle_t respawnSound;
sfxHandle_t talkSound;
//sfxHandle_t landSound;
sfxHandle_t landSound[LANDSOUND_TOTAL]; //RPG-X | GSIO01 | 20/05/2009
sfxHandle_t jumpPadSound;
sfxHandle_t oneMinuteSound;
sfxHandle_t fiveMinuteSound;
sfxHandle_t suddenDeathSound;
//sfxHandle_t threeFragSound;
//sfxHandle_t twoFragSound;
//sfxHandle_t oneFragSound;
//sfxHandle_t hitSound;
//sfxHandle_t shieldHitSound;
//sfxHandle_t shieldPierceSound;
//sfxHandle_t hitTeamSound;
//sfxHandle_t rewardImpressiveSound;
//sfxHandle_t rewardExcellentSound;
//sfxHandle_t rewardDeniedSound;
//sfxHandle_t rewardFirstStrikeSound;
//sfxHandle_t rewardAceSound;
//sfxHandle_t rewardExpertSound;
//sfxHandle_t rewardMasterSound;
//sfxHandle_t rewardChampionSound;
//sfxHandle_t takenLeadSound;
//sfxHandle_t tiedLeadSound;
//sfxHandle_t lostLeadSound;
sfxHandle_t watrInSound;
sfxHandle_t watrOutSound;
sfxHandle_t watrUnSound;
//sfxHandle_t flightSound;
sfxHandle_t medkitSound;
sfxHandle_t borgBeamInSound;
// Interface sounds
sfxHandle_t interfaceSnd1;
// teamplay sounds
//sfxHandle_t redLeadsSound;
//sfxHandle_t blueLeadsSound;
//sfxHandle_t teamsTiedSound;
// tournament sounds
sfxHandle_t count3Sound;
sfxHandle_t count2Sound;
sfxHandle_t count1Sound;
sfxHandle_t countFightSound;
sfxHandle_t countPrepareSound;
// CTF sounds
/*sfxHandle_t ctfStealSound;
sfxHandle_t ctfReturnSound;
sfxHandle_t ctfScoreSound;
sfxHandle_t ctfYouStealVoiceSound;
sfxHandle_t ctfYouDroppedVoiceSound;
sfxHandle_t ctfYouReturnVoiceSound;
sfxHandle_t ctfYouScoreVoiceSound;
sfxHandle_t ctfTheyStealVoiceSound;
sfxHandle_t ctfTheyDroppedVoiceSound;
sfxHandle_t ctfTheyReturnVoiceSound;
sfxHandle_t ctfTheyScoreVoiceSound; */
//
// trek sounds
//
sfxHandle_t envSparkSound1;
sfxHandle_t envSparkSound2;
sfxHandle_t envSparkSound3;
sfxHandle_t defaultPickupSound;
sfxHandle_t grenadeAltStickSound;
sfxHandle_t grenadeBounceSound1;
sfxHandle_t grenadeBounceSound2;
sfxHandle_t grenadeExplodeSound;
//sfxHandle_t tetrionRicochetSound1;
//sfxHandle_t tetrionRicochetSound2;
//sfxHandle_t tetrionRicochetSound3;
sfxHandle_t invulnoProtectSound;
//sfxHandle_t regenSound;
//sfxHandle_t poweruprespawnSound;
sfxHandle_t disintegrateSound;
sfxHandle_t disintegrate2Sound;
sfxHandle_t playerExplodeSound;
sfxHandle_t waterDropSound1;
sfxHandle_t waterDropSound2;
sfxHandle_t waterDropSound3;
sfxHandle_t holoInitSound;
sfxHandle_t holoDoorSound;
sfxHandle_t holoFadeSound;
sfxHandle_t phaserEmptySound;
sfxHandle_t quantumBoom;
//RPG-X: RedTechie - Better explo sounds for glauncher
sfxHandle_t grenadeAltExplodeSnd;
//RPG-X: RedTechie - Shake command sound
sfxHandle_t ShakeSound;
//RPG-X | Phenix | 13/02/2005
sfxHandle_t N00bSound[N00bSoundCount];
//RPG-X | Phenix | 08/06/2005
sfxHandle_t AdminMsgSound;
//RPG-X | TiM
sfxHandle_t splatSound;
//RPG-X | TiM
sfxHandle_t tedTextSound;
// Zoom
sfxHandle_t zoomStart;
sfxHandle_t zoomStart116;
sfxHandle_t zoomLoop;
sfxHandle_t zoomEnd;
sfxHandle_t zoomEnd116;
sfxHandle_t tr116Chirp;
sfxHandle_t tr116Whir;
// Chunk sounds
sfxHandle_t metalChunkSound;
sfxHandle_t glassChunkSound;
sfxHandle_t woodChunkSound;
sfxHandle_t stoneChunkSound;
//TiM : Splosion sounds
sfxHandle_t surfaceExpSound[3];
sfxHandle_t electricExpSound[3];
sfxHandle_t bigSurfExpSound;
//TiM - Q Flash sound
sfxHandle_t qFlash;
qhandle_t loading1;
qhandle_t loading2;
qhandle_t loading3;
qhandle_t loading4;
qhandle_t loading5;
qhandle_t loading6;
qhandle_t loading7;
qhandle_t loading8;
qhandle_t loading9;
qhandle_t loadingcircle;
qhandle_t loadingquarter;
qhandle_t loadingcorner;
qhandle_t loadingtrim;
qhandle_t circle;
qhandle_t circle2;
qhandle_t corner_12_18;
qhandle_t halfroundr_22;
qhandle_t corner_ul_20_30;
qhandle_t corner_ll_8_30;
//TiM - OPTIMIZATION:
//Used 2 API functions to cut down the
//shader usage on this thing significantly ^_^
qhandle_t radarShader;
/*qhandle_t rd_up;
qhandle_t rd_down;
qhandle_t rd_level;
qhandle_t rd_red_up;
qhandle_t rd_red_down;
qhandle_t rd_red_level;
qhandle_t rd_blue_up;
qhandle_t rd_blue_down;
qhandle_t rd_blue_level;
qhandle_t rd_white_up;
qhandle_t rd_white_down;
qhandle_t rd_white_level;
qhandle_t rd_teal_up;
qhandle_t rd_teal_down;
qhandle_t rd_teal_level;
qhandle_t rd_black_up;
qhandle_t rd_black_down;
qhandle_t rd_black_level;
qhandle_t rd_injured_up;
qhandle_t rd_injured_down;*/
qhandle_t rd_injured_level;
qhandle_t radarMain;
//RPG-X (J2J) Rank Images for Score Board (Arrays for each class type)
//TiM: *shudder* There was a better way!
/*qhandle_t ri_Civ;
qhandle_t ri_Crewman[4];
qhandle_t ri_Cadet1[4];
qhandle_t ri_Cadet2[4];
qhandle_t ri_Cadet3[4];
qhandle_t ri_Cadet4[4];
qhandle_t ri_Ensign[4];
qhandle_t ri_Ltjg[4];
qhandle_t ri_Lt[4];
qhandle_t ri_Ltcmdr[4];
qhandle_t ri_Cmdr[4];
qhandle_t ri_Capt[4];
qhandle_t ri_Cmmdr[4];
qhandle_t ri_Admr2[4];
qhandle_t ri_Admr3[4];
qhandle_t ri_Admr4[4];
qhandle_t ri_Admr5[4];*/
//RPG-X: J2J - This is for sharky's crosshiar for each weapon.
//TiM: hrmmmm..... O_o
//qhandle_t crosshair[15];
qhandle_t crosshairSheet;
//TiM : LensFlare Parts
qhandle_t flareCore;
qhandle_t flareStreak;
qhandle_t flareChroma;
qhandle_t flareRadial;
qhandle_t flareStraight;
qhandle_t flareInverseRad;
qhandle_t flareHaze;
qhandle_t orangeStarShader;
//Q Flash sprite
qhandle_t qFlashSprite;
} cgMedia_t;
// The client game static (cgs) structure hold everything
// loaded or calculated from the gamestate. It will NOT
// be cleared when a tournement restart is done, allowing
// all clients to begin playing instantly
typedef struct {
gameState_t gameState; // gamestate from server
glconfig_t glconfig; // rendering configuration
float screenXScale; // derived from glconfig
float screenYScale;
float screenXBias;
int serverCommandSequence; // reliable command stream counter
int processedSnapshotNum;// the number of snapshots cgame has requested
qboolean localServer; // detected on startup by checking sv_running
// parsed from serverinfo
gametype_t gametype;
qboolean pModAssimilation;
qboolean pModDisintegration;
qboolean pModActionHero;
qboolean pModSpecialties;
qboolean pModElimination;
int dmflags;
int teamflags;
int fraglimit;
int capturelimit;
int timelimit;
int maxclients;
char mapname[MAX_QPATH];
qboolean ForceClassColor;
char rankSet[MAX_QPATH];
char classSet[MAX_QPATH];
int voteTime;
int voteYes;
int voteNo;
qboolean voteModified; // beep whenever changed
char voteString[MAX_STRING_TOKENS];
int levelStartTime;
int scores1, scores2; // from configstrings
int redflag, blueflag; // flag status from configstrings
//
// locally derived information from gamestate
//
qhandle_t gameModels[MAX_MODELS];
// qhandle_t useableModels[HI_NUM_HOLDABLE];
sfxHandle_t gameSounds[MAX_SOUNDS];
int numInlineModels;
qhandle_t inlineDrawModel[MAX_MODELS];
vec3_t inlineModelMidpoints[MAX_MODELS];
clientInfo_t clientinfo[MAX_CLIENTS];
// teamchat width is *3 because of embedded color codes
char teamChatMsgs[TEAMCHAT_HEIGHT][TEAMCHAT_WIDTH*3+1];
int teamChatMsgTimes[TEAMCHAT_HEIGHT];
int teamChatPos;
int teamLastChatPos;
// media
cgMedia_t media;
//TiM: ranks data
defaultRankData_t defaultRankData;
ranksData_t ranksData[MAX_RANKS];
//TiM: crosshair data
crosshairsData_t crosshairsData[MAX_CROSSHAIRS];
//decoy memory spaces
clientInfo_t decoyInfo[MAX_DECOYS];
//During game load, check to see if we have any locations
//so we may edit the scoreboard to account for them
qboolean locations;
//TiM - static class data
cg_classData_t classData[MAX_CLASSES];
//objectives
objective_t objectives[MAX_OBJECTIVES];
//widescreen variables
widescreen_t widescreen;
//scannable tricorder dynamic text
char scannableStrings[MAX_SCANNABLES][36];
qboolean scannablePanels;
} cgs_t;
//==============================================================================
extern cgs_t cgs;
extern cg_t cg;
extern centity_t cg_entities[MAX_GENTITIES];
extern weaponInfo_t cg_weapons[MAX_WEAPONS];
extern itemInfo_t cg_items[MAX_ITEMS];
extern markPoly_t cg_markPolys[MAX_MARK_POLYS];
extern vmCvar_t cg_centertime;
extern vmCvar_t cg_runpitch;
extern vmCvar_t cg_runroll;
extern vmCvar_t cg_bobup;
extern vmCvar_t cg_bobpitch;
extern vmCvar_t cg_bobroll;
extern vmCvar_t cg_swingSpeed;
extern vmCvar_t cg_shadows;
extern vmCvar_t cg_gibs;
extern vmCvar_t cg_drawTimer;
extern vmCvar_t cg_drawFPS;
extern vmCvar_t cg_drawSnapshot;
extern vmCvar_t cg_draw3dIcons;
extern vmCvar_t cg_drawIcons;
extern vmCvar_t cg_drawAmmoWarning;
extern vmCvar_t cg_drawCrosshair;
extern vmCvar_t cg_drawCrosshairNames;
extern vmCvar_t cg_dynamicCrosshairNames;
extern vmCvar_t cg_drawRewards;
extern vmCvar_t cg_drawTeamOverlay;
extern vmCvar_t cg_teamOverlayUserinfo;
extern vmCvar_t cg_crosshairX;
extern vmCvar_t cg_crosshairY;
extern vmCvar_t cg_crosshairSize;
extern vmCvar_t cg_crosshairHealth;
extern vmCvar_t cg_drawStatus;
extern vmCvar_t cg_draw2D;
extern vmCvar_t cg_animSpeed;
extern vmCvar_t cg_debugAnim;
extern vmCvar_t cg_debugPosition;
extern vmCvar_t cg_debugEvents;
extern vmCvar_t cg_errorDecay;
extern vmCvar_t cg_nopredict;
extern vmCvar_t cg_noPlayerAnims;
extern vmCvar_t cg_showmiss;
extern vmCvar_t cg_footsteps;
extern vmCvar_t cg_addMarks;
extern vmCvar_t cg_gun_frame;
extern vmCvar_t cg_gun_x;
extern vmCvar_t cg_gun_y;
extern vmCvar_t cg_gun_z;
extern vmCvar_t cg_drawGun;
extern vmCvar_t cg_viewsize;
extern vmCvar_t cg_autoswitch;
extern vmCvar_t cg_ignore;
extern vmCvar_t cg_simpleItems;
extern vmCvar_t cg_fov;
extern vmCvar_t cg_zoomFov;
extern vmCvar_t cg_thirdPersonRange;
extern vmCvar_t cg_thirdPersonAngle;
extern vmCvar_t cg_thirdPersonVertOffset; //RPG-X: TiM
extern vmCvar_t cg_thirdPersonHorzOffset;
extern vmCvar_t cg_thirdPersonAlpha;
extern vmCvar_t cg_thirdPersonCameraDamp;
extern vmCvar_t cg_thirdPersonTargetDamp;
extern vmCvar_t cg_thirdPersonPitchOffset;
extern vmCvar_t cg_thirdPerson;
extern vmCvar_t cg_stereoSeparation;
extern vmCvar_t cg_lagometer;
extern vmCvar_t cg_drawAttacker;
extern vmCvar_t cg_synchronousClients;
extern vmCvar_t cg_teamChatTime;
extern vmCvar_t cg_teamChatHeight;
extern vmCvar_t cg_stats;
extern vmCvar_t cg_reportDamage;
extern vmCvar_t cg_forceModel;
extern vmCvar_t cg_buildScript;
extern vmCvar_t cg_paused;
extern vmCvar_t cg_blood;
extern vmCvar_t cg_predictItems;
extern vmCvar_t cg_deferPlayers;
extern vmCvar_t cg_disablekillmsgs;
extern vmCvar_t cg_drawradar;
extern vmCvar_t cg_noclipSpectate; //RPG-X J2J: Option for client to go no-clip in spectator mode.
extern vmCvar_t rpg_ctribgrenade; //RPG-X: RedTechie - Nevermind :P
extern vmCvar_t cg_dynamicCrosshair; //RPG-X | Phenix | 09/06/2005
extern vmCvar_t doomHead; //RPG-X | Phenix | 09/06/2005
extern vmCvar_t cg_dynamiclensflares; //RPG-X | TiM | 29/6/2005
extern vmCvar_t cg_noTalkingHeads;
extern vmCvar_t cg_noFrowningHeads;
extern vmCvar_t cg_noBlinkingHeads;
extern vmCvar_t cg_noDynamicRanks;
extern vmCvar_t noAdminChat;
extern vmCvar_t cg_firstPersonBody;
extern vmCvar_t cg_defaultModel;
extern vmCvar_t cg_defaultChar;
//RPG-X: TiM - Player Model System Parameters
extern vmCvar_t pms_age;
extern vmCvar_t pms_height;
extern vmCvar_t pms_weight;
extern vmCvar_t pms_race;
extern vmCvar_t emote_Offset;
extern vmCvar_t cg_thirdPersonZoomRate;
extern vmCvar_t cg_showEntityNums;
//TiM - SecurityCode
extern vmCvar_t sv_securityHash;
extern vmCvar_t sv_securityCode;
extern vmCvar_t cg_handleWidescreen;
extern vmCvar_t ui_handleWidescreen;
//extern vmCvar_t cg_chatBGColor;
extern vmCvar_t cg_chatColor;
//RPG-X | GSIO01 | 11/05/2009
extern vmCvar_t rpg_forceFieldSet;
// grp cvars
extern vmCvar_t grp_berp;
// lua
#ifdef CG_LUA
extern vmCvar_t cg_debugLua;
extern vmCvar_t cg_logLua;
#endif
qboolean CG_Cvar_ClampInt( const char *name, vmCvar_t *vmCvar, int min, int max );
//
// cg_main.c
//
const char *CG_ConfigString( int index );
const char *CG_Argv( int arg );
void QDECL CG_Printf( const char *msg, ... ) __attribute__ ((format (printf, 1, 2)));
void QDECL CG_Error( const char *msg, ... ) __attribute__ ((format (printf, 1, 2)));
void CG_StartMusic( void );
void CG_UpdateCvars( void );
int CG_CrosshairPlayer( void );
int CG_LastAttacker( void );
//
// cg_view.c
//
void CG_TestModel_f (void);
void CG_TestGun_f (void);
void CG_TestModelNextFrame_f (void);
void CG_TestModelPrevFrame_f (void);
void CG_TestModelNextSkin_f (void);
void CG_TestModelPrevSkin_f (void);
void CG_ZoomDown_f( void );
void CG_ZoomUp_f( void );
void CG_CameraShake( float intensity, int duration, qboolean addRumbleSound );
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
//
// cg_drawtools.c
//
void CG_PrintInterfaceGraphics(int min,int max);
void CG_AdjustFrom640( float *x, float *y, float *w, float *h );
void CG_FillRect( float x, float y, float width, float height, const float *color );
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
void CG_DrawStretchPic( float x, float y, float width, float height, float s1,
float t1, float s2, float t2, qhandle_t hShader );
void CG_DrawString( float x, float y, const char *string,
float charWidth, float charHeight, const float *modulate );
void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );
void CG_LoadFonts(void);
void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars );
void CG_DrawBigString( int x, int y, const char *s, float alpha );
void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color );
void CG_DrawSmallString( int x, int y, const char *s, float alpha );
void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color );
int CG_DrawStrlen( const char *str );
float *CG_FadeColor( int startMsec, int totalMsec );
float *CG_TeamColor( int team );
void CG_TileClear( void );
void CG_ColorForHealth( vec4_t hcolor );
void CG_GetColorForHealth( int health, int armor, vec4_t hcolor );
int UI_ProportionalStringWidth( const char* str,int style );
qboolean CG_LoadRanks( void );
qboolean CG_LoadCrosshairs( void );
qboolean CG_LoadClasses( void );
//
// cg_draw.c
//
typedef struct
{
int type; // STRING or GRAPHIC
float timer; // When it changes
int x; // X position
int y; // Y positon
int width; // Graphic width
int height; // Graphic height
char *file; // File name of graphic/ text if STRING
qhandle_t graphic; // Handle of graphic if GRAPHIC
int min;
int max;
int color; // Normal color
int style; // Style of characters
// void *pointer; // To an address
} interfacegraphics_s;
typedef enum
{
IG_GROW,
IG_HEALTH_START,
IG_HEALTH_BEGINCAP,
IG_HEALTH_BOX1,
IG_HEALTH_SLIDERFULL,
IG_HEALTH_SLIDEREMPTY,
IG_HEALTH_ENDCAP,
IG_HEALTH_COUNT,
IG_HEALTH_END,
IG_ARMOR_START,
IG_ARMOR_BEGINCAP,
IG_ARMOR_BOX1,
IG_ARMOR_SLIDERFULL,
IG_ARMOR_SLIDEREMPTY,
IG_ARMOR_ENDCAP,
IG_ARMOR_COUNT,
IG_ARMOR_END,
IG_AMMO_START,
IG_AMMO_UPPER_BEGINCAP,
IG_AMMO_UPPER_ENDCAP,
IG_AMMO_LOWER_BEGINCAP,
IG_AMMO_SLIDERFULL,
IG_AMMO_SLIDEREMPTY,
IG_AMMO_LOWER_ENDCAP,
IG_AMMO_COUNT,
IG_AMMO_END,
IG_MAX
} interface_graphics_t;
extern interfacegraphics_s interface_graphics[IG_MAX];
#define SG_OFF 0
#define SG_STRING 1
#define SG_GRAPHIC 2
#define SG_NUMBER 3
#define SG_VAR 4
extern int sortedTeamPlayers[TEAM_MAXOVERLAY];
extern int numSortedTeamPlayers;
extern int drawTeamOverlayModificationCount;
void CG_AddLagometerFrameInfo( void );
void CG_AddLagometerSnapshotInfo( snapshot_t *snap );
void CG_CenterPrint( const char *str, int y, int charWidth );
void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles );
void CG_DrawActive( stereoFrame_t stereoView );
void CG_DrawFlagModel( float x, float y, float w, float h, int team );
void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team, qboolean scoreboard );
void CG_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight,int style);
void CG_DrawObjectiveInformation( void );
//
// cg_player.c
//
void CG_PlayerShieldHit(int entitynum, vec3_t angles, int amount);
void CG_Player( centity_t *cent );
void CG_ResetPlayerEntity( centity_t *cent );
//void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, qboolean borg );
//void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, beamData_t *beamData, qboolean borg );
void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, beamData_t *beamData, int cloakTime, int decloakTime, qboolean borg );
void CG_NewClientInfo( int clientNum );
sfxHandle_t CG_CustomSound( int clientNum, const char *soundName );
void CG_NewDecoyInfo( int decoyNum );
//
// cg_predict.c
//
void CG_BuildSolidList( void );
int CG_PointContents( const vec3_t point, int passEntityNum );
void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
int skipNumber, int mask );
void CG_PredictPlayerState( void );
void CG_LoadDeferredPlayers( void );
//
// cg_events.c
//
void CG_CheckEvents( centity_t *cent );
const char *CG_PlaceString( int rank );
void CG_EntityEvent( centity_t *cent, vec3_t position );
void CG_PainEvent( centity_t *cent, int health );
//
// cg_ents.c
//
void CG_SetEntitySoundPosition( centity_t *cent );
void CG_AddPacketEntities( void );
void CG_Beam( centity_t *cent );
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out );
void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
qhandle_t parentModel, char *tagName );
void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
qhandle_t parentModel, char *tagName );
//
// cg_env.c
//
void CG_Spark( vec3_t origin, vec3_t dir, int delay, int killTime );
void CG_Steam( vec3_t position, vec3_t dir, int killTime );
void CG_Bolt( centity_t *cent );
void CG_TransporterPad(vec3_t origin);
void CG_Drip(centity_t *cent, int killTime );
void CG_Chunks( vec3_t origin, vec3_t dir, float size, material_type_t type );
void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, float alpha );
void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal );
void CG_StasisDoor(centity_t *cent, qboolean close);
//TiM
void CG_FountainSpurt( vec3_t org, vec3_t end );
void CG_ElectricalExplosion( vec3_t start, vec3_t dir, float radius );
//RPG-X | GSIO01 | 09/05/2009
void CG_PhaserFX(centity_t *cent);
void CG_DisruptorFX(centity_t *cent); //RPG-X | Harry Young | 03.12.2011
void CG_TorpedoFX(centity_t *cent);
void CG_ParticleFire(vec3_t origin, int killtime, int size);
void CG_ShowTrigger(centity_t *cent);
// Additional ports from SP by Harry Young
void CG_CookingSteam( vec3_t origin, float radius );
void CG_ElectricFire( vec3_t origin, vec3_t normal );
void ForgeBoltFireback( vec3_t start, vec3_t end, vec3_t velocity, vec3_t user );
void CG_ForgeBolt( centity_t *cent );
void CG_Plasma( vec3_t start, vec3_t end, vec3_t sRGB, vec3_t eRGB, int startalpha, int endalpha );
void CG_ParticleStream( centity_t *cent );
void CG_TransporterStream( centity_t *cent );
void CG_ExplosionTrail( centity_t *cent );
void CG_BorgEnergyBeam( centity_t *cent );
void CG_ShimmeryThing( vec3_t start, vec3_t end, vec3_t content );
void CG_Shimmer( vec3_t position, vec3_t dest, vec3_t dir, vec3_t other );
void CG_ShimmeryThing_Spawner( vec3_t start, vec3_t end, float radius, qboolean taper, int duration );
void CG_Borg_Bolt_static( centity_t *cent );
void CG_Borg_Bolt_dynamic( centity_t *cent );
//
// cg_weapons.c
//
void CG_NextWeapon_f( void );
void CG_PrevWeapon_f( void );
void CG_Weapon_f( void );
void CG_RegisterWeapon( int weaponNum );
void CG_RegisterItemVisuals( int itemNum );
void CG_FireWeapon( centity_t *cent, qboolean alt_fire );
void CG_FireSeeker( centity_t *cent );
void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir );
void CG_MissileHitPlayer( centity_t *cent, int weapon, vec3_t origin, vec3_t dir);
void CG_AddViewWeapon (playerState_t *ps);
void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent );
void CG_DrawWeaponSelect( void );
void CG_DrawWeaponIcon ( int x, int y, int weapon ); //RPG-X | Phenix | 08/06/2005
void CG_OutOfAmmoChange( qboolean altfire ); // should this be in pmove?
void CG_BounceEffect( centity_t *cent, int weapon, vec3_t origin, vec3_t normal );
//void CG_BorgEyebeam( centity_t *cent, const refEntity_t *parent );
void CG_PlayShooterSound(centity_t *cent);
extern int tris_state;
//
// cg_marks.c
//
void CG_InitMarkPolys( void );
void CG_AddMarks( void );
void CG_ImpactMark( qhandle_t markShader,
const vec3_t origin, const vec3_t dir,
float orientation,
float r, float g, float b, float a,
qboolean alphaFade,
float radius, qboolean temporary );
//
// cg_localents.c
//
void CG_InitLocalEntities( void );
localEntity_t *CG_AllocLocalEntity( void );
localEntity_t CG_GetActiveList( void );
void CG_AddLocalEntities( void );
//
// cg_effects.c
//
localEntity_t *CG_SmokePuff( const vec3_t p,
const vec3_t vel,
float radius,
float r, float g, float b, float a,
float duration,
int startTime,
int leFlags,
qhandle_t hShader );
void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing );
void CG_SpawnEffect( vec3_t org, refEntity_t *ent_legs, refEntity_t *ent_torso, refEntity_t *ent_head);
void CG_QFlashEvent( vec3_t org );
void CG_Bleed( vec3_t origin, int entityNum );
void CG_Seeker( centity_t *cent );
//RPG-X: TiM : Smoke Ent
//void CG_Smoke( vec3_t origin, vec3_t dir, float radius, float speed, qhandle_t shader );
void CG_Smoke( vec3_t position, vec3_t dir, int killTime, int radius );
//RPG-X: Marcin: Fire
void CG_Fire( vec3_t position, vec3_t dir, int killTime, int radius, int fxEnt );
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, qhandle_t shader, int msec, float scale,
qboolean isSprite );
localEntity_t *CG_MakeExplosion2( vec3_t origin, vec3_t dir,
qhandle_t hModel, int numFrames, qhandle_t shader,
int msec, qboolean isSprite, float scale, int flags );
void CG_SurfaceExplosion( vec3_t origin, vec3_t normal, float radius, float shake_speed, qboolean smoke );
void CG_ExplosionEffects( vec3_t origin, int intensity, int radius);
//
// cg_snapshot.c
//
void CG_ProcessSnapshots( void );
//
// cg_info.c
//
void CG_LoadingString( const char *s );
void CG_LoadingItem( int itemNum );
void CG_LoadingClient( int clientNum );
void CG_DrawInformation( void );
//
// cg_scoreboard.c
//
qboolean CG_DrawScoreboard( void );
void CG_DrawTourneyScoreboard( void );
//
// these lists need to be sync'ed with stuff under g_log in g_local.h
//
// awards
typedef enum {
AWARD_EFFICIENCY, // Accuracy
AWARD_SHARPSHOOTER, // Most compression rifle frags
AWARD_UNTOUCHABLE, // Perfect (no deaths)
AWARD_LOGISTICS, // Most pickups
AWARD_TACTICIAN, // Kills with all weapons
AWARD_DEMOLITIONIST, // Most explosive damage kills
AWARD_STREAK, // Ace/Expert/Master/Champion
AWARD_TEAM, // MVP/Defender/Warrior/Carrier/Interceptor/Bravery
AWARD_SECTION31, // All-around god
AWARD_MAX
} awardType_t;
typedef enum
{
TEAM_NONE = 0, // ha ha! you suck!
TEAM_MVP, // most overall points
TEAM_DEFENDER, // killed the most baddies near your flag
TEAM_WARRIOR, // most frags
TEAM_CARRIER, // infected the most people with plague
TEAM_INTERCEPTOR, // returned your own flag the most
TEAM_BRAVERY, // Red Shirt Award (tm). you died more than anybody.
TEAM_MAX
} teamAward_e;
//
// above lists need to be sync'ed with stuff under g_log in g_local.h
//
typedef enum
{
AWARD_STREAK_NONE = 0,
AWARD_STREAK_ACE,
AWARD_STREAK_EXPERT,
AWARD_STREAK_MASTER,
AWARD_STREAK_CHAMPION,
AWARD_STREAK_MAX
} awardStreak_t;
extern char *cg_medalPicNames[];
extern char *cg_medalSounds[];
extern char *cg_medalTeamPicNames[];
extern char *cg_medalTeamSounds[];
extern char *cg_medalStreakPicNames[];
extern char *cg_medalStreakSounds[];
void AW_SPPostgameMenu_f( void );
//
// cg_consolecmds.c
//
qboolean CG_ConsoleCommand( void );
void CG_InitConsoleCommands( void );
//
// cg_servercmds.c
//
void CG_ExecuteNewServerCommands( int latestSequence );
void CG_ParseServerinfo( void );
void CG_SetConfigValues( void );
//
// cg_playerstate.c
//
void CG_Respawn( void );
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
// cg_players.c
void updateSkin(int clientNum, char *new_model);
/*
RPG-X J2J: This struct is used to convientently store the data loaded from TiM's
data.cfg file. References what body to use, skins etc..
TiM: Haha thanks Jay
*/
//typedef struct
//{
// char ID[80];
// char Name[255];
// char BodyModel[255];
// char Gender;
// qboolean Alien;
// qboolean Humanoid;
// char DefaultRank[255];
// char SoundSet[255];
////Allowed Classes
// qboolean Engineer;
// qboolean Science;
// qboolean Command;
// qboolean Security;
// qboolean Medical;
//
//}
//X_ModelCfgData;
//===============================================
//
// system traps
// These functions are how the cgame communicates with the main game system
//
// print message on the local console
void trap_Print( const char *fmt );
// abort the game
void trap_Error( const char *fmt );
// milliseconds should only be used for performance tuning, never
// for anything game related. Get time from the CG_DrawActiveFrame parameter
int trap_Milliseconds( void );
// console variable interaction
void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
void trap_Cvar_Update( vmCvar_t *vmCvar );
void trap_Cvar_Set( const char *var_name, const char *value );
void trap_Cvar_Set_No_Modify( const char *var_name, const char *value );
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
// ServerCommand and ConsoleCommand parameter access
int trap_Argc( void );
void trap_Argv( int n, char *buffer, int bufferLength );
void trap_Args( char *buffer, int bufferLength );
// filesystem access
// returns length of file
int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void trap_FS_Read( void *buffer, int len, fileHandle_t f );
void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void trap_FS_FCloseFile( fileHandle_t f );
// add commands to the local console as if they were typed in
// for map changing, etc. The command is not executed immediately,
// but will be executed in order the next time console commands
// are processed
void trap_SendConsoleCommand( const char *text );
// register a command name so the console can perform command completion.
// FIXME: replace this with a normal console command "defineCommand"?
void trap_AddCommand( const char *cmdName );
// send a string to the server over the network
void trap_SendClientCommand( const char *s );
// force a screen update, only used during gamestate load
void trap_UpdateScreen( void );
// model collision
void trap_CM_LoadMap( const char *mapname );
int trap_CM_NumInlineModels( void );
clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels
clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );
int trap_CM_PointContents( const vec3_t p, clipHandle_t model );
int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask );
void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask,
const vec3_t origin, const vec3_t angles );
// Returns the projection of a polygon onto the solid brushes in the world
int trap_CM_MarkFragments( int numPoints, const vec3_t *points,
const vec3_t projection,
int maxPoints, vec3_t pointBuffer,
int maxFragments, markFragment_t *fragmentBuffer );
// normal sounds will have their volume dynamically changed as their entity
// moves and the listener moves
void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
// a local sound is always played full volume
void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
void trap_S_ClearLoopingSounds( void );
void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
// repatialize recalculates the volumes of sound as they should be heard by the
// given entityNum and position
void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
sfxHandle_t trap_S_RegisterSound( const char *sample ); // returns buzz if not found
void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music
void trap_R_LoadWorldMap( const char *mapname );
// all media should be registered during level startup to prevent
// hitches during gameplay
qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found
qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found
qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found
qhandle_t trap_R_RegisterShader3D( const char *name ); // returns all white if not found
qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
// a scene is built up by calls to R_ClearScene and the various R_Add functions.
// Nothing is drawn until R_RenderScene is called.
void trap_R_ClearScene( void );
void trap_R_AddRefEntityToScene( const refEntity_t *re );
// polys are intended for simple wall marks, not really for doing
// significant construction
void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void trap_R_RenderScene( const refdef_t *fd );
void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
void trap_R_DrawStretchPic( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader );
void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
void trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
float frac, const char *tagName );
// The glconfig_t will not change during the life of a cgame.
// If it needs to change, the entire cgame will be restarted, because
// all the qhandle_t are then invalid.
void trap_GetGlconfig( glconfig_t *glconfig );
// the gamestate should be grabbed at startup, and whenever a
// configstring changes
void trap_GetGameState( gameState_t *gamestate );
// cgame will poll each frame to see if a newer snapshot has arrived
// that it is interested in. The time is returned seperately so that
// snapshot latency can be calculated.
void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );
// a snapshot get can fail if the snapshot (or the entties it holds) is so
// old that it has fallen out of the client system queue
qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );
// retrieve a text command from the server stream
// the current snapshot will hold the number of the most recent command
// qfalse can be returned if the client system handled the command
// argc() / argv() can be used to examine the parameters of the command
qboolean trap_GetServerCommand( int serverCommandNumber );
// returns the most recent command number that can be passed to GetUserCmd
// this will always be at least one higher than the number in the current
// snapshot, and it may be quite a few higher if it is a fast computer on
// a lagged connection
int trap_GetCurrentCmdNumber( void );
qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
// used for the weapon select and zoom
void trap_SetUserCmdValue( int stateValue, float sensitivityScale );
// aids for VM testing
void testPrintInt( char *string, int i );
void testPrintFloat( char *string, float f );
int trap_MemoryRemaining( void );
#define MAX_LENS_FLARES 64
//RPG-X | TiM | 28/06/2005
typedef struct {
int width;
int height;
float offset;
qboolean positive;
vec3_t color;
char* file;
qhandle_t graphic;
} lensReflec_s;
typedef struct {
vec3_t worldCoord;
int w1;
int h1;
vec3_t glowColor;
float glowOffset;
float hazeOffset;
int minDist;
int maxDist;
vec3_t streakColor;
int streakDistMin;
int streakDistMax;
int streakW;
int streakH;
qboolean whiteStreaks;
int reflecDistMin;
int reflecDistMax;
qboolean reflecAnamorphic;
qboolean defReflecs;
qboolean clamp;
float maxAlpha;
int startTime;
int upTime;
int holdTime;
int downTime;
qboolean qfull;
} lensFlare_t;
extern lensReflec_s lensReflec[10];
//extern lensFlare_t lensFlare[MAX_LENS_FLARES];
void CG_DrawLensFlare( lensFlare_t *flare );
void CG_InitLensFlare( vec3_t worldCoord,
int w1, int h1,
vec3_t glowColor, float glowOffset, float hazeOffset, int minDist, int maxDist,
vec3_t streakColor, int streakDistMin, int streakDistMax, int streakW, int streakH, qboolean whiteStreaks,
int reflecDistMin, int reflecDistMax, qboolean reflecAnamorphic, qboolean defReflecs,
qboolean clamp, float maxAlpha, int startTime, int upTime, int holdTime, int downTime );
//void CG_ParseClassData( void );
//TiM - Allow parts of the lerp code to update the 3rd view if need be
void CG_ResetThirdPersonViewDamp ( void );
/* GSIO - shader remapping */
void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
void CG_ShaderStateChanged(void);