Added first changes towards rpgxEF (Note this won't compile yet)

This commit is contained in:
Walter Julius Hennecke 2011-12-09 18:47:04 +01:00
parent cf8c93b07f
commit 0e225482a6
5 changed files with 25 additions and 439 deletions

View file

@ -131,50 +131,8 @@ typedef enum {
CG_SETUSERCMDVALUE,
CG_R_REGISTERSHADERNOMIP,
CG_MEMORY_REMAINING,
#ifndef ELITEFORCE
CG_R_REGISTERFONT,
CG_KEY_ISDOWN,
CG_KEY_GETCATCHER,
CG_KEY_SETCATCHER,
CG_KEY_GETKEY,
CG_PC_ADD_GLOBAL_DEFINE,
CG_PC_LOAD_SOURCE,
CG_PC_FREE_SOURCE,
CG_PC_READ_TOKEN,
CG_PC_SOURCE_FILE_AND_LINE,
CG_S_STOPBACKGROUNDTRACK,
CG_REAL_TIME,
CG_SNAPVECTOR,
CG_REMOVECOMMAND,
CG_R_LIGHTFORPOINT,
CG_CIN_PLAYCINEMATIC,
CG_CIN_STOPCINEMATIC,
CG_CIN_RUNCINEMATIC,
CG_CIN_DRAWCINEMATIC,
CG_CIN_SETEXTENTS,
CG_R_REMAP_SHADER,
CG_S_ADDREALLOOPINGSOUND,
CG_S_STOPLOOPINGSOUND,
CG_CM_TEMPCAPSULEMODEL,
CG_CM_CAPSULETRACE,
CG_CM_TRANSFORMEDCAPSULETRACE,
CG_R_ADDADDITIVELIGHTTOSCENE,
CG_GET_ENTITY_TOKEN,
CG_R_ADDPOLYSTOSCENE,
CG_R_INPVS,
// 1.32
CG_FS_SEEK,
/*
CG_LOADCAMERA,
CG_STARTCAMERA,
CG_GETCAMERAINFO,
*/
#else
CG_R_REGISTERSHADER3D, //59
CG_CVAR_SET_NO_MODIFY, // 60
#endif
CG_R_REGISTERSHADER3D, //59
CG_CVAR_SET_NO_MODIFY, // 60
CG_MEMSET = 100,
CG_MEMCPY,
CG_STRNCPY,
@ -186,9 +144,8 @@ typedef enum {
CG_CEIL,
CG_TESTPRINTINT,
CG_TESTPRINTFLOAT,
#ifndef ELITEFORCE
CG_ACOS
#endif
CG_R_REMAP_SHADER = 200,
CG_R_ADDPOLYSTOSCENE
} cgameImport_t;
@ -231,15 +188,6 @@ typedef enum {
CG_LAST_ATTACKER,
// int (*CG_LastAttacker)( void );
#ifndef ELITEFORCE
CG_KEY_EVENT,
// void (*CG_KeyEvent)( int key, qboolean down );
CG_MOUSE_EVENT,
// void (*CG_MouseEvent)( int dx, int dy );
CG_EVENT_HANDLING
// void (*CG_EventHandling)(int type);
#endif
} cgameExport_t;
//----------------------------------------------

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@ -262,11 +262,8 @@ typedef enum {
#define EF_AWARD_ASSIST 0x00020000 // draw a assist sprite
#define EF_AWARD_DENIED 0x00040000 // denied
#define EF_TEAMVOTED 0x00080000 // already cast a team vote
#ifdef ELITEFORCE
#define EF_SHIELD_BOX_X 0x00000800
#define EF_SHIELD_BOX_Y 0x00400000
#endif
// NOTE: may not have more than 16
typedef enum {

View file

@ -33,18 +33,12 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
// TTimo
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
#ifdef ELITEFORCE
#define SVF_SHIELD_BBOX 0x00000002
#define SVF_CLIENTMASK 0x00000004
#else
#define SVF_CLIENTMASK 0x00000002
#endif
#define SVF_BOT 0x00000008 // set if the entity is a bot
#ifdef ELITEFORCE
#define SVF_ELIMINATED 0x00000010
#endif
#define SVF_BROADCAST 0x00000020 // send to all connected clients
#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
@ -64,10 +58,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
typedef struct {
#ifndef ELITEFORCE
entityState_t unused; // apparently this field was put here accidentally
#endif
qboolean linked; // qfalse if not in any good cluster
int linkcount;
@ -115,7 +105,6 @@ typedef struct {
//
// system traps provided by the main engine
//
#ifdef ELITEFORCE
typedef enum {
//============== general Quake services ==================
@ -388,294 +377,7 @@ typedef enum {
BOTLIB_AI_REMOVE_FROM_AVOID_GOALS,
BOTLIB_AI_PREDICT_VISIBLE_POSITION
} gameImport_t;
#else
typedef enum {
//============== general Quake services ==================
G_PRINT, // ( const char *string );
// print message on the local console
G_ERROR, // ( const char *string );
// abort the game
G_MILLISECONDS, // ( void );
// get current time for profiling reasons
// this should NOT be used for any game related tasks,
// because it is not journaled
// console variable interaction
G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
G_CVAR_UPDATE, // ( vmCvar_t *vmCvar );
G_CVAR_SET, // ( const char *var_name, const char *value );
G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name );
G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize );
G_ARGC, // ( void );
// ClientCommand and ServerCommand parameter access
G_ARGV, // ( int n, char *buffer, int bufferLength );
G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode );
G_FS_READ, // ( void *buffer, int len, fileHandle_t f );
G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f );
G_FS_FCLOSE_FILE, // ( fileHandle_t f );
G_SEND_CONSOLE_COMMAND, // ( const char *text );
// add commands to the console as if they were typed in
// for map changing, etc
//=========== server specific functionality =============
G_LOCATE_GAME_DATA, // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
// playerState_t *clients, int sizeofGameClient );
// the game needs to let the server system know where and how big the gentities
// are, so it can look at them directly without going through an interface
G_DROP_CLIENT, // ( int clientNum, const char *reason );
// kick a client off the server with a message
G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... );
// reliably sends a command string to be interpreted by the given
// client. If clientNum is -1, it will be sent to all clients
G_SET_CONFIGSTRING, // ( int num, const char *string );
// config strings hold all the index strings, and various other information
// that is reliably communicated to all clients
// All of the current configstrings are sent to clients when
// they connect, and changes are sent to all connected clients.
// All confgstrings are cleared at each level start.
G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize );
G_GET_USERINFO, // ( int num, char *buffer, int bufferSize );
// userinfo strings are maintained by the server system, so they
// are persistant across level loads, while all other game visible
// data is completely reset
G_SET_USERINFO, // ( int num, const char *buffer );
G_GET_SERVERINFO, // ( char *buffer, int bufferSize );
// the serverinfo info string has all the cvars visible to server browsers
G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name );
// sets mins and maxs based on the brushmodel name
G_TRACE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
// collision detection against all linked entities
G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum );
// point contents against all linked entities
G_IN_PVS, // ( const vec3_t p1, const vec3_t p2 );
G_IN_PVS_IGNORE_PORTALS, // ( const vec3_t p1, const vec3_t p2 );
G_ADJUST_AREA_PORTAL_STATE, // ( gentity_t *ent, qboolean open );
G_AREAS_CONNECTED, // ( int area1, int area2 );
G_LINKENTITY, // ( gentity_t *ent );
// an entity will never be sent to a client or used for collision
// if it is not passed to linkentity. If the size, position, or
// solidity changes, it must be relinked.
G_UNLINKENTITY, // ( gentity_t *ent );
// call before removing an interactive entity
G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
// EntitiesInBox will return brush models based on their bounding box,
// so exact determination must still be done with EntityContact
G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
// perform an exact check against inline brush models of non-square shape
// access for bots to get and free a server client (FIXME?)
G_BOT_ALLOCATE_CLIENT, // ( void );
G_BOT_FREE_CLIENT, // ( int clientNum );
G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd )
G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize )
// Retrieves the next string token from the entity spawn text, returning
// false when all tokens have been parsed.
// This should only be done at GAME_INIT time.
G_FS_GETFILELIST,
G_DEBUG_POLYGON_CREATE,
G_DEBUG_POLYGON_DELETE,
G_REAL_TIME,
G_SNAPVECTOR,
G_TRACECAPSULE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
G_ENTITY_CONTACTCAPSULE, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
// 1.32
G_FS_SEEK,
BOTLIB_SETUP = 200, // ( void );
BOTLIB_SHUTDOWN, // ( void );
BOTLIB_LIBVAR_SET,
BOTLIB_LIBVAR_GET,
BOTLIB_PC_ADD_GLOBAL_DEFINE,
BOTLIB_START_FRAME,
BOTLIB_LOAD_MAP,
BOTLIB_UPDATENTITY,
BOTLIB_TEST,
BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent );
BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size );
BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd );
BOTLIB_AAS_ENABLE_ROUTING_AREA = 300,
BOTLIB_AAS_BBOX_AREAS,
BOTLIB_AAS_AREA_INFO,
BOTLIB_AAS_ENTITY_INFO,
BOTLIB_AAS_INITIALIZED,
BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX,
BOTLIB_AAS_TIME,
BOTLIB_AAS_POINT_AREA_NUM,
BOTLIB_AAS_TRACE_AREAS,
BOTLIB_AAS_POINT_CONTENTS,
BOTLIB_AAS_NEXT_BSP_ENTITY,
BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY,
BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY,
BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY,
BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY,
BOTLIB_AAS_AREA_REACHABILITY,
BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA,
BOTLIB_AAS_SWIMMING,
BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT,
BOTLIB_EA_SAY = 400,
BOTLIB_EA_SAY_TEAM,
BOTLIB_EA_COMMAND,
BOTLIB_EA_ACTION,
BOTLIB_EA_GESTURE,
BOTLIB_EA_TALK,
BOTLIB_EA_ATTACK,
BOTLIB_EA_USE,
BOTLIB_EA_RESPAWN,
BOTLIB_EA_CROUCH,
BOTLIB_EA_MOVE_UP,
BOTLIB_EA_MOVE_DOWN,
BOTLIB_EA_MOVE_FORWARD,
BOTLIB_EA_MOVE_BACK,
BOTLIB_EA_MOVE_LEFT,
BOTLIB_EA_MOVE_RIGHT,
BOTLIB_EA_SELECT_WEAPON,
BOTLIB_EA_JUMP,
BOTLIB_EA_DELAYED_JUMP,
BOTLIB_EA_MOVE,
BOTLIB_EA_VIEW,
BOTLIB_EA_END_REGULAR,
BOTLIB_EA_GET_INPUT,
BOTLIB_EA_RESET_INPUT,
BOTLIB_AI_LOAD_CHARACTER = 500,
BOTLIB_AI_FREE_CHARACTER,
BOTLIB_AI_CHARACTERISTIC_FLOAT,
BOTLIB_AI_CHARACTERISTIC_BFLOAT,
BOTLIB_AI_CHARACTERISTIC_INTEGER,
BOTLIB_AI_CHARACTERISTIC_BINTEGER,
BOTLIB_AI_CHARACTERISTIC_STRING,
BOTLIB_AI_ALLOC_CHAT_STATE,
BOTLIB_AI_FREE_CHAT_STATE,
BOTLIB_AI_QUEUE_CONSOLE_MESSAGE,
BOTLIB_AI_REMOVE_CONSOLE_MESSAGE,
BOTLIB_AI_NEXT_CONSOLE_MESSAGE,
BOTLIB_AI_NUM_CONSOLE_MESSAGE,
BOTLIB_AI_INITIAL_CHAT,
BOTLIB_AI_REPLY_CHAT,
BOTLIB_AI_CHAT_LENGTH,
BOTLIB_AI_ENTER_CHAT,
BOTLIB_AI_STRING_CONTAINS,
BOTLIB_AI_FIND_MATCH,
BOTLIB_AI_MATCH_VARIABLE,
BOTLIB_AI_UNIFY_WHITE_SPACES,
BOTLIB_AI_REPLACE_SYNONYMS,
BOTLIB_AI_LOAD_CHAT_FILE,
BOTLIB_AI_SET_CHAT_GENDER,
BOTLIB_AI_SET_CHAT_NAME,
BOTLIB_AI_RESET_GOAL_STATE,
BOTLIB_AI_RESET_AVOID_GOALS,
BOTLIB_AI_PUSH_GOAL,
BOTLIB_AI_POP_GOAL,
BOTLIB_AI_EMPTY_GOAL_STACK,
BOTLIB_AI_DUMP_AVOID_GOALS,
BOTLIB_AI_DUMP_GOAL_STACK,
BOTLIB_AI_GOAL_NAME,
BOTLIB_AI_GET_TOP_GOAL,
BOTLIB_AI_GET_SECOND_GOAL,
BOTLIB_AI_CHOOSE_LTG_ITEM,
BOTLIB_AI_CHOOSE_NBG_ITEM,
BOTLIB_AI_TOUCHING_GOAL,
BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE,
BOTLIB_AI_GET_LEVEL_ITEM_GOAL,
BOTLIB_AI_AVOID_GOAL_TIME,
BOTLIB_AI_INIT_LEVEL_ITEMS,
BOTLIB_AI_UPDATE_ENTITY_ITEMS,
BOTLIB_AI_LOAD_ITEM_WEIGHTS,
BOTLIB_AI_FREE_ITEM_WEIGHTS,
BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC,
BOTLIB_AI_ALLOC_GOAL_STATE,
BOTLIB_AI_FREE_GOAL_STATE,
BOTLIB_AI_RESET_MOVE_STATE,
BOTLIB_AI_MOVE_TO_GOAL,
BOTLIB_AI_MOVE_IN_DIRECTION,
BOTLIB_AI_RESET_AVOID_REACH,
BOTLIB_AI_RESET_LAST_AVOID_REACH,
BOTLIB_AI_REACHABILITY_AREA,
BOTLIB_AI_MOVEMENT_VIEW_TARGET,
BOTLIB_AI_ALLOC_MOVE_STATE,
BOTLIB_AI_FREE_MOVE_STATE,
BOTLIB_AI_INIT_MOVE_STATE,
BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON,
BOTLIB_AI_GET_WEAPON_INFO,
BOTLIB_AI_LOAD_WEAPON_WEIGHTS,
BOTLIB_AI_ALLOC_WEAPON_STATE,
BOTLIB_AI_FREE_WEAPON_STATE,
BOTLIB_AI_RESET_WEAPON_STATE,
BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION,
BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC,
BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC,
BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL,
BOTLIB_AI_GET_MAP_LOCATION_GOAL,
BOTLIB_AI_NUM_INITIAL_CHATS,
BOTLIB_AI_GET_CHAT_MESSAGE,
BOTLIB_AI_REMOVE_FROM_AVOID_GOALS,
BOTLIB_AI_PREDICT_VISIBLE_POSITION,
BOTLIB_AI_SET_AVOID_GOAL_TIME,
BOTLIB_AI_ADD_AVOID_SPOT,
BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL,
BOTLIB_AAS_PREDICT_ROUTE,
BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX,
BOTLIB_PC_LOAD_SOURCE,
BOTLIB_PC_FREE_SOURCE,
BOTLIB_PC_READ_TOKEN,
BOTLIB_PC_SOURCE_FILE_AND_LINE
} gameImport_t;
#endif
//
// functions exported by the game subsystem

View file

@ -26,51 +26,24 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
// q_shared.h -- included first by ALL program modules.
// A user mod should never modify this file
#ifdef STANDALONE
#define PRODUCT_NAME "iofoo3"
#define BASEGAME "foobar"
#define CLIENT_WINDOW_TITLE "changeme"
#define CLIENT_WINDOW_MIN_TITLE "changeme2"
#define HOMEPATH_NAME_UNIX ".foo"
#define HOMEPATH_NAME_WIN "FooBar"
#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
#define GAMENAME_FOR_MASTER "foobar" // must NOT contain whitespace
// #define LEGACY_PROTOCOL // You probably don't need this for your standalone game
#else
#ifdef ELITEFORCE
#define PRODUCT_NAME "ioST:V HM"
#define BASEGAME "baseEF"
#define CLIENT_WINDOW_TITLE "iostvoyHM"
#define CLIENT_WINDOW_MIN_TITLE "iostvoyHM"
#define HOMEPATH_NAME_UNIX ".stvef"
#define HOMEPATH_NAME_WIN "STVEF"
#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
#define GAMENAME_FOR_MASTER "EliteForce"
#define LEGACY_PROTOCOL
#else
#define PRODUCT_NAME "ioq3"
#define BASEGAME "baseq3"
#define CLIENT_WINDOW_TITLE "ioquake3"
#define CLIENT_WINDOW_MIN_TITLE "ioq3"
#define HOMEPATH_NAME_UNIX ".q3a"
#define HOMEPATH_NAME_WIN "Quake3"
#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
#define GAMENAME_FOR_MASTER "Quake3Arena"
#define LEGACY_PROTOCOL
#endif
#endif
#define PRODUCT_NAME "rpgxEF"
#define BASEGAME "RPG-X2"
#define CLIENT_WINDOW_TITLE "rpgxEF"
#define CLIENT_WINDOW_MIN_TITLE "rpgxEF"
#define HOMEPATH_NAME_UNIX ".rpgxEF"
#define HOMEPATH_NAME_WIN "RPGXEF"
#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
#define GAMENAME_FOR_MASTER "rpgxEF" // was EliteForce
#define LEGACY_PROTOCOL
// Heartbeat for dpmaster protocol. You shouldn't change this unless you know what you're doing
#ifdef ELITEFORCE
#define HEARTBEAT_FOR_MASTER "STEF1"
#else
#define HEARTBEAT_FOR_MASTER "DarkPlaces"
#endif
#define HEARTBEAT_FOR_MASTER "STEF1"
#define BASETA "missionpack"
#ifndef PRODUCT_VERSION
#define PRODUCT_VERSION "1.36"
#define PRODUCT_VERSION "2.0"
#endif
#define Q3_VERSION PRODUCT_NAME " " PRODUCT_VERSION
@ -1083,7 +1056,9 @@ typedef enum {
#define MAX_CLIENTS 64 // absolute limit
#define MAX_LOCATIONS 64
#define GENTITYNUM_BITS 10 // don't need to send any more
// don't increase this mindlessly ... MAX_GAMESTATE_CHARS, MAX_CONFIGSTRINGS ... and other need to be adjusted
// also the renderer has to be adjusted (drawsurf 32 bit packing, actualle with 11 it's 33bit)
#define GENTITYNUM_BITS 11
#define MAX_GENTITIES (1<<GENTITYNUM_BITS)
// entitynums are communicated with GENTITY_BITS, so any reserved
@ -1098,7 +1073,7 @@ typedef enum {
#define MAX_SOUNDS 256 // so they cannot be blindly increased
#define MAX_CONFIGSTRINGS 1024
#define MAX_CONFIGSTRINGS 4096 // was 1024
// these are the only configstrings that the system reserves, all the
// other ones are strictly for servergame to clientgame communication
@ -1107,7 +1082,7 @@ typedef enum {
#define RESERVED_CONFIGSTRINGS 2 // game can't modify below this, only the system can
#define MAX_GAMESTATE_CHARS 16000
#define MAX_GAMESTATE_CHARS 64000 // when increasing the gamestate MAX_CONFIGSTRINGS and MAX_MSGLEN also have to be increased
typedef struct {
int stringOffsets[MAX_CONFIGSTRINGS];
char stringData[MAX_GAMESTATE_CHARS];
@ -1121,12 +1096,7 @@ typedef struct {
#define MAX_PERSISTANT 16
#define MAX_POWERUPS 16
#define MAX_WEAPONS 16
#ifdef ELITEFORCE
#define MAX_PS_EVENTS 4
#else
#define MAX_PS_EVENTS 2
#endif
#define PS_PMOVEFRAMECOUNTBITS 6
@ -1150,11 +1120,9 @@ typedef struct playerState_s {
vec3_t origin;
vec3_t velocity;
int weaponTime;
#ifdef ELITEFORCE
int rechargeTime; // for the phaser
short useTime; // use debounce
int introTime; // for the holodoor
#endif
int rechargeTime; // for the phaser
short useTime; // use debounce
int introTime; // for the holodoor
int gravity;
int speed;
int delta_angles[3]; // add to command angles to get view direction
@ -1173,10 +1141,6 @@ typedef struct playerState_s {
// when at rest, the value will remain unchanged
// used to twist the legs during strafing
#ifndef ELITEFORCE
vec3_t grapplePoint; // location of grapple to pull towards if PMF_GRAPPLE_PULL
#endif
int eFlags; // copied to entityState_t->eFlags
int eventSequence; // pmove generated events
@ -1199,27 +1163,15 @@ typedef struct playerState_s {
int damageYaw;
int damagePitch;
int damageCount;
#ifdef ELITEFORCE
int damageShieldCount;
#endif
int stats[MAX_STATS];
int persistant[MAX_PERSISTANT]; // stats that aren't cleared on death
int powerups[MAX_POWERUPS]; // level.time that the powerup runs out
int ammo[MAX_WEAPONS];
#ifndef ELITEFORCE
int generic1;
int loopSound;
int jumppad_ent; // jumppad entity hit this frame
#endif
// not communicated over the net at all
int ping; // server to game info for scoreboard
#ifndef ELITEFORCE
int pmove_framecount; // FIXME: don't transmit over the network
int jumppad_frame;
#endif
int entityEventSequence;
} playerState_t;
@ -1254,7 +1206,6 @@ typedef struct playerState_s {
// then BUTTON_WALKING should be set
// usercmd_t is sent to the server each client frame
#ifdef ELITEFORCE
typedef struct usercmd_s {
int serverTime;
byte buttons;
@ -1262,15 +1213,7 @@ typedef struct usercmd_s {
int angles[3];
signed char forwardmove, rightmove, upmove;
} usercmd_t;
#else
typedef struct usercmd_s {
int serverTime;
int angles[3];
int buttons;
byte weapon; // weapon
signed char forwardmove, rightmove, upmove;
} usercmd_t;
#endif
//===================================================================
// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number
@ -1340,10 +1283,6 @@ typedef struct entityState_s {
int weapon; // determines weapon and flash model, etc
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoAnim; // mask off ANIM_TOGGLEBIT
#ifndef ELITEFORCE
int generic1;
#endif
} entityState_t;
typedef enum {

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