mirror of
https://github.com/UberGames/rpgxEF.git
synced 2025-04-19 07:21:12 +00:00
Updates to varous cg_ and bg_ files
This commit is contained in:
parent
22f826eabd
commit
15c3ae39ae
7 changed files with 2587 additions and 2519 deletions
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@ -1342,7 +1342,8 @@ static float CG_DrawTimer( float y ) {
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return y + BIGCHAR_HEIGHT + 10;
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}
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#define TINYPAD 1.25
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static const double TINYPAD = 1.25;
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/*
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=====================
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File diff suppressed because it is too large
Load diff
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@ -20,13 +20,18 @@ enum cg_localLimits_e {
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NUM_FONT_BIG = 1,
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NUM_FONT_SMALL = 2,
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MAX_TALK_SKINS = 4,
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NUM_CHUNKS = 6,
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TEAMCHAT_HEIGHT = 8,
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MAX_RANDOM_ANIMSOUNDS = 8,
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MAX_VERTS_ON_POLY = 10,
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MAX_BOLTONS = 10,
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NUM_CROSSHAIRS = 12,
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MAX_N00BSOUND_COUNT = 12,
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MAX_CROSSHAIRS = 15,
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MAX_OBJECTIVES = 16,
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MAX_CUSTOM_SOUNDS = 32,
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MAX_ANIM_SOUNDS = 64,
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MAX_LENS_FLARES = 64,
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TEAMCHAT_WIDTH = 80,
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MAX_MARK_POLYS = 256,
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MAX_OBJ_LENGTH = 1024,
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@ -141,8 +146,6 @@ typedef struct animsList_s {
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//TiM: Borrowed from EF SP
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//Data struct for necessary dynamic animation sound effects.
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//Useful for proper footstep sync and emote-based sound FX.
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#define MAX_ANIM_SOUNDS 64
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#define MAX_RANDOM_ANIMSOUNDS 8
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typedef struct animsounds_s {
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int32_t keyFrame; //Frame to play sound on
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@ -248,8 +251,6 @@ typedef struct {
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rankModelData_t rankModelData;
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} defaultRankData_t;
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#define MAX_CROSSHAIRS 15
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//=================================================
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//TiM: Importable - Custom Crosshair Data
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typedef struct {
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@ -1031,8 +1032,6 @@ typedef enum {
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} material_type_t;
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#define NUM_CHUNKS 6
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// all of the model, shader, and sound references that are
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// loaded at gamestate time are stored in cgMedia_t
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// Other media that can be tied to clients, weapons, or items are
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@ -1675,15 +1674,15 @@ void CG_AdjustFrom640(float *x, float *y, float *w, float *h);
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void CG_FillRect(float x, float y, float width, float height, const float *color);
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void CG_DrawPic(float x, float y, float width, float height, qhandle_t hShader);
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void CG_DrawStretchPic(float x, float y, float width, float height, float s1,
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float t1, float s2, float t2, qhandle_t hShader);
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float t1, float s2, float t2, qhandle_t hShader);
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void CG_DrawString(float x, float y, const char *string,
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float charWidth, float charHeight, const float *modulate);
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float charWidth, float charHeight, const float *modulate);
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void UI_DrawProportionalString(int32_t x, int32_t y, const char* str, int32_t style, vec4_t color);
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void CG_LoadFonts(void);
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void CG_DrawStringExt(int32_t x, int32_t y, const char *string, const float *setColor,
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qboolean forceColor, qboolean shadow, int32_t charWidth, int32_t charHeight, int32_t maxChars);
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qboolean forceColor, qboolean shadow, int32_t charWidth, int32_t charHeight, int32_t maxChars);
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void CG_DrawBigString(int32_t x, int32_t y, const char *s, float alpha);
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void CG_DrawBigStringColor(int32_t x, int32_t y, const char *s, vec4_t color);
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void CG_DrawSmallString(int32_t x, int32_t y, const char *s, float alpha);
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@ -1757,11 +1756,13 @@ typedef enum {
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extern interfacegraphics_s interface_graphics[IG_MAX];
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#define SG_OFF 0
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#define SG_STRING 1
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#define SG_GRAPHIC 2
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#define SG_NUMBER 3
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#define SG_VAR 4
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enum cg_localSG_e {
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SG_OFF,
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SG_STRING,
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SG_GRAPHIC,
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SG_NUMBER,
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SG_VAR
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};
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extern int32_t sortedTeamPlayers[TEAM_MAXOVERLAY];
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@ -1796,7 +1797,7 @@ void CG_NewDecoyInfo(int32_t decoyNum);
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void CG_BuildSolidList(void);
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int32_t CG_PointContents(const vec3_t point, int32_t passEntityNum);
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void CG_Trace(trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
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int32_t skipNumber, int32_t mask);
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int32_t skipNumber, int32_t mask);
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void CG_PredictPlayerState(void);
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void CG_LoadDeferredPlayers(void);
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@ -1819,9 +1820,9 @@ void CG_Beam(centity_t *cent);
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void CG_AdjustPositionForMover(const vec3_t in, int32_t moverNum, int32_t fromTime, int32_t toTime, vec3_t out);
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void CG_PositionEntityOnTag(refEntity_t *entity, const refEntity_t *parent,
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qhandle_t parentModel, char *tagName);
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qhandle_t parentModel, char *tagName);
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void CG_PositionRotatedEntityOnTag(refEntity_t *entity, const refEntity_t *parent,
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qhandle_t parentModel, char *tagName);
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qhandle_t parentModel, char *tagName);
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//
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@ -1897,11 +1898,11 @@ extern int32_t tris_state;
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void CG_InitMarkPolys(void);
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void CG_AddMarks(void);
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void CG_ImpactMark(qhandle_t markShader,
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const vec3_t origin, const vec3_t dir,
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float orientation,
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float r, float g, float b, float a,
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qboolean alphaFade,
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float radius, qboolean temporary);
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const vec3_t origin, const vec3_t dir,
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float orientation,
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float r, float g, float b, float a,
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qboolean alphaFade,
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float radius, qboolean temporary);
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//
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// cg_localents.c
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@ -1915,13 +1916,13 @@ void CG_AddLocalEntities(void);
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// cg_effects.c
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//
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localEntity_t *CG_SmokePuff(const vec3_t p,
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const vec3_t vel,
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float radius,
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float r, float g, float b, float a,
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float duration,
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int32_t startTime,
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int32_t leFlags,
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qhandle_t hShader);
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const vec3_t vel,
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float radius,
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float r, float g, float b, float a,
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float duration,
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int32_t startTime,
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int32_t leFlags,
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qhandle_t hShader);
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void CG_BubbleTrail(vec3_t start, vec3_t end, float spacing);
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void CG_SpawnEffect(vec3_t org, refEntity_t *ent_legs, refEntity_t *ent_torso, refEntity_t *ent_head);
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void CG_QFlashEvent(vec3_t org);
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@ -1936,11 +1937,11 @@ void CG_Smoke(vec3_t position, vec3_t dir, int32_t killTime, int32_t radius);
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void CG_Fire(vec3_t position, vec3_t dir, int32_t killTime, int32_t radius, int32_t fxEnt);
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localEntity_t *CG_MakeExplosion(vec3_t origin, vec3_t dir,
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qhandle_t hModel, qhandle_t shader, int32_t msec, float scale,
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qboolean isSprite);
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qhandle_t hModel, qhandle_t shader, int32_t msec, float scale,
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qboolean isSprite);
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localEntity_t *CG_MakeExplosion2(vec3_t origin, vec3_t dir,
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qhandle_t hModel, int32_t numFrames, qhandle_t shader,
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int32_t msec, qboolean isSprite, float scale, int32_t flags);
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qhandle_t hModel, int32_t numFrames, qhandle_t shader,
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int32_t msec, qboolean isSprite, float scale, int32_t flags);
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void CG_SurfaceExplosion(vec3_t origin, vec3_t normal, float radius, float shake_speed, qboolean smoke);
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void CG_ExplosionEffects(vec3_t origin, int32_t intensity, int32_t radius);
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@ -2105,18 +2106,18 @@ clipHandle_t trap_CM_TempBoxModel(const vec3_t mins, const vec3_t maxs);
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int32_t trap_CM_PointContents(const vec3_t p, clipHandle_t model);
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int32_t trap_CM_TransformedPointContents(const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles);
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void trap_CM_BoxTrace(trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int32_t brushmask);
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int32_t brushmask);
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void trap_CM_TransformedBoxTrace(trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int32_t brushmask,
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const vec3_t origin, const vec3_t angles);
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int32_t brushmask,
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const vec3_t origin, const vec3_t angles);
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// Returns the projection of a polygon onto the solid brushes in the world
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int32_t trap_CM_MarkFragments(int32_t numPoints, const vec3_t *points,
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const vec3_t projection,
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int32_t maxPoints, vec3_t pointBuffer,
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int32_t maxFragments, markFragment_t *fragmentBuffer);
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const vec3_t projection,
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int32_t maxPoints, vec3_t pointBuffer,
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int32_t maxFragments, markFragment_t *fragmentBuffer);
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// normal sounds will have their volume dynamically changed as their entity
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// moves and the listener moves
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@ -2157,10 +2158,10 @@ void trap_R_AddLightToScene(const vec3_t org, float intensity, float r, float g
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void trap_R_RenderScene(const refdef_t *fd);
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void trap_R_SetColor(const float *rgba); // NULL = 1,1,1,1
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void trap_R_DrawStretchPic(float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader);
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float s1, float t1, float s2, float t2, qhandle_t hShader);
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void trap_R_ModelBounds(clipHandle_t model, vec3_t mins, vec3_t maxs);
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void trap_R_LerpTag(orientation_t *tag, clipHandle_t mod, int32_t startFrame, int32_t endFrame,
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float frac, const char *tagName);
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float frac, const char *tagName);
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// The glconfig_t will not change during the life of a cgame.
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// If it needs to change, the entire cgame will be restarted, because
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@ -2203,8 +2204,6 @@ void testPrintFloat(char *string, float f);
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int32_t trap_MemoryRemaining(void);
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#define MAX_LENS_FLARES 64
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//RPG-X | TiM | 28/06/2005
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typedef struct {
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int32_t width;
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@ -2249,11 +2248,11 @@ extern lensReflec_s lensReflec[10];
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void CG_DrawLensFlare(lensFlare_t *flare);
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void CG_InitLensFlare(vec3_t worldCoord,
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int32_t w1, int32_t h1,
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vec3_t glowColor, float glowOffset, float hazeOffset, int32_t minDist, int32_t maxDist,
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vec3_t streakColor, int32_t streakDistMin, int32_t streakDistMax, int32_t streakW, int32_t streakH, qboolean whiteStreaks,
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int32_t reflecDistMin, int32_t reflecDistMax, qboolean reflecAnamorphic, qboolean defReflecs,
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qboolean clamp, float maxAlpha, int32_t startTime, int32_t upTime, int32_t holdTime, int32_t downTime);
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int32_t w1, int32_t h1,
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vec3_t glowColor, float glowOffset, float hazeOffset, int32_t minDist, int32_t maxDist,
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vec3_t streakColor, int32_t streakDistMin, int32_t streakDistMax, int32_t streakW, int32_t streakH, qboolean whiteStreaks,
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int32_t reflecDistMin, int32_t reflecDistMax, qboolean reflecAnamorphic, qboolean defReflecs,
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qboolean clamp, float maxAlpha, int32_t startTime, int32_t upTime, int32_t holdTime, int32_t downTime);
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//void CG_ParseClassData( void );
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@ -1,104 +1,106 @@
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#ifndef _G_LUA_H
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#define _G_LUA_H
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#include "cg_local.h"
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#ifndef CG_LUA_H_
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#define CG_LUA_H_
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#if (defined __linux__ || defined __WIN32__) // linux or mingw
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#include "../game/lua.h"
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#include "../game/lauxlib.h"
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#include "../game/lualib.h"
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#else
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#include "../game/lua.h"
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#include "../game/lauxlib.h"
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#include "../game/lualib.h"
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#endif
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#define NUM_VMS 1
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#if defined __linux__
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#define HOSTARCH "UNIX"
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#define EXTENSION "so"
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#elif defined WIN32
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#define HOSTARCH "WIN32"
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#define EXTENSION "dll"
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#elif defined __APPLE__
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#define HOSTARCH "UNIX"
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#define EXTENSION "dylib"
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#endif
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#define Lua_RegisterGlobal(L, n, v) (lua_pushstring(L, v), lua_setglobal(L, n))
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#define Lua_RegConstInteger(L, n) (lua_pushstring(L, #n), lua_pushinteger(L, n), lua_settable(L, -3))
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#define Lua_RegConstString(L, n) (lua_pushstring(L, #n), lua_pushstring(L, n), lua_settable(L, -3))
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typedef struct {
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int32_t id;
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char filename[MAX_QPATH];
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char *code;
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int32_t code_size;
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int32_t error;
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lua_State *L;
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} lvm_t;
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extern lvm_t *lVM[NUM_VMS];
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void QDECL LUA_DEBUG(const char *fmt, ...);
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void QDECL LUA_LOG(const char *fmt, ...);
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qboolean CG_LuaInit(void);
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qboolean CG_LuaCall(lvm_t *vm, char *func, int32_t nargs, int32_t nresults);
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qboolean CG_LuaResume(lvm_t *vm, lua_State *T, char *func, int32_t nargs);
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qboolean CG_LuaGetFunction(lvm_t *vm, char *name);
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qboolean CG_LuaGetFunctionT(lua_State *T, char *name);
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qboolean CG_LuaStartVM(lvm_t *vm);
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void CG_LuaStopVM(lvm_t *vm);
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void CG_LuaShutdown(void);
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void CG_LuaStatus(void);
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lvm_t *CG_LuaGetVM(lua_State *L);
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// lua_cgame.c
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int32_t Luaopen_CGame(lua_State *L);
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// lua_qmath.c
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int32_t Luaopen_Qmath(lua_State *L);
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// lua_vector.c
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int32_t Luaopen_Vector(lua_State *L);
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void Lua_PushVector(lua_State *L, vec3_t v);
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vec_t *Lua_GetVector(lua_State *L, int32_t argNum);
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int32_t Lua_IsVector(lua_State *L, int32_t index);
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vec3_t *Lua_GetVectorMisc(lua_State *L, int32_t *index);
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// lua_cfx.c
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typedef struct {
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char luaFunc[MAX_QPATH];
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} cfx_t;
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typedef struct {
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cfx_t **cfx;
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int32_t cnt;
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} cfxList_t;
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void Lua_CFX_LoadMapFxFile(void);
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// lua_cent.c
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typedef struct {
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centity_t *e;
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} cent_t;
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int32_t Luaopen_Cent(lua_State *L);
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void Lua_PushCent(lua_State *L, centity_t *ent);
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cent_t *Lua_GetCent(lua_State *L, int32_t argNum);
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// lua_refent.c
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typedef struct {
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refEntity_t *r;
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} rent_t;
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int32_t Luaopen_Rent(lua_State *L);
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void Lua_PushRent(lua_State *L, refEntity_t *rent);
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rent_t *Lua_GetRent(lua_State *L, int32_t argNum);
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#endif /* CG_LUA_H_ */
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#endif
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#ifndef _G_LUA_H
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#define _G_LUA_H
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#include "cg_local.h"
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#ifndef CG_LUA_H_
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#define CG_LUA_H_
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#if (defined __linux__ || defined __WIN32__) // linux or mingw
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#include "../game/lua.h"
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#include "../game/lauxlib.h"
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#include "../game/lualib.h"
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#else
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#include "../game/lua.h"
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#include "../game/lauxlib.h"
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#include "../game/lualib.h"
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#endif
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enum cg_luaLimits_e {
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NUM_VMS = 1
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};
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#if defined __linux__
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#define HOSTARCH "UNIX"
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#define EXTENSION "so"
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#elif defined WIN32
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#define HOSTARCH "WIN32"
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#define EXTENSION "dll"
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#elif defined __APPLE__
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#define HOSTARCH "UNIX"
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#define EXTENSION "dylib"
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#endif
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#define Lua_RegisterGlobal(L, n, v) (lua_pushstring(L, v), lua_setglobal(L, n))
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#define Lua_RegConstInteger(L, n) (lua_pushstring(L, #n), lua_pushinteger(L, n), lua_settable(L, -3))
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#define Lua_RegConstString(L, n) (lua_pushstring(L, #n), lua_pushstring(L, n), lua_settable(L, -3))
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typedef struct {
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int32_t id;
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char filename[MAX_QPATH];
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char *code;
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int32_t code_size;
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int32_t error;
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lua_State *L;
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} lvm_t;
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extern lvm_t *lVM[NUM_VMS];
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void QDECL LUA_DEBUG(const char *fmt, ...);
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void QDECL LUA_LOG(const char *fmt, ...);
|
||||
qboolean CG_LuaInit(void);
|
||||
qboolean CG_LuaCall(lvm_t *vm, char *func, int32_t nargs, int32_t nresults);
|
||||
qboolean CG_LuaResume(lvm_t *vm, lua_State *T, char *func, int32_t nargs);
|
||||
qboolean CG_LuaGetFunction(lvm_t *vm, char *name);
|
||||
qboolean CG_LuaGetFunctionT(lua_State *T, char *name);
|
||||
qboolean CG_LuaStartVM(lvm_t *vm);
|
||||
void CG_LuaStopVM(lvm_t *vm);
|
||||
void CG_LuaShutdown(void);
|
||||
void CG_LuaStatus(void);
|
||||
lvm_t *CG_LuaGetVM(lua_State *L);
|
||||
|
||||
// lua_cgame.c
|
||||
int32_t Luaopen_CGame(lua_State *L);
|
||||
|
||||
// lua_qmath.c
|
||||
int32_t Luaopen_Qmath(lua_State *L);
|
||||
|
||||
// lua_vector.c
|
||||
int32_t Luaopen_Vector(lua_State *L);
|
||||
void Lua_PushVector(lua_State *L, vec3_t v);
|
||||
vec_t *Lua_GetVector(lua_State *L, int32_t argNum);
|
||||
int32_t Lua_IsVector(lua_State *L, int32_t index);
|
||||
vec3_t *Lua_GetVectorMisc(lua_State *L, int32_t *index);
|
||||
|
||||
// lua_cfx.c
|
||||
typedef struct {
|
||||
char luaFunc[MAX_QPATH];
|
||||
} cfx_t;
|
||||
|
||||
typedef struct {
|
||||
cfx_t **cfx;
|
||||
int32_t cnt;
|
||||
} cfxList_t;
|
||||
|
||||
void Lua_CFX_LoadMapFxFile(void);
|
||||
|
||||
// lua_cent.c
|
||||
typedef struct {
|
||||
centity_t *e;
|
||||
} cent_t;
|
||||
|
||||
int32_t Luaopen_Cent(lua_State *L);
|
||||
void Lua_PushCent(lua_State *L, centity_t *ent);
|
||||
cent_t *Lua_GetCent(lua_State *L, int32_t argNum);
|
||||
// lua_refent.c
|
||||
typedef struct {
|
||||
refEntity_t *r;
|
||||
} rent_t;
|
||||
|
||||
int32_t Luaopen_Rent(lua_State *L);
|
||||
void Lua_PushRent(lua_State *L, refEntity_t *rent);
|
||||
rent_t *Lua_GetRent(lua_State *L, int32_t argNum);
|
||||
|
||||
#endif /* CG_LUA_H_ */
|
||||
|
||||
#endif
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
#ifndef FX_LOCAL_H_
|
||||
#define FX_LOCAL_H_
|
||||
|
||||
#define DEFAULT_DEVIATION 0.5
|
||||
static const double DEFAULT_DEVIATION = 0.5;
|
||||
|
||||
/*
|
||||
* fx_*.c
|
||||
|
|
1244
code/game/bg_misc.c
1244
code/game/bg_misc.c
File diff suppressed because it is too large
Load diff
2348
code/game/bg_pmove.c
2348
code/game/bg_pmove.c
File diff suppressed because it is too large
Load diff
Loading…
Reference in a new issue