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Cleanup and reformatting of some structs in g_local.h
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1 changed files with 130 additions and 161 deletions
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@ -115,9 +115,7 @@ typedef struct {
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char message[MAX_QPATH]; //!< msg when player enters class
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int weaponsFlags; //!< flags denoting default weapons of this class
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//int color[3]; //Color denoting the color of dot in radar and class color
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//int iconColor; //Denoting which set of icons to use in the scoreboard
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char modelSkin[36]; //!< Denoting which skin this class is forced to
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int isAdmin; //!< class has admin access
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@ -125,10 +123,6 @@ typedef struct {
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int isMedical; //!< class has medical capacity
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int isn00b; //!< class is a dumbass
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int isBorg; //!< class is a borg
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//int hasRanks;
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//int noShow; //DON'T show this rank in the UI menu
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} g_classData_t;
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//Class Data
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@ -219,15 +213,15 @@ struct gentity_s {
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qboolean inuse;
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char *classname; //!< set in QuakeEd
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char* classname; //!< set in QuakeEd
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int spawnflags; //!< set in QuakeEd
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qboolean neverFree; //!< if true, FreeEntity will only unlink bodyque uses this
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int flags; //!< FL_* variables
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char *model; //!< the model or brushmodel the entities uses
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char *model2; //!< an alternate model
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char* model; //!< the model or brushmodel the entities uses
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char* model2; //!< an alternate model
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int freetime; //!< level.time when the object was freed
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int eventTime; //!< events will be cleared EVENT_VALID_MSEC after set
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@ -246,24 +240,24 @@ struct gentity_s {
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int sound2to1; //!< soundindex of sound to play when moving from Pos2 to Pos1
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int soundPos2; //!< soundindex of sound to play when reaching Pos2
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int soundLoop; //!< soundindex for looped sounds
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gentity_t *parent; //!< parent of this entity
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gentity_t *nextTrain; //!< next path_corner of a func_train
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gentity_t *prevTrain; //!< previous path_corner of a func_train
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gentity_t* parent; //!< parent of this entity
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gentity_t* nextTrain; //!< next path_corner of a func_train
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gentity_t* prevTrain; //!< previous path_corner of a func_train
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vec3_t pos1; //!< start position for binary movers
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vec3_t pos2; //!< end position for binary movers
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vec3_t apos1; //!< angular start position for movers
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vec3_t apos2; //!< angular end position for movers
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char *message; //!< message for target_print
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char* message; //!< message for target_print
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int timestamp; //!< body queue sinking, etc
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float angle; //!< set in editor, -1 = up, -2 = down
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char *target; //!< target of the entity
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char *paintarget; //!< target to use if entity takes damage
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char *targetname; //!< targetname that identyfies the entity
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char *team; //!< for teamchains
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gentity_t *target_ent; //!< target of turrets etc
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char* target; //!< target of the entity
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char* paintarget; //!< target to use if entity takes damage
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char* targetname; //!< targetname that identyfies the entity
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char* team; //!< for teamchains
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gentity_t* target_ent; //!< target of turrets etc
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float speed; //!< moving speed etc
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vec3_t movedir; //!< moving direction
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@ -296,11 +290,11 @@ struct gentity_s {
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int count; //!< used for counting, check whether an entity is allowed to use
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//!< and other various things
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gentity_t *lastEnemy; //!< last enemy of the entity (turrets etc)
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gentity_t *enemy; //!< current enemy of the entity (turrets etc)
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gentity_t *activator; //!< entity that activated/used this entity
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gentity_t *teamchain; //!< next entity in team
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gentity_t *teammaster; //!< master of the team
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gentity_t* lastEnemy; //!< last enemy of the entity (turrets etc)
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gentity_t* enemy; //!< current enemy of the entity (turrets etc)
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gentity_t* activator; //!< entity that activated/used this entity
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gentity_t* teamchain; //!< next entity in team
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gentity_t* teammaster; //!< master of the team
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int watertype;
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int waterlevel;
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@ -314,82 +308,58 @@ struct gentity_s {
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float wait; //!< how long to wait
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float random;
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gitem_t *item; //!< for bonus items
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gitem_t* item; //!< for bonus items
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qboolean botDelayBegin;
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//RPG-X: RedTechie - Added this :P
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//gentity_t *beingfiredby;
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//RPG-X: J2J Added to slow down the tr116 rate of fire.
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//int last_tr116_fire; //TiM - Why? Why not use addTime in bg_pmove like the other weapons?
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char *swapname; //RPG-X Modification | Phenix | 13/06/2004
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char *truename;
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char *falsename;
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char *truetarget;
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char *falsetarget;
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char* swapname; //RPG-X Modification | Phenix | 13/06/2004
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char* truename;
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char* falsename;
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char* truetarget;
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char* falsetarget;
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qboolean booleanstate;
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//char *gravity; //End Modification || GSIO01 || 28.05.2009 || now in targetname2
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//float stopAt; //RPG-X | Phenix | 8/8/2004 || GSIO01: using distance now
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//float intensity; //RPG-X | Phenix | 20/11/2004 | For Target_Shake Map Entity | GSIO01: using distance now
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float distance; // VALKYRIE: for rotating doors
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int n00bCount; //RPG-X | Phenix | 06/04/2004 | For when people kill
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//RPG-X: TiM : Additional Params for map ents
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//float radius; //Explosion Radius | GSIO01: using distance instead
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char *targetname2; // GSIO01 | 08/05/2009
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//int soundLocked; // GSIO01 | 08/05/2009 for locked doors | now using n00bCount instead
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gentity_t *touched; // GSIO01 | 08/05/2009 repairing breakables
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//char *lockMsg; // GSIO01 | 10/05/2009 | --> swapname
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//char *unlockMsg; // GSIO01 | 10/05/2009 | --> truename
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//GSIO01 | 10/05/2009 | ok these are for target_alert:
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char //*greenname, //--> swapname
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//*yellowname, //--> truename
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//*redname, //-->falsename
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*bluename,
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//*greentarget, //-->truetarget
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//*yellowtarget, //-->falsetarget
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//*redtarget, //-->paintarget
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//*bluetarget, //-->targetname2
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*greensound,
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*yellowsound,
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*redsound,
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*bluesound;
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char* targetname2; // GSIO01 | 08/05/2009
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//GSIO01 | 19/05/2009 | target_warp
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//char //*swapWarp, // -->swapname
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//*swapCoreState, // -->truename
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//*swapCoreEject, // -->falsename
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//*warpTarget, // -->truetarget
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//*core, // -->falsetarget
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//*coreSwap; // -->bluename
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gentity_t* touched; // GSIO01 | 08/05/2009 repairing breakables
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//GSIO01 | 10/05/2009 | ok these are for target_alert:
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char* bluename;
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char* greensound;
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char* yellowsound;
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char* redsound;
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char* bluesound;
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char *targetShaderName; //!< shader to remap for shader remapping
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char *targetShaderNewName; //!< shader to remap to for shader remapping
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qboolean tmpEntity; //!< is this a temporal entity?
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#ifdef G_LUA
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// for lua hooks
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// pointers to lua functions
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char *luaTouch;
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char *luaUse;
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char *luaThink;
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char *luaHurt;
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char *luaDie;
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char *luaFree;
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char *luaTrigger;
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char *luaReached;
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char *luaReachedAngular;
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char *luaSpawn;
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char *luaParm1;
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char *luaParm2;
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char *luaParm3;
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char *luaParm4;
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char* luaTouch;
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char* luaUse;
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char* luaThink;
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char* luaHurt;
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char* luaDie;
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char* luaFree;
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char* luaTrigger;
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char* luaReached;
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char* luaReachedAngular;
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char* luaSpawn;
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char* luaParm1;
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char* luaParm2;
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char* luaParm3;
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char* luaParm4;
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qboolean luaEntity;
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#endif
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vec4_t startRGBA;
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vec4_t finalRGBA;
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};
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@ -464,13 +434,13 @@ typedef struct {
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* MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
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*/
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typedef struct {
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team_t sessionTeam;
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//pclass_t sessionClass;
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int sessionClass;
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int spectatorTime; //!< for determining next-in-line to play
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spectatorState_t spectatorState;
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int spectatorClient; //!< for chasecam and follow mode
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int wins, losses; //!< tournament stats
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team_t sessionTeam; //!< team of the client
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int sessionClass; //!< class of the client is in
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int spectatorTime; //!< for determining next-in-line to play
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spectatorState_t spectatorState; //!< spectator state
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int spectatorClient; //!< for chasecam and follow mode
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int wins; //!< tournament stat wins
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int losses; //!< tournament stat losses
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} clientSession_t;
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#define MAX_VOTE_COUNT 3
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@ -484,20 +454,20 @@ void SetScore( gentity_t *ent, int score );
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*/
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typedef struct {
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clientConnected_t connected;
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usercmd_t cmd; // we would lose angles if not persistant
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qboolean localClient; // true if "ip" info key is "localhost"
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qboolean initialSpawn; // the first spawn should be at a cool location
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qboolean predictItemPickup; // based on cg_predictItems userinfo
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char netname[36];
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int maxHealth; // for handicapping
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int enterTime; // level.time the client entered the game
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playerTeamState_t teamState; // status in teamplay games
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int voteCount; // to prevent people from constantly calling votes
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int kickCount;
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int suicideCount;
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qboolean teamInfo; // send team overlay updates?
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char ip[64]; // RPG-X - Store this for login comparisons
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float pms_height; //player model system, height
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usercmd_t cmd; // we would lose angles if not persistant
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qboolean localClient; // true if "ip" info key is "localhost"
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qboolean initialSpawn; // the first spawn should be at a cool location
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qboolean predictItemPickup; // based on cg_predictItems userinfo
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char netname[36];
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int maxHealth; // for handicapping
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int enterTime; // level.time the client entered the game
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playerTeamState_t teamState; // status in teamplay games
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int voteCount; // to prevent people from constantly calling votes
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int kickCount;
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int suicideCount;
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qboolean teamInfo; // send team overlay updates?
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char ip[64]; // RPG-X - Store this for login comparisons
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float pms_height; //player model system, height
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} clientPersistant_t;
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/** \struct gclient_s
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*/
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struct gclient_s {
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// ps MUST be the first element, because the server expects it
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playerState_t ps; //!< communicated by server to clients
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playerState_t ps; //!< communicated by server to clients
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// the rest of the structure is private to game
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clientPersistant_t pers;
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clientSession_t sess;
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qboolean readyToExit; //!< wishes to leave the intermission
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qboolean readyToExit; //!< wishes to leave the intermission
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qboolean noclip;
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qboolean noclip;
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int lastCmdTime; //!< level.time of last usercmd_t, for EF_CONNECTION we can't just use pers.lastCommand.time, because of the g_sycronousclients case
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int buttons;
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int oldbuttons;
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int latched_buttons;
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int lastCmdTime; //!< level.time of last usercmd_t, for EF_CONNECTION we can't just use pers.lastCommand.time, because of the g_sycronousclients case
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int buttons;
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int oldbuttons;
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int latched_buttons;
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// sum up damage over an entire frame, so
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// shotgun blasts give a single big kick
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int damage_armor; //!< damage absorbed by armor
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int damage_blood; //!< damage taken out of health
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int damage_knockback; //!< impact damage
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vec3_t damage_from; //!< origin for vector calculation
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qboolean damage_fromWorld; //!< if true, don't use the damage_from vector
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int damage_armor; //!< damage absorbed by armor
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int damage_blood; //!< damage taken out of health
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int damage_knockback; //!< impact damage
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vec3_t damage_from; //!< origin for vector calculation
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qboolean damage_fromWorld; //!< if true, don't use the damage_from vector
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int accurateCount; //!< for "impressive" reward sound
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int streakCount; //!< To count up kills without dying.
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int accurateCount; //!< for "impressive" reward sound
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int streakCount; //!< To count up kills without dying.
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//
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int lasthurt_client; //!< last client that damaged this client
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int lasthurt_mod; //!< type of damage the client did
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int lasthurt_location; //!< Where the client was hit.
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int lasthurt_client; //!< last client that damaged this client
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int lasthurt_mod; //!< type of damage the client did
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int lasthurt_location; //!< Where the client was hit.
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// timers
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int respawnTime; //!< can respawn when time > this, force after g_forcerespwan
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int inactivityTime; //!< kick players when time > this
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qboolean inactivityWarning; //!< qtrue if the five seoond warning has been given
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int rewardTime; //!< clear the EF_AWARD_IMPRESSIVE, etc when time > this
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int respawnTime; //!< can respawn when time > this, force after g_forcerespwan
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int inactivityTime; //!< kick players when time > this
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qboolean inactivityWarning; //!< qtrue if the five seoond warning has been given
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int rewardTime; //!< clear the EF_AWARD_IMPRESSIVE, etc when time > this
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int airOutTime;
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int airOutTime;
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int lastKillTime; //!< for multiple kill rewards
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int nextRespawn; //!< level.time when player is allowed to use the respawn command/button again
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int lastKillTime; //!< for multiple kill rewards
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int nextRespawn; //!< level.time when player is allowed to use the respawn command/button again
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qboolean fireHeld; //!< used for hook
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gentity_t *hook; //!< grapple hook if out
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//gentity_t *lasersight; // lasersight OR flashlight if in use
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qboolean fireHeld; //!< used for hook
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gentity_t* hook; //!< grapple hook if out
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int switchTeamTime;
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int switchTeamTime;
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// timeResidual is used to handle events that happen every second
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// like health / armor countdowns and regeneration
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int timeResidual;
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int mod; //!< means of death
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int timeResidual;
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int mod; //!< means of death
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//added for new game mods
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int teleportTime; //!< Borg teleporting
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int classChangeDebounceTime; //!< next time you can change classes
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int teleportTime; //!< Borg teleporting
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int classChangeDebounceTime; //!< next time you can change classes
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//RPG-X Specific
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qboolean SpecialGrav; //!< Added for target_gravity ent
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// RPG-X: J2J
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qboolean UpdateScore; //!< Check if we should update the score or not
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// RPG-X: RedTechie
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int AdminFailed; //!< For failed admin logins.
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// RPG-X | Phenix | 21/11/2004
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qboolean LoggedAsAdmin; //!< For AdminLogin command
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// RPG-X | Phenix | 21/11/2004
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qboolean LoggedAsDeveloper; //!< For Debuging Admin Commands
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// RPG-X | Phenix | 21/11/2004
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int n00bTime; //!< For when to bring them out of n00b
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// RPG-X | Phenix | 06/04/2004
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char origClass[MAX_STRING_CHARS]; //!< What class they came from
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// RPG-X | Phenix | 06/04/2004
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qboolean noAdminChat; //!< If admins choose not to see admin messages
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// RPG-X | TiM | 02/04/2006
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qboolean SpecialGrav; //!< Added for target_gravity ent
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// RPG-X: J2J
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qboolean UpdateScore; //!< Check if we should update the score or not
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// RPG-X: RedTechie
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int AdminFailed; //!< For failed admin logins.
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// RPG-X | Phenix | 21/11/2004
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qboolean LoggedAsAdmin; //!< For AdminLogin command
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// RPG-X | Phenix | 21/11/2004
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qboolean LoggedAsDeveloper; //!< For Debuging Admin Commands
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// RPG-X | Phenix | 21/11/2004
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int n00bTime; //!< For when to bring them out of n00b
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// RPG-X | Phenix | 06/04/2004
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char origClass[MAX_STRING_CHARS]; //!< What class they came from
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// RPG-X | Phenix | 06/04/2004
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qboolean noAdminChat; //!< If admins choose not to see admin messages
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// RPG-X | TiM | 02/04/2006
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fxGunData_t fxGunData; //!< Storage point for info needed for multiple admin gun FX
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fxGunData_t fxGunData; //!< Storage point for info needed for multiple admin gun FX
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char lastPaddMsg[256]; //!< Padd buffer
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// RPG-X | Marcin | 08/12/2008
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qboolean pressedUse; //!< To prevent multiple pickups per press
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// RPG-X | Marcin | 30/12/2008
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int fraggerTime; //!< For rpg_fraggerSpawnDelay
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// RPG-X | Marcin | 03/01/2009
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char lastPaddMsg[256]; //!< Padd buffer
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// RPG-X | Marcin | 08/12/2008
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qboolean pressedUse; //!< To prevent multiple pickups per press
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// RPG-X | Marcin | 30/12/2008
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int fraggerTime; //!< For rpg_fraggerSpawnDelay
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// RPG-X | Marcin | 03/01/2009
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// for sql
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char *userName; //!< username (not player name) in the sql database
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int uid; //!< uiser id of the player in the sql database
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char* userName; //!< username (not player name) in the sql database
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int uid; //!< uiser id of the player in the sql database
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// CCAM
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vec3_t origViewAngles;
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vec3_t origOrigin;
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gentity_t *cam;
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vec3_t origViewAngles;
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vec3_t origOrigin;
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gentity_t* cam;
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// for selfdestruct and shiphealth
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int nokilli; //!< if 1 this player won't be killed if the ship is killed
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int myship; //!< entnum of the shiphealth entity this client currently holds info from
|
||||
int nokilli; //!< if 1 this player won't be killed if the ship is killed
|
||||
int myship; //!< entnum of the shiphealth entity this client currently holds info from
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue