From fed00c7f67c4e1719e808ff73a0d74db4125dc85 Mon Sep 17 00:00:00 2001 From: Walter Julius Hennecke Date: Mon, 25 Feb 2013 13:23:30 +0100 Subject: [PATCH] Cleanup and reformatting of some structs in g_local.h --- code/game/g_local.h | 291 ++++++++++++++++++++------------------------ 1 file changed, 130 insertions(+), 161 deletions(-) diff --git a/code/game/g_local.h b/code/game/g_local.h index 709fdd0..3f53dcf 100644 --- a/code/game/g_local.h +++ b/code/game/g_local.h @@ -115,9 +115,7 @@ typedef struct { char message[MAX_QPATH]; //!< msg when player enters class int weaponsFlags; //!< flags denoting default weapons of this class - //int color[3]; //Color denoting the color of dot in radar and class color - //int iconColor; //Denoting which set of icons to use in the scoreboard char modelSkin[36]; //!< Denoting which skin this class is forced to int isAdmin; //!< class has admin access @@ -125,10 +123,6 @@ typedef struct { int isMedical; //!< class has medical capacity int isn00b; //!< class is a dumbass int isBorg; //!< class is a borg - - //int hasRanks; - - //int noShow; //DON'T show this rank in the UI menu } g_classData_t; //Class Data @@ -219,15 +213,15 @@ struct gentity_s { qboolean inuse; - char *classname; //!< set in QuakeEd + char* classname; //!< set in QuakeEd int spawnflags; //!< set in QuakeEd qboolean neverFree; //!< if true, FreeEntity will only unlink bodyque uses this int flags; //!< FL_* variables - char *model; //!< the model or brushmodel the entities uses - char *model2; //!< an alternate model + char* model; //!< the model or brushmodel the entities uses + char* model2; //!< an alternate model int freetime; //!< level.time when the object was freed int eventTime; //!< events will be cleared EVENT_VALID_MSEC after set @@ -246,24 +240,24 @@ struct gentity_s { int sound2to1; //!< soundindex of sound to play when moving from Pos2 to Pos1 int soundPos2; //!< soundindex of sound to play when reaching Pos2 int soundLoop; //!< soundindex for looped sounds - gentity_t *parent; //!< parent of this entity - gentity_t *nextTrain; //!< next path_corner of a func_train - gentity_t *prevTrain; //!< previous path_corner of a func_train + gentity_t* parent; //!< parent of this entity + gentity_t* nextTrain; //!< next path_corner of a func_train + gentity_t* prevTrain; //!< previous path_corner of a func_train vec3_t pos1; //!< start position for binary movers vec3_t pos2; //!< end position for binary movers vec3_t apos1; //!< angular start position for movers vec3_t apos2; //!< angular end position for movers - char *message; //!< message for target_print + char* message; //!< message for target_print int timestamp; //!< body queue sinking, etc float angle; //!< set in editor, -1 = up, -2 = down - char *target; //!< target of the entity - char *paintarget; //!< target to use if entity takes damage - char *targetname; //!< targetname that identyfies the entity - char *team; //!< for teamchains - gentity_t *target_ent; //!< target of turrets etc + char* target; //!< target of the entity + char* paintarget; //!< target to use if entity takes damage + char* targetname; //!< targetname that identyfies the entity + char* team; //!< for teamchains + gentity_t* target_ent; //!< target of turrets etc float speed; //!< moving speed etc vec3_t movedir; //!< moving direction @@ -296,11 +290,11 @@ struct gentity_s { int count; //!< used for counting, check whether an entity is allowed to use //!< and other various things - gentity_t *lastEnemy; //!< last enemy of the entity (turrets etc) - gentity_t *enemy; //!< current enemy of the entity (turrets etc) - gentity_t *activator; //!< entity that activated/used this entity - gentity_t *teamchain; //!< next entity in team - gentity_t *teammaster; //!< master of the team + gentity_t* lastEnemy; //!< last enemy of the entity (turrets etc) + gentity_t* enemy; //!< current enemy of the entity (turrets etc) + gentity_t* activator; //!< entity that activated/used this entity + gentity_t* teamchain; //!< next entity in team + gentity_t* teammaster; //!< master of the team int watertype; int waterlevel; @@ -314,82 +308,58 @@ struct gentity_s { float wait; //!< how long to wait float random; - gitem_t *item; //!< for bonus items + gitem_t* item; //!< for bonus items qboolean botDelayBegin; - //RPG-X: RedTechie - Added this :P - //gentity_t *beingfiredby; - //RPG-X: J2J Added to slow down the tr116 rate of fire. - //int last_tr116_fire; //TiM - Why? Why not use addTime in bg_pmove like the other weapons? - - char *swapname; //RPG-X Modification | Phenix | 13/06/2004 - char *truename; - char *falsename; - char *truetarget; - char *falsetarget; + char* swapname; //RPG-X Modification | Phenix | 13/06/2004 + char* truename; + char* falsename; + char* truetarget; + char* falsetarget; qboolean booleanstate; - //char *gravity; //End Modification || GSIO01 || 28.05.2009 || now in targetname2 - //float stopAt; //RPG-X | Phenix | 8/8/2004 || GSIO01: using distance now - - //float intensity; //RPG-X | Phenix | 20/11/2004 | For Target_Shake Map Entity | GSIO01: using distance now float distance; // VALKYRIE: for rotating doors int n00bCount; //RPG-X | Phenix | 06/04/2004 | For when people kill //RPG-X: TiM : Additional Params for map ents - //float radius; //Explosion Radius | GSIO01: using distance instead - char *targetname2; // GSIO01 | 08/05/2009 - //int soundLocked; // GSIO01 | 08/05/2009 for locked doors | now using n00bCount instead - gentity_t *touched; // GSIO01 | 08/05/2009 repairing breakables - //char *lockMsg; // GSIO01 | 10/05/2009 | --> swapname - //char *unlockMsg; // GSIO01 | 10/05/2009 | --> truename - //GSIO01 | 10/05/2009 | ok these are for target_alert: - char //*greenname, //--> swapname - //*yellowname, //--> truename - //*redname, //-->falsename - *bluename, - //*greentarget, //-->truetarget - //*yellowtarget, //-->falsetarget - //*redtarget, //-->paintarget - //*bluetarget, //-->targetname2 - *greensound, - *yellowsound, - *redsound, - *bluesound; + char* targetname2; // GSIO01 | 08/05/2009 - //GSIO01 | 19/05/2009 | target_warp - //char //*swapWarp, // -->swapname - //*swapCoreState, // -->truename - //*swapCoreEject, // -->falsename - //*warpTarget, // -->truetarget - //*core, // -->falsetarget - //*coreSwap; // -->bluename + gentity_t* touched; // GSIO01 | 08/05/2009 repairing breakables + + //GSIO01 | 10/05/2009 | ok these are for target_alert: + char* bluename; + char* greensound; + char* yellowsound; + char* redsound; + char* bluesound; char *targetShaderName; //!< shader to remap for shader remapping char *targetShaderNewName; //!< shader to remap to for shader remapping qboolean tmpEntity; //!< is this a temporal entity? + #ifdef G_LUA // for lua hooks // pointers to lua functions - char *luaTouch; - char *luaUse; - char *luaThink; - char *luaHurt; - char *luaDie; - char *luaFree; - char *luaTrigger; - char *luaReached; - char *luaReachedAngular; - char *luaSpawn; - char *luaParm1; - char *luaParm2; - char *luaParm3; - char *luaParm4; + char* luaTouch; + char* luaUse; + char* luaThink; + char* luaHurt; + char* luaDie; + char* luaFree; + char* luaTrigger; + char* luaReached; + char* luaReachedAngular; + char* luaSpawn; + char* luaParm1; + char* luaParm2; + char* luaParm3; + char* luaParm4; qboolean luaEntity; #endif + vec4_t startRGBA; vec4_t finalRGBA; }; @@ -464,13 +434,13 @@ typedef struct { * MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData() */ typedef struct { - team_t sessionTeam; - //pclass_t sessionClass; - int sessionClass; - int spectatorTime; //!< for determining next-in-line to play - spectatorState_t spectatorState; - int spectatorClient; //!< for chasecam and follow mode - int wins, losses; //!< tournament stats + team_t sessionTeam; //!< team of the client + int sessionClass; //!< class of the client is in + int spectatorTime; //!< for determining next-in-line to play + spectatorState_t spectatorState; //!< spectator state + int spectatorClient; //!< for chasecam and follow mode + int wins; //!< tournament stat wins + int losses; //!< tournament stat losses } clientSession_t; #define MAX_VOTE_COUNT 3 @@ -484,20 +454,20 @@ void SetScore( gentity_t *ent, int score ); */ typedef struct { clientConnected_t connected; - usercmd_t cmd; // we would lose angles if not persistant - qboolean localClient; // true if "ip" info key is "localhost" - qboolean initialSpawn; // the first spawn should be at a cool location - qboolean predictItemPickup; // based on cg_predictItems userinfo - char netname[36]; - int maxHealth; // for handicapping - int enterTime; // level.time the client entered the game - playerTeamState_t teamState; // status in teamplay games - int voteCount; // to prevent people from constantly calling votes - int kickCount; - int suicideCount; - qboolean teamInfo; // send team overlay updates? - char ip[64]; // RPG-X - Store this for login comparisons - float pms_height; //player model system, height + usercmd_t cmd; // we would lose angles if not persistant + qboolean localClient; // true if "ip" info key is "localhost" + qboolean initialSpawn; // the first spawn should be at a cool location + qboolean predictItemPickup; // based on cg_predictItems userinfo + char netname[36]; + int maxHealth; // for handicapping + int enterTime; // level.time the client entered the game + playerTeamState_t teamState; // status in teamplay games + int voteCount; // to prevent people from constantly calling votes + int kickCount; + int suicideCount; + qboolean teamInfo; // send team overlay updates? + char ip[64]; // RPG-X - Store this for login comparisons + float pms_height; //player model system, height } clientPersistant_t; /** \struct gclient_s @@ -507,102 +477,101 @@ typedef struct { */ struct gclient_s { // ps MUST be the first element, because the server expects it - playerState_t ps; //!< communicated by server to clients + playerState_t ps; //!< communicated by server to clients // the rest of the structure is private to game clientPersistant_t pers; clientSession_t sess; - qboolean readyToExit; //!< wishes to leave the intermission + qboolean readyToExit; //!< wishes to leave the intermission - qboolean noclip; + qboolean noclip; - 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 - int buttons; - int oldbuttons; - int latched_buttons; + 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 + int buttons; + int oldbuttons; + int latched_buttons; // sum up damage over an entire frame, so // shotgun blasts give a single big kick - int damage_armor; //!< damage absorbed by armor - int damage_blood; //!< damage taken out of health - int damage_knockback; //!< impact damage - vec3_t damage_from; //!< origin for vector calculation - qboolean damage_fromWorld; //!< if true, don't use the damage_from vector + int damage_armor; //!< damage absorbed by armor + int damage_blood; //!< damage taken out of health + int damage_knockback; //!< impact damage + vec3_t damage_from; //!< origin for vector calculation + qboolean damage_fromWorld; //!< if true, don't use the damage_from vector - int accurateCount; //!< for "impressive" reward sound - int streakCount; //!< To count up kills without dying. + int accurateCount; //!< for "impressive" reward sound + int streakCount; //!< To count up kills without dying. // - int lasthurt_client; //!< last client that damaged this client - int lasthurt_mod; //!< type of damage the client did - int lasthurt_location; //!< Where the client was hit. + int lasthurt_client; //!< last client that damaged this client + int lasthurt_mod; //!< type of damage the client did + int lasthurt_location; //!< Where the client was hit. // timers - int respawnTime; //!< can respawn when time > this, force after g_forcerespwan - int inactivityTime; //!< kick players when time > this - qboolean inactivityWarning; //!< qtrue if the five seoond warning has been given - int rewardTime; //!< clear the EF_AWARD_IMPRESSIVE, etc when time > this + int respawnTime; //!< can respawn when time > this, force after g_forcerespwan + int inactivityTime; //!< kick players when time > this + qboolean inactivityWarning; //!< qtrue if the five seoond warning has been given + int rewardTime; //!< clear the EF_AWARD_IMPRESSIVE, etc when time > this - int airOutTime; + int airOutTime; - int lastKillTime; //!< for multiple kill rewards - int nextRespawn; //!< level.time when player is allowed to use the respawn command/button again + int lastKillTime; //!< for multiple kill rewards + int nextRespawn; //!< level.time when player is allowed to use the respawn command/button again - qboolean fireHeld; //!< used for hook - gentity_t *hook; //!< grapple hook if out - //gentity_t *lasersight; // lasersight OR flashlight if in use + qboolean fireHeld; //!< used for hook + gentity_t* hook; //!< grapple hook if out - int switchTeamTime; + int switchTeamTime; // timeResidual is used to handle events that happen every second // like health / armor countdowns and regeneration - int timeResidual; - int mod; //!< means of death + int timeResidual; + int mod; //!< means of death //added for new game mods - int teleportTime; //!< Borg teleporting - int classChangeDebounceTime; //!< next time you can change classes + int teleportTime; //!< Borg teleporting + int classChangeDebounceTime; //!< next time you can change classes //RPG-X Specific - qboolean SpecialGrav; //!< Added for target_gravity ent - // RPG-X: J2J - qboolean UpdateScore; //!< Check if we should update the score or not - // RPG-X: RedTechie - int AdminFailed; //!< For failed admin logins. - // RPG-X | Phenix | 21/11/2004 - qboolean LoggedAsAdmin; //!< For AdminLogin command - // RPG-X | Phenix | 21/11/2004 - qboolean LoggedAsDeveloper; //!< For Debuging Admin Commands - // RPG-X | Phenix | 21/11/2004 - int n00bTime; //!< For when to bring them out of n00b - // RPG-X | Phenix | 06/04/2004 - char origClass[MAX_STRING_CHARS]; //!< What class they came from - // RPG-X | Phenix | 06/04/2004 - qboolean noAdminChat; //!< If admins choose not to see admin messages - // RPG-X | TiM | 02/04/2006 + qboolean SpecialGrav; //!< Added for target_gravity ent + // RPG-X: J2J + qboolean UpdateScore; //!< Check if we should update the score or not + // RPG-X: RedTechie + int AdminFailed; //!< For failed admin logins. + // RPG-X | Phenix | 21/11/2004 + qboolean LoggedAsAdmin; //!< For AdminLogin command + // RPG-X | Phenix | 21/11/2004 + qboolean LoggedAsDeveloper; //!< For Debuging Admin Commands + // RPG-X | Phenix | 21/11/2004 + int n00bTime; //!< For when to bring them out of n00b + // RPG-X | Phenix | 06/04/2004 + char origClass[MAX_STRING_CHARS]; //!< What class they came from + // RPG-X | Phenix | 06/04/2004 + qboolean noAdminChat; //!< If admins choose not to see admin messages + // RPG-X | TiM | 02/04/2006 - fxGunData_t fxGunData; //!< Storage point for info needed for multiple admin gun FX + fxGunData_t fxGunData; //!< Storage point for info needed for multiple admin gun FX - char lastPaddMsg[256]; //!< Padd buffer - // RPG-X | Marcin | 08/12/2008 - qboolean pressedUse; //!< To prevent multiple pickups per press - // RPG-X | Marcin | 30/12/2008 - int fraggerTime; //!< For rpg_fraggerSpawnDelay - // RPG-X | Marcin | 03/01/2009 + char lastPaddMsg[256]; //!< Padd buffer + // RPG-X | Marcin | 08/12/2008 + qboolean pressedUse; //!< To prevent multiple pickups per press + // RPG-X | Marcin | 30/12/2008 + int fraggerTime; //!< For rpg_fraggerSpawnDelay + // RPG-X | Marcin | 03/01/2009 // for sql - char *userName; //!< username (not player name) in the sql database - int uid; //!< uiser id of the player in the sql database + char* userName; //!< username (not player name) in the sql database + int uid; //!< uiser id of the player in the sql database // CCAM - vec3_t origViewAngles; - vec3_t origOrigin; - gentity_t *cam; + vec3_t origViewAngles; + vec3_t origOrigin; + gentity_t* cam; // for selfdestruct and shiphealth - 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 + 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 };