mirror of
https://github.com/UberGames/rpgxEF.git
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3164fdfa33
-replaced target_safezone with target_sone (backwardscompability is in place) --It now servers for more purposes than just escapepods. Also included in the MSD-System -Removed list-iteration for safezones. --They gave me such a hard time and put unneeded limits in place (like one time shots) --now we loop trough all entities instead and find those with the right criteria and go from there -For safezones clients are now tagged in the backend (new gclients_t-field) --only those that aren't taggesd this way will be killed --Closed FS#30 -First version of shiphealth HUD (FS#8, needs testing) --There were som modifications made to the full UI as well -Both Selfdestruct and Shiphealth communication to the client go via command now, the events got removed -new Version Notation: RPG-X V 2.3 CB 4 Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
1073 lines
32 KiB
C
1073 lines
32 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// bg_public.h -- definitions shared by both the server game and client game modules
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// meh somehow preprocessor G_LUA won't work for me
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#define G_LUA 1
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#define CG_LUA 1
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// because games can change separately from the main system version, we need a
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// second version that must match between game and cgame
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#define RPGX_VERSION "RPG-X V 2.3 CB 4"
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#define RPGX_COMPILEDATE "20/05/11"
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#define RPGX_COMPILEDBY "GSIO01"
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#define GAME_VERSION "RPG-X v" RPGX_VERSION
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#define INJURED_MODE_HEALTH 20 //!<For the injured mode health system.
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#define DEFAULT_GRAVITY 800
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#define GIB_HEALTH -40//RPG-X: RedTechie - If rpg_medicsrevive is off use this
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#define GIB_HEALTH_IMPOSSIBLE -100000//RPG-X: RedTechie - If rpg_medicsrevive is on use this
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#define ARMOR_PROTECTION 1.0//0.66
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#define PIERCED_ARMOR_PROTECTION 0.50 //!< trek: shields only stop 50% of armor-piercing dmg
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#define MAX_ITEMS 256
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#define RANK_TIED_FLAG 0x4000
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#define ITEM_RADIUS 15 //!< item sizes are needed for client side pickup detection
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#define LIGHTNING_RANGE 768
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#define SCORE_NOT_PRESENT -9999 //!< for the CS_SCORES[12] when only one player is present
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#define VOTE_TIME 30000
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#define MINS_Z -24
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#define DEFAULT_VIEWHEIGHT 34 // TIM - 26//32
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#define CROUCH_VIEWHEIGHT 12
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#define DEAD_VIEWHEIGHT -16
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//TiM : New Rank Definitions
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#define MAX_RANKS 128 //32 - see how this goes
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#define NUM_CVAR_STORES 16 //If we ever change the number of CVARS, we can change it here easily
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//scannable entities
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#define MAX_SCANNABLES 256
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#define MAX_ENTSCANNABLES 256
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/** \struct rankNames_t
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* Struct that hold rank names.
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*/
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typedef struct {
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char consoleName[MAX_QPATH]; //!< short name for console
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char formalName[MAX_QPATH]; //!< long name
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} rankNames_t;
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#define RANKSET_DEFAULT "rpgx_default" //!< name of the default rankset
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//TiM : Class script info
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#define MAX_CLASSES 32 //!< the maximum ammount of classes
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#define CLASS_DEFAULT "rpgx_default" //!< the default classset
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//RPG-X: Marcin: I'm lazy sorry
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#define WARNING(x) \
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do { \
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G_LogPrintf x; \
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trap_SendServerCommand( -1, va("print \"%s\"", va x)); \
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} while ( 0 )
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//RPG-X: Marcin: DEBUG STUFF - 06/12/2008
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#ifdef MY_DEBUG
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#define DPRINTF(x) WARNING x
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#else
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#define DPRINTF(x) // nothing
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#endif
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//TiM - Used globally for hitbox definition
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#define DEFAULT_MINS_0 -12
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#define DEFAULT_MINS_1 -12
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#define DEFAULT_MINS_2 -24
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#define DEFAULT_MAXS_0 12
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#define DEFAULT_MAXS_1 12
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#define DEFAULT_MAXS_2 32
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#define DEFAULT_CHAR "munro"
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#define DEFAULT_MODEL "main"
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#define DEFAULT_SKIN "default"
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#define DEFAULT_PLAYER "munro/main/default"
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//TiM - Turbolift Decks
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#define MAX_DECKS 16
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/** \struct widescreen_t
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* variables used for widescreen drawing, used in both UI and CG
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*
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* \author Ubergames - TiM
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*/
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typedef struct
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{
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float ratio; //!<multiplied against x/w to decrease w/h ratio to 1:1
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int state; //!<specific rendering state (so we can disable the effect for certain elements)
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int bias; //!<shifts every element as if the entire screen was being shifted (for centering purposes)
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} widescreen_t;
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/** \enum widescreen_e
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* flags dictating what to do to an element that's being distorted by fullscreen mode
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*
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* \author Ubergames - TiM
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*/
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typedef enum
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{
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WIDESCREEN_NONE = 0, //!<draw as normal
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WIDESCREEN_LEFT, //!<Keeps it aligned to the left side of the screen
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WIDESCREEN_RIGHT, //!<offsets it so it fits a 4:3 perspective in the middle of the screen
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WIDESCREEN_CENTER //!<offsets it, so it's within a 4:3 perspective on the right side of the screen
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} widescreen_e;
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//
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// config strings are a general means of communicating variable length strings
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// from the server to all connected clients.
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//
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// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
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#define CS_MUSIC 2
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#define CS_MESSAGE 3 //!< from the map worldspawn's message field
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#define CS_MOTD 4 //!< g_motd string for server message of the day
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#define CS_WARMUP 5 //!< server time when the match will be restarted
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#define CS_SCORES1 6
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#define CS_SCORES2 7
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#define CS_VOTE_TIME 8
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#define CS_VOTE_STRING 9
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#define CS_VOTE_YES 10
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#define CS_VOTE_NO 11
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#define CS_GAME_VERSION 12
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#define CS_LEVEL_START_TIME 13 //!< so the timer only shows the current level
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#define CS_INTERMISSION 14 //!< when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
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#define CS_FLAGSTATUS 15 //!< string indicating flag status in CTF
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#define CS_RED_GROUP 16 //!< used to send down what the group the red team is
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#define CS_BLUE_GROUP 17 //!< used to send down what the group the blue team is
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#define CS_ITEMS 27 //!< string of 0's and 1's that tell which items are present
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//TiM: Ooooh! a gap between 27 + 32! Exploitationism!
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#define CS_CAMERA_SHAKE 28 //!<holds the intensity + duration for camera shakes.
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//I'm using a CS string, so if a client joins mid-shake, they'll start shaking too
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#define CS_CON_FAIL 29 //!<If a connection fails - Display this message
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#define CS_CLASS_DATA 30 //!<Class data passed to the client from the server (to allow players not requiring class data locally)
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#define CS_TURBOLIFT_DATA 31
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#define CS_SHADERSTATE 32 //!< used for shader remapping
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#define CS_MODELS 33
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#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
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#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
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#define CS_LOCATIONS (CS_PLAYERS+MAX_CLIENTS)
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//TiM: RPG-X Tricorder scan-able func_usables
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#define CS_TRIC_STRINGS (CS_LOCATIONS+MAX_LOCATIONS)
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//TiM: RPG-X Data for decoy spawnage
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#define CS_DECOYS (CS_TRIC_STRINGS+MAX_TRIC_STRINGS)
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#define CS_MAX (CS_DECOYS+MAX_DECOYS)
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//#define CS_MAX (CS_LOCATIONS+MAX_LOCATIONS) //TiM : Old
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//TiM: Current String count is 896. 128 left O_o
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//GSIO: Current String count is 897 for rpgxEF. 3199 left for rpgxEF O_o :D
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#if (CS_MAX) > MAX_CONFIGSTRINGS
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#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
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#endif
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typedef enum {
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GT_FFA, //!< free for all
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GT_TOURNAMENT, //!< one on one tournament
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GT_SINGLE_PLAYER, //!< single player tournament
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//-- team games go after this --
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GT_TEAM, //!< team deathmatch
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GT_CTF, //!< capture the flag
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GT_MAX_GAME_TYPE
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} gametype_t;
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typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;
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//TiM - Global variables for the player weight/height system
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#define BASE_HEIGHT 185.0
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#define BASE_WEIGHT 90.0
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#define FEMALE_OFFSET 0.73
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#define MAX_HEIGHT 1.15
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#define MIN_HEIGHT 0.9
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#define MAX_WEIGHT 1.1
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#define MIN_WEIGHT 0.9
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#define HEIGHT_UNIT "cm"
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#define WEIGHT_UNIT "kg"
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/*
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===================================================================================
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PMOVE MODULE
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The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
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and some other output data. Used for local prediction on the client game and true
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movement on the server game.
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===================================================================================
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*/
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/** \enum pmtype_t
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*
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*/
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typedef enum {
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PM_NORMAL, //!< can accelerate and turn
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PM_NOCLIP, //!< noclip movement
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PM_SPECTATOR, //!< still run into walls
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PM_DEAD, //!< no acceleration or turning, but free falling
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PM_FREEZE, //!< stuck in place with no control
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PM_INTERMISSION,//!< no movement or status bar
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PM_CCAM //!< cinematic cam mode
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} pmtype_t;
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/** \enum weaponstate_t
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*
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*/
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typedef enum {
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WEAPON_READY,
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WEAPON_RAISING,
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WEAPON_DROPPING,
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WEAPON_FIRING
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} weaponstate_t;
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// pmove->pm_flags
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#define PMF_DUCKED 1 //1 //2
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#define PMF_JUMP_HELD 2 //2 //4
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#define PMF_BACKWARDS_JUMP 8 //!< go into backwards land
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#define PMF_BACKWARDS_RUN 16 //!< coast down to backwards run
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#define PMF_TIME_LAND 32 //!< pm_time is time before rejump
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#define PMF_TIME_KNOCKBACK 64 //!< pm_time is an air-accelerate only time
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#define PMF_TIME_WATERJUMP 256 //!< pm_time is waterjump
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#define PMF_RESPAWNED 512 //!< clear after attack and jump buttons come up
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#define PMF_USE_ITEM_HELD 1024
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#define PMF_FOLLOW 4096 //!< spectate following another player
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#define PMF_SCOREBOARD 8192 //!< spectate as a scoreboard
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#define ANIM_ONLADDER 16384
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#define ANIM_DIDFLY 32768
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#define ANIM_ALERT 128 //TiM: How was this missed!?
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#define ANIM_ALERT2 2048 //TiM: This makes it full I think
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#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
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#define MAXTOUCH 32
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/**
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* \struct pmove_t
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*/
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typedef struct {
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// state (in / out)
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playerState_t *ps;
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// command (in)
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usercmd_t cmd;
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int tracemask; //!< collide against these types of surfaces
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int debugLevel; //!< if set, diagnostic output will be printed
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qboolean noFootsteps; //!< if the game is setup for no footsteps by the server
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qboolean pModDisintegration; //!< true if the Disintegration playerMod is on
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// results (out)
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int numtouch;
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int touchents[MAXTOUCH];
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int useEvent;
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vec3_t mins, maxs; //!< bounding box size
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int watertype;
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int waterlevel;
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float xyspeed;
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float xyzspeed; //TiM : in case body is falling as well
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qboolean admin;
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qboolean medic;
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qboolean borg;
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// callbacks to test the world
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// these will be different functions during game and cgame
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void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );
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int (*pointcontents)( const vec3_t point, int passEntityNum );
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} pmove_t;
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// if a full pmove isn't done on the client, you can just update the angles
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void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
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void Pmove (pmove_t *pmove);
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//===================================================================================
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// player_state->stats[] indexes
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//
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// maximum of MAX_STATS...currently 16
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//TiM: Ooohhh! Usable space!
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/** \enum statIndex_t
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* Each of these array cells can store data up to 2^16 bits of data!
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* This is good in the fact that we are capable of using this place to store data
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* that is larger for its previous cells, for example, animation data.
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*/
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typedef enum {
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STAT_HEALTH,
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STAT_HOLDABLE_ITEM,
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STAT_WEAPONS, //!< 16 bit fields
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STAT_ARMOR,
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STAT_DEAD_YAW, //!< look this direction when dead (FIXME: get rid of?)
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STAT_CLIENTS_READY, //!< bit mask of clients wishing to exit the intermission (FIXME: configstring?)
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STAT_MAX_HEALTH, //!< health / armor limit, changable by handicap
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STAT_USEABLE_PLACED, //!< have we placed the detpack yet?
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//TiM : Placeholder for emotes data and anim holding
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TORSOTIMER, //!<Time index for torso model animations (usable for up to 65 seconds worth of anim data)
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LEGSTIMER, //!<Time index for legs animations
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LEGSANIM, //!<Index of current legs animation to play
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TORSOANIM, //!<Index of current legs animation to play
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EMOTES //!<Flags stored for emote conditions
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} statIndex_t;
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// player_state->persistant[] indexes
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/** \enum persEnum_t
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* these fields are the only part of player_state that isn't
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* cleared on respawn
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*/
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typedef enum {
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PERS_SCORE, //!< !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
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PERS_HITS, //!< total points damage inflicted so damage beeps can sound on change
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PERS_SHIELDS, //!< total shield points damage inflicted so damage beeps can sound on change
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PERS_RANK,
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PERS_TEAM,
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PERS_SPAWN_COUNT, //!< incremented every respawn
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PERS_REWARD_COUNT, //!< incremented for each reward sound
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PERS_REWARD, //!< a reward_t
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PERS_ATTACKER, //!< clientnum of last damage inflicter
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PERS_KILLED, //!< count of the number of times you died
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PERS_CLASS,
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} persEnum_t;
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// entityState_t->eFlags
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// IMPORTANT: You need to check entityStateFields in msg.c to be certain that enough bits are being sent!
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//TiM : ioEF has defined it so 24 bits is the norm... but in reg EF, it's 27
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//either way, confirm there's absolutely no more than 27 (24 if we can)
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#define EF_DEAD 0x00000001 //!< don't draw a foe marker over players with EF_DEAD
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#define EF_ITEMPLACEHOLDER 0x00000002 //!< faded items
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#define EF_TELEPORT_BIT 0x00000004 //!< toggled every time the origin abruptly changes
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#define EF_BOUNCE 0x00000008 //!< for missiles
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#define EF_BOUNCE_HALF 0x00000010 //!< for missiles
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#define EF_MISSILE_STICK 0x00000020 //!< missiles that stick to the wall.
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#define EF_NODRAW 0x00000040 //!< may have an event, but no model (unspawned items)
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#define EF_FIRING 0x00000080 //!< for lightning gun
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#define EF_ALT_FIRING 0x00000100 //!< for alt-fires, mostly for lightning guns though
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#define EF_CONNECTION 0x00000200 //!< draw a connection trouble sprite
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#define EF_TALK 0x00000400 //!< draw a talk balloon
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#define EF_SHIELD_BOX_X 0x00000800 //!< tells the client to use special client-collision info, x-axis aligned
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#define EF_VOTED 0x00001000 //!< already cast a vote
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#define EF_ANIM_ALLFAST 0x00002000 //!< automatically cycle through all frames at 10hz
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//RPG-X Flags
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#define EF_TALKING 0x00004000 //!< Player is talking
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#define EF_CLAMP_BODY 0x00008000 //!< clamps player in place. moving cancels the emote, looking around rotates head (applies to legs only)
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#define EF_CLAMP_ALL 0x00010000 //!< clamp whole body
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#define EF_EYES_SHUT 0x00020000 //!< player toggled their char's eye's shut.
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#define EF_EYES_ANGRY 0x00040000 //!< player toggled pissed off char face.
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#define EF_FULL_ROTATE 0x00080000
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#define EF_ANIM_ONCE 0x00100000 //!< cycle through all frames just once then stop
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#define EF_TURBOLIFT 0x00200000 //!< ent is in a turbolift now, so gets special rotation
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#define EF_SHIELD_BOX_Y 0x00400000 //!< tells the client to use special client-collision info, y-axis aligned
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#define EF_MOVER_STOP 0x00800000 //!< will push otherwise - 67108864
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//===================================================================================
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//TiM : Emote system definitions
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//===================================================================================
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//anim list
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#include "../cgame/cg_anims.h"
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//body flags
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#define EMOTE_UPPER 1 //!<Emote affects torso model only
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#define EMOTE_LOWER 2 //!<Emote affects legs model only
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#define EMOTE_BOTH ( EMOTE_UPPER | EMOTE_LOWER ) //!<Emote affects both parts
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//Emote specific flags
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#define EMOTE_CLAMP_BODY 4 //!<Emote clamps player angles, but leaves head free swinging
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#define EMOTE_CLAMP_ALL 8 //!<Emote clamps the whole player. period.
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//Infinite loop this anim
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#define EMOTE_LOOP_LOWER 16 //!<Lower emote will loop continuously until manually stopped
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#define EMOTE_LOOP_UPPER 32 //!<Upper emote will loop continuosly until stopped.
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#define EMOTE_LOOP_BOTH ( EMOTE_LOOP_LOWER | EMOTE_LOOP_UPPER )
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//Eye emotes
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#define EMOTE_EYES_SHUT 64 //!<Emote plays with player's eyes shut
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#define EMOTE_EYES_PISSED 128 //!<Emote plays with player looking not happy.
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//Override previous emotes flags
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#define EMOTE_OVERRIDE_UPPER 256 //!<If another emote is already playing, this one WILL override the upper section
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#define EMOTE_OVERRIDE_LOWER 512 //!<If another emote is already playing, this one WILL override the lower section
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#define EMOTE_OVERRIDE_BOTH ( EMOTE_OVERRIDE_UPPER | EMOTE_OVERRIDE_LOWER ) //!<Overrides both parts for the new emote
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//Revert to a loop anim when this is finished playing
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#define EMOTE_REVERTLOOP_UPPER 1024 //!<If already in a looping anim, when this new one finishes playing, the player will revert back to that anim (ie if u gestured whilst sitting down etc)
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#define EMOTE_REVERTLOOP_LOWER 2048
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#define EMOTE_REVERTLOOP_BOTH ( EMOTE_REVERTLOOP_UPPER | EMOTE_REVERTLOOP_LOWER )
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//Used to clear all emote params except for blinking.
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//Kind of hacky, but better than diverting the blinking flag resources elsewhere.
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//We only have so many array cells available
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#define EMOTE_MASK_LOWER ( EMOTE_LOWER | EMOTE_CLAMP_BODY | EMOTE_CLAMP_ALL | EMOTE_LOOP_LOWER | EMOTE_OVERRIDE_LOWER | EMOTE_REVERTLOOP_LOWER )
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#define EMOTE_MASK_UPPER ( EMOTE_UPPER | EMOTE_LOOP_UPPER | EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER )
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#define EMOTE_MASK_BOTH ( EMOTE_MASK_LOWER | EMOTE_MASK_UPPER )
|
|
|
|
/** \struct emoteList_t
|
|
* Emote data structure
|
|
*
|
|
* \author Ubergames
|
|
*/
|
|
typedef struct {
|
|
char *name; //!<name of emote player enters into console
|
|
int emoteType; //!<Type of emote (for menu display)
|
|
int enumName; //!<eNum value of the emote
|
|
int enumLoop; //!<eNum value for loop anim
|
|
|
|
int viewHeight; //!<Specific viewheight the player will be looking at when this emote is active. (ie, sitting down, you'd be lower than standing up)
|
|
int hitBoxHeight;
|
|
|
|
int bodyFlags; //!<flags relating to whether this emote is upper or lower or both
|
|
int animFlags; //!<Specific flags related to emote handling
|
|
} emoteList_t;
|
|
|
|
/** \enum emoteTypes_t
|
|
* Different type numbers for sorting in the UI etc
|
|
*
|
|
* \author Ubergames
|
|
*/
|
|
typedef enum {
|
|
TYPE_NONE = -1,
|
|
TYPE_SITTING = 0,
|
|
TYPE_CONSOLE = 1,
|
|
TYPE_GESTURE = 2,
|
|
TYPE_FULLBODY = 3,
|
|
TYPE_INJURED = 4,
|
|
TYPE_MISC = 5
|
|
|
|
} emoteTypes_t;
|
|
|
|
extern emoteList_t bg_emoteList[];
|
|
|
|
//=====================================================================================
|
|
|
|
/**
|
|
* The different powerups
|
|
*/
|
|
typedef enum {
|
|
PW_NONE,
|
|
|
|
PW_QUAD,
|
|
PW_BOLTON, //TiM - Used to be PW_BOLTON
|
|
PW_HASTE, //Used to be PW_HASTE
|
|
PW_INVIS,
|
|
PW_LASER, //TiM - Beam Out Powerup used to be PW_LASER
|
|
PW_FLIGHT,
|
|
PW_FLASHLIGHT,
|
|
|
|
PW_BORG_ADAPT,
|
|
PW_OUCH,
|
|
|
|
PW_DISINTEGRATE,
|
|
PW_GHOST,
|
|
|
|
PW_EXPLODE,
|
|
PW_ARCWELD_DISINT,
|
|
PW_BEAM_OUT, //TiM - Beam in used to be PW_BEAMING
|
|
|
|
PW_EVOSUIT, //RPG-X | Phenix | 8/8/2004
|
|
|
|
PW_NUM_POWERUPS
|
|
} powerup_t;
|
|
|
|
//=============================
|
|
//TiM - Struct to hold data about all the items
|
|
//admins can give. Point being so the data can be shared
|
|
//in the UI and actual command
|
|
|
|
/** \enum giveType_t
|
|
* Enum depciting what type it is
|
|
*/
|
|
typedef enum {
|
|
TYPE_ALL,
|
|
TYPE_HEALTH,
|
|
TYPE_WEAPONS,
|
|
TYPE_AMMO,
|
|
TYPE_HOLDABLE,
|
|
TYPE_SHIELD,
|
|
TYPE_TRANSPORTER,
|
|
TYPE_WEAPON,
|
|
TYPE_POWERUP,
|
|
|
|
TYPE_MAX
|
|
} giveType_t;
|
|
|
|
/** \struct giveItem_t
|
|
* Struct to hold data about all the items
|
|
* admins can give. Point being so the data can be shared
|
|
* in the UI and actual command
|
|
*/
|
|
typedef struct {
|
|
char *consoleName; //!<item you gotz to plug into the console for this shizzie
|
|
int giveType; //!<eNum depicting which type this val is
|
|
int giveValue; //!<items such as weapons+holdables reference to here
|
|
} giveItem_t;
|
|
|
|
extern giveItem_t bg_giveItem[];
|
|
|
|
//=============================
|
|
|
|
typedef enum {
|
|
HI_NONE=0, //!< keep this first enum entry equal to 0 so cgs.useableModels will work properly
|
|
|
|
HI_TRANSPORTER=1,
|
|
HI_MEDKIT,
|
|
HI_DETPACK,
|
|
HI_SHIELD,
|
|
HI_DECOY, // cdr
|
|
|
|
HI_NUM_HOLDABLE
|
|
} holdable_t;
|
|
|
|
//TiM: GAH! I've had it! I've gone through and renamed the weapons to what they're
|
|
//called in RPG-X. Having to remember which is what is starting to wear out my sanity lol. :P
|
|
typedef enum {
|
|
WP_0, // WP_NULL // 1
|
|
|
|
WP_1, // WP_NULL_HAND // 2 // 3/10/00 kef -- used to be WP_RAILGUN // 1/1/06 TiM: used to be WP_1
|
|
|
|
WP_2, // WP_TRICORDER // 4
|
|
WP_3, // WP_PADD // 8
|
|
WP_4, // WP_COFFEE // 16 // 3/13/00 kef -- used to be WP_PLASMAGUN // 1/1/06 TiM: used to be WP_4
|
|
|
|
WP_5, // WP_PHASER // 32 // 3/13/00 kef -- used to be WP_LIGHTNING
|
|
WP_6, // WP_COMPRESSION_RIFLE // 64 // 3/13/00 kef -- added
|
|
WP_7, // WP_TR116 // 128 // 3/13/00 kef -- added // 1/1/06 TiM: used to be WP_7
|
|
|
|
WP_8, // WP_GRENADE_LAUNCHER // 256 // 3/10/00 kef -- used to be...heh...WP_8 // TiM: Hahaha I get it! hehe ;P
|
|
WP_9, // WP_QUANTUM_BURST // 512 // 3/13/00 kef -- added
|
|
WP_10, // WP_DISRUPTOR // 1024 // 3/13/00 kef -- used to be WP_ROCKET_LAUNCHER // 1/1/06 TiM: used to be WP_10
|
|
|
|
WP_11, // WP_MEDKIT // 2048 // 10/12/00 jtd -- added for MP patch/gold - merges single player projectile and taser // 1/1/06 TiM: used to be WP_11
|
|
WP_12, // WP_VOYAGER_HYPO // 4096 // 10/6/00 mcg -- added for MP patch/gold
|
|
WP_13, // WP_DERMAL_REGEN // 8192 // 3/13/00 kef -- added // 1/1/06 TiM: used to be WP_13
|
|
|
|
WP_14, // WP_TOOLKIT // 16384 // 10/12/00 jtd -- added for MP patch/gold // 1/1/06 TiM: used to be WP_14
|
|
WP_15, // WP_HYPERSPANNER // 32768 // 1/1/06 TiM: used to be WP_NEUTRINO_PROBE
|
|
|
|
WP_NUM_WEAPONS
|
|
} weapon_t;
|
|
|
|
// reward sounds
|
|
typedef enum {
|
|
REWARD_BAD,
|
|
|
|
REWARD_IMPRESSIVE, //!< One shot kill with Compression
|
|
REWARD_EXCELLENT, //!< Two frags in a row
|
|
REWARD_DENIED, //!< Near powerup, stolen
|
|
REWARD_FIRST_STRIKE, //!< First blood in a level
|
|
REWARD_STREAK //!< Ace/Expert/Master/Champion
|
|
} reward_t;
|
|
|
|
#define STREAK_ACE 5
|
|
#define STREAK_EXPERT 10
|
|
#define STREAK_MASTER 15
|
|
#define STREAK_CHAMPION 20
|
|
|
|
|
|
// entityState_t->event values
|
|
// entity events are for effects that take place reletive
|
|
// to an existing entities origin. Very network efficient.
|
|
|
|
// two bits at the top of the entityState->event field
|
|
// will be incremented with each change in the event so
|
|
// that an identical event started twice in a row can
|
|
// be distinguished. And off the value with ~EV_EVENT_BITS
|
|
// to retrieve the actual event number
|
|
#define EV_EVENT_BIT1 0x00000100
|
|
#define EV_EVENT_BIT2 0x00000200
|
|
#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2)
|
|
|
|
typedef enum {
|
|
EV_NONE,
|
|
|
|
EV_FOOTSTEP,
|
|
EV_FOOTSTEP_METAL,
|
|
EV_FOOTSPLASH,
|
|
EV_FOOTWADE,
|
|
EV_SWIM,
|
|
|
|
EV_STEP_4,
|
|
EV_STEP_8,
|
|
EV_STEP_12,
|
|
EV_STEP_16,
|
|
|
|
EV_FALL_SHORT,
|
|
EV_FALL_MEDIUM,
|
|
EV_FALL_FAR,
|
|
|
|
EV_JUMP_PAD, //!< boing sound at origin, jump sound on player
|
|
|
|
EV_JUMP,
|
|
EV_WATER_TOUCH, //!< foot touches
|
|
EV_WATER_LEAVE, //!< foot leaves
|
|
EV_WATER_UNDER, //!< head touches
|
|
EV_WATER_CLEAR, //!< head leaves
|
|
|
|
EV_ITEM_PICKUP, //!< normal item pickups are predictable
|
|
EV_GLOBAL_ITEM_PICKUP, //!< powerup / team sounds are broadcast to everyone
|
|
|
|
EV_NOAMMO,
|
|
EV_NOAMMO_ALT,
|
|
EV_CHANGE_WEAPON,
|
|
EV_FIRE_WEAPON,
|
|
EV_ALT_FIRE,
|
|
EV_FIRE_EMPTY_PHASER,
|
|
|
|
//BOOKMARK (J2J)
|
|
EV_USE_ITEM0,
|
|
EV_USE_ITEM1,
|
|
EV_USE_ITEM2,
|
|
EV_USE_ITEM3,
|
|
EV_USE_ITEM4,
|
|
EV_USE_ITEM5,
|
|
EV_USE_ITEM6,
|
|
EV_USE_ITEM7,
|
|
EV_USE_ITEM8,
|
|
EV_USE_ITEM9,
|
|
EV_USE_ITEM10,
|
|
EV_USE_ITEM11,
|
|
EV_USE_ITEM12,
|
|
EV_USE_ITEM13,
|
|
EV_USE_ITEM14,
|
|
EV_USE_ITEM15,
|
|
|
|
EV_ITEM_RESPAWN,
|
|
EV_ITEM_POP,
|
|
EV_PLAYER_TELEPORT_IN,
|
|
EV_PLAYER_TELEPORT_OUT,
|
|
|
|
//RPG-X: TiM
|
|
EV_PLAYER_TRANSPORT_IN,
|
|
EV_PLAYER_TRANSPORT_OUT,
|
|
|
|
EV_GRENADE_BOUNCE, //!< eventParm will be the soundindex
|
|
EV_MISSILE_STICK, //!< eventParm will be the soundindex
|
|
|
|
EV_GENERAL_SOUND,
|
|
EV_GLOBAL_SOUND, //!< no attenuation
|
|
EV_TEAM_SOUND,
|
|
|
|
EV_MISSILE_HIT,
|
|
EV_MISSILE_MISS,
|
|
|
|
EV_PAIN,
|
|
EV_DEATH1,
|
|
EV_DEATH2,
|
|
EV_DEATH3,
|
|
EV_OBITUARY,
|
|
|
|
EV_POWERUP_BATTLESUIT,
|
|
EV_POWERUP_REGEN,
|
|
EV_POWERUP_SEEKER_FIRE,
|
|
|
|
EV_DEBUG_LINE,
|
|
EV_TAUNT,
|
|
|
|
//
|
|
// kef -- begin Trek stuff
|
|
//
|
|
|
|
// kef -- taken directly from Trek code
|
|
EV_COMPRESSION_RIFLE,
|
|
EV_COMPRESSION_RIFLE_ALT,
|
|
|
|
EV_IMOD,
|
|
EV_IMOD_HIT,
|
|
EV_IMOD_ALTFIRE,
|
|
EV_IMOD_ALTFIRE_HIT,
|
|
|
|
EV_STASIS,
|
|
|
|
EV_GRENADE_EXPLODE,
|
|
EV_GRENADE_SHRAPNEL_EXPLODE,
|
|
EV_GRENADE_SHRAPNEL,
|
|
|
|
EV_DREADNOUGHT_MISS,
|
|
|
|
EV_TETRION,
|
|
|
|
EV_SHIELD_HIT,
|
|
|
|
EV_FX_SPARK,
|
|
EV_FX_STEAM,
|
|
EV_FX_BOLT,
|
|
EV_FX_TRANSPORTER_PAD,
|
|
EV_FX_DRIP,
|
|
|
|
EV_FX_GARDEN_FOUNTAIN_SPURT, //RPG-X - TiM
|
|
EV_FX_SURFACE_EXPLOSION, //RPG-X - TiM
|
|
EV_FX_SMOKE, //RPG-X - TiM
|
|
EV_FX_ELECTRICAL_EXPLOSION, //RPG-X - TiM
|
|
EV_FX_FIRE, //RPG-X - Marcin
|
|
EV_FX_SHAKE, //RPG-X - Marcin
|
|
|
|
// Additional ports from SP by Harry Young
|
|
// You forgot the , ... I added them for you - GSIO
|
|
|
|
EV_FX_COOKING_STEAM,
|
|
EV_FX_ELECFIRE,
|
|
EV_FX_FORGE_BOLT,
|
|
EV_FX_PLASMA,
|
|
EV_FX_STREAM,
|
|
EV_FX_TRANSPORTER_STREAM,
|
|
EV_FX_EXPLOSION_TRAIL,
|
|
EV_FX_BORG_ENERGY_BEAM,
|
|
EV_FX_SHIMMERY_THING,
|
|
EV_FX_BORG_BOLT,
|
|
|
|
EV_SCREENFX_TRANSPORTER,
|
|
|
|
EV_DISINTEGRATION,
|
|
EV_EXPLODESHELL,
|
|
EV_ARCWELD_DISINT,
|
|
|
|
EV_DETPACK,
|
|
|
|
EV_DISINTEGRATION2,
|
|
|
|
//
|
|
// expansion pack
|
|
//
|
|
EV_OBJECTIVE_COMPLETE,
|
|
EV_USE,
|
|
EV_BORG_ALT_WEAPON,// TASER
|
|
EV_BORG_TELEPORT,
|
|
EV_FX_CHUNKS,
|
|
//RPG-X: RedTechie - Hypo puff and fx gun explo and shake sound and tr-116 tris
|
|
EV_HYPO_PUFF,
|
|
EV_EFFECTGUN_SHOOT,
|
|
EV_SHAKE_SOUND,
|
|
EV_TR116_TRIS,
|
|
//RPG-X: TiM - Lensflare stuff
|
|
EV_Q_FLASH,
|
|
//SplatFX,
|
|
EV_SPLAT,
|
|
//RPG-X | GSIO01 | 08/95/2009 adaptsound
|
|
EV_ADAPT_SOUND,
|
|
EV_FX_PHASER,
|
|
EV_FX_DISRUPTOR,
|
|
EV_SET_CLOAK,
|
|
EV_FX_TORPEDO,
|
|
EV_FOOTSTEP_GRASS,
|
|
EV_FOOTSTEP_GRAVEL,
|
|
EV_FOOTSTEP_SNOW,
|
|
EV_FOOTSTEP_WOOD,
|
|
EV_FALL_SHORT_GRASS,
|
|
EV_FALL_SHORT_GRAVEL,
|
|
EV_FALL_SHORT_SNOW,
|
|
EV_FALL_SHORT_WOOD,
|
|
EV_FALL_MEDIUM_GRASS,
|
|
EV_FALL_MEDIUM_GRAVEL,
|
|
EV_FALL_MEDIUM_SNOW,
|
|
EV_FALL_MEDIUM_WOOD,
|
|
EV_FALL_FAR_GRASS,
|
|
EV_FALL_FAR_GRAVEL,
|
|
EV_FALL_FAR_SNOW,
|
|
EV_FALL_FAR_WOOD,
|
|
EV_FX_PARTICLEFIRE,
|
|
EV_SHOOTER_SOUND,
|
|
EV_TRIGGER_SHOW,
|
|
EV_SCRIPT_SOUND,
|
|
EV_CAMMODE_TOGGLE,
|
|
|
|
EV_LASERTURRET_AIM,
|
|
EV_LASERTURRET_FIRE,
|
|
|
|
EV_STASIS_DOOR_OPENING,
|
|
EV_STASIS_DOOR_CLOSING,
|
|
|
|
EV_DEBUG_TRACE,
|
|
|
|
EV_SELFDESTRUCT_SETTER,
|
|
EV_HULLHEALTH_SETTER,
|
|
EV_SHIELDHEALTH_SETTER
|
|
} entity_event_t;
|
|
|
|
//RPG-X: J2J - Moved animation enum list so that the string list can see it, Note special case for cg_players.c.
|
|
//#include "../cgame/cg_anims.h"
|
|
|
|
typedef struct animation_s {
|
|
int firstFrame;
|
|
int numFrames;
|
|
int loopFrames; //!< 0 to numFrames
|
|
int frameLerp; //!< msec between frames
|
|
int initialLerp; //!< msec to get to first frame
|
|
} animation_t;
|
|
|
|
// flip the togglebit every time an animation
|
|
// changes so a restart of the same anim can be detected
|
|
|
|
//RPG-X: Jason - Last bit in a 2 byte integer is now the flag. (essentailly all we need as 2 byes allows values up to 65536)
|
|
#define ANIM_TOGGLEBIT 1024
|
|
|
|
typedef enum {
|
|
TEAM_FREE,
|
|
TEAM_RED,
|
|
TEAM_BLUE,
|
|
TEAM_SPECTATOR,
|
|
|
|
TEAM_NUM_TEAMS
|
|
} team_t;
|
|
|
|
enum {
|
|
RETURN_FLAG_SOUND,
|
|
SCORED_FLAG_SOUND,
|
|
DROPPED_FLAG_SOUND,
|
|
SCORED_FLAG_NO_VOICE_SOUND,
|
|
MAX_TEAM_SOUNDS
|
|
};
|
|
|
|
// Time between location updates
|
|
#define TEAM_LOCATION_UPDATE_TIME 1000
|
|
|
|
// How many players on the overlay
|
|
// TiM - Increasing this greatly may not be good...
|
|
#define TEAM_MAXOVERLAY MAX_CLIENTS//8
|
|
|
|
#define LOCATION_NONE 0x00000000
|
|
|
|
// Height layers
|
|
#define LOCATION_HEAD 0x00000001 // [F,B,L,R] Top of head
|
|
#define LOCATION_FACE 0x00000002 // [F] Face [B,L,R] Head
|
|
#define LOCATION_SHOULDER 0x00000004 // [L,R] Shoulder [F] Throat, [B] Neck
|
|
#define LOCATION_CHEST 0x00000008 // [F] Chest [B] Back [L,R] Arm
|
|
#define LOCATION_STOMACH 0x00000010 // [L,R] Sides [F] Stomach [B] Lower Back
|
|
#define LOCATION_GROIN 0x00000020 // [F] Groin [B] Butt [L,R] Hip
|
|
#define LOCATION_LEG 0x00000040 // [F,B,L,R] Legs
|
|
#define LOCATION_FOOT 0x00000080 // [F,B,L,R] Bottom of Feet
|
|
|
|
// Relative direction strike came from
|
|
#define LOCATION_LEFT 0x00000100
|
|
#define LOCATION_RIGHT 0x00000200
|
|
#define LOCATION_FRONT 0x00000400
|
|
#define LOCATION_BACK 0x00000800
|
|
|
|
// means of death
|
|
typedef enum {
|
|
MOD_UNKNOWN,
|
|
|
|
MOD_WATER,
|
|
MOD_SLIME,
|
|
MOD_LAVA,
|
|
MOD_CRUSH,
|
|
MOD_TELEFRAG,
|
|
MOD_FALLING,
|
|
MOD_SUICIDE,
|
|
MOD_TARGET_LASER,
|
|
MOD_TRIGGER_HURT,
|
|
|
|
// Trek weapons
|
|
MOD_PHASER,
|
|
MOD_PHASER_ALT,
|
|
MOD_CRIFLE,
|
|
MOD_CRIFLE_SPLASH,
|
|
MOD_CRIFLE_ALT,
|
|
MOD_CRIFLE_ALT_SPLASH,
|
|
MOD_IMOD,
|
|
MOD_IMOD_ALT,
|
|
MOD_SCAVENGER,
|
|
MOD_SCAVENGER_ALT,
|
|
MOD_SCAVENGER_ALT_SPLASH,
|
|
MOD_STASIS,
|
|
MOD_STASIS_ALT,
|
|
MOD_GRENADE,
|
|
MOD_GRENADE_ALT,
|
|
MOD_GRENADE_SPLASH,
|
|
MOD_GRENADE_ALT_SPLASH,
|
|
MOD_TETRION,
|
|
MOD_TETRION_ALT,
|
|
MOD_DREADNOUGHT,
|
|
MOD_DREADNOUGHT_ALT,
|
|
MOD_QUANTUM,
|
|
MOD_QUANTUM_SPLASH,
|
|
MOD_QUANTUM_ALT,
|
|
MOD_QUANTUM_ALT_SPLASH,
|
|
|
|
MOD_DETPACK,
|
|
MOD_SEEKER,
|
|
|
|
//expansion pack
|
|
MOD_KNOCKOUT,
|
|
MOD_ASSIMILATE,
|
|
MOD_BORG,
|
|
MOD_BORG_ALT,
|
|
|
|
MOD_RESPAWN,
|
|
MOD_EXPLOSION,
|
|
MOD_FORCEFIELD, //RPG-X: RedTechie - Added for forcefield kill
|
|
MOD_FORCEDSUICIDE, //RPG-X: RedTechie - Added for force kill
|
|
MOD_CUSTOM_DIE, //RPG-X: TiM - Added for custom die messages
|
|
|
|
MOD_MAX
|
|
} meansOfDeath_t;
|
|
|
|
//---------------------------------------------------------
|
|
|
|
// gitem_t->type
|
|
typedef enum {
|
|
IT_BAD,
|
|
IT_WEAPON, // EFX: rotate + upscale + minlight
|
|
IT_AMMO, // EFX: rotate
|
|
IT_ARMOR, // EFX: rotate + minlight
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IT_HEALTH, // EFX: static external sphere + rotating internal
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|
IT_POWERUP, // instant on, timer based
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|
// EFX: rotate + external ring that rotates
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|
IT_HOLDABLE, // single use, holdable item
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|
// EFX: rotate + bob
|
|
IT_TEAM
|
|
} itemType_t;
|
|
|
|
typedef struct gitem_s {
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|
char *classname; //!< spawning name
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|
char *pickup_sound;
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|
char *world_model;
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|
char *view_model;
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|
|
|
char *icon;
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|
char *pickup_name; //!< for printing on pickup
|
|
|
|
int quantity; //!< for ammo how much, or duration of powerup
|
|
itemType_t giType; //!< IT_* flags
|
|
|
|
int giTag;
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|
|
|
char *precaches; //!< string of all models and images this item will use
|
|
char *sounds; //!< string of all sounds this item will use
|
|
//char paddMsg[512]; // RPG-X: Marcin: I hope this works. - 06/12/2008 - no it does not i'm an idiot
|
|
} gitem_t;
|
|
|
|
// included in both the game dll and the client
|
|
extern gitem_t bg_itemlist[];
|
|
extern int bg_numItems;
|
|
|
|
extern int bg_numEmotes; //TiM - added a counter variable since it'd be easier to store then :P
|
|
extern int bg_numGiveItems;
|
|
|
|
gitem_t *BG_FindItemWithClassname(const char *name);
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|
char *BG_FindClassnameForHoldable(holdable_t pw);
|
|
gitem_t *BG_FindItem( const char *pickupName/*const char *classname*/ );//RPG-X: RedTechie - Attempting to fix give cmd
|
|
gitem_t *BG_FindItemForWeapon( weapon_t weapon );
|
|
gitem_t *BG_FindItemForAmmo( weapon_t weapon );
|
|
gitem_t *BG_FindItemForPowerup( powerup_t pw );
|
|
gitem_t *BG_FindItemForHoldable( holdable_t pw );
|
|
#define ITEM_INDEX(x) ((x)-bg_itemlist)
|
|
|
|
qboolean BG_CanItemBeGrabbed( const entityState_t *ent, const playerState_t *ps, int maxWeap );
|
|
|
|
|
|
// g_dmflags->integer flags
|
|
#define DF_NO_FALLING 8
|
|
#define DF_FIXED_FOV 16
|
|
#define DF_NO_FOOTSTEPS 32
|
|
|
|
// content masks
|
|
#define MASK_ALL (-1)
|
|
#define MASK_SOLID (CONTENTS_SOLID)
|
|
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
|
|
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
|
|
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
|
|
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
|
|
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE|CONTENTS_SHOTCLIP)
|
|
#define MASK_ONLYPLAYER (CONTENTS_PLAYERCLIP | CONTENTS_BODY) //RPG-X: - J2J Added for that transporter effect thingy where it appears next to the target (well not really, but dont tell)
|
|
#define MASK_BRUSHES (CONTENTS_STRUCTURAL|CONTENTS_DETAIL|CONTENTS_TRANSLUCENT) //RPG-X: RedTechie - Added for FX gun for "anal probe" -jason
|
|
|
|
//
|
|
// entityState_t->eType
|
|
//
|
|
|
|
// VERY IMPORTANT, if you change this enum, you MUST also change the enum in be_aas_entity.c! THANKS ID!!!!! WTG! GG!
|
|
|
|
typedef enum {
|
|
ET_GENERAL,
|
|
ET_PLAYER,
|
|
ET_ITEM,
|
|
ET_MISSILE,
|
|
ET_ALT_MISSILE,
|
|
ET_MOVER,
|
|
ET_BEAM,
|
|
ET_PORTAL,
|
|
ET_SPEAKER,
|
|
ET_PUSH_TRIGGER,
|
|
ET_TELEPORT_TRIGGER,
|
|
ET_INVISIBLE,
|
|
ET_LASER, //!< lasersight entity type
|
|
ET_USEABLE,
|
|
ET_TRIC_STRING, //RPG-X: TiM - Tricorder string var
|
|
ET_TURBOLIFT, //RPG-X: TIM - Spawns a looping turbolift sound
|
|
ET_MOVER_STR, //RPG-X: GSIO01 - Mover entity that has Tricorder string var
|
|
|
|
ET_EVENTS // any of the EV_* events can be added freestanding
|
|
// by setting eType to ET_EVENTS + eventNum
|
|
// this avoids having to set eFlags and eventNum
|
|
} entityType_t;
|
|
|
|
/*====================
|
|
SecurityCode
|
|
TiM: Defines and security
|
|
structs for the local security
|
|
ID system.
|
|
=====================*/
|
|
#define SECURITY_ID ('7'<<24|'X'<<16|'G'<<8|'R') //RGX7 - Unique ID for the file
|
|
#define SECURITY_HASH 0xffffffff //!<Identifier to validate the hash file against this copy of EF
|
|
#define SECURITY_PID 0xffffffff //!<Main player ID that is sent to the server and checked for validation
|
|
|
|
//#define SECURITY_SIZE 4+2+4+2+4+2
|
|
#define SECURITY_SIZE 4+4+4
|
|
#define SECURITY_FILE "rpgxid.dat"
|
|
|
|
typedef struct
|
|
{
|
|
unsigned long ID;
|
|
//short padding;
|
|
unsigned long hash;
|
|
//short padding2;
|
|
unsigned long playerID;
|
|
//short padding3;
|
|
} rpgxSecurityFile_t;
|
|
|
|
void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result );
|
|
void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result );
|
|
|
|
void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
|
|
|
|
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
|
|
|
|
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
|
|
|
|
char *NextWordEndsHere(char *pos);
|
|
char *EndWord(char *pos);
|
|
|
|
#define ARENAS_PER_TIER 4
|
|
#define MAX_ARENAS 1024
|
|
#define MAX_ARENAS_TEXT 8192
|
|
|
|
#define MAX_BOTS 1024
|
|
#define MAX_BOTS_TEXT 8192
|
|
|
|
//make this match Max_Ammo in g_items please;
|
|
#define PHASER_AMMO_MAX 50
|
|
|
|
extern int Max_Ammo[];
|