1747 lines
46 KiB
C
1747 lines
46 KiB
C
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// g_local.h -- local definitions for game module
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#include "q_shared.h"
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// define GAME_INCLUDE so that game.h does not define the
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// short, server-visible gclient_t and edict_t structures,
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// because we define the full size ones in this file
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#define GAME_INCLUDE
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#include "game.h"
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#include "g_nav.h"
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#include "vehicles.h"
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#include "g_teamplay.h"
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// Ridah, new AI system defines
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#include "g_ai.h"
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#include "voice.h"
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// Episode specific defines
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#include "ep_all.h"
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// the "gameversion" client command will print this plus compile date
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#define GAMEVERSION "main"
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// protocol bytes that can be directly added to messages
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#define svc_muzzleflash 1
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#define svc_muzzleflash2 2
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#define svc_muzzleflash3 3
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#define svc_temp_entity 4
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#define svc_layout 5
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#define svc_inventory 6
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// JOSEPH 29-DEC-98
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#define svc_hud 7
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#define svc_stufftext 13
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//==================================================================
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// view pitching times
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#define DAMAGE_TIME 0.5
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#define FALL_TIME 0.3
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// edict->spawnflags
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// these are set with checkboxes on each entity in the map editor
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#define SPAWNFLAG_NOT_EASY 0x00000100
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#define SPAWNFLAG_NOT_MEDIUM 0x00000200
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#define SPAWNFLAG_NOT_HARD 0x00000400
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#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
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#define SPAWNFLAG_NOT_COOP 0x00001000
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// edict->flags
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#define FL_FLY 0x00000001
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#define FL_SWIM 0x00000002 // implied immunity to drowining
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#define FL_IMMUNE_LASER 0x00000004
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#define FL_INWATER 0x00000008
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#define FL_GODMODE 0x00000010
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#define FL_NOTARGET 0x00000020
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#define FL_IMMUNE_SLIME 0x00000040
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#define FL_IMMUNE_LAVA 0x00000080
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#define FL_PARTIALGROUND 0x00000100 // not all corners are valid
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#define FL_WATERJUMP 0x00000200 // player jumping out of water
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#define FL_TEAMSLAVE 0x00000400 // not the first on the team
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#define FL_NO_KNOCKBACK 0x00000800
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#define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active
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// Ridah, Vehicles
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#define FL_HOVERCAR 0x00002000 // this entity is currently using a Hovercar
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#define FL_HOVERCAR_GROUND 0x00004000 // this entity is currently using a Grounded Hovercar
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#define FL_BIKE 0x00008000
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#define FL_CAR 0x00010000
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// done.
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#define FL_SPAWNED_BLOODPOOL 0x00020000
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#define FL_FOLLOWING 0x00040000 // this character has followed us to the next level. so if we're
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// loading in a game as a result of changing levels, delete any
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// characters that have this flag set, since they've moved onto
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// the next level.
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//
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// If we're manually loading a level (not changing levels), leave
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// these characters in place, and clear the flag.
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#define FL_CHASECAM 0x00100000 // entity is using chasecam
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#define FL_MDXBBOX 0x00200000
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#define FL_JETPACK 0x00400000 // Jet Pack enabled
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#define FL_RESPAWN 0x80000000 // used for item respawning
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#define FRAMETIME 0.1
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// memory tags to allow dynamic memory to be cleaned up
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#define TAG_GAME 765 // clear when unloading the dll
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// *** RIDAH: do not change this, 766 is hardcoded into MDX_GetObjectBounds() ***
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#define TAG_LEVEL 766 // clear when loading a new level
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#define MELEE_DISTANCE 80
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#define BODY_QUEUE_SIZE 8
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typedef enum
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{
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DAMAGE_NO,
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DAMAGE_YES, // will take damage if hit
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DAMAGE_AIM // auto targeting recognizes this
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} damage_t;
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typedef enum
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{
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WEAPON_READY,
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WEAPON_ACTIVATING,
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WEAPON_DROPPING,
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WEAPON_FIRING,
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// RAFAEL 01-11-99
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WEAPON_RELOADING,
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WEAPON_RELOAD_CYCLE,
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WEAPON_RELOADING_SPISTOL
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} weaponstate_t;
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typedef enum
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{
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AMMO_BULLETS,
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AMMO_SHELLS,
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AMMO_ROCKETS,
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AMMO_GRENADES,
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AMMO_CELLS,
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AMMO_SLUGS,
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AMMO_MAGSLUG,
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AMMO_TRAP
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} ammo_t;
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// RAFAEL
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typedef enum
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{
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CLIP_NONE,
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CLIP_PISTOL,
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CLIP_SHOTGUN,
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CLIP_TOMMYGUN,
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CLIP_SLUGS,
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CLIP_GRENADES,
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CLIP_ROCKETS,
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CLIP_FLAMEGUN
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} clip_t;
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//deadflag
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#define DEAD_NO 0
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#define DEAD_DYING 1
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#define DEAD_DEAD 2
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#define DEAD_RESPAWNABLE 3
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//range
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#define RANGE_MELEE 0
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#define RANGE_NEAR 1
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#define RANGE_MID 2
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#define RANGE_FAR 3
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//gib types
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#define GIB_ORGANIC 0
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#define GIB_METALLIC 1
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// Ridah, MDX, simplify assigning model parts, this isn't needed by the engine
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#define PART_HEAD 0 // HEAD must ALWAYS use this index!
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#define PART_LEGS 1
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#define PART_BODY 2
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#define PART_GUN 3
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// done.
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#define PART_GUN2 4
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#define PART_CIGAR 5
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#define PART_HAT 6
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//monster attack state
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#define AS_STRAIGHT 1
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#define AS_SLIDING 2
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#define AS_MELEE 3
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#define AS_MISSILE 4
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// armor types
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#define ARMOR_NONE 0
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#define ARMOR_JACKET 1
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#define ARMOR_COMBAT 2
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#define ARMOR_BODY 3
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#define ARMOR_SHARD 4
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// power armor types
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#define POWER_ARMOR_NONE 0
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#define POWER_ARMOR_SCREEN 1
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#define POWER_ARMOR_SHIELD 2
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// handedness values
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#define RIGHT_HANDED 0
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#define LEFT_HANDED 1
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#define CENTER_HANDED 2
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// game.serverflags values
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#define SFL_CROSS_TRIGGER_1 0x00000001
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#define SFL_CROSS_TRIGGER_2 0x00000002
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#define SFL_CROSS_TRIGGER_3 0x00000004
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#define SFL_CROSS_TRIGGER_4 0x00000008
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#define SFL_CROSS_TRIGGER_5 0x00000010
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#define SFL_CROSS_TRIGGER_6 0x00000020
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#define SFL_CROSS_TRIGGER_7 0x00000040
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#define SFL_CROSS_TRIGGER_8 0x00000080
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#define SFL_CROSS_TRIGGER_MASK 0x000000ff
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// noise types for PlayerNoise
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#define PNOISE_SELF 0
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#define PNOISE_WEAPON 1
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#define PNOISE_IMPACT 2
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// edict->movetype values
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typedef enum
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{
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MOVETYPE_NONE, // never moves
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MOVETYPE_NOCLIP, // origin and angles change with no interaction
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MOVETYPE_PUSH, // no clip to world, push on box contact
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MOVETYPE_STOP, // no clip to world, stops on box contact
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MOVETYPE_WALK, // gravity
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MOVETYPE_STEP, // gravity, special edge handling
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MOVETYPE_FLY,
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MOVETYPE_TOSS, // gravity
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MOVETYPE_FLYMISSILE, // extra size to monsters
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MOVETYPE_BOUNCE, // added this (the comma at the end of line)
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MOVETYPE_WALLBOUNCE,
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MOVETYPE_TOSS_SLIDE // Ridah, testing
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} movetype_t;
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typedef struct
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{
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int base_count;
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int max_count;
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float normal_protection;
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float energy_protection;
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int armor;
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} gitem_armor_t;
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// gitem_t->flags
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#define IT_WEAPON 1 // use makes active weapon
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#define IT_AMMO 2
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#define IT_ARMOR 4
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#define IT_STAY_COOP 8
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#define IT_KEY 16
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#define IT_POWERUP 32
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#define IT_FLASHLIGHT 64
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#define IT_SILENCER 128
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#define IT_NOCHEATS 256
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typedef struct gitem_s
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{
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char *classname; // spawning name
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qboolean (*pickup)(struct edict_s *ent, struct edict_s *other);
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void (*use)(struct edict_s *ent, struct gitem_s *item);
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void (*drop)(struct edict_s *ent, struct gitem_s *item);
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void (*weaponthink)(struct edict_s *ent);
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char *pickup_sound;
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char *world_model;
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int world_model_flags;
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char *view_model;
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// client side info
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char *icon;
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char *pickup_name; // for printing on pickup
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int count_width; // number of digits to display by icon
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int quantity; // for ammo how much, for weapons how much is used per shot
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char *ammo; // for weapons
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int flags; // IT_* flags
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void *info;
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int tag;
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char *precaches; // string of all models, sounds, and images this item will use
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} gitem_t;
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//
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// this structure is left intact through an entire game
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// it should be initialized at dll load time, and read/written to
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// the server.ssv file for savegames
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//
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typedef struct
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{
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char helpmessage1[512];
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char helpmessage2[512];
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int helpchanged; // flash F1 icon if non 0, play sound
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// and increment only if 1, 2, or 3
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gclient_t *clients; // [maxclients]
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// can't store spawnpoint in level, because
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// it would get overwritten by the savegame restore
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char spawnpoint[512]; // needed for coop respawns
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// store latched cvars here that we want to get at often
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int maxclients;
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int maxentities;
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// cross level triggers
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int serverflags;
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// items
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int num_items;
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qboolean autosaved;
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} game_locals_t;
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//
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// this structure is cleared as each map is entered
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// it is read/written to the level.sav file for savegames
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//
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#define MAX_LIGHT_SOURCES 512
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typedef struct
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{
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int framenum;
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float time;
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char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc)
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char mapname[MAX_QPATH]; // the server name (base1, etc)
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char nextmap[MAX_QPATH]; // go here when fraglimit is hit
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// intermission state
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float intermissiontime; // time the intermission was started
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char *changemap;
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int exitintermission;
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vec3_t intermission_origin;
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vec3_t intermission_angle;
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edict_t *sight_client; // changed once each frame for coop games
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edict_t *sight_entity;
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int sight_entity_framenum;
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edict_t *sound_entity;
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int sound_entity_framenum;
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edict_t *sound2_entity;
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int sound2_entity_framenum;
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int pic_health;
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int total_secrets;
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int found_secrets;
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int total_goals;
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int found_goals;
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int total_monsters;
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int killed_monsters;
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edict_t *current_entity; // entity running from G_RunFrame
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int body_que; // dead bodies
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int power_cubes; // ugly necessity for coop
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// BEGIN: Xatrix/Ridah/Navigator/19-mar-1998
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// this stores all the node data for the current level
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active_node_data_t *node_data;
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// END: Xatrix/Ridah/Navigator/19-mar-1998
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// Ridah
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int num_characters; // progressive total, updated each time a character enters or leaves the game
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// NOTE: includes players!
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edict_t *characters[MAX_CHARACTERS]; // indexes in g_edicts to all characters in the game
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// Global Cast Memory - stores a lookup table pointing to character-character memories
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//
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// This allows us to easily indentify whether a particular character can see another character
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//
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// [ SOURCE ][ DEST ]
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cast_memory_t *global_cast_memory[MAX_CHARACTERS][MAX_CHARACTERS];
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int episode; // current episode being played
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int unit; // current unit within the episode
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// Ridah, done.
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// RAFAEL 11-05-98
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vec3_t light_orgs[MAX_LIGHT_SOURCES];
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vec3_t light_colors[MAX_LIGHT_SOURCES];
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float light_values[MAX_LIGHT_SOURCES];
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//float light_radius[MAX_LIGHT_SOURCES];
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byte light_styles[MAX_LIGHT_SOURCES];
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int num_light_sources;
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// END 11-05-98
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// RAFAEL
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float cut_scene_time;
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// int exit_cut_scene;
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vec3_t cut_scene_origin;
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vec3_t cut_scene_angle;
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vec3_t player_oldpos;
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vec3_t player_oldang;
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float pawn_time;
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vec3_t pawn_origin;
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qboolean pawn_exit;
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qboolean bar_lvl;
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float speaktime;
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// JOSEPH 24-FEB-99
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int cut_scene_camera_switch;
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int cut_scene_end_count;
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// END JOSEPH
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// JOSEPH 19-MAR-99-B
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||
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float fadeendtime;
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float totalfade;
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||
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int inversefade;
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// END JOSEPH
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||
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// JOSEPH 13-JUN-99
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int helpchange;
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// END JOSEPH
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||
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} level_locals_t;
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||
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// spawn_temp_t is only used to hold entity field values that
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// can be set from the editor, but aren't actualy present
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||
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// in edict_t during gameplay
|
||
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typedef struct
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||
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{
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||
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// world vars
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||
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char *sky;
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char *nextmap;
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||
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||
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int lip;
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||
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int distance;
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||
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int height;
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||
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char *noise;
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||
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float pausetime;
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||
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char *item;
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||
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char *gravity;
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||
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float minyaw;
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||
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float maxyaw;
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||
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float minpitch;
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||
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float maxpitch;
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||
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||
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float fogdensity;
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||
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vec3_t fogval;
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||
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float fogdensity2;
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||
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vec3_t fogval2;
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||
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||
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} spawn_temp_t;
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||
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||
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// JOSEPH 7-OCT-98
|
||
|
typedef struct
|
||
|
{
|
||
|
// fixed data
|
||
|
vec3_t start_origin;
|
||
|
vec3_t start_angles;
|
||
|
vec3_t end_origin;
|
||
|
vec3_t end_angles;
|
||
|
|
||
|
int sound_start;
|
||
|
int sound_middle;
|
||
|
int sound_end;
|
||
|
int sound_start2;
|
||
|
int sound_middle2;
|
||
|
int sound_end2;
|
||
|
|
||
|
float accel;
|
||
|
float speed;
|
||
|
float decel;
|
||
|
float distance;
|
||
|
|
||
|
float wait;
|
||
|
|
||
|
// state data
|
||
|
int state;
|
||
|
vec3_t dir;
|
||
|
float current_speed;
|
||
|
float move_speed;
|
||
|
float next_speed;
|
||
|
float remaining_distance;
|
||
|
float decel_distance;
|
||
|
void (*endfunc)(edict_t *);
|
||
|
} moveinfo_t;
|
||
|
// END JOSEPH
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
void (*aifunc)(edict_t *self, float dist);
|
||
|
float dist;
|
||
|
void (*thinkfunc)(edict_t *self);
|
||
|
} mframe_t;
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
int firstframe;
|
||
|
int lastframe;
|
||
|
mframe_t *frame;
|
||
|
// float *lateral_array;
|
||
|
void (*endfunc)(edict_t *self);
|
||
|
} mmove_t;
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
mmove_t *currentmove;
|
||
|
int aiflags;
|
||
|
int nextframe;
|
||
|
float scale;
|
||
|
|
||
|
void (*idle)(edict_t *self);
|
||
|
void (*search)(edict_t *self);
|
||
|
void (*dodge)(edict_t *self, edict_t *other, float eta);
|
||
|
|
||
|
qboolean (*attack)(edict_t *self); // standing attack
|
||
|
void (*long_attack)(edict_t *self); // running attack (run, and attack if facing enemy and path is clear)
|
||
|
|
||
|
void (*sight)(edict_t *self, edict_t *other);
|
||
|
qboolean (*checkattack)(edict_t *self);
|
||
|
|
||
|
// Ridah, new AI system
|
||
|
mmove_t *oldcurrentmove; // used for thug_sit
|
||
|
|
||
|
void (*duck)(edict_t *self); // called when beginning to duck (may be part of normal movement)
|
||
|
void (*talk)(edict_t *self); // will start a random talking animation, and play a sound
|
||
|
|
||
|
void (*avoid)(edict_t *self, edict_t *other, qboolean face); // will start a random talking animation, and play a sound
|
||
|
|
||
|
void (*catch_fire)(edict_t *self, edict_t *other);
|
||
|
|
||
|
float last_talk_turn;
|
||
|
edict_t *talk_ent; // person we are talking to
|
||
|
|
||
|
float max_attack_distance; // try and move closer to enemy if outside this range
|
||
|
float max_sighting_distance; // can't see things out of this range
|
||
|
|
||
|
float standing_max_z; // set to self->maxs[2] upon spawning
|
||
|
float last_avoid, last_reverse;
|
||
|
edict_t *avoid_ent;
|
||
|
|
||
|
float goal_ent_pausetime; // avoid goal_ent if > level.time
|
||
|
|
||
|
int last_side_attack;
|
||
|
float last_side_attack_time;
|
||
|
|
||
|
cast_memory_t *friend_memory;
|
||
|
cast_memory_t *enemy_memory;
|
||
|
cast_memory_t *neutral_memory;
|
||
|
|
||
|
// these allow a generic AI system for all characters to interact with the animations
|
||
|
mmove_t *move_stand;
|
||
|
mmove_t *move_crstand;
|
||
|
|
||
|
mmove_t *move_run;
|
||
|
mmove_t *move_runwalk;
|
||
|
mmove_t *move_crwalk;
|
||
|
|
||
|
mmove_t *move_jump;
|
||
|
|
||
|
mmove_t *move_crouch_down;
|
||
|
mmove_t *move_stand_up;
|
||
|
|
||
|
mmove_t *move_avoid_walk;
|
||
|
mmove_t *move_avoid_run;
|
||
|
mmove_t *move_avoid_reverse_walk;
|
||
|
mmove_t *move_avoid_reverse_run;
|
||
|
mmove_t *move_avoid_crwalk;
|
||
|
|
||
|
mmove_t *move_lside_step;
|
||
|
mmove_t *move_rside_step;
|
||
|
|
||
|
mmove_t *move_start_climb;
|
||
|
mmove_t *move_end_climb;
|
||
|
|
||
|
mmove_t *move_evade;
|
||
|
mmove_t *move_stand_evade; // not quite a hostile enemy yet, but they may have their weapon out
|
||
|
void (*backoff)(edict_t *self, edict_t *other);
|
||
|
// done.
|
||
|
|
||
|
float pausetime;
|
||
|
|
||
|
vec3_t saved_goal;
|
||
|
vec3_t last_sighting;
|
||
|
float idle_time;
|
||
|
int linkcount;
|
||
|
|
||
|
// Rafael
|
||
|
// was missing this variable
|
||
|
float trail_time;
|
||
|
|
||
|
} cast_info_t;
|
||
|
|
||
|
|
||
|
|
||
|
extern game_locals_t game;
|
||
|
extern level_locals_t level;
|
||
|
extern game_import_t gi;
|
||
|
extern game_export_t globals;
|
||
|
extern spawn_temp_t st;
|
||
|
|
||
|
extern int sm_meat_index;
|
||
|
extern int snd_fry;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
extern int jacket_armor_index;
|
||
|
extern int combat_armor_index;
|
||
|
extern int body_armor_index;
|
||
|
|
||
|
|
||
|
// Ridah, in-game effects
|
||
|
//extern int sp_blood1;
|
||
|
|
||
|
|
||
|
// means of death
|
||
|
#define MOD_UNKNOWN 0
|
||
|
#define MOD_BLASTER 1
|
||
|
#define MOD_SHOTGUN 2
|
||
|
#define MOD_SSHOTGUN 3
|
||
|
#define MOD_MACHINEGUN 4
|
||
|
#define MOD_CHAINGUN 5
|
||
|
#define MOD_GRENADE 6
|
||
|
#define MOD_G_SPLASH 7
|
||
|
#define MOD_ROCKET 8
|
||
|
#define MOD_R_SPLASH 9
|
||
|
#define MOD_HYPERBLASTER 10
|
||
|
#define MOD_RAILGUN 11
|
||
|
#define MOD_BFG_LASER 12
|
||
|
#define MOD_BFG_BLAST 13
|
||
|
#define MOD_BFG_EFFECT 14
|
||
|
#define MOD_HANDGRENADE 15
|
||
|
#define MOD_HG_SPLASH 16
|
||
|
#define MOD_WATER 17
|
||
|
#define MOD_SLIME 18
|
||
|
#define MOD_LAVA 19
|
||
|
#define MOD_CRUSH 20
|
||
|
#define MOD_TELEFRAG 21
|
||
|
#define MOD_FALLING 22
|
||
|
#define MOD_SUICIDE 23
|
||
|
#define MOD_HELD_GRENADE 24
|
||
|
#define MOD_EXPLOSIVE 25
|
||
|
#define MOD_BARREL 26
|
||
|
#define MOD_BOMB 27
|
||
|
#define MOD_EXIT 28
|
||
|
#define MOD_SPLASH 29
|
||
|
#define MOD_TARGET_LASER 30
|
||
|
#define MOD_TRIGGER_HURT 31
|
||
|
#define MOD_HIT 32
|
||
|
#define MOD_TARGET_BLASTER 33
|
||
|
#define MOD_RIPPER 34
|
||
|
#define MOD_PHALANX 35
|
||
|
#define MOD_BRAINTENTACLE 36
|
||
|
#define MOD_BLASTOFF 37
|
||
|
#define MOD_GEKK 38
|
||
|
#define MOD_TRAP 39
|
||
|
#define MOD_FLAMETHROWER 40
|
||
|
#define MOD_BLACKJACK 41
|
||
|
#define MOD_SILENCER 42
|
||
|
#define MOD_CROWBAR 43
|
||
|
#define MOD_DOGBITE 44
|
||
|
#define MOD_BLOWBACK 45
|
||
|
#define MOD_PISTOL 46
|
||
|
#define MOD_BARMACHINEGUN 47
|
||
|
#define MOD_SAFECAMPER 48
|
||
|
|
||
|
|
||
|
#define MOD_FRIENDLY_FIRE 0x8000000
|
||
|
|
||
|
extern int meansOfDeath;
|
||
|
|
||
|
|
||
|
extern edict_t *g_edicts;
|
||
|
|
||
|
extern cast_memory_t *g_cast_memory;
|
||
|
extern cast_group_t *g_cast_groups;
|
||
|
|
||
|
#define FOFS(x) (int)&(((edict_t *)0)->x)
|
||
|
#define STOFS(x) (int)&(((spawn_temp_t *)0)->x)
|
||
|
#define LLOFS(x) (int)&(((level_locals_t *)0)->x)
|
||
|
#define CLOFS(x) (int)&(((gclient_t *)0)->x)
|
||
|
#define CMOFS(x) (int)&(((cast_memory_t *)0)->x)
|
||
|
|
||
|
#define random() ((rand () & 0x7fff) / ((float)0x7fff))
|
||
|
#define crandom() (2.0 * (random() - 0.5))
|
||
|
|
||
|
extern cvar_t *maxentities;
|
||
|
extern cvar_t *deathmatch;
|
||
|
|
||
|
extern cvar_t *maxrate;
|
||
|
|
||
|
extern cvar_t *coop;
|
||
|
extern cvar_t *dmflags;
|
||
|
extern cvar_t *skill;
|
||
|
extern cvar_t *fraglimit;
|
||
|
extern cvar_t *timelimit;
|
||
|
extern cvar_t *cashlimit;
|
||
|
extern cvar_t *password;
|
||
|
extern cvar_t *g_select_empty;
|
||
|
extern cvar_t *dedicated;
|
||
|
|
||
|
extern cvar_t *filterban;
|
||
|
|
||
|
extern cvar_t *sv_gravity;
|
||
|
extern cvar_t *sv_maxvelocity;
|
||
|
|
||
|
extern cvar_t *gun_x, *gun_y, *gun_z;
|
||
|
extern cvar_t *sv_rollspeed;
|
||
|
extern cvar_t *sv_rollangle;
|
||
|
|
||
|
extern cvar_t *run_pitch;
|
||
|
extern cvar_t *run_roll;
|
||
|
extern cvar_t *bob_up;
|
||
|
extern cvar_t *bob_pitch;
|
||
|
extern cvar_t *bob_roll;
|
||
|
|
||
|
extern cvar_t *sv_cheats;
|
||
|
extern cvar_t *maxclients;
|
||
|
|
||
|
extern cvar_t *flood_msgs;
|
||
|
extern cvar_t *flood_persecond;
|
||
|
extern cvar_t *flood_waitdelay;
|
||
|
|
||
|
// Ridah, new cvar's
|
||
|
extern cvar_t *developer;
|
||
|
|
||
|
extern cvar_t *ai_debug_memory;
|
||
|
|
||
|
extern cvar_t *g_vehicle_test;
|
||
|
|
||
|
extern cvar_t *dm_locational_damage;
|
||
|
|
||
|
extern cvar_t *showlights;
|
||
|
|
||
|
extern cvar_t *r_directional_lighting;
|
||
|
|
||
|
extern cvar_t *sv_runscale;
|
||
|
|
||
|
extern cvar_t *burn_enabled;
|
||
|
extern cvar_t *burn_size;
|
||
|
extern cvar_t *burn_intensity;
|
||
|
extern cvar_t *burn_r;
|
||
|
extern cvar_t *burn_g;
|
||
|
extern cvar_t *burn_b;
|
||
|
|
||
|
extern cvar_t *timescale;
|
||
|
|
||
|
extern cvar_t *teamplay;
|
||
|
extern cvar_t *g_cashspawndelay;
|
||
|
|
||
|
extern cvar_t *cl_parental_lock;
|
||
|
extern cvar_t *cl_parental_override;
|
||
|
|
||
|
extern cvar_t *dm_realmode;
|
||
|
|
||
|
extern cvar_t *g_mapcycle_file;
|
||
|
// Ridah, done.
|
||
|
|
||
|
extern cvar_t *cl_captions;
|
||
|
|
||
|
#define world (&g_edicts[0])
|
||
|
|
||
|
// item spawnflags
|
||
|
#define ITEM_TRIGGER_SPAWN 0x00000001
|
||
|
#define ITEM_NO_TOUCH 0x00000002
|
||
|
// 6 bits reserved for editor flags
|
||
|
// 8 bits used as power cube id bits for coop games
|
||
|
#define DROPPED_ITEM 0x00010000
|
||
|
#define DROPPED_PLAYER_ITEM 0x00020000
|
||
|
#define ITEM_TARGETS_USED 0x00040000
|
||
|
|
||
|
//
|
||
|
// fields are needed for spawning from the entity string
|
||
|
// and saving / loading games
|
||
|
//
|
||
|
#define FFL_SPAWNTEMP 1
|
||
|
#define FFL_NOSPAWN 2
|
||
|
|
||
|
typedef enum {
|
||
|
F_INT,
|
||
|
F_FLOAT,
|
||
|
F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
|
||
|
F_GSTRING, // string on disk, pointer in memory, TAG_GAME
|
||
|
F_VECTOR,
|
||
|
F_ANGLEHACK,
|
||
|
F_EDICT, // index on disk, pointer in memory
|
||
|
F_ITEM, // index on disk, pointer in memory
|
||
|
F_CLIENT, // index on disk, pointer in memory
|
||
|
F_FUNCTION,
|
||
|
F_MMOVE,
|
||
|
F_CAST_MEMORY,
|
||
|
F_IGNORE
|
||
|
} fieldtype_t;
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
char *name;
|
||
|
int ofs;
|
||
|
fieldtype_t type;
|
||
|
int flags;
|
||
|
} field_t;
|
||
|
|
||
|
|
||
|
extern field_t fields[];
|
||
|
extern gitem_t itemlist[];
|
||
|
|
||
|
|
||
|
//
|
||
|
// g_cmds.c
|
||
|
//
|
||
|
void Cmd_Help_f (edict_t *ent, int page);
|
||
|
void Cmd_Score_f (edict_t *ent);
|
||
|
|
||
|
//
|
||
|
// g_items.c
|
||
|
//
|
||
|
void PrecacheItem (gitem_t *it);
|
||
|
void InitItems (void);
|
||
|
void SetItemNames (void);
|
||
|
gitem_t *FindItem (char *pickup_name);
|
||
|
gitem_t *FindItemByClassname (char *classname);
|
||
|
#define ITEM_INDEX(x) ((x)-itemlist)
|
||
|
edict_t *Drop_Item (edict_t *ent, gitem_t *item);
|
||
|
void SetRespawn (edict_t *ent, float delay);
|
||
|
void ChangeWeapon (edict_t *ent);
|
||
|
void SpawnItem (edict_t *ent, gitem_t *item);
|
||
|
void Think_Weapon (edict_t *ent);
|
||
|
int ArmorIndex (edict_t *ent);
|
||
|
int PowerArmorType (edict_t *ent);
|
||
|
gitem_t *GetItemByIndex (int index);
|
||
|
qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count);
|
||
|
void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
|
||
|
// JOSEPH 6-JAN-99
|
||
|
edict_t *Shot_Drop_Item (edict_t *ent, gitem_t *item, char* modeloverride);
|
||
|
void Think_FlashLight (edict_t *ent);
|
||
|
//
|
||
|
// g_utils.c
|
||
|
//
|
||
|
|
||
|
qboolean KillBox (edict_t *ent);
|
||
|
void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
|
||
|
edict_t *G_Find (edict_t *from, int fieldofs, char *match);
|
||
|
edict_t *findradius (edict_t *from, vec3_t org, float rad);
|
||
|
edict_t *G_PickTarget (char *targetname);
|
||
|
void G_UseTargets (edict_t *ent, edict_t *activator);
|
||
|
void G_SetMovedir (vec3_t angles, vec3_t movedir);
|
||
|
|
||
|
void G_InitEdict (edict_t *e);
|
||
|
edict_t *G_Spawn (void);
|
||
|
void G_FreeEdict (edict_t *e);
|
||
|
|
||
|
void G_TouchTriggers (edict_t *ent);
|
||
|
void G_TouchSolids (edict_t *ent);
|
||
|
|
||
|
char *G_CopyString (char *in);
|
||
|
|
||
|
float *tv (float x, float y, float z);
|
||
|
char *vtos (vec3_t v);
|
||
|
|
||
|
float vectoyaw (vec3_t vec);
|
||
|
float entyaw( edict_t *self, edict_t *other );
|
||
|
|
||
|
// Ridah, Surface Sprites
|
||
|
qboolean SurfaceSpriteEffect( byte surf_sfx, byte width, byte height,
|
||
|
edict_t *impact_ent, vec3_t pos, vec3_t normal );
|
||
|
|
||
|
qboolean SurfaceSpriteEffectRipple( byte surf_sfx, byte width, byte height,
|
||
|
edict_t *impact_ent, vec3_t pos, vec3_t normal );
|
||
|
|
||
|
|
||
|
// done.
|
||
|
|
||
|
// Ridah, moved vectoangles() to q_shared.c
|
||
|
|
||
|
//
|
||
|
// g_combat.c
|
||
|
//
|
||
|
qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
|
||
|
qboolean CanDamage (edict_t *targ, edict_t *inflictor);
|
||
|
void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod);
|
||
|
void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
|
||
|
// JOSEPH 21-APR-99
|
||
|
void T_RadiusDamage_Fire (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius);
|
||
|
// END JOSEPH
|
||
|
// RAFAEL
|
||
|
void T_DamageMDX (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t
|
||
|
point, vec3_t normal, int damage, int knockback, int dflags, int mod, int mdx_part, int mdx_subobject);
|
||
|
|
||
|
edict_t *SpawnTheWeapon (edict_t *self, char *itemname);
|
||
|
|
||
|
// damage flags
|
||
|
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
|
||
|
#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
|
||
|
#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
|
||
|
#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
|
||
|
#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
|
||
|
#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
|
||
|
|
||
|
#define DEFAULT_BULLET_HSPREAD 300
|
||
|
#define DEFAULT_BULLET_VSPREAD 500
|
||
|
#define DEFAULT_SHOTGUN_HSPREAD 1000
|
||
|
#define DEFAULT_SHOTGUN_VSPREAD 500
|
||
|
#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
|
||
|
#define DEFAULT_SHOTGUN_COUNT 6
|
||
|
#define DEFAULT_SSHOTGUN_COUNT 20
|
||
|
|
||
|
#define DEFAULT_SAWED_SHOTGUN_COUNT 6
|
||
|
|
||
|
//
|
||
|
// g_cast.c
|
||
|
//
|
||
|
void cast_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype);
|
||
|
void cast_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype);
|
||
|
void cast_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
|
||
|
void cast_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype);
|
||
|
void cast_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
|
||
|
void cast_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype);
|
||
|
void cast_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype);
|
||
|
void think_checkedges (edict_t *ent);
|
||
|
void think_slide (edict_t *ent);
|
||
|
void fire_fire (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
|
||
|
qboolean DeathByGib( edict_t *self, edict_t *inflictor, edict_t *attacker, float damage );
|
||
|
|
||
|
// RAFAEL
|
||
|
void cast_fire_ionripper (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
|
||
|
void cast_fire_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
|
||
|
void cast_dabeam (edict_t *self);
|
||
|
void cast_fire_blueblaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
|
||
|
|
||
|
|
||
|
void M_droptofloor (edict_t *ent);
|
||
|
void cast_think (edict_t *self);
|
||
|
void walking_cast_start (edict_t *self);
|
||
|
void swimming_cast_start (edict_t *self);
|
||
|
void flying_cast_start (edict_t *self);
|
||
|
void AttackFinished (edict_t *self, float time);
|
||
|
void cast_death_use (edict_t *self);
|
||
|
void M_CatagorizePosition (edict_t *ent);
|
||
|
void M_FlyCheck (edict_t *self);
|
||
|
void M_CheckGround (edict_t *ent);
|
||
|
|
||
|
//
|
||
|
// g_misc.c
|
||
|
//
|
||
|
void ThrowHead (edict_t *self, char *gibname, int damage, int type);
|
||
|
void ThrowClientHead (edict_t *self, int damage);
|
||
|
edict_t *ThrowGib (edict_t *self, char *gibname, int damage, int type);
|
||
|
// Ridah
|
||
|
void GibEntity( edict_t *self, edict_t *inflictor, float damage );
|
||
|
void BecomeExplosion1(edict_t *self);
|
||
|
// RAFAEL
|
||
|
void ThrowHeadACID (edict_t *self, char *gibname, int damage, int type);
|
||
|
void ThrowGibACID (edict_t *self, char *gibname, int damage, int type);
|
||
|
|
||
|
extern void path_corner_cast_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
|
||
|
|
||
|
void AddLightSource(edict_t *self);
|
||
|
void UpdateDirLights( edict_t *self );
|
||
|
void UpdateLightVecs( edict_t *self );
|
||
|
|
||
|
//
|
||
|
// g_ai.c
|
||
|
//
|
||
|
void AI_SetSightClient (void);
|
||
|
|
||
|
void ai_stand (edict_t *self, float dist);
|
||
|
void ai_move (edict_t *self, float dist);
|
||
|
void ai_walk (edict_t *self, float dist);
|
||
|
void ai_turn (edict_t *self, float dist);
|
||
|
void ai_run (edict_t *self, float dist);
|
||
|
void ai_charge (edict_t *self, float dist);
|
||
|
int range (edict_t *self, edict_t *other);
|
||
|
|
||
|
void ai_runFLASHLIGHT (edict_t *self, float dist);
|
||
|
void ai_runDOKEY (edict_t *self, float dist);
|
||
|
|
||
|
// RAFAEL
|
||
|
void ai_turn2 (edict_t *self, float dist);
|
||
|
|
||
|
void FoundTarget (edict_t *self);
|
||
|
qboolean infront (edict_t *self, edict_t *other);
|
||
|
// Ridah, for more precise infront check
|
||
|
qboolean directly_infront (edict_t *self, edict_t *other);
|
||
|
// Ridah, done.
|
||
|
qboolean visible (edict_t *self, edict_t *other);
|
||
|
qboolean FacingIdeal(edict_t *self);
|
||
|
// RAFAEL
|
||
|
void SpawnBloodPool (edict_t *self);
|
||
|
|
||
|
//
|
||
|
// g_weapon.c
|
||
|
//
|
||
|
void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin);
|
||
|
// JOSEPH 1-JUN-99
|
||
|
void ThrowDebris_stuff (edict_t *self, char *modelname, float speed, vec3_t origin);
|
||
|
// END JOSEPH
|
||
|
qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick);
|
||
|
void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
|
||
|
void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod);
|
||
|
void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
|
||
|
void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
|
||
|
// JOSEPH 19-MAY-99
|
||
|
void fire_dynamite (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
|
||
|
// END JOSEPH
|
||
|
void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
|
||
|
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
|
||
|
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
|
||
|
void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius);
|
||
|
|
||
|
void fire_barmachinegun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
|
||
|
// RAFAEL
|
||
|
/*
|
||
|
void fire_ionripper (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect);
|
||
|
void fire_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
|
||
|
void fire_blueblaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect);
|
||
|
void fire_plasma (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
|
||
|
void fire_trap (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
|
||
|
*/
|
||
|
void fire_flamethrower (edict_t *self, vec3_t start, vec3_t forward, int damage, int kick, int mod);
|
||
|
qboolean fire_blackjack (edict_t *self, vec3_t start, vec3_t forward, int damage, int kick, int mod);
|
||
|
// JOSEPH 19-JAN-99
|
||
|
qboolean fire_crowbar (edict_t *self, vec3_t start, vec3_t forward, int damage, int kick, int mod);
|
||
|
qboolean fire_dogbite (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int mod);
|
||
|
// JOSEPH 30-APR-99
|
||
|
void fire_rat (edict_t *self, vec3_t start, vec3_t forward, int damage);
|
||
|
// END JOSEPH
|
||
|
|
||
|
//
|
||
|
// g_client.c
|
||
|
//
|
||
|
void respawn (edict_t *ent);
|
||
|
void BeginIntermission (edict_t *targ);
|
||
|
void PutClientInServer (edict_t *ent);
|
||
|
void InitClientPersistant (gclient_t *client);
|
||
|
void InitClientResp (gclient_t *client);
|
||
|
void InitBodyQue (void);
|
||
|
void ClientBeginServerFrame (edict_t *ent);
|
||
|
|
||
|
// RAFAEL
|
||
|
void BeginCutScene (edict_t *ent);
|
||
|
void EndCutScene (edict_t *ent);
|
||
|
// JOSEPH 16-DEC-98
|
||
|
void AdjustCutSceneCamera(edict_t *ent);
|
||
|
void NewCutSceneCamera (edict_t *ent);
|
||
|
// END JOSEPH
|
||
|
|
||
|
//
|
||
|
// g_player.c
|
||
|
//
|
||
|
void player_pain (edict_t *self, edict_t *other, float kick, int damage, int mdx_part, int mdx_subobject);
|
||
|
void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject);
|
||
|
|
||
|
//
|
||
|
// g_svcmds.c
|
||
|
//
|
||
|
void ServerCommand (void);
|
||
|
qboolean SV_FilterPacket (char *from);
|
||
|
|
||
|
//
|
||
|
// p_view.c
|
||
|
//
|
||
|
void ClientEndServerFrame (edict_t *ent);
|
||
|
|
||
|
//
|
||
|
// p_hud.c
|
||
|
//
|
||
|
void MoveClientToIntermission (edict_t *client);
|
||
|
void G_SetStats (edict_t *ent);
|
||
|
void ValidateSelectedItem (edict_t *ent);
|
||
|
void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);
|
||
|
|
||
|
void MoveClientToCutScene (edict_t *camera);
|
||
|
// JOSEPH 22-FEB-99
|
||
|
void MoveClientToCutSceneCamera (edict_t *camera, int fov);
|
||
|
// END JOSEPH
|
||
|
//
|
||
|
// g_pweapon.c
|
||
|
//
|
||
|
void PlayerNoise(edict_t *who, vec3_t where, int type);
|
||
|
|
||
|
//
|
||
|
// m_move.c
|
||
|
//
|
||
|
qboolean M_CheckBottom (edict_t *ent);
|
||
|
qboolean M_walkmove (edict_t *ent, float yaw, float dist);
|
||
|
void M_MoveToGoal (edict_t *ent, float dist);
|
||
|
void M_ChangeYaw (edict_t *ent);
|
||
|
void M_ChangeYawOld (edict_t *ent);
|
||
|
|
||
|
//
|
||
|
// m_bbox.c
|
||
|
//
|
||
|
// RAFAEL
|
||
|
void MDX_Bbox_Init (void);
|
||
|
trace_t MDX_HitCheck (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod, vec3_t end);
|
||
|
void MDX_Cleanup (void);
|
||
|
|
||
|
//
|
||
|
// g_phys.c
|
||
|
//
|
||
|
void G_RunEntity (edict_t *ent);
|
||
|
|
||
|
//
|
||
|
// g_main.c
|
||
|
//
|
||
|
void SaveClientData (void);
|
||
|
void FetchClientEntData (edict_t *ent);
|
||
|
|
||
|
//
|
||
|
// g_pawn.c
|
||
|
//
|
||
|
void PawnNext (edict_t *ent);
|
||
|
void PawnPrev (edict_t *ent);
|
||
|
void PawnBuy (edict_t *ent);
|
||
|
void PawnAgree (edict_t *ent);
|
||
|
void PawnDisagree (edict_t *ent);
|
||
|
void PawnLevelPrevious (edict_t *ent);
|
||
|
void PawnLeft (edict_t *ent);
|
||
|
void PawnRight (edict_t *ent);
|
||
|
|
||
|
//
|
||
|
// g_chase.c
|
||
|
//
|
||
|
void UpdateChaseCam(edict_t *ent);
|
||
|
void ChaseNext(edict_t *ent);
|
||
|
void ChasePrev(edict_t *ent);
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
// client_t->anim_priority
|
||
|
#define ANIM_ATTACK 0
|
||
|
#define ANIM_BASIC 1 // stand / run
|
||
|
#define ANIM_WAVE 2
|
||
|
#define ANIM_JUMP 3
|
||
|
#define ANIM_PAIN 4
|
||
|
#define ANIM_REVERSE 5
|
||
|
#define ANIM_DEATH 6
|
||
|
|
||
|
#define MAX_WEAPONS 10
|
||
|
|
||
|
|
||
|
// client data that stays across multiple level loads
|
||
|
typedef struct
|
||
|
{
|
||
|
char userinfo[MAX_INFO_STRING];
|
||
|
char netname[16];
|
||
|
int hand;
|
||
|
int version; // collected from Userinfo, used to determine
|
||
|
|
||
|
qboolean connected; // a loadgame will leave valid entities that
|
||
|
// just don't have a connection yet
|
||
|
|
||
|
// values saved and restored from edicts when changing levels
|
||
|
int health;
|
||
|
int max_health;
|
||
|
int savedFlags;
|
||
|
|
||
|
int selected_item;
|
||
|
int inventory[MAX_ITEMS];
|
||
|
|
||
|
// ammo capacities
|
||
|
int max_bullets;
|
||
|
int max_shells;
|
||
|
int max_rockets;
|
||
|
int max_grenades;
|
||
|
int max_cells;
|
||
|
int max_slugs;
|
||
|
// RAFAEL
|
||
|
int max_magslug;
|
||
|
int max_trap;
|
||
|
|
||
|
gitem_t *weapon;
|
||
|
gitem_t *lastweapon;
|
||
|
|
||
|
// JOSEPH 25-SEP-98
|
||
|
gitem_t *holsteredweapon;
|
||
|
|
||
|
// JOSEPH 3-FEB-99
|
||
|
int currentcash;
|
||
|
// END JOSEPH
|
||
|
|
||
|
int power_cubes; // used for tracking the cubes in coop games
|
||
|
int score; // for calculating total unit score in coop games
|
||
|
|
||
|
int game_helpchanged;
|
||
|
int helpchanged;
|
||
|
int weapon_clip[MAX_WEAPONS];
|
||
|
int pistol_mods;
|
||
|
|
||
|
// shared flags for episode
|
||
|
int episode_flags;
|
||
|
int silencer_shots;
|
||
|
|
||
|
// number of hired guys
|
||
|
int friends;
|
||
|
|
||
|
// teamplay
|
||
|
int team;
|
||
|
int bagcash; // cash being held in bag
|
||
|
|
||
|
int hmg_shots;
|
||
|
|
||
|
// bagman stuff
|
||
|
float timeatsafe; // record how long we've been standing at the safe
|
||
|
int friendly_vulnerable;
|
||
|
|
||
|
} client_persistant_t;
|
||
|
|
||
|
// client data that stays across deathmatch respawns
|
||
|
typedef struct
|
||
|
{
|
||
|
client_persistant_t coop_respawn; // what to set client->pers to on a respawn
|
||
|
int enterframe; // level.framenum the client entered the game
|
||
|
int score; // frags, etc
|
||
|
vec3_t cmd_angles; // angles sent over in the last command
|
||
|
int game_helpchanged;
|
||
|
int helpchanged;
|
||
|
|
||
|
// teamplay
|
||
|
int deposited; // amount this player has deposited
|
||
|
|
||
|
// voting system
|
||
|
char ban_id; // so we only let them vote once
|
||
|
float last_ban;
|
||
|
|
||
|
} client_respawn_t;
|
||
|
|
||
|
// this structure is cleared on each PutClientInServer(),
|
||
|
// except for 'client->pers'
|
||
|
struct gclient_s
|
||
|
{
|
||
|
// known to server
|
||
|
player_state_t ps; // communicated by server to clients
|
||
|
int ping;
|
||
|
|
||
|
// private to game
|
||
|
client_persistant_t pers;
|
||
|
client_respawn_t resp;
|
||
|
pmove_state_t old_pmove; // for detecting out-of-pmove changes
|
||
|
|
||
|
qboolean showscores; // set layout stat
|
||
|
qboolean showinventory; // set layout stat
|
||
|
qboolean showhelp;
|
||
|
qboolean showhelpicon;
|
||
|
|
||
|
int ammo_index;
|
||
|
|
||
|
int buttons;
|
||
|
int oldbuttons;
|
||
|
int latched_buttons;
|
||
|
|
||
|
qboolean weapon_thunk;
|
||
|
|
||
|
gitem_t *newweapon;
|
||
|
|
||
|
// sum up damage over an entire frame, so
|
||
|
// shotgun blasts give a single big kick
|
||
|
int damage_armor; // damage absorbed by armor
|
||
|
int damage_parmor; // damage absorbed by power armor
|
||
|
int damage_blood; // damage taken out of health
|
||
|
int damage_flame; // Ridah, damage from flamethrower
|
||
|
int damage_knockback; // impact damage
|
||
|
vec3_t damage_from; // origin for vector calculation
|
||
|
|
||
|
float killer_yaw; // when dead, look at killer
|
||
|
|
||
|
weaponstate_t weaponstate;
|
||
|
vec3_t kick_angles; // weapon kicks
|
||
|
vec3_t kick_origin;
|
||
|
float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks
|
||
|
float fall_time, fall_value; // for view drop on fall
|
||
|
float damage_alpha;
|
||
|
float bonus_alpha;
|
||
|
// JOSEPH 6-JAN-99
|
||
|
int bonus_alpha_color;
|
||
|
vec3_t damage_blend;
|
||
|
vec3_t v_angle; // aiming direction
|
||
|
float bobtime; // so off-ground doesn't change it
|
||
|
vec3_t oldviewangles;
|
||
|
vec3_t oldvelocity;
|
||
|
|
||
|
float next_drown_time;
|
||
|
int old_waterlevel;
|
||
|
int breather_sound;
|
||
|
|
||
|
int machinegun_shots; // not used anymore
|
||
|
|
||
|
// animation vars
|
||
|
int anim_end;
|
||
|
int anim_priority;
|
||
|
qboolean anim_duck;
|
||
|
qboolean anim_run;
|
||
|
qboolean anim_reverse; // Ridah, for running backwards
|
||
|
qboolean anim_slide; // Ridah, strafing
|
||
|
float last_climb_anim_z; // Z value at last climbing animation change
|
||
|
int last_weapontype; // Ridah, so we change animations when they change weapons
|
||
|
|
||
|
// powerup timers
|
||
|
float quad_framenum;
|
||
|
float invincible_framenum;
|
||
|
float breather_framenum;
|
||
|
float enviro_framenum;
|
||
|
|
||
|
qboolean grenade_blew_up;
|
||
|
float grenade_time;
|
||
|
// RAFAEL
|
||
|
float quadfire_framenum;
|
||
|
qboolean trap_blew_up;
|
||
|
float trap_time;
|
||
|
|
||
|
int weapon_sound;
|
||
|
|
||
|
float pickup_msg_time;
|
||
|
|
||
|
// JOSEPH 2-FEB-99
|
||
|
float hud_enemy_talk_time;
|
||
|
float hud_self_talk_time;
|
||
|
// END JOSEPH
|
||
|
|
||
|
float flood_locktill; // locked from talking
|
||
|
float flood_when[10]; // when messages were said
|
||
|
int flood_whenhead; // head pointer for when said
|
||
|
char flood_lastmsg[160]; // so we don't repeat ourselves (annoying)
|
||
|
|
||
|
float respawn_time; // can respawn when time > this
|
||
|
|
||
|
qboolean flashlight;
|
||
|
|
||
|
// RAFAEL 28-dec-98
|
||
|
qboolean gun_noise;
|
||
|
|
||
|
// Ridah
|
||
|
float jetpack_power; // recharges at 0.5 per second (while not in use), uses at 1.0 per second, maxes at 5.0 seconds of power
|
||
|
qboolean jetpack_warned;
|
||
|
|
||
|
// RAFAEL 01-11-99
|
||
|
qboolean reload_weapon;
|
||
|
int clip_index;
|
||
|
|
||
|
float last_wave;
|
||
|
|
||
|
// chase
|
||
|
edict_t *chase_target;
|
||
|
qboolean update_chase;
|
||
|
};
|
||
|
|
||
|
|
||
|
// MORAL values
|
||
|
// these effect willingness to fight until death, attack unprovoked, etc
|
||
|
#define MORAL_RANDOM 0 // engine will assign a random value upon spawning (using formula, so it's the same each time the level loads)
|
||
|
#define MORAL_COWARD 1
|
||
|
#define MORAL_HAPPY 2
|
||
|
#define MORAL_NORMAL 3
|
||
|
#define MORAL_AGGRESSIVE 4
|
||
|
#define MORAL_BESERK 5
|
||
|
#define MORAL_HEROIC 6
|
||
|
#define MORAL_PSYCOTIC 7
|
||
|
|
||
|
#define MORAL_MAX 7
|
||
|
|
||
|
|
||
|
#define ACC_GREEN 0
|
||
|
#define ACC_POOR 1
|
||
|
#define ACC_NORMAL 2
|
||
|
#define ACC_SEASONED 3
|
||
|
#define ACC_VETERAN 4
|
||
|
#define ACC_ELITE 5
|
||
|
|
||
|
#define GENDER_NONE 0
|
||
|
#define GENDER_MALE 1
|
||
|
#define GENDER_FEMALE 2
|
||
|
|
||
|
|
||
|
struct edict_s
|
||
|
{
|
||
|
entity_state_t s;
|
||
|
struct gclient_s *client; // NULL if not a player
|
||
|
// the server expects the first part
|
||
|
// of gclient_s to be a player_state_t
|
||
|
// but the rest of it is opaque
|
||
|
|
||
|
qboolean inuse;
|
||
|
int linkcount;
|
||
|
|
||
|
// FIXME: move these fields to a server private sv_entity_t
|
||
|
link_t area; // linked to a division node or leaf
|
||
|
|
||
|
int num_clusters; // if -1, use headnode instead
|
||
|
int clusternums[MAX_ENT_CLUSTERS];
|
||
|
int headnode; // unused if num_clusters != -1
|
||
|
int areanum, areanum2;
|
||
|
|
||
|
//================================
|
||
|
|
||
|
int svflags;
|
||
|
vec3_t mins, maxs;
|
||
|
vec3_t absmin, absmax, size;
|
||
|
solid_t solid;
|
||
|
int clipmask;
|
||
|
edict_t *owner;
|
||
|
|
||
|
float voice_pitch; // used to pitch voices up/down, 1.0 = same, 2.0 = chipmunk (double speed)
|
||
|
|
||
|
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
|
||
|
// EXPECTS THE FIELDS IN THAT ORDER!
|
||
|
|
||
|
//================================
|
||
|
int movetype;
|
||
|
int flags;
|
||
|
|
||
|
char *model;
|
||
|
float freetime; // sv.time when the object was freed
|
||
|
|
||
|
//
|
||
|
// only used locally in game, not by server
|
||
|
//
|
||
|
char *message;
|
||
|
char *classname;
|
||
|
int spawnflags;
|
||
|
|
||
|
float timestamp;
|
||
|
|
||
|
float angle; // set in qe3, -1 = up, -2 = down
|
||
|
char *target;
|
||
|
char *targetname;
|
||
|
char *killtarget;
|
||
|
char *team;
|
||
|
char *pathtarget;
|
||
|
char *deathtarget;
|
||
|
char *combattarget;
|
||
|
edict_t *target_ent;
|
||
|
|
||
|
float speed, accel, decel;
|
||
|
vec3_t movedir;
|
||
|
vec3_t pos1, pos2;
|
||
|
|
||
|
vec3_t velocity;
|
||
|
vec3_t avelocity;
|
||
|
int mass;
|
||
|
float air_finished;
|
||
|
float gravity; // per entity gravity multiplier (1.0 is normal)
|
||
|
// use for lowgrav artifact, flares
|
||
|
|
||
|
edict_t *goalentity;
|
||
|
edict_t *movetarget;
|
||
|
float yaw_speed;
|
||
|
float ideal_yaw;
|
||
|
|
||
|
float nextthink;
|
||
|
void (*prethink) (edict_t *ent);
|
||
|
void (*think)(edict_t *self);
|
||
|
void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo?
|
||
|
void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
|
||
|
void (*use)(edict_t *self, edict_t *other, edict_t *activator);
|
||
|
void (*pain)(edict_t *self, edict_t *other, float kick, int damage, int mdx_part, int mdx_subobject);
|
||
|
void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject);
|
||
|
|
||
|
float touch_debounce_time; // are all these legit? do we need more/less of them?
|
||
|
float pain_debounce_time;
|
||
|
float damage_debounce_time;
|
||
|
float fly_sound_debounce_time; //move to clientinfo
|
||
|
float last_move_time;
|
||
|
|
||
|
int health;
|
||
|
int max_health;
|
||
|
int gib_health;
|
||
|
int deadflag;
|
||
|
qboolean show_hostile;
|
||
|
|
||
|
float powerarmor_time;
|
||
|
|
||
|
char *map; // target_changelevel
|
||
|
|
||
|
int viewheight; // height above origin where eyesight is determined
|
||
|
int takedamage;
|
||
|
int dmg;
|
||
|
int radius_dmg;
|
||
|
float dmg_radius;
|
||
|
int sounds; //make this a spawntemp var?
|
||
|
int count;
|
||
|
|
||
|
edict_t *chain;
|
||
|
edict_t *enemy;
|
||
|
edict_t *oldenemy;
|
||
|
edict_t *activator;
|
||
|
edict_t *groundentity;
|
||
|
int groundentity_linkcount;
|
||
|
edict_t *teamchain;
|
||
|
edict_t *teammaster;
|
||
|
|
||
|
edict_t *mynoise; // can go in client only
|
||
|
edict_t *mynoise2;
|
||
|
|
||
|
int noise_index;
|
||
|
int noise_index2;
|
||
|
float volume;
|
||
|
float attenuation;
|
||
|
|
||
|
// timing variables
|
||
|
float wait;
|
||
|
float delay; // before firing targets
|
||
|
float random;
|
||
|
|
||
|
float teleport_time;
|
||
|
|
||
|
int watertype;
|
||
|
int waterlevel;
|
||
|
|
||
|
vec3_t move_origin;
|
||
|
vec3_t move_angles;
|
||
|
|
||
|
// move this to clientinfo?
|
||
|
int light_level;
|
||
|
|
||
|
int style; // also used as areaportal number
|
||
|
|
||
|
gitem_t *item; // for bonus items
|
||
|
|
||
|
// common data blocks
|
||
|
moveinfo_t moveinfo;
|
||
|
cast_info_t cast_info;
|
||
|
|
||
|
// BEGIN: Xatrix/Ridah/Navigator/17-mar-1998
|
||
|
nav_data_t nav_data; // CNS-specific data, present for all entities
|
||
|
nav_build_data_t *nav_build_data; // used only by entities that create nodes (clients)
|
||
|
active_node_data_t *active_node_data; // points to the active node data of the current unit
|
||
|
// END: Xatrix/Ridah/Navigator/17-mar-1998
|
||
|
|
||
|
// JOSEPH 19-MAR-99
|
||
|
vec3_t rotate;
|
||
|
vec3_t nodeorigin;
|
||
|
vec3_t angletarget;
|
||
|
vec3_t save_avel;
|
||
|
vec3_t savecameraorigin;
|
||
|
vec3_t cameraangle;
|
||
|
vec3_t cameraorigin;
|
||
|
vec3_t cameravel;
|
||
|
vec3_t cameravelrel;
|
||
|
float duration; // Ridah, used this for Bike thruster
|
||
|
float lastduration;
|
||
|
float alphalevel;
|
||
|
int avelflag;
|
||
|
int durationflag; // Ridah, used this for Thug reload checking
|
||
|
int firstnode;
|
||
|
int handleflag;
|
||
|
int handle2flag;
|
||
|
int doorflag;
|
||
|
int firetype;
|
||
|
int fallerflag;
|
||
|
int fallingflag;
|
||
|
int footsteptype;
|
||
|
int fxdensity;
|
||
|
int currentcash;
|
||
|
int pullable;
|
||
|
int deadticks;
|
||
|
int healspeed;
|
||
|
int healtimer;
|
||
|
int nokickbackflag;
|
||
|
int thudsurf;
|
||
|
int thudsnd;
|
||
|
int misstime;
|
||
|
int missteam;
|
||
|
int debugprint;
|
||
|
int onarampage;
|
||
|
float timemissing;
|
||
|
char *target2;
|
||
|
edict_t *target2_ent;
|
||
|
edict_t *missent;
|
||
|
edict_t *handle;
|
||
|
edict_t *handle2;
|
||
|
edict_t *save_self;
|
||
|
edict_t *save_other;
|
||
|
char *type;
|
||
|
char *localteam;
|
||
|
float reactdelay;
|
||
|
char head;
|
||
|
int key; // Door key [-1 = trigger unlocked][0 = unlocked][1+ = key to unlock]
|
||
|
int lightit;
|
||
|
int option;
|
||
|
int noshadow;
|
||
|
// JOSEPH 17-MAY-99
|
||
|
int monsterprop;
|
||
|
solid_t savesolid;
|
||
|
int surfacetype;
|
||
|
int pullingflag;
|
||
|
// END JOSEPH
|
||
|
|
||
|
// Flamethrower stuff
|
||
|
char onfiretime;
|
||
|
edict_t *onfireent; // Ridah, added this so we can record the entity that set us on fire
|
||
|
|
||
|
// Ridah, new AI system
|
||
|
edict_t *leader;
|
||
|
char *leader_target; // for setting up AI's to follow other AI's from in the .map
|
||
|
edict_t *last_goal; // set each time we AI_Run(), was the last goal entity (eg. leader or enemy)
|
||
|
|
||
|
int order; // last order issued
|
||
|
float order_timestamp; // time of last order, so only followers that can see us will respond to the order
|
||
|
// updated when the player issues an order, and when the AI character follows it
|
||
|
|
||
|
edict_t *moveout_ent; // set to the target position when we have issued a "moveout" command
|
||
|
|
||
|
int cast_group; // index of group in which this cast member belongs (set by .map)
|
||
|
int character_index; // our position in the global character array
|
||
|
|
||
|
float last_talk_time;
|
||
|
int profanity_level; // each time the profanity button is pressed, this is incremented
|
||
|
voice_table_t *last_voice; // voice_table_t structure of last speech
|
||
|
|
||
|
int skin; // set self->s.skinnum to this upon spawning
|
||
|
|
||
|
int moral; // one of MORAL_* values, set in editor
|
||
|
|
||
|
char *guard_target; // point this to the targetname of the guard_ent this character should guard
|
||
|
int guard_radius; // deeemed to be guarding if inside this radius
|
||
|
edict_t *guard_ent; // guard this if set
|
||
|
|
||
|
char *sight_target; // will head for this entity upon sighting an enemy
|
||
|
|
||
|
edict_t *goal_ent; // if this is set, we should ignore everything apart from an enemy, and head for it
|
||
|
edict_t *combat_goalent; // we should go here instead of going straight to our enemy
|
||
|
edict_t *cover_ent; // entity we are taking cover from
|
||
|
char *next_combattarget;
|
||
|
float last_getcombatpos;
|
||
|
float last_gethidepos;
|
||
|
float dont_takecover_time;
|
||
|
|
||
|
// Ridah, this gets copied to the client.pers->episode_flags for client when they change maps
|
||
|
int episode_flags; // up to 32 bit flags, that represent various things according to the episode being played
|
||
|
|
||
|
char *name; // Special character name eg. "Bernie"
|
||
|
int name_index; // Each name has a name_index (unique for each episode), for fast lookups
|
||
|
char *scriptname; // used to identify hard-coded scripting events
|
||
|
|
||
|
edict_t *last_territory_touched; // set when we touch an "ai_territory" brush, so gangs react when we're in there territory
|
||
|
float time_territory_touched;
|
||
|
int current_territory;
|
||
|
|
||
|
edict_t *response_ent;
|
||
|
float last_response_time;
|
||
|
response_t last_response;
|
||
|
|
||
|
edict_t *start_ent; // entity marking our starting position
|
||
|
|
||
|
vec3_t last_step_pos; // for AI footsteps
|
||
|
float last_step_time;
|
||
|
float last_stand_evade;
|
||
|
|
||
|
int noroute_count;
|
||
|
int last_rval;
|
||
|
|
||
|
float fall_height; // max Z value of last jump
|
||
|
float last_offground, last_onground;
|
||
|
|
||
|
// Ridah, 6-jun-99, so they know where to return to when done hiding
|
||
|
edict_t *holdpos_ent;
|
||
|
|
||
|
// RAFAEL
|
||
|
int activate_flags;
|
||
|
float biketime;
|
||
|
int bikestate;
|
||
|
|
||
|
// Ridah, Vehicles
|
||
|
int vehicle_index; // references a vehicle_t structure in the global array
|
||
|
|
||
|
int acc; // accuracy variable - troop quality variable
|
||
|
int cal; // damage caused by weapon - calibur
|
||
|
|
||
|
char *art_skins; // holds 3-digit skins for head, torso and legs
|
||
|
|
||
|
float gun_noise_delay;
|
||
|
|
||
|
float noise_time;
|
||
|
vec3_t noise_pos;
|
||
|
int noise_type;
|
||
|
vec3_t noise_angles;
|
||
|
|
||
|
int gender; // so we know what sorts of sounds to play, uses GENDER_*
|
||
|
|
||
|
// combat AI stuff
|
||
|
float combat_last_visible;
|
||
|
vec3_t combat_last_visible_pos;
|
||
|
int combat_flags;
|
||
|
|
||
|
float take_cover_time;
|
||
|
|
||
|
// so we can trigger an event when a character gets below a certain health value
|
||
|
int health_threshold;
|
||
|
char *health_target;
|
||
|
int health_threshold2;
|
||
|
char *health_target2;
|
||
|
int health_threshold3;
|
||
|
char *health_target3;
|
||
|
|
||
|
float stand_if_idle_time; // stand if crouching and not doing much
|
||
|
};
|
||
|
|
||
|
// RAFAEL
|
||
|
#define ACTIVATE_GENERAL 1
|
||
|
#define ACTIVATE_AND_OPEN 2
|
||
|
|
||
|
// Ridah, used for lightpainting
|
||
|
#define LP_SIZE (12+2+1+1+1+1)
|
||
|
unsigned char *lpbuf[0xFFFF];
|
||
|
int num_lpbuf;
|
||
|
|
||
|
|
||
|
#define WEAPON_MOD_ROF 1
|
||
|
#define WEAPON_MOD_RELOAD 2
|
||
|
#define WEAPON_MOD_DAMAGE 4
|
||
|
#define WEAPON_MOD_COOLING_JACKET 8
|
||
|
|
||
|
// Ridah, level -> level followers
|
||
|
typedef struct
|
||
|
{
|
||
|
char classname[64];
|
||
|
char name[64];
|
||
|
char art_skins[64];
|
||
|
int health, max_health;
|
||
|
int skinofs[MAX_MODEL_PARTS][MAX_MODELPART_OBJECTS]; // add to baseskin to get current skin
|
||
|
int head;
|
||
|
float scale;
|
||
|
int spawnflags;
|
||
|
int count; // for the Runt
|
||
|
} follower_t;
|
||
|
|
||
|
#define MAX_FOLLOWERS 2
|
||
|
follower_t followers[MAX_FOLLOWERS];
|
||
|
extern int num_followers;
|
||
|
|
||
|
// Ridah, object bounds data is now stored in a global array for indexing, to accomodate the save/loadgame system
|
||
|
#define MAX_OBJECT_BOUNDS 2048
|
||
|
extern int num_object_bounds;
|
||
|
extern object_bounds_t *g_objbnds[MAX_OBJECT_BOUNDS];
|