Rearrange files

This commit is contained in:
Yamagi Burmeister 2011-10-11 15:28:06 +00:00
parent 6d456db7d1
commit 04163afa82
96 changed files with 3094 additions and 2117 deletions

439
Makefile Executable file → Normal file
View file

@ -1,26 +1,27 @@
# ------------------------------------------------------ #
# Makefile for the "Zaero Missionpack" #
# #
# Platforms: #
# - Linux #
# - FreeBSD #
# - Maybe any other POSIX compliant system #
# supported by SDL 1.2 #
# ------------------------------------------------------ #
# ----------------------------------------------------- #
# Makefile for the zaero game module for Quake II #
# #
# Just type "make" to compile the #
# - Zaero Game (game.so) #
# #
# Dependencies: #
# - None, but you need a Quake II to play. #
# While in theorie every one should work #
# Yamagi Quake II ist recommended. #
# #
# Platforms: #
# - Linux #
# - FreeBSD #
# ----------------------------------------------------- #
# Check the OS type
OSTYPE := $(shell uname -s)
ifneq ($(OSTYPE),Linux)
ifneq ($(OSTYPE),FreeBSD)
#$(error $(OSTYPE) is currently not supported by this Client.)
endif
endif
# ----------
# Some plattforms call it "amd64" and some "x86_64"
ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/)
# Refuse all other plattforms as a firewall against PEBKAC
# (You'll need some #ifdef for your unsupported plattform!)
ifneq ($(ARCH),i386)
ifneq ($(ARCH),x86_64)
$(error arch $(ARCH) is currently not supported)
@ -29,310 +30,146 @@ endif
# ----------
# The compiler and compiler flags
CC = gcc
ifeq ($(ARCH),i386)
CFLAGS = -O2 -ffast-math -funroll-loops -falign-loops=2 \
-falign-jumps=2 -falign-functions=2 -fno-strict-aliasing \
-Wall -pipe -fPIC -g
endif
ifeq ($(ARCH),x86_64)
CFLAGS = -O2 -ffast-math -funroll-loops -fomit-frame-pointer \
-fexpensive-optimizations -fno-strict-aliasing \
-Wall -pipe -fPIC -g
endif
# Optimizations
# ~25% - 30% perfomance gain, but may not
# work on all CPUs. Adjust to your needs
# CFLAFS_BASE += -mmmx -msse -msse2 -msse3 -m3dnow
# The compiler
CC := gcc
# ----------
# The linker and linkerflags
# Linux
ifeq ($(OSTYPE),Linux)
LDFLAGS=-lm -ldl -shared
endif
# FreeBSD
ifeq ($(OSTYPE),FreeBSD)
LDFLAGS=-lm -shared
endif
# Base CFLAGS.
#
# -O2 are enough optimizations.
#
# -fno-strict-aliasing since the source doesn't comply
# with strict aliasing rules and it's next to impossible
# to get it there...
#
# -fomit-frame-pointer since the framepointer is mostly
# useless for debugging Quake II and slows things down.
#
# -g to build allways with debug symbols. Please do not
# change this, since it's our only chance to debug this
# crap when random crashes happen!
#
# -fPIC for position independend code.
#
# -MMD to generate header dependencies.
CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
-fPIC -Wall -pipe -g -MMD
# ----------
# Targets
# Base LDFLAGS.
LDFLAGS := -shared
# ----------
# Builds everything
all: zaero
# ----------
# Cleanup
clean:
@echo "===> CLEAN"
@rm -Rf build release
# ----------
# The zaero game
zaero:
@-mkdir -p build \
release
@echo '===> Building game.so'
@mkdir -p release/
$(MAKE) release/game.so
clean:
@-rm -Rf build release
build/%.o: %.c
@echo '===> CC $<'
@mkdir -p $(@D)
@$(CC) -c $(CFLAGS) -o $@ $<
# ----------
# Quake II - Zaero Object
ZAERO_OBJS = \
build/g_ai.o \
build/g_cmds.o \
build/g_combat.o \
build/g_func.o \
build/g_items.o \
build/g_main.o \
build/g_misc.o \
build/g_monster.o \
build/g_phys.o \
build/savegame.o \
build/g_spawn.o \
build/g_svcmds.o \
build/g_target.o \
build/g_trigger.o \
build/g_turret.o \
build/g_utils.o \
build/g_weapon.o \
build/m_actor.o \
build/m_berserk.o \
build/m_boss2.o \
build/m_boss3.o \
build/m_boss31.o \
build/m_boss32.o \
build/m_brain.o \
build/m_chick.o \
build/m_flash.o \
build/m_flipper.o \
build/m_float.o \
build/m_flyer.o \
build/m_gladiator.o \
build/m_gunner.o \
build/m_hover.o \
build/m_infantry.o \
build/m_insane.o \
build/m_medic.o \
build/m_move.o \
build/m_mutant.o \
build/m_parasite.o \
build/m_soldier.o \
build/m_supertank.o \
build/m_tank.o \
build/p_client.o \
build/p_hud.o \
build/p_trail.o \
build/p_view.o \
build/p_weapon.o \
build/q_shared.o \
build/z_acannon.o \
build/z_ai.o \
build/z_anim.o \
build/z_boss.o \
build/z_camera.o \
build/z_frames.o \
build/z_handler.o \
build/z_hound.o \
build/z_item.o \
build/z_mtest.o \
build/z_sentien.o \
build/z_spawn.o \
build/z_trigger.o \
build/z_weapon.o
ZAERO_OBJS_ = \
src/g_ai.o \
src/g_cmds.o \
src/g_combat.o \
src/g_func.o \
src/g_items.o \
src/g_main.o \
src/g_misc.o \
src/g_monster.o \
src/g_phys.o \
src/g_spawn.o \
src/g_svcmds.o \
src/g_target.o \
src/g_trigger.o \
src/g_turret.o \
src/g_utils.o \
src/g_weapon.o \
src/monster/actor/actor.o \
src/monster/berserker/berserker.o \
src/monster/boss/boss.o \
src/monster/boss2/boss2.o \
src/monster/boss3/boss3.o \
src/monster/boss3/boss31.o \
src/monster/boss3/boss32.o \
src/monster/brain/brain.o \
src/monster/chick/chick.o \
src/monster/flipper/flipper.o \
src/monster/float/float.o \
src/monster/flyer/flyer.o \
src/monster/gladiator/gladiator.o \
src/monster/gunner/gunner.o \
src/monster/handler/handler.o \
src/monster/hound/hound.o \
src/monster/hover/hover.o \
src/monster/infantry/infantry.o \
src/monster/insane/insane.o \
src/monster/medic/medic.o \
src/monster/misc/move.o \
src/monster/mutant/mutant.o \
src/monster/parasite/parasite.o \
src/monster/sentien/sentien.o \
src/monster/soldier/soldier.o \
src/monster/supertank/supertank.o \
src/monster/tank/tank.o \
src/player/client.o \
src/player/hud.o \
src/player/trail.o \
src/player/view.o \
src/player/weapon.o \
src/savegame/savegame.o \
src/shared/flash.o \
src/shared/shared.o \
src/zaero/acannon.o \
src/zaero/ai.o \
src/zaero/anim.o \
src/zaero/camera.o \
src/zaero/frames.o \
src/zaero/item.o \
src/zaero/mtest.o \
src/zaero/spawn.o \
src/zaero/trigger.o \
src/zaero/weapon.o
# ----------
# Zaero build
build/g_ai.o: src/g_ai.c
$(CC) $(CFLAGS) -o $@ -c $<
# Rewrite pathes to our object directory
ZAERO_OBJS = $(patsubst %,build/%,$(ZAERO_OBJS_))
# ----------
# Generate header dependencies
ZAERO_DEPS= $(ZAERO_OBJS:.o=.d)
# ----------
# Suck header dependencies in
-include $(ZAERO_DEPS)
build/g_cmds.o: src/g_cmds.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_combat.o: src/g_combat.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_func.o: src/g_func.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_items.o: src/g_items.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_main.o: src/g_main.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_misc.o: src/g_misc.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_monster.o: src/g_monster.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_phys.o: src/g_phys.c
$(CC) $(CFLAGS) -o $@ -c $<
build/savegame.o: src/savegame/savegame.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_spawn.o: src/g_spawn.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_svcmds.o: src/g_svcmds.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_target.o: src/g_target.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_trigger.o: src/g_trigger.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_turret.o: src/g_turret.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_utils.o: src/g_utils.c
$(CC) $(CFLAGS) -o $@ -c $<
build/g_weapon.o: src/g_weapon.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_actor.o: src/m_actor.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_berserk.o: src/m_berserk.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_boss2.o: src/m_boss2.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_boss3.o: src/m_boss3.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_boss31.o: src/m_boss31.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_boss32.o: src/m_boss32.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_brain.o: src/m_brain.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_chick.o: src/m_chick.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_flash.o: src/m_flash.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_flipper.o: src/m_flipper.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_float.o: src/m_float.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_flyer.o: src/m_flyer.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_gladiator.o: src/m_gladiator.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_gunner.o: src/m_gunner.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_hover.o: src/m_hover.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_infantry.o: src/m_infantry.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_insane.o: src/m_insane.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_medic.o: src/m_medic.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_move.o: src/m_move.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_mutant.o: src/m_mutant.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_parasite.o: src/m_parasite.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_soldier.o: src/m_soldier.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_supertank.o: src/m_supertank.c
$(CC) $(CFLAGS) -o $@ -c $<
build/m_tank.o: src/m_tank.c
$(CC) $(CFLAGS) -o $@ -c $<
build/p_client.o: src/p_client.c
$(CC) $(CFLAGS) -o $@ -c $<
build/p_hud.o: src/p_hud.c
$(CC) $(CFLAGS) -o $@ -c $<
build/p_trail.o: src/p_trail.c
$(CC) $(CFLAGS) -o $@ -c $<
build/p_view.o: src/p_view.c
$(CC) $(CFLAGS) -o $@ -c $<
build/p_weapon.o: src/p_weapon.c
$(CC) $(CFLAGS) -o $@ -c $<
build/q_shared.o: src/q_shared.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_acannon.o: src/z_acannon.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_ai.o: src/z_ai.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_anim.o: src/z_anim.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_boss.o: src/z_boss.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_camera.o: src/z_camera.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_frames.o: src/z_frames.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_handler.o: src/z_handler.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_hound.o: src/z_hound.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_item.o: src/z_item.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_mtest.o: src/z_mtest.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_sentien.o: src/z_sentien.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_spawn.o: src/z_spawn.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_trigger.o: src/z_trigger.c
$(CC) $(CFLAGS) -o $@ -c $<
build/z_weapon.o: src/z_weapon.c
$(CC) $(CFLAGS) -o $@ -c $<
# ----------
# Quake II - Zaero
release/game.so : $(ZAERO_OBJS)
$(CC) $(CFLAGS) -o $@ $(ZAERO_OBJS) $(LDFLAGS)
@echo '===> LD $@'
@$(CC) $(LDFLAGS) -o $@ $(ZAERO_OBJS)
# ----------

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@ -1,6 +1,6 @@
// g_ai.c
#include "g_local.h"
#include "header/local.h"
qboolean FindTarget (edict_t *self);
extern cvar_t *maxclients;

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@ -1,6 +1,5 @@
#include "g_local.h"
#include "m_player.h"
#include "header/local.h"
#include "monster/misc/player.h"
char *ClientTeam (edict_t *ent)
{

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@ -1,6 +1,6 @@
// g_combat.c
#include "g_local.h"
#include "header/local.h"
/*
============

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "header/local.h"
/*
=========================================================

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "header/local.h"
qboolean Pickup_Weapon (edict_t *ent, edict_t *other);

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@ -1,5 +1,5 @@
#include "g_local.h"
#include "header/local.h"
game_locals_t game;
level_locals_t level;

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@ -1,6 +1,6 @@
// g_misc.c
#include "g_local.h"
#include "header/local.h"
int gibsthisframe = 0;
int lastgibframe = 0;

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "header/local.h"
//
// monster weapons

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@ -1,6 +1,6 @@
// g_phys.c
#include "g_local.h"
#include "header/local.h"
/*

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@ -1,5 +1,5 @@
#include "g_local.h"
#include "header/local.h"
typedef struct
{

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@ -1,5 +1,5 @@
#include "g_local.h"
#include "header/local.h"
void Svcmd_Test_f (void)

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "header/local.h"
/*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
Fire an origin based temp entity event to the clients.

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "header/local.h"
void InitTrigger (edict_t *self)

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@ -1,6 +1,6 @@
// g_turret.c
#include "g_local.h"
#include "header/local.h"
void AnglesNormalize(vec3_t vec)

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@ -1,6 +1,6 @@
// g_utils.c -- misc utility functions for game module
#include "g_local.h"
#include "header/local.h"
void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "header/local.h"
/*

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@ -1,3 +1,5 @@
#ifndef ZAERO_GAME_H
#define ZAERO_GAME_H
// game.h -- game dll information visible to server
@ -214,3 +216,5 @@ typedef struct
} game_export_t;
game_export_t *GetGameApi (game_import_t *import);
#endif /* ZAERO_GAME_H */

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@ -1,7 +1,10 @@
#ifndef ZAERO_LOCAL_H
#define ZAERO_LOCAL_H
// g_local.h -- local definitions for game module
#include "q_shared.h"
#include "z_anim.h"
#include "shared.h"
#include "anim.h"
// define GAME_INCLUDE so that game.h does not define the
// short, server-visible gclient_t and edict_t structures,
@ -1241,3 +1244,4 @@ struct edict_s
#define ZDM_NO_GL_POLYBLEND_DAMAGE 1
#define ZDM_ZAERO_ITEMS 2
#endif /* ZAERO_LOCAL_H */

1074
src/header/shared.h Normal file

File diff suppressed because it is too large Load diff

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@ -1,489 +0,0 @@
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// m_flash.c
#include "q_shared.h"
// this file is included in both the game dll and quake2,
// the game needs it to source shot locations, the client
// needs it to position muzzle flashes
vec3_t monster_flash_offset [] =
{
// flash 0 is not used
{ 0.0, 0.0, 0.0 },
// MZ2_TANK_BLASTER_1 1
{ 20.7, -18.5, 28.7 },
// MZ2_TANK_BLASTER_2 2
{ 16.6, -21.5, 30.1 },
// MZ2_TANK_BLASTER_3 3
{ 11.8, -23.9, 32.1 },
// MZ2_TANK_MACHINEGUN_1 4
{ 22.9, -0.7, 25.3 },
// MZ2_TANK_MACHINEGUN_2 5
{ 22.2, 6.2, 22.3 },
// MZ2_TANK_MACHINEGUN_3 6
{ 19.4, 13.1, 18.6 },
// MZ2_TANK_MACHINEGUN_4 7
{ 19.4, 18.8, 18.6 },
// MZ2_TANK_MACHINEGUN_5 8
{ 17.9, 25.0, 18.6 },
// MZ2_TANK_MACHINEGUN_6 9
{ 14.1, 30.5, 20.6 },
// MZ2_TANK_MACHINEGUN_7 10
{ 9.3, 35.3, 22.1 },
// MZ2_TANK_MACHINEGUN_8 11
{ 4.7, 38.4, 22.1 },
// MZ2_TANK_MACHINEGUN_9 12
{ -1.1, 40.4, 24.1 },
// MZ2_TANK_MACHINEGUN_10 13
{ -6.5, 41.2, 24.1 },
// MZ2_TANK_MACHINEGUN_11 14
{ 3.2, 40.1, 24.7 },
// MZ2_TANK_MACHINEGUN_12 15
{ 11.7, 36.7, 26.0 },
// MZ2_TANK_MACHINEGUN_13 16
{ 18.9, 31.3, 26.0 },
// MZ2_TANK_MACHINEGUN_14 17
{ 24.4, 24.4, 26.4 },
// MZ2_TANK_MACHINEGUN_15 18
{ 27.1, 17.1, 27.2 },
// MZ2_TANK_MACHINEGUN_16 19
{ 28.5, 9.1, 28.0 },
// MZ2_TANK_MACHINEGUN_17 20
{ 27.1, 2.2, 28.0 },
// MZ2_TANK_MACHINEGUN_18 21
{ 24.9, -2.8, 28.0 },
// MZ2_TANK_MACHINEGUN_19 22
{ 21.6, -7.0, 26.4 },
// MZ2_TANK_ROCKET_1 23
{ 6.2, 29.1, 49.1 },
// MZ2_TANK_ROCKET_2 24
{ 6.9, 23.8, 49.1 },
// MZ2_TANK_ROCKET_3 25
{ 8.3, 17.8, 49.5 },
// MZ2_INFANTRY_MACHINEGUN_1 26
{ 26.6, 7.1, 13.1 },
// MZ2_INFANTRY_MACHINEGUN_2 27
{ 18.2, 7.5, 15.4 },
// MZ2_INFANTRY_MACHINEGUN_3 28
{ 17.2, 10.3, 17.9 },
// MZ2_INFANTRY_MACHINEGUN_4 29
{ 17.0, 12.8, 20.1 },
// MZ2_INFANTRY_MACHINEGUN_5 30
{ 15.1, 14.1, 21.8 },
// MZ2_INFANTRY_MACHINEGUN_6 31
{ 11.8, 17.2, 23.1 },
// MZ2_INFANTRY_MACHINEGUN_7 32
{ 11.4, 20.2, 21.0 },
// MZ2_INFANTRY_MACHINEGUN_8 33
{ 9.0, 23.0, 18.9 },
// MZ2_INFANTRY_MACHINEGUN_9 34
{ 13.9, 18.6, 17.7 },
// MZ2_INFANTRY_MACHINEGUN_10 35
{ 15.4, 15.6, 15.8 },
// MZ2_INFANTRY_MACHINEGUN_11 36
{ 10.2, 15.2, 25.1 },
// MZ2_INFANTRY_MACHINEGUN_12 37
{ -1.9, 15.1, 28.2 },
// MZ2_INFANTRY_MACHINEGUN_13 38
{ -12.4, 13.0, 20.2 },
// MZ2_SOLDIER_BLASTER_1 39
{ 10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2 },
// MZ2_SOLDIER_BLASTER_2 40
{ 21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2 },
// MZ2_SOLDIER_SHOTGUN_1 41
{ 10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2 },
// MZ2_SOLDIER_SHOTGUN_2 42
{ 21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2 },
// MZ2_SOLDIER_MACHINEGUN_1 43
{ 10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2 },
// MZ2_SOLDIER_MACHINEGUN_2 44
{ 21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2 },
// MZ2_GUNNER_MACHINEGUN_1 45
{ 30.1 * 1.15, 3.9 * 1.15, 19.6 * 1.15 },
// MZ2_GUNNER_MACHINEGUN_2 46
{ 29.1 * 1.15, 2.5 * 1.15, 20.7 * 1.15 },
// MZ2_GUNNER_MACHINEGUN_3 47
{ 28.2 * 1.15, 2.5 * 1.15, 22.2 * 1.15 },
// MZ2_GUNNER_MACHINEGUN_4 48
{ 28.2 * 1.15, 3.6 * 1.15, 22.0 * 1.15 },
// MZ2_GUNNER_MACHINEGUN_5 49
{ 26.9 * 1.15, 2.0 * 1.15, 23.4 * 1.15 },
// MZ2_GUNNER_MACHINEGUN_6 50
{ 26.5 * 1.15, 0.6 * 1.15, 20.8 * 1.15 },
// MZ2_GUNNER_MACHINEGUN_7 51
{ 26.9 * 1.15, 0.5 * 1.15, 21.5 * 1.15 },
// MZ2_GUNNER_MACHINEGUN_8 52
{ 29.0 * 1.15, 2.4 * 1.15, 19.5 * 1.15 },
// MZ2_GUNNER_GRENADE_1 53
{ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15 },
// MZ2_GUNNER_GRENADE_2 54
{ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15 },
// MZ2_GUNNER_GRENADE_3 55
{ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15 },
// MZ2_GUNNER_GRENADE_4 56
{ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15 },
// MZ2_CHICK_ROCKET_1 57
// { -24.8, -9.0, 39.0 },
{ 24.8, -9.0, 39.0 }, // PGM - this was incorrect in Q2
// MZ2_FLYER_BLASTER_1 58
{ 12.1, 13.4, -14.5 },
// MZ2_FLYER_BLASTER_2 59
{ 12.1, -7.4, -14.5 },
// MZ2_MEDIC_BLASTER_1 60
{ 12.1, 5.4, 16.5 },
// MZ2_GLADIATOR_RAILGUN_1 61
{ 30.0, 18.0, 28.0 },
// MZ2_HOVER_BLASTER_1 62
{ 32.5, -0.8, 10.0 },
// MZ2_ACTOR_MACHINEGUN_1 63
{ 18.4, 7.4, 9.6 },
// MZ2_SUPERTANK_MACHINEGUN_1 64
{ 30.0, 30.0, 88.5 },
// MZ2_SUPERTANK_MACHINEGUN_2 65
{ 30.0, 30.0, 88.5 },
// MZ2_SUPERTANK_MACHINEGUN_3 66
{ 30.0, 30.0, 88.5 },
// MZ2_SUPERTANK_MACHINEGUN_4 67
{ 30.0, 30.0, 88.5 },
// MZ2_SUPERTANK_MACHINEGUN_5 68
{ 30.0, 30.0, 88.5 },
// MZ2_SUPERTANK_MACHINEGUN_6 69
{ 30.0, 30.0, 88.5 },
// MZ2_SUPERTANK_ROCKET_1 70
{ 16.0, -22.5, 91.2 },
// MZ2_SUPERTANK_ROCKET_2 71
{ 16.0, -33.4, 86.7 },
// MZ2_SUPERTANK_ROCKET_3 72
{ 16.0, -42.8, 83.3 },
// --- Start Xian Stuff ---
// MZ2_BOSS2_MACHINEGUN_L1 73
{ 32, -40, 70 },
// MZ2_BOSS2_MACHINEGUN_L2 74
{ 32, -40, 70 },
// MZ2_BOSS2_MACHINEGUN_L3 75
{ 32, -40, 70 },
// MZ2_BOSS2_MACHINEGUN_L4 76
{ 32, -40, 70 },
// MZ2_BOSS2_MACHINEGUN_L5 77
{ 32, -40, 70 },
// --- End Xian Stuff
// MZ2_BOSS2_ROCKET_1 78
{ 22.0, 16.0, 10.0 },
// MZ2_BOSS2_ROCKET_2 79
{ 22.0, 8.0, 10.0 },
// MZ2_BOSS2_ROCKET_3 80
{ 22.0, -8.0, 10.0 },
// MZ2_BOSS2_ROCKET_4 81
{ 22.0, -16.0, 10.0 },
// MZ2_FLOAT_BLASTER_1 82
{ 32.5, -0.8, 10 },
// MZ2_SOLDIER_BLASTER_3 83
{ 20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2 },
// MZ2_SOLDIER_SHOTGUN_3 84
{ 20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2 },
// MZ2_SOLDIER_MACHINEGUN_3 85
{ 20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2 },
// MZ2_SOLDIER_BLASTER_4 86
{ 7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2 },
// MZ2_SOLDIER_SHOTGUN_4 87
{ 7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2 },
// MZ2_SOLDIER_MACHINEGUN_4 88
{ 7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2 },
// MZ2_SOLDIER_BLASTER_5 89
{ 30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2 },
// MZ2_SOLDIER_SHOTGUN_5 90
{ 30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2 },
// MZ2_SOLDIER_MACHINEGUN_5 91
{ 30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2 },
// MZ2_SOLDIER_BLASTER_6 92
{ 27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2 },
// MZ2_SOLDIER_SHOTGUN_6 93
{ 27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2 },
// MZ2_SOLDIER_MACHINEGUN_6 94
{ 27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2 },
// MZ2_SOLDIER_BLASTER_7 95
{ 28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2 },
// MZ2_SOLDIER_SHOTGUN_7 96
{ 28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2 },
// MZ2_SOLDIER_MACHINEGUN_7 97
{ 28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2 },
// MZ2_SOLDIER_BLASTER_8 98
// { 34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2 },
{ 31.5 * 1.2, 9.6 * 1.2, 10.1 * 1.2 },
// MZ2_SOLDIER_SHOTGUN_8 99
{ 34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2 },
// MZ2_SOLDIER_MACHINEGUN_8 100
{ 34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2 },
// --- Xian shit below ---
// MZ2_MAKRON_BFG 101
{ 17, -19.5, 62.9 },
// MZ2_MAKRON_BLASTER_1 102
{ -3.6, -24.1, 59.5 },
// MZ2_MAKRON_BLASTER_2 103
{ -1.6, -19.3, 59.5 },
// MZ2_MAKRON_BLASTER_3 104
{ -0.1, -14.4, 59.5 },
// MZ2_MAKRON_BLASTER_4 105
{ 2.0, -7.6, 59.5 },
// MZ2_MAKRON_BLASTER_5 106
{ 3.4, 1.3, 59.5 },
// MZ2_MAKRON_BLASTER_6 107
{ 3.7, 11.1, 59.5 },
// MZ2_MAKRON_BLASTER_7 108
{ -0.3, 22.3, 59.5 },
// MZ2_MAKRON_BLASTER_8 109
{ -6, 33, 59.5 },
// MZ2_MAKRON_BLASTER_9 110
{ -9.3, 36.4, 59.5 },
// MZ2_MAKRON_BLASTER_10 111
{ -7, 35, 59.5 },
// MZ2_MAKRON_BLASTER_11 112
{ -2.1, 29, 59.5 },
// MZ2_MAKRON_BLASTER_12 113
{ 3.9, 17.3, 59.5 },
// MZ2_MAKRON_BLASTER_13 114
{ 6.1, 5.8, 59.5 },
// MZ2_MAKRON_BLASTER_14 115
{ 5.9, -4.4, 59.5 },
// MZ2_MAKRON_BLASTER_15 116
{ 4.2, -14.1, 59.5 },
// MZ2_MAKRON_BLASTER_16 117
{ 2.4, -18.8, 59.5 },
// MZ2_MAKRON_BLASTER_17 118
{ -1.8, -25.5, 59.5 },
// MZ2_MAKRON_RAILGUN_1 119
{ -17.3, 7.8, 72.4 },
// MZ2_JORG_MACHINEGUN_L1 120
{ 78.5, -47.1, 96 },
// MZ2_JORG_MACHINEGUN_L2 121
{ 78.5, -47.1, 96 },
// MZ2_JORG_MACHINEGUN_L3 122
{ 78.5, -47.1, 96 },
// MZ2_JORG_MACHINEGUN_L4 123
{ 78.5, -47.1, 96 },
// MZ2_JORG_MACHINEGUN_L5 124
{ 78.5, -47.1, 96 },
// MZ2_JORG_MACHINEGUN_L6 125
{ 78.5, -47.1, 96 },
// MZ2_JORG_MACHINEGUN_R1 126
{ 78.5, 46.7, 96 },
// MZ2_JORG_MACHINEGUN_R2 127
{ 78.5, 46.7, 96 },
// MZ2_JORG_MACHINEGUN_R3 128
{ 78.5, 46.7, 96 },
// MZ2_JORG_MACHINEGUN_R4 129
{ 78.5, 46.7, 96 },
// MZ2_JORG_MACHINEGUN_R5 130
{ 78.5, 46.7, 96 },
// MZ2_JORG_MACHINEGUN_R6 131
{ 78.5, 46.7, 96 },
// MZ2_JORG_BFG_1 132
{ 6.3, -9, 111.2 },
// MZ2_BOSS2_MACHINEGUN_R1 73
{ 32, 40, 70 },
// MZ2_BOSS2_MACHINEGUN_R2 74
{ 32, 40, 70 },
// MZ2_BOSS2_MACHINEGUN_R3 75
{ 32, 40, 70 },
// MZ2_BOSS2_MACHINEGUN_R4 76
{ 32, 40, 70 },
// MZ2_BOSS2_MACHINEGUN_R5 77
{ 32, 40, 70 },
// --- End Xian Shit ---
// ROGUE
// note that the above really ends at 137
// carrier machineguns
// MZ2_CARRIER_MACHINEGUN_L1
{ 56, -32, 32 },
// MZ2_CARRIER_MACHINEGUN_R1
{ 56, 32, 32 },
// MZ2_CARRIER_GRENADE
{ 42, 24, 50 },
// MZ2_TURRET_MACHINEGUN 141
{ 16, 0, 0 },
// MZ2_TURRET_ROCKET 142
{ 16, 0, 0 },
// MZ2_TURRET_BLASTER 143
{ 16, 0, 0 },
// MZ2_STALKER_BLASTER 144
{ 24, 0, 6 },
// MZ2_DAEDALUS_BLASTER 145
{ 32.5, -0.8, 10.0 },
// MZ2_MEDIC_BLASTER_2 146
{ 12.1, 5.4, 16.5 },
// MZ2_CARRIER_RAILGUN 147
{ 32, 0, 6 },
// MZ2_WIDOW_DISRUPTOR 148
{ 57.72, 14.50, 88.81 },
// MZ2_WIDOW_BLASTER 149
{ 56, 32, 32 },
// MZ2_WIDOW_RAIL 150
{ 62, -20, 84 },
// MZ2_WIDOW_PLASMABEAM 151 // PMM - not used!
{ 32, 0, 6 },
// MZ2_CARRIER_MACHINEGUN_L2 152
{ 61, -32, 12 },
// MZ2_CARRIER_MACHINEGUN_R2 153
{ 61, 32, 12 },
// MZ2_WIDOW_RAIL_LEFT 154
{ 17, -62, 91 },
// MZ2_WIDOW_RAIL_RIGHT 155
{ 68, 12, 86 },
// MZ2_WIDOW_BLASTER_SWEEP1 156 pmm - the sweeps need to be in sequential order
{ 47.5, 56, 89 },
// MZ2_WIDOW_BLASTER_SWEEP2 157
{ 54, 52, 91 },
// MZ2_WIDOW_BLASTER_SWEEP3 158
{ 58, 40, 91 },
// MZ2_WIDOW_BLASTER_SWEEP4 159
{ 68, 30, 88 },
// MZ2_WIDOW_BLASTER_SWEEP5 160
{ 74, 20, 88 },
// MZ2_WIDOW_BLASTER_SWEEP6 161
{ 73, 11, 87 },
// MZ2_WIDOW_BLASTER_SWEEP7 162
{ 73, 3, 87 },
// MZ2_WIDOW_BLASTER_SWEEP8 163
{ 70, -12, 87 },
// MZ2_WIDOW_BLASTER_SWEEP9 164
{ 67, -20, 90 },
// MZ2_WIDOW_BLASTER_100 165
{ -20, 76, 90 },
// MZ2_WIDOW_BLASTER_90 166
{ -8, 74, 90 },
// MZ2_WIDOW_BLASTER_80 167
{ 0, 72, 90 },
// MZ2_WIDOW_BLASTER_70 168 d06
{ 10, 71, 89 },
// MZ2_WIDOW_BLASTER_60 169 d07
{ 23, 70, 87 },
// MZ2_WIDOW_BLASTER_50 170 d08
{ 32, 64, 85 },
// MZ2_WIDOW_BLASTER_40 171
{ 40, 58, 84 },
// MZ2_WIDOW_BLASTER_30 172 d10
{ 48, 50, 83 },
// MZ2_WIDOW_BLASTER_20 173
{ 54, 42, 82 },
// MZ2_WIDOW_BLASTER_10 174 d12
{ 56, 34, 82 },
// MZ2_WIDOW_BLASTER_0 175
{ 58, 26, 82 },
// MZ2_WIDOW_BLASTER_10L 176 d14
{ 60, 16, 82 },
// MZ2_WIDOW_BLASTER_20L 177
{ 59, 6, 81 },
// MZ2_WIDOW_BLASTER_30L 178 d16
{ 58, -2, 80 },
// MZ2_WIDOW_BLASTER_40L 179
{ 57, -10, 79 },
// MZ2_WIDOW_BLASTER_50L 180 d18
{ 54, -18, 78 },
// MZ2_WIDOW_BLASTER_60L 181
{ 42, -32, 80 },
// MZ2_WIDOW_BLASTER_70L 182 d20
{ 36, -40, 78 },
// MZ2_WIDOW_RUN_1 183
{ 68.4, 10.88, 82.08 },
// MZ2_WIDOW_RUN_2 184
{ 68.51, 8.64, 85.14 },
// MZ2_WIDOW_RUN_3 185
{ 68.66, 6.38, 88.78 },
// MZ2_WIDOW_RUN_4 186
{ 68.73, 5.1, 84.47 },
// MZ2_WIDOW_RUN_5 187
{ 68.82, 4.79, 80.52 },
// MZ2_WIDOW_RUN_6 188
{ 68.77, 6.11, 85.37 },
// MZ2_WIDOW_RUN_7 189
{ 68.67, 7.99, 90.24 },
// MZ2_WIDOW_RUN_8 190
{ 68.55, 9.54, 87.36 },
// MZ2_CARRIER_ROCKET_1 191
{ 0, 0, -5 },
// MZ2_CARRIER_ROCKET_2 192
{ 0, 0, -5 },
// MZ2_CARRIER_ROCKET_3 193
{ 0, 0, -5 },
// MZ2_CARRIER_ROCKET_4 194
{ 0, 0, -5 },
// MZ2_WIDOW2_BEAMER_1 195
// { 72.13, -17.63, 93.77 },
{ 69.00, -17.63, 93.77 },
// MZ2_WIDOW2_BEAMER_2 196
// { 71.46, -17.08, 89.82 },
{ 69.00, -17.08, 89.82 },
// MZ2_WIDOW2_BEAMER_3 197
// { 71.47, -18.40, 90.70 },
{ 69.00, -18.40, 90.70 },
// MZ2_WIDOW2_BEAMER_4 198
// { 71.96, -18.34, 94.32 },
{ 69.00, -18.34, 94.32 },
// MZ2_WIDOW2_BEAMER_5 199
// { 72.25, -18.30, 97.98 },
{ 69.00, -18.30, 97.98 },
// MZ2_WIDOW2_BEAM_SWEEP_1 200
{ 45.04, -59.02, 92.24 },
// MZ2_WIDOW2_BEAM_SWEEP_2 201
{ 50.68, -54.70, 91.96 },
// MZ2_WIDOW2_BEAM_SWEEP_3 202
{ 56.57, -47.72, 91.65 },
// MZ2_WIDOW2_BEAM_SWEEP_4 203
{ 61.75, -38.75, 91.38 },
// MZ2_WIDOW2_BEAM_SWEEP_5 204
{ 65.55, -28.76, 91.24 },
// MZ2_WIDOW2_BEAM_SWEEP_6 205
{ 67.79, -18.90, 91.22 },
// MZ2_WIDOW2_BEAM_SWEEP_7 206
{ 68.60, -9.52, 91.23 },
// MZ2_WIDOW2_BEAM_SWEEP_8 207
{ 68.08, 0.18, 91.32 },
// MZ2_WIDOW2_BEAM_SWEEP_9 208
{ 66.14, 9.79, 91.44 },
// MZ2_WIDOW2_BEAM_SWEEP_10 209
{ 62.77, 18.91, 91.65 },
// MZ2_WIDOW2_BEAM_SWEEP_11 210
{ 58.29, 27.11, 92.00 },
// end of table
{ 0.0, 0.0, 0.0 }
};

View file

@ -1,66 +0,0 @@
// G:\quake2\baseq2\models/monsters/boss3/rider
// This file generated by ModelGen - Do NOT Modify
#define FRAME_stand201 0
#define FRAME_stand202 1
#define FRAME_stand203 2
#define FRAME_stand204 3
#define FRAME_stand205 4
#define FRAME_stand206 5
#define FRAME_stand207 6
#define FRAME_stand208 7
#define FRAME_stand209 8
#define FRAME_stand210 9
#define FRAME_stand211 10
#define FRAME_stand212 11
#define FRAME_stand213 12
#define FRAME_stand214 13
#define FRAME_stand215 14
#define FRAME_stand216 15
#define FRAME_stand217 16
#define FRAME_stand218 17
#define FRAME_stand219 18
#define FRAME_stand220 19
#define FRAME_stand221 20
#define FRAME_stand222 21
#define FRAME_stand223 22
#define FRAME_stand224 23
#define FRAME_stand225 24
#define FRAME_stand226 25
#define FRAME_stand227 26
#define FRAME_stand228 27
#define FRAME_stand229 28
#define FRAME_stand230 29
#define FRAME_stand231 30
#define FRAME_stand232 31
#define FRAME_stand233 32
#define FRAME_stand234 33
#define FRAME_stand235 34
#define FRAME_stand236 35
#define FRAME_stand237 36
#define FRAME_stand238 37
#define FRAME_stand239 38
#define FRAME_stand240 39
#define FRAME_stand241 40
#define FRAME_stand242 41
#define FRAME_stand243 42
#define FRAME_stand244 43
#define FRAME_stand245 44
#define FRAME_stand246 45
#define FRAME_stand247 46
#define FRAME_stand248 47
#define FRAME_stand249 48
#define FRAME_stand250 49
#define FRAME_stand251 50
#define FRAME_stand252 51
#define FRAME_stand253 52
#define FRAME_stand254 53
#define FRAME_stand255 54
#define FRAME_stand256 55
#define FRAME_stand257 56
#define FRAME_stand258 57
#define FRAME_stand259 58
#define FRAME_stand260 59
#define MODEL_SCALE 1.000000

View file

@ -1,7 +1,7 @@
// g_actor.c
#include "g_local.h"
#include "m_actor.h"
#include "../../header/local.h"
#include "actor.h"
#define MAX_ACTOR_NAMES 8
char *actor_names[MAX_ACTOR_NAMES] =

View file

@ -6,8 +6,8 @@ BERSERK
==============================================================================
*/
#include "g_local.h"
#include "m_berserk.h"
#include "../../header/local.h"
#include "berserker.h"
static int sound_pain;

View file

@ -1,7 +1,7 @@
#include "g_local.h"
#include "z_anim.h"
#include "../../header/local.h"
#include "../../header/anim.h"
#include "z_boss.h"
#include "boss.h"
static int sound_pain1;
static int sound_pain2;

View file

@ -6,8 +6,8 @@ boss2
==============================================================================
*/
#include "g_local.h"
#include "m_boss2.h"
#include "../../header/local.h"
#include "boss2.h"
void BossExplode (edict_t *self);

View file

@ -6,8 +6,8 @@ boss3
==============================================================================
*/
#include "g_local.h"
#include "m_boss32.h"
#include "../../header/local.h"
#include "boss32.h"
void Use_Boss3 (edict_t *ent, edict_t *other, edict_t *activator)
{

View file

@ -6,8 +6,8 @@ jorg
==============================================================================
*/
#include "g_local.h"
#include "m_boss31.h"
#include "../../header/local.h"
#include "boss31.h"
extern void SP_monster_makron (edict_t *self);
qboolean visible (edict_t *self, edict_t *other);

View file

@ -6,8 +6,8 @@ Makron -- Final Boss
==============================================================================
*/
#include "g_local.h"
#include "m_boss32.h"
#include "../../header/local.h"
#include "boss32.h"
qboolean visible (edict_t *self, edict_t *other);

View file

@ -6,8 +6,8 @@ brain
==============================================================================
*/
#include "g_local.h"
#include "m_brain.h"
#include "../../header/local.h"
#include "brain.h"
static int sound_chest_open;

View file

@ -6,8 +6,8 @@ chick
==============================================================================
*/
#include "g_local.h"
#include "m_chick.h"
#include "../../header/local.h"
#include "chick.h"
qboolean visible (edict_t *self, edict_t *other);

View file

@ -6,8 +6,8 @@ FLIPPER
==============================================================================
*/
#include "g_local.h"
#include "m_flipper.h"
#include "../../header/local.h"
#include "flipper.h"
static int sound_chomp;

View file

@ -6,8 +6,8 @@ floater
==============================================================================
*/
#include "g_local.h"
#include "m_float.h"
#include "../../header/local.h"
#include "float.h"
static int sound_attack2;

View file

@ -6,8 +6,8 @@ flyer
==============================================================================
*/
#include "g_local.h"
#include "m_flyer.h"
#include "../../header/local.h"
#include "flyer.h"
qboolean visible (edict_t *self, edict_t *other);

View file

@ -6,8 +6,8 @@ GLADIATOR
==============================================================================
*/
#include "g_local.h"
#include "m_gladiator.h"
#include "../../header/local.h"
#include "gladiator.h"
static int sound_pain1;

View file

@ -6,8 +6,8 @@ GUNNER
==============================================================================
*/
#include "g_local.h"
#include "m_gunner.h"
#include "../../header/local.h"
#include "gunner.h"
static int sound_pain;

View file

@ -6,8 +6,8 @@ handler handler
==============================================================================
*/
#include "g_local.h"
#include "z_handler.h"
#include "../../header/local.h"
#include "handler.h"
void handler_standWhatNext (edict_t *self);

View file

@ -6,8 +6,8 @@ hound
==============================================================================
*/
#include "g_local.h"
#include "z_hound.h"
#include "../../header/local.h"
#include "hound.h"
static int sound_pain1;

View file

@ -6,8 +6,8 @@ hover
==============================================================================
*/
#include "g_local.h"
#include "m_hover.h"
#include "../../header/local.h"
#include "hover.h"
qboolean visible (edict_t *self, edict_t *other);

View file

@ -6,8 +6,8 @@ INFANTRY
==============================================================================
*/
#include "g_local.h"
#include "m_infantry.h"
#include "../../header/local.h"
#include "infantry.h"
void InfantryMachineGun (edict_t *self);

View file

@ -6,8 +6,8 @@ insane
==============================================================================
*/
#include "g_local.h"
#include "m_insane.h"
#include "../../header/local.h"
#include "insane.h"
static int sound_fist;

View file

@ -6,8 +6,8 @@ MEDIC
==============================================================================
*/
#include "g_local.h"
#include "m_medic.h"
#include "../../header/local.h"
#include "medic.h"
qboolean visible (edict_t *self, edict_t *other);

View file

@ -1,6 +1,6 @@
// m_move.c -- monster movement
#include "g_local.h"
#include "../../header/local.h"
#define STEPSIZE 18

View file

@ -6,8 +6,8 @@ mutant
==============================================================================
*/
#include "g_local.h"
#include "m_mutant.h"
#include "../../header/local.h"
#include "mutant.h"
static int sound_swing;

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@ -6,8 +6,8 @@ parasite
==============================================================================
*/
#include "g_local.h"
#include "m_parasite.h"
#include "../../header/local.h"
#include "parasite.h"
static int sound_pain1;

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@ -1,7 +1,7 @@
#include "g_local.h"
#include "z_anim.h"
#include "../../header/local.h"
#include "../../header/anim.h"
#include "z_sentien.h"
#include "sentien.h"
void target_laser_think (edict_t *self);
void target_laser_on (edict_t *self);

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@ -6,8 +6,8 @@ SOLDIER
==============================================================================
*/
#include "g_local.h"
#include "m_soldier.h"
#include "../../header/local.h"
#include "soldier.h"
static int sound_idle;

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@ -6,8 +6,8 @@ SUPERTANK
==============================================================================
*/
#include "g_local.h"
#include "m_supertank.h"
#include "../../header/local.h"
#include "supertank.h"
qboolean visible (edict_t *self, edict_t *other);

View file

@ -6,8 +6,8 @@ TANK
==============================================================================
*/
#include "g_local.h"
#include "m_tank.h"
#include "../../header/local.h"
#include "tank.h"
void tank_refire_rocket (edict_t *self);

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@ -1,5 +1,5 @@
#include "g_local.h"
#include "m_player.h"
#include "../header/local.h"
#include "../monster/misc/player.h"
void ClientUserinfoChanged (edict_t *ent, char *userinfo);

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "../header/local.h"

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "../header/local.h"
/*

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@ -1,6 +1,6 @@
#include "g_local.h"
#include "m_player.h"
#include "../header/local.h"
#include "../monster/misc/player.h"

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@ -1,7 +1,7 @@
// g_weapon.c
#include "g_local.h"
#include "m_player.h"
#include "../header/local.h"
#include "../monster/misc/player.h"
qboolean is_quad;

File diff suppressed because it is too large Load diff

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@ -44,7 +44,7 @@
* system and architecture are in the hands of the user.
*/
#include "../g_local.h"
#include "../header/local.h"
/*
* When ever the savegame version

463
src/shared/flash.c Normal file
View file

@ -0,0 +1,463 @@
/*
* =======================================================================
*
* Muzzle flash posititions.
*
* =======================================================================
*/
#include "../header/shared.h"
vec3_t monster_flash_offset[] = {
/* flash 0 is not used */
{0.0, 0.0, 0.0},
/* MZ2_TANK_BLASTER_1 1 */
{20.7, -18.5, 28.7},
/* MZ2_TANK_BLASTER_2 2 */
{16.6, -21.5, 30.1},
/* MZ2_TANK_BLASTER_3 3 */
{11.8, -23.9, 32.1},
/* MZ2_TANK_MACHINEGUN_1 4 */
{22.9, -0.7, 25.3},
/* MZ2_TANK_MACHINEGUN_2 5 */
{22.2, 6.2, 22.3},
/* MZ2_TANK_MACHINEGUN_3 6 */
{19.4, 13.1, 18.6},
/* MZ2_TANK_MACHINEGUN_4 7 */
{19.4, 18.8, 18.6},
/* MZ2_TANK_MACHINEGUN_5 8 */
{17.9, 25.0, 18.6},
/* MZ2_TANK_MACHINEGUN_6 9 */
{14.1, 30.5, 20.6},
/* MZ2_TANK_MACHINEGUN_7 10 */
{9.3, 35.3, 22.1},
/* MZ2_TANK_MACHINEGUN_8 11 */
{4.7, 38.4, 22.1},
/* MZ2_TANK_MACHINEGUN_9 12 */
{-1.1, 40.4, 24.1},
/* MZ2_TANK_MACHINEGUN_10 13 */
{-6.5, 41.2, 24.1},
/* MZ2_TANK_MACHINEGUN_11 14 */
{3.2, 40.1, 24.7},
/* MZ2_TANK_MACHINEGUN_12 15 */
{11.7, 36.7, 26.0},
/* MZ2_TANK_MACHINEGUN_13 16 */
{18.9, 31.3, 26.0},
/* MZ2_TANK_MACHINEGUN_14 17 */
{24.4, 24.4, 26.4},
/* MZ2_TANK_MACHINEGUN_15 18 */
{27.1, 17.1, 27.2},
/* MZ2_TANK_MACHINEGUN_16 19 */
{28.5, 9.1, 28.0},
/* MZ2_TANK_MACHINEGUN_17 20 */
{27.1, 2.2, 28.0},
/* MZ2_TANK_MACHINEGUN_18 21 */
{24.9, -2.8, 28.0},
/* MZ2_TANK_MACHINEGUN_19 22 */
{21.6, -7.0, 26.4},
/* MZ2_TANK_ROCKET_1 23 */
{6.2, 29.1, 49.1},
/* MZ2_TANK_ROCKET_2 24 */
{6.9, 23.8, 49.1},
/* MZ2_TANK_ROCKET_3 25 */
{8.3, 17.8, 49.5},
/* MZ2_INFANTRY_MACHINEGUN_1 26 */
{26.6, 7.1, 13.1},
/* MZ2_INFANTRY_MACHINEGUN_2 27 */
{18.2, 7.5, 15.4},
/* MZ2_INFANTRY_MACHINEGUN_3 28 */
{17.2, 10.3, 17.9},
/* MZ2_INFANTRY_MACHINEGUN_4 29 */
{17.0, 12.8, 20.1},
/* MZ2_INFANTRY_MACHINEGUN_5 30 */
{15.1, 14.1, 21.8},
/* MZ2_INFANTRY_MACHINEGUN_6 31 */
{11.8, 17.2, 23.1},
/* MZ2_INFANTRY_MACHINEGUN_7 32 */
{11.4, 20.2, 21.0},
/* MZ2_INFANTRY_MACHINEGUN_8 33 */
{9.0, 23.0, 18.9},
/* MZ2_INFANTRY_MACHINEGUN_9 34 */
{13.9, 18.6, 17.7},
/* MZ2_INFANTRY_MACHINEGUN_10 35 */
{15.4, 15.6, 15.8},
/* MZ2_INFANTRY_MACHINEGUN_11 36 */
{10.2, 15.2, 25.1},
/* MZ2_INFANTRY_MACHINEGUN_12 37 */
{-1.9, 15.1, 28.2},
/* MZ2_INFANTRY_MACHINEGUN_13 38 */
{-12.4, 13.0, 20.2},
/* MZ2_SOLDIER_BLASTER_1 39 */
{10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2},
/* MZ2_SOLDIER_BLASTER_2 40 */
{21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2},
/* MZ2_SOLDIER_SHOTGUN_1 41 */
{10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2},
/* MZ2_SOLDIER_SHOTGUN_2 42 */
{21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2},
/* MZ2_SOLDIER_MACHINEGUN_1 43 */
{10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2},
/* MZ2_SOLDIER_MACHINEGUN_2 44 */
{21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2},
/* MZ2_GUNNER_MACHINEGUN_1 45 */
{30.1 * 1.15, 3.9 * 1.15, 19.6 * 1.15},
/* MZ2_GUNNER_MACHINEGUN_2 46 */
{29.1 * 1.15, 2.5 * 1.15, 20.7 * 1.15},
/* MZ2_GUNNER_MACHINEGUN_3 47 */
{28.2 * 1.15, 2.5 * 1.15, 22.2 * 1.15},
/* MZ2_GUNNER_MACHINEGUN_4 48 */
{28.2 * 1.15, 3.6 * 1.15, 22.0 * 1.15},
/* MZ2_GUNNER_MACHINEGUN_5 49 */
{26.9 * 1.15, 2.0 * 1.15, 23.4 * 1.15},
/* MZ2_GUNNER_MACHINEGUN_6 50 */
{26.5 * 1.15, 0.6 * 1.15, 20.8 * 1.15},
/* MZ2_GUNNER_MACHINEGUN_7 51 */
{26.9 * 1.15, 0.5 * 1.15, 21.5 * 1.15},
/* MZ2_GUNNER_MACHINEGUN_8 52 */
{29.0 * 1.15, 2.4 * 1.15, 19.5 * 1.15},
/* MZ2_GUNNER_GRENADE_1 53 */
{4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15},
/* MZ2_GUNNER_GRENADE_2 54 */
{4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15},
/* MZ2_GUNNER_GRENADE_3 55 */
{4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15},
/* MZ2_GUNNER_GRENADE_4 56 */
{4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15},
/* MZ2_CHICK_ROCKET_1 57 */
{24.8, -9.0, 39.0},
/* MZ2_FLYER_BLASTER_1 58 */
{12.1, 13.4, -14.5},
/* MZ2_FLYER_BLASTER_2 59 */
{12.1, -7.4, -14.5},
/* MZ2_MEDIC_BLASTER_1 60 */
{12.1, 5.4, 16.5},
/* MZ2_GLADIATOR_RAILGUN_1 61 */
{30.0, 18.0, 28.0},
/* MZ2_HOVER_BLASTER_1 62 */
{32.5, -0.8, 10.0},
/* MZ2_ACTOR_MACHINEGUN_1 63 */
{18.4, 7.4, 9.6},
/* MZ2_SUPERTANK_MACHINEGUN_1 64 */
{30.0, 30.0, 88.5},
/* MZ2_SUPERTANK_MACHINEGUN_2 65 */
{30.0, 30.0, 88.5},
/* MZ2_SUPERTANK_MACHINEGUN_3 66 */
{30.0, 30.0, 88.5},
/* MZ2_SUPERTANK_MACHINEGUN_4 67 */
{30.0, 30.0, 88.5},
/* MZ2_SUPERTANK_MACHINEGUN_5 68 */
{30.0, 30.0, 88.5},
/* MZ2_SUPERTANK_MACHINEGUN_6 69 */
{30.0, 30.0, 88.5},
/* MZ2_SUPERTANK_ROCKET_1 70 */
{16.0, -22.5, 91.2},
/* MZ2_SUPERTANK_ROCKET_2 71 */
{16.0, -33.4, 86.7},
/* MZ2_SUPERTANK_ROCKET_3 72 */
{16.0, -42.8, 83.3},
/* MZ2_BOSS2_MACHINEGUN_L1 73 */
{32, -40, 70},
/* MZ2_BOSS2_MACHINEGUN_L2 74 */
{32, -40, 70},
/* MZ2_BOSS2_MACHINEGUN_L3 75 */
{32, -40, 70},
/* MZ2_BOSS2_MACHINEGUN_L4 76 */
{32, -40, 70},
/* MZ2_BOSS2_MACHINEGUN_L5 77 */
{32, -40, 70},
/* MZ2_BOSS2_ROCKET_1 78 */
{22.0, 16.0, 10.0},
/* MZ2_BOSS2_ROCKET_2 79 */
{22.0, 8.0, 10.0},
/* MZ2_BOSS2_ROCKET_3 80 */
{22.0, -8.0, 10.0},
/* MZ2_BOSS2_ROCKET_4 81 */
{22.0, -16.0, 10.0},
/* MZ2_FLOAT_BLASTER_1 82 */
{32.5, -0.8, 10},
/* MZ2_SOLDIER_BLASTER_3 83 */
{20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2},
/* MZ2_SOLDIER_SHOTGUN_3 84 */
{20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2},
/* MZ2_SOLDIER_MACHINEGUN_3 85 */
{20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2},
/* MZ2_SOLDIER_BLASTER_4 86 */
{7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2},
/* MZ2_SOLDIER_SHOTGUN_4 87 */
{7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2},
/* MZ2_SOLDIER_MACHINEGUN_4 88 */
{7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2},
/* MZ2_SOLDIER_BLASTER_5 89 */
{30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2},
/* MZ2_SOLDIER_SHOTGUN_5 90 */
{30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2},
/* MZ2_SOLDIER_MACHINEGUN_5 91 */
{30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2},
/* MZ2_SOLDIER_BLASTER_6 92 */
{27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2},
/* MZ2_SOLDIER_SHOTGUN_6 93 */
{27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2},
/* MZ2_SOLDIER_MACHINEGUN_6 94 */
{27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2},
/* MZ2_SOLDIER_BLASTER_7 95 */
{28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2},
/* MZ2_SOLDIER_SHOTGUN_7 96 */
{28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2},
/* MZ2_SOLDIER_MACHINEGUN_7 97 */
{28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2},
/* MZ2_SOLDIER_BLASTER_8 98 */
{31.5 * 1.2, 9.6 * 1.2, 10.1 * 1.2},
/* MZ2_SOLDIER_SHOTGUN_8 99 */
{34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2},
/* MZ2_SOLDIER_MACHINEGUN_8 100 */
{34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2},
/* MZ2_MAKRON_BFG 101 */
{17, -19.5, 62.9},
/* MZ2_MAKRON_BLASTER_1 102 */
{-3.6, -24.1, 59.5},
/* MZ2_MAKRON_BLASTER_2 103 */
{-1.6, -19.3, 59.5},
/* MZ2_MAKRON_BLASTER_3 104 */
{-0.1, -14.4, 59.5},
/* MZ2_MAKRON_BLASTER_4 105 */
{2.0, -7.6, 59.5},
/* MZ2_MAKRON_BLASTER_5 106 */
{3.4, 1.3, 59.5},
/* MZ2_MAKRON_BLASTER_6 107 */
{3.7, 11.1, 59.5},
/* MZ2_MAKRON_BLASTER_7 108 */
{-0.3, 22.3, 59.5},
/* MZ2_MAKRON_BLASTER_8 109 */
{-6, 33, 59.5},
/* MZ2_MAKRON_BLASTER_9 110 */
{-9.3, 36.4, 59.5},
/* MZ2_MAKRON_BLASTER_10 111 */
{-7, 35, 59.5},
/* MZ2_MAKRON_BLASTER_11 112 */
{-2.1, 29, 59.5},
/* MZ2_MAKRON_BLASTER_12 113 */
{3.9, 17.3, 59.5},
/* MZ2_MAKRON_BLASTER_13 114 */
{6.1, 5.8, 59.5},
/* MZ2_MAKRON_BLASTER_14 115 */
{5.9, -4.4, 59.5},
/* MZ2_MAKRON_BLASTER_15 116 */
{4.2, -14.1, 59.5},
/* MZ2_MAKRON_BLASTER_16 117 */
{2.4, -18.8, 59.5},
/* MZ2_MAKRON_BLASTER_17 118 */
{-1.8, -25.5, 59.5},
/* MZ2_MAKRON_RAILGUN_1 119 */
{-17.3, 7.8, 72.4},
/* MZ2_JORG_MACHINEGUN_L1 120 */
{78.5, -47.1, 96},
/* MZ2_JORG_MACHINEGUN_L2 121 */
{78.5, -47.1, 96},
/* MZ2_JORG_MACHINEGUN_L3 122 */
{78.5, -47.1, 96},
/* MZ2_JORG_MACHINEGUN_L4 123 */
{78.5, -47.1, 96},
/* MZ2_JORG_MACHINEGUN_L5 124 */
{78.5, -47.1, 96},
/* MZ2_JORG_MACHINEGUN_L6 125 */
{78.5, -47.1, 96},
/* MZ2_JORG_MACHINEGUN_R1 126 */
{78.5, 46.7, 96},
/* MZ2_JORG_MACHINEGUN_R2 127 */
{78.5, 46.7, 96},
/* MZ2_JORG_MACHINEGUN_R3 128 */
{78.5, 46.7, 96},
/* MZ2_JORG_MACHINEGUN_R4 129 */
{78.5, 46.7, 96},
/* MZ2_JORG_MACHINEGUN_R5 130 */
{78.5, 46.7, 96},
/* MZ2_JORG_MACHINEGUN_R6 131 */
{78.5, 46.7, 96},
/* MZ2_JORG_BFG_1 132 */
{6.3, -9, 111.2},
/* MZ2_BOSS2_MACHINEGUN_R1 73 */
{32, 40, 70},
/* MZ2_BOSS2_MACHINEGUN_R2 74 */
{32, 40, 70},
/* MZ2_BOSS2_MACHINEGUN_R3 75 */
{32, 40, 70},
/* MZ2_BOSS2_MACHINEGUN_R4 76 */
{32, 40, 70},
/* MZ2_BOSS2_MACHINEGUN_R5 77 */
{32, 40, 70},
/* MZ2_CARRIER_MACHINEGUN_L1 */
{56, -32, 32},
/* MZ2_CARRIER_MACHINEGUN_R1 */
{56, 32, 32},
/* MZ2_CARRIER_GRENADE */
{42, 24, 50},
/* MZ2_TURRET_MACHINEGUN 141 */
{16, 0, 0},
/* MZ2_TURRET_ROCKET 142 */
{16, 0, 0},
/* MZ2_TURRET_BLASTER 143 */
{16, 0, 0},
/* MZ2_STALKER_BLASTER 144 */
{24, 0, 6},
/* MZ2_DAEDALUS_BLASTER 145 */
{32.5, -0.8, 10.0},
/* MZ2_MEDIC_BLASTER_2 146 */
{12.1, 5.4, 16.5},
/* MZ2_CARRIER_RAILGUN 147 */
{32, 0, 6},
/* MZ2_WIDOW_DISRUPTOR 148 */
{57.72, 14.50, 88.81},
/* MZ2_WIDOW_BLASTER 149 */
{56, 32, 32},
/* MZ2_WIDOW_RAIL 150 */
{62, -20, 84},
/* MZ2_WIDOW_PLASMABEAM 151 */
{32, 0, 6},
/* MZ2_CARRIER_MACHINEGUN_L2 152 */
{61, -32, 12},
/* MZ2_CARRIER_MACHINEGUN_R2 153 */
{61, 32, 12},
/* MZ2_WIDOW_RAIL_LEFT 154 */
{17, -62, 91},
/* MZ2_WIDOW_RAIL_RIGHT 155 */
{68, 12, 86},
/* MZ2_WIDOW_BLASTER_SWEEP1 156 */
{47.5, 56, 89},
/* MZ2_WIDOW_BLASTER_SWEEP2 157 */
{54, 52, 91},
/* MZ2_WIDOW_BLASTER_SWEEP3 158 */
{58, 40, 91},
/* MZ2_WIDOW_BLASTER_SWEEP4 159 */
{68, 30, 88},
/* MZ2_WIDOW_BLASTER_SWEEP5 160 */
{74, 20, 88},
/* MZ2_WIDOW_BLASTER_SWEEP6 161 */
{73, 11, 87},
/* MZ2_WIDOW_BLASTER_SWEEP7 162 */
{73, 3, 87},
/* MZ2_WIDOW_BLASTER_SWEEP8 163 */
{70, -12, 87},
/* MZ2_WIDOW_BLASTER_SWEEP9 164 */
{67, -20, 90},
/* MZ2_WIDOW_BLASTER_100 165 */
{-20, 76, 90},
/* MZ2_WIDOW_BLASTER_90 166 */
{-8, 74, 90},
/* MZ2_WIDOW_BLASTER_80 167 */
{0, 72, 90},
/* MZ2_WIDOW_BLASTER_70 168 d06 */
{10, 71, 89},
/* MZ2_WIDOW_BLASTER_60 169 d07 */
{23, 70, 87},
/* MZ2_WIDOW_BLASTER_50 170 d08 */
{32, 64, 85},
/* MZ2_WIDOW_BLASTER_40 171 */
{40, 58, 84},
/* MZ2_WIDOW_BLASTER_30 172 d10 */
{48, 50, 83},
/* MZ2_WIDOW_BLASTER_20 173 */
{54, 42, 82},
/* MZ2_WIDOW_BLASTER_10 174 d12 */
{56, 34, 82},
/* MZ2_WIDOW_BLASTER_0 175 */
{58, 26, 82},
/* MZ2_WIDOW_BLASTER_10L 176 d14 */
{60, 16, 82},
/* MZ2_WIDOW_BLASTER_20L 177 */
{59, 6, 81},
/* MZ2_WIDOW_BLASTER_30L 178 d16 */
{58, -2, 80},
/* MZ2_WIDOW_BLASTER_40L 179 */
{57, -10, 79},
/* MZ2_WIDOW_BLASTER_50L 180 d18 */
{54, -18, 78},
/* MZ2_WIDOW_BLASTER_60L 181 */
{42, -32, 80},
/* MZ2_WIDOW_BLASTER_70L 182 d20 */
{36, -40, 78},
/* MZ2_WIDOW_RUN_1 183 */
{68.4, 10.88, 82.08},
/* MZ2_WIDOW_RUN_2 184 */
{68.51, 8.64, 85.14},
/* MZ2_WIDOW_RUN_3 185 */
{68.66, 6.38, 88.78},
/* MZ2_WIDOW_RUN_4 186 */
{68.73, 5.1, 84.47},
/* MZ2_WIDOW_RUN_5 187 */
{68.82, 4.79, 80.52},
/* MZ2_WIDOW_RUN_6 188 */
{68.77, 6.11, 85.37},
/* MZ2_WIDOW_RUN_7 189 */
{68.67, 7.99, 90.24},
/* MZ2_WIDOW_RUN_8 190 */
{68.55, 9.54, 87.36},
/* MZ2_CARRIER_ROCKET_1 191 */
{0, 0, -5},
/* MZ2_CARRIER_ROCKET_2 192 */
{0, 0, -5},
/* MZ2_CARRIER_ROCKET_3 193 */
{0, 0, -5},
/* MZ2_CARRIER_ROCKET_4 194 */
{0, 0, -5},
/* MZ2_WIDOW2_BEAMER_1 195 */
/* { 72.13, -17.63, 93.77 }, */
{69.00, -17.63, 93.77},
/* MZ2_WIDOW2_BEAMER_2 196 */
/* { 71.46, -17.08, 89.82 }, */
{69.00, -17.08, 89.82},
/* MZ2_WIDOW2_BEAMER_3 197 */
/* { 71.47, -18.40, 90.70 }, */
{69.00, -18.40, 90.70},
/* MZ2_WIDOW2_BEAMER_4 198 */
/* { 71.96, -18.34, 94.32 }, */
{69.00, -18.34, 94.32},
/* MZ2_WIDOW2_BEAMER_5 199 */
/* { 72.25, -18.30, 97.98 }, */
{69.00, -18.30, 97.98},
/* MZ2_WIDOW2_BEAM_SWEEP_1 200 */
{45.04, -59.02, 92.24},
/* MZ2_WIDOW2_BEAM_SWEEP_2 201 */
{50.68, -54.70, 91.96},
/* MZ2_WIDOW2_BEAM_SWEEP_3 202 */
{56.57, -47.72, 91.65},
/* MZ2_WIDOW2_BEAM_SWEEP_4 203 */
{61.75, -38.75, 91.38},
/* MZ2_WIDOW2_BEAM_SWEEP_5 204 */
{65.55, -28.76, 91.24},
/* MZ2_WIDOW2_BEAM_SWEEP_6 205 */
{67.79, -18.90, 91.22},
/* MZ2_WIDOW2_BEAM_SWEEP_7 206 */
{68.60, -9.52, 91.23},
/* MZ2_WIDOW2_BEAM_SWEEP_8 207 */
{68.08, 0.18, 91.32},
/* MZ2_WIDOW2_BEAM_SWEEP_9 208 */
{66.14, 9.79, 91.44},
/* MZ2_WIDOW2_BEAM_SWEEP_10 209 */
{62.77, 18.91, 91.65},
/* MZ2_WIDOW2_BEAM_SWEEP_11 210 */
{58.29, 27.11, 92.00},
/* end of table */
{0.0, 0.0, 0.0}
};

1316
src/shared/shared.c Normal file

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "../header/local.h"
void angleToward(edict_t *self, vec3_t point, float speed);

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "../header/local.h"
#define Z_RADUISLISTSIZE 2000

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@ -1,6 +1,6 @@
#if defined(_DEBUG) && defined(_Z_TESTMODE)
#include "g_local.h"
#include "../header/local.h"
/*=========================================================================
Local functions.

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@ -2,7 +2,7 @@
Zaero Camera
*/
#include "g_local.h"
#include "../header/local.h"
void zCam_SetLocalCopy(struct edict_s *player, char *s);

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@ -1,7 +1,7 @@
#if defined(_DEBUG) && defined(_Z_TESTMODE)
#include "g_local.h"
#include "z_frames.h"
#include "../header/local.h"
#include "../header/frames.h"
/**************************************************************************
Monster frame move lists.

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "../header/local.h"
extern qboolean is_quad;

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@ -1,6 +1,6 @@
#if defined(_DEBUG) && defined(_Z_TESTMODE)
#include "g_local.h"
#include "../header/local.h"
void Weapon_Generic (edict_t *ent,
int FRAME_ACTIVATE_LAST,

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "../header/local.h"
void ED_CallSpawn (edict_t *ent);

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@ -1,4 +1,4 @@
#include "g_local.h"
#include "../header/local.h"
/*QUAKED sound_echo (1 0 0) (-16 -16 -16) (16 16 16)

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@ -1,5 +1,5 @@
#include "g_local.h"
#include "m_player.h"
#include "../header/local.h"
#include "../monster/misc/player.h"
extern qboolean is_quad;
extern byte is_silenced;