1619 lines
42 KiB
C
1619 lines
42 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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#include <sys/timeb.h>//ERASER
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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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//ZOID
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#include "p_menu.h"
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//ZOID
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// the "gameversion" client command will print this plus compile date
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#define GAMEVERSION "WeaponsFactory"
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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_temp_entity 3
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#define svc_layout 4
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#define svc_inventory 5
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#define svc_stufftext 11
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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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//ROGUE
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#define FL_MECHANICAL 0x00002000 // entity is mechanical, use sparks not blood
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#define FL_SAM_RAIMI 0x00004000 // entity is in sam raimi cam mode
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#define FL_DISGUISED 0x00008000 // entity is in disguise, monsters will not recognize.
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#define FL_NOGIB 0x00010000 // player has been vaporized by a nuke, drop no gibs
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//ROGUE
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#define FL_SHOWPATH 0x00020000 // used to show current path (debugging)
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#define FL_SHOW_FLAGPATHS 0x00040000 //WF DIF FL_BOOTS
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//OTHER
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#define FL_BOOTS 0x00080000 //Anti-Gravity boots flag
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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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#define TAG_LEVEL 766 // clear when loading a new level
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// plat constants
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#define STATE_TOP 0
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#define STATE_BOTTOM 1
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#define STATE_UP 2
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#define STATE_DOWN 3
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#define MELEE_DISTANCE 80
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#define BODY_QUEUE_SIZE 8
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static vec3_t VEC_ORIGIN = {0,0,0};//WF24
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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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} 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_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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//monster ai flags
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#define AI_STAND_GROUND 0x00000001
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#define AI_TEMP_STAND_GROUND 0x00000002
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#define AI_SOUND_TARGET 0x00000004
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#define AI_LOST_SIGHT 0x00000008
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#define AI_PURSUIT_LAST_SEEN 0x00000010
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#define AI_PURSUE_NEXT 0x00000020
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#define AI_PURSUE_TEMP 0x00000040
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#define AI_HOLD_FRAME 0x00000080
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#define AI_GOOD_GUY 0x00000100
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#define AI_BRUTAL 0x00000200
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#define AI_NOSTEP 0x00000400
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#define AI_DUCKED 0x00000800
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#define AI_COMBAT_POINT 0x00001000
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#define AI_MEDIC 0x00002000
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#define AI_RESURRECTING 0x00004000
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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,
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//WF
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MOVETYPE_FLYRICOCHET, // For bouncing blaster
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MOVETYPE_FLOAT // No gravity, but slows down and stops in mid air
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//WF
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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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//ZOID
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#define IT_TECH 64
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//ZOID
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// gitem_t->weapmodel for weapons indicates model index
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#define WEAP_BLASTER 1
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#define WEAP_SHOTGUN 2
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#define WEAP_SUPERSHOTGUN 3
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#define WEAP_MACHINEGUN 4
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#define WEAP_CHAINGUN 5
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#define WEAP_GRENADES 6
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#define WEAP_GRENADELAUNCHER 7
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#define WEAP_ROCKETLAUNCHER 8
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#define WEAP_HYPERBLASTER 9
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#define WEAP_RAILGUN 10
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#define WEAP_BFG 11
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#define WEAP_GRAPPLE 12
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#define WEAP_KNIFE 13
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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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int weapmodel; // weapon model index (for weapons)
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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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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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int pic_damage; // icon for weapon damage
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int pic_timeout; // icon for timeout called by ref
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} level_locals_t;
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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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// in edict_t during gameplay
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typedef struct
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{
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// world vars
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char *sky;
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float skyrotate;
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vec3_t skyaxis;
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char *nextmap;
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int lip;
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int distance;
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int height;
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char *noise;
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float pausetime;
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char *item;
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char *gravity;
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float minyaw;
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float maxyaw;
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float minpitch;
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float maxpitch;
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} spawn_temp_t;
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typedef struct
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{
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// fixed data
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vec3_t start_origin;
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vec3_t start_angles;
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vec3_t end_origin;
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vec3_t end_angles;
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int sound_start;
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int sound_middle;
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int sound_end;
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float accel;
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float speed;
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float decel;
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float distance;
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float wait;
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// state data
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int state;
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vec3_t dir;
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float current_speed;
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float move_speed;
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float next_speed;
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float remaining_distance;
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float decel_distance;
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void (*endfunc)(edict_t *);
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} moveinfo_t;
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typedef struct
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{
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void (*aifunc)(edict_t *self, float dist);
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float dist;
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void (*thinkfunc)(edict_t *self);
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} mframe_t;
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typedef struct
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{
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int firstframe;
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int lastframe;
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mframe_t *frame;
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void (*endfunc)(edict_t *self);
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} mmove_t;
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typedef struct
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{
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mmove_t *currentmove;
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int aiflags;
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int nextframe;
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float scale;
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void (*stand)(edict_t *self);
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void (*idle)(edict_t *self);
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void (*search)(edict_t *self);
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void (*walk)(edict_t *self);
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void (*run)(edict_t *self);
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void (*dodge)(edict_t *self, edict_t *other, float eta);
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void (*attack)(edict_t *self);
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void (*melee)(edict_t *self);
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void (*sight)(edict_t *self, edict_t *other);
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qboolean (*checkattack)(edict_t *self);
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float pausetime;
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float attack_finished;
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vec3_t saved_goal;
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float search_time;
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float trail_time;
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vec3_t last_sighting;
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int attack_state;
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int lefty;
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float idle_time;
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int linkcount;
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int power_armor_type;
|
||
|
int power_armor_power;
|
||
|
} monsterinfo_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;
|
||
|
|
||
|
|
||
|
// 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_GRAPPLE 34
|
||
|
|
||
|
//WF - Weapons Factory means of death
|
||
|
#define MOD_WF_LASERBALL 35
|
||
|
#define MOD_WF_GOODYEAR 36
|
||
|
#define MOD_WF_PROXIMITY 37
|
||
|
#define MOD_WF_CLUSTER 38
|
||
|
#define MOD_WF_PIPEBOMB 39
|
||
|
#define MOD_WF_EARTHQUAKE 40
|
||
|
#define MOD_REVERSE_TELEFRAG 41
|
||
|
#define MOD_WF_TURRET 42
|
||
|
#define MOD_WF_FLAME 43
|
||
|
#define MOD_NAG 44
|
||
|
#define MOD_MBPC 45
|
||
|
#define MOD_SHRAPNEL 46
|
||
|
#define MOD_CLUSTERROCKET 47
|
||
|
#define MOD_PLASMABOMB 48
|
||
|
#define MOD_DISEASE 49
|
||
|
#define MOD_SNIPERRIFLE 50
|
||
|
#define MOD_NAIL 51
|
||
|
#define MOD_SHC 52
|
||
|
#define MOD_NEEDLER 53
|
||
|
#define MOD_CONCUSSION 54
|
||
|
#define MOD_ARMORDART 55
|
||
|
#define MOD_INFECTEDDART 56
|
||
|
#define MOD_NAPALMROCKET 57
|
||
|
#define MOD_LIGHTNING 58
|
||
|
#define MOD_TELSA 59
|
||
|
#define MOD_MAGNOTRON 60
|
||
|
#define MOD_SHOCK 61
|
||
|
#define MOD_PELLET 62
|
||
|
#define MOD_FLAREGUN 64
|
||
|
#define MOD_TRANQUILIZER 65
|
||
|
#define MOD_BOLTEDBLASTER 66
|
||
|
#define MOD_SENTRY 67
|
||
|
#define MOD_LRPROJECTILE 68
|
||
|
#define MOD_FLARE 69
|
||
|
#define MOD_KAMIKAZE 70
|
||
|
#define MOD_DEPOT 71
|
||
|
#define MOD_SENTRYKILLER 72
|
||
|
#define MOD_MEGACHAINGUN 73
|
||
|
#define MOD_HOMINGROCKET 74
|
||
|
#define MOD_TRANQUILIZERDART 75
|
||
|
#define MOD_SNIPERRIFLE_LEG 76
|
||
|
#define MOD_SNIPERRIFLE_HEAD 77
|
||
|
#define MOD_SENTRY_ROCKET 78
|
||
|
#define MOD_KNIFE 79
|
||
|
#define MOD_KNIFEBACK 80
|
||
|
#define MOD_HEALINGDEPOT 81
|
||
|
#define MOD_LASERCUTTER 82
|
||
|
#define MOD_NAPALMGRENADE 83
|
||
|
#define MOD_FLAMETHROWER 84
|
||
|
#define MOD_BIOSENTRY 85
|
||
|
#define MOD_AK47 86
|
||
|
#define MOD_PISTOL 87
|
||
|
|
||
|
//XATRIX and ROGUE
|
||
|
#define MOD_RIPPER 88
|
||
|
#define MOD_PHALANX 89
|
||
|
#define MOD_ETF_RIFLE 90
|
||
|
#define MOD_TESLA 91
|
||
|
#define MOD_HEATBEAM 92
|
||
|
#define MOD_DEFENDER_SPHERE 93
|
||
|
#define MOD_BLASTER2 94
|
||
|
#define MOD_TRACKER 95
|
||
|
#define MOD_NUKE 96
|
||
|
|
||
|
//More WF
|
||
|
#define MOD_LASER_DEFENSE 97
|
||
|
#define MOD_GASGRENADE 98
|
||
|
#define MOD_STINGER 99
|
||
|
#define MOD_MISSILE 100
|
||
|
#define MOD_CAMERA 101
|
||
|
#define MOD_FEIGN 102
|
||
|
#define MOD_FREEZER 103 //acrid 3/99
|
||
|
#define MOD_DEPOT_EXPLODE 104 // depot destroyed by someone other then owner
|
||
|
|
||
|
#define MOD_FRIENDLY_FIRE 0x8000000
|
||
|
|
||
|
extern int meansOfDeath;
|
||
|
|
||
|
|
||
|
extern edict_t *g_edicts;
|
||
|
|
||
|
#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 random() ((rand () & 0x7fff) / ((float)0x7fff))
|
||
|
#define crandom() (2.0 * (random() - 0.5))
|
||
|
|
||
|
extern cvar_t *maxentities;
|
||
|
extern cvar_t *deathmatch;
|
||
|
extern cvar_t *coop;
|
||
|
extern cvar_t *dmflags;
|
||
|
extern cvar_t *skill;
|
||
|
extern cvar_t *fraglimit;
|
||
|
extern cvar_t *timelimit;
|
||
|
//ZOID
|
||
|
extern cvar_t *capturelimit;
|
||
|
//ZOID
|
||
|
|
||
|
//WF
|
||
|
extern cvar_t *wfflags;
|
||
|
extern cvar_t *wfconfig;
|
||
|
//extern cvar_t *classdef;
|
||
|
extern cvar_t *gamedir;
|
||
|
extern cvar_t *mock;
|
||
|
extern cvar_t *mod;
|
||
|
//extern cvar_t *unbalanced_limit;
|
||
|
extern cvar_t *filterban; //1=(default) don't allow anyone on list
|
||
|
//0= only allow those on list
|
||
|
//extern cvar_t *noclass; //bit mask to turn off classes
|
||
|
|
||
|
//extern cvar_t *banweapon;
|
||
|
//extern cvar_t *bangrenade;
|
||
|
//extern cvar_t *banspecial;
|
||
|
//extern cvar_t *logfilename;
|
||
|
|
||
|
extern int wfdebug; //special messages if turned on
|
||
|
extern int flag1dropped; //flags to determine if flag was dropped
|
||
|
extern int flag2dropped;
|
||
|
//WF
|
||
|
|
||
|
extern cvar_t *needpass;
|
||
|
extern cvar_t *sv_maplist;
|
||
|
|
||
|
extern cvar_t *wfpassword;
|
||
|
extern cvar_t *g_select_empty;
|
||
|
extern cvar_t *dedicated;
|
||
|
|
||
|
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 *floodertime;
|
||
|
//ZOID
|
||
|
extern qboolean is_quad;
|
||
|
//ZOID
|
||
|
|
||
|
//ERASER
|
||
|
extern cvar_t *bot_num;
|
||
|
extern cvar_t *bot_name;
|
||
|
extern cvar_t *bot_allow_client_commands;
|
||
|
extern cvar_t *bot_free_clients;
|
||
|
extern cvar_t *bot_debug;
|
||
|
extern cvar_t *bot_show_connect_info;
|
||
|
extern cvar_t *bot_calc_nodes;
|
||
|
extern cvar_t *bot_debug_nodes;
|
||
|
extern cvar_t *bot_auto_skill;
|
||
|
extern cvar_t *bot_drop;
|
||
|
extern cvar_t *bot_chat;
|
||
|
extern cvar_t *bot_optimize;
|
||
|
extern cvar_t *bot_tarzan;
|
||
|
|
||
|
extern cvar_t *players_per_team;
|
||
|
extern cvar_t *addteam;
|
||
|
extern cvar_t *teamplay;
|
||
|
extern cvar_t *ctf_auto_teams;
|
||
|
//extern cvar_t *grapple;//acrid
|
||
|
extern cvar_t *ctf_special_teams; // ~~JLH
|
||
|
extern cvar_t *ctf_humanonly_teams; // ~~JLH
|
||
|
extern cvar_t *bot_melee;//Acrid added
|
||
|
//ERASER
|
||
|
|
||
|
#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_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);
|
||
|
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);
|
||
|
|
||
|
//
|
||
|
// 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 *findEnemyWithinRadius (edict_t *self, 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);
|
||
|
void vectoangles (vec3_t vec, vec3_t angles);
|
||
|
|
||
|
//ERASER START
|
||
|
// Ridah
|
||
|
void stuffcmd(edict_t *ent, char *text);
|
||
|
float entdist(edict_t *ent1, edict_t *ent2);
|
||
|
void AddModelSkin (char *modelfile, char *skinname);
|
||
|
|
||
|
void my_bprintf (int printlevel, char *fmt, ...);
|
||
|
// end
|
||
|
// ACE compatibility routines
|
||
|
void safe_bprintf (int printlevel, char *fmt, ...);
|
||
|
void safe_centerprintf (edict_t *ent, char *fmt, ...);
|
||
|
void safe_cprintf (edict_t *ent, int printlevel, char *fmt, ...);
|
||
|
//ERASER END
|
||
|
|
||
|
//
|
||
|
// g_combat.c
|
||
|
//
|
||
|
qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
|
||
|
qboolean CanDamage (edict_t *targ, edict_t *inflictor);
|
||
|
qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker);
|
||
|
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);
|
||
|
|
||
|
// 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 12
|
||
|
#define DEFAULT_SSHOTGUN_COUNT 20
|
||
|
|
||
|
//
|
||
|
// g_monster.c
|
||
|
//
|
||
|
void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype, int mod);
|
||
|
void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype, int mod);
|
||
|
void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
|
||
|
void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype);
|
||
|
void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
|
||
|
void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype);
|
||
|
void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype);
|
||
|
void M_droptofloor (edict_t *ent);
|
||
|
void monster_think (edict_t *self);
|
||
|
void walkmonster_start (edict_t *self);
|
||
|
void swimmonster_start (edict_t *self);
|
||
|
void flymonster_start (edict_t *self);
|
||
|
void AttackFinished (edict_t *self, float time);
|
||
|
void monster_death_use (edict_t *self);
|
||
|
void M_CatagorizePosition (edict_t *ent);
|
||
|
qboolean M_CheckAttack (edict_t *self);
|
||
|
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);
|
||
|
void ThrowGib (edict_t *self, char *gibname, int damage, int type);
|
||
|
void BecomeExplosion1(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 FoundTarget (edict_t *self);
|
||
|
qboolean infront (edict_t *self, edict_t *other);
|
||
|
qboolean visible (edict_t *self, edict_t *other);
|
||
|
qboolean FacingIdeal(edict_t *self);
|
||
|
|
||
|
//ERASER
|
||
|
qboolean visible_box (edict_t *self, edict_t *other);
|
||
|
qboolean visible_fullbox (edict_t *self, edict_t *other);
|
||
|
//ERASER
|
||
|
//
|
||
|
// g_weapon.c
|
||
|
//
|
||
|
void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin);
|
||
|
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);
|
||
|
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, int mod);
|
||
|
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int mod);
|
||
|
void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius);
|
||
|
void fire_freezer (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect);
|
||
|
//acrid 3/99
|
||
|
|
||
|
//
|
||
|
// g_ptrail.c
|
||
|
//
|
||
|
void PlayerTrail_Init (void);
|
||
|
void PlayerTrail_Add (edict_t *self, vec3_t spot, edict_t *goalent, int nocheck, int calc_routes, int node_type);
|
||
|
//void PlayerTrail_Add (vec3_t spot);
|
||
|
void PlayerTrail_New (vec3_t spot);
|
||
|
edict_t *PlayerTrail_PickFirst (edict_t *self);
|
||
|
edict_t *PlayerTrail_PickNext (edict_t *self);
|
||
|
edict_t *PlayerTrail_LastSpot (void);
|
||
|
|
||
|
//ERASER START
|
||
|
void PlayerTrail_FindPaths(int marker);
|
||
|
edict_t *PlayerTrail_VisibleTrailInRange(edict_t *ent1, edict_t *ent2, float range);
|
||
|
edict_t *bot_PickBestTrail (edict_t *self, edict_t *target, int recurse_depth);
|
||
|
edict_t *bot_TouchedTrail(edict_t *ent, edict_t *targ);
|
||
|
|
||
|
qboolean nodes_done; // used to determine whether or not to enable node calculation
|
||
|
edict_t *check_nodes_done; // after 20 mins of play, this ent checks if we should turn off node calc. at set intervals
|
||
|
|
||
|
//edict_t *last_trail_dropped;
|
||
|
qboolean loaded_trail_flag;
|
||
|
|
||
|
#define TRAIL_LENGTH 750
|
||
|
edict_t *trail[TRAIL_LENGTH]; // the actual trail!
|
||
|
|
||
|
#define TRAIL_TELEPORT_SOURCE 1
|
||
|
//ERASER END
|
||
|
|
||
|
//
|
||
|
// 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, edict_t *ent);
|
||
|
void InitBodyQue (void);
|
||
|
void ClientBeginServerFrame (edict_t *ent);
|
||
|
//WF
|
||
|
qboolean IsFemale (edict_t *ent);
|
||
|
//WF
|
||
|
//WF//FIXME ACRID
|
||
|
//ERASER START
|
||
|
float last_trail_time;
|
||
|
//ERASER END
|
||
|
|
||
|
//
|
||
|
// g_player.c
|
||
|
//
|
||
|
void player_pain (edict_t *self, edict_t *other, float kick, int damage);
|
||
|
void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
|
||
|
|
||
|
//
|
||
|
// g_svcmds.c
|
||
|
//
|
||
|
void ServerCommand (void);
|
||
|
|
||
|
//
|
||
|
// 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);
|
||
|
|
||
|
//
|
||
|
// g_pweapon.c
|
||
|
//
|
||
|
void PlayerNoise(edict_t *who, vec3_t where, int type);
|
||
|
void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
|
||
|
void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent));
|
||
|
|
||
|
//
|
||
|
// 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);
|
||
|
|
||
|
//
|
||
|
// g_phys.c
|
||
|
//
|
||
|
void G_RunEntity (edict_t *ent);
|
||
|
|
||
|
//
|
||
|
// g_main.c
|
||
|
//
|
||
|
void SaveClientData (void);
|
||
|
void FetchClientEntData (edict_t *ent);
|
||
|
|
||
|
// WF //G_ZIP OPEN TROUBLE
|
||
|
#include "wf_include.h"
|
||
|
/// WF
|
||
|
|
||
|
//ERASER START
|
||
|
//#define BOT_FRAMETIME 0.1
|
||
|
double bot_frametime;
|
||
|
|
||
|
int max_bots;
|
||
|
float last_bot_spawn;
|
||
|
int bot_male_names_used;
|
||
|
int bot_female_names_used;
|
||
|
int bot_count;
|
||
|
|
||
|
#define MAX_BOT_FEMALE_NAMES 10
|
||
|
#define MAX_BOT_MALE_NAMES 15
|
||
|
|
||
|
//
|
||
|
// Zip tools
|
||
|
//
|
||
|
|
||
|
#ifdef WIN32
|
||
|
int G_UnzipFile(char *zipfile, char *extract_dir);
|
||
|
int G_ZipFile(char *zipfile, char *filename);
|
||
|
#endif
|
||
|
//ERASER END
|
||
|
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
// client_t->anim_priority
|
||
|
#define ANIM_BASIC 0 // stand / run
|
||
|
#define ANIM_WAVE 1
|
||
|
#define ANIM_JUMP 2
|
||
|
#define ANIM_PAIN 3
|
||
|
#define ANIM_ATTACK 4
|
||
|
#define ANIM_DEATH 5
|
||
|
#define ANIM_REVERSE 6
|
||
|
|
||
|
// client data that stays across multiple level loads
|
||
|
typedef struct
|
||
|
{
|
||
|
char userinfo[MAX_INFO_STRING];
|
||
|
char netname[16];
|
||
|
int hand;
|
||
|
|
||
|
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;
|
||
|
qboolean powerArmorActive;
|
||
|
|
||
|
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;
|
||
|
|
||
|
gitem_t *weapon;
|
||
|
gitem_t *lastweapon;
|
||
|
|
||
|
int power_cubes; // used for tracking the cubes in coop games
|
||
|
int score; // for calculating total unit score in coop games
|
||
|
|
||
|
//WF
|
||
|
#include "wf_local_pers.h"
|
||
|
//WF
|
||
|
|
||
|
} 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
|
||
|
//ZOID
|
||
|
int ctf_team; // CTF team
|
||
|
int ctf_state;
|
||
|
float ctf_lasthurtcarrier;
|
||
|
float ctf_lastreturnedflag;
|
||
|
float ctf_flagsince;
|
||
|
float ctf_lastfraggedcarrier;
|
||
|
qboolean id_state;
|
||
|
//ZOID
|
||
|
vec3_t cmd_angles; // angles sent over in the last command
|
||
|
int game_helpchanged;
|
||
|
int helpchanged;
|
||
|
|
||
|
//WF
|
||
|
int next_ctf_team; // CTF team
|
||
|
//WF
|
||
|
// -- ANTI ZBOT -- //
|
||
|
/*
|
||
|
int bot_start;
|
||
|
int bot_end;
|
||
|
int bot_end2;
|
||
|
int bot_end3;
|
||
|
int bot_retries;
|
||
|
int bot_retries2;
|
||
|
int bot_retries3;
|
||
|
*/
|
||
|
// -- ANTI ZBOT -- //
|
||
|
|
||
|
// ANTI ZBOT LITHIUM TEST
|
||
|
short angles[2][2];
|
||
|
int tog;
|
||
|
int jitter;
|
||
|
float jitter_time;
|
||
|
float jitter_last;
|
||
|
// ANTI ZBOT LITHIUM TEST
|
||
|
|
||
|
|
||
|
//K2: Begin 3/99
|
||
|
qboolean inServer;//botcam
|
||
|
//K2: End
|
||
|
|
||
|
|
||
|
|
||
|
} client_respawn_t;
|
||
|
|
||
|
//ERASER START
|
||
|
//========================================================================================
|
||
|
typedef struct
|
||
|
{
|
||
|
float accuracy; // (1-5) aiming accuracy
|
||
|
float aggr; // (1-5) higher aggression will attack more players, rather than collect items
|
||
|
float combat; // (1-5) effects strafing, jumping and crouching while firing
|
||
|
gitem_t *fav_weapon; // will seek this weapon from further distances, and attack more frequently when gained
|
||
|
int quad_freak; // (0/1) won't seek quad from far away if no
|
||
|
int camper; // (0/1) more likely to find a dark corner with favourite weapon
|
||
|
int avg_ping; // average ping time shown on scoreboard (just for looks)
|
||
|
} bot_stats_t;
|
||
|
|
||
|
// this stores a linked list of bots, which are read in from bots.cfg when the game starts
|
||
|
struct bot_info_s
|
||
|
{
|
||
|
struct bot_info_s *next;
|
||
|
|
||
|
char *name;
|
||
|
char *skin;
|
||
|
char *wfclass;
|
||
|
int ingame_count; // incremented each time this bot enters the game
|
||
|
|
||
|
// stats
|
||
|
bot_stats_t bot_stats;
|
||
|
|
||
|
};
|
||
|
|
||
|
typedef struct bot_info_s bot_info_t;
|
||
|
|
||
|
// TEAMPLAY structures
|
||
|
#define MAX_PLAYERS_PER_TEAM 32
|
||
|
#define MAX_TEAMS 64
|
||
|
|
||
|
struct bot_team_s
|
||
|
{
|
||
|
// static data
|
||
|
char *teamname;
|
||
|
char *abbrev;
|
||
|
char *default_skin;
|
||
|
|
||
|
bot_info_t *bots[MAX_PLAYERS_PER_TEAM];
|
||
|
|
||
|
// in-game stuff
|
||
|
int ingame; // set when this team has been spawned
|
||
|
int score;
|
||
|
int num_players; // incremented each time a player/bot joins this team
|
||
|
int num_bots;
|
||
|
|
||
|
float last_grouping;
|
||
|
};
|
||
|
|
||
|
typedef struct bot_team_s bot_team_t;
|
||
|
|
||
|
bot_team_t *bot_teams[MAX_TEAMS];
|
||
|
int total_teams;
|
||
|
// END Teamplay structure
|
||
|
//========================================================================================
|
||
|
|
||
|
typedef vec3_t lag_trail_t[10];
|
||
|
// ERASER END
|
||
|
|
||
|
// 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
|
||
|
//ZOID
|
||
|
qboolean inmenu; // in menu
|
||
|
pmenuhnd_t *menu; // current menu
|
||
|
//ZOID
|
||
|
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_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;
|
||
|
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; // for weapon raising
|
||
|
|
||
|
// animation vars
|
||
|
int anim_end;
|
||
|
int anim_priority;
|
||
|
qboolean anim_duck;
|
||
|
qboolean anim_run;
|
||
|
|
||
|
// powerup timers
|
||
|
float quad_framenum;
|
||
|
float invincible_framenum;
|
||
|
float breather_framenum;
|
||
|
float enviro_framenum;
|
||
|
|
||
|
qboolean grenade_blew_up;
|
||
|
float grenade_time;
|
||
|
int silencer_shots;
|
||
|
int weapon_sound;
|
||
|
|
||
|
float pickup_msg_time;
|
||
|
|
||
|
float respawn_time; // can respawn when time > this
|
||
|
|
||
|
///Q2 Camera Begin ERASER START
|
||
|
qboolean bIsCamera;
|
||
|
int iMode;
|
||
|
edict_t *pTarget;
|
||
|
qboolean bWatchingTheDead;
|
||
|
vec3_t vDeadOrigin;
|
||
|
double fXYLag;
|
||
|
double fZLag;
|
||
|
double fAngleLag;
|
||
|
///Q2 Camera End
|
||
|
|
||
|
// Eraser additions
|
||
|
bot_team_t *team;
|
||
|
float firing_delay;
|
||
|
float latency;
|
||
|
lag_trail_t *lag_trail; // stores the last 1 second of movements for lag simulation
|
||
|
lag_trail_t *lag_angles;
|
||
|
qboolean ctf_has_tech;
|
||
|
float slide_time;
|
||
|
float reached_goal_time;
|
||
|
// ERASER END
|
||
|
|
||
|
//ZOID
|
||
|
edict_t *ctf_grapple; // entity of grapple
|
||
|
int ctf_grapplestate; // true if pulling
|
||
|
float ctf_grapplereleasetime; // time of grapple release
|
||
|
float ctf_grapplestart;
|
||
|
float ctf_regentime; // regen tech
|
||
|
float ctf_techsndtime;
|
||
|
float ctf_lasttechmsg;
|
||
|
edict_t *chase_target;
|
||
|
qboolean update_chase;
|
||
|
//ZOID
|
||
|
//=======
|
||
|
//ROGUE
|
||
|
float double_framenum;
|
||
|
float ir_framenum;
|
||
|
// float torch_framenum;
|
||
|
float nuke_framenum;
|
||
|
float tracker_pain_framenum;
|
||
|
|
||
|
edict_t *owned_sphere; // this points to the player's sphere
|
||
|
//ROGUE
|
||
|
//=======
|
||
|
//WF
|
||
|
#include "wf_local_client.h"
|
||
|
//WF
|
||
|
|
||
|
};
|
||
|
|
||
|
//ERASER START
|
||
|
// this stores the route-table data
|
||
|
typedef struct
|
||
|
{
|
||
|
short int route_path[TRAIL_LENGTH]; // visible node that will take us to each node
|
||
|
unsigned short int route_dist[TRAIL_LENGTH]; // dist to each node
|
||
|
} routes_t;
|
||
|
|
||
|
#define MAX_PATHS 24 // each node cannot see more than MAX_PATHS nodes
|
||
|
edict_t *the_client; // points to the first client to enter the game (used for debugging)
|
||
|
// ERASER END
|
||
|
|
||
|
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;
|
||
|
|
||
|
|
||
|
// 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);
|
||
|
void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
|
||
|
|
||
|
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;
|
||
|
monsterinfo_t monsterinfo;
|
||
|
|
||
|
//WF
|
||
|
// freezer code
|
||
|
//WF ACRID3
|
||
|
//WF MOVED ALL THIS BELOW FOR TESTING
|
||
|
//ERASER START
|
||
|
// bot data (FIXME: these should really be in a separate structure!)
|
||
|
edict_t *last_goal;
|
||
|
float last_goal_time;
|
||
|
float movetogoal_time;
|
||
|
float strafe_dir, strafe_changedir_time;
|
||
|
float crouch_attack_time;
|
||
|
float last_enemy_sight, search_time;
|
||
|
float last_besttrail_dist; // updated when a trail is found
|
||
|
float last_path_enemy_timestamp;
|
||
|
float bored_suicide_time; // for suiciding when getting stuck
|
||
|
edict_t *node_target;
|
||
|
vec3_t jump_velocity;
|
||
|
vec3_t checkstuck_origin;
|
||
|
float checkstuck_time;
|
||
|
qboolean bot_client;
|
||
|
//ACO struct gclient_s *bot_client; // stores client relevant data for bots, like weapon ammo, health, etc//WAS ALREADY CO
|
||
|
float fire_interval, last_fire;
|
||
|
void (*bot_fire) (edict_t *self);
|
||
|
float last_ladder_touch;
|
||
|
float bot_plat_pausetime;
|
||
|
int closest_trail;
|
||
|
float closest_trail_time;
|
||
|
float last_think_time;
|
||
|
float last_reached_trail;
|
||
|
|
||
|
#ifdef _WIN32
|
||
|
struct _timeb lastattack_time;
|
||
|
#else
|
||
|
struct timeb lastattack_time;
|
||
|
#endif
|
||
|
|
||
|
vec3_t animate_org;
|
||
|
float last_inair;
|
||
|
int movetarget_want;
|
||
|
edict_t *avoid_ent; // avoid grenade, rocket, etc
|
||
|
vec3_t avoid_dir; // direction to run to avoid danger
|
||
|
float avoid_dir_time; // amount of time to spend avoiding in this direction, before looking for a new direction
|
||
|
float last_roam_time;
|
||
|
float sight_enemy_time;
|
||
|
float last_best_direction;
|
||
|
|
||
|
bot_stats_t *bot_stats;
|
||
|
bot_info_t *botdata;
|
||
|
int skill_level;
|
||
|
|
||
|
int last_closest_node;
|
||
|
float last_closest_time;
|
||
|
float last_move_nocloser;
|
||
|
|
||
|
edict_t *giveup_lastgoal; // checked each frame to see if we've been going for the same goal for too long
|
||
|
float last_seek_enemy;
|
||
|
|
||
|
float last_insult, last_help, last_drop, last_group;
|
||
|
float group_pausetime;
|
||
|
float last_pain, last_jump;
|
||
|
float last_nopaths_roam;
|
||
|
edict_t *save_movetarget, *save_goalentity;
|
||
|
edict_t *last_movegoal;
|
||
|
|
||
|
vec3_t last_forward, last_start; // used to prevent calculating twice per FRAMETIME
|
||
|
edict_t *flagpath_goal;
|
||
|
float activator_time;
|
||
|
|
||
|
// trail data
|
||
|
int paths[MAX_PATHS];
|
||
|
int ignore;
|
||
|
int trail_index; // for backwards referencing
|
||
|
edict_t *trigger_ent; // points to the trigger entity that is associated with this node
|
||
|
char node_type; // uses NOTE_* values
|
||
|
|
||
|
routes_t *routes; // routes to all other nodes
|
||
|
|
||
|
edict_t *last_trail_dropped; // this player's last trail node dropped
|
||
|
|
||
|
// misc
|
||
|
float ignore_time; // ignore hunting this ent while > level.time
|
||
|
int frags; // used by plats/teleporters so we know they've been routed
|
||
|
|
||
|
// used by player, for node calculation
|
||
|
float last_max_z;
|
||
|
edict_t *last_groundentity;
|
||
|
edict_t *jump_ent; // set everytime the player jumps
|
||
|
edict_t *duck_ent; // set everytime the player begins to duck
|
||
|
|
||
|
// used to speed up View Weapons code, so we don't need to find the model each frame, for each player
|
||
|
char *modelname;
|
||
|
|
||
|
// special ACE vars
|
||
|
qboolean isbot;
|
||
|
int ace_last_node;
|
||
|
|
||
|
// ===========================================================================
|
||
|
// DO NOT MODIFY ANYTHING ABOVE THIS !!
|
||
|
// ERASER NEEDS THE FIELDS IN THIS ORDER (since P_TRAIL.C is precompiled)
|
||
|
//
|
||
|
// You may safely add fields below this point
|
||
|
// ERASER END
|
||
|
//WF
|
||
|
//WF
|
||
|
#include "wf_local_edict.h"
|
||
|
//WF
|
||
|
};
|
||
|
|
||
|
//ERASER START
|
||
|
int num_players;
|
||
|
edict_t *players[MAX_CLIENTS]; // pointers to all players in the game
|
||
|
edict_t *weapons_head; // pointers to all weapons in the game (use node_target and last_goal to traverse forward/back)
|
||
|
edict_t *health_head;
|
||
|
edict_t *bonus_head; // armour, Quad, etc
|
||
|
edict_t *ammo_head;
|
||
|
|
||
|
// the following are just faster ways of accessing FindItem("item_name"), set in Worldspawn
|
||
|
gitem_t *item_shells, *item_cells, *item_rockets, *item_grenades, *item_slugs, *item_bullets;
|
||
|
gitem_t *item_shotgun, *item_hyperblaster, *item_supershotgun, *item_grenadelauncher,
|
||
|
*item_chaingun, *item_railgun, *item_machinegun, *item_bfg10k, *item_rocketlauncher,
|
||
|
*item_blaster, *item_sniperrifle, *item_lightninggun, *item_infecteddart,
|
||
|
*item_pulsecannon, *item_telsacoil, *item_flamethrower, *item_needler ,
|
||
|
*item_pelletrocketlauncher, *item_rocketnapalmlauncher ,*item_rocketclusterlauncher,
|
||
|
*item_shc, *item_handgrenades, *item_poisondart, *item_ak47, *item_pistol,
|
||
|
*item_sentryspot, *item_depotspot, *item_armordart, *item_stingerrocketlauncher, *item_knife;
|
||
|
|
||
|
|
||
|
bot_info_t *botinfo_list;
|
||
|
int total_bots; // number of bots read in from bots.cfg
|
||
|
|
||
|
bot_info_t *teambot_list; // bots that were generated solely for teamplay
|
||
|
|
||
|
qboolean paused; // fake a paused game during deathmatch
|
||
|
// ERASER END
|
||
|
|
||
|
|
||
|
//ZOID
|
||
|
#include "g_ctf.h"
|
||
|
//ZOID
|