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|
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development
This file is part of Tremulous.
Tremulous 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.
Tremulous 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 Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// bg_public.h -- definitions shared by both the server game and client game modules
//tremulous balance header
#include "tremulous.h"
// because games can change separately from the main system version, we need a
// second version that must match between game and cgame
#define GAME_VERSION "base"
#define DEFAULT_GRAVITY 800
#define VOTE_TIME 30000 // 30 seconds before vote times out
#define MINS_Z -24
#define DEFAULT_VIEWHEIGHT 26
#define CROUCH_VIEWHEIGHT 12
#define DEAD_VIEWHEIGHT 4 // height from ground
#define COMPARE_FLOAT_EPSILON(a,b) ((a)>(b)-0.0001f&&(a)<(b)+0.0001f)
#define COMPARE_VECTOR_EPSILON(v,x,y,z) (COMPARE_FLOAT_EPSILON((v)[0],(x))&&COMPARE_FLOAT_EPSILON((v)[1],(y))&&COMPARE_FLOAT_EPSILON((v)[2],(z)))
// player teams
typedef enum
{
TEAM_NONE,
TEAM_ALIENS,
TEAM_HUMANS,
NUM_TEAMS
} team_t;
//
// config strings are a general means of communicating variable length strings
// from the server to all connected clients.
//
// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
enum
{
CS_MUSIC = 2,
CS_MESSAGE, // from the map worldspawn's message field
CS_MOTD, // g_motd string for server message of the day
CS_WARMUP, // server time when the match will be restarted
CS_VOTE_TIME, // Vote stuff each needs NUM_TEAMS slots
CS_VOTE_STRING = CS_VOTE_TIME + NUM_TEAMS,
CS_VOTE_YES = CS_VOTE_STRING + NUM_TEAMS,
CS_VOTE_NO = CS_VOTE_YES + NUM_TEAMS,
CS_VOTE_CALLER = CS_VOTE_NO + NUM_TEAMS,
CS_GAME_VERSION = CS_VOTE_CALLER + NUM_TEAMS,
CS_LEVEL_START_TIME, // so the timer only shows the current level
CS_INTERMISSION, // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
CS_WINNER , // string indicating round winner
CS_SHADERSTATE,
CS_BOTINFO,
CS_CLIENTS_READY,
CS_ALIEN_STAGES,
CS_HUMAN_STAGES,
CS_MODELS,
CS_SOUNDS = CS_MODELS + MAX_MODELS,
CS_SHADERS = CS_SOUNDS + MAX_SOUNDS,
CS_PARTICLE_SYSTEMS = CS_SHADERS + MAX_GAME_SHADERS,
CS_PLAYERS = CS_PARTICLE_SYSTEMS + MAX_GAME_PARTICLE_SYSTEMS,
CS_LOCATIONS = CS_PLAYERS + MAX_CLIENTS,
CS_MAX = CS_LOCATIONS + MAX_LOCATIONS
};
#if CS_MAX > MAX_CONFIGSTRINGS
#error overflow: CS_MAX > MAX_CONFIGSTRINGS
#endif
typedef enum
{
GENDER_MALE,
GENDER_FEMALE,
GENDER_NEUTER
} gender_t;
/*
===================================================================================
PMOVE MODULE
The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
and some other output data. Used for local prediction on the client game and true
movement on the server game.
===================================================================================
*/
typedef enum
{
PM_NORMAL, // can accelerate and turn
PM_NOCLIP, // noclip movement
PM_SPECTATOR, // still run into walls
PM_JETPACK, // jetpack physics
PM_GRABBED, // like dead, but for when the player is still live
PM_DEAD, // no acceleration or turning, but free falling
PM_FREEZE, // stuck in place with no control
PM_INTERMISSION // no movement or status bar
} pmtype_t;
// pmtype_t categories
#define PM_Paralyzed( x ) ( (x) == PM_DEAD || (x) == PM_FREEZE ||\
(x) == PM_INTERMISSION )
#define PM_Live( x ) ( (x) == PM_NORMAL || (x) == PM_JETPACK ||\
(x) == PM_GRABBED )
typedef enum
{
WEAPON_READY,
WEAPON_RAISING,
WEAPON_DROPPING,
WEAPON_FIRING,
WEAPON_RELOADING,
WEAPON_NEEDS_RESET,
} weaponstate_t;
// pmove->pm_flags
#define PMF_DUCKED 0x000001
#define PMF_JUMP_HELD 0x000002
#define PMF_CROUCH_HELD 0x000004
#define PMF_BACKWARDS_JUMP 0x000008 // go into backwards land
#define PMF_BACKWARDS_RUN 0x000010 // coast down to backwards run
#define PMF_TIME_LAND 0x000020 // pm_time is time before rejump
#define PMF_TIME_KNOCKBACK 0x000040 // pm_time is an air-accelerate only time
#define PMF_TIME_WATERJUMP 0x000080 // pm_time is waterjump
#define PMF_RESPAWNED 0x000100 // clear after attack and jump buttons come up
#define PMF_USE_ITEM_HELD 0x000200
#define PMF_WEAPON_RELOAD 0x000400 // force a weapon switch
#define PMF_FOLLOW 0x000800 // spectate following another player
#define PMF_QUEUED 0x001000 // player is queued
#define PMF_TIME_WALLJUMP 0x002000 // for limiting wall jumping
#define PMF_CHARGE 0x004000 // keep track of pouncing
#define PMF_WEAPON_SWITCH 0x008000 // force a weapon switch
#define PMF_SPRINTHELD 0x010000
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK|PMF_TIME_WALLJUMP)
typedef struct
{
int pouncePayload;
float fallVelocity;
} pmoveExt_t;
#define MAXTOUCH 32
typedef struct pmove_s
{
// state (in / out)
playerState_t *ps;
pmoveExt_t *pmext;
// command (in)
usercmd_t cmd;
int tracemask; // collide against these types of surfaces
int debugLevel; // if set, diagnostic output will be printed
qboolean noFootsteps; // if the game is setup for no footsteps by the server
qboolean autoWeaponHit[ 32 ];
int framecount;
// results (out)
int numtouch;
int touchents[ MAXTOUCH ];
vec3_t mins, maxs; // bounding box size
int watertype;
int waterlevel;
float xyspeed;
// for fixed msec Pmove
int pmove_fixed;
int pmove_msec;
// callbacks to test the world
// these will be different functions during game and cgame
/*void (*trace)( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );*/
void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs,
const vec3_t end, int passEntityNum, int contentMask );
int (*pointcontents)( const vec3_t point, int passEntityNum );
} pmove_t;
// if a full pmove isn't done on the client, you can just update the angles
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
void Pmove( pmove_t *pmove );
//===================================================================================
// player_state->stats[] indexes
typedef enum
{
STAT_HEALTH,
STAT_ITEMS,
STAT_ACTIVEITEMS,
STAT_WEAPON, // current primary weapon
STAT_MAX_HEALTH,// health / armor limit, changable by handicap
STAT_CLASS, // player class (for aliens AND humans)
STAT_TEAM, // player team
STAT_STAMINA, // stamina (human only)
STAT_STATE, // client states e.g. wall climbing
STAT_MISC, // for uh...misc stuff (pounce, trample, lcannon)
STAT_BUILDABLE, // which ghost model to display for building
STAT_FALLDIST, // the distance the player fell
STAT_VIEWLOCK, // direction to lock the view in
STAT_FUEL // jetpacks
// netcode has space for 2 more
} statIndex_t;
#define SCA_WALLCLIMBER 0x00000001
#define SCA_TAKESFALLDAMAGE 0x00000002
#define SCA_CANZOOM 0x00000004
#define SCA_FOVWARPS 0x00000008
#define SCA_ALIENSENSE 0x00000010
#define SCA_CANUSELADDERS 0x00000020
#define SCA_WALLJUMPER 0x00000040
#define SS_WALLCLIMBING 0x00000001
#define SS_CREEPSLOWED 0x00000002
#define SS_SPEEDBOOST 0x00000004
#define SS_GRABBED 0x00000008
#define SS_BLOBLOCKED 0x00000010
#define SS_POISONED 0x00000020
#define SS_BOOSTED 0x00000040
#define SS_BOOSTEDWARNING 0x00000080 // booster poison is running out
#define SS_SLOWLOCKED 0x00000100
#define SS_CHARGING 0x00000200
#define SS_HEALING_ACTIVE 0x00000400 // medistat for humans, creep for aliens
#define SS_HEALING_2X 0x00000800 // medkit or double healing rate
#define SS_HEALING_3X 0x00001000 // triple healing rate
#define SS_IMPLANTED 0x00002000
#define SB_VALID_TOGGLEBIT 0x00002000
// player_state->persistant[] indexes
// these fields are the only part of player_state that isn't
// cleared on respawn
typedef enum
{
PERS_SCORE, // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
PERS_HITS, // total points damage inflicted so damage beeps can sound on change
PERS_SPAWNS, // how many spawns your team has
PERS_SPECSTATE,
PERS_SPAWN_COUNT, // incremented every respawn
PERS_ATTACKER, // clientnum of last damage inflicter
PERS_KILLED, // count of the number of times you died
PERS_STATE,
PERS_CREDIT, // human credit
PERS_QUEUEPOS, // position in the spawn queue
PERS_NEWWEAPON, // weapon to switch to
PERS_BP,
PERS_MARKEDBP,
//zdrytchx: no space in stats, use persistant. This meanas we risk doing a double jump upon spawning but death animations are 1700 msecs long, so technically it's impossible anyway
PERS_JUMPTIME,
PERS_SPAWNS_IMPLANTED
// netcode has space for 1 more
} persEnum_t;
#define PS_WALLCLIMBINGFOLLOW 0x00000001
#define PS_WALLCLIMBINGTOGGLE 0x00000002
#define PS_NONSEGMODEL 0x00000004
#define PS_SPRINTTOGGLE 0x00000008
// entityState_t->eFlags
// notice that some flags are overlapped, so their meaning depends on context
#define EF_DEAD 0x0001 // don't draw a foe marker over players with EF_DEAD
#define EF_TELEPORT_BIT 0x0002 // toggled every time the origin abruptly changes
#define EF_PLAYER_EVENT 0x0004 // only used for eType > ET_EVENTS
// for missiles:
#define EF_BOUNCE 0x0008 // for missiles
#define EF_BOUNCE_HALF 0x0010 // for missiles
#define EF_NO_BOUNCE_SOUND 0x0020 // for missiles
// buildable flags:
#define EF_B_SPAWNED 0x0008
#define EF_B_POWERED 0x0010
#define EF_B_MARKED 0x0020
#define EF_WARN_CHARGE 0x0020 // Lucifer Cannon is about to overcharge
#define EF_WALLCLIMB 0x0040 // wall walking
#define EF_WALLCLIMBCEILING 0x0080 // wall walking ceiling hack
#define EF_NODRAW 0x0100 // may have an event, but no model (unspawned items)
#define EF_FIRING 0x0200 // for lightning gun
#define EF_FIRING2 0x0400 // alt fire
#define EF_FIRING3 0x0800 // third fire
#define EF_MOVER_STOP 0x1000 // will push otherwise
#define EF_POISONCLOUDED 0x2000 // player hit with basilisk gas
#define EF_CONNECTION 0x4000 // draw a connection trouble sprite
#define EF_BLOBLOCKED 0x8000 // caught by a trapper
typedef enum
{
HI_NONE,
HI_TELEPORTER,
HI_MEDKIT,
HI_NUM_HOLDABLE
} holdable_t;
typedef enum
{
WPM_NONE,
WPM_PRIMARY,
WPM_SECONDARY,
WPM_TERTIARY,
WPM_NOTFIRING,
WPM_NUM_WEAPONMODES
} weaponMode_t;
typedef enum
{
WP_NONE,
WP_ALEVEL0,
WP_ALEVEL1,
WP_ALEVEL1_UPG,
WP_ALEVEL2,
WP_ALEVEL2_UPG,
WP_ALEVEL3,
WP_ALEVEL3_UPG,
WP_ALEVEL4,
WP_BLASTER,
WP_MACHINEGUN,
WP_PAIN_SAW,
WP_SHOTGUN,
WP_LAS_GUN,
WP_MASS_DRIVER,
WP_CHAINGUN,
WP_FLAMER,
WP_PULSE_RIFLE,
WP_LUCIFER_CANNON,
WP_GRENADE,
WP_LOCKBLOB_LAUNCHER,
WP_HIVE,
WP_TESLAGEN,
WP_MGTURRET,
//build weapons must remain in a block
WP_ABUILD,
WP_ABUILD2,
WP_HBUILD,
//ok?
WP_NUM_WEAPONS
} weapon_t;
typedef enum
{
UP_NONE,
UP_LIGHTARMOUR,
UP_HELMET_MK1,
UP_HELMET_MK2,
UP_MEDKIT,
UP_BATTPACK,
UP_JETPACK,
UP_BATTLESUIT,
UP_GRENADE,
UP_BIORES,
UP_AMMO,
UP_NUM_UPGRADES
} upgrade_t;
// bitmasks for upgrade slots
#define SLOT_NONE 0x00000000
#define SLOT_HEAD 0x00000001
#define SLOT_TORSO 0x00000002
#define SLOT_ARMS 0x00000004
#define SLOT_LEGS 0x00000008
#define SLOT_BACKPACK 0x00000010
#define SLOT_WEAPON 0x00000020
#define SLOT_SIDEARM 0x00000040
typedef enum
{
BA_NONE,
BA_A_SPAWN,
BA_A_OVERMIND,
BA_A_BARRICADE,
BA_A_ACIDTUBE,
BA_A_TRAPPER,
BA_A_BOOSTER,
BA_A_HIVE,
BA_H_SPAWN,
BA_H_MGTURRET,
BA_H_TESLAGEN,
BA_H_ARMOURY,
BA_H_DCC,
BA_H_MEDISTAT,
BA_H_REACTOR,
BA_H_REPEATER,
//cuboids must stay in a block
#define CUBOID_FIRST BA_H_CUBOID1
BA_H_CUBOID1,
BA_H_CUBOID2,
BA_H_CUBOID3,
BA_A_CUBOID1,
BA_A_CUBOID2,
#define CUBOID_LAST BA_A_CUBOID2
#define CUBOID_TYPES (CUBOID_LAST-CUBOID_FIRST+1)
BA_NUM_BUILDABLES
} buildable_t;
// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
#define PLAYEREVENT_DENIEDREWARD 0x0001
#define PLAYEREVENT_GAUNTLETREWARD 0x0002
#define PLAYEREVENT_HOLYSHIT 0x0004
// entityState_t->event values
// entity events are for effects that take place reletive
// to an existing entities origin. Very network efficient.
// two bits at the top of the entityState->event field
// will be incremented with each change in the event so
// that an identical event started twice in a row can
// be distinguished. And off the value with ~EV_EVENT_BITS
// to retrieve the actual event number
#define EV_EVENT_BIT1 0x00000100
#define EV_EVENT_BIT2 0x00000200
#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2)
#define EVENT_VALID_MSEC 300
const char *BG_EventName( int num );
typedef enum
{
EV_NONE,
EV_FOOTSTEP,
EV_FOOTSTEP_METAL,
EV_FOOTSTEP_SQUELCH,
EV_FOOTSPLASH,
EV_FOOTWADE,
EV_SWIM,
EV_STEP_4,
EV_STEP_8,
EV_STEP_12,
EV_STEP_16,
EV_STEPDN_4,
EV_STEPDN_8,
EV_STEPDN_12,
EV_STEPDN_16,
EV_FALL_SHORT,
EV_FALL_MEDIUM,
EV_FALL_FAR,
EV_FALLING,
EV_JUMP,
EV_JETJUMP,
EV_WATER_TOUCH, // foot touches
EV_WATER_LEAVE, // foot leaves
EV_WATER_UNDER, // head touches
EV_WATER_CLEAR, // head leaves
EV_NOAMMO,
EV_CHANGE_WEAPON,
EV_FIRE_WEAPON,
EV_FIRE_WEAPON2,
EV_FIRE_WEAPON3,
EV_PLAYER_RESPAWN, // for fovwarp effects
EV_PLAYER_TELEPORT_IN,
EV_PLAYER_TELEPORT_OUT,
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
EV_GENERAL_SOUND,
EV_GLOBAL_SOUND, // no attenuation
EV_BULLET_HIT_FLESH,
EV_BULLET_HIT_WALL,
EV_SHOTGUN,
EV_MASS_DRIVER,
EV_MISSILE_HIT,
EV_MISSILE_MISS,
EV_MISSILE_MISS_METAL,
EV_TESLATRAIL,
EV_BULLET, // otherEntity is the shooter
EV_LEV1_GRAB,
EV_LEV4_TRAMPLE_PREPARE,
EV_LEV4_TRAMPLE_START,
EV_PAIN,
EV_DEATH1,
EV_DEATH2,
EV_DEATH3,
EV_OBITUARY,
EV_GIB_PLAYER, // gib a previously living player
EV_BUILD_CONSTRUCT,
EV_BUILD_DESTROY,
EV_BUILD_DELAY, // can't build yet
EV_BUILD_REPAIR, // repairing buildable
EV_BUILD_REPAIRED, // buildable has full health
EV_HUMAN_BUILDABLE_EXPLOSION,
EV_ALIEN_BUILDABLE_EXPLOSION,
EV_CUBOID_EXPLOSION,
EV_ALIEN_ACIDTUBE,
EV_MEDKIT_USED,
EV_ALIEN_EVOLVE,
EV_ALIEN_EVOLVE_FAILED,
EV_DEBUG_LINE,
EV_STOPLOOPINGSOUND,
EV_TAUNT,
EV_OVERMIND_ATTACK, // overmind under attack
EV_OVERMIND_DYING, // overmind close to death
EV_OVERMIND_SPAWNS, // overmind needs spawns
EV_DCC_ATTACK, // dcc under attack
EV_MGTURRET_SPINUP, // turret spinup sound should play
EV_MGTURRET_KILL,
EV_RPTUSE_SOUND, // trigger a sound
EV_LEV2_ZAP,
EV_ALIEN_HATCH, // when an alien pops out of a human's chest
EV_ALIEN_HATCH_FAILURE, // when it doesns't work
EV_JETPACK_DEACTIVATE,
EV_JETPACK_REFUEL
} entity_event_t;
typedef enum
{
MN_NONE,
MN_TEAM,
MN_A_TEAMFULL,
MN_H_TEAMFULL,
MN_A_TEAMLOCKED,
MN_H_TEAMLOCKED,
MN_PLAYERLIMIT,
MN_WARMUP,
// cmd stuff
MN_CMD_CHEAT,
MN_CMD_CHEAT_TEAM,
MN_CMD_TEAM,
MN_CMD_SPEC,
MN_CMD_ALIEN,
MN_CMD_HUMAN,
MN_CMD_LIVING,
//alien stuff
MN_A_CLASS,
MN_A_BUILD,
MN_A_INFEST,
MN_A_NOEROOM,
MN_A_TOOCLOSE,
MN_A_NOOVMND_EVOLVE,
MN_A_EVOLVEBUILDTIMER,
MN_A_CANTEVOLVE,
MN_A_EVOLVEWALLWALK,
MN_A_UNKNOWNCLASS,
MN_A_CLASSNOTSPAWN,
MN_A_CLASSNOTALLOWED,
MN_A_CLASSNOTATSTAGE,
//shared build
MN_B_NOROOM,
MN_B_NORMAL,
MN_B_CANNOT,
MN_B_LASTSPAWN,
MN_B_SUDDENDEATH,
MN_B_REVOKED,
MN_B_SURRENDER,
MN_B_NOSURF,
MN_B_CUBOID_MODE1,
MN_B_CUBOID_MODE2,
MN_B_TOODENSE,
//alien build
MN_A_ONEOVERMIND,
MN_A_NOBP,
MN_A_NOCREEP,
MN_A_NOOVMND,
//human stuff
MN_H_SPAWN,
MN_H_BUILD,
MN_H_ARMOURY,
MN_H_UNKNOWNITEM,
MN_H_NOSLOTS,
MN_H_NOFUNDS,
MN_H_ITEMHELD,
MN_H_NOARMOURYHERE,
MN_H_NOENERGYAMMOHERE,
MN_H_NOROOMBSUITON,
MN_H_NOROOMBSUITOFF,
MN_H_ARMOURYBUILDTIMER,
MN_H_DEADTOCLASS,
MN_H_UNKNOWNSPAWNITEM,
//human build
MN_H_NOPOWERHERE,
MN_H_NOBP,
MN_H_NOTPOWERED,
MN_H_NODCC,
MN_H_ONEREACTOR,
MN_H_RPTPOWERHERE,
} dynMenu_t;
// animations
typedef enum
{
BOTH_DEATH1,
BOTH_DEAD1,
BOTH_DEATH2,
BOTH_DEAD2,
BOTH_DEATH3,
BOTH_DEAD3,
TORSO_GESTURE,
TORSO_ATTACK,
TORSO_ATTACK2,
TORSO_DROP,
TORSO_RAISE,
TORSO_STAND,
TORSO_STAND2,
LEGS_WALKCR,
LEGS_WALK,
LEGS_RUN,
LEGS_BACK,
LEGS_SWIM,
LEGS_JUMP,
LEGS_LAND,
LEGS_JUMPB,
LEGS_LANDB,
LEGS_IDLE,
LEGS_IDLECR,
LEGS_TURN,
TORSO_GETFLAG,
TORSO_GUARDBASE,
TORSO_PATROL,
TORSO_FOLLOWME,
TORSO_AFFIRMATIVE,
TORSO_NEGATIVE,
MAX_PLAYER_ANIMATIONS,
LEGS_BACKCR,
LEGS_BACKWALK,
FLAG_RUN,
FLAG_STAND,
FLAG_STAND2RUN,
MAX_PLAYER_TOTALANIMATIONS
} playerAnimNumber_t;
// nonsegmented animations
typedef enum
{
NSPA_STAND,
NSPA_GESTURE,
NSPA_WALK,
NSPA_RUN,
NSPA_RUNBACK,
NSPA_CHARGE,
NSPA_RUNLEFT,
NSPA_WALKLEFT,
NSPA_RUNRIGHT,
NSPA_WALKRIGHT,
NSPA_SWIM,
NSPA_JUMP,
NSPA_LAND,
NSPA_JUMPBACK,
NSPA_LANDBACK,
NSPA_TURN,
NSPA_ATTACK1,
NSPA_ATTACK2,
NSPA_ATTACK3,
NSPA_PAIN1,
NSPA_PAIN2,
NSPA_DEATH1,
NSPA_DEAD1,
NSPA_DEATH2,
NSPA_DEAD2,
NSPA_DEATH3,
NSPA_DEAD3,
MAX_NONSEG_PLAYER_ANIMATIONS,
NSPA_WALKBACK,
MAX_NONSEG_PLAYER_TOTALANIMATIONS
} nonSegPlayerAnimNumber_t;
// for buildable animations
typedef enum
{
BANIM_NONE,
BANIM_CONSTRUCT1,
BANIM_CONSTRUCT2,
BANIM_IDLE1,
BANIM_IDLE2,
BANIM_IDLE3,
BANIM_ATTACK1,
BANIM_ATTACK2,
BANIM_SPAWN1,
BANIM_SPAWN2,
BANIM_PAIN1,
BANIM_PAIN2,
BANIM_DESTROY1,
BANIM_DESTROY2,
BANIM_DESTROYED,
MAX_BUILDABLE_ANIMATIONS
} buildableAnimNumber_t;
typedef enum
{
WANIM_NONE,
WANIM_IDLE,
WANIM_DROP,
WANIM_RELOAD,
WANIM_RAISE,
WANIM_ATTACK1,
WANIM_ATTACK2,
WANIM_ATTACK3,
WANIM_ATTACK4,
WANIM_ATTACK5,
WANIM_ATTACK6,
WANIM_ATTACK7,
WANIM_ATTACK8,
MAX_WEAPON_ANIMATIONS
} weaponAnimNumber_t;
typedef struct animation_s
{
int firstFrame;
int numFrames;
int loopFrames; // 0 to numFrames
int frameLerp; // msec between frames
int initialLerp; // msec to get to first frame
int reversed; // true if animation is reversed
int flipflop; // true if animation should flipflop back to base
} animation_t;
// flip the togglebit every time an animation
// changes so a restart of the same anim can be detected
#define ANIM_TOGGLEBIT 0x80
#define ANIM_FORCEBIT 0x40
// Time between location updates
#define TEAM_LOCATION_UPDATE_TIME 500
// player classes
typedef enum
{
PCL_NONE,
//builder classes
PCL_ALIEN_BUILDER0,
PCL_ALIEN_BUILDER0_UPG,
//offensive classes
PCL_ALIEN_LEVEL0,
PCL_ALIEN_LEVEL1,
PCL_ALIEN_LEVEL1_UPG,
PCL_ALIEN_LEVEL2,
PCL_ALIEN_LEVEL2_UPG,
PCL_ALIEN_LEVEL3,
PCL_ALIEN_LEVEL3_UPG,
PCL_ALIEN_LEVEL4,
//human class
PCL_HUMAN,
PCL_HUMAN_BSUIT,
PCL_NUM_CLASSES
} class_t;
// spectator state
typedef enum
{
SPECTATOR_NOT,
SPECTATOR_FREE,
SPECTATOR_LOCKED,
SPECTATOR_FOLLOW,
SPECTATOR_SCOREBOARD
} spectatorState_t;
// modes of text communication
typedef enum
{
SAY_ALL,
SAY_TEAM,
SAY_PRIVMSG,
SAY_TPRIVMSG,
SAY_AREA,
SAY_ADMINS,
SAY_ADMINS_PUBLIC,
SAY_RAW
} saymode_t;
// means of death
typedef enum
{
MOD_UNKNOWN,
MOD_SHOTGUN,
MOD_BLASTER,
MOD_PAINSAW,
MOD_MACHINEGUN,
MOD_CHAINGUN,
MOD_PRIFLE,
MOD_MDRIVER,
MOD_LASGUN,
MOD_LCANNON,
MOD_LCANNON_SPLASH,
MOD_FLAMER,
MOD_FLAMER_SPLASH,
MOD_GRENADE,
MOD_WATER,
MOD_SLIME,
MOD_LAVA,
MOD_CRUSH,
MOD_TELEFRAG,
MOD_FALLING,
MOD_SUICIDE,
MOD_TARGET_LASER,
MOD_TRIGGER_HURT,
MOD_ABUILDER_CLAW,
MOD_LEVEL0_BITE,
MOD_LEVEL1_CLAW,
MOD_LEVEL1_PCLOUD,
MOD_LEVEL3_CLAW,
MOD_LEVEL3_POUNCE,
MOD_LEVEL3_BOUNCEBALL,
MOD_LEVEL2_CLAW,
MOD_LEVEL2_ZAP,
MOD_LEVEL4_CLAW,
MOD_LEVEL4_TRAMPLE,
MOD_LEVEL4_CRUSH,
MOD_LEVEL4_BOMB,
MOD_SLOWBLOB,
MOD_POISON,
MOD_SWARM,
MOD_HSPAWN,
MOD_TESLAGEN,
MOD_MGTURRET,
MOD_REACTOR,
MOD_ASPAWN,
MOD_ATUBE,
MOD_OVERMIND,
MOD_DECONSTRUCT,
MOD_REPLACE,
MOD_NOCREEP,
MOD_ALIEN_HATCH,
MOD_ALIEN_HATCH_FAILED
} meansOfDeath_t;
//---------------------------------------------------------
// player class record
typedef struct
{
class_t number;
char *name;
char *info;
int stages;
int health;
float fallDamage;
float regenRate;
int abilities;
weapon_t startWeapon;
float buildDist;
int fov;
float bob;
float bobCycle;
int steptime;
float speed;
float acceleration;
float airAcceleration;
float friction;
float stopSpeed;
float jumpMagnitude;
float knockbackScale;
int children[ 3 ];
int cost;
int value;
} classAttributes_t;
typedef struct
{
char modelName[ MAX_QPATH ];
float modelScale;
char skinName[ MAX_QPATH ];
float shadowScale;
char hudName[ MAX_QPATH ];
char humanName[ MAX_STRING_CHARS ];
vec3_t mins;
vec3_t maxs;
vec3_t crouchMaxs;
vec3_t deadMins;
vec3_t deadMaxs;
int viewheight;
int crouchViewheight;
float zOffset;
vec3_t shoulderOffsets;
} classConfig_t;
//stages
typedef enum
{
S1,
S2,
S3
} stage_t;
#define MAX_BUILDABLE_MODELS 4
// buildable item record
typedef struct
{
buildable_t number;
char *name;
char *humanName;
char *info;
char *entityName;
trType_t traj;
float bounce;
int buildPoints;
int stages;
int health;
int regenRate;
int splashDamage;
int splashRadius;
int meansOfDeath;
team_t team;
weapon_t buildWeapon;
int idleAnim;
int nextthink;
int buildTime;
qboolean usable;
int turretRange;
int turretFireSpeed;
weapon_t turretProjType;
float minNormal;
qboolean invertNormal;
qboolean creepTest;
int creepSize;
qboolean dccTest;
qboolean transparentTest;
qboolean uniqueTest;
int value;
qboolean cuboid;
} buildableAttributes_t;
typedef struct
{
char models[ MAX_BUILDABLE_MODELS ][ MAX_QPATH ];
float modelScale;
vec3_t mins;
vec3_t maxs;
float zOffset;
} buildableConfig_t;
// weapon record
typedef struct
{
weapon_t number;
int price;
int stages;
int slots;
char *name;
char *humanName;
char *info;
int maxAmmo;
int maxClips;
qboolean infiniteAmmo;
qboolean usesEnergy;
int repeatRate1;
int repeatRate2;
int repeatRate3;
int reloadTime;
float knockbackScale;
qboolean hasAltMode;
qboolean hasThirdMode;
qboolean canZoom;
float zoomFov;
qboolean purchasable;
qboolean longRanged;
team_t team;
} weaponAttributes_t;
// upgrade record
typedef struct
{
upgrade_t number;
int price;
int stages;
int slots;
char *name;
char *humanName;
char *info;
char *icon;
qboolean purchasable;
qboolean usable;
team_t team;
} upgradeAttributes_t;
qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int ammo, int clips );
int BG_WeaponMaxAmmo( weapon_t weapon, int *stats);
qboolean BG_InventoryContainsWeapon( int weapon, int stats[ ] );
int BG_SlotsForInventory( int stats[ ] );
void BG_AddUpgradeToInventory( int item, int stats[ ] );
void BG_RemoveUpgradeFromInventory( int item, int stats[ ] );
qboolean BG_InventoryContainsUpgrade( int item, int stats[ ] );
void BG_ActivateUpgrade( int item, int stats[ ] );
void BG_DeactivateUpgrade( int item, int stats[ ] );
qboolean BG_UpgradeIsActive( int item, int stats[ ] );
qboolean BG_RotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ],
vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling );
void BG_GetClientNormal( const playerState_t *ps, vec3_t normal );
void BG_GetClientViewOrigin( const playerState_t *ps, vec3_t viewOrigin );
qboolean BG_PositionBuildableRelativeToPlayer( const playerState_t *ps, qboolean cuboid,
const vec3_t mins, const vec3_t maxs,
void (*trace)( trace_t *, const vec3_t, const vec3_t,
const vec3_t, const vec3_t, int, int ),
vec3_t outOrigin, vec3_t outAngles, trace_t *tr );
int BG_GetValueOfPlayer( playerState_t *ps );
qboolean BG_PlayerCanChangeWeapon( playerState_t *ps );
int BG_PlayerPoisonCloudTime( playerState_t *ps );
weapon_t BG_GetPlayerWeapon( playerState_t *ps );
qboolean BG_HasEnergyWeapon( playerState_t *ps );
void BG_PackEntityNumbers( entityState_t *es, const int *entityNums, int count );
int BG_UnpackEntityNumbers( entityState_t *es, int *entityNums, int count );
const buildableAttributes_t *BG_BuildableByName( const char *name );
const buildableAttributes_t *BG_BuildableByEntityName( const char *name );
const buildableAttributes_t *BG_Buildable( buildable_t buildable, const vec3_t cuboidSize );
qboolean BG_BuildableAllowedInStage( buildable_t buildable,
stage_t stage );
buildableConfig_t *BG_BuildableConfig( buildable_t buildable );
void BG_BuildableBoundingBox( buildable_t buildable,
vec3_t mins, vec3_t maxs );
void BG_InitBuildableConfigs( void );
const classAttributes_t *BG_ClassByName( const char *name );
const classAttributes_t *BG_Class( class_t class );
qboolean BG_ClassAllowedInStage( class_t class,
stage_t stage );
classConfig_t *BG_ClassConfig( class_t class );
void BG_ClassBoundingBox( class_t class, vec3_t mins,
vec3_t maxs, vec3_t cmaxs,
vec3_t dmins, vec3_t dmaxs );
qboolean BG_ClassHasAbility( class_t class, int ability );
int BG_ClassCanEvolveFromTo( class_t fclass,
class_t tclass,
int credits, int alienStage, int num );
qboolean BG_AlienCanEvolve( class_t class, int credits, int alienStage );
void BG_InitClassConfigs( void );
const weaponAttributes_t *BG_WeaponByName( const char *name );
const weaponAttributes_t *BG_Weapon( weapon_t weapon );
qboolean BG_WeaponAllowedInStage( weapon_t weapon,
stage_t stage );
const upgradeAttributes_t *BG_UpgradeByName( const char *name );
const upgradeAttributes_t *BG_Upgrade( upgrade_t upgrade );
qboolean BG_UpgradeAllowedInStage( upgrade_t upgrade,
stage_t stage );
// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY)
//
// entityState_t->eType
//
typedef enum
{
ET_GENERAL,
ET_PLAYER,
ET_ITEM,
ET_BUILDABLE, // buildable type
ET_LOCATION,
ET_MISSILE,
ET_MOVER,
ET_BEAM,
ET_PORTAL,
ET_SPEAKER,
ET_PUSH_TRIGGER,
ET_TELEPORT_TRIGGER,
ET_INVISIBLE,
ET_GRAPPLE, // grapple hooked on wall
ET_CORPSE,
ET_PARTICLE_SYSTEM,
ET_ANIMMAPOBJ,
ET_MODELDOOR,
ET_LIGHTFLARE,
ET_LEV2_ZAP_CHAIN,
ET_EVENTS // any of the EV_* events can be added freestanding
// by setting eType to ET_EVENTS + eventNum
// this avoids having to set eFlags and eventNum
} entityType_t;
void *BG_Alloc( int size );
void BG_InitMemory( void );
void BG_Free( void *ptr );
void BG_DefragmentMemory( void );
void BG_MemoryInfo( void );
void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result );
void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result );
void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap );
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
#define ARENAS_PER_TIER 4
#define MAX_ARENAS 1024
#define MAX_ARENAS_TEXT 8192
#define MAX_BOTS 1024
#define MAX_BOTS_TEXT 8192
float atof_neg( char *token, qboolean allowNegative );
int atoi_neg( char *token, qboolean allowNegative );
void BG_ParseCSVEquipmentList( const char *string, weapon_t *weapons, int weaponsSize,
upgrade_t *upgrades, int upgradesSize );
void BG_ParseCSVClassList( const char *string, class_t *classes, int classesSize );
void BG_ParseCSVBuildableList( const char *string, buildable_t *buildables, int buildablesSize );
void BG_InitAllowedGameElements( void );
qboolean BG_WeaponIsAllowed( weapon_t weapon );
qboolean BG_UpgradeIsAllowed( upgrade_t upgrade );
qboolean BG_ClassIsAllowed( class_t class );
qboolean BG_BuildableIsAllowed( buildable_t buildable );
weapon_t BG_PrimaryWeapon( int stats[ ] );
// Friendly Fire Flags
#define FFF_HUMANS 1
#define FFF_ALIENS 2
#define FFF_BUILDABLES 4
// bg_voice.c
#define MAX_VOICES 8
#define MAX_VOICE_NAME_LEN 16
#define MAX_VOICE_CMD_LEN 16
#define VOICE_ENTHUSIASM_DECAY 0.5f // enthusiasm lost per second
typedef enum
{
VOICE_CHAN_ALL,
VOICE_CHAN_TEAM ,
VOICE_CHAN_LOCAL,
VOICE_CHAN_NUM_CHANS
} voiceChannel_t;
typedef struct voiceTrack_s
{
#ifdef CGAME
sfxHandle_t track;
int duration;
#endif
char *text;
int enthusiasm;
int team;
int class;
int weapon;
struct voiceTrack_s *next;
} voiceTrack_t;
typedef struct voiceCmd_s
{
char cmd[ MAX_VOICE_CMD_LEN ];
voiceTrack_t *tracks;
struct voiceCmd_s *next;
} voiceCmd_t;
typedef struct voice_s
{
char name[ MAX_VOICE_NAME_LEN ];
voiceCmd_t *cmds;
struct voice_s *next;
} voice_t;
voice_t *BG_VoiceInit( void );
void BG_PrintVoices( voice_t *voices, int debugLevel );
voice_t *BG_VoiceByName( voice_t *head, char *name );
voiceCmd_t *BG_VoiceCmdFind( voiceCmd_t *head, char *name, int *cmdNum );
voiceCmd_t *BG_VoiceCmdByNum( voiceCmd_t *head, int num);
voiceTrack_t *BG_VoiceTrackByNum( voiceTrack_t *head, int num );
voiceTrack_t *BG_VoiceTrackFind( voiceTrack_t *head, team_t team,
class_t class, weapon_t weapon,
int enthusiasm, int *trackNum );
int BG_LoadEmoticons( emoticon_t *emoticons, int num );
char *BG_TeamName( team_t team );
typedef struct
{
const char *name;
} dummyCmd_t;
int cmdcmp( const void *a, const void *b );
//cuboid health point calculation types
enum
{
CBHPT_PLAIN, // hp depends only on volume
CBHPT_CUBES, // more efficient as a cube
CBHPT_PANES // more efficient as a thin pane
};
// sound selection based on cuboid's volume
typedef struct
{
int numsounds; // number of sounds
float volumes[6]; // minimum cuboid's volume at which sound plays (IN CUBIC METRES)
} cuboidVolsnds_t;
// sound selection based on randomness
typedef struct
{
int numsounds;
} cuboidRandsnds_t;
typedef struct
{
qboolean genericAnim; // use generic animation instead of loading four shaders
const char* file; // cuboid's name in files
const char* icon; // cuboid's [emoticon]
cuboidRandsnds_t pain;// paint sound stuff
cuboidVolsnds_t dstr; // destruction sound stuff
float hppv; // health per volume
int hpt; // health calculation type
float bppv; // build points usage per volume
int buildrate; // build rate (hp per sec)
int minbt; // minimum build time
qboolean regen; // does it regenerate?
int regenrate; // regeneration speed (hp per sec)
qboolean zappable; // can it be zapped by an Adv. Marauder?
qboolean repairable; // can it be repaired by a Construction Kit?
qboolean detectable; // do we want it to be visible on radars?
qboolean needpower; // does it need power?
int surfaceFlags; // surface flags (ladder, slick, etc.)
} cuboidAttributes_t;
qboolean BG_IsCuboid(buildable_t buildable);
void BG_CuboidBBox(const vec3_t size, vec3_t mins, vec3_t maxs);
const cuboidAttributes_t *BG_CuboidAttributes(buildable_t buildable);
qboolean BG_CuboidAllowed(int stage);
int BG_CuboidMode(void);
int BG_CuboidUnpackHealth(entityState_t *es);
void BG_CuboidPackHealth(entityState_t *es, int health);
void BG_CuboidPackHealthSafe(buildable_t buildable, entityState_t *es, int health);
void BG_CuboidSortSize(const vec3_t a, vec3_t b);
int BG_SoundForVolume(const cuboidVolsnds_t *set, const vec3_t size);
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