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authorTim Angus <tim@ngus.net>2003-08-19 03:03:41 +0000
committerTim Angus <tim@ngus.net>2003-08-19 03:03:41 +0000
commit653d19589c6c466292f396a9d298bc73fe0ea453 (patch)
tree57ef820fd8d3d1ed52d995c8e48130a0986d0fa7 /src/game/g_local.h
parent9d775be1fcf70285d3d55fa1f1541e088b2280a6 (diff)
* Buildables now take time to "warp in"
* A few cleanups here and there * Bye bye cg_creep.c
Diffstat (limited to 'src/game/g_local.h')
-rw-r--r--src/game/g_local.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 8865bf15..471b1b91 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -178,6 +178,8 @@ struct gentity_s
int builtBy; //TA: clientNum of person that built this
gentity_t *dccNode; //TA: controlling dcc
qboolean dcced; //TA: controlled by a dcc or not?
+ qboolean spawned; //TA: whether or not this buildable has finished spawning
+ int buildTime; //TA: when this buildable was built
int time1000; //TA: timer evaluated every second
int credits[ MAX_CLIENTS ]; //TA: human credits for each client
@@ -664,11 +666,12 @@ qboolean CheckPounceAttack( gentity_t *ent );
//
team_t TeamCount( int ignoreClientNum, int team );
void SetClientViewAngle( gentity_t *ent, vec3_t angle );
+gentity_t *SelectTremulousSpawnPoint( int team, vec3_t origin, vec3_t angles );
gentity_t *SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles );
void SpawnCorpse( gentity_t *ent );
void respawn( gentity_t *ent );
void BeginIntermission( void );
-void ClientSpawn( gentity_t *ent, gentity_t *spawn );
+void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles );
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod );
qboolean SpotWouldTelefrag( gentity_t *spot );