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-rw-r--r--mod/src/cgame/cg_local.h2003
1 files changed, 0 insertions, 2003 deletions
diff --git a/mod/src/cgame/cg_local.h b/mod/src/cgame/cg_local.h
deleted file mode 100644
index 88df61ba..00000000
--- a/mod/src/cgame/cg_local.h
+++ /dev/null
@@ -1,2003 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify it
- * under the terms of the OSML - Open Source Modification License v1.0 as
- * described in the file COPYING which is distributed with this source
- * code.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
- */
-
-#include "../game/q_shared.h"
-#include "tr_types.h"
-#include "../game/bg_public.h"
-#include "cg_public.h"
-#include "../ui/ui_shared.h"
-
-// The entire cgame module is unloaded and reloaded on each level change,
-// so there is NO persistant data between levels on the client side.
-// If you absolutely need something stored, it can either be kept
-// by the server in the server stored userinfos, or stashed in a cvar.
-
-#define CG_FONT_THRESHOLD 0.1
-
-#define POWERUP_BLINKS 5
-
-#define POWERUP_BLINK_TIME 1000
-#define FADE_TIME 200
-#define PULSE_TIME 200
-#define DAMAGE_DEFLECT_TIME 100
-#define DAMAGE_RETURN_TIME 400
-#define DAMAGE_TIME 500
-#define LAND_DEFLECT_TIME 150
-#define LAND_RETURN_TIME 300
-#define DUCK_TIME 100
-#define PAIN_TWITCH_TIME 200
-#define WEAPON_SELECT_TIME 1400
-#define ITEM_SCALEUP_TIME 1000
-#define ZOOM_TIME 150
-#define ITEM_BLOB_TIME 200
-#define MUZZLE_FLASH_TIME 20
-#define SINK_TIME 1000 // time for fragments to sink into ground before going away
-#define ATTACKER_HEAD_TIME 10000
-#define REWARD_TIME 3000
-
-#define PULSE_SCALE 1.5 // amount to scale up the icons when activating
-
-#define MAX_STEP_CHANGE 32
-
-#define MAX_VERTS_ON_POLY 10
-#define MAX_MARK_POLYS 256
-
-#define STAT_MINUS 10 // num frame for '-' stats digit
-
-#define ICON_SIZE 48
-#define CHAR_WIDTH 32
-#define CHAR_HEIGHT 48
-#define TEXT_ICON_SPACE 4
-
-#define TEAMCHAT_WIDTH 80
-#define TEAMCHAT_HEIGHT 8
-
-// very large characters
-#define GIANT_WIDTH 32
-#define GIANT_HEIGHT 48
-
-#define NUM_CROSSHAIRS 10
-
-#define TEAM_OVERLAY_MAXNAME_WIDTH 12
-#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16
-
-#define DEFAULT_MODEL "sarge"
-#define DEFAULT_TEAM_MODEL "sarge"
-#define DEFAULT_TEAM_HEAD "sarge"
-
-#define DEFAULT_REDTEAM_NAME "Stroggs"
-#define DEFAULT_BLUETEAM_NAME "Pagans"
-
-typedef enum
-{
- FOOTSTEP_NORMAL,
- FOOTSTEP_BOOT,
- FOOTSTEP_FLESH,
- FOOTSTEP_MECH,
- FOOTSTEP_ENERGY,
- FOOTSTEP_METAL,
- FOOTSTEP_SPLASH,
- FOOTSTEP_CUSTOM,
- FOOTSTEP_NONE,
-
- FOOTSTEP_TOTAL
-} footstep_t;
-
-typedef enum
-{
- IMPACTSOUND_DEFAULT,
- IMPACTSOUND_METAL,
- IMPACTSOUND_FLESH
-} impactSound_t;
-
-typedef enum
-{
- JPS_OFF,
- JPS_DESCENDING,
- JPS_HOVERING,
- JPS_ASCENDING
-} jetPackState_t;
-
-//======================================================================
-
-// when changing animation, set animationTime to frameTime + lerping time
-// The current lerp will finish out, then it will lerp to the new animation
-typedef struct
-{
- int oldFrame;
- int oldFrameTime; // time when ->oldFrame was exactly on
-
- int frame;
- int frameTime; // time when ->frame will be exactly on
-
- float backlerp;
-
- float yawAngle;
- qboolean yawing;
- float pitchAngle;
- qboolean pitching;
-
- int animationNumber; // may include ANIM_TOGGLEBIT
- animation_t *animation;
- int animationTime; // time when the first frame of the animation will be exact
-} lerpFrame_t;
-
-//======================================================================
-
-//attachment system
-typedef enum
-{
- AT_STATIC,
- AT_TAG,
- AT_CENT,
- AT_PARTICLE
-} attachmentType_t;
-
-//forward declaration for particle_t
-struct particle_s;
-
-typedef struct attachment_s
-{
- attachmentType_t type;
- qboolean attached;
-
- qboolean staticValid;
- qboolean tagValid;
- qboolean centValid;
- qboolean particleValid;
-
- qboolean hasOffset;
- vec3_t offset;
-
- vec3_t lastValidAttachmentPoint;
-
- //AT_STATIC
- vec3_t origin;
-
- //AT_TAG
- refEntity_t re; //FIXME: should be pointers?
- refEntity_t parent; //
- qhandle_t model;
- char tagName[ MAX_STRING_CHARS ];
-
- //AT_CENT
- int centNum;
-
- //AT_PARTICLE
- struct particle_s *particle;
-} attachment_t;
-
-//======================================================================
-
-//particle system stuff
-#define MAX_PS_SHADER_FRAMES 32
-#define MAX_PS_MODELS 8
-#define MAX_EJECTORS_PER_SYSTEM 4
-#define MAX_PARTICLES_PER_EJECTOR 4
-
-#define MAX_BASEPARTICLE_SYSTEMS 192
-#define MAX_BASEPARTICLE_EJECTORS MAX_BASEPARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM
-#define MAX_BASEPARTICLES MAX_BASEPARTICLE_EJECTORS*MAX_PARTICLES_PER_EJECTOR
-
-#define MAX_PARTICLE_SYSTEMS 48
-#define MAX_PARTICLE_EJECTORS MAX_PARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM
-#define MAX_PARTICLES MAX_PARTICLE_EJECTORS*5
-
-#define PARTICLES_INFINITE -1
-#define PARTICLES_SAME_AS_INITIAL -2
-
-//COMPILE TIME STRUCTURES
-typedef enum
-{
- PMT_STATIC,
- PMT_STATIC_TRANSFORM,
- PMT_TAG,
- PMT_CENT_ANGLES,
- PMT_NORMAL
-} pMoveType_t;
-
-typedef enum
-{
- PMD_LINEAR,
- PMD_POINT
-} pDirType_t;
-
-typedef struct pMoveValues_u
-{
- pDirType_t dirType;
-
- //PMD_LINEAR
- vec3_t dir;
- float dirRandAngle;
-
- //PMD_POINT
- vec3_t point;
- float pointRandAngle;
-
- float mag;
- float magRandFrac;
-
- float parentVelFrac;
- float parentVelFracRandFrac;
-} pMoveValues_t;
-
-typedef struct pLerpValues_s
-{
- int delay;
- float delayRandFrac;
-
- float initial;
- float initialRandFrac;
-
- float final;
- float finalRandFrac;
-
- float randFrac;
-} pLerpValues_t;
-
-//particle template
-typedef struct baseParticle_s
-{
- vec3_t displacement;
- float randDisplacement;
- float normalDisplacement;
-
- pMoveType_t velMoveType;
- pMoveValues_t velMoveValues;
-
- pMoveType_t accMoveType;
- pMoveValues_t accMoveValues;
-
- int lifeTime;
- float lifeTimeRandFrac;
-
- float bounceFrac;
- float bounceFracRandFrac;
- qboolean bounceCull;
-
- char bounceMarkName[ MAX_QPATH ];
- qhandle_t bounceMark;
- float bounceMarkRadius;
- float bounceMarkRadiusRandFrac;
- float bounceMarkCount;
- float bounceMarkCountRandFrac;
-
- char bounceSoundName[ MAX_QPATH ];
- qhandle_t bounceSound;
- float bounceSoundCount;
- float bounceSoundCountRandFrac;
-
- pLerpValues_t radius;
- pLerpValues_t alpha;
- pLerpValues_t rotation;
-
- qboolean dynamicLight;
- pLerpValues_t dLightRadius;
- byte dLightColor[ 3 ];
-
- int colorDelay;
- float colorDelayRandFrac;
- byte initialColor[ 3 ];
- byte finalColor[ 3 ];
-
- char childSystemName[ MAX_QPATH ];
- qhandle_t childSystemHandle;
-
- char onDeathSystemName[ MAX_QPATH ];
- qhandle_t onDeathSystemHandle;
-
- char childTrailSystemName[ MAX_QPATH ];
- qhandle_t childTrailSystemHandle;
-
- //particle invariant stuff
- char shaderNames[ MAX_PS_SHADER_FRAMES ][ MAX_QPATH ];
- qhandle_t shaders[ MAX_PS_SHADER_FRAMES ];
- int numFrames;
- float framerate;
-
- char modelNames[ MAX_PS_MODELS ][ MAX_QPATH ];
- qhandle_t models[ MAX_PS_MODELS ];
- int numModels;
- animation_t modelAnimation;
-
- qboolean overdrawProtection;
- qboolean realLight;
- qboolean cullOnStartSolid;
-} baseParticle_t;
-
-
-//ejector template
-typedef struct baseParticleEjector_s
-{
- baseParticle_t *particles[ MAX_PARTICLES_PER_EJECTOR ];
- int numParticles;
-
- pLerpValues_t eject; //zero period indicates creation of all particles at once
-
- int totalParticles; //can be infinite
- float totalParticlesRandFrac;
-} baseParticleEjector_t;
-
-
-//particle system template
-typedef struct baseParticleSystem_s
-{
- char name[ MAX_QPATH ];
- baseParticleEjector_t *ejectors[ MAX_EJECTORS_PER_SYSTEM ];
- int numEjectors;
-
- qboolean thirdPersonOnly;
- qboolean registered; //whether or not the assets for this particle have been loaded
-} baseParticleSystem_t;
-
-
-//RUN TIME STRUCTURES
-typedef struct particleSystem_s
-{
- baseParticleSystem_t *class;
-
- attachment_t attachment;
-
- qboolean valid;
- qboolean lazyRemove; //mark this system for later removal
-
- //for PMT_NORMAL
- qboolean normalValid;
- vec3_t normal;
-} particleSystem_t;
-
-
-typedef struct particleEjector_s
-{
- baseParticleEjector_t *class;
- particleSystem_t *parent;
-
- pLerpValues_t ejectPeriod;
-
- int count;
- int totalParticles;
-
- int nextEjectionTime;
-
- qboolean valid;
-} particleEjector_t;
-
-
-//used for actual particle evaluation
-typedef struct particle_s
-{
- baseParticle_t *class;
- particleEjector_t *parent;
-
- int birthTime;
- int lifeTime;
-
- float bounceMarkRadius;
- int bounceMarkCount;
- int bounceSoundCount;
- qboolean atRest;
-
- vec3_t origin;
- vec3_t velocity;
-
- pMoveType_t accMoveType;
- pMoveValues_t accMoveValues;
-
- int lastEvalTime;
-
- int nextChildTime;
-
- pLerpValues_t radius;
- pLerpValues_t alpha;
- pLerpValues_t rotation;
-
- pLerpValues_t dLightRadius;
-
- int colorDelay;
-
- qhandle_t model;
- lerpFrame_t lf;
- vec3_t lastAxis[ 3 ];
-
- qboolean valid;
- int frameWhenInvalidated;
-
- int sortKey;
-} particle_t;
-
-//======================================================================
-
-//trail system stuff
-#define MAX_BEAMS_PER_SYSTEM 4
-
-#define MAX_BASETRAIL_SYSTEMS 64
-#define MAX_BASETRAIL_BEAMS MAX_BASETRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM
-
-#define MAX_TRAIL_SYSTEMS 32
-#define MAX_TRAIL_BEAMS MAX_TRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM
-#define MAX_TRAIL_BEAM_NODES 128
-
-#define MAX_TRAIL_BEAM_JITTERS 4
-
-typedef enum
-{
- TBTT_STRETCH,
- TBTT_REPEAT
-} trailBeamTextureType_t;
-
-typedef struct baseTrailJitter_s
-{
- float magnitude;
- int period;
-} baseTrailJitter_t;
-
-//beam template
-typedef struct baseTrailBeam_s
-{
- int numSegments;
- float frontWidth;
- float backWidth;
- float frontAlpha;
- float backAlpha;
- byte frontColor[ 3 ];
- byte backColor[ 3 ];
-
- // the time it takes for a segment to vanish (single attached only)
- int segmentTime;
-
- // the time it takes for a beam to fade out (double attached only)
- int fadeOutTime;
-
- char shaderName[ MAX_QPATH ];
- qhandle_t shader;
-
- trailBeamTextureType_t textureType;
-
- //TBTT_STRETCH
- float frontTextureCoord;
- float backTextureCoord;
-
- //TBTT_REPEAT
- float repeatLength;
- qboolean clampToBack;
-
- qboolean realLight;
-
- int numJitters;
- baseTrailJitter_t jitters[ MAX_TRAIL_BEAM_JITTERS ];
- qboolean jitterAttachments;
-} baseTrailBeam_t;
-
-
-//trail system template
-typedef struct baseTrailSystem_s
-{
- char name[ MAX_QPATH ];
- baseTrailBeam_t *beams[ MAX_BEAMS_PER_SYSTEM ];
- int numBeams;
-
- qboolean thirdPersonOnly;
- qboolean registered; //whether or not the assets for this trail have been loaded
-} baseTrailSystem_t;
-
-typedef struct trailSystem_s
-{
- baseTrailSystem_t *class;
-
- attachment_t frontAttachment;
- attachment_t backAttachment;
-
- int destroyTime;
- qboolean valid;
-} trailSystem_t;
-
-typedef struct trailBeamNode_s
-{
- vec3_t refPosition;
- vec3_t position;
-
- int timeLeft;
-
- float textureCoord;
- float halfWidth;
- byte alpha;
- byte color[ 3 ];
-
- vec2_t jitters[ MAX_TRAIL_BEAM_JITTERS ];
-
- struct trailBeamNode_s *prev;
- struct trailBeamNode_s *next;
-
- qboolean used;
-} trailBeamNode_t;
-
-typedef struct trailBeam_s
-{
- baseTrailBeam_t *class;
- trailSystem_t *parent;
-
- trailBeamNode_t nodePool[ MAX_TRAIL_BEAM_NODES ];
- trailBeamNode_t *nodes;
-
- int lastEvalTime;
-
- qboolean valid;
-
- int nextJitterTimes[ MAX_TRAIL_BEAM_JITTERS ];
-} trailBeam_t;
-
-//======================================================================
-
-// player entities need to track more information
-// than any other type of entity.
-
-// note that not every player entity is a client entity,
-// because corpses after respawn are outside the normal
-// client numbering range
-
-//TA: smoothing of view and model for WW transitions
-#define MAXSMOOTHS 32
-
-typedef struct
-{
- float time;
- float timeMod;
-
- vec3_t rotAxis;
- float rotAngle;
-} smooth_t;
-
-
-typedef struct
-{
- lerpFrame_t legs, torso, flag, nonseg;
- int painTime;
- int painDirection; // flip from 0 to 1
-
- // machinegun spinning
- float barrelAngle;
- int barrelTime;
- qboolean barrelSpinning;
-
- vec3_t lastNormal;
- vec3_t lastAxis[ 3 ];
- smooth_t sList[ MAXSMOOTHS ];
-} playerEntity_t;
-
-typedef struct lightFlareStatus_s
-{
- float lastSrcRadius; //caching of likely flare source radius
- float lastRadius; //caching of likely flare radius
- float lastRatio; //caching of likely flare ratio
- int lastTime; //last time flare was visible/occluded
- qboolean status; //flare is visble?
-} lightFlareStatus_t;
-
-//=================================================
-
-// centity_t have a direct corespondence with gentity_t in the game, but
-// only the entityState_t is directly communicated to the cgame
-typedef struct centity_s
-{
- entityState_t currentState; // from cg.frame
- entityState_t nextState; // from cg.nextFrame, if available
- qboolean interpolate; // true if next is valid to interpolate to
- qboolean currentValid; // true if cg.frame holds this entity
-
- int muzzleFlashTime; // move to playerEntity?
- int muzzleFlashTime2; // move to playerEntity?
- int muzzleFlashTime3; // move to playerEntity?
- int previousEvent;
- int teleportFlag;
-
- int trailTime; // so missile trails can handle dropped initial packets
- int dustTrailTime;
- int miscTime;
- int snapShotTime; // last time this entity was found in a snapshot
-
- playerEntity_t pe;
-
- int errorTime; // decay the error from this time
- vec3_t errorOrigin;
- vec3_t errorAngles;
-
- qboolean extrapolated; // false if origin / angles is an interpolation
- vec3_t rawOrigin;
- vec3_t rawAngles;
-
- vec3_t beamEnd;
-
- // exact interpolated position of entity on this frame
- vec3_t lerpOrigin;
- vec3_t lerpAngles;
-
- lerpFrame_t lerpFrame;
-
- //TA:
- buildableAnimNumber_t buildableAnim; //persistant anim number
- buildableAnimNumber_t oldBuildableAnim; //to detect when new anims are set
- particleSystem_t *buildablePS;
- float lastBuildableHealthScale;
- int lastBuildableDamageSoundTime;
-
- lightFlareStatus_t lfs;
-
- qboolean doorState;
-
- particleSystem_t *muzzlePS;
- qboolean muzzlePsTrigger;
-
- particleSystem_t *jetPackPS;
- jetPackState_t jetPackState;
-
- particleSystem_t *entityPS;
- qboolean entityPSMissing;
-
- trailSystem_t *level2ZapTS[ 3 ];
-
- trailSystem_t *muzzleTS; //used for the tesla and reactor
- int muzzleTSDeathTime;
-
- qboolean valid;
- qboolean oldValid;
-} centity_t;
-
-
-//======================================================================
-
-typedef struct markPoly_s
-{
- struct markPoly_s *prevMark, *nextMark;
- int time;
- qhandle_t markShader;
- qboolean alphaFade; // fade alpha instead of rgb
- float color[ 4 ];
- poly_t poly;
- polyVert_t verts[ MAX_VERTS_ON_POLY ];
-} markPoly_t;
-
-//======================================================================
-
-
-typedef struct
-{
- int client;
- int score;
- int ping;
- int time;
- int team;
- weapon_t weapon;
- upgrade_t upgrade;
-} score_t;
-
-// each client has an associated clientInfo_t
-// that contains media references necessary to present the
-// client model and other color coded effects
-// this is regenerated each time a client's configstring changes,
-// usually as a result of a userinfo (name, model, etc) change
-#define MAX_CUSTOM_SOUNDS 32
-typedef struct
-{
- qboolean infoValid;
-
- char name[ MAX_QPATH ];
- pTeam_t team;
-
- int botSkill; // 0 = not bot, 1-5 = bot
-
- vec3_t color1;
- vec3_t color2;
-
- int score; // updated by score servercmds
- int location; // location index for team mode
- int health; // you only get this info about your teammates
- int armor;
- int curWeapon;
-
- int handicap;
- int wins, losses; // in tourney mode
-
- int teamTask; // task in teamplay (offence/defence)
- qboolean teamLeader; // true when this is a team leader
-
- int powerups; // so can display quad/flag status
-
- int medkitUsageTime;
- int invulnerabilityStartTime;
- int invulnerabilityStopTime;
-
- int breathPuffTime;
-
- // when clientinfo is changed, the loading of models/skins/sounds
- // can be deferred until you are dead, to prevent hitches in
- // gameplay
- char modelName[ MAX_QPATH ];
- char skinName[ MAX_QPATH ];
- char headModelName[ MAX_QPATH ];
- char headSkinName[ MAX_QPATH ];
- char redTeam[ MAX_TEAMNAME ];
- char blueTeam[ MAX_TEAMNAME ];
-
- qboolean newAnims; // true if using the new mission pack animations
- qboolean fixedlegs; // true if legs yaw is always the same as torso yaw
- qboolean fixedtorso; // true if torso never changes yaw
- qboolean nonsegmented; // true if model is Q2 style nonsegmented
-
- vec3_t headOffset; // move head in icon views
- footstep_t footsteps;
- gender_t gender; // from model
-
- qhandle_t legsModel;
- qhandle_t legsSkin;
-
- qhandle_t torsoModel;
- qhandle_t torsoSkin;
-
- qhandle_t headModel;
- qhandle_t headSkin;
-
- qhandle_t nonSegModel; //non-segmented model system
- qhandle_t nonSegSkin; //non-segmented model system
-
- qhandle_t modelIcon;
-
- animation_t animations[ MAX_PLAYER_TOTALANIMATIONS ];
-
- sfxHandle_t sounds[ MAX_CUSTOM_SOUNDS ];
-
- sfxHandle_t customFootsteps[ 4 ];
- sfxHandle_t customMetalFootsteps[ 4 ];
-} clientInfo_t;
-
-
-typedef struct weaponInfoMode_s
-{
- float flashDlight;
- vec3_t flashDlightColor;
- sfxHandle_t flashSound[ 4 ]; // fast firing weapons randomly choose
- qboolean continuousFlash;
-
- qhandle_t missileModel;
- sfxHandle_t missileSound;
- float missileDlight;
- vec3_t missileDlightColor;
- int missileRenderfx;
- qboolean usesSpriteMissle;
- qhandle_t missileSprite;
- int missileSpriteSize;
- qhandle_t missileParticleSystem;
- qhandle_t missileTrailSystem;
- qboolean missileRotates;
- qboolean missileAnimates;
- int missileAnimStartFrame;
- int missileAnimNumFrames;
- int missileAnimFrameRate;
- int missileAnimLooping;
-
- sfxHandle_t firingSound;
- qboolean loopFireSound;
-
- qhandle_t muzzleParticleSystem;
-
- qboolean alwaysImpact;
- qhandle_t impactParticleSystem;
- qhandle_t impactMark;
- qhandle_t impactMarkSize;
- sfxHandle_t impactSound[ 4 ]; //random impact sound
- sfxHandle_t impactFleshSound[ 4 ]; //random impact sound
-} weaponInfoMode_t;
-
-// each WP_* weapon enum has an associated weaponInfo_t
-// that contains media references necessary to present the
-// weapon and its effects
-typedef struct weaponInfo_s
-{
- qboolean registered;
- char *humanName;
-
- qhandle_t handsModel; // the hands don't actually draw, they just position the weapon
- qhandle_t weaponModel;
- qhandle_t barrelModel;
- qhandle_t flashModel;
-
- vec3_t weaponMidpoint; // so it will rotate centered instead of by tag
-
- qhandle_t weaponIcon;
- qhandle_t ammoIcon;
-
- qhandle_t crossHair;
- int crossHairSize;
-
- sfxHandle_t readySound;
-
- qboolean disableIn3rdPerson;
-
- weaponInfoMode_t wim[ WPM_NUM_WEAPONMODES ];
-} weaponInfo_t;
-
-typedef struct upgradeInfo_s
-{
- qboolean registered;
- char *humanName;
-
- qhandle_t upgradeIcon;
-} upgradeInfo_t;
-
-typedef struct
-{
- qboolean looped;
- qboolean enabled;
-
- sfxHandle_t sound;
-} sound_t;
-
-typedef struct
-{
- qhandle_t models[ MAX_BUILDABLE_MODELS ];
- animation_t animations[ MAX_BUILDABLE_ANIMATIONS ];
-
- //same number of sounds as animations
- sound_t sounds[ MAX_BUILDABLE_ANIMATIONS ];
-} buildableInfo_t;
-
-#define MAX_REWARDSTACK 10
-#define MAX_SOUNDBUFFER 20
-
-//======================================================================
-
-//TA:
-typedef struct
-{
- vec3_t alienBuildablePos[ MAX_GENTITIES ];
- int alienBuildableTimes[ MAX_GENTITIES ];
- int numAlienBuildables;
-
- vec3_t humanBuildablePos[ MAX_GENTITIES ];
- int numHumanBuildables;
-
- vec3_t alienClientPos[ MAX_CLIENTS ];
- int numAlienClients;
-
- vec3_t humanClientPos[ MAX_CLIENTS ];
- int numHumanClients;
-
- int lastUpdateTime;
- vec3_t origin;
- vec3_t vangles;
-} entityPos_t;
-
-typedef struct
-{
- int time;
- int length;
-} consoleLine_t;
-
-#define MAX_CONSOLE_TEXT 8192
-#define MAX_CONSOLE_LINES 32
-
-// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
-// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after
-
-#define MAX_PREDICTED_EVENTS 16
-
-typedef struct
-{
- int clientFrame; // incremented each frame
-
- int clientNum;
-
- qboolean demoPlayback;
- qboolean levelShot; // taking a level menu screenshot
- int deferredPlayerLoading;
- qboolean loading; // don't defer players at initial startup
- qboolean intermissionStarted; // don't play voice rewards, because game will end shortly
-
- // there are only one or two snapshot_t that are relevent at a time
- int latestSnapshotNum; // the number of snapshots the client system has received
- int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
-
- snapshot_t *snap; // cg.snap->serverTime <= cg.time
- snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL
- snapshot_t activeSnapshots[ 2 ];
-
- float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) /
- // (cg.nextFrame->serverTime - cg.frame->serverTime)
-
- qboolean thisFrameTeleport;
- qboolean nextFrameTeleport;
-
- int frametime; // cg.time - cg.oldTime
-
- int time; // this is the time value that the client
- // is rendering at.
- int oldTime; // time at last frame, used for missile trails and prediction checking
-
- int physicsTime; // either cg.snap->time or cg.nextSnap->time
-
- int timelimitWarnings; // 5 min, 1 min, overtime
- int fraglimitWarnings;
-
- qboolean mapRestart; // set on a map restart to set back the weapon
-
- qboolean renderingThirdPerson; // during deaths, chasecams, etc
-
- // prediction state
- qboolean hyperspace; // true if prediction has hit a trigger_teleport
- playerState_t predictedPlayerState;
- centity_t predictedPlayerEntity;
- qboolean validPPS; // clear until the first call to CG_PredictPlayerState
- int predictedErrorTime;
- vec3_t predictedError;
-
- int eventSequence;
- int predictableEvents[MAX_PREDICTED_EVENTS];
-
- float stepChange; // for stair up smoothing
- int stepTime;
-
- float duckChange; // for duck viewheight smoothing
- int duckTime;
-
- float landChange; // for landing hard
- int landTime;
-
- // input state sent to server
- int weaponSelect;
-
- // auto rotating items
- vec3_t autoAngles;
- vec3_t autoAxis[ 3 ];
- vec3_t autoAnglesFast;
- vec3_t autoAxisFast[ 3 ];
-
- // view rendering
- refdef_t refdef;
- vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
-
- // zoom key
- qboolean zoomed;
- int zoomTime;
- float zoomSensitivity;
-
- // information screen text during loading
- char infoScreenText[ MAX_STRING_CHARS ];
-
- // scoreboard
- int scoresRequestTime;
- int numScores;
- int selectedScore;
- int teamScores[ 2 ];
- score_t scores[MAX_CLIENTS];
- qboolean showScores;
- qboolean scoreBoardShowing;
- int scoreFadeTime;
- char killerName[ MAX_NAME_LENGTH ];
- char spectatorList[ MAX_STRING_CHARS ]; // list of names
- int spectatorLen; // length of list
- float spectatorWidth; // width in device units
- int spectatorTime; // next time to offset
- int spectatorPaintX; // current paint x
- int spectatorPaintX2; // current paint x
- int spectatorOffset; // current offset from start
- int spectatorPaintLen; // current offset from start
-
- // centerprinting
- int centerPrintTime;
- int centerPrintCharWidth;
- int centerPrintY;
- char centerPrint[ 1024 ];
- int centerPrintLines;
-
- // low ammo warning state
- int lowAmmoWarning; // 1 = low, 2 = empty
-
- // kill timers for carnage reward
- int lastKillTime;
-
- // crosshair client ID
- int crosshairClientNum;
- int crosshairClientTime;
-
- // powerup active flashing
- int powerupActive;
- int powerupTime;
-
- // attacking player
- int attackerTime;
- int voiceTime;
-
- // reward medals
- int rewardStack;
- int rewardTime;
- int rewardCount[ MAX_REWARDSTACK ];
- qhandle_t rewardShader[ MAX_REWARDSTACK ];
- qhandle_t rewardSound[ MAX_REWARDSTACK ];
-
- // sound buffer mainly for announcer sounds
- int soundBufferIn;
- int soundBufferOut;
- int soundTime;
- qhandle_t soundBuffer[ MAX_SOUNDBUFFER ];
-
- // for voice chat buffer
- int voiceChatTime;
- int voiceChatBufferIn;
- int voiceChatBufferOut;
-
- // warmup countdown
- int warmup;
- int warmupCount;
-
- //==========================
-
- int itemPickup;
- int itemPickupTime;
- int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
-
- int weaponSelectTime;
- int weaponAnimation;
- int weaponAnimationTime;
-
- // blend blobs
- float damageTime;
- float damageX, damageY, damageValue;
-
- // status bar head
- float headYaw;
- float headEndPitch;
- float headEndYaw;
- int headEndTime;
- float headStartPitch;
- float headStartYaw;
- int headStartTime;
-
- // view movement
- float v_dmg_time;
- float v_dmg_pitch;
- float v_dmg_roll;
-
- vec3_t kick_angles; // weapon kicks
- vec3_t kick_origin;
-
- // temp working variables for player view
- float bobfracsin;
- int bobcycle;
- float xyspeed;
- int nextOrbitTime;
-
- // development tool
- refEntity_t testModelEntity;
- refEntity_t testModelBarrelEntity;
- char testModelName[MAX_QPATH];
- char testModelBarrelName[MAX_QPATH];
- qboolean testGun;
-
- int spawnTime; //TA: fovwarp
- int weapon1Time; //TA: time when BUTTON_ATTACK went t->f f->t
- int weapon2Time; //TA: time when BUTTON_ATTACK2 went t->f f->t
- int weapon3Time; //TA: time when BUTTON_USE_HOLDABLE went t->f f->t
- qboolean weapon1Firing;
- qboolean weapon2Firing;
- qboolean weapon3Firing;
-
- int poisonedTime;
-
- vec3_t lastNormal; //TA: view smoothage
- vec3_t lastVangles; //TA: view smoothage
- smooth_t sList[ MAXSMOOTHS ]; //TA: WW smoothing
-
- int forwardMoveTime; //TA: for struggling
- int rightMoveTime;
- int upMoveTime;
-
- float charModelFraction; //TA: loading percentages
- float mediaFraction;
- float buildablesFraction;
-
- int lastBuildAttempt;
- int lastEvolveAttempt;
-
- char consoleText[ MAX_CONSOLE_TEXT ];
- consoleLine_t consoleLines[ MAX_CONSOLE_LINES ];
- int numConsoleLines;
- qboolean consoleValid;
-
- particleSystem_t *poisonCloudPS;
-
- float painBlendValue;
- float painBlendTarget;
- int lastHealth;
-} cg_t;
-
-
-// all of the model, shader, and sound references that are
-// loaded at gamestate time are stored in cgMedia_t
-// Other media that can be tied to clients, weapons, or items are
-// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
-typedef struct
-{
- qhandle_t charsetShader;
- qhandle_t whiteShader;
- qhandle_t outlineShader;
-
- qhandle_t level2ZapTS;
-
- qhandle_t balloonShader;
- qhandle_t connectionShader;
-
- qhandle_t selectShader;
- qhandle_t viewBloodShader;
- qhandle_t tracerShader;
- qhandle_t crosshairShader[ WP_NUM_WEAPONS ];
- qhandle_t backTileShader;
-
- qhandle_t creepShader;
-
- qhandle_t scannerShader;
- qhandle_t scannerBlipShader;
- qhandle_t scannerLineShader;
-
-
- qhandle_t numberShaders[ 11 ];
-
- qhandle_t shadowMarkShader;
- qhandle_t wakeMarkShader;
-
- // buildable shaders
- qhandle_t greenBuildShader;
- qhandle_t redBuildShader;
- qhandle_t noPowerShader;
- qhandle_t humanSpawningShader;
-
- // disconnect
- qhandle_t disconnectPS;
- qhandle_t disconnectSound;
-
- // sounds
- sfxHandle_t tracerSound;
- sfxHandle_t selectSound;
- sfxHandle_t footsteps[ FOOTSTEP_TOTAL ][ 4 ];
- sfxHandle_t talkSound;
- sfxHandle_t landSound;
- sfxHandle_t fallSound;
-
- sfxHandle_t hgrenb1aSound;
- sfxHandle_t hgrenb2aSound;
-
- sfxHandle_t voteNow;
- sfxHandle_t votePassed;
- sfxHandle_t voteFailed;
-
- sfxHandle_t watrInSound;
- sfxHandle_t watrOutSound;
- sfxHandle_t watrUnSound;
-
- sfxHandle_t jetpackDescendSound;
- sfxHandle_t jetpackIdleSound;
- sfxHandle_t jetpackAscendSound;
-
- qhandle_t jetPackDescendPS;
- qhandle_t jetPackHoverPS;
- qhandle_t jetPackAscendPS;
-
- sfxHandle_t medkitUseSound;
-
- sfxHandle_t alienStageTransition;
- sfxHandle_t humanStageTransition;
-
- sfxHandle_t alienOvermindAttack;
- sfxHandle_t alienOvermindDying;
- sfxHandle_t alienOvermindSpawns;
-
- sfxHandle_t alienBuildableExplosion;
- sfxHandle_t alienBuildableDamage;
- sfxHandle_t alienBuildablePrebuild;
- sfxHandle_t humanBuildableExplosion;
- sfxHandle_t humanBuildablePrebuild;
- sfxHandle_t humanBuildableDamage[ 4 ];
-
- sfxHandle_t alienL1Grab;
- sfxHandle_t alienL4ChargePrepare;
- sfxHandle_t alienL4ChargeStart;
-
- qhandle_t cursor;
- qhandle_t selectCursor;
- qhandle_t sizeCursor;
-
- //light armour
- qhandle_t larmourHeadSkin;
- qhandle_t larmourLegsSkin;
- qhandle_t larmourTorsoSkin;
-
- qhandle_t jetpackModel;
- qhandle_t jetpackFlashModel;
- qhandle_t battpackModel;
-
- sfxHandle_t repeaterUseSound;
-
- sfxHandle_t buildableRepairSound;
- sfxHandle_t buildableRepairedSound;
-
- qhandle_t poisonCloudPS;
- qhandle_t alienEvolvePS;
- qhandle_t alienAcidTubePS;
-
- sfxHandle_t alienEvolveSound;
-
- qhandle_t humanBuildableDamagedPS;
- qhandle_t humanBuildableDestroyedPS;
- qhandle_t alienBuildableDamagedPS;
- qhandle_t alienBuildableDestroyedPS;
-
- qhandle_t alienBleedPS;
- qhandle_t humanBleedPS;
-
- qhandle_t teslaZapTS;
-
- sfxHandle_t lCannonWarningSound;
-
- qhandle_t buildWeaponTimerPie[ 8 ];
- qhandle_t upgradeClassIconShader;
-} cgMedia_t;
-
-
-// The client game static (cgs) structure hold everything
-// loaded or calculated from the gamestate. It will NOT
-// be cleared when a tournement restart is done, allowing
-// all clients to begin playing instantly
-typedef struct
-{
- gameState_t gameState; // gamestate from server
- glconfig_t glconfig; // rendering configuration
- float screenXScale; // derived from glconfig
- float screenYScale;
- float screenXBias;
-
- int serverCommandSequence; // reliable command stream counter
- int processedSnapshotNum; // the number of snapshots cgame has requested
-
- qboolean localServer; // detected on startup by checking sv_running
-
- // parsed from serverinfo
- int dmflags;
- int teamflags;
- int timelimit;
- int maxclients;
- char mapname[ MAX_QPATH ];
-
- int voteTime;
- int voteYes;
- int voteNo;
- qboolean voteModified; // beep whenever changed
- char voteString[ MAX_STRING_TOKENS ];
-
- int teamVoteTime[ 2 ];
- int teamVoteYes[ 2 ];
- int teamVoteNo[ 2 ];
- qboolean teamVoteModified[ 2 ]; // beep whenever changed
- char teamVoteString[ 2 ][ MAX_STRING_TOKENS ];
-
- int levelStartTime;
-
- int scores1, scores2; // from configstrings
-
- qboolean newHud;
-
- int alienBuildPoints;
- int alienBuildPointsTotal;
- int humanBuildPoints;
- int humanBuildPointsTotal;
- int humanBuildPointsPowered;
-
- int alienStage;
- int humanStage;
- int alienKills;
- int humanKills;
- int alienNextStageThreshold;
- int humanNextStageThreshold;
-
- int numAlienSpawns;
- int numHumanSpawns;
-
- //
- // locally derived information from gamestate
- //
- qhandle_t gameModels[ MAX_MODELS ];
- qhandle_t gameShaders[ MAX_SHADERS ];
- qhandle_t gameParticleSystems[ MAX_GAME_PARTICLE_SYSTEMS ];
- sfxHandle_t gameSounds[ MAX_SOUNDS ];
-
- int numInlineModels;
- qhandle_t inlineDrawModel[ MAX_MODELS ];
- vec3_t inlineModelMidpoints[ MAX_MODELS ];
-
- clientInfo_t clientinfo[ MAX_CLIENTS ];
-
- //TA: corpse info
- clientInfo_t corpseinfo[ MAX_CLIENTS ];
-
- // teamchat width is *3 because of embedded color codes
- char teamChatMsgs[ TEAMCHAT_HEIGHT ][ TEAMCHAT_WIDTH * 3 + 1 ];
- int teamChatMsgTimes[ TEAMCHAT_HEIGHT ];
- int teamChatPos;
- int teamLastChatPos;
-
- int cursorX;
- int cursorY;
- qboolean eventHandling;
- qboolean mouseCaptured;
- qboolean sizingHud;
- void *capturedItem;
- qhandle_t activeCursor;
-
- // media
- cgMedia_t media;
-} cgs_t;
-
-//==============================================================================
-
-extern cgs_t cgs;
-extern cg_t cg;
-extern centity_t cg_entities[ MAX_GENTITIES ];
-
-//TA: weapon limit expanded:
-//extern weaponInfo_t cg_weapons[MAX_WEAPONS];
-extern weaponInfo_t cg_weapons[ 32 ];
-//TA: upgrade infos:
-extern upgradeInfo_t cg_upgrades[ 32 ];
-
-//TA: buildable infos:
-extern buildableInfo_t cg_buildables[ BA_NUM_BUILDABLES ];
-
-extern markPoly_t cg_markPolys[ MAX_MARK_POLYS ];
-
-extern vmCvar_t cg_centertime;
-extern vmCvar_t cg_runpitch;
-extern vmCvar_t cg_runroll;
-extern vmCvar_t cg_bobup;
-extern vmCvar_t cg_bobpitch;
-extern vmCvar_t cg_bobroll;
-extern vmCvar_t cg_swingSpeed;
-extern vmCvar_t cg_shadows;
-extern vmCvar_t cg_gibs;
-extern vmCvar_t cg_drawTimer;
-extern vmCvar_t cg_drawFPS;
-extern vmCvar_t cg_drawSnapshot;
-extern vmCvar_t cg_draw3dIcons;
-extern vmCvar_t cg_drawIcons;
-extern vmCvar_t cg_drawAmmoWarning;
-extern vmCvar_t cg_drawCrosshair;
-extern vmCvar_t cg_drawCrosshairNames;
-extern vmCvar_t cg_drawRewards;
-extern vmCvar_t cg_drawTeamOverlay;
-extern vmCvar_t cg_teamOverlayUserinfo;
-extern vmCvar_t cg_crosshairX;
-extern vmCvar_t cg_crosshairY;
-extern vmCvar_t cg_drawStatus;
-extern vmCvar_t cg_draw2D;
-extern vmCvar_t cg_animSpeed;
-extern vmCvar_t cg_debugAnim;
-extern vmCvar_t cg_debugPosition;
-extern vmCvar_t cg_debugEvents;
-extern vmCvar_t cg_teslaTrailTime;
-extern vmCvar_t cg_railTrailTime;
-extern vmCvar_t cg_errorDecay;
-extern vmCvar_t cg_nopredict;
-extern vmCvar_t cg_debugMove;
-extern vmCvar_t cg_noPlayerAnims;
-extern vmCvar_t cg_showmiss;
-extern vmCvar_t cg_footsteps;
-extern vmCvar_t cg_addMarks;
-extern vmCvar_t cg_brassTime;
-extern vmCvar_t cg_gun_frame;
-extern vmCvar_t cg_gun_x;
-extern vmCvar_t cg_gun_y;
-extern vmCvar_t cg_gun_z;
-extern vmCvar_t cg_drawGun;
-extern vmCvar_t cg_viewsize;
-extern vmCvar_t cg_tracerChance;
-extern vmCvar_t cg_tracerWidth;
-extern vmCvar_t cg_tracerLength;
-extern vmCvar_t cg_autoswitch;
-extern vmCvar_t cg_ignore;
-extern vmCvar_t cg_simpleItems;
-extern vmCvar_t cg_fov;
-extern vmCvar_t cg_zoomFov;
-extern vmCvar_t cg_thirdPersonRange;
-extern vmCvar_t cg_thirdPersonAngle;
-extern vmCvar_t cg_thirdPerson;
-extern vmCvar_t cg_stereoSeparation;
-extern vmCvar_t cg_lagometer;
-extern vmCvar_t cg_drawAttacker;
-extern vmCvar_t cg_synchronousClients;
-extern vmCvar_t cg_teamChatTime;
-extern vmCvar_t cg_teamChatHeight;
-extern vmCvar_t cg_stats;
-extern vmCvar_t cg_forceModel;
-extern vmCvar_t cg_buildScript;
-extern vmCvar_t cg_paused;
-extern vmCvar_t cg_blood;
-extern vmCvar_t cg_predictItems;
-extern vmCvar_t cg_deferPlayers;
-extern vmCvar_t cg_drawFriend;
-extern vmCvar_t cg_teamChatsOnly;
-extern vmCvar_t cg_noVoiceChats;
-extern vmCvar_t cg_noVoiceText;
-extern vmCvar_t cg_scorePlum;
-extern vmCvar_t cg_smoothClients;
-extern vmCvar_t pmove_fixed;
-extern vmCvar_t pmove_msec;
-//extern vmCvar_t cg_pmove_fixed;
-extern vmCvar_t cg_cameraOrbit;
-extern vmCvar_t cg_cameraOrbitDelay;
-extern vmCvar_t cg_timescaleFadeEnd;
-extern vmCvar_t cg_timescaleFadeSpeed;
-extern vmCvar_t cg_timescale;
-extern vmCvar_t cg_cameraMode;
-extern vmCvar_t cg_smallFont;
-extern vmCvar_t cg_bigFont;
-extern vmCvar_t cg_noTaunt;
-extern vmCvar_t cg_noProjectileTrail;
-extern vmCvar_t cg_oldRail;
-extern vmCvar_t cg_oldRocket;
-extern vmCvar_t cg_oldPlasma;
-extern vmCvar_t cg_trueLightning;
-extern vmCvar_t cg_creepRes;
-extern vmCvar_t cg_drawSurfNormal;
-extern vmCvar_t cg_drawBBOX;
-extern vmCvar_t cg_debugAlloc;
-extern vmCvar_t cg_wwSmoothTime;
-extern vmCvar_t cg_wwFollow;
-extern vmCvar_t cg_wwToggle;
-extern vmCvar_t cg_depthSortParticles;
-extern vmCvar_t cg_consoleLatency;
-extern vmCvar_t cg_lightFlare;
-extern vmCvar_t cg_debugParticles;
-extern vmCvar_t cg_debugTrails;
-extern vmCvar_t cg_debugPVS;
-extern vmCvar_t cg_disableWarningDialogs;
-extern vmCvar_t cg_disableScannerPlane;
-
-extern vmCvar_t cg_painBlendUpRate;
-extern vmCvar_t cg_painBlendDownRate;
-extern vmCvar_t cg_painBlendMax;
-extern vmCvar_t cg_painBlendScale;
-extern vmCvar_t cg_painBlendZoom;
-
-//TA: hack to get class an carriage through to UI module
-extern vmCvar_t ui_currentClass;
-extern vmCvar_t ui_carriage;
-extern vmCvar_t ui_stages;
-extern vmCvar_t ui_dialog;
-extern vmCvar_t ui_loading;
-extern vmCvar_t ui_voteActive;
-extern vmCvar_t ui_alienTeamVoteActive;
-extern vmCvar_t ui_humanTeamVoteActive;
-
-extern vmCvar_t cg_debugRandom;
-
-//
-// cg_main.c
-//
-const char *CG_ConfigString( int index );
-const char *CG_Argv( int arg );
-
-void CG_TAUIConsole( const char *text );
-void QDECL CG_Printf( const char *msg, ... );
-void QDECL CG_Error( const char *msg, ... );
-
-void CG_StartMusic( void );
-
-void CG_UpdateCvars( void );
-
-int CG_CrosshairPlayer( void );
-int CG_LastAttacker( void );
-void CG_LoadMenus( const char *menuFile );
-void CG_KeyEvent( int key, qboolean down );
-void CG_MouseEvent( int x, int y );
-void CG_EventHandling( int type );
-void CG_SetScoreSelection( void *menu );
-void CG_BuildSpectatorString( void );
-
-qboolean CG_FileExists( char *filename );
-void CG_RemoveConsoleLine( void );
-
-
-//
-// cg_view.c
-//
-void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod ); //TA
-void CG_TestModel_f( void );
-void CG_TestGun_f( void );
-void CG_TestModelNextFrame_f( void );
-void CG_TestModelPrevFrame_f( void );
-void CG_TestModelNextSkin_f( void );
-void CG_TestModelPrevSkin_f( void );
-void CG_ZoomDown_f( void );
-void CG_ZoomUp_f( void );
-void CG_AddBufferedSound( sfxHandle_t sfx );
-void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
-
-
-//
-// cg_drawtools.c
-//
-void CG_DrawPlane( vec3_t origin, vec3_t down, vec3_t right, qhandle_t shader );
-void CG_AdjustFrom640( float *x, float *y, float *w, float *h );
-void CG_FillRect( float x, float y, float width, float height, const float *color );
-void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
-void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor,
- vec4_t tcolor, float amount, qhandle_t hShader );
-
-int CG_DrawStrlen( const char *str );
-
-float *CG_FadeColor( int startMsec, int totalMsec );
-void CG_TileClear( void );
-void CG_ColorForHealth( vec4_t hcolor );
-void CG_GetColorForHealth( int health, int armor, vec4_t hcolor );
-
-void CG_DrawRect( float x, float y, float width, float height, float size, const float *color );
-void CG_DrawSides(float x, float y, float w, float h, float size);
-void CG_DrawTopBottom(float x, float y, float w, float h, float size);
-
-
-//
-// cg_draw.c
-//
-extern int sortedTeamPlayers[ TEAM_MAXOVERLAY ];
-extern int numSortedTeamPlayers;
-extern char systemChat[ 256 ];
-extern char teamChat1[ 256 ];
-extern char teamChat2[ 256 ];
-
-void CG_AddLagometerFrameInfo( void );
-void CG_AddLagometerSnapshotInfo( snapshot_t *snap );
-void CG_CenterPrint( const char *str, int y, int charWidth );
-void CG_DrawActive( stereoFrame_t stereoView );
-void CG_OwnerDraw( float x, float y, float w, float h, float text_x, float text_y,
- int ownerDraw, int ownerDrawFlags, int align, float special,
- float scale, vec4_t color, qhandle_t shader, int textStyle);
-void CG_Text_Paint( float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style );
-int CG_Text_Width( const char *text, float scale, int limit );
-int CG_Text_Height( const char *text, float scale, int limit );
-float CG_GetValue(int ownerDraw);
-void CG_RunMenuScript(char **args);
-void CG_SetPrintString( int type, const char *p );
-void CG_InitTeamChat( void );
-void CG_GetTeamColor( vec4_t *color );
-const char *CG_GetKillerText();
-void CG_Text_PaintChar( float x, float y, float width, float height, float scale,
- float s, float t, float s2, float t2, qhandle_t hShader );
-void CG_DrawLoadingScreen( void );
-void CG_UpdateMediaFraction( float newFract );
-void CG_ResetPainBlend( void );
-
-//
-// cg_players.c
-//
-void CG_Player( centity_t *cent );
-void CG_Corpse( centity_t *cent );
-void CG_ResetPlayerEntity( centity_t *cent );
-void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int team );
-void CG_NewClientInfo( int clientNum );
-void CG_PrecacheClientInfo( pClass_t class, char *model, char *skin );
-sfxHandle_t CG_CustomSound( int clientNum, const char *soundName );
-void CG_PlayerDisconnect( vec3_t org );
-void CG_Bleed( vec3_t origin, vec3_t normal, int entityNum );
-
-//
-// cg_buildable.c
-//
-void CG_GhostBuildable( buildable_t buildable );
-void CG_Buildable( centity_t *cent );
-void CG_InitBuildables( void );
-void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir );
-void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir );
-
-//
-// cg_animation.c
-//
-void CG_RunLerpFrame( lerpFrame_t *lf );
-
-//
-// cg_animmapobj.c
-//
-void CG_AnimMapObj( centity_t *cent );
-void CG_ModelDoor( centity_t *cent );
-
-//
-// cg_predict.c
-//
-
-#define MAGIC_TRACE_HACK -2
-
-void CG_BuildSolidList( void );
-int CG_PointContents( const vec3_t point, int passEntityNum );
-void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
- int skipNumber, int mask );
-void CG_CapTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
- int skipNumber, int mask );
-void CG_PredictPlayerState( void );
-
-
-//
-// cg_events.c
-//
-void CG_CheckEvents( centity_t *cent );
-void CG_EntityEvent( centity_t *cent, vec3_t position );
-void CG_PainEvent( centity_t *cent, int health );
-
-
-//
-// cg_ents.c
-//
-void CG_DrawBoundingBox( vec3_t origin, vec3_t mins, vec3_t maxs );
-void CG_SetEntitySoundPosition( centity_t *cent );
-void CG_AddPacketEntities( void );
-void CG_Beam( centity_t *cent );
-void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out );
-
-void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
- qhandle_t parentModel, char *tagName );
-void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
- qhandle_t parentModel, char *tagName );
-
-
-
-
-//
-// cg_weapons.c
-//
-void CG_NextWeapon_f( void );
-void CG_PrevWeapon_f( void );
-void CG_Weapon_f( void );
-
-void CG_InitUpgrades( );
-void CG_RegisterUpgrade( int upgradeNum );
-void CG_InitWeapons( );
-void CG_RegisterWeapon( int weaponNum );
-
-void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode );
-void CG_MissileHitWall( weapon_t weapon, weaponMode_t weaponMode, int clientNum,
- vec3_t origin, vec3_t dir, impactSound_t soundType );
-void CG_MissileHitPlayer( weapon_t weapon, weaponMode_t weaponMode, vec3_t origin, vec3_t dir, int entityNum );
-void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum );
-void CG_ShotgunFire( entityState_t *es );
-
-void CG_AddViewWeapon (playerState_t *ps);
-void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent );
-void CG_DrawItemSelect( rectDef_t *rect, vec4_t color );
-void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle );
-
-
-//
-// cg_scanner.c
-//
-void CG_UpdateEntityPositions( void );
-void CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color );
-void CG_AlienSense( rectDef_t *rect );
-
-//
-// cg_marks.c
-//
-void CG_InitMarkPolys( void );
-void CG_AddMarks( void );
-void CG_ImpactMark( qhandle_t markShader,
- const vec3_t origin, const vec3_t dir,
- float orientation,
- float r, float g, float b, float a,
- qboolean alphaFade,
- float radius, qboolean temporary );
-
-//
-// cg_snapshot.c
-//
-void CG_ProcessSnapshots( void );
-
-//
-// cg_consolecmds.c
-//
-qboolean CG_ConsoleCommand( void );
-void CG_InitConsoleCommands( void );
-
-//
-// cg_servercmds.c
-//
-void CG_ExecuteNewServerCommands( int latestSequence );
-void CG_ParseServerinfo( void );
-void CG_SetConfigValues( void );
-void CG_ShaderStateChanged(void);
-
-//
-// cg_playerstate.c
-//
-void CG_Respawn( void );
-void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
-void CG_CheckChangedPredictableEvents( playerState_t *ps );
-
-//
-// cg_mem.c
-//
-void CG_InitMemory( void );
-void *CG_Alloc( int size );
-void CG_Free( void *ptr );
-void CG_DefragmentMemory( void );
-
-//
-// cg_attachment.c
-//
-qboolean CG_AttachmentPoint( attachment_t *a, vec3_t v );
-qboolean CG_AttachmentDir( attachment_t *a, vec3_t v );
-qboolean CG_AttachmentAxis( attachment_t *a, vec3_t axis[ 3 ] );
-qboolean CG_AttachmentVelocity( attachment_t *a, vec3_t v );
-int CG_AttachmentCentNum( attachment_t *a );
-
-qboolean CG_Attached( attachment_t *a );
-
-void CG_AttachToPoint( attachment_t *a );
-void CG_AttachToCent( attachment_t *a );
-void CG_AttachToTag( attachment_t *a );
-void CG_AttachToParticle( attachment_t *a );
-void CG_SetAttachmentPoint( attachment_t *a, vec3_t v );
-void CG_SetAttachmentCent( attachment_t *a, centity_t *cent );
-void CG_SetAttachmentTag( attachment_t *a, refEntity_t parent,
- qhandle_t model, char *tagName );
-void CG_SetAttachmentParticle( attachment_t *a, particle_t *p );
-
-void CG_SetAttachmentOffset( attachment_t *a, vec3_t v );
-
-//
-// cg_particles.c
-//
-void CG_LoadParticleSystems( void );
-qhandle_t CG_RegisterParticleSystem( char *name );
-
-particleSystem_t *CG_SpawnNewParticleSystem( qhandle_t psHandle );
-void CG_DestroyParticleSystem( particleSystem_t **ps );
-
-qboolean CG_IsParticleSystemInfinite( particleSystem_t *ps );
-qboolean CG_IsParticleSystemValid( particleSystem_t **ps );
-
-void CG_SetParticleSystemNormal( particleSystem_t *ps, vec3_t normal );
-
-void CG_AddParticles( void );
-
-void CG_ParticleSystemEntity( centity_t *cent );
-
-void CG_TestPS_f( void );
-void CG_DestroyTestPS_f( void );
-
-//
-// cg_trails.c
-//
-void CG_LoadTrailSystems( void );
-qhandle_t CG_RegisterTrailSystem( char *name );
-
-trailSystem_t *CG_SpawnNewTrailSystem( qhandle_t psHandle );
-void CG_DestroyTrailSystem( trailSystem_t **ts );
-
-qboolean CG_IsTrailSystemValid( trailSystem_t **ts );
-
-void CG_AddTrails( void );
-
-void CG_TestTS_f( void );
-void CG_DestroyTestTS_f( void );
-
-//
-// cg_ptr.c
-//
-int CG_ReadPTRCode( void );
-void CG_WritePTRCode( int code );
-
-//
-//===============================================
-
-//
-// system traps
-// These functions are how the cgame communicates with the main game system
-//
-
-
-// print message on the local console
-void trap_Print( const char *fmt );
-
-// abort the game
-void trap_Error( const char *fmt );
-
-// milliseconds should only be used for performance tuning, never
-// for anything game related. Get time from the CG_DrawActiveFrame parameter
-int trap_Milliseconds( void );
-
-// console variable interaction
-void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
-void trap_Cvar_Update( vmCvar_t *vmCvar );
-void trap_Cvar_Set( const char *var_name, const char *value );
-void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
-
-// ServerCommand and ConsoleCommand parameter access
-int trap_Argc( void );
-void trap_Argv( int n, char *buffer, int bufferLength );
-void trap_Args( char *buffer, int bufferLength );
-
-// filesystem access
-// returns length of file
-int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
-void trap_FS_Read( void *buffer, int len, fileHandle_t f );
-void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
-void trap_FS_FCloseFile( fileHandle_t f );
-void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t
-
-// add commands to the local console as if they were typed in
-// for map changing, etc. The command is not executed immediately,
-// but will be executed in order the next time console commands
-// are processed
-void trap_SendConsoleCommand( const char *text );
-
-// register a command name so the console can perform command completion.
-// FIXME: replace this with a normal console command "defineCommand"?
-void trap_AddCommand( const char *cmdName );
-
-// send a string to the server over the network
-void trap_SendClientCommand( const char *s );
-
-// force a screen update, only used during gamestate load
-void trap_UpdateScreen( void );
-
-// model collision
-void trap_CM_LoadMap( const char *mapname );
-int trap_CM_NumInlineModels( void );
-clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels
-clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );
-int trap_CM_PointContents( const vec3_t p, clipHandle_t model );
-int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
-void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
- const vec3_t mins, const vec3_t maxs,
- clipHandle_t model, int brushmask );
-void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
- const vec3_t mins, const vec3_t maxs,
- clipHandle_t model, int brushmask,
- const vec3_t origin, const vec3_t angles );
-void trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
- const vec3_t mins, const vec3_t maxs,
- clipHandle_t model, int brushmask );
-void trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
- const vec3_t mins, const vec3_t maxs,
- clipHandle_t model, int brushmask,
- const vec3_t origin, const vec3_t angles );
-
-// Returns the projection of a polygon onto the solid brushes in the world
-int trap_CM_MarkFragments( int numPoints, const vec3_t *points,
- const vec3_t projection,
- int maxPoints, vec3_t pointBuffer,
- int maxFragments, markFragment_t *fragmentBuffer );
-
-// normal sounds will have their volume dynamically changed as their entity
-// moves and the listener moves
-void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
-void trap_S_StopLoopingSound( int entnum );
-
-// a local sound is always played full volume
-void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
-void trap_S_ClearLoopingSounds( qboolean killall );
-void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
-void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
-void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
-
-// respatialize recalculates the volumes of sound as they should be heard by the
-// given entityNum and position
-void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
-sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ); // returns buzz if not found
-void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music
-void trap_S_StopBackgroundTrack( void );
-
-
-void trap_R_LoadWorldMap( const char *mapname );
-
-// all media should be registered during level startup to prevent
-// hitches during gameplay
-qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found
-qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found
-qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found
-qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
-
-// a scene is built up by calls to R_ClearScene and the various R_Add functions.
-// Nothing is drawn until R_RenderScene is called.
-void trap_R_ClearScene( void );
-void trap_R_AddRefEntityToScene( const refEntity_t *re );
-
-// polys are intended for simple wall marks, not really for doing
-// significant construction
-void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
-void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys );
-void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
-void trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
-int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
-void trap_R_RenderScene( const refdef_t *fd );
-void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
-void trap_R_DrawStretchPic( float x, float y, float w, float h,
- float s1, float t1, float s2, float t2, qhandle_t hShader );
-void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
-int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
- float frac, const char *tagName );
-void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
-
-// The glconfig_t will not change during the life of a cgame.
-// If it needs to change, the entire cgame will be restarted, because
-// all the qhandle_t are then invalid.
-void trap_GetGlconfig( glconfig_t *glconfig );
-
-// the gamestate should be grabbed at startup, and whenever a
-// configstring changes
-void trap_GetGameState( gameState_t *gamestate );
-
-// cgame will poll each frame to see if a newer snapshot has arrived
-// that it is interested in. The time is returned seperately so that
-// snapshot latency can be calculated.
-void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );
-
-// a snapshot get can fail if the snapshot (or the entties it holds) is so
-// old that it has fallen out of the client system queue
-qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );
-
-// retrieve a text command from the server stream
-// the current snapshot will hold the number of the most recent command
-// qfalse can be returned if the client system handled the command
-// argc() / argv() can be used to examine the parameters of the command
-qboolean trap_GetServerCommand( int serverCommandNumber );
-
-// returns the most recent command number that can be passed to GetUserCmd
-// this will always be at least one higher than the number in the current
-// snapshot, and it may be quite a few higher if it is a fast computer on
-// a lagged connection
-int trap_GetCurrentCmdNumber( void );
-
-qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
-
-// used for the weapon select and zoom
-void trap_SetUserCmdValue( int stateValue, float sensitivityScale );
-
-// aids for VM testing
-void testPrintInt( char *string, int i );
-void testPrintFloat( char *string, float f );
-
-int trap_MemoryRemaining( void );
-void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
-qboolean trap_Key_IsDown( int keynum );
-int trap_Key_GetCatcher( void );
-void trap_Key_SetCatcher( int catcher );
-int trap_Key_GetKey( const char *binding );
-
-typedef enum
-{
- SYSTEM_PRINT,
- CHAT_PRINT,
- TEAMCHAT_PRINT
-} q3print_t;
-
-
-int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits );
-e_status trap_CIN_StopCinematic( int handle );
-e_status trap_CIN_RunCinematic( int handle );
-void trap_CIN_DrawCinematic( int handle );
-void trap_CIN_SetExtents( int handle, int x, int y, int w, int h );
-
-void trap_SnapVector( float *v );
-
-qboolean trap_loadCamera( const char *name );
-void trap_startCamera( int time );
-qboolean trap_getCameraInfo( int time, vec3_t *origin, vec3_t *angles );
-
-qboolean trap_GetEntityToken( char *buffer, int bufferSize );