diff options
Diffstat (limited to 'src/cgame/cg_local.h')
-rw-r--r-- | src/cgame/cg_local.h | 14 |
1 files changed, 9 insertions, 5 deletions
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index f32941a8..2f61e4a4 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -86,9 +86,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #define DEFAULT_TEAM_MODEL "sarge" #define DEFAULT_TEAM_HEAD "sarge" -#define DEFAULT_REDTEAM_NAME "Stroggs" -#define DEFAULT_BLUETEAM_NAME "Pagans" - typedef enum { FOOTSTEP_NORMAL, @@ -594,6 +591,12 @@ typedef struct lightFlareStatus_s qboolean status; //flare is visble? } lightFlareStatus_t; +typedef struct buildableStatus_s +{ + int lastTime; // Last time status was visible + qboolean visible; // Status is visble? +} buildableStatus_t; + //================================================= // centity_t have a direct corespondence with gentity_t in the game, but @@ -638,6 +641,7 @@ typedef struct centity_s buildableAnimNumber_t buildableAnim; //persistant anim number buildableAnimNumber_t oldBuildableAnim; //to detect when new anims are set particleSystem_t *buildablePS; + buildableStatus_t buildableStatus; float lastBuildableHealthScale; int lastBuildableDamageSoundTime; @@ -736,8 +740,6 @@ typedef struct 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 @@ -1574,6 +1576,7 @@ 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); +qboolean CG_WorldToScreen( vec3_t point, float *x, float *y ); // @@ -1626,6 +1629,7 @@ qboolean CG_AtHighestClass( void ); // void CG_GhostBuildable( buildable_t buildable ); void CG_Buildable( centity_t *cent ); +void CG_DrawBuildableStatus( void ); void CG_InitBuildables( void ); void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir ); void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir ); |