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-rw-r--r--src/cgame/cg_local.h14
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 );