diff options
Diffstat (limited to 'src/cgame/cg_local.h')
-rw-r--r-- | src/cgame/cg_local.h | 15 |
1 files changed, 12 insertions, 3 deletions
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index 30e07080..6324de79 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -174,6 +174,8 @@ typedef struct centity_s { 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; @@ -203,6 +205,8 @@ typedef struct centity_s { //TA: buildableAnimNumber_t buildableAnim; //persistant anim number int flamerTime; //limit flameball count + int poisonTime; //limit poison count + int firstPoisonTime; //when poison cloud starts int jetTime; //limit jet count } centity_t; @@ -712,6 +716,9 @@ typedef struct { int rightMoveTime; int upMoveTime; + int poisonedTime; //TA: poison cloud + int firstPoisonedTime; //TA: poison cloud + float charModelFraction; //TA: loading percentages float mediaFraction; float buildablesFraction; @@ -834,6 +841,7 @@ typedef struct { qhandle_t greenBloodMarkShader; qhandle_t greenBloodExplosionShader; qhandle_t explosionTrailShader; + qhandle_t poisonCloudShader; qhandle_t humanNV; qhandle_t humanTorch8; @@ -1407,11 +1415,12 @@ void CG_InitBuildables( ); // cg_spriter.c // void CG_Spriter( centity_t *cent ); -void CG_LaunchSprite( const vec3_t p, const vec3_t vel, const vec3_t accel, float bounce, +void CG_LaunchSprite( const vec3_t p, const vec3_t vel, const vec3_t accel, + float spread, float bounce, float initRad, float finalRad, float initAlp, float finalAlp, float rotation, - int startTime, int duration, + int startTime, int shaderTime, int duration, qhandle_t hShader, qboolean overdraw, qboolean realLight ); // @@ -1469,7 +1478,7 @@ void CG_RegisterUpgrade( int upgradeNum ); void CG_InitWeapons( ); void CG_RegisterWeapon( int weaponNum ); -void CG_FireWeapon( centity_t *cent ); +void CG_FireWeapon( centity_t *cent, int mode ); void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType, int damage ); void CG_Explosion( int clientNum, vec3_t origin, vec3_t dir ); void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum, int damage ); |