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Diffstat (limited to 'src/cgame/cg_local.h')
-rw-r--r--src/cgame/cg_local.h15
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 );