diff options
Diffstat (limited to 'src/cgame/cg_local.h')
-rw-r--r-- | src/cgame/cg_local.h | 1702 |
1 files changed, 739 insertions, 963 deletions
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index 15be6a51..7f8efc83 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -95,7 +95,8 @@ #define DEFAULT_REDTEAM_NAME "Stroggs" #define DEFAULT_BLUETEAM_NAME "Pagans" -typedef enum { +typedef enum +{ FOOTSTEP_NORMAL, FOOTSTEP_BOOT, FOOTSTEP_FLESH, @@ -107,7 +108,8 @@ typedef enum { FOOTSTEP_TOTAL } footstep_t; -typedef enum { +typedef enum +{ IMPACTSOUND_DEFAULT, IMPACTSOUND_METAL, IMPACTSOUND_FLESH @@ -125,39 +127,41 @@ typedef enum { // 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 +typedef struct +{ + int oldFrame; + int oldFrameTime; // time when ->oldFrame was exactly on - int frame; - int frameTime; // time when ->frame will be exactly on + int frame; + int frameTime; // time when ->frame will be exactly on - float backlerp; + float backlerp; - float yawAngle; - qboolean yawing; - float pitchAngle; - qboolean pitching; + float yawAngle; + qboolean yawing; + float pitchAngle; + qboolean pitching; - int animationNumber; // may include ANIM_TOGGLEBIT + int animationNumber; // may include ANIM_TOGGLEBIT animation_t *animation; - int animationTime; // time when the first frame of the animation will be exact + int animationTime; // time when the first frame of the animation will be exact } lerpFrame_t; -typedef struct { - lerpFrame_t legs, torso, flag; - int painTime; - int painDirection; // flip from 0 to 1 - int lightningFiring; +typedef struct +{ + lerpFrame_t legs, torso, flag; + int painTime; + int painDirection; // flip from 0 to 1 + int lightningFiring; // railgun trail spawning vec3_t railgunImpact; qboolean railgunFlash; // machinegun spinning - float barrelAngle; - int barrelTime; + float barrelAngle; + int barrelTime; qboolean barrelSpinning; } playerEntity_t; @@ -167,47 +171,48 @@ typedef struct { // 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 +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 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 + 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; + playerEntity_t pe; - int errorTime; // decay the error from this time - vec3_t errorOrigin; - vec3_t errorAngles; + 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; + qboolean extrapolated; // false if origin / angles is an interpolation + vec3_t rawOrigin; + vec3_t rawAngles; - vec3_t beamEnd; + vec3_t beamEnd; // exact interpolated position of entity on this frame - vec3_t lerpOrigin; - vec3_t lerpAngles; + vec3_t lerpOrigin; + vec3_t lerpAngles; - lerpFrame_t lerpFrame; + lerpFrame_t lerpFrame; //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 + 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; @@ -216,18 +221,20 @@ typedef struct centity_s { // local entities are created as a result of events or predicted actions, // and live independantly from all server transmitted entities -typedef struct markPoly_s { +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]; + 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 enum { +typedef enum +{ LE_MARK, LE_EXPLOSION, LE_LIGHTNING_BOLT, //wolf trail @@ -240,77 +247,82 @@ typedef enum { LE_SCALE_FADE } leType_t; -typedef enum { - LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time - LEF_TUMBLE = 0x0002 // tumble over time, used for ejecting shells +typedef enum +{ + LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time + LEF_TUMBLE = 0x0002 // tumble over time, used for ejecting shells } leFlag_t; -typedef enum { +typedef enum +{ LEMT_NONE, LEMT_BURN, LEMT_BLOOD, - LEMT_GREENBLOOD, //TA: when aliens are injured - LEMT_BANG //TA: human item explosions + LEMT_GREENBLOOD, //TA: when aliens are injured + LEMT_BANG //TA: human item explosions } leMarkType_t; // fragment local entities can leave marks on walls -typedef enum { +typedef enum +{ LEBS_NONE, LEBS_BLOOD, LEBS_BANG, //TA: human item explosions LEBS_BRASS } leBounceSoundType_t; // fragment local entities can make sounds on impacts -typedef struct localEntity_s { +typedef struct localEntity_s +{ struct localEntity_s *prev, *next; - leType_t leType; - int leFlags; + leType_t leType; + int leFlags; - int startTime; - int endTime; - int fadeInTime; + int startTime; + int endTime; + int fadeInTime; - float lifeRate; // 1.0 / (endTime - startTime) + float lifeRate; // 1.0 / (endTime - startTime) - trajectory_t pos; - trajectory_t angles; + trajectory_t pos; + trajectory_t angles; - float bounceFactor; // 0.0 = no bounce, 1.0 = perfect + float bounceFactor; // 0.0 = no bounce, 1.0 = perfect - float color[4]; + float color[4]; - float radius; + float radius; - float light; - vec3_t lightColor; + float light; + vec3_t lightColor; - leMarkType_t leMarkType; // mark to leave on fragment impact - leBounceSoundType_t leBounceSoundType; + leMarkType_t leMarkType; // mark to leave on fragment impact + leBounceSoundType_t leBounceSoundType; - refEntity_t refEntity; + refEntity_t refEntity; //TA: random stuff for cg_spriter.c - vec3_t acceleration; - float initAlp, finalAlp; - float initRad, finalRad; - qboolean overdraw; - qboolean realLight; - int sortKey; + vec3_t acceleration; + float initAlp, finalAlp; + float initRad, finalRad; + qboolean overdraw; + qboolean realLight; + int sortKey; //TA: lightning bolt endpoint entities - int srcENum, destENum; - int vOffset; - int maxRange; + int srcENum, destENum; + int vOffset; + int maxRange; } localEntity_t; //====================================================================== -typedef struct { - int client; - int score; - int ping; - int time; - int team; +typedef struct +{ + int client; + int score; + int ping; + int time; + int team; } score_t; // each client has an associated clientInfo_t @@ -319,56 +331,57 @@ typedef struct { // 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 { +typedef struct +{ qboolean infoValid; - char name[MAX_QPATH]; + char name[ MAX_QPATH ]; team_t team; - int botSkill; // 0 = not bot, 1-5 = bot + 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 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 handicap; + int wins, losses; // in tourney mode - int teamTask; // task in teamplay (offence/defence) - qboolean teamLeader; // true when this is a team leader + 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 powerups; // so can display quad/flag status - int medkitUsageTime; - int invulnerabilityStartTime; - int invulnerabilityStopTime; + int medkitUsageTime; + int invulnerabilityStartTime; + int invulnerabilityStopTime; - int breathPuffTime; + 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]; + 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 deferred; - 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 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 - vec3_t headOffset; // move head in icon views - footstep_t footsteps; - gender_t gender; // from model + vec3_t headOffset; // move head in icon views + footstep_t footsteps; + gender_t gender; // from model qhandle_t legsModel; qhandle_t legsSkin; @@ -381,30 +394,31 @@ typedef struct { qhandle_t modelIcon; - animation_t animations[MAX_PLAYER_TOTALANIMATIONS]; + animation_t animations[ MAX_PLAYER_TOTALANIMATIONS ]; - sfxHandle_t sounds[MAX_CUSTOM_SOUNDS]; + sfxHandle_t sounds[ MAX_CUSTOM_SOUNDS ]; } clientInfo_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 { +typedef struct weaponInfo_s +{ qboolean registered; gitem_t *item; char *humanName; - qhandle_t handsModel; // the hands don't actually draw, they just position the weapon + 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 - float flashDlight; + float flashDlight; vec3_t flashDlightColor; - sfxHandle_t flashSound[4]; // fast firing weapons randomly choose + sfxHandle_t flashSound[ 4 ]; // fast firing weapons randomly choose qhandle_t weaponIcon; qhandle_t ammoIcon; @@ -412,39 +426,30 @@ typedef struct weaponInfo_s { qhandle_t ammoModel; qhandle_t missileModel; - sfxHandle_t missileSound; - void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi ); - float missileDlight; + sfxHandle_t missileSound; + void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi ); + float missileDlight; vec3_t missileDlightColor; - int missileRenderfx; + int missileRenderfx; - void (*ejectBrassFunc)( centity_t * ); + void (*ejectBrassFunc)( centity_t * ); - float trailRadius; - float wiTrailTime; + float trailRadius; + float wiTrailTime; - sfxHandle_t readySound; - sfxHandle_t firingSound; + sfxHandle_t readySound; + sfxHandle_t firingSound; qboolean loopFireSound; } weaponInfo_t; -typedef struct upgradeInfo_s { +typedef struct upgradeInfo_s +{ qboolean registered; char *humanName; qhandle_t upgradeIcon; } upgradeInfo_t; - -// each IT_* item has an associated itemInfo_t -// that constains media references necessary to present the -// item and its effects -typedef struct { - qboolean registered; - qhandle_t models[MAX_ITEM_MODELS]; - qhandle_t icon; -} itemInfo_t; - typedef struct { qboolean looped; @@ -462,17 +467,6 @@ typedef struct sound_t sounds[ MAX_BUILDABLE_ANIMATIONS ]; } buildableInfo_t; -typedef struct { - int itemNum; -} powerupInfo_t; - -#define MAX_SKULLTRAIL 10 - -typedef struct { - vec3_t positions[MAX_SKULLTRAIL]; - int numpositions; -} skulltrail_t; - //TA: smoothing of view for WW transitions #define MAXSMOOTHS 32 @@ -520,225 +514,226 @@ typedef struct #define MAX_PREDICTED_EVENTS 16 -typedef struct { - int clientFrame; // incremented each frame +typedef struct +{ + int clientFrame; // incremented each frame - int clientNum; + 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 + 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 + 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]; + 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) + float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) / + // (cg.nextFrame->serverTime - cg.frame->serverTime) - qboolean thisFrameTeleport; - qboolean nextFrameTeleport; + qboolean thisFrameTeleport; + qboolean nextFrameTeleport; - int frametime; // cg.time - cg.oldTime + 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 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 physicsTime; // either cg.snap->time or cg.nextSnap->time - int timelimitWarnings; // 5 min, 1 min, overtime - int fraglimitWarnings; + int timelimitWarnings; // 5 min, 1 min, overtime + int fraglimitWarnings; - qboolean mapRestart; // set on a map restart to set back the weapon + qboolean mapRestart; // set on a map restart to set back the weapon - qboolean renderingThirdPerson; // during deaths, chasecams, etc + qboolean renderingThirdPerson; // during deaths, chasecams, etc // prediction state - qboolean hyperspace; // true if prediction has hit a trigger_teleport + 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; + 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]; + int eventSequence; + int predictableEvents[MAX_PREDICTED_EVENTS]; - float stepChange; // for stair up smoothing - int stepTime; + float stepChange; // for stair up smoothing + int stepTime; - float duckChange; // for duck viewheight smoothing - int duckTime; + float duckChange; // for duck viewheight smoothing + int duckTime; - float landChange; // for landing hard - int landTime; + float landChange; // for landing hard + int landTime; // input state sent to server - int weaponSelect; + int weaponSelect; // auto rotating items - vec3_t autoAngles; - vec3_t autoAxis[3]; - vec3_t autoAnglesFast; - vec3_t autoAxisFast[3]; + 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 + refdef_t refdef; + vec3_t refdefViewAngles; // will be converted to refdef.viewaxis // zoom key - qboolean zoomed; - int zoomTime; - float zoomSensitivity; + qboolean zoomed; + int zoomTime; + float zoomSensitivity; // information screen text during loading - char infoScreenText[MAX_STRING_CHARS]; + 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 - - // skull trails - skulltrail_t skulltrails[MAX_CLIENTS]; + 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; + int centerPrintTime; + int centerPrintCharWidth; + int centerPrintY; + char centerPrint[ 1024 ]; + int centerPrintLines; // low ammo warning state - int lowAmmoWarning; // 1 = low, 2 = empty + int lowAmmoWarning; // 1 = low, 2 = empty // kill timers for carnage reward - int lastKillTime; + int lastKillTime; // crosshair client ID - int crosshairClientNum; - int crosshairClientTime; + int crosshairClientNum; + int crosshairClientTime; // powerup active flashing - int powerupActive; - int powerupTime; + int powerupActive; + int powerupTime; // attacking player - int attackerTime; - int voiceTime; + int attackerTime; + int voiceTime; // reward medals - int rewardStack; - int rewardTime; - int rewardCount[MAX_REWARDSTACK]; - qhandle_t rewardShader[MAX_REWARDSTACK]; - qhandle_t rewardSound[MAX_REWARDSTACK]; + 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]; + int soundBufferIn; + int soundBufferOut; + int soundTime; + qhandle_t soundBuffer[ MAX_SOUNDBUFFER ]; // for voice chat buffer - int voiceChatTime; - int voiceChatBufferIn; - int voiceChatBufferOut; + int voiceChatTime; + int voiceChatBufferIn; + int voiceChatBufferOut; // warmup countdown - int warmup; - int warmupCount; + int warmup; + int warmupCount; //========================== - int itemPickup; - int itemPickupTime; - int itemPickupBlendTime; // the pulse around the crosshair is timed seperately + int itemPickup; + int itemPickupTime; + int itemPickupBlendTime; // the pulse around the crosshair is timed seperately - int weaponSelectTime; - int weaponAnimation; - int weaponAnimationTime; + int weaponSelectTime; + int weaponAnimation; + int weaponAnimationTime; // blend blobs - float damageTime; - float damageX, damageY, damageValue; + float damageTime; + float damageX, damageY, damageValue; // status bar head - float headYaw; - float headEndPitch; - float headEndYaw; - int headEndTime; - float headStartPitch; - float headStartYaw; - int headStartTime; + 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; + float v_dmg_time; + float v_dmg_pitch; + float v_dmg_roll; - vec3_t kick_angles; // weapon kicks - vec3_t kick_origin; + vec3_t kick_angles; // weapon kicks + vec3_t kick_origin; // temp working variables for player view - float bobfracsin; - int bobcycle; - float xyspeed; - int nextOrbitTime; + float bobfracsin; + int bobcycle; + float xyspeed; + int nextOrbitTime; // development tool refEntity_t testModelEntity; - char testModelName[MAX_QPATH]; - qboolean testGun; + char testModelName[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 - qboolean weapon1Firing; - qboolean weapon2Firing; + 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; - vec3_t lastNormal; //TA: view smoothage - vec3_t lastVangles; //TA: view smoothage - smooth_t sList[ MAXSMOOTHS ]; //TA: WW smoothing + 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; + int forwardMoveTime; //TA: for struggling + int rightMoveTime; + int upMoveTime; - int poisonedTime; //TA: poison cloud - int firstPoisonedTime; //TA: poison cloud - int lastRumbleTime; //TA: knocked over time - vec3_t rumbleVector; //TA: vertical displacement whilst rumbling - int firstKnockedTime; //TA: knocked over time - int firstGetUpTime; //TA: getting up time + int poisonedTime; //TA: poison cloud + int firstPoisonedTime; //TA: poison cloud + int lastRumbleTime; //TA: knocked over time + vec3_t rumbleVector; //TA: vertical displacement whilst rumbling + int firstKnockedTime; //TA: knocked over time + int firstGetUpTime; //TA: getting up time - float charModelFraction; //TA: loading percentages - float mediaFraction; - float buildablesFraction; + float charModelFraction; //TA: loading percentages + float mediaFraction; + float buildablesFraction; - entityPos_t ep; + entityPos_t ep; - int lastBuildAttempt; + int lastBuildAttempt; char consoleText[ MAX_CONSOLE_TEXT ]; consoleLine_t consoleLines[ MAX_CONSOLE_LINES ]; @@ -752,207 +747,122 @@ typedef struct { // 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 charsetProp; - qhandle_t charsetPropGlow; - qhandle_t charsetPropB; - qhandle_t whiteShader; - - qhandle_t redCubeModel; - qhandle_t blueCubeModel; - qhandle_t redCubeIcon; - qhandle_t blueCubeIcon; - - qhandle_t redFlagModel; - qhandle_t blueFlagModel; - qhandle_t neutralFlagModel; - qhandle_t redFlagShader[3]; - qhandle_t blueFlagShader[3]; - qhandle_t flagShader[4]; - qhandle_t flagPoleModel; - qhandle_t flagFlapModel; - - qhandle_t redFlagFlapSkin; - qhandle_t blueFlagFlapSkin; - qhandle_t neutralFlagFlapSkin; - - qhandle_t redFlagBaseModel; - qhandle_t blueFlagBaseModel; - qhandle_t neutralFlagBaseModel; - -#ifdef MISSIONPACK - qhandle_t overloadBaseModel; - qhandle_t overloadTargetModel; - qhandle_t overloadLightsModel; - qhandle_t overloadEnergyModel; - - qhandle_t harvesterModel; - qhandle_t harvesterRedSkin; - qhandle_t harvesterBlueSkin; - qhandle_t harvesterNeutralModel; -#endif - - qhandle_t armorModel; - qhandle_t armorIcon; - - qhandle_t teamStatusBar; - - qhandle_t deferShader; +typedef struct +{ + qhandle_t charsetShader; + qhandle_t whiteShader; + + qhandle_t deferShader; // gib explosions - qhandle_t gibAbdomen; - qhandle_t gibArm; - qhandle_t gibChest; - qhandle_t gibFist; - qhandle_t gibFoot; - qhandle_t gibForearm; - qhandle_t gibIntestine; - qhandle_t gibLeg; - qhandle_t gibSkull; - qhandle_t gibBrain; - - qhandle_t metalGib1; - qhandle_t metalGib2; - qhandle_t metalGib3; - qhandle_t metalGib4; - qhandle_t metalGib5; - qhandle_t metalGib6; - qhandle_t metalGib7; - qhandle_t metalGib8; - - qhandle_t gibSpark1; - qhandle_t gibSpark2; + qhandle_t gibAbdomen; + qhandle_t gibArm; + qhandle_t gibChest; + qhandle_t gibFist; + qhandle_t gibFoot; + qhandle_t gibForearm; + qhandle_t gibIntestine; + qhandle_t gibLeg; + qhandle_t gibSkull; + qhandle_t gibBrain; + + qhandle_t metalGib1; + qhandle_t metalGib2; + qhandle_t metalGib3; + qhandle_t metalGib4; + qhandle_t metalGib5; + qhandle_t metalGib6; + qhandle_t metalGib7; + qhandle_t metalGib8; + + qhandle_t gibSpark1; + qhandle_t gibSpark2; - qhandle_t smoke2; + qhandle_t smoke2; - qhandle_t machinegunBrassModel; - qhandle_t shotgunBrassModel; + qhandle_t machinegunBrassModel; + qhandle_t shotgunBrassModel; - qhandle_t railRingsShader; - qhandle_t railCoreShader; + qhandle_t lightningShader; - qhandle_t lightningShader; + qhandle_t friendShader; - qhandle_t friendShader; + qhandle_t balloonShader; + qhandle_t connectionShader; - qhandle_t balloonShader; - qhandle_t connectionShader; + qhandle_t selectShader; + qhandle_t viewBloodShader; + qhandle_t tracerShader; + qhandle_t crosshairShader[ NUM_CROSSHAIRS ]; + qhandle_t backTileShader; + qhandle_t noammoShader; - qhandle_t selectShader; - qhandle_t viewBloodShader; - qhandle_t tracerShader; - qhandle_t crosshairShader[NUM_CROSSHAIRS]; - qhandle_t lagometerShader; - qhandle_t backTileShader; - qhandle_t noammoShader; - - qhandle_t smokePuffShader; - qhandle_t smokePuffRageProShader; - qhandle_t shotgunSmokePuffShader; - qhandle_t plasmaBallShader; - qhandle_t waterBubbleShader; - qhandle_t bloodTrailShader; + qhandle_t smokePuffShader; + qhandle_t smokePuffRageProShader; + qhandle_t shotgunSmokePuffShader; + qhandle_t plasmaBallShader; + qhandle_t waterBubbleShader; + qhandle_t bloodTrailShader; //TA: extra stuff - qhandle_t explosionShader; - qhandle_t greenBloodTrailShader; - qhandle_t greenBloodMarkShader; - qhandle_t greenBloodExplosionShader; - qhandle_t explosionTrailShader; - qhandle_t poisonCloudShader; - - qhandle_t humanNV; - qhandle_t humanTorch8; - qhandle_t humanTorch7; - qhandle_t humanTorch6; - qhandle_t humanTorch5; - qhandle_t humanTorch4; - qhandle_t humanTorch3; - qhandle_t humanTorch2; - qhandle_t humanTorch1; - qhandle_t alienHealth; - - qhandle_t flameShader[ 32 ]; - qhandle_t flameExplShader; - qhandle_t creepShader; + qhandle_t explosionShader; + qhandle_t greenBloodTrailShader; + qhandle_t greenBloodMarkShader; + qhandle_t greenBloodExplosionShader; + qhandle_t explosionTrailShader; + qhandle_t poisonCloudShader; + + qhandle_t flameShader[ 32 ]; + qhandle_t flameExplShader; + qhandle_t creepShader; - qhandle_t scannerShader; - qhandle_t scannerBlipShader; - qhandle_t scannerLineShader; - + qhandle_t scannerShader; + qhandle_t scannerBlipShader; + qhandle_t scannerLineShader; - qhandle_t numberShaders[11]; - qhandle_t shadowMarkShader; + qhandle_t numberShaders[ 11 ]; - qhandle_t botSkillShaders[5]; + qhandle_t shadowMarkShader; // wall mark shaders - qhandle_t wakeMarkShader; - qhandle_t bloodMarkShader; - qhandle_t bulletMarkShader; - qhandle_t burnMarkShader; - qhandle_t holeMarkShader; - qhandle_t energyMarkShader; - - // powerup shaders - qhandle_t quadShader; - qhandle_t redQuadShader; - qhandle_t quadWeaponShader; - qhandle_t invisShader; - qhandle_t regenShader; - qhandle_t battleSuitShader; - qhandle_t battleWeaponShader; - qhandle_t hastePuffShader; - qhandle_t redKamikazeShader; - qhandle_t blueKamikazeShader; + qhandle_t wakeMarkShader; + qhandle_t bloodMarkShader; + qhandle_t bulletMarkShader; + qhandle_t burnMarkShader; + qhandle_t holeMarkShader; + qhandle_t energyMarkShader; //TA: buildable shaders - qhandle_t greenBuildShader; - qhandle_t redBuildShader; - qhandle_t noPowerShader; + qhandle_t greenBuildShader; + qhandle_t redBuildShader; + qhandle_t noPowerShader; // weapon effect models - qhandle_t bulletFlashModel; - qhandle_t ringFlashModel; - qhandle_t dishFlashModel; - qhandle_t lightningExplosionModel; + qhandle_t bulletFlashModel; + qhandle_t ringFlashModel; + qhandle_t dishFlashModel; + qhandle_t lightningExplosionModel; // weapon effect shaders - qhandle_t railExplosionShader; - qhandle_t plasmaExplosionShader; - qhandle_t bulletExplosionShader; - qhandle_t rocketExplosionShader; - qhandle_t grenadeExplosionShader; - qhandle_t bfgExplosionShader; - qhandle_t bloodExplosionShader; + qhandle_t railExplosionShader; + qhandle_t plasmaExplosionShader; + qhandle_t bulletExplosionShader; + qhandle_t rocketExplosionShader; + qhandle_t grenadeExplosionShader; + qhandle_t bfgExplosionShader; + qhandle_t bloodExplosionShader; // special effects models - qhandle_t teleportEffectModel; - qhandle_t teleportEffectShader; - - // scoreboard headers - qhandle_t scoreboardName; - qhandle_t scoreboardPing; - qhandle_t scoreboardScore; - qhandle_t scoreboardTime; - - // medals shown during gameplay - qhandle_t medalImpressive; - qhandle_t medalExcellent; - qhandle_t medalGauntlet; - qhandle_t medalDefend; - qhandle_t medalAssist; - qhandle_t medalCapture; + qhandle_t teleportEffectModel; + qhandle_t teleportEffectShader; // sounds - sfxHandle_t quadSound; sfxHandle_t tracerSound; sfxHandle_t selectSound; sfxHandle_t useNothingSound; sfxHandle_t wearOffSound; - sfxHandle_t footsteps[FOOTSTEP_TOTAL][4]; + sfxHandle_t footsteps[ FOOTSTEP_TOTAL ][ 4 ]; sfxHandle_t sfx_lghit; sfxHandle_t sfx_ric1; sfxHandle_t sfx_ric2; @@ -974,31 +884,10 @@ typedef struct { sfxHandle_t fallSound; sfxHandle_t jumpPadSound; - sfxHandle_t oneMinuteSound; - sfxHandle_t fiveMinuteSound; - sfxHandle_t suddenDeathSound; - - sfxHandle_t threeFragSound; - sfxHandle_t twoFragSound; - sfxHandle_t oneFragSound; - sfxHandle_t hitSound; sfxHandle_t hitSoundHighArmor; sfxHandle_t hitSoundLowArmor; sfxHandle_t hitTeamSound; - sfxHandle_t impressiveSound; - sfxHandle_t excellentSound; - sfxHandle_t deniedSound; - sfxHandle_t humiliationSound; - sfxHandle_t assistSound; - sfxHandle_t defendSound; - sfxHandle_t firstImpressiveSound; - sfxHandle_t firstExcellentSound; - sfxHandle_t firstHumiliationSound; - - sfxHandle_t takenLeadSound; - sfxHandle_t tiedLeadSound; - sfxHandle_t lostLeadSound; sfxHandle_t voteNow; sfxHandle_t votePassed; @@ -1008,68 +897,23 @@ typedef struct { sfxHandle_t watrOutSound; sfxHandle_t watrUnSound; - sfxHandle_t flightSound; - sfxHandle_t medkitSound; - sfxHandle_t jetpackDescendSound; sfxHandle_t jetpackIdleSound; sfxHandle_t jetpackAscendSound; - sfxHandle_t weaponHoverSound; - - // teamplay sounds - sfxHandle_t captureAwardSound; - sfxHandle_t redScoredSound; - sfxHandle_t blueScoredSound; - sfxHandle_t redLeadsSound; - sfxHandle_t blueLeadsSound; - sfxHandle_t teamsTiedSound; - - sfxHandle_t captureYourTeamSound; - sfxHandle_t captureOpponentSound; - sfxHandle_t returnYourTeamSound; - sfxHandle_t returnOpponentSound; - sfxHandle_t takenYourTeamSound; - sfxHandle_t takenOpponentSound; - - sfxHandle_t redFlagReturnedSound; - sfxHandle_t blueFlagReturnedSound; - sfxHandle_t neutralFlagReturnedSound; - sfxHandle_t enemyTookYourFlagSound; - sfxHandle_t enemyTookTheFlagSound; - sfxHandle_t yourTeamTookEnemyFlagSound; - sfxHandle_t yourTeamTookTheFlagSound; - sfxHandle_t youHaveFlagSound; - sfxHandle_t yourBaseIsUnderAttackSound; - sfxHandle_t holyShitSound; - - // tournament sounds - sfxHandle_t count3Sound; - sfxHandle_t count2Sound; - sfxHandle_t count1Sound; - sfxHandle_t countFightSound; - sfxHandle_t countPrepareSound; - //TA: sfxHandle_t alienStageTransition; sfxHandle_t humanStageTransition; - qhandle_t cursor; - qhandle_t selectCursor; - qhandle_t sizeCursor; + qhandle_t cursor; + qhandle_t selectCursor; + qhandle_t sizeCursor; - sfxHandle_t regenSound; - sfxHandle_t protectSound; - sfxHandle_t n_healthSound; sfxHandle_t hgrenb1aSound; sfxHandle_t hgrenb2aSound; - sfxHandle_t wstbimplSound; - sfxHandle_t wstbimpmSound; - sfxHandle_t wstbimpdSound; - sfxHandle_t wstbactvSound; //TA: for wolf trail effects - qhandle_t sparkFlareShader; + qhandle_t sparkFlareShader; } cgMedia_t; @@ -1077,117 +921,103 @@ typedef struct { // 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; +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 + int serverCommandSequence; // reliable command stream counter + int processedSnapshotNum; // the number of snapshots cgame has requested - qboolean localServer; // detected on startup by checking sv_running + qboolean localServer; // detected on startup by checking sv_running // parsed from serverinfo - int dmflags; - int teamflags; - int fraglimit; - int capturelimit; - int timelimit; - int maxclients; - char mapname[MAX_QPATH]; - char redTeam[MAX_QPATH]; - char blueTeam[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 - int redflag, blueflag; // flag status from configstrings - int flagStatus; - - qboolean newHud; - - int alienBuildPoints; - int alienBuildPointsTotal; - int humanBuildPoints; - int humanBuildPointsTotal; - int humanBuildPointsPowered; - - int alienStage; - int humanStage; + 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; // // locally derived information from gamestate // - qhandle_t gameModels[MAX_MODELS]; - qhandle_t gameShaders[MAX_SHADERS]; - sfxHandle_t gameSounds[MAX_SOUNDS]; + qhandle_t gameModels[ MAX_MODELS ]; + qhandle_t gameShaders[ MAX_SHADERS ]; + sfxHandle_t gameSounds[ MAX_SOUNDS ]; - int numInlineModels; - qhandle_t inlineDrawModel[MAX_MODELS]; - vec3_t inlineModelMidpoints[MAX_MODELS]; + int numInlineModels; + qhandle_t inlineDrawModel[ MAX_MODELS ]; + vec3_t inlineModelMidpoints[ MAX_MODELS ]; - clientInfo_t clientinfo[MAX_CLIENTS]; + clientInfo_t clientinfo[ MAX_CLIENTS ]; + //TA: corpse info - clientInfo_t corpseinfo[MAX_CLIENTS]; + 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; - - // orders - int currentOrder; - qboolean orderPending; - int orderTime; - int currentVoiceClient; - int acceptOrderTime; - int acceptTask; - int acceptLeader; - char acceptVoice[MAX_NAME_LENGTH]; + 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; + cgMedia_t media; } cgs_t; //============================================================================== extern cgs_t cgs; extern cg_t cg; -extern centity_t cg_entities[MAX_GENTITIES]; +extern centity_t cg_entities[ MAX_GENTITIES ]; //TA: weapon limit expanded: //extern weaponInfo_t cg_weapons[MAX_WEAPONS]; -extern weaponInfo_t cg_weapons[32]; +extern weaponInfo_t cg_weapons[ 32 ]; //TA: upgrade infos: -extern upgradeInfo_t cg_upgrades[32]; -extern itemInfo_t cg_items[MAX_ITEMS]; +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 markPoly_t cg_markPolys[ MAX_MARK_POLYS ]; extern vmCvar_t cg_centertime; extern vmCvar_t cg_runpitch; @@ -1300,188 +1130,161 @@ extern vmCvar_t ui_loading; // // cg_main.c // -const char *CG_ConfigString( int index ); -const char *CG_Argv( int arg ); +const char *CG_ConfigString( int index ); +const char *CG_Argv( int arg ); -void QDECL CG_Printf( const char *msg, ... ); -void QDECL CG_Error( const char *msg, ... ); +void QDECL CG_Printf( const char *msg, ... ); +void QDECL CG_Error( const char *msg, ... ); -void CG_StartMusic( void ); +void CG_StartMusic( void ); -void CG_UpdateCvars( 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_RankRunFrame( void ); -void CG_SetScoreSelection(void *menu); -score_t *CG_GetSelectedScore(); -void CG_BuildSpectatorString(); +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( ); // // cg_view.c // -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 ); +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 ); -//TA: draw a pic weighted between two colors. <- hmm me is turning into a yank. -void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, vec4_t tcolor, float amount, qhandle_t hShader ); -void CG_DrawString( float x, float y, const char *string, - float charWidth, float charHeight, const float *modulate ); - - -void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, - qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ); -void CG_DrawBigString( int x, int y, const char *s, float alpha ); -void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ); -void CG_DrawSmallString( int x, int y, const char *s, float alpha ); -void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ); +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 ); +int CG_DrawStrlen( const char *str ); -float *CG_FadeColor( int startMsec, int totalMsec ); -float *CG_TeamColor( int team ); -void CG_TileClear( void ); -void CG_ColorForHealth( vec4_t hcolor ); -void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ); +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 UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ); -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); +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 sortedTeamPlayers[ TEAM_MAXOVERLAY ]; extern int numSortedTeamPlayers; -extern int drawTeamOverlayModificationCount; -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_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles ); -void CG_DrawActive( stereoFrame_t stereoView ); -void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D ); -void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team ); -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); -void CG_SelectPrevPlayer(); -void CG_SelectNextPlayer(); -float CG_GetValue(int ownerDraw); -qboolean CG_OwnerDrawVisible(int flags); -void CG_RunMenuScript(char **args); -void CG_ShowResponseHead(); -void CG_SetPrintString(int type, const char *p); -void CG_InitTeamChat(); -void CG_GetTeamColor(vec4_t *color); -const char *CG_GetGameStatusText(); -const char *CG_GetKillerText(); -void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ); -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_CheckOrderPending(); -const char *CG_GameTypeString(); -qboolean CG_YourTeamHasFlag(); -qboolean CG_OtherTeamHasFlag(); -qhandle_t CG_StatusHandle(int task); -void CG_DrawLoadingScreen( void ); -void CG_UpdateMediaFraction( float newFract ); +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 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 ); // // cg_player.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( int clientNum ); +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( int clientNum ); sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ); // // cg_buildable.c // -void CG_GhostBuildable( buildable_t buildable ); -void CG_Buildable( centity_t *cent ); -void CG_InitBuildables( ); +void CG_GhostBuildable( buildable_t buildable ); +void CG_Buildable( centity_t *cent ); +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 spread, float bounce, - float initRad, float finalRad, - float initAlp, float finalAlp, - float rotation, - int startTime, int shaderTime, int duration, - qhandle_t hShader, qboolean overdraw, qboolean realLight ); +void CG_Spriter( centity_t *cent ); +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 shaderTime, int duration, + qhandle_t hShader, qboolean overdraw, qboolean realLight ); // // cg_animmapobj.c // -void CG_animMapObj( centity_t *cent ); +void CG_animMapObj( centity_t *cent ); // // cg_predict.c // -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 ); -void CG_LoadDeferredPlayers( void ); +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 ); +void CG_LoadDeferredPlayers( void ); // // cg_events.c // -void CG_CheckEvents( centity_t *cent ); -const char *CG_PlaceString( int rank ); -void CG_EntityEvent( centity_t *cent, vec3_t position ); -void CG_PainEvent( centity_t *cent, int health ); +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_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_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 ); +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 ); @@ -1489,159 +1292,145 @@ void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *pare // // 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, 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 ); -void CG_ShotgunFire( entityState_t *es ); -void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); -void CG_LasGunHit( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); - -void CG_RailTrail( vec3_t start, vec3_t end ); -void CG_TeslaTrail( vec3_t start, vec3_t end, int srcENum, int destENum ); -void CG_AlienZap( vec3_t start, vec3_t end, int srcENum, int destENum ); -void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ); -void CG_AddViewWeapon (playerState_t *ps); -void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ); -void CG_DrawWeaponSelect( rectDef_t *rect ); -void CG_DrawWeaponSelectText( rectDef_t *rect, float scale, int textStyle ); - -void CG_OutOfAmmoChange( void ); // should this be in pmove? +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, 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 ); +void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); +void CG_LasGunHit( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); + +void CG_TeslaTrail( vec3_t start, vec3_t end, int srcENum, int destENum ); +void CG_AlienZap( vec3_t start, vec3_t end, int srcENum, int destENum ); +void CG_AddViewWeapon (playerState_t *ps); +void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ); +void CG_DrawWeaponSelect( rectDef_t *rect ); +void CG_DrawWeaponSelectText( rectDef_t *rect, float scale, int textStyle ); // // cg_creep.c // -void CG_Creep( centity_t *cent ); +void CG_Creep( centity_t *cent ); // // cg_scanner.c // -void CG_Scanner( ); -void CG_AlienSense( ); +void CG_Scanner( ); +void CG_AlienSense( ); // // 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 ); +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_localents.c // -void CG_InitLocalEntities( void ); +void CG_InitLocalEntities( void ); localEntity_t *CG_AllocLocalEntity( void ); -void CG_AddLocalEntities( void ); +void CG_AddLocalEntities( void ); // // cg_effects.c // localEntity_t *CG_SmokePuff( const vec3_t p, - const vec3_t vel, - float radius, - float r, float g, float b, float a, - float duration, - int startTime, - int fadeInTime, - int leFlags, - qhandle_t hShader ); -void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ); -void CG_SpawnEffect( vec3_t org ); -void CG_GibPlayer( vec3_t playerOrigin ); -void CG_BigExplode( vec3_t playerOrigin ); - -void CG_Bleed( vec3_t origin, int entityNum ); + const vec3_t vel, + float radius, + float r, float g, float b, float a, + float duration, + int startTime, + int fadeInTime, + int leFlags, + qhandle_t hShader ); +void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ); +void CG_SpawnEffect( vec3_t org ); +void CG_GibPlayer( vec3_t playerOrigin ); +void CG_BigExplode( vec3_t playerOrigin ); + +void CG_Bleed( vec3_t origin, int entityNum ); localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, - qhandle_t hModel, qhandle_t shader, int msec, - qboolean isSprite ); + qhandle_t hModel, qhandle_t shader, int msec, + qboolean isSprite ); //TA: wolf tesla effect -void CG_DynamicLightningBolt( qhandle_t shader, vec3_t start, vec3_t pend, - int numBolts, float maxWidth, qboolean fade, - float startAlpha, int recursion, int randseed ); +void CG_DynamicLightningBolt( qhandle_t shader, vec3_t start, vec3_t pend, + int numBolts, float maxWidth, qboolean fade, + float startAlpha, int recursion, int randseed ); // Ridah, trails // // cg_trails.c // -int CG_AddTrailJunc( int headJuncIndex, qhandle_t shader, int spawnTime, - int sType, vec3_t pos, int trailLife, float alphaStart, - float alphaEnd, float startWidth, float endWidth, int flags, - vec3_t colorStart, vec3_t colorEnd, float sRatio, float animSpeed ); -int CG_AddSparkJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife, - float alphaStart, float alphaEnd, float startWidth, float endWidth ); -int CG_AddSmokeJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife, - float alpha, float startWidth, float endWidth ); -int CG_AddFireJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife, - float alpha, float startWidth, float endWidth ); -void CG_AddTrails( void ); -void CG_ClearTrails( void ); +int CG_AddTrailJunc( int headJuncIndex, qhandle_t shader, int spawnTime, + int sType, vec3_t pos, int trailLife, float alphaStart, + float alphaEnd, float startWidth, float endWidth, int flags, + vec3_t colorStart, vec3_t colorEnd, float sRatio, float animSpeed ); +int CG_AddSparkJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife, + float alphaStart, float alphaEnd, float startWidth, float endWidth ); +int CG_AddSmokeJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife, + float alpha, float startWidth, float endWidth ); +int CG_AddFireJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife, + float alpha, float startWidth, float endWidth ); +void CG_AddTrails( void ); +void CG_ClearTrails( void ); // done. // // cg_snapshot.c // -void CG_ProcessSnapshots( void ); - -// -// cg_scoreboard.c -// -qboolean CG_DrawOldScoreboard( void ); -void CG_DrawOldTourneyScoreboard( void ); +void CG_ProcessSnapshots( void ); // // cg_consolecmds.c // -qboolean CG_ConsoleCommand( void ); -void CG_InitConsoleCommands( void ); +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_LoadVoiceChats( void ); -void CG_ShaderStateChanged(void); -void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd ); -void CG_PlayBufferedVoiceChats( void ); +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 ); +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 ); +void CG_InitMemory( void ); +void *CG_Alloc( int size ); +void CG_Free( void *ptr ); +void CG_DefragmentMemory( void ); // // cg_mp3decoder.c // -qboolean S_decodeMP3( char *mp3File, char *wavFile ); +qboolean S_decodeMP3( char *mp3File, char *wavFile ); //=============================================== @@ -1652,197 +1441,184 @@ qboolean S_decodeMP3( char *mp3File, char *wavFile ); // print message on the local console -void trap_Print( const char *fmt ); +void trap_Print( const char *fmt ); // abort the game -void trap_Error( const char *fmt ); +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 ); +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 ); +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 ); +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 ); +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 ); // 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 ); +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 ); +void trap_AddCommand( const char *cmdName ); // send a string to the server over the network -void trap_SendClientCommand( const char *s ); +void trap_SendClientCommand( const char *s ); // force a screen update, only used during gamestate load -void trap_UpdateScreen( void ); +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_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 ); // 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 ); +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); +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 ); +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 ); // repatialize 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_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 ); +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 +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 ); +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 ); +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 ); +void trap_GetGlconfig( glconfig_t *glconfig ); // the gamestate should be grabbed at startup, and whenever a // configstring changes -void trap_GetGameState( gameState_t *gamestate ); +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 ); +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 ); +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 ); +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 ); +int trap_GetCurrentCmdNumber( void ); -qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ); +qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ); // used for the weapon select and zoom -void trap_SetUserCmdValue( int stateValue, float sensitivityScale ); +void trap_SetUserCmdValue( int stateValue, float sensitivityScale ); // aids for VM testing -void testPrintInt( char *string, int i ); -void testPrintFloat( char *string, float f ); +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 ); +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 { +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 ); - -void CG_ClearParticles (void); -void CG_AddParticles (void); -void CG_ParticleSnow (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum); -void CG_ParticleSmoke (qhandle_t pshader, centity_t *cent); -void CG_AddParticleShrapnel (localEntity_t *le); -void CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent); -void CG_ParticleBulletDebris (vec3_t org, vec3_t vel, int duration); -void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed); -void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir); -void CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha); -void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd); -extern qboolean initparticles; -int CG_NewParticleArea ( int num ); +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 ); |