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-rw-r--r--src/game/bg_misc.c539
1 files changed, 269 insertions, 270 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 60fb35cd..c41344aa 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -36,8 +36,8 @@ int trap_FS_GetFileList( const char *path, const char *extension, char *listbu
static const buildableAttributes_t bg_buildableList[ ] =
{
{
- BA_A_SPAWN, //int buildNum;
- "eggpod", //char *buildName;
+ BA_A_SPAWN, //int number;
+ "eggpod", //char *name;
"Egg", //char *humanName;
"The most basic alien structure. It allows aliens to spawn "
"and protect the Overmind. Without any of these, the Overmind "
@@ -46,14 +46,14 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
ASPAWN_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
ASPAWN_HEALTH, //int health;
ASPAWN_REGEN, //int regenRate;
ASPAWN_SPLASHDAMAGE, //int splashDamage;
ASPAWN_SPLASHRADIUS, //int splashRadius;
MOD_ASPAWN, //int meansOfDeath;
TEAM_ALIENS, //int team;
- ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
+ ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
100, //int nextthink;
ASPAWN_BT, //int buildTime;
@@ -71,8 +71,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
ASPAWN_VALUE, //int value;
},
{
- BA_A_OVERMIND, //int buildNum;
- "overmind", //char *buildName;
+ BA_A_OVERMIND, //int number;
+ "overmind", //char *name;
"Overmind", //char *humanName;
"A collective consciousness that controls all the alien structures "
"in its vicinity. It must be protected at all costs, since its "
@@ -81,16 +81,16 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
OVERMIND_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
OVERMIND_HEALTH, //int health;
OVERMIND_REGEN, //int regenRate;
OVERMIND_SPLASHDAMAGE, //int splashDamage;
OVERMIND_SPLASHRADIUS, //int splashRadius;
MOD_ASPAWN, //int meansOfDeath;
TEAM_ALIENS, //int team;
- ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
+ ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
- OVERMIND_ATTACK_REPEAT,//int nextthink;
+ OVERMIND_ATTACK_REPEAT, //int nextthink;
OVERMIND_BT, //int buildTime;
qfalse, //qboolean usable;
0, //int turretRange;
@@ -106,24 +106,24 @@ static const buildableAttributes_t bg_buildableList[ ] =
OVERMIND_VALUE, //int value;
},
{
- BA_A_BARRICADE, //int buildNum;
- "barricade", //char *buildName;
+ BA_A_BARRICADE, //int number;
+ "barricade", //char *name;
"Barricade", //char *humanName;
"Used to obstruct corridors and doorways, hindering humans from "
"threatening the spawns and Overmind. Barricades will shrink "
"to allow aliens to pass over them, however.",
- "team_alien_barricade",//char *entityName;
+ "team_alien_barricade", //char *entityName;
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
BARRICADE_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
BARRICADE_HEALTH, //int health;
BARRICADE_REGEN, //int regenRate;
- BARRICADE_SPLASHDAMAGE,//int splashDamage;
- BARRICADE_SPLASHRADIUS,//int splashRadius;
+ BARRICADE_SPLASHDAMAGE, //int splashDamage;
+ BARRICADE_SPLASHRADIUS, //int splashRadius;
MOD_ASPAWN, //int meansOfDeath;
TEAM_ALIENS, //int team;
- ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
+ ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
100, //int nextthink;
BARRICADE_BT, //int buildTime;
@@ -141,24 +141,24 @@ static const buildableAttributes_t bg_buildableList[ ] =
BARRICADE_VALUE, //int value;
},
{
- BA_A_ACIDTUBE, //int buildNum;
- "acid_tube", //char *buildName;
+ BA_A_ACIDTUBE, //int number;
+ "acid_tube", //char *name;
"Acid Tube", //char *humanName;
"Ejects lethal poisonous acid at an approaching human. These "
"are highly effective when used in conjunction with a trapper "
"to hold the victim in place.",
- "team_alien_acid_tube",//char *entityName;
+ "team_alien_acid_tube", //char *entityName;
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
ACIDTUBE_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
ACIDTUBE_HEALTH, //int health;
ACIDTUBE_REGEN, //int regenRate;
ACIDTUBE_SPLASHDAMAGE, //int splashDamage;
ACIDTUBE_SPLASHRADIUS, //int splashRadius;
MOD_ASPAWN, //int meansOfDeath;
TEAM_ALIENS, //int team;
- ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
+ ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
200, //int nextthink;
ACIDTUBE_BT, //int buildTime;
@@ -176,8 +176,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
ACIDTUBE_VALUE, //int value;
},
{
- BA_A_TRAPPER, //int buildNum;
- "trapper", //char *buildName;
+ BA_A_TRAPPER, //int number;
+ "trapper", //char *name;
"Trapper", //char *humanName;
"Fires a blob of adhesive spit at any non-alien in its line of "
"sight. This hinders their movement, making them an easy target "
@@ -186,13 +186,13 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
TRAPPER_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages //NEEDS ADV BUILDER SO S2 AND UP
+ ( 1 << S2 )|( 1 << S3 ), //int stages; //NEEDS ADV BUILDER SO S2 AND UP
TRAPPER_HEALTH, //int health;
TRAPPER_REGEN, //int regenRate;
TRAPPER_SPLASHDAMAGE, //int splashDamage;
TRAPPER_SPLASHRADIUS, //int splashRadius;
MOD_ASPAWN, //int meansOfDeath;
- TEAM_ALIENS, //int team;
+ TEAM_ALIENS, //int team;
( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
100, //int nextthink;
@@ -211,8 +211,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
TRAPPER_VALUE, //int value;
},
{
- BA_A_BOOSTER, //int buildNum;
- "booster", //char *buildName;
+ BA_A_BOOSTER, //int number;
+ "booster", //char *name;
"Booster", //char *humanName;
"Laces the attacks of any alien that touches it with a poison "
"that will gradually deal damage to any humans exposed to it. "
@@ -222,13 +222,13 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
BOOSTER_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages;
BOOSTER_HEALTH, //int health;
BOOSTER_REGEN, //int regenRate;
BOOSTER_SPLASHDAMAGE, //int splashDamage;
BOOSTER_SPLASHRADIUS, //int splashRadius;
MOD_ASPAWN, //int meansOfDeath;
- TEAM_ALIENS, //int team;
+ TEAM_ALIENS, //int team;
( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
100, //int nextthink;
@@ -247,8 +247,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
BOOSTER_VALUE, //int value;
},
{
- BA_A_HIVE, //int buildNum;
- "hive", //char *buildName;
+ BA_A_HIVE, //int number;
+ "hive", //char *name;
"Hive", //char *humanName;
"Houses millions of tiny insectoid aliens. When a human "
"approaches this structure, the insectoids attack.",
@@ -256,13 +256,13 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
HIVE_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ ( 1 << S3 ), //int stages;
HIVE_HEALTH, //int health;
HIVE_REGEN, //int regenRate;
HIVE_SPLASHDAMAGE, //int splashDamage;
HIVE_SPLASHRADIUS, //int splashRadius;
MOD_ASPAWN, //int meansOfDeath;
- TEAM_ALIENS, //int team;
+ TEAM_ALIENS, //int team;
( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
500, //int nextthink;
@@ -281,8 +281,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
HIVE_VALUE, //int value;
},
{
- BA_H_SPAWN, //int buildNum;
- "telenode", //char *buildName;
+ BA_H_SPAWN, //int number;
+ "telenode", //char *name;
"Telenode", //char *humanName;
"The most basic human structure. It provides a means for humans "
"to enter the battle arena. Without any of these the humans "
@@ -291,13 +291,13 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
HSPAWN_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
HSPAWN_HEALTH, //int health;
0, //int regenRate;
HSPAWN_SPLASHDAMAGE, //int splashDamage;
HSPAWN_SPLASHRADIUS, //int splashRadius;
MOD_HSPAWN, //int meansOfDeath;
- TEAM_HUMANS, //int team;
+ TEAM_HUMANS, //int team;
( 1 << WP_HBUILD ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
100, //int nextthink;
@@ -316,8 +316,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
HSPAWN_VALUE, //int value;
},
{
- BA_H_MGTURRET, //int buildNum;
- "mgturret", //char *buildName;
+ BA_H_MGTURRET, //int number;
+ "mgturret", //char *name;
"Machinegun Turret", //char *humanName;
"Automated base defense that is effective against large targets "
"but slow to begin firing. Should always be "
@@ -326,14 +326,14 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
MGTURRET_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
MGTURRET_HEALTH, //int health;
0, //int regenRate;
MGTURRET_SPLASHDAMAGE, //int splashDamage;
MGTURRET_SPLASHRADIUS, //int splashRadius;
MOD_HSPAWN, //int meansOfDeath;
- TEAM_HUMANS, //int team;
- ( 1 << WP_HBUILD ), //weapon_t buildWeapon;
+ TEAM_HUMANS, //int team;
+ ( 1 << WP_HBUILD ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
50, //int nextthink;
MGTURRET_BT, //int buildTime;
@@ -351,8 +351,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
MGTURRET_VALUE, //int value;
},
{
- BA_H_TESLAGEN, //int buildNum;
- "tesla", //char *buildName;
+ BA_H_TESLAGEN, //int number;
+ "tesla", //char *name;
"Tesla Generator", //char *humanName;
"A structure equipped with a strong electrical attack that fires "
"instantly and always hits its target. It is effective against smaller "
@@ -361,13 +361,13 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
TESLAGEN_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ ( 1 << S3 ), //int stages;
TESLAGEN_HEALTH, //int health;
0, //int regenRate;
TESLAGEN_SPLASHDAMAGE, //int splashDamage;
TESLAGEN_SPLASHRADIUS, //int splashRadius;
MOD_HSPAWN, //int meansOfDeath;
- TEAM_HUMANS, //int team;
+ TEAM_HUMANS, //int team;
( 1 << WP_HBUILD ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
150, //int nextthink;
@@ -386,8 +386,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
TESLAGEN_VALUE, //int value;
},
{
- BA_H_ARMOURY, //int buildNum;
- "arm", //char *buildName;
+ BA_H_ARMOURY, //int number;
+ "arm", //char *name;
"Armoury", //char *humanName;
"An essential part of the human base, providing a means "
"to upgrade the basic human equipment. A range of upgrades "
@@ -396,13 +396,13 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
ARMOURY_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
ARMOURY_HEALTH, //int health;
0, //int regenRate;
ARMOURY_SPLASHDAMAGE, //int splashDamage;
ARMOURY_SPLASHRADIUS, //int splashRadius;
MOD_HSPAWN, //int meansOfDeath;
- TEAM_HUMANS, //int team;
+ TEAM_HUMANS, //int team;
( 1 << WP_HBUILD ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
100, //int nextthink;
@@ -421,8 +421,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
ARMOURY_VALUE, //int value;
},
{
- BA_H_DCC, //int buildNum;
- "dcc", //char *buildName;
+ BA_H_DCC, //int number;
+ "dcc", //char *name;
"Defence Computer", //char *humanName;
"A structure that enables self-repair functionality in "
"human structures. Each Defence Computer built increases "
@@ -431,13 +431,13 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
DC_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages;
DC_HEALTH, //int health;
0, //int regenRate;
DC_SPLASHDAMAGE, //int splashDamage;
DC_SPLASHRADIUS, //int splashRadius;
MOD_HSPAWN, //int meansOfDeath;
- TEAM_HUMANS, //int team;
+ TEAM_HUMANS, //int team;
( 1 << WP_HBUILD ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
100, //int nextthink;
@@ -456,8 +456,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
DC_VALUE, //int value;
},
{
- BA_H_MEDISTAT, //int buildNum;
- "medistat", //char *buildName;
+ BA_H_MEDISTAT, //int number;
+ "medistat", //char *name;
"Medistation", //char *humanName;
"A structure that automatically restores "
"the health and stamina of any human that stands on it. "
@@ -467,13 +467,13 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
MEDISTAT_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
MEDISTAT_HEALTH, //int health;
0, //int regenRate;
MEDISTAT_SPLASHDAMAGE, //int splashDamage;
MEDISTAT_SPLASHRADIUS, //int splashRadius;
MOD_HSPAWN, //int meansOfDeath;
- TEAM_HUMANS, //int team;
+ TEAM_HUMANS, //int team;
( 1 << WP_HBUILD ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
100, //int nextthink;
@@ -492,8 +492,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
MEDISTAT_VALUE, //int value;
},
{
- BA_H_REACTOR, //int buildNum;
- "reactor", //char *buildName;
+ BA_H_REACTOR, //int number;
+ "reactor", //char *name;
"Reactor", //char *humanName;
"All structures except the telenode rely on a reactor to operate. "
"The reactor provides power for all the human structures either "
@@ -502,16 +502,16 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
REACTOR_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
REACTOR_HEALTH, //int health;
0, //int regenRate;
REACTOR_SPLASHDAMAGE, //int splashDamage;
REACTOR_SPLASHRADIUS, //int splashRadius;
MOD_HSPAWN, //int meansOfDeath;
- TEAM_HUMANS, //int team;
+ TEAM_HUMANS, //int team;
( 1 << WP_HBUILD ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
- REACTOR_ATTACK_DCC_REPEAT, //int nextthink;
+ REACTOR_ATTACK_DCC_REPEAT, //int nextthink;
REACTOR_BT, //int buildTime;
qtrue, //qboolean usable;
0, //int turretRange;
@@ -527,8 +527,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
REACTOR_VALUE, //int value;
},
{
- BA_H_REPEATER, //int buildNum;
- "repeater", //char *buildName;
+ BA_H_REPEATER, //int number;
+ "repeater", //char *name;
"Repeater", //char *humanName;
"A power distributor that transmits power from the reactor "
"to remote locations, so that bases may be built far "
@@ -537,13 +537,13 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
REPEATER_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
REPEATER_HEALTH, //int health;
0, //int regenRate;
REPEATER_SPLASHDAMAGE, //int splashDamage;
REPEATER_SPLASHRADIUS, //int splashRadius;
MOD_HSPAWN, //int meansOfDeath;
- TEAM_HUMANS, //int team;
+ TEAM_HUMANS, //int team;
( 1 << WP_HBUILD ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
100, //int nextthink;
@@ -851,15 +851,15 @@ void BG_InitBuildableConfigs( void )
static const classAttributes_t bg_classList[ ] =
{
{
- PCL_NONE, //int classnum;
- "spectator", //char *className;
+ PCL_NONE, //int number;
+ "spectator", //char *name;
"",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
0, //int health;
0.0f, //float fallDamage;
0.0f, //float regenRate;
0, //int abilities;
- WP_NONE, //weapon_t startWeapon
+ WP_NONE, //weapon_t startWeapon;
0.0f, //float buildDist;
90, //int fov;
0.000f, //float bob;
@@ -877,16 +877,16 @@ static const classAttributes_t bg_classList[ ] =
0 //int value;
},
{
- PCL_ALIEN_BUILDER0, //int classnum;
- "builder", //char *className;
+ PCL_ALIEN_BUILDER0, //int number;
+ "builder", //char *name;
"Responsible for building and maintaining all the alien structures. "
"Has a weak melee slash attack.",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
ABUILDER_HEALTH, //int health;
0.2f, //float fallDamage;
ABUILDER_REGEN, //float regenRate;
- SCA_TAKESFALLDAMAGE|SCA_FOVWARPS|SCA_ALIENSENSE,//int abilities;
- WP_ABUILD, //weapon_t startWeapon
+ SCA_TAKESFALLDAMAGE|SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
+ WP_ABUILD, //weapon_t startWeapon;
95.0f, //float buildDist;
110, //int fov;
0.001f, //float bob;
@@ -899,22 +899,22 @@ static const classAttributes_t bg_classList[ ] =
100.0f, //float stopSpeed;
195.0f, //float jumpMagnitude;
1.0f, //float knockbackScale;
- { PCL_ALIEN_BUILDER0_UPG, PCL_ALIEN_LEVEL0, PCL_NONE }, //int children[ 3 ];
+ { PCL_ALIEN_BUILDER0_UPG, PCL_ALIEN_LEVEL0, PCL_NONE }, //int children[ 3 ];
ABUILDER_COST, //int cost;
ABUILDER_VALUE //int value;
},
{
- PCL_ALIEN_BUILDER0_UPG, //int classnum;
- "builderupg", //char *classname;
+ PCL_ALIEN_BUILDER0_UPG, //int number;
+ "builderupg", //char *name;
"Similar to the base Granger, except that in addition to "
"being able to build structures it has a spit attack "
"that slows victims and the ability to crawl on walls.",
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages;
ABUILDER_UPG_HEALTH, //int health;
0.2f, //float fallDamage;
ABUILDER_UPG_REGEN, //float regenRate;
- SCA_TAKESFALLDAMAGE|SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities;
- WP_ABUILD2, //weapon_t startWeapon
+ SCA_TAKESFALLDAMAGE|SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities;
+ WP_ABUILD2, //weapon_t startWeapon;
105.0f, //float buildDist;
110, //int fov;
0.001f, //float bob;
@@ -932,16 +932,16 @@ static const classAttributes_t bg_classList[ ] =
ABUILDER_UPG_VALUE //int value;
},
{
- PCL_ALIEN_LEVEL0, //int classnum;
- "level0", //char *classname;
+ PCL_ALIEN_LEVEL0, //int number;
+ "level0", //char *name;
"Has a lethal reflexive bite and the ability to crawl on "
"walls and ceilings.",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
LEVEL0_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL0_REGEN, //float regenRate;
SCA_WALLCLIMBER|SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
- WP_ALEVEL0, //weapon_t startWeapon
+ WP_ALEVEL0, //weapon_t startWeapon;
0.0f, //float buildDist;
140, //int fov;
0.0f, //float bob;
@@ -959,18 +959,18 @@ static const classAttributes_t bg_classList[ ] =
LEVEL0_VALUE //int value;
},
{
- PCL_ALIEN_LEVEL1, //int classnum;
- "level1", //char *classname;
+ PCL_ALIEN_LEVEL1, //int number;
+ "level1", //char *name;
"A support class able to crawl on walls and ceilings. Its melee "
"attack is most effective when combined with the ability to grab "
"and hold its victims in place. Provides a weak healing aura "
"that accelerates the healing rate of nearby aliens.",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
LEVEL1_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL1_REGEN, //float regenRate;
SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities;
- WP_ALEVEL1, //weapon_t startWeapon
+ WP_ALEVEL1, //weapon_t startWeapon;
0.0f, //float buildDist;
120, //int fov;
0.001f, //float bob;
@@ -983,23 +983,23 @@ static const classAttributes_t bg_classList[ ] =
300.0f, //float stopSpeed;
310.0f, //float jumpMagnitude;
1.2f, //float knockbackScale;
- { PCL_ALIEN_LEVEL2, PCL_ALIEN_LEVEL1_UPG, PCL_NONE }, //int children[ 3 ];
- LEVEL1_COST, //int cost;
- LEVEL1_VALUE //int value;
+ { PCL_ALIEN_LEVEL2, PCL_ALIEN_LEVEL1_UPG, PCL_NONE }, //int children[ 3 ];
+ LEVEL1_COST, //int cost;
+ LEVEL1_VALUE //int value;
},
{
- PCL_ALIEN_LEVEL1_UPG, //int classnum;
- "level1upg", //char *classname;
+ PCL_ALIEN_LEVEL1_UPG, //int number;
+ "level1upg", //char *name;
"In addition to the basic Basilisk abilities, the Advanced "
"Basilisk sprays a poisonous gas which disorients any "
"nearby humans. Has a strong healing aura that "
"that accelerates the healing rate of nearby aliens.",
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages;
LEVEL1_UPG_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL1_UPG_REGEN, //float regenRate;
SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities;
- WP_ALEVEL1_UPG, //weapon_t startWeapon
+ WP_ALEVEL1_UPG, //weapon_t startWeapon;
0.0f, //float buildDist;
120, //int fov;
0.001f, //float bob;
@@ -1017,16 +1017,16 @@ static const classAttributes_t bg_classList[ ] =
LEVEL1_UPG_VALUE //int value;
},
{
- PCL_ALIEN_LEVEL2, //int classnum;
- "level2", //char *classname;
+ PCL_ALIEN_LEVEL2, //int number;
+ "level2", //char *name;
"Has a melee attack and the ability to jump off walls. This "
"allows the Marauder to gather great speed in enclosed areas.",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
LEVEL2_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL2_REGEN, //float regenRate;
SCA_WALLJUMPER|SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
- WP_ALEVEL2, //weapon_t startWeapon
+ WP_ALEVEL2, //weapon_t startWeapon;
0.0f, //float buildDist;
90, //int fov;
0.001f, //float bob;
@@ -1039,21 +1039,21 @@ static const classAttributes_t bg_classList[ ] =
100.0f, //float stopSpeed;
380.0f, //float jumpMagnitude;
0.8f, //float knockbackScale;
- { PCL_ALIEN_LEVEL3, PCL_ALIEN_LEVEL2_UPG, PCL_NONE }, //int children[ 3 ];
+ { PCL_ALIEN_LEVEL3, PCL_ALIEN_LEVEL2_UPG, PCL_NONE }, //int children[ 3 ];
LEVEL2_COST, //int cost;
LEVEL2_VALUE //int value;
},
{
- PCL_ALIEN_LEVEL2_UPG, //int classnum;
- "level2upg", //char *classname;
+ PCL_ALIEN_LEVEL2_UPG, //int number;
+ "level2upg", //char *name;
"The Advanced Marauder has all the abilities of the basic Marauder "
"with the addition of an area effect electric shock attack.",
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages;
LEVEL2_UPG_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL2_UPG_REGEN, //float regenRate;
SCA_WALLJUMPER|SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
- WP_ALEVEL2_UPG, //weapon_t startWeapon
+ WP_ALEVEL2_UPG, //weapon_t startWeapon;
0.0f, //float buildDist;
90, //int fov;
0.001f, //float bob;
@@ -1071,17 +1071,17 @@ static const classAttributes_t bg_classList[ ] =
LEVEL2_UPG_VALUE //int value;
},
{
- PCL_ALIEN_LEVEL3, //int classnum;
- "level3", //char *classname;
+ PCL_ALIEN_LEVEL3, //int number;
+ "level3", //char *name;
"Possesses a melee attack and the pounce ability, which may "
"be used as both an attack and a means to reach remote "
"locations inaccessible from the ground.",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
LEVEL3_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL3_REGEN, //float regenRate;
SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
- WP_ALEVEL3, //weapon_t startWeapon
+ WP_ALEVEL3, //weapon_t startWeapon;
0.0f, //float buildDist;
110, //int fov;
0.0005f, //float bob;
@@ -1094,22 +1094,22 @@ static const classAttributes_t bg_classList[ ] =
200.0f, //float stopSpeed;
270.0f, //float jumpMagnitude;
0.5f, //float knockbackScale;
- { PCL_ALIEN_LEVEL4, PCL_ALIEN_LEVEL3_UPG, PCL_NONE }, //int children[ 3 ];
+ { PCL_ALIEN_LEVEL4, PCL_ALIEN_LEVEL3_UPG, PCL_NONE }, //int children[ 3 ];
LEVEL3_COST, //int cost;
LEVEL3_VALUE //int value;
},
{
- PCL_ALIEN_LEVEL3_UPG, //int classnum;
- "level3upg", //char *classname;
+ PCL_ALIEN_LEVEL3_UPG, //int number;
+ "level3upg", //char *name;
"In addition to the basic Dragoon abilities, the Advanced "
"Dragoon has 3 barbs which may be used to attack humans "
"from a distance.",
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages;
LEVEL3_UPG_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL3_UPG_REGEN, //float regenRate;
SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
- WP_ALEVEL3_UPG, //weapon_t startWeapon
+ WP_ALEVEL3_UPG, //weapon_t startWeapon;
0.0f, //float buildDist;
110, //int fov;
0.0005f, //float bob;
@@ -1127,18 +1127,18 @@ static const classAttributes_t bg_classList[ ] =
LEVEL3_UPG_VALUE //int value;
},
{
- PCL_ALIEN_LEVEL4, //int classnum;
- "level4", //char *classname;
+ PCL_ALIEN_LEVEL4, //int number;
+ "level4", //char *name;
"A large alien with a strong melee attack, this class can "
"also charge at enemy humans and structures, inflicting "
"great damage. Any humans or their structures caught under "
"a falling Tyrant will be crushed by its weight.",
- ( 1 << S3 ), //int stages
+ ( 1 << S3 ), //int stages;
LEVEL4_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL4_REGEN, //float regenRate;
SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
- WP_ALEVEL4, //weapon_t startWeapon
+ WP_ALEVEL4, //weapon_t startWeapon;
0.0f, //float buildDist;
90, //int fov;
0.001f, //float bob;
@@ -1156,15 +1156,15 @@ static const classAttributes_t bg_classList[ ] =
LEVEL4_VALUE //int value;
},
{
- PCL_HUMAN, //int classnum;
- "human_base", //char *classname;
+ PCL_HUMAN, //int number;
+ "human_base", //char *name;
"",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
100, //int health;
1.0f, //float fallDamage;
0.0f, //float regenRate;
SCA_TAKESFALLDAMAGE|SCA_CANUSELADDERS, //int abilities;
- WP_NONE, //special-cased in g_client.c //weapon_t startWeapon
+ WP_NONE, //special-cased in g_client.c //weapon_t startWeapon;
110.0f, //float buildDist;
90, //int fov;
0.002f, //float bob;
@@ -1182,16 +1182,15 @@ static const classAttributes_t bg_classList[ ] =
ALIEN_CREDITS_PER_KILL //int value;
},
{
- PCL_HUMAN_BSUIT, //int classnum;
- "human_bsuit", //char *classname;
+ PCL_HUMAN_BSUIT, //int number;
+ "human_bsuit", //char *name;
"",
- ( 1 << S3 ), //int stages
+ ( 1 << S3 ), //int stages;
100, //int health;
1.0f, //float fallDamage;
0.0f, //float regenRate;
- SCA_TAKESFALLDAMAGE|
- SCA_CANUSELADDERS, //int abilities;
- WP_NONE, //special-cased in g_client.c //weapon_t startWeapon
+ SCA_TAKESFALLDAMAGE|SCA_CANUSELADDERS, //int abilities;
+ WP_NONE, //special-cased in g_client.c //weapon_t startWeapon;
110.0f, //float buildDist;
90, //int fov;
0.002f, //float bob;
@@ -1698,11 +1697,11 @@ void BG_InitClassConfigs( void )
static const weaponAttributes_t bg_weapons[ ] =
{
{
- WP_ALEVEL0, //int weaponNum;
+ WP_ALEVEL0, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "level0", //char *weaponName;
+ "level0", //char *name;
"Bite", //char *humanName;
"",
0, //int maxAmmo;
@@ -1723,11 +1722,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_ALIENS //team_t team;
},
{
- WP_ALEVEL1, //int weaponNum;
+ WP_ALEVEL1, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "level1", //char *weaponName;
+ "level1", //char *name;
"Claws", //char *humanName;
"",
0, //int maxAmmo;
@@ -1748,11 +1747,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_ALIENS //team_t team;
},
{
- WP_ALEVEL1_UPG, //int weaponNum;
+ WP_ALEVEL1_UPG, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "level1upg", //char *weaponName;
+ "level1upg", //char *name;
"Claws Upgrade", //char *humanName;
"",
0, //int maxAmmo;
@@ -1763,7 +1762,7 @@ static const weaponAttributes_t bg_weapons[ ] =
LEVEL1_PCLOUD_REPEAT, //int repeatRate2;
0, //int repeatRate3;
0, //int reloadTime;
- LEVEL1_CLAW_U_K_SCALE,//float knockbackScale;
+ LEVEL1_CLAW_U_K_SCALE, //float knockbackScale;
qtrue, //qboolean hasAltMode;
qfalse, //qboolean hasThirdMode;
qfalse, //qboolean canZoom;
@@ -1773,11 +1772,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_ALIENS //team_t team;
},
{
- WP_ALEVEL2, //int weaponNum;
+ WP_ALEVEL2, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "level2", //char *weaponName;
+ "level2", //char *name;
"Bite", //char *humanName;
"",
0, //int maxAmmo;
@@ -1788,7 +1787,7 @@ static const weaponAttributes_t bg_weapons[ ] =
0, //int repeatRate2;
0, //int repeatRate3;
0, //int reloadTime;
- LEVEL2_CLAW_K_SCALE, //float knockbackScale;
+ LEVEL2_CLAW_K_SCALE, //float knockbackScale;
qfalse, //qboolean hasAltMode;
qfalse, //qboolean hasThirdMode;
qfalse, //qboolean canZoom;
@@ -1798,11 +1797,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_ALIENS //team_t team;
},
{
- WP_ALEVEL2_UPG, //int weaponNum;
+ WP_ALEVEL2_UPG, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "level2upg", //char *weaponName;
+ "level2upg", //char *name;
"Zap", //char *humanName;
"",
0, //int maxAmmo;
@@ -1810,10 +1809,10 @@ static const weaponAttributes_t bg_weapons[ ] =
qtrue, //int infiniteAmmo;
qfalse, //int usesEnergy;
LEVEL2_CLAW_U_REPEAT, //int repeatRate1;
- LEVEL2_AREAZAP_REPEAT,//int repeatRate2;
+ LEVEL2_AREAZAP_REPEAT, //int repeatRate2;
0, //int repeatRate3;
0, //int reloadTime;
- LEVEL2_CLAW_U_K_SCALE,//float knockbackScale;
+ LEVEL2_CLAW_U_K_SCALE, //float knockbackScale;
qtrue, //qboolean hasAltMode;
qfalse, //qboolean hasThirdMode;
qfalse, //qboolean canZoom;
@@ -1823,11 +1822,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_ALIENS //team_t team;
},
{
- WP_ALEVEL3, //int weaponNum;
+ WP_ALEVEL3, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "level3", //char *weaponName;
+ "level3", //char *name;
"Pounce", //char *humanName;
"",
0, //int maxAmmo;
@@ -1848,11 +1847,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_ALIENS //team_t team;
},
{
- WP_ALEVEL3_UPG, //int weaponNum;
+ WP_ALEVEL3_UPG, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "level3upg", //char *weaponName;
+ "level3upg", //char *name;
"Pounce (upgrade)", //char *humanName;
"",
3, //int maxAmmo;
@@ -1861,9 +1860,9 @@ static const weaponAttributes_t bg_weapons[ ] =
qfalse, //int usesEnergy;
LEVEL3_CLAW_U_REPEAT, //int repeatRate1;
0, //int repeatRate2;
- LEVEL3_BOUNCEBALL_REPEAT,//int repeatRate3;
+ LEVEL3_BOUNCEBALL_REPEAT, //int repeatRate3;
0, //int reloadTime;
- LEVEL3_CLAW_U_K_SCALE,//float knockbackScale;
+ LEVEL3_CLAW_U_K_SCALE, //float knockbackScale;
qfalse, //qboolean hasAltMode;
qtrue, //qboolean hasThirdMode;
qfalse, //qboolean canZoom;
@@ -1873,11 +1872,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_ALIENS //team_t team;
},
{
- WP_ALEVEL4, //int weaponNum;
+ WP_ALEVEL4, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "level4", //char *weaponName;
+ "level4", //char *name;
"Charge", //char *humanName;
"",
0, //int maxAmmo;
@@ -1898,11 +1897,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_ALIENS //team_t team;
},
{
- WP_BLASTER, //int weaponNum;
+ WP_BLASTER, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
0, //int slots;
- "blaster", //char *weaponName;
+ "blaster", //char *name;
"Blaster", //char *humanName;
"",
0, //int maxAmmo;
@@ -1923,11 +1922,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_MACHINEGUN, //int weaponNum;
+ WP_MACHINEGUN, //int number;
RIFLE_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "rifle", //char *weaponName;
+ "rifle", //char *name;
"Rifle", //char *humanName;
"Basic weapon. Cased projectile weapon, with a slow clip based "
"reload system.",
@@ -1949,11 +1948,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_PAIN_SAW, //int weaponNum;
+ WP_PAIN_SAW, //int number;
PAINSAW_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "psaw", //char *weaponName;
+ "psaw", //char *name;
"Pain Saw", //char *humanName;
"Similar to a chainsaw, but instead of a chain it has an "
"electric arc capable of dealing a great deal of damage at "
@@ -1976,11 +1975,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_SHOTGUN, //int weaponNum;
+ WP_SHOTGUN, //int number;
SHOTGUN_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "shotgun", //char *weaponName;
+ "shotgun", //char *name;
"Shotgun", //char *humanName;
"Close range weapon that is useful against larger foes. "
"It has a slow repeat rate, but can be devastatingly "
@@ -1993,7 +1992,7 @@ static const weaponAttributes_t bg_weapons[ ] =
0, //int repeatRate2;
0, //int repeatRate3;
SHOTGUN_RELOAD, //int reloadTime;
- SHOTGUN_K_SCALE, //float knockbackScale;
+ SHOTGUN_K_SCALE, //float knockbackScale;
qfalse, //qboolean hasAltMode;
qfalse, //qboolean hasThirdMode;
qfalse, //qboolean canZoom;
@@ -2003,11 +2002,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_LAS_GUN, //int weaponNum;
+ WP_LAS_GUN, //int number;
LASGUN_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "lgun", //char *weaponName;
+ "lgun", //char *name;
"Las Gun", //char *humanName;
"Slightly more powerful than the basic rifle, rapidly fires "
"small packets of energy.",
@@ -2029,11 +2028,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_MASS_DRIVER, //int weaponNum;
+ WP_MASS_DRIVER, //int number;
MDRIVER_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "mdriver", //char *weaponName;
+ "mdriver", //char *name;
"Mass Driver", //char *humanName;
"A portable particle accelerator which causes minor nuclear "
"reactions at the point of impact. It has a very large "
@@ -2056,11 +2055,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_CHAINGUN, //int weaponNum;
+ WP_CHAINGUN, //int number;
CHAINGUN_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "chaingun", //char *weaponName;
+ "chaingun", //char *name;
"Chaingun", //char *humanName;
"Belt drive, cased projectile weapon. It has a high repeat "
"rate but a wide firing angle and is therefore relatively "
@@ -2083,11 +2082,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_FLAMER, //int weaponNum;
+ WP_FLAMER, //int number;
FLAMER_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "flamer", //char *weaponName;
+ "flamer", //char *name;
"Flame Thrower", //char *humanName;
"Sprays fire at its target. It is powered by compressed "
"gas. The relatively low rate of fire means this weapon is most "
@@ -2110,11 +2109,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_PULSE_RIFLE, //int weaponNum;
+ WP_PULSE_RIFLE, //int number;
PRIFLE_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "prifle", //char *weaponName;
+ "prifle", //char *name;
"Pulse Rifle", //char *humanName;
"An energy weapon that fires rapid pulses of concentrated energy.",
PRIFLE_CLIPS, //int maxAmmo;
@@ -2135,11 +2134,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_LUCIFER_CANNON, //int weaponNum;
+ WP_LUCIFER_CANNON, //int number;
LCANNON_PRICE, //int price;
- ( 1 << S3 ), //int stages
+ ( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "lcannon", //char *weaponName;
+ "lcannon", //char *name;
"Lucifer Cannon", //char *humanName;
"Blaster technology scaled up to deliver devastating power. "
"Primary fire must be charged before firing. It has a quick "
@@ -2149,7 +2148,7 @@ static const weaponAttributes_t bg_weapons[ ] =
qfalse, //int infiniteAmmo;
qtrue, //int usesEnergy;
LCANNON_REPEAT, //int repeatRate1;
- LCANNON_SECONDARY_REPEAT, //int repeatRate2;
+ LCANNON_SECONDARY_REPEAT, //int repeatRate2;
0, //int repeatRate3;
LCANNON_RELOAD, //int reloadTime;
LCANNON_K_SCALE, //float knockbackScale;
@@ -2162,11 +2161,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_GRENADE, //int weaponNum;
+ WP_GRENADE, //int number;
GRENADE_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_NONE, //int slots;
- "grenade", //char *weaponName;
+ "grenade", //char *name;
"Grenade", //char *humanName;
"",
1, //int maxAmmo;
@@ -2187,11 +2186,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_LOCKBLOB_LAUNCHER, //int weaponNum;
+ WP_LOCKBLOB_LAUNCHER, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "lockblob", //char *weaponName;
+ "lockblob", //char *name;
"Lock Blob", //char *humanName;
"",
0, //int maxAmmo;
@@ -2212,11 +2211,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_ALIENS //team_t team;
},
{
- WP_HIVE, //int weaponNum;
+ WP_HIVE, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "hive", //char *weaponName;
+ "hive", //char *name;
"Hive", //char *humanName;
"",
0, //int maxAmmo;
@@ -2237,11 +2236,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_ALIENS //team_t team;
},
{
- WP_TESLAGEN, //int weaponNum;
+ WP_TESLAGEN, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "teslagen", //char *weaponName;
+ "teslagen", //char *name;
"Tesla Generator", //char *humanName;
"",
0, //int maxAmmo;
@@ -2262,11 +2261,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_MGTURRET, //int weaponNum;
+ WP_MGTURRET, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "mgturret", //char *weaponName;
+ "mgturret", //char *name;
"Machinegun Turret", //char *humanName;
"",
0, //int maxAmmo;
@@ -2287,22 +2286,22 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_ABUILD, //int weaponNum;
+ WP_ABUILD, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "abuild", //char *weaponName;
+ "abuild", //char *name;
"Alien build weapon", //char *humanName;
"",
0, //int maxAmmo;
0, //int maxClips;
qtrue, //int infiniteAmmo;
qfalse, //int usesEnergy;
- ABUILDER_BUILD_REPEAT,//int repeatRate1;
+ ABUILDER_BUILD_REPEAT, //int repeatRate1;
ABUILDER_CLAW_REPEAT, //int repeatRate2;
0, //int repeatRate3;
0, //int reloadTime;
- ABUILDER_CLAW_K_SCALE,//float knockbackScale;
+ ABUILDER_CLAW_K_SCALE, //float knockbackScale;
qtrue, //qboolean hasAltMode;
qfalse, //qboolean hasThirdMode;
qfalse, //qboolean canZoom;
@@ -2312,22 +2311,22 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_ALIENS //team_t team;
},
{
- WP_ABUILD2, //int weaponNum;
+ WP_ABUILD2, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "abuildupg", //char *weaponName;
- "Alien build weapon2",//char *humanName;
+ "abuildupg", //char *name;
+ "Alien build weapon2", //char *humanName;
"",
0, //int maxAmmo;
0, //int maxClips;
qtrue, //int infiniteAmmo;
qfalse, //int usesEnergy;
- ABUILDER_BUILD_REPEAT,//int repeatRate1;
+ ABUILDER_BUILD_REPEAT, //int repeatRate1;
ABUILDER_CLAW_REPEAT, //int repeatRate2;
ABUILDER_BLOB_REPEAT, //int repeatRate3;
0, //int reloadTime;
- ABUILDER_CLAW_K_SCALE,//float knockbackScale;
+ ABUILDER_CLAW_K_SCALE, //float knockbackScale;
qtrue, //qboolean hasAltMode;
qtrue, //qboolean hasThirdMode;
qfalse, //qboolean canZoom;
@@ -2337,11 +2336,11 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_ALIENS //team_t team;
},
{
- WP_HBUILD, //int weaponNum;
+ WP_HBUILD, //int number;
HBUILD_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_WEAPON, //int slots;
- "ckit", //char *weaponName;
+ "ckit", //char *name;
"Construction Kit", //char *humanName;
"Used for building structures. This includes "
"spawns, power and basic defense. More structures become "
@@ -2417,117 +2416,117 @@ qboolean BG_WeaponAllowedInStage( weapon_t weapon, stage_t stage )
static const upgradeAttributes_t bg_upgrades[ ] =
{
{
- UP_LIGHTARMOUR, //int upgradeNum;
+ UP_LIGHTARMOUR, //int number;
LIGHTARMOUR_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_TORSO|SLOT_ARMS|SLOT_LEGS, //int slots;
- "larmour", //char *upgradeName;
+ "larmour", //char *name;
"Light Armour", //char *humanName;
"Protective armour that helps to defend against light alien melee "
"attacks.",
"icons/iconu_larmour",
- qtrue, //qboolean purchasable
- qfalse, //qboolean usable
- TEAM_HUMANS //team_t team;
+ qtrue, //qboolean purchasable;
+ qfalse, //qboolean usable;
+ TEAM_HUMANS //team_t team;
},
{
- UP_HELMET, //int upgradeNum;
+ UP_HELMET, //int number;
HELMET_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_HEAD, //int slots;
- "helmet", //char *upgradeName;
+ "helmet", //char *name;
"Helmet", //char *humanName;
"In addition to protecting your head, the helmet provides a "
"scanner indicating the presence of any friendly or hostile "
"lifeforms and structures in your immediate vicinity.",
"icons/iconu_helmet",
- qtrue, //qboolean purchasable
- qfalse, //qboolean usable
- TEAM_HUMANS //team_t team;
+ qtrue, //qboolean purchasable;
+ qfalse, //qboolean usable;
+ TEAM_HUMANS //team_t team;
},
{
- UP_MEDKIT, //int upgradeNum;
+ UP_MEDKIT, //int number;
MEDKIT_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_NONE, //int slots;
- "medkit", //char *upgradeName;
+ "medkit", //char *name;
"Medkit", //char *humanName;
"",
"icons/iconu_atoxin",
- qfalse, //qboolean purchasable
- qtrue, //qboolean usable
- TEAM_HUMANS //team_t team;
+ qfalse, //qboolean purchasable;
+ qtrue, //qboolean usable;
+ TEAM_HUMANS //team_t team;
},
{
- UP_BATTPACK, //int upgradeNum;
+ UP_BATTPACK, //int number;
BATTPACK_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_BACKPACK, //int slots;
- "battpack", //char *upgradeName;
+ "battpack", //char *name;
"Battery Pack", //char *humanName;
"Back-mounted battery pack that permits storage of one and a half "
"times the normal energy capacity for energy weapons.",
"icons/iconu_battpack",
- qtrue, //qboolean purchasable
- qfalse, //qboolean usable
- TEAM_HUMANS //team_t team;
+ qtrue, //qboolean purchasable;
+ qfalse, //qboolean usable;
+ TEAM_HUMANS //team_t team;
},
{
- UP_JETPACK, //int upgradeNum;
+ UP_JETPACK, //int number;
JETPACK_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_BACKPACK, //int slots;
- "jetpack", //char *upgradeName;
+ "jetpack", //char *name;
"Jet Pack", //char *humanName;
"Back-mounted jet pack that enables the user to fly to remote "
"locations. It is very useful against alien spawns in hard "
"to reach spots.",
"icons/iconu_jetpack",
- qtrue, //qboolean purchasable
- qtrue, //qboolean usable
- TEAM_HUMANS //team_t team;
+ qtrue, //qboolean purchasable;
+ qtrue, //qboolean usable;
+ TEAM_HUMANS //team_t team;
},
{
- UP_BATTLESUIT, //int upgradeNum;
+ UP_BATTLESUIT, //int number;
BSUIT_PRICE, //int price;
- ( 1 << S3 ), //int stages
- SLOT_HEAD|SLOT_TORSO|SLOT_ARMS|SLOT_LEGS|SLOT_BACKPACK, //int slots;
- "bsuit", //char *upgradeName;
+ ( 1 << S3 ), //int stages;
+ SLOT_HEAD|SLOT_TORSO|SLOT_ARMS|SLOT_LEGS|SLOT_BACKPACK, //int slots;
+ "bsuit", //char *name;
"Battlesuit", //char *humanName;
"A full body armour that is highly effective at repelling alien attacks. "
"It allows the user to enter hostile situations with a greater degree "
"of confidence.",
"icons/iconu_bsuit",
- qtrue, //qboolean purchasable
- qfalse, //qboolean usable
- TEAM_HUMANS //team_t team;
+ qtrue, //qboolean purchasable;
+ qfalse, //qboolean usable;
+ TEAM_HUMANS //team_t team;
},
{
- UP_GRENADE, //int upgradeNum;
+ UP_GRENADE, //int number;
GRENADE_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ),//int stages
+ ( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_NONE, //int slots;
- "gren", //char *upgradeName;
+ "gren", //char *name;
"Grenade", //char *humanName;
"A small incendinary device ideal for damaging tightly packed "
"alien structures. Has a five second timer.",
0,
- qtrue, //qboolean purchasable
- qtrue, //qboolean usable
- TEAM_HUMANS //team_t team;
+ qtrue, //qboolean purchasable;
+ qtrue, //qboolean usable;
+ TEAM_HUMANS //team_t team;
},
{
- UP_AMMO, //int upgradeNum;
+ UP_AMMO, //int number;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages;
SLOT_NONE, //int slots;
- "ammo", //char *upgradeName;
+ "ammo", //char *name;
"Ammunition", //char *humanName;
"Ammunition for the currently held weapon.",
0,
- qtrue, //qboolean purchasable
- qfalse, //qboolean usable
- TEAM_HUMANS //team_t team;
+ qtrue, //qboolean purchasable;
+ qfalse, //qboolean usable;
+ TEAM_HUMANS //team_t team;
}
};
@@ -2764,7 +2763,7 @@ char *eventnames[ ] =
"EV_DEATH3",
"EV_OBITUARY",
- "EV_GIB_PLAYER", // gib a previously living player
+ "EV_GIB_PLAYER",
"EV_BUILD_CONSTRUCT",
"EV_BUILD_DESTROY",