diff options
Diffstat (limited to 'src/game/bg_misc.c')
-rw-r--r-- | src/game/bg_misc.c | 539 |
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", |