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-rw-r--r--src/game/bg_public.h20
1 files changed, 11 insertions, 9 deletions
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index ab3a1a61..cce117f8 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -278,11 +278,11 @@ typedef enum {
// entityState_t->eFlags
#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
#define EF_TELEPORT_BIT 0x00000002 // toggled every time the origin abruptly changes
-#define EF_AWARD_EXCELLENT 0x00000004 // draw an excellent sprite
-#define EF_PLAYER_EVENT 0x00000008
-#define EF_BOUNCE 0x00000010 // for missiles
-#define EF_BOUNCE_HALF 0x00000020 // for missiles
-#define EF_AWARD_GAUNTLET 0x00000040 // draw a gauntlet sprite
+#define EF_PLAYER_EVENT 0x00000004
+#define EF_BOUNCE 0x00000008 // for missiles
+#define EF_BOUNCE_HALF 0x00000010 // for missiles
+#define EF_WALLCLIMB 0x00000020 // TA: wall walking
+#define EF_WALLCLIMBCEILING 0x00000040 // TA: wall walking ceiling hack
#define EF_NODRAW 0x00000080 // may have an event, but no model (unspawned items)
#define EF_FIRING 0x00000100 // for lightning gun
#define EF_FIRING2 0x00000200 // alt fire
@@ -291,9 +291,8 @@ typedef enum {
#define EF_CONNECTION 0x00001000 // draw a connection trouble sprite
#define EF_VOTED 0x00002000 // already cast a vote
#define EF_TEAMVOTED 0x00004000 // already cast a vote
-#define EF_AWARD_IMPRESSIVE 0x00008000 // draw an impressive sprite
-#define EF_OVERDRAW_OFF 0x00010000 // TA: disable overdraw protection on sprites
-#define EF_REAL_LIGHT 0x00020000 // TA: light sprites according to ambient light
+#define EF_OVERDRAW_OFF 0x00008000 // TA: disable overdraw protection on sprites
+#define EF_REAL_LIGHT 0x00010000 // TA: light sprites according to ambient light
typedef enum {
PW_NONE,
@@ -720,7 +719,6 @@ typedef struct animation_s {
// flip the togglebit every time an animation
// changes so a restart of the same anim can be detected
#define ANIM_TOGGLEBIT 128
-#define ANIM_WALLCLIMBING 64
typedef enum {
@@ -853,6 +851,7 @@ typedef struct
char *humanName;
char *modelName;
+ float modelScale;
char *skinName;
char *hudName;
@@ -1017,6 +1016,8 @@ qboolean BG_gotItem( int item, int stats[ ] );
void BG_activateItem( int item, int stats[ ] );
void BG_deactivateItem( int item, int stats[ ] );
qboolean BG_activated( int item, int stats[ ] );
+qboolean BG_rotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ],
+ vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling );
int BG_FindBuildNumForName( char *name );
int BG_FindBuildNumForEntityName( char *name );
@@ -1053,6 +1054,7 @@ int BG_FindClassNumForName( char *name );
char *BG_FindNameForClassNum( int pclass );
char *BG_FindHumanNameForClassNum( int pclass );
char *BG_FindModelNameForClass( int pclass );
+float BG_FindModelScaleForClass( int pclass );
char *BG_FindSkinNameForClass( int pclass );
char *BG_FindHudNameForClass( int pclass );
qboolean BG_FindStagesForClass( int pclass, stage_t stage );