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-rw-r--r--src/game/bg_public.h11
1 files changed, 8 insertions, 3 deletions
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index 0860b5e2..a67d516f 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -101,8 +101,9 @@
#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
#define CS_PRECACHES (CS_PLAYERS+MAX_CLIENTS)
#define CS_LOCATIONS (CS_PRECACHES+MAX_CLIENTS)
+#define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS)
-#define CS_MAX (CS_LOCATIONS+MAX_LOCATIONS)
+#define CS_MAX (CS_PARTICLES+MAX_LOCATIONS)
#if (CS_MAX) > MAX_CONFIGSTRINGS
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
@@ -206,7 +207,10 @@ typedef struct {
// callbacks to test the world
// these will be different functions during game and cgame
+ /*void (*trace)( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );*/
void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );
+
+
int (*pointcontents)( const vec3_t point, int passEntityNum );
} pmove_t;
@@ -283,6 +287,7 @@ typedef enum {
#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
#define EF_AWARD_EXCELLENT 0x00000008 // draw an excellent sprite
+#define EF_PLAYER_EVENT 0x00000010
#define EF_BOUNCE 0x00000010 // for missiles
#define EF_BOUNCE_HALF 0x00000020 // for missiles
#define EF_AWARD_GAUNTLET 0x00000040 // draw a gauntlet sprite
@@ -427,6 +432,8 @@ typedef enum
#define EV_EVENT_BIT2 0x00000200
#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2)
+#define EVENT_VALID_MSEC 300
+
typedef enum {
EV_NONE,
@@ -595,14 +602,12 @@ typedef enum {
LEGS_TURN,
-#ifdef NEW_ANIMS
TORSO_GETFLAG,
TORSO_GUARDBASE,
TORSO_PATROL,
TORSO_FOLLOWME,
TORSO_AFFIRMATIVE,
TORSO_NEGATIVE,
-#endif
MAX_PLAYER_ANIMATIONS,