diff options
Diffstat (limited to 'src/game/g_local.h')
-rw-r--r-- | src/game/g_local.h | 101 |
1 files changed, 49 insertions, 52 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h index 2dd36dc3..bf2e3825 100644 --- a/src/game/g_local.h +++ b/src/game/g_local.h @@ -122,7 +122,7 @@ struct gentity_s gentity_t *prevTrain; vec3_t pos1, pos2; float rotatorAngle; - gentity_t *clipBrush; //TA: clipping brush for model doors + gentity_t *clipBrush; // clipping brush for model doors char *message; @@ -137,10 +137,10 @@ struct gentity_s gentity_t *target_ent; float speed; - float lastSpeed; //TA: used by trains that have been restarted + float lastSpeed; // used by trains that have been restarted vec3_t movedir; - //TA: acceleration evaluation + // acceleration evaluation qboolean evaluateAcceleration; vec3_t oldVelocity; vec3_t acceleration; @@ -161,7 +161,7 @@ struct gentity_s int last_move_time; int health; - int lastHealth; //TA: currently only used for overmind + int lastHealth; // currently only used for overmind qboolean takedamage; @@ -192,47 +192,47 @@ struct gentity_s pTeam_t stageTeam; stage_t stageStage; - int biteam; //TA: buildable item team - gentity_t *parentNode; //TA: for creep and defence/spawn dependencies - qboolean active; //TA: for power repeater, but could be useful elsewhere - qboolean powered; //TA: for human buildables - int builtBy; //TA: clientNum of person that built this - gentity_t *dccNode; //TA: controlling dcc - gentity_t *overmindNode;//TA: controlling overmind - qboolean dcced; //TA: controlled by a dcc or not? - qboolean spawned; //TA: whether or not this buildable has finished spawning - int buildTime; //TA: when this buildable was built - int time1000; //TA: timer evaluated every second + int biteam; // buildable item team + gentity_t *parentNode; // for creep and defence/spawn dependencies + qboolean active; // for power repeater, but could be useful elsewhere + qboolean powered; // for human buildables + int builtBy; // clientNum of person that built this + gentity_t *dccNode; // controlling dcc + gentity_t *overmindNode; // controlling overmind + qboolean dcced; // controlled by a dcc or not? + qboolean spawned; // whether or not this buildable has finished spawning + int buildTime; // when this buildable was built + int time1000; // timer evaluated every second int overmindAttackTimer; int overmindDyingTimer; int overmindSpawnsTimer; - int nextPhysicsTime; //TA: buildables don't need to check what they're sitting on - // every single frame.. so only do it periodically - int clientSpawnTime; //TA: the time until this spawn can spawn a client - qboolean lev1Grabbed; //TA: for turrets interacting with lev1s - int lev1GrabTime; //TA: for turrets interacting with lev1s + int nextPhysicsTime; // buildables don't need to check what they're sitting on + // every single frame.. so only do it periodically + int clientSpawnTime; // the time until this spawn can spawn a client + qboolean lev1Grabbed; // for turrets interacting with lev1s + int lev1GrabTime; // for turrets interacting with lev1s - int credits[ MAX_CLIENTS ]; //TA: human credits for each client - qboolean creditsHash[ MAX_CLIENTS ]; //TA: track who has claimed credit - int killedBy; //TA: clientNum of killer + int credits[ MAX_CLIENTS ]; // human credits for each client + qboolean creditsHash[ MAX_CLIENTS ]; // track who has claimed credit + int killedBy; // clientNum of killer - gentity_t *targeted; //TA: true if the player is currently a valid target of a turret - vec3_t turretAim; //TA: aim vector for turrets + gentity_t *targeted; // true if the player is currently a valid target of a turret + vec3_t turretAim; // aim vector for turrets - vec4_t animation; //TA: animated map objects + vec4_t animation; // animated map objects - gentity_t *builder; //TA: occupant of this hovel + gentity_t *builder; // occupant of this hovel - qboolean nonSegModel; //TA: this entity uses a nonsegmented player model + qboolean nonSegModel; // this entity uses a nonsegmented player model - buildable_t bTriggers[ BA_NUM_BUILDABLES ]; //TA: which buildables are triggers - pClass_t cTriggers[ PCL_NUM_CLASSES ]; //TA: which classes are triggers - weapon_t wTriggers[ WP_NUM_WEAPONS ]; //TA: which weapons are triggers - upgrade_t uTriggers[ UP_NUM_UPGRADES ]; //TA: which upgrades are triggers + buildable_t bTriggers[ BA_NUM_BUILDABLES ]; // which buildables are triggers + pClass_t cTriggers[ PCL_NUM_CLASSES ]; // which classes are triggers + weapon_t wTriggers[ WP_NUM_WEAPONS ]; // which weapons are triggers + upgrade_t uTriggers[ UP_NUM_UPGRADES ]; // which upgrades are triggers - int triggerGravity; //TA: gravity for this trigger + int triggerGravity; // gravity for this trigger - int suicideTime; //TA: when the client will suicide + int suicideTime; // when the client will suicide int lastDamageTime; }; @@ -326,12 +326,13 @@ typedef struct int voteCount; // to prevent people from constantly calling votes qboolean teamInfo; // send team overlay updates? - pClass_t classSelection; //TA: player class (copied to ent->client->ps.stats[ STAT_PCLASS ] once spawned) + pClass_t classSelection; // player class (copied to ent->client->ps.stats[ STAT_PCLASS ] once spawned) float evolveHealthFraction; - weapon_t humanItemSelection; //TA: humans have a starting item - pTeam_t teamSelection; //TA: player team (copied to ps.stats[ STAT_PTEAM ]) + weapon_t humanItemSelection; // humans have a starting item + pTeam_t teamSelection; // player team (copied to ps.stats[ STAT_PTEAM ]) - qboolean joinedATeam; //TA: used to tell when a PTR code is valid + int teamChangeTime; // level.time of last team change + qboolean joinedATeam; // used to tell when a PTR code is valid connectionRecord_t *connection; vec3_t lastDeathLocation; @@ -392,14 +393,14 @@ struct gclient_s // timeResidual is used to handle events that happen every second // like health / armor countdowns and regeneration - //TA: two timers, one every 100 msecs, another every sec + // two timers, one every 100 msecs, another every sec int time100; int time1000; int time10000; char *areabits; - gentity_t *hovel; //TA: body that is being infested. must be persistant + gentity_t *hovel; int lastPoisonTime; int poisonImmunityTime; @@ -413,19 +414,19 @@ struct gclient_s int lastMedKitTime; int medKitHealthToRestore; int medKitIncrementTime; - int lastCreepSlowTime; //TA: time until creep can be removed + int lastCreepSlowTime; // time until creep can be removed - int pouncePayload; //TA: amount of damage pounce attack will do + int pouncePayload; // amount of damage pounce attack will do qboolean allowedToPounce; qboolean charging; - vec3_t hovelOrigin; //TA: player origin before entering hovel + vec3_t hovelOrigin; // player origin before entering hovel - int lastFlameBall; //TA: s.number of the last flame ball fired + int lastFlameBall; // s.number of the last flame ball fired -#define RAM_FRAMES 1 //TA: number of frames to wait before retriggering - int retriggerArmouryMenu; //TA: frame number to retrigger the armoury menu +#define RAM_FRAMES 1 // number of frames to wait before retriggering + int retriggerArmouryMenu; // frame number to retrigger the armoury menu }; @@ -451,7 +452,7 @@ int G_GetPosInSpawnQueue( spawnQueue_t *sq, int clientNum ); #define MAX_LOCDAMAGE_TEXT 8192 #define MAX_LOCDAMAGE_REGIONS 16 -//TA: store locational damage regions +// store locational damage regions typedef struct damageRegion_s { float minHeight, maxHeight; @@ -465,7 +466,7 @@ typedef struct damageRegion_s #define MAX_ARMOUR_TEXT 8192 #define MAX_ARMOUR_REGIONS 16 -//TA: store locational armour regions +// store locational armour regions typedef struct armourRegion_s { float minHeight, maxHeight; @@ -569,7 +570,6 @@ typedef struct qboolean locationLinked; // target_locations get linked gentity_t *locationHead; // head of the location list - //TA: extra stuff: int numAlienSpawns; int numHumanSpawns; @@ -588,8 +588,6 @@ typedef struct int humanBuildPoints; int humanBuildPointsPowered; - int bankCredits[ MAX_CLIENTS ]; //global credits storage - int alienKills; int humanKills; @@ -750,7 +748,6 @@ qboolean G_SelectiveRadiusDamage( vec3_t origin, gentity_t *attacker, float dam void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ); void AddScore( gentity_t *ent, int score ); -//TA: void G_InitDamageLocations( void ); // damage flags |