From 27363e40aed5f65658c6c48d2b2eea22fa136b3a Mon Sep 17 00:00:00 2001 From: Tim Angus Date: Wed, 21 Aug 2002 16:29:19 +0000 Subject: * Model scale implemented for classes * Vastly improved rendering of player models on walls * Minor alterations to third person camera * Removed some redundant EF_ flags * Removed red alien dlight --- src/game/bg_public.h | 20 +++++++++++--------- 1 file changed, 11 insertions(+), 9 deletions(-) (limited to 'src/game/bg_public.h') 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 ); -- cgit