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|
// Copyright (C) 1999-2000 Id Software, Inc.
//
/*
* Portions Copyright (C) 2000-2001 Tim Angus
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the OSML - Open Source Modification License v1.0 as
* described in the file COPYING which is distributed with this source
* code.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
#include "../game/q_shared.h"
#include "tr_types.h"
#include "../game/bg_public.h"
#include "cg_public.h"
#include "../ui/ui_shared.h"
// The entire cgame module is unloaded and reloaded on each level change,
// so there is NO persistant data between levels on the client side.
// If you absolutely need something stored, it can either be kept
// by the server in the server stored userinfos, or stashed in a cvar.
#define CG_FONT_THRESHOLD 0.1
#define POWERUP_BLINKS 5
#define POWERUP_BLINK_TIME 1000
#define FADE_TIME 200
#define PULSE_TIME 200
#define DAMAGE_DEFLECT_TIME 100
#define DAMAGE_RETURN_TIME 400
#define DAMAGE_TIME 500
#define LAND_DEFLECT_TIME 150
#define LAND_RETURN_TIME 300
#define DUCK_TIME 100
#define PAIN_TWITCH_TIME 200
#define WEAPON_SELECT_TIME 1400
#define ITEM_SCALEUP_TIME 1000
#define ZOOM_TIME 150
#define ITEM_BLOB_TIME 200
#define MUZZLE_FLASH_TIME 20
#define SINK_TIME 1000 // time for fragments to sink into ground before going away
#define ATTACKER_HEAD_TIME 10000
#define REWARD_TIME 3000
#define PULSE_SCALE 1.5 // amount to scale up the icons when activating
#define MAX_STEP_CHANGE 32
#define MAX_VERTS_ON_POLY 10
#define MAX_MARK_POLYS 256
#define STAT_MINUS 10 // num frame for '-' stats digit
#define ICON_SIZE 48
#define CHAR_WIDTH 32
#define CHAR_HEIGHT 48
#define TEXT_ICON_SPACE 4
#define TEAMCHAT_WIDTH 80
#define TEAMCHAT_HEIGHT 8
// very large characters
#define GIANT_WIDTH 32
#define GIANT_HEIGHT 48
#define NUM_CROSSHAIRS 10
//TA: ripped from wolf source
// Ridah, trails
#define STYPE_STRETCH 0
#define STYPE_REPEAT 1
#define TJFL_FADEIN (1<<0)
#define TJFL_CROSSOVER (1<<1)
#define TJFL_NOCULL (1<<2)
#define TJFL_FIXDISTORT (1<<3)
#define TJFL_SPARKHEADFLARE (1<<4)
#define TJFL_NOPOLYMERGE (1<<5)
// done.
#define TEAM_OVERLAY_MAXNAME_WIDTH 12
#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16
#define DEFAULT_MODEL "sarge"
#define DEFAULT_TEAM_MODEL "sarge"
#define DEFAULT_TEAM_HEAD "sarge"
#define DEFAULT_REDTEAM_NAME "Stroggs"
#define DEFAULT_BLUETEAM_NAME "Pagans"
typedef enum
{
FOOTSTEP_NORMAL,
FOOTSTEP_BOOT,
FOOTSTEP_FLESH,
FOOTSTEP_MECH,
FOOTSTEP_ENERGY,
FOOTSTEP_METAL,
FOOTSTEP_SPLASH,
FOOTSTEP_CUSTOM,
FOOTSTEP_NONE,
FOOTSTEP_TOTAL
} footstep_t;
typedef enum
{
IMPACTSOUND_DEFAULT,
IMPACTSOUND_METAL,
IMPACTSOUND_FLESH
} impactSound_t;
typedef enum
{
JPS_OFF,
JPS_DESCENDING,
JPS_HOVERING,
JPS_ASCENDING
} jetPackState_t;
//particle system stuff
#define MAX_SHADER_FRAMES 32
#define MAX_EJECTORS_PER_SYSTEM 4
#define MAX_PARTICLES_PER_EJECTOR 4
#define MAX_BASEPARTICLE_SYSTEMS 192
#define MAX_BASEPARTICLE_EJECTORS MAX_BASEPARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM
#define MAX_BASEPARTICLES MAX_BASEPARTICLE_EJECTORS*MAX_PARTICLES_PER_EJECTOR
#define MAX_PARTICLE_SYSTEMS 48
#define MAX_PARTICLE_EJECTORS MAX_PARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM
#define MAX_PARTICLES MAX_PARTICLE_EJECTORS*5
#define PARTICLES_INFINITE -1
#define PARTICLES_SAME_AS_INITIAL -2
/*
===============
COMPILE TIME STRUCTURES
===============
*/
typedef enum
{
PMT_STATIC,
PMT_TAG,
PMT_CENT_ANGLES,
PMT_NORMAL
} pMoveType_t;
typedef enum
{
PMD_LINEAR,
PMD_POINT
} pDirType_t;
typedef struct pMoveValues_u
{
pDirType_t dirType;
//PMD_LINEAR
vec3_t dir;
float dirRandAngle;
//PMD_POINT
vec3_t point;
float pointRandAngle;
float mag;
float magRandFrac;
float parentVelFrac;
float parentVelFracRandFrac;
} pMoveValues_t;
typedef struct pLerpValues_s
{
int delay;
float delayRandFrac;
float initial;
float initialRandFrac;
float final;
float finalRandFrac;
float randFrac;
} pLerpValues_t;
//particle template
typedef struct baseParticle_s
{
vec3_t displacement;
float randDisplacement;
float normalDisplacement;
pMoveType_t velMoveType;
pMoveValues_t velMoveValues;
pMoveType_t accMoveType;
pMoveValues_t accMoveValues;
int lifeTime;
float lifeTimeRandFrac;
float bounceFrac;
float bounceFracRandFrac;
qboolean bounceCull;
pLerpValues_t radius;
pLerpValues_t alpha;
pLerpValues_t rotation;
char childSystemName[ MAX_QPATH ];
qhandle_t childSystemHandle;
char onDeathSystemName[ MAX_QPATH ];
qhandle_t onDeathSystemHandle;
//particle invariant stuff
char shaderNames[ MAX_QPATH ][ MAX_SHADER_FRAMES ];
qhandle_t shaders[ MAX_SHADER_FRAMES ];
int numFrames;
float framerate;
qboolean overdrawProtection;
qboolean realLight;
qboolean cullOnStartSolid;
} baseParticle_t;
//ejector template
typedef struct baseParticleEjector_s
{
baseParticle_t *particles[ MAX_PARTICLES_PER_EJECTOR ];
int numParticles;
pLerpValues_t eject; //zero period indicates creation of all particles at once
int totalParticles; //can be infinite
float totalParticlesRandFrac;
} baseParticleEjector_t;
//particle system template
typedef struct baseParticleSystem_s
{
char name[ MAX_QPATH ];
baseParticleEjector_t *ejectors[ MAX_EJECTORS_PER_SYSTEM ];
int numEjectors;
qboolean registered; //whether or not the assets for this particle have been loaded
} baseParticleSystem_t;
/*
===============
RUN TIME STRUCTURES
===============
*/
typedef enum
{
PSA_STATIC,
PSA_TAG,
PSA_CENT_ORIGIN,
PSA_PARTICLE
} psAttachmentType_t;
typedef struct psAttachment_s
{
qboolean staticValid;
qboolean tagValid;
qboolean centValid;
qboolean normalValid;
qboolean particleValid;
//PMT_STATIC
vec3_t origin;
//PMT_TAG
refEntity_t re; //FIXME: should be pointers?
refEntity_t parent; //
qhandle_t model;
char tagName[ MAX_STRING_CHARS ];
//PMT_CENT_ANGLES
int centNum;
//PMT_NORMAL
vec3_t normal;
} psAttachment_t;
typedef struct particleSystem_s
{
baseParticleSystem_t *class;
psAttachmentType_t attachType;
psAttachment_t attachment;
qboolean attached; //is the particle system attached to anything
qboolean valid;
qboolean lazyRemove; //mark this system for later removal
} particleSystem_t;
typedef struct particleEjector_s
{
baseParticleEjector_t *class;
particleSystem_t *parent;
pLerpValues_t ejectPeriod;
int count;
int totalParticles;
int nextEjectionTime;
qboolean valid;
} particleEjector_t;
//used for actual particle evaluation
typedef struct particle_s
{
baseParticle_t *class;
particleEjector_t *parent;
int birthTime;
int lifeTime;
vec3_t origin;
vec3_t velocity;
pMoveType_t accMoveType;
pMoveValues_t accMoveValues;
int lastEvalTime;
int nextChildTime;
pLerpValues_t radius;
pLerpValues_t alpha;
pLerpValues_t rotation;
qboolean valid;
int sortKey;
particleSystem_t *childSystem;
} particle_t;
//=================================================
// player entities need to track more information
// than any other type of entity.
// note that not every player entity is a client entity,
// because corpses after respawn are outside the normal
// client numbering range
// when changing animation, set animationTime to frameTime + lerping time
// The current lerp will finish out, then it will lerp to the new animation
typedef struct
{
int oldFrame;
int oldFrameTime; // time when ->oldFrame was exactly on
int frame;
int frameTime; // time when ->frame will be exactly on
float backlerp;
float yawAngle;
qboolean yawing;
float pitchAngle;
qboolean pitching;
int animationNumber; // may include ANIM_TOGGLEBIT
animation_t *animation;
int animationTime; // time when the first frame of the animation will be exact
} lerpFrame_t;
//TA: smoothing of view and model for WW transitions
#define MAXSMOOTHS 32
typedef struct
{
float time;
float timeMod;
vec3_t rotAxis;
float rotAngle;
} smooth_t;
typedef struct
{
lerpFrame_t legs, torso, flag, nonseg;
int painTime;
int painDirection; // flip from 0 to 1
// machinegun spinning
float barrelAngle;
int barrelTime;
qboolean barrelSpinning;
vec3_t lastNormal;
vec3_t lastAxis[ 3 ];
smooth_t sList[ MAXSMOOTHS ];
} playerEntity_t;
typedef struct lightFlareStatus_s
{
float lastSrcRadius; //caching of likely flare source radius
float lastRadius; //caching of likely flare radius
float lastRatio; //caching of likely flare ratio
int lastTime; //last time flare was visible/occluded
qboolean status; //flare is visble?
} lightFlareStatus_t;
//=================================================
#define MAX_CENTITY_PARTICLE_SYSTEMS 8
// centity_t have a direct corespondence with gentity_t in the game, but
// only the entityState_t is directly communicated to the cgame
typedef struct centity_s
{
entityState_t currentState; // from cg.frame
entityState_t nextState; // from cg.nextFrame, if available
qboolean interpolate; // true if next is valid to interpolate to
qboolean currentValid; // true if cg.frame holds this entity
int muzzleFlashTime; // move to playerEntity?
int muzzleFlashTime2; // move to playerEntity?
int muzzleFlashTime3; // move to playerEntity?
int previousEvent;
int teleportFlag;
int trailTime; // so missile trails can handle dropped initial packets
int dustTrailTime;
int miscTime;
int snapShotTime; // last time this entity was found in a snapshot
playerEntity_t pe;
int errorTime; // decay the error from this time
vec3_t errorOrigin;
vec3_t errorAngles;
qboolean extrapolated; // false if origin / angles is an interpolation
vec3_t rawOrigin;
vec3_t rawAngles;
vec3_t beamEnd;
// exact interpolated position of entity on this frame
vec3_t lerpOrigin;
vec3_t lerpAngles;
lerpFrame_t lerpFrame;
//TA:
buildableAnimNumber_t buildableAnim; //persistant anim number
buildableAnimNumber_t oldBuildableAnim; //to detect when new anims are set
particleSystem_t *buildablePS;
float lastBuildableHealthScale;
int lastBuildableDamageSoundTime;
lightFlareStatus_t lfs;
qboolean doorState;
particleSystem_t *muzzlePS;
qboolean muzzlePsTrigger;
particleSystem_t *jetPackPS;
jetPackState_t jetPackState;
particleSystem_t *entityPS;
qboolean entityPSMissing;
qboolean valid;
qboolean oldValid;
} centity_t;
//======================================================================
// local entities are created as a result of events or predicted actions,
// and live independantly from all server transmitted entities
typedef struct markPoly_s
{
struct markPoly_s *prevMark, *nextMark;
int time;
qhandle_t markShader;
qboolean alphaFade; // fade alpha instead of rgb
float color[ 4 ];
poly_t poly;
polyVert_t verts[ MAX_VERTS_ON_POLY ];
} markPoly_t;
typedef enum
{
LE_MARK,
LE_EXPLOSION,
LE_LIGHTNING_BOLT, //wolf trail
LE_SPRITE_EXPLOSION,
LE_FRAGMENT,
LE_MOVE_SCALE_FADE,
LE_FALL_SCALE_FADE,
LE_FADE_RGB,
LE_SCALE_FADE
} leType_t;
typedef enum
{
LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time
LEF_TUMBLE = 0x0002 // tumble over time, used for ejecting shells
} leFlag_t;
typedef enum
{
LEMT_NONE,
LEMT_BURN,
LEMT_BLOOD,
LEMT_GREENBLOOD, //TA: when aliens are injured
LEMT_BANG //TA: human item explosions
} leMarkType_t; // fragment local entities can leave marks on walls
typedef enum
{
LEBS_NONE,
LEBS_BLOOD,
LEBS_BANG, //TA: human item explosions
LEBS_BRASS
} leBounceSoundType_t; // fragment local entities can make sounds on impacts
typedef struct localEntity_s
{
struct localEntity_s *prev, *next;
leType_t leType;
int leFlags;
int startTime;
int endTime;
int fadeInTime;
float lifeRate; // 1.0 / (endTime - startTime)
trajectory_t pos;
trajectory_t angles;
float bounceFactor; // 0.0 = no bounce, 1.0 = perfect
float color[4];
float radius;
float light;
vec3_t lightColor;
leMarkType_t leMarkType; // mark to leave on fragment impact
leBounceSoundType_t leBounceSoundType;
refEntity_t refEntity;
unsigned int sortKey;
//TA: lightning bolt endpoint entities
int srcENum, destENum;
int vOffset;
int maxRange;
} localEntity_t;
//======================================================================
typedef struct
{
int client;
int score;
int ping;
int time;
int team;
weapon_t weapon;
upgrade_t upgrade;
} score_t;
// each client has an associated clientInfo_t
// that contains media references necessary to present the
// client model and other color coded effects
// this is regenerated each time a client's configstring changes,
// usually as a result of a userinfo (name, model, etc) change
#define MAX_CUSTOM_SOUNDS 32
typedef struct
{
qboolean infoValid;
char name[ MAX_QPATH ];
team_t team;
int botSkill; // 0 = not bot, 1-5 = bot
vec3_t color1;
vec3_t color2;
int score; // updated by score servercmds
int location; // location index for team mode
int health; // you only get this info about your teammates
int armor;
int curWeapon;
int handicap;
int wins, losses; // in tourney mode
int teamTask; // task in teamplay (offence/defence)
qboolean teamLeader; // true when this is a team leader
int powerups; // so can display quad/flag status
int medkitUsageTime;
int invulnerabilityStartTime;
int invulnerabilityStopTime;
int breathPuffTime;
// when clientinfo is changed, the loading of models/skins/sounds
// can be deferred until you are dead, to prevent hitches in
// gameplay
char modelName[ MAX_QPATH ];
char skinName[ MAX_QPATH ];
char headModelName[ MAX_QPATH ];
char headSkinName[ MAX_QPATH ];
char redTeam[ MAX_TEAMNAME ];
char blueTeam[ MAX_TEAMNAME ];
qboolean newAnims; // true if using the new mission pack animations
qboolean fixedlegs; // true if legs yaw is always the same as torso yaw
qboolean fixedtorso; // true if torso never changes yaw
qboolean nonsegmented; // true if model is Q2 style nonsegmented
vec3_t headOffset; // move head in icon views
footstep_t footsteps;
gender_t gender; // from model
qhandle_t legsModel;
qhandle_t legsSkin;
qhandle_t torsoModel;
qhandle_t torsoSkin;
qhandle_t headModel;
qhandle_t headSkin;
qhandle_t nonSegModel; //non-segmented model system
qhandle_t nonSegSkin; //non-segmented model system
qhandle_t modelIcon;
animation_t animations[ MAX_PLAYER_TOTALANIMATIONS ];
sfxHandle_t sounds[ MAX_CUSTOM_SOUNDS ];
sfxHandle_t customFootsteps[ 4 ];
sfxHandle_t customMetalFootsteps[ 4 ];
} clientInfo_t;
typedef struct weaponInfoMode_s
{
float flashDlight;
vec3_t flashDlightColor;
sfxHandle_t flashSound[ 4 ]; // fast firing weapons randomly choose
qboolean continuousFlash;
qhandle_t missileModel;
sfxHandle_t missileSound;
float missileDlight;
vec3_t missileDlightColor;
int missileRenderfx;
qboolean usesSpriteMissle;
qhandle_t missileSprite;
int missileSpriteSize;
qhandle_t missileParticleSystem;
qboolean missileRotates;
qboolean missileAnimates;
int missileAnimStartFrame;
int missileAnimNumFrames;
int missileAnimFrameRate;
int missileAnimLooping;
sfxHandle_t firingSound;
qboolean loopFireSound;
qhandle_t muzzleParticleSystem;
qboolean alwaysImpact;
qhandle_t impactModel;
qhandle_t impactModelShader;
qhandle_t impactParticleSystem;
qhandle_t impactMark;
qhandle_t impactMarkSize;
sfxHandle_t impactSound[ 4 ]; //random impact sound
sfxHandle_t impactFleshSound[ 4 ]; //random impact sound
float impactDlight;
vec3_t impactDlightColor;
} weaponInfoMode_t;
// each WP_* weapon enum has an associated weaponInfo_t
// that contains media references necessary to present the
// weapon and its effects
typedef struct weaponInfo_s
{
qboolean registered;
char *humanName;
qhandle_t handsModel; // the hands don't actually draw, they just position the weapon
qhandle_t weaponModel;
qhandle_t barrelModel;
qhandle_t flashModel;
vec3_t weaponMidpoint; // so it will rotate centered instead of by tag
qhandle_t weaponIcon;
qhandle_t ammoIcon;
qhandle_t crossHair;
int crossHairSize;
void (*ejectBrassFunc)( centity_t * );
sfxHandle_t readySound;
qboolean disableIn3rdPerson;
weaponInfoMode_t wim[ WPM_NUM_WEAPONMODES ];
} weaponInfo_t;
typedef struct upgradeInfo_s
{
qboolean registered;
char *humanName;
qhandle_t upgradeIcon;
} upgradeInfo_t;
typedef struct
{
qboolean looped;
qboolean enabled;
sfxHandle_t sound;
} sound_t;
typedef struct
{
qhandle_t models[ MAX_BUILDABLE_MODELS ];
animation_t animations[ MAX_BUILDABLE_ANIMATIONS ];
//same number of sounds as animations
sound_t sounds[ MAX_BUILDABLE_ANIMATIONS ];
} buildableInfo_t;
#define MAX_REWARDSTACK 10
#define MAX_SOUNDBUFFER 20
//======================================================================
//TA:
typedef struct
{
vec3_t alienBuildablePos[ MAX_GENTITIES ];
int alienBuildableTimes[ MAX_GENTITIES ];
int numAlienBuildables;
vec3_t humanBuildablePos[ MAX_GENTITIES ];
int numHumanBuildables;
vec3_t alienClientPos[ MAX_CLIENTS ];
int numAlienClients;
vec3_t humanClientPos[ MAX_CLIENTS ];
int numHumanClients;
int lastUpdateTime;
vec3_t origin;
vec3_t vangles;
} entityPos_t;
typedef struct
{
int time;
int length;
} consoleLine_t;
#define MAX_CONSOLE_TEXT 8192
#define MAX_CONSOLE_LINES 32
// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after
#define MAX_PREDICTED_EVENTS 16
typedef struct
{
int clientFrame; // incremented each frame
int clientNum;
qboolean demoPlayback;
qboolean levelShot; // taking a level menu screenshot
int deferredPlayerLoading;
qboolean loading; // don't defer players at initial startup
qboolean intermissionStarted; // don't play voice rewards, because game will end shortly
// there are only one or two snapshot_t that are relevent at a time
int latestSnapshotNum; // the number of snapshots the client system has received
int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
snapshot_t *snap; // cg.snap->serverTime <= cg.time
snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL
snapshot_t activeSnapshots[ 2 ];
float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) /
// (cg.nextFrame->serverTime - cg.frame->serverTime)
qboolean thisFrameTeleport;
qboolean nextFrameTeleport;
int frametime; // cg.time - cg.oldTime
int time; // this is the time value that the client
// is rendering at.
int oldTime; // time at last frame, used for missile trails and prediction checking
int physicsTime; // either cg.snap->time or cg.nextSnap->time
int timelimitWarnings; // 5 min, 1 min, overtime
int fraglimitWarnings;
qboolean mapRestart; // set on a map restart to set back the weapon
qboolean renderingThirdPerson; // during deaths, chasecams, etc
// prediction state
qboolean hyperspace; // true if prediction has hit a trigger_teleport
playerState_t predictedPlayerState;
centity_t predictedPlayerEntity;
qboolean validPPS; // clear until the first call to CG_PredictPlayerState
int predictedErrorTime;
vec3_t predictedError;
int eventSequence;
int predictableEvents[MAX_PREDICTED_EVENTS];
float stepChange; // for stair up smoothing
int stepTime;
float duckChange; // for duck viewheight smoothing
int duckTime;
float landChange; // for landing hard
int landTime;
// input state sent to server
int weaponSelect;
// auto rotating items
vec3_t autoAngles;
vec3_t autoAxis[ 3 ];
vec3_t autoAnglesFast;
vec3_t autoAxisFast[ 3 ];
// view rendering
refdef_t refdef;
vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
// zoom key
qboolean zoomed;
int zoomTime;
float zoomSensitivity;
// information screen text during loading
char infoScreenText[ MAX_STRING_CHARS ];
// scoreboard
int scoresRequestTime;
int numScores;
int selectedScore;
int teamScores[ 2 ];
score_t scores[MAX_CLIENTS];
qboolean showScores;
qboolean scoreBoardShowing;
int scoreFadeTime;
char killerName[ MAX_NAME_LENGTH ];
char spectatorList[ MAX_STRING_CHARS ]; // list of names
int spectatorLen; // length of list
float spectatorWidth; // width in device units
int spectatorTime; // next time to offset
int spectatorPaintX; // current paint x
int spectatorPaintX2; // current paint x
int spectatorOffset; // current offset from start
int spectatorPaintLen; // current offset from start
// centerprinting
int centerPrintTime;
int centerPrintCharWidth;
int centerPrintY;
char centerPrint[ 1024 ];
int centerPrintLines;
// low ammo warning state
int lowAmmoWarning; // 1 = low, 2 = empty
// kill timers for carnage reward
int lastKillTime;
// crosshair client ID
int crosshairClientNum;
int crosshairClientTime;
// powerup active flashing
int powerupActive;
int powerupTime;
// attacking player
int attackerTime;
int voiceTime;
// reward medals
int rewardStack;
int rewardTime;
int rewardCount[ MAX_REWARDSTACK ];
qhandle_t rewardShader[ MAX_REWARDSTACK ];
qhandle_t rewardSound[ MAX_REWARDSTACK ];
// sound buffer mainly for announcer sounds
int soundBufferIn;
int soundBufferOut;
int soundTime;
qhandle_t soundBuffer[ MAX_SOUNDBUFFER ];
// for voice chat buffer
int voiceChatTime;
int voiceChatBufferIn;
int voiceChatBufferOut;
// warmup countdown
int warmup;
int warmupCount;
//==========================
int itemPickup;
int itemPickupTime;
int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
int weaponSelectTime;
int weaponAnimation;
int weaponAnimationTime;
// blend blobs
float damageTime;
float damageX, damageY, damageValue;
// status bar head
float headYaw;
float headEndPitch;
float headEndYaw;
int headEndTime;
float headStartPitch;
float headStartYaw;
int headStartTime;
// view movement
float v_dmg_time;
float v_dmg_pitch;
float v_dmg_roll;
vec3_t kick_angles; // weapon kicks
vec3_t kick_origin;
// temp working variables for player view
float bobfracsin;
int bobcycle;
float xyspeed;
int nextOrbitTime;
// development tool
refEntity_t testModelEntity;
refEntity_t testModelBarrelEntity;
char testModelName[MAX_QPATH];
char testModelBarrelName[MAX_QPATH];
qboolean testGun;
int spawnTime; //TA: fovwarp
int weapon1Time; //TA: time when BUTTON_ATTACK went t->f f->t
int weapon2Time; //TA: time when BUTTON_ATTACK2 went t->f f->t
int weapon3Time; //TA: time when BUTTON_USE_HOLDABLE went t->f f->t
qboolean weapon1Firing;
qboolean weapon2Firing;
qboolean weapon3Firing;
int poisonedTime;
vec3_t lastNormal; //TA: view smoothage
vec3_t lastVangles; //TA: view smoothage
smooth_t sList[ MAXSMOOTHS ]; //TA: WW smoothing
int forwardMoveTime; //TA: for struggling
int rightMoveTime;
int upMoveTime;
float charModelFraction; //TA: loading percentages
float mediaFraction;
float buildablesFraction;
int lastBuildAttempt;
int lastEvolveAttempt;
char consoleText[ MAX_CONSOLE_TEXT ];
consoleLine_t consoleLines[ MAX_CONSOLE_LINES ];
int numConsoleLines;
qboolean consoleValid;
particleSystem_t *poisonCloudPS;
} cg_t;
// all of the model, shader, and sound references that are
// loaded at gamestate time are stored in cgMedia_t
// Other media that can be tied to clients, weapons, or items are
// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
typedef struct
{
qhandle_t charsetShader;
qhandle_t whiteShader;
qhandle_t outlineShader;
qhandle_t deferShader;
// gib explosions
qhandle_t gibAbdomen;
qhandle_t gibArm;
qhandle_t gibChest;
qhandle_t gibFist;
qhandle_t gibFoot;
qhandle_t gibForearm;
qhandle_t gibIntestine;
qhandle_t gibLeg;
qhandle_t gibSkull;
qhandle_t gibBrain;
qhandle_t metalGib1;
qhandle_t metalGib2;
qhandle_t metalGib3;
qhandle_t metalGib4;
qhandle_t metalGib5;
qhandle_t metalGib6;
qhandle_t metalGib7;
qhandle_t metalGib8;
qhandle_t alienGib1;
qhandle_t alienGib2;
qhandle_t alienGib3;
qhandle_t alienGib4;
qhandle_t gibSpark1;
qhandle_t gibSpark2;
qhandle_t smoke2;
qhandle_t machinegunBrassModel;
qhandle_t shotgunBrassModel;
qhandle_t lightningShader;
qhandle_t friendShader;
qhandle_t balloonShader;
qhandle_t connectionShader;
qhandle_t selectShader;
qhandle_t viewBloodShader;
qhandle_t tracerShader;
qhandle_t crosshairShader[ WP_NUM_WEAPONS ];
qhandle_t backTileShader;
qhandle_t noammoShader;
qhandle_t smokePuffShader;
qhandle_t smokePuffRageProShader;
qhandle_t shotgunSmokePuffShader;
qhandle_t waterBubbleShader;
qhandle_t bloodTrailShader;
//TA: extra stuff
qhandle_t explosionShader;
qhandle_t greenBloodTrailShader;
qhandle_t greenBloodMarkShader;
qhandle_t greenBloodExplosionShader;
qhandle_t explosionTrailShader;
qhandle_t flameExplShader;
qhandle_t creepShader;
qhandle_t scannerShader;
qhandle_t scannerBlipShader;
qhandle_t scannerLineShader;
qhandle_t numberShaders[ 11 ];
qhandle_t shadowMarkShader;
// wall mark shaders
qhandle_t wakeMarkShader;
qhandle_t bloodMarkShader;
qhandle_t bulletMarkShader;
qhandle_t burnMarkShader;
qhandle_t holeMarkShader;
qhandle_t energyMarkShader;
//TA: buildable shaders
qhandle_t greenBuildShader;
qhandle_t redBuildShader;
qhandle_t noPowerShader;
qhandle_t humanSpawningShader;
// weapon effect models
qhandle_t bulletFlashModel;
qhandle_t ringFlashModel;
qhandle_t dishFlashModel;
qhandle_t lightningExplosionModel;
// weapon effect shaders
qhandle_t bloodExplosionShader;
// special effects models
qhandle_t teleportEffectModel;
qhandle_t teleportEffectShader;
// sounds
sfxHandle_t tracerSound;
sfxHandle_t selectSound;
sfxHandle_t useNothingSound;
sfxHandle_t wearOffSound;
sfxHandle_t footsteps[ FOOTSTEP_TOTAL ][ 4 ];
sfxHandle_t gibSound;
sfxHandle_t gibBounce1Sound;
sfxHandle_t gibBounce2Sound;
sfxHandle_t gibBounce3Sound;
sfxHandle_t metalGibBounceSound;
sfxHandle_t teleInSound;
sfxHandle_t teleOutSound;
sfxHandle_t noAmmoSound;
sfxHandle_t respawnSound;
sfxHandle_t talkSound;
sfxHandle_t landSound;
sfxHandle_t fallSound;
sfxHandle_t jumpPadSound;
sfxHandle_t hgrenb1aSound;
sfxHandle_t hgrenb2aSound;
sfxHandle_t voteNow;
sfxHandle_t votePassed;
sfxHandle_t voteFailed;
sfxHandle_t watrInSound;
sfxHandle_t watrOutSound;
sfxHandle_t watrUnSound;
sfxHandle_t jetpackDescendSound;
sfxHandle_t jetpackIdleSound;
sfxHandle_t jetpackAscendSound;
qhandle_t jetPackDescendPS;
qhandle_t jetPackHoverPS;
qhandle_t jetPackAscendPS;
sfxHandle_t medkitUseSound;
sfxHandle_t alienStageTransition;
sfxHandle_t humanStageTransition;
sfxHandle_t alienOvermindAttack;
sfxHandle_t alienOvermindDying;
sfxHandle_t alienOvermindSpawns;
sfxHandle_t alienBuildableExplosion;
sfxHandle_t alienBuildableDamage;
sfxHandle_t alienBuildablePrebuild;
sfxHandle_t humanBuildableExplosion;
sfxHandle_t humanBuildablePrebuild;
sfxHandle_t humanBuildableDamage[ 4 ];
sfxHandle_t alienL1Grab;
sfxHandle_t alienL4ChargePrepare;
sfxHandle_t alienL4ChargeStart;
qhandle_t cursor;
qhandle_t selectCursor;
qhandle_t sizeCursor;
//TA: for wolf trail effects
qhandle_t sparkFlareShader;
//light armour
qhandle_t larmourHeadSkin;
qhandle_t larmourLegsSkin;
qhandle_t larmourTorsoSkin;
qhandle_t jetpackModel;
qhandle_t jetpackFlashModel;
qhandle_t battpackModel;
sfxHandle_t repeaterUseSound;
sfxHandle_t buildableRepairSound;
sfxHandle_t buildableRepairedSound;
qhandle_t poisonCloudPS;
qhandle_t alienEvolvePS;
qhandle_t alienAcidTubePS;
sfxHandle_t alienEvolveSound;
qhandle_t humanBuildableDamagedPS;
qhandle_t humanBuildableDestroyedPS;
qhandle_t alienBuildableDamagedPS;
qhandle_t alienBuildableDestroyedPS;
sfxHandle_t lCannonWarningSound;
qhandle_t buildWeaponTimerPie[ 8 ];
qhandle_t upgradeClassIconShader;
} cgMedia_t;
// The client game static (cgs) structure hold everything
// loaded or calculated from the gamestate. It will NOT
// be cleared when a tournement restart is done, allowing
// all clients to begin playing instantly
typedef struct
{
gameState_t gameState; // gamestate from server
glconfig_t glconfig; // rendering configuration
float screenXScale; // derived from glconfig
float screenYScale;
float screenXBias;
int serverCommandSequence; // reliable command stream counter
int processedSnapshotNum; // the number of snapshots cgame has requested
qboolean localServer; // detected on startup by checking sv_running
// parsed from serverinfo
int dmflags;
int teamflags;
int timelimit;
int maxclients;
char mapname[ MAX_QPATH ];
int voteTime;
int voteYes;
int voteNo;
qboolean voteModified; // beep whenever changed
char voteString[ MAX_STRING_TOKENS ];
int teamVoteTime[ 2 ];
int teamVoteYes[ 2 ];
int teamVoteNo[ 2 ];
qboolean teamVoteModified[ 2 ]; // beep whenever changed
char teamVoteString[ 2 ][ MAX_STRING_TOKENS ];
int levelStartTime;
int scores1, scores2; // from configstrings
qboolean newHud;
int alienBuildPoints;
int alienBuildPointsTotal;
int humanBuildPoints;
int humanBuildPointsTotal;
int humanBuildPointsPowered;
int alienStage;
int humanStage;
int alienKills;
int humanKills;
int alienNextStageThreshold;
int humanNextStageThreshold;
int numAlienSpawns;
int numHumanSpawns;
//
// locally derived information from gamestate
//
qhandle_t gameModels[ MAX_MODELS ];
qhandle_t gameShaders[ MAX_SHADERS ];
qhandle_t gameParticleSystems[ MAX_GAME_PARTICLE_SYSTEMS ];
sfxHandle_t gameSounds[ MAX_SOUNDS ];
int numInlineModels;
qhandle_t inlineDrawModel[ MAX_MODELS ];
vec3_t inlineModelMidpoints[ MAX_MODELS ];
clientInfo_t clientinfo[ MAX_CLIENTS ];
//TA: corpse info
clientInfo_t corpseinfo[ MAX_CLIENTS ];
// teamchat width is *3 because of embedded color codes
char teamChatMsgs[ TEAMCHAT_HEIGHT ][ TEAMCHAT_WIDTH * 3 + 1 ];
int teamChatMsgTimes[ TEAMCHAT_HEIGHT ];
int teamChatPos;
int teamLastChatPos;
int cursorX;
int cursorY;
qboolean eventHandling;
qboolean mouseCaptured;
qboolean sizingHud;
void *capturedItem;
qhandle_t activeCursor;
// media
cgMedia_t media;
} cgs_t;
//==============================================================================
extern cgs_t cgs;
extern cg_t cg;
extern centity_t cg_entities[ MAX_GENTITIES ];
//TA: weapon limit expanded:
//extern weaponInfo_t cg_weapons[MAX_WEAPONS];
extern weaponInfo_t cg_weapons[ 32 ];
//TA: upgrade infos:
extern upgradeInfo_t cg_upgrades[ 32 ];
//TA: buildable infos:
extern buildableInfo_t cg_buildables[ BA_NUM_BUILDABLES ];
extern markPoly_t cg_markPolys[ MAX_MARK_POLYS ];
extern vmCvar_t cg_centertime;
extern vmCvar_t cg_runpitch;
extern vmCvar_t cg_runroll;
extern vmCvar_t cg_bobup;
extern vmCvar_t cg_bobpitch;
extern vmCvar_t cg_bobroll;
extern vmCvar_t cg_swingSpeed;
extern vmCvar_t cg_shadows;
extern vmCvar_t cg_gibs;
extern vmCvar_t cg_drawTimer;
extern vmCvar_t cg_drawFPS;
extern vmCvar_t cg_drawSnapshot;
extern vmCvar_t cg_draw3dIcons;
extern vmCvar_t cg_drawIcons;
extern vmCvar_t cg_drawAmmoWarning;
extern vmCvar_t cg_drawCrosshair;
extern vmCvar_t cg_drawCrosshairNames;
extern vmCvar_t cg_drawRewards;
extern vmCvar_t cg_drawTeamOverlay;
extern vmCvar_t cg_teamOverlayUserinfo;
extern vmCvar_t cg_crosshairX;
extern vmCvar_t cg_crosshairY;
extern vmCvar_t cg_drawStatus;
extern vmCvar_t cg_draw2D;
extern vmCvar_t cg_animSpeed;
extern vmCvar_t cg_debugAnim;
extern vmCvar_t cg_debugPosition;
extern vmCvar_t cg_debugEvents;
extern vmCvar_t cg_teslaTrailTime;
extern vmCvar_t cg_railTrailTime;
extern vmCvar_t cg_errorDecay;
extern vmCvar_t cg_nopredict;
extern vmCvar_t cg_debugMove;
extern vmCvar_t cg_noPlayerAnims;
extern vmCvar_t cg_showmiss;
extern vmCvar_t cg_footsteps;
extern vmCvar_t cg_addMarks;
extern vmCvar_t cg_brassTime;
extern vmCvar_t cg_gun_frame;
extern vmCvar_t cg_gun_x;
extern vmCvar_t cg_gun_y;
extern vmCvar_t cg_gun_z;
extern vmCvar_t cg_drawGun;
extern vmCvar_t cg_viewsize;
extern vmCvar_t cg_tracerChance;
extern vmCvar_t cg_tracerWidth;
extern vmCvar_t cg_tracerLength;
extern vmCvar_t cg_autoswitch;
extern vmCvar_t cg_ignore;
extern vmCvar_t cg_simpleItems;
extern vmCvar_t cg_fov;
extern vmCvar_t cg_zoomFov;
extern vmCvar_t cg_thirdPersonRange;
extern vmCvar_t cg_thirdPersonAngle;
extern vmCvar_t cg_thirdPerson;
extern vmCvar_t cg_stereoSeparation;
extern vmCvar_t cg_lagometer;
extern vmCvar_t cg_drawAttacker;
extern vmCvar_t cg_synchronousClients;
extern vmCvar_t cg_teamChatTime;
extern vmCvar_t cg_teamChatHeight;
extern vmCvar_t cg_stats;
extern vmCvar_t cg_forceModel;
extern vmCvar_t cg_buildScript;
extern vmCvar_t cg_paused;
extern vmCvar_t cg_blood;
extern vmCvar_t cg_predictItems;
extern vmCvar_t cg_deferPlayers;
extern vmCvar_t cg_drawFriend;
extern vmCvar_t cg_teamChatsOnly;
extern vmCvar_t cg_noVoiceChats;
extern vmCvar_t cg_noVoiceText;
extern vmCvar_t cg_scorePlum;
extern vmCvar_t cg_smoothClients;
extern vmCvar_t pmove_fixed;
extern vmCvar_t pmove_msec;
//extern vmCvar_t cg_pmove_fixed;
extern vmCvar_t cg_cameraOrbit;
extern vmCvar_t cg_cameraOrbitDelay;
extern vmCvar_t cg_timescaleFadeEnd;
extern vmCvar_t cg_timescaleFadeSpeed;
extern vmCvar_t cg_timescale;
extern vmCvar_t cg_cameraMode;
extern vmCvar_t cg_smallFont;
extern vmCvar_t cg_bigFont;
extern vmCvar_t cg_noTaunt;
extern vmCvar_t cg_noProjectileTrail;
extern vmCvar_t cg_oldRail;
extern vmCvar_t cg_oldRocket;
extern vmCvar_t cg_oldPlasma;
extern vmCvar_t cg_trueLightning;
extern vmCvar_t cg_creepRes;
extern vmCvar_t cg_drawSurfNormal;
extern vmCvar_t cg_drawBBOX;
extern vmCvar_t cg_debugAlloc;
extern vmCvar_t cg_wwSmoothTime;
extern vmCvar_t cg_wwFollow;
extern vmCvar_t cg_wwToggle;
extern vmCvar_t cg_depthSortParticles;
extern vmCvar_t cg_consoleLatency;
extern vmCvar_t cg_lightFlare;
extern vmCvar_t cg_debugParticles;
extern vmCvar_t cg_debugPVS;
extern vmCvar_t cg_disableWarningDialogs;
extern vmCvar_t cg_disableScannerPlane;
//TA: hack to get class an carriage through to UI module
extern vmCvar_t ui_currentClass;
extern vmCvar_t ui_carriage;
extern vmCvar_t ui_stages;
extern vmCvar_t ui_dialog;
extern vmCvar_t ui_loading;
extern vmCvar_t ui_voteActive;
extern vmCvar_t ui_alienTeamVoteActive;
extern vmCvar_t ui_humanTeamVoteActive;
extern vmCvar_t cg_debugRandom;
//
// cg_main.c
//
const char *CG_ConfigString( int index );
const char *CG_Argv( int arg );
void CG_TAUIConsole( const char *text );
void QDECL CG_Printf( const char *msg, ... );
void QDECL CG_Error( const char *msg, ... );
void CG_StartMusic( void );
void CG_UpdateCvars( void );
int CG_CrosshairPlayer( void );
int CG_LastAttacker( void );
void CG_LoadMenus( const char *menuFile );
void CG_KeyEvent( int key, qboolean down );
void CG_MouseEvent( int x, int y );
void CG_EventHandling( int type );
void CG_SetScoreSelection( void *menu );
void CG_BuildSpectatorString( );
qboolean CG_FileExists( char *filename );
void CG_RemoveConsoleLine( void );
//
// cg_view.c
//
void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod ); //TA
void CG_TestModel_f( void );
void CG_TestGun_f( void );
void CG_TestModelNextFrame_f( void );
void CG_TestModelPrevFrame_f( void );
void CG_TestModelNextSkin_f( void );
void CG_TestModelPrevSkin_f( void );
void CG_ZoomDown_f( void );
void CG_ZoomUp_f( void );
void CG_AddBufferedSound( sfxHandle_t sfx );
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
//
// cg_drawtools.c
//
void CG_DrawPlane( vec3_t origin, vec3_t down, vec3_t right, qhandle_t shader );
void CG_AdjustFrom640( float *x, float *y, float *w, float *h );
void CG_FillRect( float x, float y, float width, float height, const float *color );
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor,
vec4_t tcolor, float amount, qhandle_t hShader );
int CG_DrawStrlen( const char *str );
float *CG_FadeColor( int startMsec, int totalMsec );
void CG_TileClear( void );
void CG_ColorForHealth( vec4_t hcolor );
void CG_GetColorForHealth( int health, int armor, vec4_t hcolor );
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color );
void CG_DrawSides(float x, float y, float w, float h, float size);
void CG_DrawTopBottom(float x, float y, float w, float h, float size);
//
// cg_draw.c
//
extern int sortedTeamPlayers[ TEAM_MAXOVERLAY ];
extern int numSortedTeamPlayers;
extern char systemChat[ 256 ];
extern char teamChat1[ 256 ];
extern char teamChat2[ 256 ];
void CG_AddLagometerFrameInfo( void );
void CG_AddLagometerSnapshotInfo( snapshot_t *snap );
void CG_CenterPrint( const char *str, int y, int charWidth );
void CG_DrawActive( stereoFrame_t stereoView );
void CG_OwnerDraw( float x, float y, float w, float h, float text_x, float text_y,
int ownerDraw, int ownerDrawFlags, int align, float special,
float scale, vec4_t color, qhandle_t shader, int textStyle);
void CG_Text_Paint( float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style );
int CG_Text_Width( const char *text, float scale, int limit );
int CG_Text_Height( const char *text, float scale, int limit );
float CG_GetValue(int ownerDraw);
void CG_RunMenuScript(char **args);
void CG_SetPrintString( int type, const char *p );
void CG_InitTeamChat( );
void CG_GetTeamColor( vec4_t *color );
const char *CG_GetKillerText();
void CG_Text_PaintChar( float x, float y, float width, float height, float scale,
float s, float t, float s2, float t2, qhandle_t hShader );
void CG_DrawLoadingScreen( void );
void CG_UpdateMediaFraction( float newFract );
//
// cg_player.c
//
void CG_Player( centity_t *cent );
void CG_Corpse( centity_t *cent );
void CG_ResetPlayerEntity( centity_t *cent );
void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int team );
void CG_NewClientInfo( int clientNum );
void CG_PrecacheClientInfo( pClass_t class, char *model, char *skin );
sfxHandle_t CG_CustomSound( int clientNum, const char *soundName );
//
// cg_buildable.c
//
void CG_GhostBuildable( buildable_t buildable );
void CG_Buildable( centity_t *cent );
void CG_InitBuildables( );
void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir );
void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir );
//
// cg_animmapobj.c
//
void CG_animMapObj( centity_t *cent );
void CG_ModelDoor( centity_t *cent );
//
// cg_predict.c
//
#define MAGIC_TRACE_HACK -2
void CG_BuildSolidList( void );
int CG_PointContents( const vec3_t point, int passEntityNum );
void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
int skipNumber, int mask );
void CG_CapTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
int skipNumber, int mask );
void CG_PredictPlayerState( void );
//
// cg_events.c
//
void CG_CheckEvents( centity_t *cent );
void CG_EntityEvent( centity_t *cent, vec3_t position );
void CG_PainEvent( centity_t *cent, int health );
//
// cg_ents.c
//
void CG_DrawBoundingBox( vec3_t origin, vec3_t mins, vec3_t maxs );
void CG_SetEntitySoundPosition( centity_t *cent );
void CG_AddPacketEntities( void );
void CG_Beam( centity_t *cent );
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out );
void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
qhandle_t parentModel, char *tagName );
void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
qhandle_t parentModel, char *tagName );
//
// cg_weapons.c
//
void CG_NextWeapon_f( void );
void CG_PrevWeapon_f( void );
void CG_Weapon_f( void );
void CG_InitUpgrades( );
void CG_RegisterUpgrade( int upgradeNum );
void CG_InitWeapons( );
void CG_RegisterWeapon( int weaponNum );
void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode );
void CG_MissileHitWall( weapon_t weapon, weaponMode_t weaponMode, int clientNum,
vec3_t origin, vec3_t dir, impactSound_t soundType );
void CG_MissileHitPlayer( weapon_t weapon, weaponMode_t weaponMode, vec3_t origin, vec3_t dir, int entityNum );
void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum );
void CG_ShotgunFire( entityState_t *es );
void CG_TeslaTrail( vec3_t start, vec3_t end, int srcENum, int destENum );
void CG_AddViewWeapon (playerState_t *ps);
void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent );
void CG_DrawItemSelect( rectDef_t *rect, vec4_t color );
void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle );
//
// cg_scanner.c
//
void CG_UpdateEntityPositions( void );
void CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color );
void CG_AlienSense( rectDef_t *rect );
//
// cg_marks.c
//
void CG_InitMarkPolys( void );
void CG_AddMarks( void );
void CG_ImpactMark( qhandle_t markShader,
const vec3_t origin, const vec3_t dir,
float orientation,
float r, float g, float b, float a,
qboolean alphaFade,
float radius, qboolean temporary );
//
// cg_localents.c
//
void CG_InitLocalEntities( void );
localEntity_t *CG_AllocLocalEntity( void );
void CG_AddLocalEntities( void );
//
// cg_effects.c
//
localEntity_t *CG_SmokePuff( const vec3_t p,
const vec3_t vel,
float radius,
float r, float g, float b, float a,
float duration,
int startTime,
int fadeInTime,
int leFlags,
qhandle_t hShader );
void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing );
void CG_SpawnEffect( vec3_t org );
void CG_GibPlayer( vec3_t playerOrigin );
void CG_BigExplode( vec3_t playerOrigin );
void CG_Bleed( vec3_t origin, int entityNum );
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, qhandle_t shader, int msec,
qboolean isSprite );
//TA: wolf tesla effect
void CG_DynamicLightningBolt( qhandle_t shader, vec3_t start, vec3_t pend,
int numBolts, float maxWidth, qboolean fade,
float startAlpha, int recursion, int randseed );
// Ridah, trails
//
// cg_trails.c
//
int CG_AddTrailJunc( int headJuncIndex, qhandle_t shader, int spawnTime,
int sType, vec3_t pos, int trailLife, float alphaStart,
float alphaEnd, float startWidth, float endWidth, int flags,
vec3_t colorStart, vec3_t colorEnd, float sRatio, float animSpeed );
int CG_AddSparkJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife,
float alphaStart, float alphaEnd, float startWidth, float endWidth );
int CG_AddSmokeJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife,
float alpha, float startWidth, float endWidth );
int CG_AddFireJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife,
float alpha, float startWidth, float endWidth );
void CG_AddTrails( void );
void CG_ClearTrails( void );
// done.
//
// cg_snapshot.c
//
void CG_ProcessSnapshots( void );
//
// cg_consolecmds.c
//
qboolean CG_ConsoleCommand( void );
void CG_InitConsoleCommands( void );
//
// cg_servercmds.c
//
void CG_ExecuteNewServerCommands( int latestSequence );
void CG_ParseServerinfo( void );
void CG_SetConfigValues( void );
void CG_ShaderStateChanged(void);
//
// cg_playerstate.c
//
void CG_Respawn( void );
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
void CG_CheckChangedPredictableEvents( playerState_t *ps );
//
// cg_mem.c
//
void CG_InitMemory( void );
void *CG_Alloc( int size );
void CG_Free( void *ptr );
void CG_DefragmentMemory( void );
//
// cg_particles.c
//
void CG_LoadParticleSystems( void );
qhandle_t CG_RegisterParticleSystem( char *name );
particleSystem_t *CG_SpawnNewParticleSystem( qhandle_t psHandle );
void CG_DestroyParticleSystem( particleSystem_t **ps );
qboolean CG_IsParticleSystemInfinite( particleSystem_t *ps );
qboolean CG_IsParticleSystemValid( particleSystem_t **ps );
void CG_SetParticleSystemCent( particleSystem_t *ps, centity_t *cent );
void CG_AttachParticleSystemToCent( particleSystem_t *ps );
void CG_SetParticleSystemTag( particleSystem_t *ps, refEntity_t parent, qhandle_t model, char *tagName );
void CG_AttachParticleSystemToTag( particleSystem_t *ps );
void CG_SetParticleSystemOrigin( particleSystem_t *ps, vec3_t origin );
void CG_AttachParticleSystemToOrigin( particleSystem_t *ps );
void CG_SetParticleSystemNormal( particleSystem_t *ps, vec3_t normal );
void CG_AttachParticleSystemToParticle( particleSystem_t *ps );
void CG_SetParticleSystemParentParticle( particleSystem_t *ps, particle_t *p );
void CG_AddParticles( void );
void CG_ParticleSystemEntity( centity_t *cent );
//
// cg_ptr.c
//
int CG_ReadPTRCode( void );
void CG_WritePTRCode( int code );
//
//===============================================
//
// system traps
// These functions are how the cgame communicates with the main game system
//
// print message on the local console
void trap_Print( const char *fmt );
// abort the game
void trap_Error( const char *fmt );
// milliseconds should only be used for performance tuning, never
// for anything game related. Get time from the CG_DrawActiveFrame parameter
int trap_Milliseconds( void );
// console variable interaction
void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
void trap_Cvar_Update( vmCvar_t *vmCvar );
void trap_Cvar_Set( const char *var_name, const char *value );
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
// ServerCommand and ConsoleCommand parameter access
int trap_Argc( void );
void trap_Argv( int n, char *buffer, int bufferLength );
void trap_Args( char *buffer, int bufferLength );
// filesystem access
// returns length of file
int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void trap_FS_Read( void *buffer, int len, fileHandle_t f );
void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void trap_FS_FCloseFile( fileHandle_t f );
void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t
// add commands to the local console as if they were typed in
// for map changing, etc. The command is not executed immediately,
// but will be executed in order the next time console commands
// are processed
void trap_SendConsoleCommand( const char *text );
// register a command name so the console can perform command completion.
// FIXME: replace this with a normal console command "defineCommand"?
void trap_AddCommand( const char *cmdName );
// send a string to the server over the network
void trap_SendClientCommand( const char *s );
// force a screen update, only used during gamestate load
void trap_UpdateScreen( void );
// model collision
void trap_CM_LoadMap( const char *mapname );
int trap_CM_NumInlineModels( void );
clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels
clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );
int trap_CM_PointContents( const vec3_t p, clipHandle_t model );
int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask );
void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask,
const vec3_t origin, const vec3_t angles );
void trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask );
void trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask,
const vec3_t origin, const vec3_t angles );
// Returns the projection of a polygon onto the solid brushes in the world
int trap_CM_MarkFragments( int numPoints, const vec3_t *points,
const vec3_t projection,
int maxPoints, vec3_t pointBuffer,
int maxFragments, markFragment_t *fragmentBuffer );
// normal sounds will have their volume dynamically changed as their entity
// moves and the listener moves
void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
void trap_S_StopLoopingSound( int entnum );
// a local sound is always played full volume
void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
void trap_S_ClearLoopingSounds( qboolean killall );
void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
// respatialize recalculates the volumes of sound as they should be heard by the
// given entityNum and position
void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ); // returns buzz if not found
void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music
void trap_S_StopBackgroundTrack( void );
void trap_R_LoadWorldMap( const char *mapname );
// all media should be registered during level startup to prevent
// hitches during gameplay
qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found
qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found
qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found
qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
// a scene is built up by calls to R_ClearScene and the various R_Add functions.
// Nothing is drawn until R_RenderScene is called.
void trap_R_ClearScene( void );
void trap_R_AddRefEntityToScene( const refEntity_t *re );
// polys are intended for simple wall marks, not really for doing
// significant construction
void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys );
void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
void trap_R_RenderScene( const refdef_t *fd );
void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
void trap_R_DrawStretchPic( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader );
void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
float frac, const char *tagName );
void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
// The glconfig_t will not change during the life of a cgame.
// If it needs to change, the entire cgame will be restarted, because
// all the qhandle_t are then invalid.
void trap_GetGlconfig( glconfig_t *glconfig );
// the gamestate should be grabbed at startup, and whenever a
// configstring changes
void trap_GetGameState( gameState_t *gamestate );
// cgame will poll each frame to see if a newer snapshot has arrived
// that it is interested in. The time is returned seperately so that
// snapshot latency can be calculated.
void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );
// a snapshot get can fail if the snapshot (or the entties it holds) is so
// old that it has fallen out of the client system queue
qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );
// retrieve a text command from the server stream
// the current snapshot will hold the number of the most recent command
// qfalse can be returned if the client system handled the command
// argc() / argv() can be used to examine the parameters of the command
qboolean trap_GetServerCommand( int serverCommandNumber );
// returns the most recent command number that can be passed to GetUserCmd
// this will always be at least one higher than the number in the current
// snapshot, and it may be quite a few higher if it is a fast computer on
// a lagged connection
int trap_GetCurrentCmdNumber( void );
qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
// used for the weapon select and zoom
void trap_SetUserCmdValue( int stateValue, float sensitivityScale );
// aids for VM testing
void testPrintInt( char *string, int i );
void testPrintFloat( char *string, float f );
int trap_MemoryRemaining( void );
void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
qboolean trap_Key_IsDown( int keynum );
int trap_Key_GetCatcher( void );
void trap_Key_SetCatcher( int catcher );
int trap_Key_GetKey( const char *binding );
typedef enum
{
SYSTEM_PRINT,
CHAT_PRINT,
TEAMCHAT_PRINT
} q3print_t;
int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits );
e_status trap_CIN_StopCinematic( int handle );
e_status trap_CIN_RunCinematic( int handle );
void trap_CIN_DrawCinematic( int handle );
void trap_CIN_SetExtents( int handle, int x, int y, int w, int h );
void trap_SnapVector( float *v );
qboolean trap_loadCamera( const char *name );
void trap_startCamera( int time );
qboolean trap_getCameraInfo( int time, vec3_t *origin, vec3_t *angles );
qboolean trap_GetEntityToken( char *buffer, int bufferSize );
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