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author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
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committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
commit | 6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch) | |
tree | e3eda937a05d7db42de725b7013bd0344b987f34 /code/cgame/cg_local.h | |
parent | 872d4d7f55af706737ffb361bb76ad13e7496770 (diff) | |
download | ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip |
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/cgame/cg_local.h')
-rwxr-xr-x | code/cgame/cg_local.h | 3338 |
1 files changed, 1669 insertions, 1669 deletions
diff --git a/code/cgame/cg_local.h b/code/cgame/cg_local.h index 4dd5c9d..a23f715 100755 --- a/code/cgame/cg_local.h +++ b/code/cgame/cg_local.h @@ -1,1669 +1,1669 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code is free software; you can redistribute it
-and/or modify it under the terms of the GNU General Public License as
-published by the Free Software Foundation; either version 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena source code 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. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-//
-#include "../game/q_shared.h"
-#include "tr_types.h"
-#include "../game/bg_public.h"
-#include "cg_public.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.
-
-#ifdef MISSIONPACK
-#define CG_FONT_THRESHOLD 0.1
-#endif
-
-#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 STEP_TIME 200
-#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
-
-#define TEAM_OVERLAY_MAXNAME_WIDTH 12
-#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16
-
-#define DEFAULT_MODEL "sarge"
-#ifdef MISSIONPACK
-#define DEFAULT_TEAM_MODEL "james"
-#define DEFAULT_TEAM_HEAD "*james"
-#else
-#define DEFAULT_TEAM_MODEL "sarge"
-#define DEFAULT_TEAM_HEAD "sarge"
-#endif
-
-#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_TOTAL
-} footstep_t;
-
-typedef enum {
- IMPACTSOUND_DEFAULT,
- IMPACTSOUND_METAL,
- IMPACTSOUND_FLESH
-} impactSound_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;
-
-
-typedef struct {
- lerpFrame_t legs, torso, flag;
- int painTime;
- int painDirection; // flip from 0 to 1
- int lightningFiring;
-
- // railgun trail spawning
- vec3_t railgunImpact;
- qboolean railgunFlash;
-
- // machinegun spinning
- float barrelAngle;
- int barrelTime;
- qboolean barrelSpinning;
-} playerEntity_t;
-
-//=================================================
-
-
-
-// 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 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;
-} 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_SPRITE_EXPLOSION,
- LE_FRAGMENT,
- LE_MOVE_SCALE_FADE,
- LE_FALL_SCALE_FADE,
- LE_FADE_RGB,
- LE_SCALE_FADE,
- LE_SCOREPLUM,
-#ifdef MISSIONPACK
- LE_KAMIKAZE,
- LE_INVULIMPACT,
- LE_INVULJUICED,
- LE_SHOWREFENTITY
-#endif
-} 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
- LEF_SOUND1 = 0x0004, // sound 1 for kamikaze
- LEF_SOUND2 = 0x0008 // sound 2 for kamikaze
-} leFlag_t;
-
-typedef enum {
- LEMT_NONE,
- LEMT_BURN,
- LEMT_BLOOD
-} leMarkType_t; // fragment local entities can leave marks on walls
-
-typedef enum {
- LEBS_NONE,
- LEBS_BLOOD,
- 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;
-} localEntity_t;
-
-//======================================================================
-
-
-typedef struct {
- int client;
- int score;
- int ping;
- int time;
- int scoreFlags;
- int powerUps;
- int accuracy;
- int impressiveCount;
- int excellentCount;
- int guantletCount;
- int defendCount;
- int assistCount;
- int captures;
- qboolean perfect;
- int team;
-} 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 deferred;
-
- 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
-
- 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 modelIcon;
-
- animation_t animations[MAX_TOTALANIMATIONS];
-
- sfxHandle_t sounds[MAX_CUSTOM_SOUNDS];
-} clientInfo_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;
- gitem_t *item;
-
- 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
-
- float flashDlight;
- vec3_t flashDlightColor;
- sfxHandle_t flashSound[4]; // fast firing weapons randomly choose
-
- qhandle_t weaponIcon;
- qhandle_t ammoIcon;
-
- qhandle_t ammoModel;
-
- qhandle_t missileModel;
- sfxHandle_t missileSound;
- void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
- float missileDlight;
- vec3_t missileDlightColor;
- int missileRenderfx;
-
- void (*ejectBrassFunc)( centity_t * );
-
- float trailRadius;
- float wiTrailTime;
-
- sfxHandle_t readySound;
- sfxHandle_t firingSound;
- qboolean loopFireSound;
-} weaponInfo_t;
-
-
-// each IT_* item has an associated itemInfo_t
-// that constains media references necessary to present the
-// item and its effects
-typedef struct {
- qboolean registered;
- qhandle_t models[MAX_ITEM_MODELS];
- qhandle_t icon;
-} itemInfo_t;
-
-
-typedef struct {
- int itemNum;
-} powerupInfo_t;
-
-
-#define MAX_SKULLTRAIL 10
-
-typedef struct {
- vec3_t positions[MAX_SKULLTRAIL];
- int numpositions;
-} skulltrail_t;
-
-
-#define MAX_REWARDSTACK 10
-#define MAX_SOUNDBUFFER 20
-
-//======================================================================
-
-// 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
-
- // skull trails
- skulltrail_t skulltrails[MAX_CLIENTS];
-
- // 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;
-
- //qboolean cameraMode; // if rendering from a loaded camera
-
-
- // development tool
- refEntity_t testModelEntity;
- char testModelName[MAX_QPATH];
- qboolean testGun;
-
-} 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 charsetProp;
- qhandle_t charsetPropGlow;
- qhandle_t charsetPropB;
- qhandle_t whiteShader;
-
- qhandle_t redCubeModel;
- qhandle_t blueCubeModel;
- qhandle_t redCubeIcon;
- qhandle_t blueCubeIcon;
- qhandle_t redFlagModel;
- qhandle_t blueFlagModel;
- qhandle_t neutralFlagModel;
- qhandle_t redFlagShader[3];
- qhandle_t blueFlagShader[3];
- qhandle_t flagShader[4];
-
- qhandle_t flagPoleModel;
- qhandle_t flagFlapModel;
-
- qhandle_t redFlagFlapSkin;
- qhandle_t blueFlagFlapSkin;
- qhandle_t neutralFlagFlapSkin;
-
- qhandle_t redFlagBaseModel;
- qhandle_t blueFlagBaseModel;
- qhandle_t neutralFlagBaseModel;
-
-#ifdef MISSIONPACK
- qhandle_t overloadBaseModel;
- qhandle_t overloadTargetModel;
- qhandle_t overloadLightsModel;
- qhandle_t overloadEnergyModel;
-
- qhandle_t harvesterModel;
- qhandle_t harvesterRedSkin;
- qhandle_t harvesterBlueSkin;
- qhandle_t harvesterNeutralModel;
-#endif
-
- qhandle_t armorModel;
- qhandle_t armorIcon;
-
- qhandle_t teamStatusBar;
-
- 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 smoke2;
-
- qhandle_t machinegunBrassModel;
- qhandle_t shotgunBrassModel;
-
- qhandle_t railRingsShader;
- qhandle_t railCoreShader;
-
- qhandle_t lightningShader;
-
- qhandle_t friendShader;
-
- qhandle_t balloonShader;
- qhandle_t connectionShader;
-
- qhandle_t selectShader;
- qhandle_t viewBloodShader;
- qhandle_t tracerShader;
- qhandle_t crosshairShader[NUM_CROSSHAIRS];
- qhandle_t lagometerShader;
- qhandle_t backTileShader;
- qhandle_t noammoShader;
-
- qhandle_t smokePuffShader;
- qhandle_t smokePuffRageProShader;
- qhandle_t shotgunSmokePuffShader;
- qhandle_t plasmaBallShader;
- qhandle_t waterBubbleShader;
- qhandle_t bloodTrailShader;
-#ifdef MISSIONPACK
- qhandle_t nailPuffShader;
- qhandle_t blueProxMine;
-#endif
-
- qhandle_t numberShaders[11];
-
- qhandle_t shadowMarkShader;
-
- qhandle_t botSkillShaders[5];
-
- // wall mark shaders
- qhandle_t wakeMarkShader;
- qhandle_t bloodMarkShader;
- qhandle_t bulletMarkShader;
- qhandle_t burnMarkShader;
- qhandle_t holeMarkShader;
- qhandle_t energyMarkShader;
-
- // powerup shaders
- qhandle_t quadShader;
- qhandle_t redQuadShader;
- qhandle_t quadWeaponShader;
- qhandle_t invisShader;
- qhandle_t regenShader;
- qhandle_t battleSuitShader;
- qhandle_t battleWeaponShader;
- qhandle_t hastePuffShader;
- qhandle_t redKamikazeShader;
- qhandle_t blueKamikazeShader;
-
- // weapon effect models
- qhandle_t bulletFlashModel;
- qhandle_t ringFlashModel;
- qhandle_t dishFlashModel;
- qhandle_t lightningExplosionModel;
-
- // weapon effect shaders
- qhandle_t railExplosionShader;
- qhandle_t plasmaExplosionShader;
- qhandle_t bulletExplosionShader;
- qhandle_t rocketExplosionShader;
- qhandle_t grenadeExplosionShader;
- qhandle_t bfgExplosionShader;
- qhandle_t bloodExplosionShader;
-
- // special effects models
- qhandle_t teleportEffectModel;
- qhandle_t teleportEffectShader;
-#ifdef MISSIONPACK
- qhandle_t kamikazeEffectModel;
- qhandle_t kamikazeShockWave;
- qhandle_t kamikazeHeadModel;
- qhandle_t kamikazeHeadTrail;
- qhandle_t guardPowerupModel;
- qhandle_t scoutPowerupModel;
- qhandle_t doublerPowerupModel;
- qhandle_t ammoRegenPowerupModel;
- qhandle_t invulnerabilityImpactModel;
- qhandle_t invulnerabilityJuicedModel;
- qhandle_t medkitUsageModel;
- qhandle_t dustPuffShader;
- qhandle_t heartShader;
-#endif
- qhandle_t invulnerabilityPowerupModel;
-
- // scoreboard headers
- qhandle_t scoreboardName;
- qhandle_t scoreboardPing;
- qhandle_t scoreboardScore;
- qhandle_t scoreboardTime;
-
- // medals shown during gameplay
- qhandle_t medalImpressive;
- qhandle_t medalExcellent;
- qhandle_t medalGauntlet;
- qhandle_t medalDefend;
- qhandle_t medalAssist;
- qhandle_t medalCapture;
-
- // sounds
- sfxHandle_t quadSound;
- sfxHandle_t tracerSound;
- sfxHandle_t selectSound;
- sfxHandle_t useNothingSound;
- sfxHandle_t wearOffSound;
- sfxHandle_t footsteps[FOOTSTEP_TOTAL][4];
- sfxHandle_t sfx_lghit1;
- sfxHandle_t sfx_lghit2;
- sfxHandle_t sfx_lghit3;
- sfxHandle_t sfx_ric1;
- sfxHandle_t sfx_ric2;
- sfxHandle_t sfx_ric3;
- sfxHandle_t sfx_railg;
- sfxHandle_t sfx_rockexp;
- sfxHandle_t sfx_plasmaexp;
-#ifdef MISSIONPACK
- sfxHandle_t sfx_proxexp;
- sfxHandle_t sfx_nghit;
- sfxHandle_t sfx_nghitflesh;
- sfxHandle_t sfx_nghitmetal;
- sfxHandle_t sfx_chghit;
- sfxHandle_t sfx_chghitflesh;
- sfxHandle_t sfx_chghitmetal;
- sfxHandle_t kamikazeExplodeSound;
- sfxHandle_t kamikazeImplodeSound;
- sfxHandle_t kamikazeFarSound;
- sfxHandle_t useInvulnerabilitySound;
- sfxHandle_t invulnerabilityImpactSound1;
- sfxHandle_t invulnerabilityImpactSound2;
- sfxHandle_t invulnerabilityImpactSound3;
- sfxHandle_t invulnerabilityJuicedSound;
- sfxHandle_t obeliskHitSound1;
- sfxHandle_t obeliskHitSound2;
- sfxHandle_t obeliskHitSound3;
- sfxHandle_t obeliskRespawnSound;
- sfxHandle_t winnerSound;
- sfxHandle_t loserSound;
- sfxHandle_t youSuckSound;
-#endif
- sfxHandle_t gibSound;
- sfxHandle_t gibBounce1Sound;
- sfxHandle_t gibBounce2Sound;
- sfxHandle_t gibBounce3Sound;
- 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 oneMinuteSound;
- sfxHandle_t fiveMinuteSound;
- sfxHandle_t suddenDeathSound;
-
- sfxHandle_t threeFragSound;
- sfxHandle_t twoFragSound;
- sfxHandle_t oneFragSound;
-
- sfxHandle_t hitSound;
- sfxHandle_t hitSoundHighArmor;
- sfxHandle_t hitSoundLowArmor;
- sfxHandle_t hitTeamSound;
- sfxHandle_t impressiveSound;
- sfxHandle_t excellentSound;
- sfxHandle_t deniedSound;
- sfxHandle_t humiliationSound;
- sfxHandle_t assistSound;
- sfxHandle_t defendSound;
- sfxHandle_t firstImpressiveSound;
- sfxHandle_t firstExcellentSound;
- sfxHandle_t firstHumiliationSound;
-
- sfxHandle_t takenLeadSound;
- sfxHandle_t tiedLeadSound;
- sfxHandle_t lostLeadSound;
-
- sfxHandle_t voteNow;
- sfxHandle_t votePassed;
- sfxHandle_t voteFailed;
-
- sfxHandle_t watrInSound;
- sfxHandle_t watrOutSound;
- sfxHandle_t watrUnSound;
-
- sfxHandle_t flightSound;
- sfxHandle_t medkitSound;
-
- sfxHandle_t weaponHoverSound;
-
- // teamplay sounds
- sfxHandle_t captureAwardSound;
- sfxHandle_t redScoredSound;
- sfxHandle_t blueScoredSound;
- sfxHandle_t redLeadsSound;
- sfxHandle_t blueLeadsSound;
- sfxHandle_t teamsTiedSound;
-
- sfxHandle_t captureYourTeamSound;
- sfxHandle_t captureOpponentSound;
- sfxHandle_t returnYourTeamSound;
- sfxHandle_t returnOpponentSound;
- sfxHandle_t takenYourTeamSound;
- sfxHandle_t takenOpponentSound;
-
- sfxHandle_t redFlagReturnedSound;
- sfxHandle_t blueFlagReturnedSound;
- sfxHandle_t neutralFlagReturnedSound;
- sfxHandle_t enemyTookYourFlagSound;
- sfxHandle_t enemyTookTheFlagSound;
- sfxHandle_t yourTeamTookEnemyFlagSound;
- sfxHandle_t yourTeamTookTheFlagSound;
- sfxHandle_t youHaveFlagSound;
- sfxHandle_t yourBaseIsUnderAttackSound;
- sfxHandle_t holyShitSound;
-
- // tournament sounds
- sfxHandle_t count3Sound;
- sfxHandle_t count2Sound;
- sfxHandle_t count1Sound;
- sfxHandle_t countFightSound;
- sfxHandle_t countPrepareSound;
-
-#ifdef MISSIONPACK
- // new stuff
- qhandle_t patrolShader;
- qhandle_t assaultShader;
- qhandle_t campShader;
- qhandle_t followShader;
- qhandle_t defendShader;
- qhandle_t teamLeaderShader;
- qhandle_t retrieveShader;
- qhandle_t escortShader;
- qhandle_t flagShaders[3];
- sfxHandle_t countPrepareTeamSound;
-
- sfxHandle_t ammoregenSound;
- sfxHandle_t doublerSound;
- sfxHandle_t guardSound;
- sfxHandle_t scoutSound;
-#endif
- qhandle_t cursor;
- qhandle_t selectCursor;
- qhandle_t sizeCursor;
-
- sfxHandle_t regenSound;
- sfxHandle_t protectSound;
- sfxHandle_t n_healthSound;
- sfxHandle_t hgrenb1aSound;
- sfxHandle_t hgrenb2aSound;
- sfxHandle_t wstbimplSound;
- sfxHandle_t wstbimpmSound;
- sfxHandle_t wstbimpdSound;
- sfxHandle_t wstbactvSound;
-
-} 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
- gametype_t gametype;
- int dmflags;
- int teamflags;
- int fraglimit;
- int capturelimit;
- int timelimit;
- int maxclients;
- char mapname[MAX_QPATH];
- char redTeam[MAX_QPATH];
- char blueTeam[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
- int redflag, blueflag; // flag status from configstrings
- int flagStatus;
-
- qboolean newHud;
-
- //
- // locally derived information from gamestate
- //
- qhandle_t gameModels[MAX_MODELS];
- sfxHandle_t gameSounds[MAX_SOUNDS];
-
- int numInlineModels;
- qhandle_t inlineDrawModel[MAX_MODELS];
- vec3_t inlineModelMidpoints[MAX_MODELS];
-
- clientInfo_t clientinfo[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;
-
- // orders
- int currentOrder;
- qboolean orderPending;
- int orderTime;
- int currentVoiceClient;
- int acceptOrderTime;
- int acceptTask;
- int acceptLeader;
- char acceptVoice[MAX_NAME_LENGTH];
-
- // media
- cgMedia_t media;
-
-} cgs_t;
-
-//==============================================================================
-
-extern cgs_t cgs;
-extern cg_t cg;
-extern centity_t cg_entities[MAX_GENTITIES];
-extern weaponInfo_t cg_weapons[MAX_WEAPONS];
-extern itemInfo_t cg_items[MAX_ITEMS];
-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_crosshairSize;
-extern vmCvar_t cg_crosshairHealth;
-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_railTrailTime;
-extern vmCvar_t cg_errorDecay;
-extern vmCvar_t cg_nopredict;
-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;
-#ifdef MISSIONPACK
-extern vmCvar_t cg_redTeamName;
-extern vmCvar_t cg_blueTeamName;
-extern vmCvar_t cg_currentSelectedPlayer;
-extern vmCvar_t cg_currentSelectedPlayerName;
-extern vmCvar_t cg_singlePlayer;
-extern vmCvar_t cg_enableDust;
-extern vmCvar_t cg_enableBreath;
-extern vmCvar_t cg_singlePlayerActive;
-extern vmCvar_t cg_recordSPDemo;
-extern vmCvar_t cg_recordSPDemoName;
-extern vmCvar_t cg_obeliskRespawnDelay;
-#endif
-
-//
-// cg_main.c
-//
-const char *CG_ConfigString( int index );
-const char *CG_Argv( int arg );
-
-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_RankRunFrame( void );
-void CG_SetScoreSelection(void *menu);
-score_t *CG_GetSelectedScore();
-void CG_BuildSpectatorString();
-
-
-//
-// cg_view.c
-//
-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_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_DrawString( float x, float y, const char *string,
- float charWidth, float charHeight, const float *modulate );
-
-
-void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
- qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars );
-void CG_DrawBigString( int x, int y, const char *s, float alpha );
-void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color );
-void CG_DrawSmallString( int x, int y, const char *s, float alpha );
-void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color );
-
-int CG_DrawStrlen( const char *str );
-
-float *CG_FadeColor( int startMsec, int totalMsec );
-float *CG_TeamColor( int team );
-void CG_TileClear( void );
-void CG_ColorForHealth( vec4_t hcolor );
-void CG_GetColorForHealth( int health, int armor, vec4_t hcolor );
-
-void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );
-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, cg_newDraw.c
-//
-extern int sortedTeamPlayers[TEAM_MAXOVERLAY];
-extern int numSortedTeamPlayers;
-extern int drawTeamOverlayModificationCount;
-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_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles );
-void CG_DrawActive( stereoFrame_t stereoView );
-void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D );
-void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team );
-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);
-void CG_SelectPrevPlayer();
-void CG_SelectNextPlayer();
-float CG_GetValue(int ownerDraw);
-qboolean CG_OwnerDrawVisible(int flags);
-void CG_RunMenuScript(char **args);
-void CG_ShowResponseHead();
-void CG_SetPrintString(int type, const char *p);
-void CG_InitTeamChat();
-void CG_GetTeamColor(vec4_t *color);
-const char *CG_GetGameStatusText();
-const char *CG_GetKillerText();
-void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles );
-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_CheckOrderPending();
-const char *CG_GameTypeString();
-qboolean CG_YourTeamHasFlag();
-qboolean CG_OtherTeamHasFlag();
-qhandle_t CG_StatusHandle(int task);
-
-
-
-//
-// cg_player.c
-//
-void CG_Player( centity_t *cent );
-void CG_ResetPlayerEntity( centity_t *cent );
-void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int team );
-void CG_NewClientInfo( int clientNum );
-sfxHandle_t CG_CustomSound( int clientNum, const char *soundName );
-
-//
-// cg_predict.c
-//
-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_PredictPlayerState( void );
-void CG_LoadDeferredPlayers( void );
-
-
-//
-// cg_events.c
-//
-void CG_CheckEvents( centity_t *cent );
-const char *CG_PlaceString( int rank );
-void CG_EntityEvent( centity_t *cent, vec3_t position );
-void CG_PainEvent( centity_t *cent, int health );
-
-
-//
-// cg_ents.c
-//
-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_RegisterWeapon( int weaponNum );
-void CG_RegisterItemVisuals( int itemNum );
-
-void CG_FireWeapon( centity_t *cent );
-void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType );
-void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum );
-void CG_ShotgunFire( entityState_t *es );
-void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum );
-
-void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end );
-void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi );
-void CG_AddViewWeapon (playerState_t *ps);
-void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team );
-void CG_DrawWeaponSelect( void );
-
-void CG_OutOfAmmoChange( void ); // should this be in pmove?
-
-//
-// 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 );
-#ifdef MISSIONPACK
-void CG_KamikazeEffect( vec3_t org );
-void CG_ObeliskExplode( vec3_t org, int entityNum );
-void CG_ObeliskPain( vec3_t org );
-void CG_InvulnerabilityImpact( vec3_t org, vec3_t angles );
-void CG_InvulnerabilityJuiced( vec3_t org );
-void CG_LightningBoltBeam( vec3_t start, vec3_t end );
-#endif
-void CG_ScorePlum( int client, vec3_t org, int score );
-
-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 );
-
-//
-// cg_snapshot.c
-//
-void CG_ProcessSnapshots( void );
-
-//
-// cg_info.c
-//
-void CG_LoadingString( const char *s );
-void CG_LoadingItem( int itemNum );
-void CG_LoadingClient( int clientNum );
-void CG_DrawInformation( void );
-
-//
-// cg_scoreboard.c
-//
-qboolean CG_DrawOldScoreboard( void );
-void CG_DrawOldTourneyScoreboard( 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_LoadVoiceChats( void );
-void CG_ShaderStateChanged(void);
-void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd );
-void CG_PlayBufferedVoiceChats( void );
-
-//
-// cg_playerstate.c
-//
-void CG_Respawn( void );
-void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
-void CG_CheckChangedPredictableEvents( playerState_t *ps );
-
-
-//===============================================
-
-//
-// 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 );
-int trap_FS_Seek( fileHandle_t f, long offset, int 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 );
-
-// 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 );
-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; // bk001201 - warning: useless keyword or type name in empty declaration
-
-
-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 );
-
-void CG_ClearParticles (void);
-void CG_AddParticles (void);
-void CG_ParticleSnow (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum);
-void CG_ParticleSmoke (qhandle_t pshader, centity_t *cent);
-void CG_AddParticleShrapnel (localEntity_t *le);
-void CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent);
-void CG_ParticleBulletDebris (vec3_t org, vec3_t vel, int duration);
-void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed);
-void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir);
-void CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha);
-void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd);
-extern qboolean initparticles;
-int CG_NewParticleArea ( int num );
-
-
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Quake III Arena source code 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. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +#include "../game/q_shared.h" +#include "tr_types.h" +#include "../game/bg_public.h" +#include "cg_public.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. + +#ifdef MISSIONPACK +#define CG_FONT_THRESHOLD 0.1 +#endif + +#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 STEP_TIME 200 +#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 + +#define TEAM_OVERLAY_MAXNAME_WIDTH 12 +#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16 + +#define DEFAULT_MODEL "sarge" +#ifdef MISSIONPACK +#define DEFAULT_TEAM_MODEL "james" +#define DEFAULT_TEAM_HEAD "*james" +#else +#define DEFAULT_TEAM_MODEL "sarge" +#define DEFAULT_TEAM_HEAD "sarge" +#endif + +#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_TOTAL +} footstep_t; + +typedef enum { + IMPACTSOUND_DEFAULT, + IMPACTSOUND_METAL, + IMPACTSOUND_FLESH +} impactSound_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; + + +typedef struct { + lerpFrame_t legs, torso, flag; + int painTime; + int painDirection; // flip from 0 to 1 + int lightningFiring; + + // railgun trail spawning + vec3_t railgunImpact; + qboolean railgunFlash; + + // machinegun spinning + float barrelAngle; + int barrelTime; + qboolean barrelSpinning; +} playerEntity_t; + +//================================================= + + + +// 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 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; +} 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_SPRITE_EXPLOSION, + LE_FRAGMENT, + LE_MOVE_SCALE_FADE, + LE_FALL_SCALE_FADE, + LE_FADE_RGB, + LE_SCALE_FADE, + LE_SCOREPLUM, +#ifdef MISSIONPACK + LE_KAMIKAZE, + LE_INVULIMPACT, + LE_INVULJUICED, + LE_SHOWREFENTITY +#endif +} 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 + LEF_SOUND1 = 0x0004, // sound 1 for kamikaze + LEF_SOUND2 = 0x0008 // sound 2 for kamikaze +} leFlag_t; + +typedef enum { + LEMT_NONE, + LEMT_BURN, + LEMT_BLOOD +} leMarkType_t; // fragment local entities can leave marks on walls + +typedef enum { + LEBS_NONE, + LEBS_BLOOD, + 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; +} localEntity_t; + +//====================================================================== + + +typedef struct { + int client; + int score; + int ping; + int time; + int scoreFlags; + int powerUps; + int accuracy; + int impressiveCount; + int excellentCount; + int guantletCount; + int defendCount; + int assistCount; + int captures; + qboolean perfect; + int team; +} 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 deferred; + + 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 + + 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 modelIcon; + + animation_t animations[MAX_TOTALANIMATIONS]; + + sfxHandle_t sounds[MAX_CUSTOM_SOUNDS]; +} clientInfo_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; + gitem_t *item; + + 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 + + float flashDlight; + vec3_t flashDlightColor; + sfxHandle_t flashSound[4]; // fast firing weapons randomly choose + + qhandle_t weaponIcon; + qhandle_t ammoIcon; + + qhandle_t ammoModel; + + qhandle_t missileModel; + sfxHandle_t missileSound; + void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi ); + float missileDlight; + vec3_t missileDlightColor; + int missileRenderfx; + + void (*ejectBrassFunc)( centity_t * ); + + float trailRadius; + float wiTrailTime; + + sfxHandle_t readySound; + sfxHandle_t firingSound; + qboolean loopFireSound; +} weaponInfo_t; + + +// each IT_* item has an associated itemInfo_t +// that constains media references necessary to present the +// item and its effects +typedef struct { + qboolean registered; + qhandle_t models[MAX_ITEM_MODELS]; + qhandle_t icon; +} itemInfo_t; + + +typedef struct { + int itemNum; +} powerupInfo_t; + + +#define MAX_SKULLTRAIL 10 + +typedef struct { + vec3_t positions[MAX_SKULLTRAIL]; + int numpositions; +} skulltrail_t; + + +#define MAX_REWARDSTACK 10 +#define MAX_SOUNDBUFFER 20 + +//====================================================================== + +// 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 + + // skull trails + skulltrail_t skulltrails[MAX_CLIENTS]; + + // 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; + + //qboolean cameraMode; // if rendering from a loaded camera + + + // development tool + refEntity_t testModelEntity; + char testModelName[MAX_QPATH]; + qboolean testGun; + +} 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 charsetProp; + qhandle_t charsetPropGlow; + qhandle_t charsetPropB; + qhandle_t whiteShader; + + qhandle_t redCubeModel; + qhandle_t blueCubeModel; + qhandle_t redCubeIcon; + qhandle_t blueCubeIcon; + qhandle_t redFlagModel; + qhandle_t blueFlagModel; + qhandle_t neutralFlagModel; + qhandle_t redFlagShader[3]; + qhandle_t blueFlagShader[3]; + qhandle_t flagShader[4]; + + qhandle_t flagPoleModel; + qhandle_t flagFlapModel; + + qhandle_t redFlagFlapSkin; + qhandle_t blueFlagFlapSkin; + qhandle_t neutralFlagFlapSkin; + + qhandle_t redFlagBaseModel; + qhandle_t blueFlagBaseModel; + qhandle_t neutralFlagBaseModel; + +#ifdef MISSIONPACK + qhandle_t overloadBaseModel; + qhandle_t overloadTargetModel; + qhandle_t overloadLightsModel; + qhandle_t overloadEnergyModel; + + qhandle_t harvesterModel; + qhandle_t harvesterRedSkin; + qhandle_t harvesterBlueSkin; + qhandle_t harvesterNeutralModel; +#endif + + qhandle_t armorModel; + qhandle_t armorIcon; + + qhandle_t teamStatusBar; + + 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 smoke2; + + qhandle_t machinegunBrassModel; + qhandle_t shotgunBrassModel; + + qhandle_t railRingsShader; + qhandle_t railCoreShader; + + qhandle_t lightningShader; + + qhandle_t friendShader; + + qhandle_t balloonShader; + qhandle_t connectionShader; + + qhandle_t selectShader; + qhandle_t viewBloodShader; + qhandle_t tracerShader; + qhandle_t crosshairShader[NUM_CROSSHAIRS]; + qhandle_t lagometerShader; + qhandle_t backTileShader; + qhandle_t noammoShader; + + qhandle_t smokePuffShader; + qhandle_t smokePuffRageProShader; + qhandle_t shotgunSmokePuffShader; + qhandle_t plasmaBallShader; + qhandle_t waterBubbleShader; + qhandle_t bloodTrailShader; +#ifdef MISSIONPACK + qhandle_t nailPuffShader; + qhandle_t blueProxMine; +#endif + + qhandle_t numberShaders[11]; + + qhandle_t shadowMarkShader; + + qhandle_t botSkillShaders[5]; + + // wall mark shaders + qhandle_t wakeMarkShader; + qhandle_t bloodMarkShader; + qhandle_t bulletMarkShader; + qhandle_t burnMarkShader; + qhandle_t holeMarkShader; + qhandle_t energyMarkShader; + + // powerup shaders + qhandle_t quadShader; + qhandle_t redQuadShader; + qhandle_t quadWeaponShader; + qhandle_t invisShader; + qhandle_t regenShader; + qhandle_t battleSuitShader; + qhandle_t battleWeaponShader; + qhandle_t hastePuffShader; + qhandle_t redKamikazeShader; + qhandle_t blueKamikazeShader; + + // weapon effect models + qhandle_t bulletFlashModel; + qhandle_t ringFlashModel; + qhandle_t dishFlashModel; + qhandle_t lightningExplosionModel; + + // weapon effect shaders + qhandle_t railExplosionShader; + qhandle_t plasmaExplosionShader; + qhandle_t bulletExplosionShader; + qhandle_t rocketExplosionShader; + qhandle_t grenadeExplosionShader; + qhandle_t bfgExplosionShader; + qhandle_t bloodExplosionShader; + + // special effects models + qhandle_t teleportEffectModel; + qhandle_t teleportEffectShader; +#ifdef MISSIONPACK + qhandle_t kamikazeEffectModel; + qhandle_t kamikazeShockWave; + qhandle_t kamikazeHeadModel; + qhandle_t kamikazeHeadTrail; + qhandle_t guardPowerupModel; + qhandle_t scoutPowerupModel; + qhandle_t doublerPowerupModel; + qhandle_t ammoRegenPowerupModel; + qhandle_t invulnerabilityImpactModel; + qhandle_t invulnerabilityJuicedModel; + qhandle_t medkitUsageModel; + qhandle_t dustPuffShader; + qhandle_t heartShader; +#endif + qhandle_t invulnerabilityPowerupModel; + + // scoreboard headers + qhandle_t scoreboardName; + qhandle_t scoreboardPing; + qhandle_t scoreboardScore; + qhandle_t scoreboardTime; + + // medals shown during gameplay + qhandle_t medalImpressive; + qhandle_t medalExcellent; + qhandle_t medalGauntlet; + qhandle_t medalDefend; + qhandle_t medalAssist; + qhandle_t medalCapture; + + // sounds + sfxHandle_t quadSound; + sfxHandle_t tracerSound; + sfxHandle_t selectSound; + sfxHandle_t useNothingSound; + sfxHandle_t wearOffSound; + sfxHandle_t footsteps[FOOTSTEP_TOTAL][4]; + sfxHandle_t sfx_lghit1; + sfxHandle_t sfx_lghit2; + sfxHandle_t sfx_lghit3; + sfxHandle_t sfx_ric1; + sfxHandle_t sfx_ric2; + sfxHandle_t sfx_ric3; + sfxHandle_t sfx_railg; + sfxHandle_t sfx_rockexp; + sfxHandle_t sfx_plasmaexp; +#ifdef MISSIONPACK + sfxHandle_t sfx_proxexp; + sfxHandle_t sfx_nghit; + sfxHandle_t sfx_nghitflesh; + sfxHandle_t sfx_nghitmetal; + sfxHandle_t sfx_chghit; + sfxHandle_t sfx_chghitflesh; + sfxHandle_t sfx_chghitmetal; + sfxHandle_t kamikazeExplodeSound; + sfxHandle_t kamikazeImplodeSound; + sfxHandle_t kamikazeFarSound; + sfxHandle_t useInvulnerabilitySound; + sfxHandle_t invulnerabilityImpactSound1; + sfxHandle_t invulnerabilityImpactSound2; + sfxHandle_t invulnerabilityImpactSound3; + sfxHandle_t invulnerabilityJuicedSound; + sfxHandle_t obeliskHitSound1; + sfxHandle_t obeliskHitSound2; + sfxHandle_t obeliskHitSound3; + sfxHandle_t obeliskRespawnSound; + sfxHandle_t winnerSound; + sfxHandle_t loserSound; + sfxHandle_t youSuckSound; +#endif + sfxHandle_t gibSound; + sfxHandle_t gibBounce1Sound; + sfxHandle_t gibBounce2Sound; + sfxHandle_t gibBounce3Sound; + 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 oneMinuteSound; + sfxHandle_t fiveMinuteSound; + sfxHandle_t suddenDeathSound; + + sfxHandle_t threeFragSound; + sfxHandle_t twoFragSound; + sfxHandle_t oneFragSound; + + sfxHandle_t hitSound; + sfxHandle_t hitSoundHighArmor; + sfxHandle_t hitSoundLowArmor; + sfxHandle_t hitTeamSound; + sfxHandle_t impressiveSound; + sfxHandle_t excellentSound; + sfxHandle_t deniedSound; + sfxHandle_t humiliationSound; + sfxHandle_t assistSound; + sfxHandle_t defendSound; + sfxHandle_t firstImpressiveSound; + sfxHandle_t firstExcellentSound; + sfxHandle_t firstHumiliationSound; + + sfxHandle_t takenLeadSound; + sfxHandle_t tiedLeadSound; + sfxHandle_t lostLeadSound; + + sfxHandle_t voteNow; + sfxHandle_t votePassed; + sfxHandle_t voteFailed; + + sfxHandle_t watrInSound; + sfxHandle_t watrOutSound; + sfxHandle_t watrUnSound; + + sfxHandle_t flightSound; + sfxHandle_t medkitSound; + + sfxHandle_t weaponHoverSound; + + // teamplay sounds + sfxHandle_t captureAwardSound; + sfxHandle_t redScoredSound; + sfxHandle_t blueScoredSound; + sfxHandle_t redLeadsSound; + sfxHandle_t blueLeadsSound; + sfxHandle_t teamsTiedSound; + + sfxHandle_t captureYourTeamSound; + sfxHandle_t captureOpponentSound; + sfxHandle_t returnYourTeamSound; + sfxHandle_t returnOpponentSound; + sfxHandle_t takenYourTeamSound; + sfxHandle_t takenOpponentSound; + + sfxHandle_t redFlagReturnedSound; + sfxHandle_t blueFlagReturnedSound; + sfxHandle_t neutralFlagReturnedSound; + sfxHandle_t enemyTookYourFlagSound; + sfxHandle_t enemyTookTheFlagSound; + sfxHandle_t yourTeamTookEnemyFlagSound; + sfxHandle_t yourTeamTookTheFlagSound; + sfxHandle_t youHaveFlagSound; + sfxHandle_t yourBaseIsUnderAttackSound; + sfxHandle_t holyShitSound; + + // tournament sounds + sfxHandle_t count3Sound; + sfxHandle_t count2Sound; + sfxHandle_t count1Sound; + sfxHandle_t countFightSound; + sfxHandle_t countPrepareSound; + +#ifdef MISSIONPACK + // new stuff + qhandle_t patrolShader; + qhandle_t assaultShader; + qhandle_t campShader; + qhandle_t followShader; + qhandle_t defendShader; + qhandle_t teamLeaderShader; + qhandle_t retrieveShader; + qhandle_t escortShader; + qhandle_t flagShaders[3]; + sfxHandle_t countPrepareTeamSound; + + sfxHandle_t ammoregenSound; + sfxHandle_t doublerSound; + sfxHandle_t guardSound; + sfxHandle_t scoutSound; +#endif + qhandle_t cursor; + qhandle_t selectCursor; + qhandle_t sizeCursor; + + sfxHandle_t regenSound; + sfxHandle_t protectSound; + sfxHandle_t n_healthSound; + sfxHandle_t hgrenb1aSound; + sfxHandle_t hgrenb2aSound; + sfxHandle_t wstbimplSound; + sfxHandle_t wstbimpmSound; + sfxHandle_t wstbimpdSound; + sfxHandle_t wstbactvSound; + +} 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 + gametype_t gametype; + int dmflags; + int teamflags; + int fraglimit; + int capturelimit; + int timelimit; + int maxclients; + char mapname[MAX_QPATH]; + char redTeam[MAX_QPATH]; + char blueTeam[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 + int redflag, blueflag; // flag status from configstrings + int flagStatus; + + qboolean newHud; + + // + // locally derived information from gamestate + // + qhandle_t gameModels[MAX_MODELS]; + sfxHandle_t gameSounds[MAX_SOUNDS]; + + int numInlineModels; + qhandle_t inlineDrawModel[MAX_MODELS]; + vec3_t inlineModelMidpoints[MAX_MODELS]; + + clientInfo_t clientinfo[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; + + // orders + int currentOrder; + qboolean orderPending; + int orderTime; + int currentVoiceClient; + int acceptOrderTime; + int acceptTask; + int acceptLeader; + char acceptVoice[MAX_NAME_LENGTH]; + + // media + cgMedia_t media; + +} cgs_t; + +//============================================================================== + +extern cgs_t cgs; +extern cg_t cg; +extern centity_t cg_entities[MAX_GENTITIES]; +extern weaponInfo_t cg_weapons[MAX_WEAPONS]; +extern itemInfo_t cg_items[MAX_ITEMS]; +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_crosshairSize; +extern vmCvar_t cg_crosshairHealth; +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_railTrailTime; +extern vmCvar_t cg_errorDecay; +extern vmCvar_t cg_nopredict; +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; +#ifdef MISSIONPACK +extern vmCvar_t cg_redTeamName; +extern vmCvar_t cg_blueTeamName; +extern vmCvar_t cg_currentSelectedPlayer; +extern vmCvar_t cg_currentSelectedPlayerName; +extern vmCvar_t cg_singlePlayer; +extern vmCvar_t cg_enableDust; +extern vmCvar_t cg_enableBreath; +extern vmCvar_t cg_singlePlayerActive; +extern vmCvar_t cg_recordSPDemo; +extern vmCvar_t cg_recordSPDemoName; +extern vmCvar_t cg_obeliskRespawnDelay; +#endif + +// +// cg_main.c +// +const char *CG_ConfigString( int index ); +const char *CG_Argv( int arg ); + +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_RankRunFrame( void ); +void CG_SetScoreSelection(void *menu); +score_t *CG_GetSelectedScore(); +void CG_BuildSpectatorString(); + + +// +// cg_view.c +// +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_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_DrawString( float x, float y, const char *string, + float charWidth, float charHeight, const float *modulate ); + + +void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, + qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ); +void CG_DrawBigString( int x, int y, const char *s, float alpha ); +void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ); +void CG_DrawSmallString( int x, int y, const char *s, float alpha ); +void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ); + +int CG_DrawStrlen( const char *str ); + +float *CG_FadeColor( int startMsec, int totalMsec ); +float *CG_TeamColor( int team ); +void CG_TileClear( void ); +void CG_ColorForHealth( vec4_t hcolor ); +void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ); + +void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ); +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, cg_newDraw.c +// +extern int sortedTeamPlayers[TEAM_MAXOVERLAY]; +extern int numSortedTeamPlayers; +extern int drawTeamOverlayModificationCount; +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_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles ); +void CG_DrawActive( stereoFrame_t stereoView ); +void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D ); +void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team ); +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); +void CG_SelectPrevPlayer(); +void CG_SelectNextPlayer(); +float CG_GetValue(int ownerDraw); +qboolean CG_OwnerDrawVisible(int flags); +void CG_RunMenuScript(char **args); +void CG_ShowResponseHead(); +void CG_SetPrintString(int type, const char *p); +void CG_InitTeamChat(); +void CG_GetTeamColor(vec4_t *color); +const char *CG_GetGameStatusText(); +const char *CG_GetKillerText(); +void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ); +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_CheckOrderPending(); +const char *CG_GameTypeString(); +qboolean CG_YourTeamHasFlag(); +qboolean CG_OtherTeamHasFlag(); +qhandle_t CG_StatusHandle(int task); + + + +// +// cg_player.c +// +void CG_Player( centity_t *cent ); +void CG_ResetPlayerEntity( centity_t *cent ); +void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int team ); +void CG_NewClientInfo( int clientNum ); +sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ); + +// +// cg_predict.c +// +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_PredictPlayerState( void ); +void CG_LoadDeferredPlayers( void ); + + +// +// cg_events.c +// +void CG_CheckEvents( centity_t *cent ); +const char *CG_PlaceString( int rank ); +void CG_EntityEvent( centity_t *cent, vec3_t position ); +void CG_PainEvent( centity_t *cent, int health ); + + +// +// cg_ents.c +// +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_RegisterWeapon( int weaponNum ); +void CG_RegisterItemVisuals( int itemNum ); + +void CG_FireWeapon( centity_t *cent ); +void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType ); +void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum ); +void CG_ShotgunFire( entityState_t *es ); +void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); + +void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end ); +void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ); +void CG_AddViewWeapon (playerState_t *ps); +void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team ); +void CG_DrawWeaponSelect( void ); + +void CG_OutOfAmmoChange( void ); // should this be in pmove? + +// +// 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 ); +#ifdef MISSIONPACK +void CG_KamikazeEffect( vec3_t org ); +void CG_ObeliskExplode( vec3_t org, int entityNum ); +void CG_ObeliskPain( vec3_t org ); +void CG_InvulnerabilityImpact( vec3_t org, vec3_t angles ); +void CG_InvulnerabilityJuiced( vec3_t org ); +void CG_LightningBoltBeam( vec3_t start, vec3_t end ); +#endif +void CG_ScorePlum( int client, vec3_t org, int score ); + +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 ); + +// +// cg_snapshot.c +// +void CG_ProcessSnapshots( void ); + +// +// cg_info.c +// +void CG_LoadingString( const char *s ); +void CG_LoadingItem( int itemNum ); +void CG_LoadingClient( int clientNum ); +void CG_DrawInformation( void ); + +// +// cg_scoreboard.c +// +qboolean CG_DrawOldScoreboard( void ); +void CG_DrawOldTourneyScoreboard( 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_LoadVoiceChats( void ); +void CG_ShaderStateChanged(void); +void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd ); +void CG_PlayBufferedVoiceChats( void ); + +// +// cg_playerstate.c +// +void CG_Respawn( void ); +void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ); +void CG_CheckChangedPredictableEvents( playerState_t *ps ); + + +//=============================================== + +// +// 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 ); +int trap_FS_Seek( fileHandle_t f, long offset, int 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 ); + +// 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 ); +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; // bk001201 - warning: useless keyword or type name in empty declaration + + +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 ); + +void CG_ClearParticles (void); +void CG_AddParticles (void); +void CG_ParticleSnow (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum); +void CG_ParticleSmoke (qhandle_t pshader, centity_t *cent); +void CG_AddParticleShrapnel (localEntity_t *le); +void CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent); +void CG_ParticleBulletDebris (vec3_t org, vec3_t vel, int duration); +void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed); +void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir); +void CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha); +void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd); +extern qboolean initparticles; +int CG_NewParticleArea ( int num ); + + |