1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
|
/*
===========================================================================
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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// bg_public.h -- definitions shared by both the server game and client game modules
// because games can change separately from the main system version, we need a
// second version that must match between game and cgame
#define GAME_VERSION "baseq3-1"
#define DEFAULT_GRAVITY 800
#define GIB_HEALTH -40
#define ARMOR_PROTECTION 0.66
#define MAX_ITEMS 256
#define RANK_TIED_FLAG 0x4000
#define DEFAULT_SHOTGUN_SPREAD 700
#define DEFAULT_SHOTGUN_COUNT 11
#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection
#define LIGHTNING_RANGE 768
#define SCORE_NOT_PRESENT -9999 // for the CS_SCORES[12] when only one player is present
#define VOTE_TIME 30000 // 30 seconds before vote times out
#define MINS_Z -24
#define DEFAULT_VIEWHEIGHT 26
#define CROUCH_VIEWHEIGHT 12
#define DEAD_VIEWHEIGHT -16
//
// config strings are a general means of communicating variable length strings
// from the server to all connected clients.
//
// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
#define CS_MUSIC 2
#define CS_MESSAGE 3 // from the map worldspawn's message field
#define CS_MOTD 4 // g_motd string for server message of the day
#define CS_WARMUP 5 // server time when the match will be restarted
#define CS_SCORES1 6
#define CS_SCORES2 7
#define CS_VOTE_TIME 8
#define CS_VOTE_STRING 9
#define CS_VOTE_YES 10
#define CS_VOTE_NO 11
#define CS_TEAMVOTE_TIME 12
#define CS_TEAMVOTE_STRING 14
#define CS_TEAMVOTE_YES 16
#define CS_TEAMVOTE_NO 18
#define CS_GAME_VERSION 20
#define CS_LEVEL_START_TIME 21 // so the timer only shows the current level
#define CS_INTERMISSION 22 // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
#define CS_FLAGSTATUS 23 // string indicating flag status in CTF
#define CS_SHADERSTATE 24
#define CS_BOTINFO 25
#define CS_ITEMS 27 // string of 0's and 1's that tell which items are present
#define CS_MODELS 32
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
#define CS_LOCATIONS (CS_PLAYERS+MAX_CLIENTS)
#define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS)
#define CS_MAX (CS_PARTICLES+MAX_LOCATIONS)
#if (CS_MAX) > MAX_CONFIGSTRINGS
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
#endif
typedef enum {
GT_FFA, // free for all
GT_TOURNAMENT, // one on one tournament
GT_SINGLE_PLAYER, // single player ffa
//-- team games go after this --
GT_TEAM, // team deathmatch
GT_CTF, // capture the flag
GT_1FCTF,
GT_OBELISK,
GT_HARVESTER,
GT_MAX_GAME_TYPE
} gametype_t;
typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;
/*
===================================================================================
PMOVE MODULE
The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
and some other output data. Used for local prediction on the client game and true
movement on the server game.
===================================================================================
*/
typedef enum {
PM_NORMAL, // can accelerate and turn
PM_NOCLIP, // noclip movement
PM_SPECTATOR, // still run into walls
PM_DEAD, // no acceleration or turning, but free falling
PM_FREEZE, // stuck in place with no control
PM_INTERMISSION, // no movement or status bar
PM_SPINTERMISSION // no movement or status bar
} pmtype_t;
typedef enum {
WEAPON_READY,
WEAPON_RAISING,
WEAPON_DROPPING,
WEAPON_FIRING
} weaponstate_t;
// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_BACKWARDS_JUMP 8 // go into backwards land
#define PMF_BACKWARDS_RUN 16 // coast down to backwards run
#define PMF_TIME_LAND 32 // pm_time is time before rejump
#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time
#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump
#define PMF_RESPAWNED 512 // clear after attack and jump buttons come up
#define PMF_USE_ITEM_HELD 1024
#define PMF_GRAPPLE_PULL 2048 // pull towards grapple location
#define PMF_FOLLOW 4096 // spectate following another player
#define PMF_SCOREBOARD 8192 // spectate as a scoreboard
#define PMF_INVULEXPAND 16384 // invulnerability sphere set to full size
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
#define MAXTOUCH 32
typedef struct {
// state (in / out)
playerState_t *ps;
// command (in)
usercmd_t cmd;
int tracemask; // collide against these types of surfaces
int debugLevel; // if set, diagnostic output will be printed
qboolean noFootsteps; // if the game is setup for no footsteps by the server
qboolean gauntletHit; // true if a gauntlet attack would actually hit something
int framecount;
// results (out)
int numtouch;
int touchents[MAXTOUCH];
vec3_t mins, maxs; // bounding box size
int watertype;
int waterlevel;
float xyspeed;
// for fixed msec Pmove
int pmove_fixed;
int pmove_msec;
// callbacks to test the world
// these will be different functions during game and cgame
void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );
int (*pointcontents)( const vec3_t point, int passEntityNum );
} pmove_t;
// if a full pmove isn't done on the client, you can just update the angles
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
void Pmove (pmove_t *pmove);
//===================================================================================
// player_state->stats[] indexes
// NOTE: may not have more than 16
typedef enum {
STAT_HEALTH,
STAT_HOLDABLE_ITEM,
#ifdef MISSIONPACK
STAT_PERSISTANT_POWERUP,
#endif
STAT_WEAPONS, // 16 bit fields
STAT_ARMOR,
STAT_DEAD_YAW, // look this direction when dead (FIXME: get rid of?)
STAT_CLIENTS_READY, // bit mask of clients wishing to exit the intermission (FIXME: configstring?)
STAT_MAX_HEALTH // health / armor limit, changable by handicap
} statIndex_t;
// player_state->persistant[] indexes
// these fields are the only part of player_state that isn't
// cleared on respawn
// NOTE: may not have more than 16
typedef enum {
PERS_SCORE, // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
PERS_HITS, // total points damage inflicted so damage beeps can sound on change
PERS_RANK, // player rank or team rank
PERS_TEAM, // player team
PERS_SPAWN_COUNT, // incremented every respawn
PERS_PLAYEREVENTS, // 16 bits that can be flipped for events
PERS_ATTACKER, // clientnum of last damage inflicter
PERS_ATTACKEE_ARMOR, // health/armor of last person we attacked
PERS_KILLED, // count of the number of times you died
// player awards tracking
PERS_IMPRESSIVE_COUNT, // two railgun hits in a row
PERS_EXCELLENT_COUNT, // two successive kills in a short amount of time
PERS_DEFEND_COUNT, // defend awards
PERS_ASSIST_COUNT, // assist awards
PERS_GAUNTLET_FRAG_COUNT, // kills with the guantlet
PERS_CAPTURES // captures
} persEnum_t;
// entityState_t->eFlags
#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
#ifdef MISSIONPACK
#define EF_TICKING 0x00000002 // used to make players play the prox mine ticking sound
#endif
#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
#define EF_AWARD_EXCELLENT 0x00000008 // draw an excellent sprite
#define EF_PLAYER_EVENT 0x00000010
#define EF_BOUNCE 0x00000010 // for missiles
#define EF_BOUNCE_HALF 0x00000020 // for missiles
#define EF_AWARD_GAUNTLET 0x00000040 // draw a gauntlet sprite
#define EF_NODRAW 0x00000080 // may have an event, but no model (unspawned items)
#define EF_FIRING 0x00000100 // for lightning gun
#define EF_KAMIKAZE 0x00000200
#define EF_MOVER_STOP 0x00000400 // will push otherwise
#define EF_AWARD_CAP 0x00000800 // draw the capture sprite
#define EF_TALK 0x00001000 // draw a talk balloon
#define EF_CONNECTION 0x00002000 // draw a connection trouble sprite
#define EF_VOTED 0x00004000 // already cast a vote
#define EF_AWARD_IMPRESSIVE 0x00008000 // draw an impressive sprite
#define EF_AWARD_DEFEND 0x00010000 // draw a defend sprite
#define EF_AWARD_ASSIST 0x00020000 // draw a assist sprite
#define EF_AWARD_DENIED 0x00040000 // denied
#define EF_TEAMVOTED 0x00080000 // already cast a team vote
// NOTE: may not have more than 16
typedef enum {
PW_NONE,
PW_QUAD,
PW_BATTLESUIT,
PW_HASTE,
PW_INVIS,
PW_REGEN,
PW_FLIGHT,
PW_REDFLAG,
PW_BLUEFLAG,
PW_NEUTRALFLAG,
PW_SCOUT,
PW_GUARD,
PW_DOUBLER,
PW_AMMOREGEN,
PW_INVULNERABILITY,
PW_NUM_POWERUPS
} powerup_t;
typedef enum {
HI_NONE,
HI_TELEPORTER,
HI_MEDKIT,
HI_KAMIKAZE,
HI_PORTAL,
HI_INVULNERABILITY,
HI_NUM_HOLDABLE
} holdable_t;
typedef enum {
WP_NONE,
WP_GAUNTLET,
WP_MACHINEGUN,
WP_SHOTGUN,
WP_GRENADE_LAUNCHER,
WP_ROCKET_LAUNCHER,
WP_LIGHTNING,
WP_RAILGUN,
WP_PLASMAGUN,
WP_BFG,
WP_GRAPPLING_HOOK,
#ifdef MISSIONPACK
WP_NAILGUN,
WP_PROX_LAUNCHER,
WP_CHAINGUN,
#endif
WP_NUM_WEAPONS
} weapon_t;
// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
#define PLAYEREVENT_DENIEDREWARD 0x0001
#define PLAYEREVENT_GAUNTLETREWARD 0x0002
#define PLAYEREVENT_HOLYSHIT 0x0004
// entityState_t->event values
// entity events are for effects that take place reletive
// to an existing entities origin. Very network efficient.
// two bits at the top of the entityState->event field
// will be incremented with each change in the event so
// that an identical event started twice in a row can
// be distinguished. And off the value with ~EV_EVENT_BITS
// to retrieve the actual event number
#define EV_EVENT_BIT1 0x00000100
#define EV_EVENT_BIT2 0x00000200
#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2)
#define EVENT_VALID_MSEC 300
typedef enum {
EV_NONE,
EV_FOOTSTEP,
EV_FOOTSTEP_METAL,
EV_FOOTSPLASH,
EV_FOOTWADE,
EV_SWIM,
EV_STEP_4,
EV_STEP_8,
EV_STEP_12,
EV_STEP_16,
EV_FALL_SHORT,
EV_FALL_MEDIUM,
EV_FALL_FAR,
EV_JUMP_PAD, // boing sound at origin, jump sound on player
EV_JUMP,
EV_WATER_TOUCH, // foot touches
EV_WATER_LEAVE, // foot leaves
EV_WATER_UNDER, // head touches
EV_WATER_CLEAR, // head leaves
EV_ITEM_PICKUP, // normal item pickups are predictable
EV_GLOBAL_ITEM_PICKUP, // powerup / team sounds are broadcast to everyone
EV_NOAMMO,
EV_CHANGE_WEAPON,
EV_FIRE_WEAPON,
EV_USE_ITEM0,
EV_USE_ITEM1,
EV_USE_ITEM2,
EV_USE_ITEM3,
EV_USE_ITEM4,
EV_USE_ITEM5,
EV_USE_ITEM6,
EV_USE_ITEM7,
EV_USE_ITEM8,
EV_USE_ITEM9,
EV_USE_ITEM10,
EV_USE_ITEM11,
EV_USE_ITEM12,
EV_USE_ITEM13,
EV_USE_ITEM14,
EV_USE_ITEM15,
EV_ITEM_RESPAWN,
EV_ITEM_POP,
EV_PLAYER_TELEPORT_IN,
EV_PLAYER_TELEPORT_OUT,
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
EV_GENERAL_SOUND,
EV_GLOBAL_SOUND, // no attenuation
EV_GLOBAL_TEAM_SOUND,
EV_BULLET_HIT_FLESH,
EV_BULLET_HIT_WALL,
EV_MISSILE_HIT,
EV_MISSILE_MISS,
EV_MISSILE_MISS_METAL,
EV_RAILTRAIL,
EV_SHOTGUN,
EV_BULLET, // otherEntity is the shooter
EV_PAIN,
EV_DEATH1,
EV_DEATH2,
EV_DEATH3,
EV_OBITUARY,
EV_POWERUP_QUAD,
EV_POWERUP_BATTLESUIT,
EV_POWERUP_REGEN,
EV_GIB_PLAYER, // gib a previously living player
EV_SCOREPLUM, // score plum
//#ifdef MISSIONPACK
EV_PROXIMITY_MINE_STICK,
EV_PROXIMITY_MINE_TRIGGER,
EV_KAMIKAZE, // kamikaze explodes
EV_OBELISKEXPLODE, // obelisk explodes
EV_OBELISKPAIN, // obelisk is in pain
EV_INVUL_IMPACT, // invulnerability sphere impact
EV_JUICED, // invulnerability juiced effect
EV_LIGHTNINGBOLT, // lightning bolt bounced of invulnerability sphere
//#endif
EV_DEBUG_LINE,
EV_STOPLOOPINGSOUND,
EV_TAUNT,
EV_TAUNT_YES,
EV_TAUNT_NO,
EV_TAUNT_FOLLOWME,
EV_TAUNT_GETFLAG,
EV_TAUNT_GUARDBASE,
EV_TAUNT_PATROL
} entity_event_t;
typedef enum {
GTS_RED_CAPTURE,
GTS_BLUE_CAPTURE,
GTS_RED_RETURN,
GTS_BLUE_RETURN,
GTS_RED_TAKEN,
GTS_BLUE_TAKEN,
GTS_REDOBELISK_ATTACKED,
GTS_BLUEOBELISK_ATTACKED,
GTS_REDTEAM_SCORED,
GTS_BLUETEAM_SCORED,
GTS_REDTEAM_TOOK_LEAD,
GTS_BLUETEAM_TOOK_LEAD,
GTS_TEAMS_ARE_TIED,
GTS_KAMIKAZE
} global_team_sound_t;
// animations
typedef enum {
BOTH_DEATH1,
BOTH_DEAD1,
BOTH_DEATH2,
BOTH_DEAD2,
BOTH_DEATH3,
BOTH_DEAD3,
TORSO_GESTURE,
TORSO_ATTACK,
TORSO_ATTACK2,
TORSO_DROP,
TORSO_RAISE,
TORSO_STAND,
TORSO_STAND2,
LEGS_WALKCR,
LEGS_WALK,
LEGS_RUN,
LEGS_BACK,
LEGS_SWIM,
LEGS_JUMP,
LEGS_LAND,
LEGS_JUMPB,
LEGS_LANDB,
LEGS_IDLE,
LEGS_IDLECR,
LEGS_TURN,
TORSO_GETFLAG,
TORSO_GUARDBASE,
TORSO_PATROL,
TORSO_FOLLOWME,
TORSO_AFFIRMATIVE,
TORSO_NEGATIVE,
MAX_ANIMATIONS,
LEGS_BACKCR,
LEGS_BACKWALK,
FLAG_RUN,
FLAG_STAND,
FLAG_STAND2RUN,
MAX_TOTALANIMATIONS
} animNumber_t;
typedef struct animation_s {
int firstFrame;
int numFrames;
int loopFrames; // 0 to numFrames
int frameLerp; // msec between frames
int initialLerp; // msec to get to first frame
int reversed; // true if animation is reversed
int flipflop; // true if animation should flipflop back to base
} animation_t;
// flip the togglebit every time an animation
// changes so a restart of the same anim can be detected
#define ANIM_TOGGLEBIT 128
typedef enum {
TEAM_FREE,
TEAM_RED,
TEAM_BLUE,
TEAM_SPECTATOR,
TEAM_NUM_TEAMS
} team_t;
// Time between location updates
#define TEAM_LOCATION_UPDATE_TIME 1000
// How many players on the overlay
#define TEAM_MAXOVERLAY 32
//team task
typedef enum {
TEAMTASK_NONE,
TEAMTASK_OFFENSE,
TEAMTASK_DEFENSE,
TEAMTASK_PATROL,
TEAMTASK_FOLLOW,
TEAMTASK_RETRIEVE,
TEAMTASK_ESCORT,
TEAMTASK_CAMP
} teamtask_t;
// means of death
typedef enum {
MOD_UNKNOWN,
MOD_SHOTGUN,
MOD_GAUNTLET,
MOD_MACHINEGUN,
MOD_GRENADE,
MOD_GRENADE_SPLASH,
MOD_ROCKET,
MOD_ROCKET_SPLASH,
MOD_PLASMA,
MOD_PLASMA_SPLASH,
MOD_RAILGUN,
MOD_LIGHTNING,
MOD_BFG,
MOD_BFG_SPLASH,
MOD_WATER,
MOD_SLIME,
MOD_LAVA,
MOD_CRUSH,
MOD_TELEFRAG,
MOD_FALLING,
MOD_SUICIDE,
MOD_TARGET_LASER,
MOD_TRIGGER_HURT,
#ifdef MISSIONPACK
MOD_NAIL,
MOD_CHAINGUN,
MOD_PROXIMITY_MINE,
MOD_KAMIKAZE,
MOD_JUICED,
#endif
MOD_GRAPPLE
} meansOfDeath_t;
//---------------------------------------------------------
// gitem_t->type
typedef enum {
IT_BAD,
IT_WEAPON, // EFX: rotate + upscale + minlight
IT_AMMO, // EFX: rotate
IT_ARMOR, // EFX: rotate + minlight
IT_HEALTH, // EFX: static external sphere + rotating internal
IT_POWERUP, // instant on, timer based
// EFX: rotate + external ring that rotates
IT_HOLDABLE, // single use, holdable item
// EFX: rotate + bob
IT_PERSISTANT_POWERUP,
IT_TEAM
} itemType_t;
#define MAX_ITEM_MODELS 4
typedef struct gitem_s {
char *classname; // spawning name
char *pickup_sound;
char *world_model[MAX_ITEM_MODELS];
char *icon;
char *pickup_name; // for printing on pickup
int quantity; // for ammo how much, or duration of powerup
itemType_t giType; // IT_* flags
int giTag;
char *precaches; // string of all models and images this item will use
char *sounds; // string of all sounds this item will use
} gitem_t;
// included in both the game dll and the client
extern gitem_t bg_itemlist[];
extern int bg_numItems;
gitem_t *BG_FindItem( const char *pickupName );
gitem_t *BG_FindItemForWeapon( weapon_t weapon );
gitem_t *BG_FindItemForPowerup( powerup_t pw );
gitem_t *BG_FindItemForHoldable( holdable_t pw );
#define ITEM_INDEX(x) ((x)-bg_itemlist)
qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
// g_dmflags->integer flags
#define DF_NO_FALLING 8
#define DF_FIXED_FOV 16
#define DF_NO_FOOTSTEPS 32
// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE)
//
// entityState_t->eType
//
typedef enum {
ET_GENERAL,
ET_PLAYER,
ET_ITEM,
ET_MISSILE,
ET_MOVER,
ET_BEAM,
ET_PORTAL,
ET_SPEAKER,
ET_PUSH_TRIGGER,
ET_TELEPORT_TRIGGER,
ET_INVISIBLE,
ET_GRAPPLE, // grapple hooked on wall
ET_TEAM,
ET_EVENTS // any of the EV_* events can be added freestanding
// by setting eType to ET_EVENTS + eventNum
// this avoids having to set eFlags and eventNum
} entityType_t;
void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result );
void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result );
void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap );
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
#define ARENAS_PER_TIER 4
#define MAX_ARENAS 1024
#define MAX_ARENAS_TEXT 8192
#define MAX_BOTS 1024
#define MAX_BOTS_TEXT 8192
// Kamikaze
// 1st shockwave times
#define KAMI_SHOCKWAVE_STARTTIME 0
#define KAMI_SHOCKWAVEFADE_STARTTIME 1500
#define KAMI_SHOCKWAVE_ENDTIME 2000
// explosion/implosion times
#define KAMI_EXPLODE_STARTTIME 250
#define KAMI_IMPLODE_STARTTIME 2000
#define KAMI_IMPLODE_ENDTIME 2250
// 2nd shockwave times
#define KAMI_SHOCKWAVE2_STARTTIME 2000
#define KAMI_SHOCKWAVE2FADE_STARTTIME 2500
#define KAMI_SHOCKWAVE2_ENDTIME 3000
// radius of the models without scaling
#define KAMI_SHOCKWAVEMODEL_RADIUS 88
#define KAMI_BOOMSPHEREMODEL_RADIUS 72
// maximum radius of the models during the effect
#define KAMI_SHOCKWAVE_MAXRADIUS 1320
#define KAMI_BOOMSPHERE_MAXRADIUS 720
#define KAMI_SHOCKWAVE2_MAXRADIUS 704
|