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- /*
- Copyright (C) 1997-2001 Id Software, Inc.
- This program 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.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
- See the GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
- // q_shared.h -- included first by ALL program modules
- #ifdef _WIN32
- // unknown pragmas are SUPPOSED to be ignored, but....
- #pragma warning(disable : 4244) // MIPS
- #pragma warning(disable : 4136) // X86
- #pragma warning(disable : 4051) // ALPHA
- #pragma warning(disable : 4018) // signed/unsigned mismatch
- #pragma warning(disable : 4305) // truncation from const double to float
- #endif
- #include <assert.h>
- #include <math.h>
- #include <stdio.h>
- #include <stdarg.h>
- #include <string.h>
- #include <stdlib.h>
- #include <time.h>
- #if (defined _M_IX86 || defined __i386__) && !defined C_ONLY && !defined __sun__
- #define id386 1
- #else
- #define id386 0
- #endif
- #if defined _M_ALPHA && !defined C_ONLY
- #define idaxp 1
- #else
- #define idaxp 0
- #endif
- typedef unsigned char byte;
- typedef enum {false, true} qboolean;
- #ifndef NULL
- #define NULL ((void *)0)
- #endif
- // angle indexes
- #define PITCH 0 // up / down
- #define YAW 1 // left / right
- #define ROLL 2 // fall over
- #define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
- #define MAX_STRING_TOKENS 80 // max tokens resulting from Cmd_TokenizeString
- #define MAX_TOKEN_CHARS 128 // max length of an individual token
- #define MAX_QPATH 64 // max length of a quake game pathname
- #define MAX_OSPATH 128 // max length of a filesystem pathname
- //
- // per-level limits
- //
- #define MAX_CLIENTS 256 // absolute limit
- #define MAX_EDICTS 1024 // must change protocol to increase more
- #define MAX_LIGHTSTYLES 256
- #define MAX_MODELS 256 // these are sent over the net as bytes
- #define MAX_SOUNDS 256 // so they cannot be blindly increased
- #define MAX_IMAGES 256
- #define MAX_ITEMS 256
- #define MAX_GENERAL (MAX_CLIENTS*2) // general config strings
- // game print flags
- #define PRINT_LOW 0 // pickup messages
- #define PRINT_MEDIUM 1 // death messages
- #define PRINT_HIGH 2 // critical messages
- #define PRINT_CHAT 3 // chat messages
- #define ERR_FATAL 0 // exit the entire game with a popup window
- #define ERR_DROP 1 // print to console and disconnect from game
- #define ERR_DISCONNECT 2 // don't kill server
- #define PRINT_ALL 0
- #define PRINT_DEVELOPER 1 // only print when "developer 1"
- #define PRINT_ALERT 2
- // destination class for gi.multicast()
- typedef enum
- {
- MULTICAST_ALL,
- MULTICAST_PHS,
- MULTICAST_PVS,
- MULTICAST_ALL_R,
- MULTICAST_PHS_R,
- MULTICAST_PVS_R
- } multicast_t;
- /*
- ==============================================================
- MATHLIB
- ==============================================================
- */
- typedef float vec_t;
- typedef vec_t vec3_t[3];
- typedef vec_t vec5_t[5];
- typedef int fixed4_t;
- typedef int fixed8_t;
- typedef int fixed16_t;
- #ifndef M_PI
- #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
- #endif
- struct cplane_s;
- extern vec3_t vec3_origin;
- #define nanmask (255<<23)
- #define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
- // microsoft's fabs seems to be ungodly slow...
- //float Q_fabs (float f);
- //#define fabs(f) Q_fabs(f)
- #if !defined C_ONLY && !defined __linux__ && !defined __sgi
- extern long Q_ftol( float f );
- #else
- #define Q_ftol( f ) ( long ) (f)
- #endif
- #define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
- #define VectorSubtract(a,b,c) (c[0]=a[0]-b[0],c[1]=a[1]-b[1],c[2]=a[2]-b[2])
- #define VectorAdd(a,b,c) (c[0]=a[0]+b[0],c[1]=a[1]+b[1],c[2]=a[2]+b[2])
- #define VectorCopy(a,b) (b[0]=a[0],b[1]=a[1],b[2]=a[2])
- #define VectorClear(a) (a[0]=a[1]=a[2]=0)
- #define VectorNegate(a,b) (b[0]=-a[0],b[1]=-a[1],b[2]=-a[2])
- #define VectorSet(v, x, y, z) (v[0]=(x), v[1]=(y), v[2]=(z))
- void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
- // just in case you do't want to use the macros
- vec_t _DotProduct (vec3_t v1, vec3_t v2);
- void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
- void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
- void _VectorCopy (vec3_t in, vec3_t out);
- void ClearBounds (vec3_t mins, vec3_t maxs);
- void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
- int VectorCompare (vec3_t v1, vec3_t v2);
- vec_t VectorLength (vec3_t v);
- void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
- vec_t VectorNormalize (vec3_t v); // returns vector length
- vec_t VectorNormalize2 (vec3_t v, vec3_t out);
- void VectorInverse (vec3_t v);
- void VectorScale (vec3_t in, vec_t scale, vec3_t out);
- int Q_log2(int val);
- void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
- void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
- void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
- int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
- float anglemod(float a);
- float LerpAngle (float a1, float a2, float frac);
- #define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
- (((p)->type < 3)? \
- ( \
- ((p)->dist <= (emins)[(p)->type])? \
- 1 \
- : \
- ( \
- ((p)->dist >= (emaxs)[(p)->type])?\
- 2 \
- : \
- 3 \
- ) \
- ) \
- : \
- BoxOnPlaneSide( (emins), (emaxs), (p)))
- void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
- void PerpendicularVector( vec3_t dst, const vec3_t src );
- void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
- //=============================================
- char *COM_SkipPath (char *pathname);
- void COM_StripExtension (char *in, char *out);
- void COM_FileBase (char *in, char *out);
- void COM_FilePath (char *in, char *out);
- void COM_DefaultExtension (char *path, char *extension);
- char *COM_Parse (char **data_p);
- // data is an in/out parm, returns a parsed out token
- void Com_sprintf (char *dest, int size, char *fmt, ...);
- void Com_PageInMemory (byte *buffer, int size);
- //=============================================
- // portable case insensitive compare
- int Q_stricmp (char *s1, char *s2);
- int Q_strcasecmp (char *s1, char *s2);
- int Q_strncasecmp (char *s1, char *s2, int n);
- //=============================================
- short BigShort(short l);
- short LittleShort(short l);
- int BigLong (int l);
- int LittleLong (int l);
- float BigFloat (float l);
- float LittleFloat (float l);
- void Swap_Init (void);
- char *va(char *format, ...);
- //=============================================
- //
- // key / value info strings
- //
- #define MAX_INFO_KEY 64
- #define MAX_INFO_VALUE 64
- #define MAX_INFO_STRING 512
- char *Info_ValueForKey (char *s, char *key);
- void Info_RemoveKey (char *s, char *key);
- void Info_SetValueForKey (char *s, char *key, char *value);
- qboolean Info_Validate (char *s);
- /*
- ==============================================================
- SYSTEM SPECIFIC
- ==============================================================
- */
- extern int curtime; // time returned by last Sys_Milliseconds
- int Sys_Milliseconds (void);
- void Sys_Mkdir (char *path);
- // large block stack allocation routines
- void *Hunk_Begin (int maxsize);
- void *Hunk_Alloc (int size);
- void Hunk_Free (void *buf);
- int Hunk_End (void);
- // directory searching
- #define SFF_ARCH 0x01
- #define SFF_HIDDEN 0x02
- #define SFF_RDONLY 0x04
- #define SFF_SUBDIR 0x08
- #define SFF_SYSTEM 0x10
- /*
- ** pass in an attribute mask of things you wish to REJECT
- */
- char *Sys_FindFirst (char *path, unsigned musthave, unsigned canthave );
- char *Sys_FindNext ( unsigned musthave, unsigned canthave );
- void Sys_FindClose (void);
- // this is only here so the functions in q_shared.c and q_shwin.c can link
- void Sys_Error (char *error, ...);
- void Com_Printf (char *msg, ...);
- /*
- ==========================================================
- CVARS (console variables)
- ==========================================================
- */
- #ifndef CVAR
- #define CVAR
- #define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
- #define CVAR_USERINFO 2 // added to userinfo when changed
- #define CVAR_SERVERINFO 4 // added to serverinfo when changed
- #define CVAR_NOSET 8 // don't allow change from console at all,
- // but can be set from the command line
- #define CVAR_LATCH 16 // save changes until server restart
- // nothing outside the Cvar_*() functions should modify these fields!
- typedef struct cvar_s
- {
- char *name;
- char *string;
- char *latched_string; // for CVAR_LATCH vars
- int flags;
- qboolean modified; // set each time the cvar is changed
- float value;
- struct cvar_s *next;
- } cvar_t;
- #endif // CVAR
- /*
- ==============================================================
- COLLISION DETECTION
- ==============================================================
- */
- // lower bits are stronger, and will eat weaker brushes completely
- #define CONTENTS_SOLID 1 // an eye is never valid in a solid
- #define CONTENTS_WINDOW 2 // translucent, but not watery
- #define CONTENTS_AUX 4
- #define CONTENTS_LAVA 8
- #define CONTENTS_SLIME 16
- #define CONTENTS_WATER 32
- #define CONTENTS_MIST 64
- #define LAST_VISIBLE_CONTENTS 64
- // remaining contents are non-visible, and don't eat brushes
- #define CONTENTS_AREAPORTAL 0x8000
- #define CONTENTS_PLAYERCLIP 0x10000
- #define CONTENTS_MONSTERCLIP 0x20000
- // currents can be added to any other contents, and may be mixed
- #define CONTENTS_CURRENT_0 0x40000
- #define CONTENTS_CURRENT_90 0x80000
- #define CONTENTS_CURRENT_180 0x100000
- #define CONTENTS_CURRENT_270 0x200000
- #define CONTENTS_CURRENT_UP 0x400000
- #define CONTENTS_CURRENT_DOWN 0x800000
- #define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
- #define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
- #define CONTENTS_DEADMONSTER 0x4000000
- #define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
- #define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
- #define CONTENTS_LADDER 0x20000000
- #define SURF_LIGHT 0x1 // value will hold the light strength
- #define SURF_SLICK 0x2 // effects game physics
- #define SURF_SKY 0x4 // don't draw, but add to skybox
- #define SURF_WARP 0x8 // turbulent water warp
- #define SURF_TRANS33 0x10
- #define SURF_TRANS66 0x20
- #define SURF_FLOWING 0x40 // scroll towards angle
- #define SURF_NODRAW 0x80 // don't bother referencing the texture
- // content masks
- #define MASK_ALL (-1)
- #define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW)
- #define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
- #define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW)
- #define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
- #define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
- #define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
- #define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER)
- #define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
- // gi.BoxEdicts() can return a list of either solid or trigger entities
- // FIXME: eliminate AREA_ distinction?
- #define AREA_SOLID 1
- #define AREA_TRIGGERS 2
- // plane_t structure
- // !!! if this is changed, it must be changed in asm code too !!!
- typedef struct cplane_s
- {
- vec3_t normal;
- float dist;
- byte type; // for fast side tests
- byte signbits; // signx + (signy<<1) + (signz<<1)
- byte pad[2];
- } cplane_t;
- // structure offset for asm code
- #define CPLANE_NORMAL_X 0
- #define CPLANE_NORMAL_Y 4
- #define CPLANE_NORMAL_Z 8
- #define CPLANE_DIST 12
- #define CPLANE_TYPE 16
- #define CPLANE_SIGNBITS 17
- #define CPLANE_PAD0 18
- #define CPLANE_PAD1 19
- typedef struct cmodel_s
- {
- vec3_t mins, maxs;
- vec3_t origin; // for sounds or lights
- int headnode;
- } cmodel_t;
- typedef struct csurface_s
- {
- char name[16];
- int flags;
- int value;
- } csurface_t;
- typedef struct mapsurface_s // used internally due to name len probs //ZOID
- {
- csurface_t c;
- char rname[32];
- } mapsurface_t;
- // a trace is returned when a box is swept through the world
- typedef struct
- {
- qboolean allsolid; // if true, plane is not valid
- qboolean startsolid; // if true, the initial point was in a solid area
- float fraction; // time completed, 1.0 = didn't hit anything
- vec3_t endpos; // final position
- cplane_t plane; // surface normal at impact
- csurface_t *surface; // surface hit
- int contents; // contents on other side of surface hit
- struct edict_s *ent; // not set by CM_*() functions
- } trace_t;
- // pmove_state_t is the information necessary for client side movement
- // prediction
- typedef enum
- {
- // can accelerate and turn
- PM_NORMAL,
- PM_SPECTATOR,
- // no acceleration or turning
- PM_DEAD,
- PM_GIB, // different bounding box
- PM_FREEZE
- } pmtype_t;
- // pmove->pm_flags
- #define PMF_DUCKED 1
- #define PMF_JUMP_HELD 2
- #define PMF_ON_GROUND 4
- #define PMF_TIME_WATERJUMP 8 // pm_time is waterjump
- #define PMF_TIME_LAND 16 // pm_time is time before rejump
- #define PMF_TIME_TELEPORT 32 // pm_time is non-moving time
- #define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
- // this structure needs to be communicated bit-accurate
- // from the server to the client to guarantee that
- // prediction stays in sync, so no floats are used.
- // if any part of the game code modifies this struct, it
- // will result in a prediction error of some degree.
- typedef struct
- {
- pmtype_t pm_type;
- short origin[3]; // 12.3
- short velocity[3]; // 12.3
- byte pm_flags; // ducked, jump_held, etc
- byte pm_time; // each unit = 8 ms
- short gravity;
- short delta_angles[3]; // add to command angles to get view direction
- // changed by spawns, rotating objects, and teleporters
- } pmove_state_t;
- //
- // button bits
- //
- #define BUTTON_ATTACK 1
- #define BUTTON_USE 2
- #define BUTTON_ANY 128 // any key whatsoever
- // usercmd_t is sent to the server each client frame
- typedef struct usercmd_s
- {
- byte msec;
- byte buttons;
- short angles[3];
- short forwardmove, sidemove, upmove;
- byte impulse; // remove?
- byte lightlevel; // light level the player is standing on
- } usercmd_t;
- #define MAXTOUCH 32
- typedef struct
- {
- // state (in / out)
- pmove_state_t s;
- // command (in)
- usercmd_t cmd;
- qboolean snapinitial; // if s has been changed outside pmove
- // results (out)
- int numtouch;
- struct edict_s *touchents[MAXTOUCH];
- vec3_t viewangles; // clamped
- float viewheight;
- vec3_t mins, maxs; // bounding box size
- struct edict_s *groundentity;
- int watertype;
- int waterlevel;
- // callbacks to test the world
- trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
- int (*pointcontents) (vec3_t point);
- } pmove_t;
- // entity_state_t->effects
- // Effects are things handled on the client side (lights, particles, frame animations)
- // that happen constantly on the given entity.
- // An entity that has effects will be sent to the client
- // even if it has a zero index model.
- #define EF_ROTATE 0x00000001 // rotate (bonus items)
- #define EF_GIB 0x00000002 // leave a trail
- #define EF_BLASTER 0x00000008 // redlight + trail
- #define EF_ROCKET 0x00000010 // redlight + trail
- #define EF_GRENADE 0x00000020
- #define EF_HYPERBLASTER 0x00000040
- #define EF_BFG 0x00000080
- #define EF_COLOR_SHELL 0x00000100
- #define EF_POWERSCREEN 0x00000200
- #define EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz
- #define EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz
- #define EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz
- #define EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz
- #define EF_FLIES 0x00004000
- #define EF_QUAD 0x00008000
- #define EF_PENT 0x00010000
- #define EF_TELEPORTER 0x00020000 // particle fountain
- #define EF_FLAG1 0x00040000
- #define EF_FLAG2 0x00080000
- // RAFAEL
- #define EF_IONRIPPER 0x00100000
- #define EF_GREENGIB 0x00200000
- #define EF_BLUEHYPERBLASTER 0x00400000
- #define EF_SPINNINGLIGHTS 0x00800000
- #define EF_PLASMA 0x01000000
- #define EF_TRAP 0x02000000
- //ROGUE
- #define EF_TRACKER 0x04000000
- #define EF_DOUBLE 0x08000000
- #define EF_SPHERETRANS 0x10000000
- #define EF_TAGTRAIL 0x20000000
- #define EF_HALF_DAMAGE 0x40000000
- #define EF_TRACKERTRAIL 0x80000000
- //ROGUE
- // entity_state_t->renderfx flags
- #define RF_MINLIGHT 1 // allways have some light (viewmodel)
- #define RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
- #define RF_WEAPONMODEL 4 // only draw through eyes
- #define RF_FULLBRIGHT 8 // allways draw full intensity
- #define RF_DEPTHHACK 16 // for view weapon Z crunching
- #define RF_TRANSLUCENT 32
- #define RF_FRAMELERP 64
- #define RF_BEAM 128
- #define RF_CUSTOMSKIN 256 // skin is an index in image_precache
- #define RF_GLOW 512 // pulse lighting for bonus items
- #define RF_SHELL_RED 1024
- #define RF_SHELL_GREEN 2048
- #define RF_SHELL_BLUE 4096
- //ROGUE
- #define RF_IR_VISIBLE 0x00008000 // 32768
- #define RF_SHELL_DOUBLE 0x00010000 // 65536
- #define RF_SHELL_HALF_DAM 0x00020000
- #define RF_USE_DISGUISE 0x00040000
- //ROGUE
- // player_state_t->refdef flags
- #define RDF_UNDERWATER 1 // warp the screen as apropriate
- #define RDF_NOWORLDMODEL 2 // used for player configuration screen
- //ROGUE
- #define RDF_IRGOGGLES 4
- #define RDF_UVGOGGLES 8
- //ROGUE
- //
- // muzzle flashes / player effects
- //
- #define MZ_BLASTER 0
- #define MZ_MACHINEGUN 1
- #define MZ_SHOTGUN 2
- #define MZ_CHAINGUN1 3
- #define MZ_CHAINGUN2 4
- #define MZ_CHAINGUN3 5
- #define MZ_RAILGUN 6
- #define MZ_ROCKET 7
- #define MZ_GRENADE 8
- #define MZ_LOGIN 9
- #define MZ_LOGOUT 10
- #define MZ_RESPAWN 11
- #define MZ_BFG 12
- #define MZ_SSHOTGUN 13
- #define MZ_HYPERBLASTER 14
- #define MZ_ITEMRESPAWN 15
- // RAFAEL
- #define MZ_IONRIPPER 16
- #define MZ_BLUEHYPERBLASTER 17
- #define MZ_PHALANX 18
- #define MZ_SILENCED 128 // bit flag ORed with one of the above numbers
- //ROGUE
- #define MZ_ETF_RIFLE 30
- #define MZ_UNUSED 31
- #define MZ_SHOTGUN2 32
- #define MZ_HEATBEAM 33
- #define MZ_BLASTER2 34
- #define MZ_TRACKER 35
- #define MZ_NUKE1 36
- #define MZ_NUKE2 37
- #define MZ_NUKE4 38
- #define MZ_NUKE8 39
- //ROGUE
- //
- // monster muzzle flashes
- //
- #define MZ2_TANK_BLASTER_1 1
- #define MZ2_TANK_BLASTER_2 2
- #define MZ2_TANK_BLASTER_3 3
- #define MZ2_TANK_MACHINEGUN_1 4
- #define MZ2_TANK_MACHINEGUN_2 5
- #define MZ2_TANK_MACHINEGUN_3 6
- #define MZ2_TANK_MACHINEGUN_4 7
- #define MZ2_TANK_MACHINEGUN_5 8
- #define MZ2_TANK_MACHINEGUN_6 9
- #define MZ2_TANK_MACHINEGUN_7 10
- #define MZ2_TANK_MACHINEGUN_8 11
- #define MZ2_TANK_MACHINEGUN_9 12
- #define MZ2_TANK_MACHINEGUN_10 13
- #define MZ2_TANK_MACHINEGUN_11 14
- #define MZ2_TANK_MACHINEGUN_12 15
- #define MZ2_TANK_MACHINEGUN_13 16
- #define MZ2_TANK_MACHINEGUN_14 17
- #define MZ2_TANK_MACHINEGUN_15 18
- #define MZ2_TANK_MACHINEGUN_16 19
- #define MZ2_TANK_MACHINEGUN_17 20
- #define MZ2_TANK_MACHINEGUN_18 21
- #define MZ2_TANK_MACHINEGUN_19 22
- #define MZ2_TANK_ROCKET_1 23
- #define MZ2_TANK_ROCKET_2 24
- #define MZ2_TANK_ROCKET_3 25
- #define MZ2_INFANTRY_MACHINEGUN_1 26
- #define MZ2_INFANTRY_MACHINEGUN_2 27
- #define MZ2_INFANTRY_MACHINEGUN_3 28
- #define MZ2_INFANTRY_MACHINEGUN_4 29
- #define MZ2_INFANTRY_MACHINEGUN_5 30
- #define MZ2_INFANTRY_MACHINEGUN_6 31
- #define MZ2_INFANTRY_MACHINEGUN_7 32
- #define MZ2_INFANTRY_MACHINEGUN_8 33
- #define MZ2_INFANTRY_MACHINEGUN_9 34
- #define MZ2_INFANTRY_MACHINEGUN_10 35
- #define MZ2_INFANTRY_MACHINEGUN_11 36
- #define MZ2_INFANTRY_MACHINEGUN_12 37
- #define MZ2_INFANTRY_MACHINEGUN_13 38
- #define MZ2_SOLDIER_BLASTER_1 39
- #define MZ2_SOLDIER_BLASTER_2 40
- #define MZ2_SOLDIER_SHOTGUN_1 41
- #define MZ2_SOLDIER_SHOTGUN_2 42
- #define MZ2_SOLDIER_MACHINEGUN_1 43
- #define MZ2_SOLDIER_MACHINEGUN_2 44
- #define MZ2_GUNNER_MACHINEGUN_1 45
- #define MZ2_GUNNER_MACHINEGUN_2 46
- #define MZ2_GUNNER_MACHINEGUN_3 47
- #define MZ2_GUNNER_MACHINEGUN_4 48
- #define MZ2_GUNNER_MACHINEGUN_5 49
- #define MZ2_GUNNER_MACHINEGUN_6 50
- #define MZ2_GUNNER_MACHINEGUN_7 51
- #define MZ2_GUNNER_MACHINEGUN_8 52
- #define MZ2_GUNNER_GRENADE_1 53
- #define MZ2_GUNNER_GRENADE_2 54
- #define MZ2_GUNNER_GRENADE_3 55
- #define MZ2_GUNNER_GRENADE_4 56
- #define MZ2_CHICK_ROCKET_1 57
- #define MZ2_FLYER_BLASTER_1 58
- #define MZ2_FLYER_BLASTER_2 59
- #define MZ2_MEDIC_BLASTER_1 60
- #define MZ2_GLADIATOR_RAILGUN_1 61
- #define MZ2_HOVER_BLASTER_1 62
- #define MZ2_ACTOR_MACHINEGUN_1 63
- #define MZ2_SUPERTANK_MACHINEGUN_1 64
- #define MZ2_SUPERTANK_MACHINEGUN_2 65
- #define MZ2_SUPERTANK_MACHINEGUN_3 66
- #define MZ2_SUPERTANK_MACHINEGUN_4 67
- #define MZ2_SUPERTANK_MACHINEGUN_5 68
- #define MZ2_SUPERTANK_MACHINEGUN_6 69
- #define MZ2_SUPERTANK_ROCKET_1 70
- #define MZ2_SUPERTANK_ROCKET_2 71
- #define MZ2_SUPERTANK_ROCKET_3 72
- #define MZ2_BOSS2_MACHINEGUN_L1 73
- #define MZ2_BOSS2_MACHINEGUN_L2 74
- #define MZ2_BOSS2_MACHINEGUN_L3 75
- #define MZ2_BOSS2_MACHINEGUN_L4 76
- #define MZ2_BOSS2_MACHINEGUN_L5 77
- #define MZ2_BOSS2_ROCKET_1 78
- #define MZ2_BOSS2_ROCKET_2 79
- #define MZ2_BOSS2_ROCKET_3 80
- #define MZ2_BOSS2_ROCKET_4 81
- #define MZ2_FLOAT_BLASTER_1 82
- #define MZ2_SOLDIER_BLASTER_3 83
- #define MZ2_SOLDIER_SHOTGUN_3 84
- #define MZ2_SOLDIER_MACHINEGUN_3 85
- #define MZ2_SOLDIER_BLASTER_4 86
- #define MZ2_SOLDIER_SHOTGUN_4 87
- #define MZ2_SOLDIER_MACHINEGUN_4 88
- #define MZ2_SOLDIER_BLASTER_5 89
- #define MZ2_SOLDIER_SHOTGUN_5 90
- #define MZ2_SOLDIER_MACHINEGUN_5 91
- #define MZ2_SOLDIER_BLASTER_6 92
- #define MZ2_SOLDIER_SHOTGUN_6 93
- #define MZ2_SOLDIER_MACHINEGUN_6 94
- #define MZ2_SOLDIER_BLASTER_7 95
- #define MZ2_SOLDIER_SHOTGUN_7 96
- #define MZ2_SOLDIER_MACHINEGUN_7 97
- #define MZ2_SOLDIER_BLASTER_8 98
- #define MZ2_SOLDIER_SHOTGUN_8 99
- #define MZ2_SOLDIER_MACHINEGUN_8 100
- // --- Xian shit below ---
- #define MZ2_MAKRON_BFG 101
- #define MZ2_MAKRON_BLASTER_1 102
- #define MZ2_MAKRON_BLASTER_2 103
- #define MZ2_MAKRON_BLASTER_3 104
- #define MZ2_MAKRON_BLASTER_4 105
- #define MZ2_MAKRON_BLASTER_5 106
- #define MZ2_MAKRON_BLASTER_6 107
- #define MZ2_MAKRON_BLASTER_7 108
- #define MZ2_MAKRON_BLASTER_8 109
- #define MZ2_MAKRON_BLASTER_9 110
- #define MZ2_MAKRON_BLASTER_10 111
- #define MZ2_MAKRON_BLASTER_11 112
- #define MZ2_MAKRON_BLASTER_12 113
- #define MZ2_MAKRON_BLASTER_13 114
- #define MZ2_MAKRON_BLASTER_14 115
- #define MZ2_MAKRON_BLASTER_15 116
- #define MZ2_MAKRON_BLASTER_16 117
- #define MZ2_MAKRON_BLASTER_17 118
- #define MZ2_MAKRON_RAILGUN_1 119
- #define MZ2_JORG_MACHINEGUN_L1 120
- #define MZ2_JORG_MACHINEGUN_L2 121
- #define MZ2_JORG_MACHINEGUN_L3 122
- #define MZ2_JORG_MACHINEGUN_L4 123
- #define MZ2_JORG_MACHINEGUN_L5 124
- #define MZ2_JORG_MACHINEGUN_L6 125
- #define MZ2_JORG_MACHINEGUN_R1 126
- #define MZ2_JORG_MACHINEGUN_R2 127
- #define MZ2_JORG_MACHINEGUN_R3 128
- #define MZ2_JORG_MACHINEGUN_R4 129
- #define MZ2_JORG_MACHINEGUN_R5 130
- #define MZ2_JORG_MACHINEGUN_R6 131
- #define MZ2_JORG_BFG_1 132
- #define MZ2_BOSS2_MACHINEGUN_R1 133
- #define MZ2_BOSS2_MACHINEGUN_R2 134
- #define MZ2_BOSS2_MACHINEGUN_R3 135
- #define MZ2_BOSS2_MACHINEGUN_R4 136
- #define MZ2_BOSS2_MACHINEGUN_R5 137
- //ROGUE
- #define MZ2_CARRIER_MACHINEGUN_L1 138
- #define MZ2_CARRIER_MACHINEGUN_R1 139
- #define MZ2_CARRIER_GRENADE 140
- #define MZ2_TURRET_MACHINEGUN 141
- #define MZ2_TURRET_ROCKET 142
- #define MZ2_TURRET_BLASTER 143
- #define MZ2_STALKER_BLASTER 144
- #define MZ2_DAEDALUS_BLASTER 145
- #define MZ2_MEDIC_BLASTER_2 146
- #define MZ2_CARRIER_RAILGUN 147
- #define MZ2_WIDOW_DISRUPTOR 148
- #define MZ2_WIDOW_BLASTER 149
- #define MZ2_WIDOW_RAIL 150
- #define MZ2_WIDOW_PLASMABEAM 151 // PMM - not used
- #define MZ2_CARRIER_MACHINEGUN_L2 152
- #define MZ2_CARRIER_MACHINEGUN_R2 153
- #define MZ2_WIDOW_RAIL_LEFT 154
- #define MZ2_WIDOW_RAIL_RIGHT 155
- #define MZ2_WIDOW_BLASTER_SWEEP1 156
- #define MZ2_WIDOW_BLASTER_SWEEP2 157
- #define MZ2_WIDOW_BLASTER_SWEEP3 158
- #define MZ2_WIDOW_BLASTER_SWEEP4 159
- #define MZ2_WIDOW_BLASTER_SWEEP5 160
- #define MZ2_WIDOW_BLASTER_SWEEP6 161
- #define MZ2_WIDOW_BLASTER_SWEEP7 162
- #define MZ2_WIDOW_BLASTER_SWEEP8 163
- #define MZ2_WIDOW_BLASTER_SWEEP9 164
- #define MZ2_WIDOW_BLASTER_100 165
- #define MZ2_WIDOW_BLASTER_90 166
- #define MZ2_WIDOW_BLASTER_80 167
- #define MZ2_WIDOW_BLASTER_70 168
- #define MZ2_WIDOW_BLASTER_60 169
- #define MZ2_WIDOW_BLASTER_50 170
- #define MZ2_WIDOW_BLASTER_40 171
- #define MZ2_WIDOW_BLASTER_30 172
- #define MZ2_WIDOW_BLASTER_20 173
- #define MZ2_WIDOW_BLASTER_10 174
- #define MZ2_WIDOW_BLASTER_0 175
- #define MZ2_WIDOW_BLASTER_10L 176
- #define MZ2_WIDOW_BLASTER_20L 177
- #define MZ2_WIDOW_BLASTER_30L 178
- #define MZ2_WIDOW_BLASTER_40L 179
- #define MZ2_WIDOW_BLASTER_50L 180
- #define MZ2_WIDOW_BLASTER_60L 181
- #define MZ2_WIDOW_BLASTER_70L 182
- #define MZ2_WIDOW_RUN_1 183
- #define MZ2_WIDOW_RUN_2 184
- #define MZ2_WIDOW_RUN_3 185
- #define MZ2_WIDOW_RUN_4 186
- #define MZ2_WIDOW_RUN_5 187
- #define MZ2_WIDOW_RUN_6 188
- #define MZ2_WIDOW_RUN_7 189
- #define MZ2_WIDOW_RUN_8 190
- #define MZ2_CARRIER_ROCKET_1 191
- #define MZ2_CARRIER_ROCKET_2 192
- #define MZ2_CARRIER_ROCKET_3 193
- #define MZ2_CARRIER_ROCKET_4 194
- #define MZ2_WIDOW2_BEAMER_1 195
- #define MZ2_WIDOW2_BEAMER_2 196
- #define MZ2_WIDOW2_BEAMER_3 197
- #define MZ2_WIDOW2_BEAMER_4 198
- #define MZ2_WIDOW2_BEAMER_5 199
- #define MZ2_WIDOW2_BEAM_SWEEP_1 200
- #define MZ2_WIDOW2_BEAM_SWEEP_2 201
- #define MZ2_WIDOW2_BEAM_SWEEP_3 202
- #define MZ2_WIDOW2_BEAM_SWEEP_4 203
- #define MZ2_WIDOW2_BEAM_SWEEP_5 204
- #define MZ2_WIDOW2_BEAM_SWEEP_6 205
- #define MZ2_WIDOW2_BEAM_SWEEP_7 206
- #define MZ2_WIDOW2_BEAM_SWEEP_8 207
- #define MZ2_WIDOW2_BEAM_SWEEP_9 208
- #define MZ2_WIDOW2_BEAM_SWEEP_10 209
- #define MZ2_WIDOW2_BEAM_SWEEP_11 210
- // ROGUE
- extern vec3_t monster_flash_offset [];
- // temp entity events
- //
- // Temp entity events are for things that happen
- // at a location seperate from any existing entity.
- // Temporary entity messages are explicitly constructed
- // and broadcast.
- typedef enum
- {
- TE_GUNSHOT,
- TE_BLOOD,
- TE_BLASTER,
- TE_RAILTRAIL,
- TE_SHOTGUN,
- TE_EXPLOSION1,
- TE_EXPLOSION2,
- TE_ROCKET_EXPLOSION,
- TE_GRENADE_EXPLOSION,
- TE_SPARKS,
- TE_SPLASH,
- TE_BUBBLETRAIL,
- TE_SCREEN_SPARKS,
- TE_SHIELD_SPARKS,
- TE_BULLET_SPARKS,
- TE_LASER_SPARKS,
- TE_PARASITE_ATTACK,
- TE_ROCKET_EXPLOSION_WATER,
- TE_GRENADE_EXPLOSION_WATER,
- TE_MEDIC_CABLE_ATTACK,
- TE_BFG_EXPLOSION,
- TE_BFG_BIGEXPLOSION,
- TE_BOSSTPORT, // used as '22' in a map, so DON'T RENUMBER!!!
- TE_BFG_LASER,
- TE_GRAPPLE_CABLE,
- TE_WELDING_SPARKS,
- TE_GREENBLOOD,
- TE_BLUEHYPERBLASTER,
- TE_PLASMA_EXPLOSION,
- TE_TUNNEL_SPARKS,
- //ROGUE
- TE_BLASTER2,
- TE_RAILTRAIL2,
- TE_FLAME,
- TE_LIGHTNING,
- TE_DEBUGTRAIL,
- TE_PLAIN_EXPLOSION,
- TE_FLASHLIGHT,
- TE_FORCEWALL,
- TE_HEATBEAM,
- TE_MONSTER_HEATBEAM,
- TE_STEAM,
- TE_BUBBLETRAIL2,
- TE_MOREBLOOD,
- TE_HEATBEAM_SPARKS,
- TE_HEATBEAM_STEAM,
- TE_CHAINFIST_SMOKE,
- TE_ELECTRIC_SPARKS,
- TE_TRACKER_EXPLOSION,
- TE_TELEPORT_EFFECT,
- TE_DBALL_GOAL,
- TE_WIDOWBEAMOUT,
- TE_NUKEBLAST,
- TE_WIDOWSPLASH,
- TE_EXPLOSION1_BIG,
- TE_EXPLOSION1_NP,
- TE_FLECHETTE
- //ROGUE
- } temp_event_t;
- #define SPLASH_UNKNOWN 0
- #define SPLASH_SPARKS 1
- #define SPLASH_BLUE_WATER 2
- #define SPLASH_BROWN_WATER 3
- #define SPLASH_SLIME 4
- #define SPLASH_LAVA 5
- #define SPLASH_BLOOD 6
- // sound channels
- // channel 0 never willingly overrides
- // other channels (1-7) allways override a playing sound on that channel
- #define CHAN_AUTO 0
- #define CHAN_WEAPON 1
- #define CHAN_VOICE 2
- #define CHAN_ITEM 3
- #define CHAN_BODY 4
- // modifier flags
- #define CHAN_NO_PHS_ADD 8 // send to all clients, not just ones in PHS (ATTN 0 will also do this)
- #define CHAN_RELIABLE 16 // send by reliable message, not datagram
- // sound attenuation values
- #define ATTN_NONE 0 // full volume the entire level
- #define ATTN_NORM 1
- #define ATTN_IDLE 2
- #define ATTN_STATIC 3 // diminish very rapidly with distance
- // player_state->stats[] indexes
- #define STAT_HEALTH_ICON 0
- #define STAT_HEALTH 1
- #define STAT_AMMO_ICON 2
- #define STAT_AMMO 3
- #define STAT_ARMOR_ICON 4
- #define STAT_ARMOR 5
- #define STAT_SELECTED_ICON 6
- #define STAT_PICKUP_ICON 7
- #define STAT_PICKUP_STRING 8
- #define STAT_TIMER_ICON 9
- #define STAT_TIMER 10
- #define STAT_HELPICON 11
- #define STAT_SELECTED_ITEM 12
- #define STAT_LAYOUTS 13
- #define STAT_FRAGS 14
- #define STAT_FLASHES 15 // cleared each frame, 1 = health, 2 = armor
- #define STAT_CHASE 16
- #define STAT_SPECTATOR 17
- #define MAX_STATS 32
- // dmflags->value flags
- #define DF_NO_HEALTH 0x00000001 // 1
- #define DF_NO_ITEMS 0x00000002 // 2
- #define DF_WEAPONS_STAY 0x00000004 // 4
- #define DF_NO_FALLING 0x00000008 // 8
- #define DF_INSTANT_ITEMS 0x00000010 // 16
- #define DF_SAME_LEVEL 0x00000020 // 32
- #define DF_SKINTEAMS 0x00000040 // 64
- #define DF_MODELTEAMS 0x00000080 // 128
- #define DF_NO_FRIENDLY_FIRE 0x00000100 // 256
- #define DF_SPAWN_FARTHEST 0x00000200 // 512
- #define DF_FORCE_RESPAWN 0x00000400 // 1024
- #define DF_NO_ARMOR 0x00000800 // 2048
- #define DF_ALLOW_EXIT 0x00001000 // 4096
- #define DF_INFINITE_AMMO 0x00002000 // 8192
- #define DF_QUAD_DROP 0x00004000 // 16384
- #define DF_FIXED_FOV 0x00008000 // 32768
- // RAFAEL
- #define DF_QUADFIRE_DROP 0x00010000 // 65536
- //ROGUE
- #define DF_NO_MINES 0x00020000
- #define DF_NO_STACK_DOUBLE 0x00040000
- #define DF_NO_NUKES 0x00080000
- #define DF_NO_SPHERES 0x00100000
- //ROGUE
- /*
- ROGUE - VERSIONS
- 1234 08/13/1998 Activision
- 1235 08/14/1998 Id Software
- 1236 08/15/1998 Steve Tietze
- 1237 08/15/1998 Phil Dobranski
- 1238 08/15/1998 John Sheley
- 1239 08/17/1998 Barrett Alexander
- 1230 08/17/1998 Brandon Fish
- 1245 08/17/1998 Don MacAskill
- 1246 08/17/1998 David "Zoid" Kirsch
- 1247 08/17/1998 Manu Smith
- 1248 08/17/1998 Geoff Scully
- 1249 08/17/1998 Andy Van Fossen
- 1240 08/20/1998 Activision Build 2
- 1256 08/20/1998 Ranger Clan
- 1257 08/20/1998 Ensemble Studios
- 1258 08/21/1998 Robert Duffy
- 1259 08/21/1998 Stephen Seachord
- 1250 08/21/1998 Stephen Heaslip
- 1267 08/21/1998 Samir Sandesara
- 1268 08/21/1998 Oliver Wyman
- 1269 08/21/1998 Steven Marchegiano
- 1260 08/21/1998 Build #2 for Nihilistic
- 1278 08/21/1998 Build #2 for Ensemble
- 9999 08/20/1998 Internal Use
- */
- #define ROGUE_VERSION_ID 1278
- #define ROGUE_VERSION_STRING "08/21/1998 Beta 2 for Ensemble"
- // ROGUE
- /*
- ==========================================================
- ELEMENTS COMMUNICATED ACROSS THE NET
- ==========================================================
- */
- #define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
- #define SHORT2ANGLE(x) ((x)*(360.0/65536))
- //
- // config strings are a general means of communication from
- // the server to all connected clients.
- // Each config string can be at most MAX_QPATH characters.
- //
- #define CS_NAME 0
- #define CS_CDTRACK 1
- #define CS_SKY 2
- #define CS_SKYAXIS 3 // %f %f %f format
- #define CS_SKYROTATE 4
- #define CS_STATUSBAR 5 // display program string
- #define CS_AIRACCEL 29 // air acceleration control
- #define CS_MAXCLIENTS 30
- #define CS_MAPCHECKSUM 31 // for catching cheater maps
- #define CS_MODELS 32
- #define CS_SOUNDS (CS_MODELS+MAX_MODELS)
- #define CS_IMAGES (CS_SOUNDS+MAX_SOUNDS)
- #define CS_LIGHTS (CS_IMAGES+MAX_IMAGES)
- #define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES)
- #define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS)
- #define CS_GENERAL (CS_PLAYERSKINS+MAX_CLIENTS)
- #define MAX_CONFIGSTRINGS (CS_GENERAL+MAX_GENERAL)
- //==============================================
- // entity_state_t->event values
- // ertity events are for effects that take place reletive
- // to an existing entities origin. Very network efficient.
- // All muzzle flashes really should be converted to events...
- typedef enum
- {
- EV_NONE,
- EV_ITEM_RESPAWN,
- EV_FOOTSTEP,
- EV_FALLSHORT,
- EV_FALL,
- EV_FALLFAR,
- EV_PLAYER_TELEPORT,
- EV_OTHER_TELEPORT
- } entity_event_t;
- // entity_state_t is the information conveyed from the server
- // in an update message about entities that the client will
- // need to render in some way
- typedef struct entity_state_s
- {
- int number; // edict index
- vec3_t origin;
- vec3_t angles;
- vec3_t old_origin; // for lerping
- int modelindex;
- int modelindex2, modelindex3, modelindex4; // weapons, CTF flags, etc
- int frame;
- int skinnum;
- unsigned int effects; // PGM - we're filling it, so it needs to be unsigned
- int renderfx;
- int solid; // for client side prediction, 8*(bits 0-4) is x/y radius
- // 8*(bits 5-9) is z down distance, 8(bits10-15) is z up
- // gi.linkentity sets this properly
- int sound; // for looping sounds, to guarantee shutoff
- int event; // impulse events -- muzzle flashes, footsteps, etc
- // events only go out for a single frame, they
- // are automatically cleared each frame
- } entity_state_t;
- //==============================================
- // player_state_t is the information needed in addition to pmove_state_t
- // to rendered a view. There will only be 10 player_state_t sent each second,
- // but the number of pmove_state_t changes will be reletive to client
- // frame rates
- typedef struct
- {
- pmove_state_t pmove; // for prediction
- // these fields do not need to be communicated bit-precise
- vec3_t viewangles; // for fixed views
- vec3_t viewoffset; // add to pmovestate->origin
- vec3_t kick_angles; // add to view direction to get render angles
- // set by weapon kicks, pain effects, etc
- vec3_t gunangles;
- vec3_t gunoffset;
- int gunindex;
- int gunframe;
- float blend[4]; // rgba full screen effect
-
- float fov; // horizontal field of view
- int rdflags; // refdef flags
- short stats[MAX_STATS]; // fast status bar updates
- } player_state_t;
- // ==================
- // PGM
- #define VIDREF_GL 1
- #define VIDREF_SOFT 2
- #define VIDREF_OTHER 3
- extern int vidref_val;
- // PGM
- // ==================
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