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g_local.h
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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2005 - 2015, ioquake3 contributors
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
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, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#pragma once
// g_local.h -- local definitions for game module
#include "qcommon/q_shared.h"
#include "bg_public.h"
#include "bg_vehicles.h"
#include "g_public.h"
typedef struct gentity_s gentity_t;
typedef struct gclient_s gclient_t;
//npc stuff
#include "b_public.h"
extern int gPainMOD;
extern int gPainHitLoc;
extern vec3_t gPainPoint;
//==================================================================
// the "gameversion" client command will print this plus compile date
#define GAMEVERSION "OpenJK"
#define SECURITY_LOG "security.log"
#define BODY_QUEUE_SIZE 8
#ifndef INFINITE
#define INFINITE 1000000
#endif
#define FRAMETIME 100 // msec
#define CARNAGE_REWARD_TIME 3000
#define REWARD_SPRITE_TIME 2000
#define INTERMISSION_DELAY_TIME 1000
#define SP_INTERMISSION_DELAY_TIME 5000
//primarily used by NPCs
#define START_TIME_LINK_ENTS FRAMETIME*1 // time-delay after map start at which all ents have been spawned, so can link them
#define START_TIME_FIND_LINKS FRAMETIME*2 // time-delay after map start at which you can find linked entities
#define START_TIME_MOVERS_SPAWNED FRAMETIME*2 // time-delay after map start at which all movers should be spawned
#define START_TIME_REMOVE_ENTS FRAMETIME*3 // time-delay after map start to remove temporary ents
#define START_TIME_NAV_CALC FRAMETIME*4 // time-delay after map start to connect waypoints and calc routes
#define START_TIME_FIND_WAYPOINT FRAMETIME*5 // time-delay after map start after which it's okay to try to find your best waypoint
// gentity->flags
#define FL_GODMODE 0x00000010
#define FL_NOTARGET 0x00000020
#define FL_TEAMSLAVE 0x00000400 // not the first on the team
#define FL_NO_KNOCKBACK 0x00000800
#define FL_DROPPED_ITEM 0x00001000
#define FL_NO_BOTS 0x00002000 // spawn point not for bot use
#define FL_NO_HUMANS 0x00004000 // spawn point just for bots
#define FL_FORCE_GESTURE 0x00008000 // force gesture on client
#define FL_INACTIVE 0x00010000 // inactive
#define FL_NAVGOAL 0x00020000 // for npc nav stuff
#define FL_DONT_SHOOT 0x00040000
#define FL_SHIELDED 0x00080000
#define FL_UNDYING 0x00100000 // takes damage down to 1, but never dies
//ex-eFlags -rww
#define FL_BOUNCE 0x00100000 // for missiles
#define FL_BOUNCE_HALF 0x00200000 // for missiles
#define FL_BOUNCE_SHRAPNEL 0x00400000 // special shrapnel flag
//vehicle game-local stuff -rww
#define FL_VEH_BOARDING 0x00800000 // special shrapnel flag
//breakable flags -rww
#define FL_DMG_BY_SABER_ONLY 0x01000000 //only take dmg from saber
#define FL_DMG_BY_HEAVY_WEAP_ONLY 0x02000000 //only take dmg from explosives
#define FL_BBRUSH 0x04000000 //I am a breakable brush
#ifndef FINAL_BUILD
#define DEBUG_SABER_BOX
#endif
// make sure this matches game/match.h for botlibs
#define EC "\x19"
#define MAX_G_SHARED_BUFFER_SIZE 8192
// used for communication with the engine
typedef union sharedBuffer_u {
char raw[MAX_G_SHARED_BUFFER_SIZE];
T_G_ICARUS_PLAYSOUND playSound;
T_G_ICARUS_SET set;
T_G_ICARUS_LERP2POS lerp2Pos;
T_G_ICARUS_LERP2ORIGIN lerp2Origin;
T_G_ICARUS_LERP2ANGLES lerp2Angles;
T_G_ICARUS_GETTAG getTag;
T_G_ICARUS_LERP2START lerp2Start;
T_G_ICARUS_LERP2END lerp2End;
T_G_ICARUS_USE use;
T_G_ICARUS_KILL kill;
T_G_ICARUS_REMOVE remove;
T_G_ICARUS_PLAY play;
T_G_ICARUS_GETFLOAT getFloat;
T_G_ICARUS_GETVECTOR getVector;
T_G_ICARUS_GETSTRING getString;
T_G_ICARUS_SOUNDINDEX soundIndex;
T_G_ICARUS_GETSETIDFORSTRING getSetIDForString;
} sharedBuffer_t;
extern sharedBuffer_t gSharedBuffer;
// movers are things like doors, plats, buttons, etc
typedef enum {
MOVER_POS1,
MOVER_POS2,
MOVER_1TO2,
MOVER_2TO1
} moverState_t;
#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3"
typedef enum
{
HL_NONE = 0,
HL_FOOT_RT,
HL_FOOT_LT,
HL_LEG_RT,
HL_LEG_LT,
HL_WAIST,
HL_BACK_RT,
HL_BACK_LT,
HL_BACK,
HL_CHEST_RT,
HL_CHEST_LT,
HL_CHEST,
HL_ARM_RT,
HL_ARM_LT,
HL_HAND_RT,
HL_HAND_LT,
HL_HEAD,
HL_GENERIC1,
HL_GENERIC2,
HL_GENERIC3,
HL_GENERIC4,
HL_GENERIC5,
HL_GENERIC6,
HL_MAX
} hitLocation_t;
//============================================================================
extern void *precachedKyle;
extern void *g2SaberInstance;
extern qboolean gEscaping;
extern int gEscapeTime;
struct gentity_s {
//rww - entstate must be first, to correspond with the bg shared entity structure
entityState_t s; // communicated by server to clients
playerState_t *playerState; //ptr to playerstate if applicable (for bg ents)
Vehicle_t *m_pVehicle; //vehicle data
void *ghoul2; //g2 instance
int localAnimIndex; //index locally (game/cgame) to anim data for this skel
vec3_t modelScale; //needed for g2 collision
//From here up must be the same as centity_t/bgEntity_t
entityShared_t r; // shared by both the server system and game
//rww - these are shared icarus things. They must be in this order as well in relation to the entityshared structure.
int taskID[NUM_TIDS];
parms_t *parms;
char *behaviorSet[NUM_BSETS];
char *script_targetname;
int delayScriptTime;
char *fullName;
//rww - targetname and classname are now shared as well. ICARUS needs access to them.
char *targetname;
char *classname; // set in QuakeEd
//rww - and yet more things to share. This is because the nav code is in the exe because it's all C++.
int waypoint; //Set once per frame, if you've moved, and if someone asks
int lastWaypoint; //To make sure you don't double-back
int lastValidWaypoint; //ALWAYS valid -used for tracking someone you lost
int noWaypointTime; //Debouncer - so don't keep checking every waypoint in existance every frame that you can't find one
int combatPoint;
int failedWaypoints[MAX_FAILED_NODES];
int failedWaypointCheckTime;
int next_roff_time; //rww - npc's need to know when they're getting roff'd
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
// EXPECTS THE FIELDS IN THAT ORDER!
//================================
struct gclient_s *client; // NULL if not a client
gNPC_t *NPC;//Only allocated if the entity becomes an NPC
int cantHitEnemyCounter;//HACK - Makes them look for another enemy on the same team if the one they're after can't be hit
qboolean noLumbar; //see note in cg_local.h
qboolean inuse;
int lockCount; //used by NPCs
int spawnflags; // set in QuakeEd
int teamnodmg; // damage will be ignored if it comes from this team
char *roffname; // set in QuakeEd
char *rofftarget; // set in QuakeEd
char *healingclass; //set in quakeed
char *healingsound; //set in quakeed
int healingrate; //set in quakeed
int healingDebounce; //debounce for generic object healing shiz
char *ownername;
int objective;
int side;
int passThroughNum; // set to index to pass through (+1) for missiles
int aimDebounceTime;
int painDebounceTime;
int attackDebounceTime;
int alliedTeam; // only useable by this team, never target this team
int roffid; // if roffname != NULL then set on spawn
qboolean neverFree; // if true, FreeEntity will only unlink
// bodyque uses this
int flags; // FL_* variables
char *model;
char *model2;
int freetime; // level.time when the object was freed
int eventTime; // events will be cleared EVENT_VALID_MSEC after set
qboolean freeAfterEvent;
qboolean unlinkAfterEvent;
qboolean physicsObject; // if true, it can be pushed by movers and fall off edges
// all game items are physicsObjects,
float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce
int clipmask; // brushes with this content value will be collided against
// when moving. items and corpses do not collide against
// players, for instance
//Only used by NPC_spawners
char *NPC_type;
char *NPC_targetname;
char *NPC_target;
// movers
moverState_t moverState;
int soundPos1;
int sound1to2;
int sound2to1;
int soundPos2;
int soundLoop;
gentity_t *parent;
gentity_t *nextTrain;
gentity_t *prevTrain;
vec3_t pos1, pos2;
//for npc's
vec3_t pos3;
char *message;
int timestamp; // body queue sinking, etc
float angle; // set in editor, -1 = up, -2 = down
char *target;
char *target2;
char *target3; //For multiple targets, not used for firing/triggering/using, though, only for path branches
char *target4; //For multiple targets, not used for firing/triggering/using, though, only for path branches
char *target5; //mainly added for siege items
char *target6; //mainly added for siege items
char *team;
char *targetShaderName;
char *targetShaderNewName;
gentity_t *target_ent;
char *closetarget;
char *opentarget;
char *paintarget;
char *goaltarget;
char *idealclass;
float radius;
int maxHealth; //used as a base for crosshair health display
float speed;
vec3_t movedir;
float mass;
int setTime;
//Think Functions
int nextthink;
void (*think)(gentity_t *self);
void (*reached)(gentity_t *self); // movers call this when hitting endpoint
void (*blocked)(gentity_t *self, gentity_t *other);
void (*touch)(gentity_t *self, gentity_t *other, trace_t *trace);
void (*use)(gentity_t *self, gentity_t *other, gentity_t *activator);
void (*pain)(gentity_t *self, gentity_t *attacker, int damage);
void (*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
int pain_debounce_time;
int fly_sound_debounce_time; // wind tunnel
int last_move_time;
//Health and damage fields
int health;
qboolean takedamage;
material_t material;
int damage;
int dflags;
int splashDamage; // quad will increase this without increasing radius
int splashRadius;
int methodOfDeath;
int splashMethodOfDeath;
int locationDamage[HL_MAX]; // Damage accumulated on different body locations
int count;
int bounceCount;
qboolean alt_fire;
gentity_t *chain;
gentity_t *enemy;
gentity_t *lastEnemy;
gentity_t *activator;
gentity_t *teamchain; // next entity in team
gentity_t *teammaster; // master of the team
int watertype;
int waterlevel;
int noise_index;
// timing variables
float wait;
float random;
int delay;
//generic values used by various entities for different purposes.
int genericValue1;
int genericValue2;
int genericValue3;
int genericValue4;
int genericValue5;
int genericValue6;
int genericValue7;
int genericValue8;
int genericValue9;
int genericValue10;
int genericValue11;
int genericValue12;
int genericValue13;
int genericValue14;
int genericValue15;
char *soundSet;
qboolean isSaberEntity;
int damageRedirect; //if entity takes damage, redirect to..
int damageRedirectTo; //this entity number
vec3_t epVelocity;
float epGravFactor;
gitem_t *item; // for bonus items
// OpenJK add
int useDebounceTime; // for cultist_destroyer
};
#define DAMAGEREDIRECT_HEAD 1
#define DAMAGEREDIRECT_RLEG 2
#define DAMAGEREDIRECT_LLEG 3
typedef enum {
CON_DISCONNECTED,
CON_CONNECTING,
CON_CONNECTED
} clientConnected_t;
typedef enum {
SPECTATOR_NOT,
SPECTATOR_FREE,
SPECTATOR_FOLLOW,
SPECTATOR_SCOREBOARD
} spectatorState_t;
typedef enum {
TEAM_BEGIN, // Beginning a team game, spawn at base
TEAM_ACTIVE // Now actively playing
} playerTeamStateState_t;
typedef struct playerTeamState_s {
playerTeamStateState_t state;
int location;
int captures;
int basedefense;
int carrierdefense;
int flagrecovery;
int fragcarrier;
int assists;
float lasthurtcarrier;
float lastreturnedflag;
float flagsince;
float lastfraggedcarrier;
} playerTeamState_t;
// the auto following clients don't follow a specific client
// number, but instead follow the first two active players
#define FOLLOW_ACTIVE1 -1
#define FOLLOW_ACTIVE2 -2
// client data that stays across multiple levels or tournament restarts
// this is achieved by writing all the data to cvar strings at game shutdown
// time and reading them back at connection time. Anything added here
// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
typedef struct clientSession_s {
team_t sessionTeam;
int spectatorNum; // for determining next-in-line to play
spectatorState_t spectatorState;
int spectatorClient; // for chasecam and follow mode
int wins, losses; // tournament stats
int selectedFP; // check against this, if doesn't match value in playerstate then update userinfo
int saberLevel; // similar to above method, but for current saber attack level
int setForce; // set to true once player is given the chance to set force powers
int updateUITime; // only update userinfo for FP/SL if < level.time
qboolean teamLeader; // true when this client is a team leader
char siegeClass[64];
int duelTeam;
int siegeDesiredTeam;
char IP[NET_ADDRSTRMAXLEN];
} clientSession_t;
// playerstate mGameFlags
#define PSG_VOTED (1<<0) // already cast a vote
#define PSG_TEAMVOTED (1<<1) // already cast a team vote
//
#define MAX_NETNAME 36
#define MAX_VOTE_COUNT 3
// client data that stays across multiple respawns, but is cleared
// on each level change or team change at ClientBegin()
typedef struct clientPersistant_s {
clientConnected_t connected;
usercmd_t cmd; // we would lose angles if not persistant
qboolean localClient; // true if "ip" info key is "localhost"
qboolean initialSpawn; // the first spawn should be at a cool location
qboolean predictItemPickup; // based on cg_predictItems userinfo
qboolean pmoveFixed; //
char netname[MAX_NETNAME];
char netname_nocolor[MAX_NETNAME];
int netnameTime; // Last time the name was changed
int maxHealth; // for handicapping
int enterTime; // level.time the client entered the game
playerTeamState_t teamState; // status in teamplay games
qboolean teamInfo; // send team overlay updates?
int connectTime;
char saber1[MAX_QPATH], saber2[MAX_QPATH];
int vote, teamvote; // 0 = none, 1 = yes, 2 = no
char guid[33];
} clientPersistant_t;
typedef struct renderInfo_s
{
//In whole degrees, How far to let the different model parts yaw and pitch
int headYawRangeLeft;
int headYawRangeRight;
int headPitchRangeUp;
int headPitchRangeDown;
int torsoYawRangeLeft;
int torsoYawRangeRight;
int torsoPitchRangeUp;
int torsoPitchRangeDown;
int legsFrame;
int torsoFrame;
float legsFpsMod;
float torsoFpsMod;
//Fields to apply to entire model set, individual model's equivalents will modify this value
vec3_t customRGB;//Red Green Blue, 0 = don't apply
int customAlpha;//Alpha to apply, 0 = none?
//RF?
int renderFlags;
//
vec3_t muzzlePoint;
vec3_t muzzleDir;
vec3_t muzzlePointOld;
vec3_t muzzleDirOld;
//vec3_t muzzlePointNext; // Muzzle point one server frame in the future!
//vec3_t muzzleDirNext;
int mPCalcTime;//Last time muzzle point was calced
//
float lockYaw;//
//
vec3_t headPoint;//Where your tag_head is
vec3_t headAngles;//where the tag_head in the torso is pointing
vec3_t handRPoint;//where your right hand is
vec3_t handLPoint;//where your left hand is
vec3_t crotchPoint;//Where your crotch is
vec3_t footRPoint;//where your right hand is
vec3_t footLPoint;//where your left hand is
vec3_t torsoPoint;//Where your chest is
vec3_t torsoAngles;//Where the chest is pointing
vec3_t eyePoint;//Where your eyes are
vec3_t eyeAngles;//Where your eyes face
int lookTarget;//Which ent to look at with lookAngles
lookMode_t lookMode;
int lookTargetClearTime;//Time to clear the lookTarget
int lastVoiceVolume;//Last frame's voice volume
vec3_t lastHeadAngles;//Last headAngles, NOT actual facing of head model
vec3_t headBobAngles;//headAngle offsets
vec3_t targetHeadBobAngles;//head bob angles will try to get to targetHeadBobAngles
int lookingDebounceTime;//When we can stop using head looking angle behavior
float legsYaw;//yaw angle your legs are actually rendering at
//for tracking legitimate bolt indecies
void *lastG2; //if it doesn't match ent->ghoul2, the bolts are considered invalid.
int headBolt;
int handRBolt;
int handLBolt;
int torsoBolt;
int crotchBolt;
int footRBolt;
int footLBolt;
int motionBolt;
int boltValidityTime;
} renderInfo_t;
// this structure is cleared on each ClientSpawn(),
// except for 'client->pers' and 'client->sess'
struct gclient_s {
// ps MUST be the first element, because the server expects it
playerState_t ps; // communicated by server to clients
// the rest of the structure is private to game
clientPersistant_t pers;
clientSession_t sess;
saberInfo_t saber[MAX_SABERS];
void *weaponGhoul2[MAX_SABERS];
int tossableItemDebounce;
int bodyGrabTime;
int bodyGrabIndex;
int pushEffectTime;
int invulnerableTimer;
int saberCycleQueue;
int legsAnimExecute;
int torsoAnimExecute;
qboolean legsLastFlip;
qboolean torsoLastFlip;
qboolean readyToExit; // wishes to leave the intermission
qboolean noclip;
int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
// we can't just use pers.lastCommand.time, because
// of the g_sycronousclients case
int buttons;
int oldbuttons;
int latched_buttons;
vec3_t oldOrigin;
// sum up damage over an entire frame, so
// shotgun blasts give a single big kick
int damage_armor; // damage absorbed by armor
int damage_blood; // damage taken out of health
int damage_knockback; // impact damage
vec3_t damage_from; // origin for vector calculation
qboolean damage_fromWorld; // if true, don't use the damage_from vector
int damageBoxHandle_Head; //entity number of head damage box
int damageBoxHandle_RLeg; //entity number of right leg damage box
int damageBoxHandle_LLeg; //entity number of left leg damage box
int accurateCount; // for "impressive" reward sound
int accuracy_shots; // total number of shots
int accuracy_hits; // total number of hits
//
int lastkilled_client; // last client that this client killed
int lasthurt_client; // last client that damaged this client
int lasthurt_mod; // type of damage the client did
// timers
int respawnTime; // can respawn when time > this, force after g_forcerespwan
int inactivityTime; // kick players when time > this
qboolean inactivityWarning; // qtrue if the five seoond warning has been given
int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this
int airOutTime;
int lastKillTime; // for multiple kill rewards
qboolean fireHeld; // used for hook
gentity_t *hook; // grapple hook if out
int switchTeamTime; // time the player switched teams
int switchDuelTeamTime; // time the player switched duel teams
int switchClassTime; // class changed debounce timer
// timeResidual is used to handle events that happen every second
// like health / armor countdowns and regeneration
int timeResidual;
char *areabits;
int g2LastSurfaceHit; //index of surface hit during the most recent ghoul2 collision performed on this client.
int g2LastSurfaceTime; //time when the surface index was set (to make sure it's up to date)
int corrTime;
vec3_t lastHeadAngles;
int lookTime;
int brokenLimbs;
qboolean noCorpse; //don't leave a corpse on respawn this time.
int jetPackTime;
qboolean jetPackOn;
int jetPackToggleTime;
int jetPackDebRecharge;
int jetPackDebReduce;
int cloakToggleTime;
int cloakDebRecharge;
int cloakDebReduce;
int saberStoredIndex; //stores saberEntityNum from playerstate for when it's set to 0 (indicating saber was knocked out of the air)
int saberKnockedTime; //if saber gets knocked away, can't pull it back until this value is < level.time
vec3_t olderSaberBase; //Set before lastSaberBase_Always, to whatever lastSaberBase_Always was previously
qboolean olderIsValid; //is it valid?
vec3_t lastSaberDir_Always; //every getboltmatrix, set to saber dir
vec3_t lastSaberBase_Always; //every getboltmatrix, set to saber base
int lastSaberStorageTime; //server time that the above two values were updated (for making sure they aren't out of date)
qboolean hasCurrentPosition; //are lastSaberTip and lastSaberBase valid?
int dangerTime; // level.time when last attack occured
int idleTime; //keep track of when to play an idle anim on the client.
int idleHealth; //stop idling if health decreases
vec3_t idleViewAngles; //stop idling if viewangles change
int forcePowerSoundDebounce; //if > level.time, don't do certain sound events again (drain sound, absorb sound, etc)
char modelname[MAX_QPATH];
qboolean fjDidJump;
qboolean ikStatus;
int throwingIndex;
int beingThrown;
int doingThrow;
float hiddenDist;//How close ents have to be to pick you up as an enemy
vec3_t hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden)
renderInfo_t renderInfo;
//mostly NPC stuff:
npcteam_t playerTeam;
npcteam_t enemyTeam;
char *squadname;
gentity_t *team_leader;
gentity_t *leader;
gentity_t *follower;
int numFollowers;
gentity_t *formationGoal;
int nextFormGoal;
class_t NPC_class;
vec3_t pushVec;
int pushVecTime;
int siegeClass;
int holdingObjectiveItem;
//time values for when being healed/supplied by supplier class
int isMedHealed;
int isMedSupplied;
//seperate debounce time for refilling someone's ammo as a supplier
int medSupplyDebounce;
//used in conjunction with ps.hackingTime
int isHacking;
vec3_t hackingAngles;
//debounce time for sending extended siege data to certain classes
int siegeEDataSend;
int ewebIndex; //index of e-web gun if spawned
int ewebTime; //e-web use debounce
int ewebHealth; //health of e-web (to keep track between deployments)
int inSpaceIndex; //ent index of space trigger if inside one
int inSpaceSuffocation; //suffocation timer
int tempSpectate; //time to force spectator mode
//keep track of last person kicked and the time so we don't hit multiple times per kick
int jediKickIndex;
int jediKickTime;
//special moves (designed for kyle boss npc, but useable by players in mp)
int grappleIndex;
int grappleState;
int solidHack;
int noLightningTime;
unsigned mGameFlags;
//fallen duelist
qboolean iAmALoser;
int lastGenCmd;
int lastGenCmdTime;
struct force {
int regenDebounce;
int drainDebounce;
int lightningDebounce;
} force;
};
//Interest points
#define MAX_INTEREST_POINTS 64
typedef struct
{
vec3_t origin;
char *target;
} interestPoint_t;
//Combat points
#define MAX_COMBAT_POINTS 512
typedef struct
{
vec3_t origin;
int flags;
// char *NPC_targetname;
// team_t team;
qboolean occupied;
int waypoint;
int dangerTime;
} combatPoint_t;
// Alert events
#define MAX_ALERT_EVENTS 32
typedef enum
{
AET_SIGHT,
AET_SOUND,
} alertEventType_e;
typedef enum
{
AEL_MINOR, //Enemy responds to the sound, but only by looking
AEL_SUSPICIOUS, //Enemy looks at the sound, and will also investigate it
AEL_DISCOVERED, //Enemy knows the player is around, and will actively hunt
AEL_DANGER, //Enemy should try to find cover
AEL_DANGER_GREAT, //Enemy should run like hell!
} alertEventLevel_e;
typedef struct alertEvent_s
{
vec3_t position; //Where the event is located
float radius; //Consideration radius
alertEventLevel_e level; //Priority level of the event
alertEventType_e type; //Event type (sound,sight)
gentity_t *owner; //Who made the sound
float light; //ambient light level at point
float addLight; //additional light- makes it more noticable, even in darkness
int ID; //unique... if get a ridiculous number, this will repeat, but should not be a problem as it's just comparing it to your lastAlertID
int timestamp; //when it was created
} alertEvent_t;
//
// this structure is cleared as each map is entered
//
typedef struct waypointData_s {
char targetname[MAX_QPATH];
char target[MAX_QPATH];
char target2[MAX_QPATH];
char target3[MAX_QPATH];
char target4[MAX_QPATH];
int nodeID;
} waypointData_t;
typedef struct {
char message[MAX_SPAWN_VARS_CHARS];
int count;
int cs_index;
vec3_t origin;
} locationData_t;
typedef struct level_locals_s {
struct gclient_s *clients; // [maxclients]
struct gentity_s *gentities;
int gentitySize;
int num_entities; // current number, <= MAX_GENTITIES
int warmupTime; // restart match at this time
fileHandle_t logFile;
// store latched cvars here that we want to get at often
int maxclients;
int framenum;
int time; // in msec
int previousTime; // so movers can back up when blocked
int startTime; // level.time the map was started
int teamScores[TEAM_NUM_TEAMS];
int lastTeamLocationTime; // last time of client team location update
qboolean newSession; // don't use any old session data, because
// we changed gametype
qboolean restarted; // waiting for a map_restart to fire
int numConnectedClients;
int numNonSpectatorClients; // includes connecting clients
int numPlayingClients; // connected, non-spectators
int sortedClients[MAX_CLIENTS]; // sorted by score
int follow1, follow2; // clientNums for auto-follow spectators
int snd_fry; // sound index for standing in lava
int snd_hack; //hacking loop sound
int snd_medHealed; //being healed by supply class
int snd_medSupplied; //being supplied by supply class
// voting state
char voteString[MAX_STRING_CHARS];
char voteStringClean[MAX_STRING_CHARS];
char voteDisplayString[MAX_STRING_CHARS];
int voteTime; // level.time vote was called
int voteExecuteTime; // time the vote is executed
int voteExecuteDelay; // set per-vote
int voteYes;
int voteNo;
int numVotingClients; // set by CalculateRanks
qboolean votingGametype;
int votingGametypeTo;
// team voting state
char teamVoteString[2][MAX_STRING_CHARS];
char teamVoteStringClean[2][MAX_STRING_CHARS];
char teamVoteDisplayString[2][MAX_STRING_CHARS];
int teamVoteTime[2]; // level.time vote was called
int teamVoteExecuteTime[2]; // time the vote is executed
int teamVoteYes[2];
int teamVoteNo[2];
int numteamVotingClients[2];// set by CalculateRanks
// spawn variables
qboolean spawning; // the G_Spawn*() functions are valid
int numSpawnVars;
char *spawnVars[MAX_SPAWN_VARS][2]; // key / value pairs
int numSpawnVarChars;
char spawnVarChars[MAX_SPAWN_VARS_CHARS];
// intermission state
int intermissionQueued; // intermission was qualified, but
// wait INTERMISSION_DELAY_TIME before
// actually going there so the last
// frag can be watched. Disable future
// kills during this delay
int intermissiontime; // time the intermission was started
char *changemap;
qboolean readyToExit; // at least one client wants to exit
int exitTime;
vec3_t intermission_origin; // also used for spectator spawns
vec3_t intermission_angle;
int bodyQueIndex; // dead bodies
gentity_t *bodyQue[BODY_QUEUE_SIZE];
int portalSequence;
alertEvent_t alertEvents[ MAX_ALERT_EVENTS ];
int numAlertEvents;
int curAlertID;
AIGroupInfo_t groups[MAX_FRAME_GROUPS];
//Interest points- squadmates automatically look at these if standing around and close to them
interestPoint_t interestPoints[MAX_INTEREST_POINTS];
int numInterestPoints;
//Combat points- NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point
combatPoint_t combatPoints[MAX_COMBAT_POINTS];
int numCombatPoints;
//rwwRMG - added:
int mNumBSPInstances;
int mBSPInstanceDepth;
vec3_t mOriginAdjust;
float mRotationAdjust;
char *mTargetAdjust;
char mTeamFilter[MAX_QPATH];
struct {
fileHandle_t log;
} security;
struct {
int num;
char *infos[MAX_BOTS];
} bots;
struct {
int num;
char *infos[MAX_ARENAS];
} arenas;