Add code, unknown original date

This commit is contained in:
2026-05-18 12:41:53 -04:00
commit 7fddc22283
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bg_local.h:1080784657 - 6d672011d0928d352b3a04ad37165b12
bg_misc.c:1080784657 - 15cad759bd24f27a49c7bdd8e32f07e4
bg_misc.o:1080791481 d5d658c3357dc52e3f5b30da387dca95
q_math.asm:1080791511 021fc880dd767e11f25ccc6b458b90b6
q_math.o:1080791482 a86b478bd9926b24acc3852266a5b585
q_shared.o:1080791482 f99920f89891da83d29a6d684821b8b7
bg_lib.asm:1080791512 860ecaefd7fdc02d24023d73a8e3430c
surfaceflags.h:1080784656 - b8d4b9d273c6f27cc15cbe3801ea5b48
bg_slidemove.o:1080791482 93a7acfca3117b123eacbe6f14a8a0ee
bg_pmove.o:1080791482 0895ae8a33745ee2468fb9842e741e6f
q_shared.asm:1080791511 8e45ca1c31b7fde40635885e250db6d3
q_shared.h:1080784656 - 4be4ffd42eea1486298861768d1d0b6a
bg_lib.h:1080784657 - c586b36f6d481d7762a2a02751e9f9e6
bg_slidemove.asm:1080791511 05755805a771d9505e8fba2ce52d1271
bg_lib.c:1080784657 - 11d995dd18822a37c2e924128bcdf943
bg_public.h:1080784657 - 0054a3e1232d31b8f2f6694c2684ade8
bg_slidemove.c:1080784657 - 5c58d6ee177f78d0e06067eaf2430fd0
q_shared.c:1080784656 - 572b179b26244b05f57789667fbab7f3
bg_pmove.c:1080784657 - 0fedc225d9e2893c0e95091f3db10922
bg_pmove.asm:1080791511 5850250e5082460e26112f62ee9d8030
q_math.c:1080784656 - 1fa363a99ed67e62343af49287b6c02a
bg_misc.asm:1080791511 44219db0bfa4709a9d0bafe8bcc887af

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bg_local.h:1080784657 - 6d672011d0928d352b3a04ad37165b12
bg_misc.c:1080784657 - 15cad759bd24f27a49c7bdd8e32f07e4
bg_misc.o:1080791481 d5d658c3357dc52e3f5b30da387dca95
q_math.asm:1080791511 021fc880dd767e11f25ccc6b458b90b6
q_math.o:1080791482 a86b478bd9926b24acc3852266a5b585
q_shared.o:1080791482 f99920f89891da83d29a6d684821b8b7
bg_lib.asm:1080791512 860ecaefd7fdc02d24023d73a8e3430c
surfaceflags.h:1080784656 - b8d4b9d273c6f27cc15cbe3801ea5b48
bg_slidemove.o:1080791482 93a7acfca3117b123eacbe6f14a8a0ee
bg_pmove.o:1080791482 0895ae8a33745ee2468fb9842e741e6f
q_shared.asm:1080791511 8e45ca1c31b7fde40635885e250db6d3
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bg_misc.asm:1080791511 44219db0bfa4709a9d0bafe8bcc887af

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// bg_lib.h -- standard C library replacement routines used by code
// compiled for the virtual machine
// This file is NOT included on native builds
typedef int size_t;
typedef char * va_list;
#define _INTSIZEOF(n) ( (sizeof(n) + sizeof(int) - 1) & ~(sizeof(int) - 1) )
#define va_start(ap,v) ( ap = (va_list)&v + _INTSIZEOF(v) )
#define va_arg(ap,t) ( *(t *)((ap += _INTSIZEOF(t)) - _INTSIZEOF(t)) )
#define va_end(ap) ( ap = (va_list)0 )
#define CHAR_BIT 8 /* number of bits in a char */
#define SCHAR_MIN (-128) /* minimum signed char value */
#define SCHAR_MAX 127 /* maximum signed char value */
#define UCHAR_MAX 0xff /* maximum unsigned char value */
#define SHRT_MIN (-32768) /* minimum (signed) short value */
#define SHRT_MAX 32767 /* maximum (signed) short value */
#define USHRT_MAX 0xffff /* maximum unsigned short value */
#define INT_MIN (-2147483647 - 1) /* minimum (signed) int value */
#define INT_MAX 2147483647 /* maximum (signed) int value */
#define UINT_MAX 0xffffffff /* maximum unsigned int value */
#define LONG_MIN (-2147483647L - 1) /* minimum (signed) long value */
#define LONG_MAX 2147483647L /* maximum (signed) long value */
#define ULONG_MAX 0xffffffffUL /* maximum unsigned long value */
// Misc functions
typedef int cmp_t(const void *, const void *);
void qsort(void *a, size_t n, size_t es, cmp_t *cmp);
void srand( unsigned seed );
int rand( void );
// String functions
size_t strlen( const char *string );
char *strcat( char *strDestination, const char *strSource );
char *strcpy( char *strDestination, const char *strSource );
int strcmp( const char *string1, const char *string2 );
char *strchr( const char *string, int c );
char *strstr( const char *string, const char *strCharSet );
char *strncpy( char *strDest, const char *strSource, size_t count );
int tolower( int c );
int toupper( int c );
double atof( const char *string );
double _atof( const char **stringPtr );
int atoi( const char *string );
int _atoi( const char **stringPtr );
int vsprintf( char *buffer, const char *fmt, va_list argptr );
int sscanf( const char *buffer, const char *fmt, ... );
// Memory functions
void *memmove( void *dest, const void *src, size_t count );
void *memset( void *dest, int c, size_t count );
void *memcpy( void *dest, const void *src, size_t count );
// Math functions
double ceil( double x );
double floor( double x );
double sqrt( double x );
double sin( double x );
double cos( double x );
double atan2( double y, double x );
double tan( double x );
int abs( int n );
double fabs( double x );
double acos( double x );

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// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_local.h -- local definitions for the bg (both games) files
#define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
#define STEPSIZE 18
#define JUMP_VELOCITY 270
#define TIMER_LAND 130
#define TIMER_GESTURE (34*66+50)
#define OVERCLIP 1.001f
// all of the locals will be zeroed before each
// pmove, just to make damn sure we don't have
// any differences when running on client or server
typedef struct {
vec3_t forward, right, up;
float frametime;
int msec;
qboolean walking;
qboolean groundPlane;
trace_t groundTrace;
float impactSpeed;
vec3_t previous_origin;
vec3_t previous_velocity;
int previous_waterlevel;
} pml_t;
extern pmove_t *pm;
extern pml_t pml;
// movement parameters
extern float pm_stopspeed;
extern float pm_duckScale;
extern float pm_swimScale;
extern float pm_wadeScale;
extern float pm_accelerate;
extern float pm_airaccelerate;
extern float pm_wateraccelerate;
extern float pm_flyaccelerate;
extern float pm_friction;
extern float pm_waterfriction;
extern float pm_flightfriction;
extern int c_pmove;
void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
void PM_AddTouchEnt( int entityNum );
void PM_AddEvent( int newEvent );
qboolean PM_SlideMove( qboolean gravity );
void PM_StepSlideMove( qboolean gravity );

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// Copyright (C) 1999-2000 Id Software, Inc.
//
// 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

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// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_slidemove.c -- part of bg_pmove functionality
#include "q_shared.h"
#include "bg_public.h"
#include "bg_local.h"
/*
input: origin, velocity, bounds, groundPlane, trace function
output: origin, velocity, impacts, stairup boolean
*/
/*
==================
PM_SlideMove
Returns qtrue if the velocity was clipped in some way
==================
*/
#define MAX_CLIP_PLANES 5
qboolean PM_SlideMove( qboolean gravity ) {
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity;
vec3_t clipVelocity;
int i, j, k;
trace_t trace;
vec3_t end;
float time_left;
float into;
vec3_t endVelocity;
vec3_t endClipVelocity;
numbumps = 4;
VectorCopy (pm->ps->velocity, primal_velocity);
if ( gravity ) {
VectorCopy( pm->ps->velocity, endVelocity );
endVelocity[2] -= pm->ps->gravity * pml.frametime;
pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5;
primal_velocity[2] = endVelocity[2];
if ( pml.groundPlane ) {
// slide along the ground plane
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
}
time_left = pml.frametime;
// never turn against the ground plane
if ( pml.groundPlane ) {
numplanes = 1;
VectorCopy( pml.groundTrace.plane.normal, planes[0] );
} else {
numplanes = 0;
}
// never turn against original velocity
VectorNormalize2( pm->ps->velocity, planes[numplanes] );
numplanes++;
for ( bumpcount=0 ; bumpcount < numbumps ; bumpcount++ ) {
// calculate position we are trying to move to
VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end );
// see if we can make it there
pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);
if (trace.allsolid) {
// entity is completely trapped in another solid
pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration
return qtrue;
}
if (trace.fraction > 0) {
// actually covered some distance
VectorCopy (trace.endpos, pm->ps->origin);
}
if (trace.fraction == 1) {
break; // moved the entire distance
}
// save entity for contact
PM_AddTouchEnt( trace.entityNum );
time_left -= time_left * trace.fraction;
if (numplanes >= MAX_CLIP_PLANES) {
// this shouldn't really happen
VectorClear( pm->ps->velocity );
return qtrue;
}
//
// if this is the same plane we hit before, nudge velocity
// out along it, which fixes some epsilon issues with
// non-axial planes
//
for ( i = 0 ; i < numplanes ; i++ ) {
if ( DotProduct( trace.plane.normal, planes[i] ) > 0.99 ) {
VectorAdd( trace.plane.normal, pm->ps->velocity, pm->ps->velocity );
break;
}
}
if ( i < numplanes ) {
continue;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify velocity so it parallels all of the clip planes
//
// find a plane that it enters
for ( i = 0 ; i < numplanes ; i++ ) {
into = DotProduct( pm->ps->velocity, planes[i] );
if ( into >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// see how hard we are hitting things
if ( -into > pml.impactSpeed ) {
pml.impactSpeed = -into;
}
// slide along the plane
PM_ClipVelocity (pm->ps->velocity, planes[i], clipVelocity, OVERCLIP );
// slide along the plane
PM_ClipVelocity (endVelocity, planes[i], endClipVelocity, OVERCLIP );
// see if there is a second plane that the new move enters
for ( j = 0 ; j < numplanes ; j++ ) {
if ( j == i ) {
continue;
}
if ( DotProduct( clipVelocity, planes[j] ) >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// try clipping the move to the plane
PM_ClipVelocity( clipVelocity, planes[j], clipVelocity, OVERCLIP );
PM_ClipVelocity( endClipVelocity, planes[j], endClipVelocity, OVERCLIP );
// see if it goes back into the first clip plane
if ( DotProduct( clipVelocity, planes[i] ) >= 0 ) {
continue;
}
// slide the original velocity along the crease
CrossProduct (planes[i], planes[j], dir);
VectorNormalize( dir );
d = DotProduct( dir, pm->ps->velocity );
VectorScale( dir, d, clipVelocity );
CrossProduct (planes[i], planes[j], dir);
VectorNormalize( dir );
d = DotProduct( dir, endVelocity );
VectorScale( dir, d, endClipVelocity );
// see if there is a third plane the the new move enters
for ( k = 0 ; k < numplanes ; k++ ) {
if ( k == i || k == j ) {
continue;
}
if ( DotProduct( clipVelocity, planes[k] ) >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// stop dead at a tripple plane interaction
VectorClear( pm->ps->velocity );
return qtrue;
}
}
// if we have fixed all interactions, try another move
VectorCopy( clipVelocity, pm->ps->velocity );
VectorCopy( endClipVelocity, endVelocity );
break;
}
}
if ( gravity ) {
VectorCopy( endVelocity, pm->ps->velocity );
}
// don't change velocity if in a timer (FIXME: is this correct?)
if ( pm->ps->pm_time ) {
VectorCopy( primal_velocity, pm->ps->velocity );
}
return ( bumpcount != 0 );
}
/*
==================
PM_StepSlideMove
==================
*/
void PM_StepSlideMove( qboolean gravity ) {
vec3_t start_o, start_v;
vec3_t down_o, down_v;
trace_t trace;
// float down_dist, up_dist;
// vec3_t delta, delta2;
vec3_t up, down;
float stepSize;
VectorCopy (pm->ps->origin, start_o);
VectorCopy (pm->ps->velocity, start_v);
if ( PM_SlideMove( gravity ) == 0 ) {
return; // we got exactly where we wanted to go first try
}
VectorCopy(start_o, down);
down[2] -= STEPSIZE;
pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
VectorSet(up, 0, 0, 1);
// never step up when you still have up velocity
if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
DotProduct(trace.plane.normal, up) < 0.7)) {
return;
}
VectorCopy (pm->ps->origin, down_o);
VectorCopy (pm->ps->velocity, down_v);
VectorCopy (start_o, up);
up[2] += STEPSIZE;
// test the player position if they were a stepheight higher
pm->trace (&trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask);
if ( trace.allsolid ) {
if ( pm->debugLevel ) {
Com_Printf("%i:bend can't step\n", c_pmove);
}
return; // can't step up
}
stepSize = trace.endpos[2] - start_o[2];
// try slidemove from this position
VectorCopy (trace.endpos, pm->ps->origin);
VectorCopy (start_v, pm->ps->velocity);
PM_SlideMove( gravity );
// push down the final amount
VectorCopy (pm->ps->origin, down);
down[2] -= stepSize;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
if ( !trace.allsolid ) {
VectorCopy (trace.endpos, pm->ps->origin);
}
if ( trace.fraction < 1.0 ) {
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
#if 0
// if the down trace can trace back to the original position directly, don't step
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
if ( trace.fraction == 1.0 ) {
// use the original move
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
if ( pm->debugLevel ) {
Com_Printf("%i:bend\n", c_pmove);
}
} else
#endif
{
// use the step move
float delta;
delta = pm->ps->origin[2] - start_o[2];
if ( delta > 2 ) {
if ( delta < 7 ) {
PM_AddEvent( EV_STEP_4 );
} else if ( delta < 11 ) {
PM_AddEvent( EV_STEP_8 );
} else if ( delta < 15 ) {
PM_AddEvent( EV_STEP_12 );
} else {
PM_AddEvent( EV_STEP_16 );
}
}
if ( pm->debugLevel ) {
Com_Printf("%i:stepped\n", c_pmove);
}
}
}

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// Copyright (C) 1999-2000 Id Software, Inc.
//
// This file must be identical in the quake and utils directories
// contents flags are seperate bits
// a given brush can contribute multiple content bits
// these definitions also need to be in q_shared.h!
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_FOG 64
#define CONTENTS_NOTTEAM1 0x0080
#define CONTENTS_NOTTEAM2 0x0100
#define CONTENTS_NOBOTCLIP 0x0200
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
//bot specific contents types
#define CONTENTS_TELEPORTER 0x40000
#define CONTENTS_JUMPPAD 0x80000
#define CONTENTS_CLUSTERPORTAL 0x100000
#define CONTENTS_DONOTENTER 0x200000
#define CONTENTS_BOTCLIP 0x400000
#define CONTENTS_MOVER 0x800000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
#define CONTENTS_CORPSE 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
#define CONTENTS_TRIGGER 0x40000000
#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
#define SURF_NODAMAGE 0x1 // never give falling damage
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // lighting from environment map
#define SURF_LADDER 0x8
#define SURF_NOIMPACT 0x10 // don't make missile explosions
#define SURF_NOMARKS 0x20 // don't leave missile marks
#define SURF_FLESH 0x40 // make flesh sounds and effects
#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
#define SURF_HINT 0x100 // make a primary bsp splitter
#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
#define SURF_METALSTEPS 0x1000 // clanking footsteps
#define SURF_NOSTEPS 0x2000 // no footstep sounds
#define SURF_NONSOLID 0x4000 // don't collide against curves with this set
#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface

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K 25
svn:wc:ra_dav:version-url
V 80
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/TA/cgame/game/CVS
END
Repository
K 25
svn:wc:ra_dav:version-url
V 91
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/TA/cgame/game/CVS/Repository
END
Root
K 25
svn:wc:ra_dav:version-url
V 85
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/TA/cgame/game/CVS/Root
END
Entries
K 25
svn:wc:ra_dav:version-url
V 88
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/TA/cgame/game/CVS/Entries
END

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10
dir
44
https://127.0.0.1/svn/aklabs/trunk/hypermod/code/debug-x86-Linux-2.3/TA/cgame/game/CVS
https://127.0.0.1/svn/aklabs
2007-05-26T21:34:02.309037Z
9
andrew
eb184899-6090-47d4-a65b-558f62f6ea1c
Repository
file
2010-02-05T03:38:18.745123Z
0375f8bbd5e6465ba4fee31549e61656
2007-05-26T21:34:02.309037Z
9
andrew
61
Root
file
2010-02-05T03:38:18.760748Z
7af14a164593104c1e7a07a572dd352a
2007-05-26T21:34:02.309037Z
9
andrew
24
Entries
file
2010-02-05T03:38:18.760748Z
b5c614159e985a4882dd979eacf3688f
2007-05-26T21:34:02.309037Z
9
andrew
859

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/.consign/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_lib.asm/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_lib.c/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_lib.h/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_local.h/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_misc.asm/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_misc.c/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_pmove.asm/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_pmove.c/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_public.h/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_slidemove.asm/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_slidemove.c/1.1.1.1/Sat Dec 31 23:57:15 2005//
/q_math.asm/1.1.1.1/Sat Dec 31 23:57:15 2005//
/q_math.c/1.1.1.1/Sat Dec 31 23:57:15 2005//
/q_shared.asm/1.1.1.1/Sat Dec 31 23:57:15 2005//
/q_shared.c/1.1.1.1/Sat Dec 31 23:57:15 2005//
/q_shared.h/1.1.1.1/Sat Dec 31 23:57:15 2005//
/surfaceflags.h/1.1.1.1/Sat Dec 31 23:57:15 2005//
D

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games/quake3/hypermod/code/debug-x86-Linux-2.3/TA/cgame/game

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andrew@gabbo:/home/cvsd

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/.consign/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_lib.asm/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_lib.c/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_lib.h/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_local.h/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_misc.asm/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_misc.c/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_pmove.asm/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_pmove.c/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_public.h/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_slidemove.asm/1.1.1.1/Sat Dec 31 23:57:15 2005//
/bg_slidemove.c/1.1.1.1/Sat Dec 31 23:57:15 2005//
/q_math.asm/1.1.1.1/Sat Dec 31 23:57:15 2005//
/q_math.c/1.1.1.1/Sat Dec 31 23:57:15 2005//
/q_shared.asm/1.1.1.1/Sat Dec 31 23:57:15 2005//
/q_shared.c/1.1.1.1/Sat Dec 31 23:57:15 2005//
/q_shared.h/1.1.1.1/Sat Dec 31 23:57:15 2005//
/surfaceflags.h/1.1.1.1/Sat Dec 31 23:57:15 2005//
D

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games/quake3/hypermod/code/debug-x86-Linux-2.3/TA/cgame/game

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andrew@gabbo:/home/cvsd

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// bg_lib.h -- standard C library replacement routines used by code
// compiled for the virtual machine
// This file is NOT included on native builds
typedef int size_t;
typedef char * va_list;
#define _INTSIZEOF(n) ( (sizeof(n) + sizeof(int) - 1) & ~(sizeof(int) - 1) )
#define va_start(ap,v) ( ap = (va_list)&v + _INTSIZEOF(v) )
#define va_arg(ap,t) ( *(t *)((ap += _INTSIZEOF(t)) - _INTSIZEOF(t)) )
#define va_end(ap) ( ap = (va_list)0 )
#define CHAR_BIT 8 /* number of bits in a char */
#define SCHAR_MIN (-128) /* minimum signed char value */
#define SCHAR_MAX 127 /* maximum signed char value */
#define UCHAR_MAX 0xff /* maximum unsigned char value */
#define SHRT_MIN (-32768) /* minimum (signed) short value */
#define SHRT_MAX 32767 /* maximum (signed) short value */
#define USHRT_MAX 0xffff /* maximum unsigned short value */
#define INT_MIN (-2147483647 - 1) /* minimum (signed) int value */
#define INT_MAX 2147483647 /* maximum (signed) int value */
#define UINT_MAX 0xffffffff /* maximum unsigned int value */
#define LONG_MIN (-2147483647L - 1) /* minimum (signed) long value */
#define LONG_MAX 2147483647L /* maximum (signed) long value */
#define ULONG_MAX 0xffffffffUL /* maximum unsigned long value */
// Misc functions
typedef int cmp_t(const void *, const void *);
void qsort(void *a, size_t n, size_t es, cmp_t *cmp);
void srand( unsigned seed );
int rand( void );
// String functions
size_t strlen( const char *string );
char *strcat( char *strDestination, const char *strSource );
char *strcpy( char *strDestination, const char *strSource );
int strcmp( const char *string1, const char *string2 );
char *strchr( const char *string, int c );
char *strstr( const char *string, const char *strCharSet );
char *strncpy( char *strDest, const char *strSource, size_t count );
int tolower( int c );
int toupper( int c );
double atof( const char *string );
double _atof( const char **stringPtr );
int atoi( const char *string );
int _atoi( const char **stringPtr );
int vsprintf( char *buffer, const char *fmt, va_list argptr );
int sscanf( const char *buffer, const char *fmt, ... );
// Memory functions
void *memmove( void *dest, const void *src, size_t count );
void *memset( void *dest, int c, size_t count );
void *memcpy( void *dest, const void *src, size_t count );
// Math functions
double ceil( double x );
double floor( double x );
double sqrt( double x );
double sin( double x );
double cos( double x );
double atan2( double y, double x );
double tan( double x );
int abs( int n );
double fabs( double x );
double acos( double x );

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// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_local.h -- local definitions for the bg (both games) files
#define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
#define STEPSIZE 18
#define JUMP_VELOCITY 270
#define TIMER_LAND 130
#define TIMER_GESTURE (34*66+50)
#define OVERCLIP 1.001f
// all of the locals will be zeroed before each
// pmove, just to make damn sure we don't have
// any differences when running on client or server
typedef struct {
vec3_t forward, right, up;
float frametime;
int msec;
qboolean walking;
qboolean groundPlane;
trace_t groundTrace;
float impactSpeed;
vec3_t previous_origin;
vec3_t previous_velocity;
int previous_waterlevel;
} pml_t;
extern pmove_t *pm;
extern pml_t pml;
// movement parameters
extern float pm_stopspeed;
extern float pm_duckScale;
extern float pm_swimScale;
extern float pm_wadeScale;
extern float pm_accelerate;
extern float pm_airaccelerate;
extern float pm_wateraccelerate;
extern float pm_flyaccelerate;
extern float pm_friction;
extern float pm_waterfriction;
extern float pm_flightfriction;
extern int c_pmove;
void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
void PM_AddTouchEnt( int entityNum );
void PM_AddEvent( int newEvent );
qboolean PM_SlideMove( qboolean gravity );
void PM_StepSlideMove( qboolean gravity );

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// Copyright (C) 1999-2000 Id Software, Inc.
//
// 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

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// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_slidemove.c -- part of bg_pmove functionality
#include "q_shared.h"
#include "bg_public.h"
#include "bg_local.h"
/*
input: origin, velocity, bounds, groundPlane, trace function
output: origin, velocity, impacts, stairup boolean
*/
/*
==================
PM_SlideMove
Returns qtrue if the velocity was clipped in some way
==================
*/
#define MAX_CLIP_PLANES 5
qboolean PM_SlideMove( qboolean gravity ) {
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity;
vec3_t clipVelocity;
int i, j, k;
trace_t trace;
vec3_t end;
float time_left;
float into;
vec3_t endVelocity;
vec3_t endClipVelocity;
numbumps = 4;
VectorCopy (pm->ps->velocity, primal_velocity);
if ( gravity ) {
VectorCopy( pm->ps->velocity, endVelocity );
endVelocity[2] -= pm->ps->gravity * pml.frametime;
pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5;
primal_velocity[2] = endVelocity[2];
if ( pml.groundPlane ) {
// slide along the ground plane
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
}
time_left = pml.frametime;
// never turn against the ground plane
if ( pml.groundPlane ) {
numplanes = 1;
VectorCopy( pml.groundTrace.plane.normal, planes[0] );
} else {
numplanes = 0;
}
// never turn against original velocity
VectorNormalize2( pm->ps->velocity, planes[numplanes] );
numplanes++;
for ( bumpcount=0 ; bumpcount < numbumps ; bumpcount++ ) {
// calculate position we are trying to move to
VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end );
// see if we can make it there
pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);
if (trace.allsolid) {
// entity is completely trapped in another solid
pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration
return qtrue;
}
if (trace.fraction > 0) {
// actually covered some distance
VectorCopy (trace.endpos, pm->ps->origin);
}
if (trace.fraction == 1) {
break; // moved the entire distance
}
// save entity for contact
PM_AddTouchEnt( trace.entityNum );
time_left -= time_left * trace.fraction;
if (numplanes >= MAX_CLIP_PLANES) {
// this shouldn't really happen
VectorClear( pm->ps->velocity );
return qtrue;
}
//
// if this is the same plane we hit before, nudge velocity
// out along it, which fixes some epsilon issues with
// non-axial planes
//
for ( i = 0 ; i < numplanes ; i++ ) {
if ( DotProduct( trace.plane.normal, planes[i] ) > 0.99 ) {
VectorAdd( trace.plane.normal, pm->ps->velocity, pm->ps->velocity );
break;
}
}
if ( i < numplanes ) {
continue;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify velocity so it parallels all of the clip planes
//
// find a plane that it enters
for ( i = 0 ; i < numplanes ; i++ ) {
into = DotProduct( pm->ps->velocity, planes[i] );
if ( into >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// see how hard we are hitting things
if ( -into > pml.impactSpeed ) {
pml.impactSpeed = -into;
}
// slide along the plane
PM_ClipVelocity (pm->ps->velocity, planes[i], clipVelocity, OVERCLIP );
// slide along the plane
PM_ClipVelocity (endVelocity, planes[i], endClipVelocity, OVERCLIP );
// see if there is a second plane that the new move enters
for ( j = 0 ; j < numplanes ; j++ ) {
if ( j == i ) {
continue;
}
if ( DotProduct( clipVelocity, planes[j] ) >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// try clipping the move to the plane
PM_ClipVelocity( clipVelocity, planes[j], clipVelocity, OVERCLIP );
PM_ClipVelocity( endClipVelocity, planes[j], endClipVelocity, OVERCLIP );
// see if it goes back into the first clip plane
if ( DotProduct( clipVelocity, planes[i] ) >= 0 ) {
continue;
}
// slide the original velocity along the crease
CrossProduct (planes[i], planes[j], dir);
VectorNormalize( dir );
d = DotProduct( dir, pm->ps->velocity );
VectorScale( dir, d, clipVelocity );
CrossProduct (planes[i], planes[j], dir);
VectorNormalize( dir );
d = DotProduct( dir, endVelocity );
VectorScale( dir, d, endClipVelocity );
// see if there is a third plane the the new move enters
for ( k = 0 ; k < numplanes ; k++ ) {
if ( k == i || k == j ) {
continue;
}
if ( DotProduct( clipVelocity, planes[k] ) >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// stop dead at a tripple plane interaction
VectorClear( pm->ps->velocity );
return qtrue;
}
}
// if we have fixed all interactions, try another move
VectorCopy( clipVelocity, pm->ps->velocity );
VectorCopy( endClipVelocity, endVelocity );
break;
}
}
if ( gravity ) {
VectorCopy( endVelocity, pm->ps->velocity );
}
// don't change velocity if in a timer (FIXME: is this correct?)
if ( pm->ps->pm_time ) {
VectorCopy( primal_velocity, pm->ps->velocity );
}
return ( bumpcount != 0 );
}
/*
==================
PM_StepSlideMove
==================
*/
void PM_StepSlideMove( qboolean gravity ) {
vec3_t start_o, start_v;
vec3_t down_o, down_v;
trace_t trace;
// float down_dist, up_dist;
// vec3_t delta, delta2;
vec3_t up, down;
float stepSize;
VectorCopy (pm->ps->origin, start_o);
VectorCopy (pm->ps->velocity, start_v);
if ( PM_SlideMove( gravity ) == 0 ) {
return; // we got exactly where we wanted to go first try
}
VectorCopy(start_o, down);
down[2] -= STEPSIZE;
pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
VectorSet(up, 0, 0, 1);
// never step up when you still have up velocity
if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
DotProduct(trace.plane.normal, up) < 0.7)) {
return;
}
VectorCopy (pm->ps->origin, down_o);
VectorCopy (pm->ps->velocity, down_v);
VectorCopy (start_o, up);
up[2] += STEPSIZE;
// test the player position if they were a stepheight higher
pm->trace (&trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask);
if ( trace.allsolid ) {
if ( pm->debugLevel ) {
Com_Printf("%i:bend can't step\n", c_pmove);
}
return; // can't step up
}
stepSize = trace.endpos[2] - start_o[2];
// try slidemove from this position
VectorCopy (trace.endpos, pm->ps->origin);
VectorCopy (start_v, pm->ps->velocity);
PM_SlideMove( gravity );
// push down the final amount
VectorCopy (pm->ps->origin, down);
down[2] -= stepSize;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
if ( !trace.allsolid ) {
VectorCopy (trace.endpos, pm->ps->origin);
}
if ( trace.fraction < 1.0 ) {
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
#if 0
// if the down trace can trace back to the original position directly, don't step
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
if ( trace.fraction == 1.0 ) {
// use the original move
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
if ( pm->debugLevel ) {
Com_Printf("%i:bend\n", c_pmove);
}
} else
#endif
{
// use the step move
float delta;
delta = pm->ps->origin[2] - start_o[2];
if ( delta > 2 ) {
if ( delta < 7 ) {
PM_AddEvent( EV_STEP_4 );
} else if ( delta < 11 ) {
PM_AddEvent( EV_STEP_8 );
} else if ( delta < 15 ) {
PM_AddEvent( EV_STEP_12 );
} else {
PM_AddEvent( EV_STEP_16 );
}
}
if ( pm->debugLevel ) {
Com_Printf("%i:stepped\n", c_pmove);
}
}
}

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// Copyright (C) 1999-2000 Id Software, Inc.
//
// This file must be identical in the quake and utils directories
// contents flags are seperate bits
// a given brush can contribute multiple content bits
// these definitions also need to be in q_shared.h!
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_FOG 64
#define CONTENTS_NOTTEAM1 0x0080
#define CONTENTS_NOTTEAM2 0x0100
#define CONTENTS_NOBOTCLIP 0x0200
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
//bot specific contents types
#define CONTENTS_TELEPORTER 0x40000
#define CONTENTS_JUMPPAD 0x80000
#define CONTENTS_CLUSTERPORTAL 0x100000
#define CONTENTS_DONOTENTER 0x200000
#define CONTENTS_BOTCLIP 0x400000
#define CONTENTS_MOVER 0x800000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
#define CONTENTS_CORPSE 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
#define CONTENTS_TRIGGER 0x40000000
#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
#define SURF_NODAMAGE 0x1 // never give falling damage
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // lighting from environment map
#define SURF_LADDER 0x8
#define SURF_NOIMPACT 0x10 // don't make missile explosions
#define SURF_NOMARKS 0x20 // don't leave missile marks
#define SURF_FLESH 0x40 // make flesh sounds and effects
#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
#define SURF_HINT 0x100 // make a primary bsp splitter
#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
#define SURF_METALSTEPS 0x1000 // clanking footsteps
#define SURF_NOSTEPS 0x2000 // no footstep sounds
#define SURF_NONSOLID 0x4000 // don't collide against curves with this set
#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface