2008-01-12 17:09:00 +00:00
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#include <game/g_vmath.h>
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#include <game/g_protocol.h>
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#include <game/g_game.h>
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#include <game/client/gc_render.h>
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// sound channels
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enum
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{
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CHN_GUI=0,
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CHN_MUSIC,
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CHN_WORLD,
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CHN_GLOBAL,
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};
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extern struct data_container *data;
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extern vec2 mouse_pos;
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extern vec2 local_character_pos;
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extern vec2 local_target_pos;
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// snap pointers
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extern const obj_player_character *local_character;
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extern const obj_player_character *local_prev_character;
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extern const obj_player_info *local_info;
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extern const obj_flag *flags[2];
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extern const obj_game *gameobj;
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// predicted players
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extern player_core predicted_prev_player;
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extern player_core predicted_player;
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// input
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extern int picked_up_weapon;
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extern player_input input_data;
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extern int input_target_lock;
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// chat
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enum
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{
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CHATMODE_NONE=0,
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CHATMODE_ALL,
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CHATMODE_TEAM,
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CHATMODE_CONSOLE,
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CHATMODE_REMOTECONSOLE,
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};
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extern int chat_mode;
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void chat_add_line(int client_id, int team, const char *line);
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void chat_reset();
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// client data
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struct client_data
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{
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char name[64];
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char skin_name[64];
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int skin_id;
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int skin_color;
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int team;
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int emoticon;
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int emoticon_start;
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player_core predicted;
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tee_render_info skin_info; // this is what the server reports
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tee_render_info render_info; // this is what we use
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void update_render_info();
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};
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extern client_data client_datas[MAX_CLIENTS];
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// kill messages
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struct killmsg
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{
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int weapon;
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int victim;
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int killer;
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int mode_special; // for CTF, if the guy is carrying a flag for example
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int tick;
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};
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const int killmsg_max = 5;
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extern killmsg killmsgs[killmsg_max];
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extern int killmsg_current;
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// various helpers
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void snd_play_random(int chn, int setid, float vol, vec2 pos);
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void process_events(int snaptype);
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void clear_object_pointers();
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void reset_projectile_particles();
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void send_info(bool start);
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void effect_air_jump(vec2 pos);
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2008-01-13 11:15:32 +00:00
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void effect_damage_indicator(vec2 pos, vec2 dir);
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