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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2008-02-02 12:38:36 +00:00
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extern tuning_params tuning;
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2008-01-12 17:09:00 +00:00
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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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2008-01-29 21:39:41 +00:00
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//
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void send_switch_team(int team);
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2008-01-12 17:09:00 +00:00
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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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2008-01-29 21:39:41 +00:00
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inline vec2 random_dir() { return normalize(vec2(frandom()-0.5f, frandom()-0.5f)); }
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// effects
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void effects_update();
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2008-01-12 17:09:00 +00:00
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2008-01-29 21:39:41 +00:00
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void effect_bullettrail(vec2 pos);
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void effect_smoketrail(vec2 pos, vec2 vel);
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void effect_explosion(vec2 pos);
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2008-01-12 17:09:00 +00:00
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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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2008-01-29 21:39:41 +00:00
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void effect_playerspawn(vec2 pos);
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void effect_playerdeath(vec2 pos);
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// particles
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struct particle
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{
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void set_default()
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{
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vel = vec2(0,0);
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life_span = 0;
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start_size = 32;
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end_size = 32;
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rot = 0;
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rotspeed = 0;
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gravity = 0;
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friction = 0;
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flow_affected = 1.0f;
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color = vec4(1,1,1,1);
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}
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vec2 pos;
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vec2 vel;
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int spr;
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float flow_affected;
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float life_span;
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float start_size;
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float end_size;
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float rot;
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float rotspeed;
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float gravity;
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float friction;
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vec4 color;
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// set by the particle system
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float life;
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int prev_part;
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int next_part;
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};
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enum
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{
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PARTGROUP_PROJECTILE_TRAIL=0,
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PARTGROUP_EXPLOSIONS,
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PARTGROUP_GENERAL,
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NUM_PARTGROUPS
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};
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void particle_add(int group, particle *part);
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void particle_render(int group);
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void particle_update(float time_passed);
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void particle_reset();
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// flow grid
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vec2 flow_get(vec2 pos);
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void flow_add(vec2 pos, vec2 vel, float size);
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void flow_dbg_render();
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void flow_init();
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void flow_update();
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