Quake 2 Oop Conversion Project - Source Diff 3.05 vs 3.14 - g_local.h
diff -s -r q2_305/g_local.h q2_314/g_local.h
Left File < - 3.05/g_local.h
Right File > - 3.14/g_local.h
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> #define BODY_QUEUE_SIZE 8
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> #define IT_STAY_COOP 8
> #define IT_KEY 16
> #define IT_POWERUP 32
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< qboolean helpchanged;
---
> int helpchanged; // flash F1 icon if non 0, play sound
> // and increment only if 1, 2, or 3
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>
> qboolean autosaved;
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< int players; // FIXME: count when needed, don't store
<
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< edict_t *body_que; // looped chain of dead bodies
---
> int body_que; // dead bodies
>
> int power_cubes; // ugly necessity for coop
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>
> // means of death
> #define MOD_UNKNOWN 0
> #define MOD_BLASTER 1
> #define MOD_SHOTGUN 2
> #define MOD_SSHOTGUN 3
> #define MOD_MACHINEGUN 4
> #define MOD_CHAINGUN 5
> #define MOD_GRENADE 6
> #define MOD_G_SPLASH 7
> #define MOD_ROCKET 8
> #define MOD_R_SPLASH 9
> #define MOD_HYPERBLASTER 10
> #define MOD_RAILGUN 11
> #define MOD_BFG_LASER 12
> #define MOD_BFG_BLAST 13
> #define MOD_BFG_EFFECT 14
> #define MOD_HANDGRENADE 15
> #define MOD_HG_SPLASH 16
> #define MOD_WATER 17
> #define MOD_SLIME 18
> #define MOD_LAVA 19
> #define MOD_CRUSH 20
> #define MOD_TELEFRAG 21
> #define MOD_FALLING 22
> #define MOD_SUICIDE 23
> #define MOD_HELD_GRENADE 24
> #define MOD_EXPLOSIVE 25
> #define MOD_BARREL 26
> #define MOD_BOMB 27
> #define MOD_EXIT 28
> #define MOD_SPLASH 29
> #define MOD_TARGET_LASER 30
> #define MOD_TRIGGER_HURT 31
> #define MOD_HIT 32
> #define MOD_TARGET_BLASTER 33
> #define MOD_FRIENDLY_FIRE 0x8000000
>
> extern int meansOfDeath;
>
>
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> extern cvar_t *coop;
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< extern cvar_t *samelevel;
< extern cvar_t *noexit;
---
> extern cvar_t *password;
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< extern cvar_t *g_unlimited_ammo;
< extern cvar_t *dm_respawn;
< extern cvar_t *dm_camping_time;
< extern cvar_t *dm_camping_remind_time;
< extern cvar_t *dm_camping_notify;
< extern cvar_t *nomonsters;
---
> extern cvar_t *dedicated;
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< #define DROPPED_ITEM 0x00008000
< #define DROPPED_PLAYER_ITEM 0x00010000
---
> // item spawnflags
> #define ITEM_TRIGGER_SPAWN 0x00000001
> #define ITEM_NO_TOUCH 0x00000002
> // 6 bits reserved for editor flags
> // 8 bits used as power cube id bits for coop games
> #define DROPPED_ITEM 0x00010000
> #define DROPPED_PLAYER_ITEM 0x00020000
> #define ITEM_TARGETS_USED 0x00040000
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> void Cmd_Score_f (edict_t *ent);
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> void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
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> qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
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< void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags);
< void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius);
---
> void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod);
> void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
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< void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread);
< void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count);
< void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect);
---
> void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
> void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod);
> void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
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< void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
---
> void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
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< int SexedSoundIndex (edict_t *ent, char *base);
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> // g_svcmds.c
> //
> void ServerCommand (void);
>
> //
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< void SelectPrevItem (edict_t *ent);
< void SelectNextItem (edict_t *ent);
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< char sounddir[MAX_QPATH]; // player/male, etc
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> qboolean connected; // a loadgame will leave valid entities that
> // just don't have a connection yet
>
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> qboolean powerArmorActive;
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> gitem_t *lastweapon;
>
> int power_cubes; // used for tracking the cubes in coop games
> int score; // for calculating total unit score in coop games
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< // client data that staus across deathmatch respawns
---
> // client data that stays across deathmatch respawns
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> client_persistant_t coop_respawn; // what to set client->pers to on a respawn
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> int game_helpchanged;
> int helpchanged;
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< typedef struct gclient_s
---
> struct gclient_s
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> qboolean showhelp;
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< } gclient_t;
---
> };