Fixed crash in message dispatcher after 'meta unload'.
Various cosmetic changes.
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37 changed files with 949 additions and 602 deletions
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@ -19,6 +19,24 @@
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// This header file included by engine files and DLL files.
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// Most came from server.h
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#define INTERFACE_VERSION 140
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// Dot products for view cone checking
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#define VIEW_FIELD_FULL (float)-1.0 // +-180 degrees
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#define VIEW_FIELD_WIDE (float)-0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
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#define VIEW_FIELD_NARROW (float)0.7 // +-45 degrees, more narrow check used to set up ranged attacks
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#define VIEW_FIELD_ULTRA_NARROW (float)0.9 // +-25 degrees, more narrow check used to set up ranged attacks
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#define FCVAR_ARCHIVE (1 << 0) // set to cause it to be saved to vars.rc
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#define FCVAR_USERINFO (1 << 1) // changes the client's info string
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#define FCVAR_SERVER (1 << 2) // notifies players when changed
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#define FCVAR_EXTDLL (1 << 3) // defined by external DLL
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#define FCVAR_CLIENTDLL (1 << 4) // defined by the client dll
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#define FCVAR_PROTECTED (1 << 5) // It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as value
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#define FCVAR_SPONLY (1 << 6) // This cvar cannot be changed by clients connected to a multiplayer server.
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#define FCVAR_PRINTABLEONLY (1 << 7) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
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#define FCVAR_UNLOGGED (1 << 8) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
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// edict->flags
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#define FL_FLY (1 << 0) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM (1 << 1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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@ -667,6 +685,122 @@
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#define TE_BOUNCE_SHELL 1
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#define TE_BOUNCE_SHOTSHELL 2
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#define MAX_ENT_LEAFS 48
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#define MAX_WEAPON_SLOTS 5 // hud item selection slots
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#define MAX_ITEM_TYPES 6 // hud item selection slots
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#define MAX_ITEMS 5 // hard coded item types
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#define HIDEHUD_WEAPONS (1 << 0)
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#define HIDEHUD_FLASHLIGHT (1 << 1)
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#define HIDEHUD_ALL (1 << 2)
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#define HIDEHUD_HEALTH (1 << 3)
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#define MAX_AMMO_TYPES 32 // ???
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#define MAX_AMMO_SLOTS 32 // not really slots
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#define HUD_PRINTNOTIFY 1
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#define HUD_PRINTCONSOLE 2
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#define HUD_PRINTTALK 3
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#define HUD_PRINTCENTER 4
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#define WEAPON_SUIT 31
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#define VERTEXSIZE 7
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#define MAXLIGHTMAPS 4
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#define NUM_AMBIENTS 4
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#define MAX_MAP_HULLS 4
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#define MAX_PHYSINFO_STRING 256
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#define MAX_PHYSENTS 600
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#define MAX_MOVEENTS 64
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#define MAX_LIGHTSTYLES 64
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#define MAX_LIGHTSTYLEVALUE 256
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#define SURF_DRAWTILED 0x20
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#define AMBIENT_SOUND_STATIC 0 // medium radius attenuation
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#define AMBIENT_SOUND_EVERYWHERE 1
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#define AMBIENT_SOUND_SMALLRADIUS 2
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#define AMBIENT_SOUND_MEDIUMRADIUS 4
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#define AMBIENT_SOUND_LARGERADIUS 8
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#define AMBIENT_SOUND_START_SILENT 16
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#define AMBIENT_SOUND_NOT_LOOPING 32
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#define SPEAKER_START_SILENT 1 // wait for trigger 'on' to start announcements
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#define SND_SPAWNING (1 << 8) // duplicated in protocol.h we're spawing, used in some cases for ambients
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#define SND_STOP (1 << 5) // duplicated in protocol.h stop sound
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#define SND_CHANGE_VOL (1 << 6) // duplicated in protocol.h change sound vol
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#define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch
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#define LFO_SQUARE 1
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#define LFO_TRIANGLE 2
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#define LFO_RANDOM 3
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// func_rotating
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#define SF_BRUSH_ROTATE_Y_AXIS 0
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#define SF_BRUSH_ROTATE_INSTANT 1
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#define SF_BRUSH_ROTATE_BACKWARDS 2
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#define SF_BRUSH_ROTATE_Z_AXIS 4
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#define SF_BRUSH_ROTATE_X_AXIS 8
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#define SF_PENDULUM_AUTO_RETURN 16
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#define SF_PENDULUM_PASSABLE 32
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#define SF_BRUSH_ROTATE_SMALLRADIUS 128
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#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
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#define SF_BRUSH_ROTATE_LARGERADIUS 512
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#define PUSH_BLOCK_ONLY_X 1
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#define PUSH_BLOCK_ONLY_Y 2
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#define VEC_HULL_MIN Vector(-16, -16, -36)
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#define VEC_HULL_MAX Vector(16, 16, 36)
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#define VEC_HUMAN_HULL_MIN Vector(-16, -16, 0)
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#define VEC_HUMAN_HULL_MAX Vector(16, 16, 72)
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#define VEC_HUMAN_HULL_DUCK Vector(16, 16, 36)
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#define VEC_VIEW Vector(0, 0, 28)
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#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18)
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#define VEC_DUCK_HULL_MAX Vector(16, 16, 18)
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#define VEC_DUCK_VIEW Vector(0, 0, 12)
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#define SVC_TEMPENTITY 23
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#define SVC_CENTERPRINT 26
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#define SVC_INTERMISSION 30
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#define SVC_CDTRACK 32
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#define SVC_WEAPONANIM 35
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#define SVC_ROOMTYPE 37
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#define SVC_DIRECTOR 51
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// triggers
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#define SF_TRIGGER_ALLOWMONSTERS 1 // monsters allowed to fire this trigger
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#define SF_TRIGGER_NOCLIENTS 2 // players not allowed to fire this trigger
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#define SF_TRIGGER_PUSHABLES 4 // only pushables can fire this trigger
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// func breakable
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#define SF_BREAK_TRIGGER_ONLY 1 // may only be broken by trigger
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#define SF_BREAK_TOUCH 2 // can be 'crashed through' by running player (plate glass)
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#define SF_BREAK_PRESSURE 4 // can be broken by a player standing on it
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#define SF_BREAK_CROWBAR 256 // instant break if hit with crowbar
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// func_pushable (it's also func_breakable, so don't collide with those flags)
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#define SF_PUSH_BREAKABLE 128
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#define SF_LIGHT_START_OFF 1
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#define SPAWNFLAG_NOMESSAGE 1
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#define SPAWNFLAG_NOTOUCH 1
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#define SPAWNFLAG_DROIDONLY 4
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#define SPAWNFLAG_USEONLY 1 // can't be touched, must be used (buttons)
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#define TELE_PLAYER_ONLY 1
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#define TELE_SILENT 2
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#define SF_TRIG_PUSH_ONCE 1
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// Rendering constants
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enum {
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kRenderNormal, // src
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@ -701,29 +835,46 @@ enum {
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kRenderFxClampMinScale // Keep this sprite from getting very small (SPRITES only!)
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};
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typedef int func_t;
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typedef int string_t;
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typedef enum {
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ignore_monsters = 1,
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dont_ignore_monsters = 0,
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missile = 2
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} IGNORE_MONSTERS;
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typedef struct link_s {
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struct link_s *prev, *next;
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} link_t;
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typedef enum {
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ignore_glass = 1,
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dont_ignore_glass = 0
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} IGNORE_GLASS;
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typedef struct edict_s edict_t;
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typedef enum {
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point_hull = 0,
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human_hull = 1,
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large_hull = 2,
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head_hull = 3
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} HULL;
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typedef struct {
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vec3_t normal;
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float dist;
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} plane_t;
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typedef enum {
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at_notice,
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at_console, // same as at_notice, but forces a ConPrintf, not a message box
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at_aiconsole, // same as at_console, but only shown if developer level is 2!
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at_warning,
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at_error,
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at_logged // Server print to console ( only in multiplayer games ).
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} ALERT_TYPE;
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// 4-22-98 JOHN: added for use in pfnClientPrintf
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typedef enum {
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print_console,
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print_center,
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print_chat
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} PRINT_TYPE;
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// For integrity checking of content on clients
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typedef enum {
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force_exactfile, // File on client must exactly match server's file
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force_model_samebounds, // For model files only, the geometry must fit in the same bbox
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force_model_specifybounds // For model files only, the geometry must fit in the specified bbox
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} FORCE_TYPE;
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typedef struct {
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int allsolid; // if true, plane is not valid
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int startsolid; // if true, the initial point was in a solid area
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int inopen, inwater;
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float fraction; // time completed, 1.0 = didn't hit anything
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vec3_t endpos; // final position
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plane_t plane; // surface normal at impact
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edict_t *ent; // entity the surface is on
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int hitgroup; // 0 == generic, non zero is specific body part
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} trace_t;
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#endif
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