Fixed crash in message dispatcher after 'meta unload'.

Various cosmetic changes.
This commit is contained in:
jeefo 2019-09-14 23:13:55 +03:00
commit ff6c56aeac
37 changed files with 949 additions and 602 deletions

View file

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