codemp/game/bg_public.h File Reference

#include "bg_weapons.h"
#include "anims.h"
#include "bg_vehicles.h"
#include "../namespace_begin.h"
#include "../namespace_end.h"

Go to the source code of this file.

Data Structures

struct  animation_s
struct  animevent_s
struct  bgEntity_s
struct  bgLoadedAnim_t
struct  bgLoadedEvents_t
struct  gitem_s
struct  pmove_t
struct  saberMoveData_t

Defines

#define MAX_SPAWN_VARS   64
#define MAX_SPAWN_VARS_CHARS   4096
#define GAME_VERSION   "basejka-1"
#define STEPSIZE   18
#define DEFAULT_GRAVITY   800
#define GIB_HEALTH   -40
#define ARMOR_PROTECTION   0.50
#define ARMOR_REDUCTION_FACTOR   0.50
#define JUMP_VELOCITY   225
#define MAX_ITEMS   256
#define RANK_TIED_FLAG   0x4000
#define ITEM_RADIUS   15
#define SCORE_NOT_PRESENT   -9999
#define VOTE_TIME   30000
#define DEFAULT_MINS_2   -24
#define DEFAULT_MAXS_2   40
#define CROUCH_MAXS_2   16
#define STANDARD_VIEWHEIGHT_OFFSET   -4
#define MINS_Z   -24
#define DEFAULT_VIEWHEIGHT   (DEFAULT_MAXS_2+STANDARD_VIEWHEIGHT_OFFSET)
#define CROUCH_VIEWHEIGHT   (CROUCH_MAXS_2+STANDARD_VIEWHEIGHT_OFFSET)
#define DEAD_VIEWHEIGHT   -16
#define MAX_CLIENT_SCORE_SEND   20
#define CS_MUSIC   2
#define CS_MESSAGE   3
#define CS_MOTD   4
#define CS_WARMUP   5
#define CS_SCORES1   6
#define CS_SCORES2   7
#define CS_VOTE_TIME   8
#define CS_VOTE_STRING   9
#define CS_VOTE_YES   10
#define CS_VOTE_NO   11
#define CS_TEAMVOTE_TIME   12
#define CS_TEAMVOTE_STRING   14
#define CS_TEAMVOTE_YES   16
#define CS_TEAMVOTE_NO   18
#define CS_GAME_VERSION   20
#define CS_LEVEL_START_TIME   21
#define CS_INTERMISSION   22
#define CS_FLAGSTATUS   23
#define CS_SHADERSTATE   24
#define CS_BOTINFO   25
#define CS_ITEMS   27
#define CS_CLIENT_JEDIMASTER   28
#define CS_CLIENT_DUELWINNER   29
#define CS_CLIENT_DUELISTS   30
#define CS_CLIENT_DUELHEALTHS   31
#define CS_GLOBAL_AMBIENT_SET   32
#define CS_AMBIENT_SET   37
#define CS_SIEGE_STATE   (CS_AMBIENT_SET+MAX_AMBIENT_SETS)
#define CS_SIEGE_OBJECTIVES   (CS_SIEGE_STATE+1)
#define CS_SIEGE_TIMEOVERRIDE   (CS_SIEGE_OBJECTIVES+1)
#define CS_SIEGE_WINTEAM   (CS_SIEGE_TIMEOVERRIDE+1)
#define CS_SIEGE_ICONS   (CS_SIEGE_WINTEAM+1)
#define CS_MODELS   (CS_SIEGE_ICONS+1)
#define CS_SKYBOXORG   (CS_MODELS+MAX_MODELS)
#define CS_SOUNDS   (CS_SKYBOXORG+1)
#define CS_ICONS   (CS_SOUNDS+MAX_SOUNDS)
#define CS_PLAYERS   (CS_ICONS+MAX_ICONS)
#define CS_G2BONES   (CS_PLAYERS+MAX_CLIENTS)
#define CS_LOCATIONS   (CS_G2BONES+MAX_G2BONES)
#define CS_PARTICLES   (CS_LOCATIONS+MAX_LOCATIONS)
#define CS_EFFECTS   (CS_PARTICLES+MAX_LOCATIONS)
#define CS_LIGHT_STYLES   (CS_EFFECTS + MAX_FX)
#define CS_TERRAINS   (CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
#define CS_BSP_MODELS   (CS_TERRAINS + MAX_TERRAINS)
#define CS_MAX   (CS_BSP_MODELS + MAX_SUB_BSP)
#define G2_MODEL_PART   50
#define BG_NUM_TOGGLEABLE_SURFACES   31
#define MAX_CUSTOM_SIEGE_SOUNDS   30
#define TOSS_DEBOUNCE_TIME   5000
#define MAX_ANIM_FILES   16
#define MAX_ANIM_EVENTS   300
#define MAX_RANDOM_ANIM_SOUNDS   4
#define AED_ARRAY_SIZE   (MAX_RANDOM_ANIM_SOUNDS+3)
#define AED_SOUNDINDEX_START   0
#define AED_SOUNDINDEX_END   (MAX_RANDOM_ANIM_SOUNDS-1)
#define AED_SOUND_NUMRANDOMSNDS   (MAX_RANDOM_ANIM_SOUNDS)
#define AED_SOUND_PROBABILITY   (MAX_RANDOM_ANIM_SOUNDS+1)
#define AED_SOUNDCHANNEL   (MAX_RANDOM_ANIM_SOUNDS+2)
#define AED_FOOTSTEP_TYPE   0
#define AED_FOOTSTEP_PROBABILITY   1
#define AED_EFFECTINDEX   0
#define AED_BOLTINDEX   1
#define AED_EFFECT_PROBABILITY   2
#define AED_MODELINDEX   3
#define AED_FIRE_ALT   0
#define AED_FIRE_PROBABILITY   1
#define AED_MOVE_FWD   0
#define AED_MOVE_RT   1
#define AED_MOVE_UP   2
#define AED_SABER_SWING_SABERNUM   0
#define AED_SABER_SWING_TYPE   1
#define AED_SABER_SWING_PROBABILITY   2
#define AED_SABER_SPIN_SABERNUM   0
#define AED_SABER_SPIN_TYPE   1
#define AED_SABER_SPIN_PROBABILITY   2
#define PMF_DUCKED   1
#define PMF_JUMP_HELD   2
#define PMF_ROLLING   4
#define PMF_BACKWARDS_JUMP   8
#define PMF_BACKWARDS_RUN   16
#define PMF_TIME_LAND   32
#define PMF_TIME_KNOCKBACK   64
#define PMF_FIX_MINS   128
#define PMF_TIME_WATERJUMP   256
#define PMF_RESPAWNED   512
#define PMF_USE_ITEM_HELD   1024
#define PMF_UPDATE_ANIM   2048
#define PMF_FOLLOW   4096
#define PMF_SCOREBOARD   8192
#define PMF_STUCK_TO_WALL   16384
#define PMF_ALL_TIMES   (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
#define MAXTOUCH   32
#define SETANIM_TORSO   1
#define SETANIM_LEGS   2
#define SETANIM_BOTH   SETANIM_TORSO|SETANIM_LEGS
#define SETANIM_FLAG_NORMAL   0
#define SETANIM_FLAG_OVERRIDE   1
#define SETANIM_FLAG_HOLD   2
#define SETANIM_FLAG_RESTART   4
#define SETANIM_FLAG_HOLDLESS   8
#define EF_G2ANIMATING   (1<<0)
#define EF_DEAD   (1<<1)
#define EF_RADAROBJECT   (1<<2)
#define EF_TELEPORT_BIT   (1<<3)
#define EF_SHADER_ANIM   (1<<4)
#define EF_PLAYER_EVENT   (1<<5)
#define EF_RAG   (1<<6)
#define EF_PERMANENT   (1<<7)
#define EF_NODRAW   (1<<8)
#define EF_FIRING   (1<<9)
#define EF_ALT_FIRING   (1<<10)
#define EF_JETPACK_ACTIVE   (1<<11)
#define EF_NOT_USED_1   (1<<12)
#define EF_TALK   (1<<13)
#define EF_CONNECTION   (1<<14)
#define EF_NOT_USED_6   (1<<15)
#define EF_NOT_USED_2   (1<<16)
#define EF_NOT_USED_3   (1<<17)
#define EF_NOT_USED_4   (1<<18)
#define EF_BODYPUSH   (1<<19)
#define EF_DOUBLE_AMMO   (1<<20)
#define EF_SEEKERDRONE   (1<<21)
#define EF_MISSILE_STICK   (1<<22)
#define EF_ITEMPLACEHOLDER   (1<<23)
#define EF_SOUNDTRACKER   (1<<24)
#define EF_DROPPEDWEAPON   (1<<25)
#define EF_DISINTEGRATION   (1<<26)
#define EF_INVULNERABLE   (1<<27)
#define EF_CLIENTSMOOTH   (1<<28)
#define EF_JETPACK   (1<<29)
#define EF_JETPACK_FLAMING   (1<<30)
#define EF_NOT_USED_5   (1<<31)
#define EF2_HELD_BY_MONSTER   (1<<0)
#define EF2_USE_ALT_ANIM   (1<<1)
#define EF2_ALERTED   (1<<2)
#define EF2_GENERIC_NPC_FLAG   (1<<3)
#define EF2_FLYING   (1<<4)
#define EF2_HYPERSPACE   (1<<5)
#define EF2_BRACKET_ENTITY   (1<<6)
#define EF2_SHIP_DEATH   (1<<7)
#define EF2_NOT_USED_1   (1<<8)
#define PLAYEREVENT_DENIEDREWARD   0x0001
#define PLAYEREVENT_GAUNTLETREWARD   0x0002
#define EV_EVENT_BIT1   0x00000100
#define EV_EVENT_BIT2   0x00000200
#define EV_EVENT_BITS   (EV_EVENT_BIT1|EV_EVENT_BIT2)
#define EVENT_VALID_MSEC   300
#define TEAM_LOCATION_UPDATE_TIME   1000
#define TEAM_MAXOVERLAY   32
#define MAX_ITEM_MODELS   4
#define ITEM_INDEX(x)   ((x)-bg_itemlist)
#define SABER_BLOCK_DUR   150
#define DF_NO_FALLING   8
#define DF_FIXED_FOV   16
#define DF_NO_FOOTSTEPS   32
#define MASK_ALL   (-1)
#define MASK_SOLID   (CONTENTS_SOLID|CONTENTS_TERRAIN)
#define MASK_PLAYERSOLID   (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY|CONTENTS_TERRAIN)
#define MASK_NPCSOLID   (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BODY|CONTENTS_TERRAIN)
#define MASK_DEADSOLID   (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_TERRAIN)
#define MASK_WATER   (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE   (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_TERRAIN)
#define MASK_SHOT   (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE|CONTENTS_TERRAIN)
#define FX_STATE_OFF   0
#define FX_STATE_ONE_SHOT   1
#define FX_STATE_ONE_SHOT_LIMIT   10
#define FX_STATE_CONTINUOUS   20
#define ARENAS_PER_TIER   4
#define MAX_ARENAS   1024
#define MAX_ARENAS_TEXT   8192
#define MAX_BOTS   1024
#define MAX_BOTS_TEXT   8192
#define HYPERSPACE_TIME   4000
#define HYPERSPACE_TELEPORT_FRAC   0.75f
#define HYPERSPACE_SPEED   10000.0f
#define HYPERSPACE_TURN_RATE   45.0f

Typedefs

typedef int gametype_t
typedef animation_s animation_t
typedef animevent_s animevent_t
typedef bgEntity_s bgEntity_t
typedef int powerup_t
typedef int holdable_t
typedef int team_t
typedef int itemType_t
typedef gitem_s gitem_t
typedef int saberMoveName_t

Enumerations

enum  g2ModelParts_t {
  G2_MODELPART_HEAD = 10, G2_MODELPART_WAIST, G2_MODELPART_LARM, G2_MODELPART_RARM,
  G2_MODELPART_RHAND, G2_MODELPART_LLEG, G2_MODELPART_RLEG
}
enum  forceHandAnims_t {
  HANDEXTEND_NONE = 0, HANDEXTEND_FORCEPUSH, HANDEXTEND_FORCEPULL, HANDEXTEND_FORCE_HOLD,
  HANDEXTEND_SABERPULL, HANDEXTEND_CHOKE, HANDEXTEND_WEAPONREADY, HANDEXTEND_DODGE,
  HANDEXTEND_KNOCKDOWN, HANDEXTEND_DUELCHALLENGE, HANDEXTEND_TAUNT, HANDEXTEND_PRETHROW,
  HANDEXTEND_POSTTHROW, HANDEXTEND_PRETHROWN, HANDEXTEND_POSTTHROWN, HANDEXTEND_DRAGGING,
  HANDEXTEND_JEDITAUNT
}
enum  brokenLimb_t { BROKENLIMB_NONE = 0, BROKENLIMB_LARM, BROKENLIMB_RARM, NUM_BROKENLIMBS }
enum  {
  GT_FFA, GT_HOLOCRON, GT_JEDIMASTER, GT_DUEL,
  GT_POWERDUEL, GT_SINGLE_PLAYER, GT_TEAM, GT_SIEGE,
  GT_CTF, GT_CTY, GT_MAX_GAME_TYPE
}
enum  gender_t { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER }
enum  {
  SABERLOCK_TOP, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_BREAK,
  SABERLOCK_SUPERBREAK, SABERLOCK_WIN, SABERLOCK_LOSE
}
enum  { DIR_RIGHT, DIR_LEFT, DIR_FRONT, DIR_BACK }
enum  footstepType_t {
  FOOTSTEP_R, FOOTSTEP_L, FOOTSTEP_HEAVY_R, FOOTSTEP_HEAVY_L,
  NUM_FOOTSTEP_TYPES
}
enum  animEventType_t {
  AEV_NONE, AEV_SOUND, AEV_FOOTSTEP, AEV_EFFECT,
  AEV_FIRE, AEV_MOVE, AEV_SOUNDCHAN, AEV_SABER_SWING,
  AEV_SABER_SPIN, AEV_NUM_AEV
}
enum  pmtype_t {
  PM_NORMAL, PM_JETPACK, PM_FLOAT, PM_NOCLIP,
  PM_SPECTATOR, PM_DEAD, PM_FREEZE, PM_INTERMISSION,
  PM_SPINTERMISSION
}
enum  weaponstate_t {
  WEAPON_READY, WEAPON_RAISING, WEAPON_DROPPING, WEAPON_FIRING,
  WEAPON_CHARGING, WEAPON_CHARGING_ALT, WEAPON_IDLE
}
enum  {
  FORCE_MASTERY_UNINITIATED, FORCE_MASTERY_INITIATE, FORCE_MASTERY_PADAWAN, FORCE_MASTERY_JEDI,
  FORCE_MASTERY_JEDI_GUARDIAN, FORCE_MASTERY_JEDI_ADEPT, FORCE_MASTERY_JEDI_KNIGHT, FORCE_MASTERY_JEDI_MASTER,
  NUM_FORCE_MASTERY_LEVELS
}
enum  statIndex_t {
  STAT_HEALTH, STAT_HOLDABLE_ITEM, STAT_HOLDABLE_ITEMS, STAT_PERSISTANT_POWERUP,
  STAT_WEAPONS = 4, STAT_ARMOR, STAT_DEAD_YAW, STAT_CLIENTS_READY,
  STAT_MAX_HEALTH
}
enum  persEnum_t {
  PERS_SCORE, PERS_HITS, PERS_RANK, PERS_TEAM,
  PERS_SPAWN_COUNT, PERS_PLAYEREVENTS, PERS_ATTACKER, PERS_ATTACKEE_ARMOR,
  PERS_KILLED, PERS_IMPRESSIVE_COUNT, PERS_EXCELLENT_COUNT, PERS_DEFEND_COUNT,
  PERS_ASSIST_COUNT, PERS_GAUNTLET_FRAG_COUNT, PERS_CAPTURES
}
enum  effectTypes_t {
  EFFECT_NONE = 0, EFFECT_SMOKE, EFFECT_EXPLOSION, EFFECT_EXPLOSION_PAS,
  EFFECT_SPARK_EXPLOSION, EFFECT_EXPLOSION_TRIPMINE, EFFECT_EXPLOSION_DETPACK, EFFECT_EXPLOSION_FLECHETTE,
  EFFECT_STUNHIT, EFFECT_EXPLOSION_DEMP2ALT, EFFECT_EXPLOSION_TURRET, EFFECT_SPARKS,
  EFFECT_WATER_SPLASH, EFFECT_ACID_SPLASH, EFFECT_LAVA_SPLASH, EFFECT_LANDING_MUD,
  EFFECT_LANDING_SAND, EFFECT_LANDING_DIRT, EFFECT_LANDING_SNOW, EFFECT_LANDING_GRAVEL,
  EFFECT_MAX
}
enum  {
  PW_NONE, PW_QUAD, PW_BATTLESUIT, PW_PULL,
  PW_REDFLAG, PW_BLUEFLAG, PW_NEUTRALFLAG, PW_SHIELDHIT,
  PW_SPEEDBURST, PW_DISINT_4, PW_SPEED, PW_CLOAKED,
  PW_FORCE_ENLIGHTENED_LIGHT, PW_FORCE_ENLIGHTENED_DARK, PW_FORCE_BOON, PW_YSALAMIRI,
  PW_NUM_POWERUPS
}
enum  {
  HI_NONE, HI_SEEKER, HI_SHIELD, HI_MEDPAC,
  HI_MEDPAC_BIG, HI_BINOCULARS, HI_SENTRY_GUN, HI_JETPACK,
  HI_HEALTHDISP, HI_AMMODISP, HI_EWEB, HI_CLOAK,
  HI_NUM_HOLDABLE
}
enum  ctfMsg_t {
  CTFMESSAGE_FRAGGED_FLAG_CARRIER, CTFMESSAGE_FLAG_RETURNED, CTFMESSAGE_PLAYER_RETURNED_FLAG, CTFMESSAGE_PLAYER_CAPTURED_FLAG,
  CTFMESSAGE_PLAYER_GOT_FLAG
}
enum  pdSounds_t {
  PDSOUND_NONE, PDSOUND_PROTECTHIT, PDSOUND_PROTECT, PDSOUND_ABSORBHIT,
  PDSOUND_ABSORB, PDSOUND_FORCEJUMP, PDSOUND_FORCEGRIP
}
enum  entity_event_t {
  EV_NONE, EV_CLIENTJOIN, EV_FOOTSTEP, EV_FOOTSTEP_METAL,
  EV_FOOTSPLASH, EV_FOOTWADE, EV_SWIM, EV_STEP_4,
  EV_STEP_8, EV_STEP_12, EV_STEP_16, EV_FALL,
  EV_JUMP_PAD, EV_GHOUL2_MARK, EV_GLOBAL_DUEL, EV_PRIVATE_DUEL,
  EV_JUMP, EV_ROLL, EV_WATER_TOUCH, EV_WATER_LEAVE,
  EV_WATER_UNDER, EV_WATER_CLEAR, EV_ITEM_PICKUP, EV_GLOBAL_ITEM_PICKUP,
  EV_VEH_FIRE, EV_NOAMMO, EV_CHANGE_WEAPON, EV_FIRE_WEAPON,
  EV_ALT_FIRE, EV_SABER_ATTACK, EV_SABER_HIT, EV_SABER_BLOCK,
  EV_SABER_CLASHFLARE, EV_SABER_UNHOLSTER, EV_BECOME_JEDIMASTER, EV_DISRUPTOR_MAIN_SHOT,
  EV_DISRUPTOR_SNIPER_SHOT, EV_DISRUPTOR_SNIPER_MISS, EV_DISRUPTOR_HIT, EV_DISRUPTOR_ZOOMSOUND,
  EV_PREDEFSOUND, EV_TEAM_POWER, EV_SCREENSHAKE, EV_LOCALTIMER,
  EV_USE, EV_USE_ITEM0, EV_USE_ITEM1, EV_USE_ITEM2,
  EV_USE_ITEM3, EV_USE_ITEM4, EV_USE_ITEM5, EV_USE_ITEM6,
  EV_USE_ITEM7, EV_USE_ITEM8, EV_USE_ITEM9, EV_USE_ITEM10,
  EV_USE_ITEM11, EV_USE_ITEM12, EV_USE_ITEM13, EV_USE_ITEM14,
  EV_USE_ITEM15, EV_ITEMUSEFAIL, EV_ITEM_RESPAWN, EV_ITEM_POP,
  EV_PLAYER_TELEPORT_IN, EV_PLAYER_TELEPORT_OUT, EV_GRENADE_BOUNCE, EV_MISSILE_STICK,
  EV_PLAY_EFFECT, EV_PLAY_EFFECT_ID, EV_PLAY_PORTAL_EFFECT_ID, EV_PLAYDOORSOUND,
  EV_PLAYDOORLOOPSOUND, EV_BMODEL_SOUND, EV_MUTE_SOUND, EV_VOICECMD_SOUND,
  EV_GENERAL_SOUND, EV_GLOBAL_SOUND, EV_GLOBAL_TEAM_SOUND, EV_ENTITY_SOUND,
  EV_PLAY_ROFF, EV_GLASS_SHATTER, EV_DEBRIS, EV_MISC_MODEL_EXP,
  EV_CONC_ALT_IMPACT, EV_MISSILE_HIT, EV_MISSILE_MISS, EV_MISSILE_MISS_METAL,
  EV_BULLET, EV_PAIN, EV_DEATH1, EV_DEATH2,
  EV_DEATH3, EV_OBITUARY, EV_POWERUP_QUAD, EV_POWERUP_BATTLESUIT,
  EV_FORCE_DRAINED, EV_GIB_PLAYER, EV_SCOREPLUM, EV_CTFMESSAGE,
  EV_BODYFADE, EV_SIEGE_ROUNDOVER, EV_SIEGE_OBJECTIVECOMPLETE, EV_DESTROY_GHOUL2_INSTANCE,
  EV_DESTROY_WEAPON_MODEL, EV_GIVE_NEW_RANK, EV_SET_FREE_SABER, EV_SET_FORCE_DISABLE,
  EV_WEAPON_CHARGE, EV_WEAPON_CHARGE_ALT, EV_SHIELD_HIT, EV_DEBUG_LINE,
  EV_TESTLINE, EV_STOPLOOPINGSOUND, EV_STARTLOOPINGSOUND, EV_TAUNT,
  EV_ANGER1, EV_ANGER2, EV_ANGER3, EV_VICTORY1,
  EV_VICTORY2, EV_VICTORY3, EV_CONFUSE1, EV_CONFUSE2,
  EV_CONFUSE3, EV_PUSHED1, EV_PUSHED2, EV_PUSHED3,
  EV_CHOKE1, EV_CHOKE2, EV_CHOKE3, EV_FFWARN,
  EV_FFTURN, EV_CHASE1, EV_CHASE2, EV_CHASE3,
  EV_COVER1, EV_COVER2, EV_COVER3, EV_COVER4,
  EV_COVER5, EV_DETECTED1, EV_DETECTED2, EV_DETECTED3,
  EV_DETECTED4, EV_DETECTED5, EV_LOST1, EV_OUTFLANK1,
  EV_OUTFLANK2, EV_ESCAPING1, EV_ESCAPING2, EV_ESCAPING3,
  EV_GIVEUP1, EV_GIVEUP2, EV_GIVEUP3, EV_GIVEUP4,
  EV_LOOK1, EV_LOOK2, EV_SIGHT1, EV_SIGHT2,
  EV_SIGHT3, EV_SOUND1, EV_SOUND2, EV_SOUND3,
  EV_SUSPICIOUS1, EV_SUSPICIOUS2, EV_SUSPICIOUS3, EV_SUSPICIOUS4,
  EV_SUSPICIOUS5, EV_COMBAT1, EV_COMBAT2, EV_COMBAT3,
  EV_JDETECTED1, EV_JDETECTED2, EV_JDETECTED3, EV_TAUNT1,
  EV_TAUNT2, EV_TAUNT3, EV_JCHASE1, EV_JCHASE2,
  EV_JCHASE3, EV_JLOST1, EV_JLOST2, EV_JLOST3,
  EV_DEFLECT1, EV_DEFLECT2, EV_DEFLECT3, EV_GLOAT1,
  EV_GLOAT2, EV_GLOAT3, EV_PUSHFAIL, EV_SIEGESPEC
}
enum  global_team_sound_t {
  GTS_RED_CAPTURE, GTS_BLUE_CAPTURE, GTS_RED_RETURN, GTS_BLUE_RETURN,
  GTS_RED_TAKEN, GTS_BLUE_TAKEN, GTS_REDTEAM_SCORED, GTS_BLUETEAM_SCORED,
  GTS_REDTEAM_TOOK_LEAD, GTS_BLUETEAM_TOOK_LEAD, GTS_TEAMS_ARE_TIED
}
enum  {
  TEAM_FREE, TEAM_RED, TEAM_BLUE, TEAM_SPECTATOR,
  TEAM_NUM_TEAMS
}
enum  duelTeam_t { DUELTEAM_FREE, DUELTEAM_LONE, DUELTEAM_DOUBLE, DUELTEAM_SINGLE }
enum  teamtask_t {
  TEAMTASK_NONE, TEAMTASK_OFFENSE, TEAMTASK_DEFENSE, TEAMTASK_PATROL,
  TEAMTASK_FOLLOW, TEAMTASK_RETRIEVE, TEAMTASK_ESCORT, TEAMTASK_CAMP
}
enum  meansOfDeath_t {
  MOD_UNKNOWN, MOD_STUN_BATON, MOD_MELEE, MOD_SABER,
  MOD_BRYAR_PISTOL, MOD_BRYAR_PISTOL_ALT, MOD_BLASTER, MOD_TURBLAST,
  MOD_DISRUPTOR, MOD_DISRUPTOR_SPLASH, MOD_DISRUPTOR_SNIPER, MOD_BOWCASTER,
  MOD_REPEATER, MOD_REPEATER_ALT, MOD_REPEATER_ALT_SPLASH, MOD_DEMP2,
  MOD_DEMP2_ALT, MOD_FLECHETTE, MOD_FLECHETTE_ALT_SPLASH, MOD_ROCKET,
  MOD_ROCKET_SPLASH, MOD_ROCKET_HOMING, MOD_ROCKET_HOMING_SPLASH, MOD_THERMAL,
  MOD_THERMAL_SPLASH, MOD_TRIP_MINE_SPLASH, MOD_TIMED_MINE_SPLASH, MOD_DET_PACK_SPLASH,
  MOD_VEHICLE, MOD_CONC, MOD_CONC_ALT, MOD_FORCE_DARK,
  MOD_SENTRY, MOD_WATER, MOD_SLIME, MOD_LAVA,
  MOD_CRUSH, MOD_TELEFRAG, MOD_FALLING, MOD_SUICIDE,
  MOD_TARGET_LASER, MOD_TRIGGER_HURT, MOD_TEAM_CHANGE, MOD_MAX
}
enum  {
  IT_BAD, IT_WEAPON, IT_AMMO, IT_ARMOR,
  IT_HEALTH, IT_POWERUP, IT_HOLDABLE, IT_PERSISTANT_POWERUP,
  IT_TEAM
}
enum  entityType_t {
  ET_GENERAL, ET_PLAYER, ET_ITEM, ET_MISSILE,
  ET_SPECIAL, ET_HOLOCRON, ET_MOVER, ET_BEAM,
  ET_PORTAL, ET_SPEAKER, ET_PUSH_TRIGGER, ET_TELEPORT_TRIGGER,
  ET_INVISIBLE, ET_NPC, ET_TEAM, ET_BODY,
  ET_TERRAIN, ET_FX, ET_EVENTS
}
enum  {
  LS_INVALID = -1, LS_NONE = 0, LS_READY, LS_DRAW,
  LS_PUTAWAY, LS_A_TL2BR, LS_A_L2R, LS_A_BL2TR,
  LS_A_BR2TL, LS_A_R2L, LS_A_TR2BL, LS_A_T2B,
  LS_A_BACKSTAB, LS_A_BACK, LS_A_BACK_CR, LS_ROLL_STAB,
  LS_A_LUNGE, LS_A_JUMP_T__B_, LS_A_FLIP_STAB, LS_A_FLIP_SLASH,
  LS_JUMPATTACK_DUAL, LS_JUMPATTACK_ARIAL_LEFT, LS_JUMPATTACK_ARIAL_RIGHT, LS_JUMPATTACK_CART_LEFT,
  LS_JUMPATTACK_CART_RIGHT, LS_JUMPATTACK_STAFF_LEFT, LS_JUMPATTACK_STAFF_RIGHT, LS_BUTTERFLY_LEFT,
  LS_BUTTERFLY_RIGHT, LS_A_BACKFLIP_ATK, LS_SPINATTACK_DUAL, LS_SPINATTACK,
  LS_LEAP_ATTACK, LS_SWOOP_ATTACK_RIGHT, LS_SWOOP_ATTACK_LEFT, LS_TAUNTAUN_ATTACK_RIGHT,
  LS_TAUNTAUN_ATTACK_LEFT, LS_KICK_F, LS_KICK_B, LS_KICK_R,
  LS_KICK_L, LS_KICK_S, LS_KICK_BF, LS_KICK_RL,
  LS_KICK_F_AIR, LS_KICK_B_AIR, LS_KICK_R_AIR, LS_KICK_L_AIR,
  LS_STABDOWN, LS_STABDOWN_STAFF, LS_STABDOWN_DUAL, LS_DUAL_SPIN_PROTECT,
  LS_STAFF_SOULCAL, LS_A1_SPECIAL, LS_A2_SPECIAL, LS_A3_SPECIAL,
  LS_UPSIDE_DOWN_ATTACK, LS_PULL_ATTACK_STAB, LS_PULL_ATTACK_SWING, LS_SPINATTACK_ALORA,
  LS_DUAL_FB, LS_DUAL_LR, LS_HILT_BASH, LS_S_TL2BR,
  LS_S_L2R, LS_S_BL2TR, LS_S_BR2TL, LS_S_R2L,
  LS_S_TR2BL, LS_S_T2B, LS_R_TL2BR, LS_R_L2R,
  LS_R_BL2TR, LS_R_BR2TL, LS_R_R2L, LS_R_TR2BL,
  LS_R_T2B, LS_T1_BR__R, LS_T1_BR_TR, LS_T1_BR_T_,
  LS_T1_BR_TL, LS_T1_BR__L, LS_T1_BR_BL, LS_T1__R_BR,
  LS_T1__R_TR, LS_T1__R_T_, LS_T1__R_TL, LS_T1__R__L,
  LS_T1__R_BL, LS_T1_TR_BR, LS_T1_TR__R, LS_T1_TR_T_,
  LS_T1_TR_TL, LS_T1_TR__L, LS_T1_TR_BL, LS_T1_T__BR,
  LS_T1_T___R, LS_T1_T__TR, LS_T1_T__TL, LS_T1_T___L,
  LS_T1_T__BL, LS_T1_TL_BR, LS_T1_TL__R, LS_T1_TL_TR,
  LS_T1_TL_T_, LS_T1_TL__L, LS_T1_TL_BL, LS_T1__L_BR,
  LS_T1__L__R, LS_T1__L_TR, LS_T1__L_T_, LS_T1__L_TL,
  LS_T1__L_BL, LS_T1_BL_BR, LS_T1_BL__R, LS_T1_BL_TR,
  LS_T1_BL_T_, LS_T1_BL_TL, LS_T1_BL__L, LS_B1_BR,
  LS_B1__R, LS_B1_TR, LS_B1_T_, LS_B1_TL,
  LS_B1__L, LS_B1_BL, LS_D1_BR, LS_D1__R,
  LS_D1_TR, LS_D1_T_, LS_D1_TL, LS_D1__L,
  LS_D1_BL, LS_D1_B_, LS_V1_BR, LS_V1__R,
  LS_V1_TR, LS_V1_T_, LS_V1_TL, LS_V1__L,
  LS_V1_BL, LS_V1_B_, LS_H1_T_, LS_H1_TR,
  LS_H1_TL, LS_H1_BR, LS_H1_B_, LS_H1_BL,
  LS_K1_T_, LS_K1_TR, LS_K1_TL, LS_K1_BR,
  LS_K1_BL, LS_PARRY_UP, LS_PARRY_UR, LS_PARRY_UL,
  LS_PARRY_LR, LS_PARRY_LL, LS_REFLECT_UP, LS_REFLECT_UR,
  LS_REFLECT_UL, LS_REFLECT_LR, LS_REFLECT_LL, LS_MOVE_MAX
}
enum  saberQuadrant_t {
  Q_BR, Q_R, Q_TR, Q_T,
  Q_TL, Q_L, Q_BL, Q_B,
  Q_NUM_QUADS
}

Functions

void PM_UpdateViewAngles (playerState_t *ps, const usercmd_t *cmd)
void Pmove (pmove_t *pmove)
float vectoyaw (const vec3_t vec)
gitem_tBG_FindItem (const char *classname)
gitem_tBG_FindItemForWeapon (weapon_t weapon)
gitem_tBG_FindItemForPowerup (powerup_t pw)
gitem_tBG_FindItemForHoldable (holdable_t pw)
qboolean BG_CanItemBeGrabbed (int gametype, const entityState_t *ent, const playerState_t *ps)
bgEntity_tPM_BGEntForNum (int num)
qboolean BG_KnockDownable (playerState_t *ps)
qboolean BG_LegalizedForcePowers (char *powerOut, int maxRank, qboolean freeSaber, int teamForce, int gametype, int fpDisabled)
void BG_IK_MoveArm (void *ghoul2, int lHandBolt, int time, entityState_t *ent, int basePose, vec3_t desiredPos, qboolean *ikInProgress, vec3_t origin, vec3_t angles, vec3_t scale, int blendTime, qboolean forceHalt)
void BG_G2PlayerAngles (void *ghoul2, int motionBolt, entityState_t *cent, int time, vec3_t cent_lerpOrigin, vec3_t cent_lerpAngles, vec3_t legs[3], vec3_t legsAngles, qboolean *tYawing, qboolean *tPitching, qboolean *lYawing, float *tYawAngle, float *tPitchAngle, float *lYawAngle, int frametime, vec3_t turAngles, vec3_t modelScale, int ciLegs, int ciTorso, int *corrTime, vec3_t lookAngles, vec3_t lastHeadAngles, int lookTime, entityState_t *emplaced, int *crazySmoothFactor)
void BG_G2ATSTAngles (void *ghoul2, int time, vec3_t cent_lerpAngles)
int BG_AnimLength (int index, animNumber_t anim)
qboolean BG_InSpecialJump (int anim)
qboolean BG_InSaberStandAnim (int anim)
qboolean BG_InReboundJump (int anim)
qboolean BG_InReboundHold (int anim)
qboolean BG_InReboundRelease (int anim)
qboolean BG_InBackFlip (int anim)
qboolean BG_DirectFlippingAnim (int anim)
qboolean BG_SaberInAttack (int move)
qboolean BG_SaberInSpecial (int move)
qboolean BG_KickMove (int move)
qboolean BG_SaberInIdle (int move)
qboolean BG_FlippingAnim (int anim)
qboolean BG_SpinningSaberAnim (int anim)
qboolean BG_SaberInSpecialAttack (int anim)
qboolean BG_SaberInKata (int saberMove)
qboolean BG_InKataAnim (int anim)
qboolean BG_KickingAnim (int anim)
int BG_InGrappleMove (int anim)
int BG_BrokenParryForAttack (int move)
int BG_BrokenParryForParry (int move)
int BG_KnockawayForParry (int move)
qboolean BG_InRoll (playerState_t *ps, int anim)
qboolean BG_InDeathAnim (int anim)
qboolean BG_InSaberLockOld (int anim)
qboolean BG_InSaberLock (int anim)
void BG_SaberStartTransAnim (int clientNum, int saberAnimLevel, int weapon, int anim, float *animSpeed, int broken)
void BG_ForcePowerDrain (playerState_t *ps, forcePowers_t forcePower, int overrideAmt)
void BG_EvaluateTrajectory (const trajectory_t *tr, int atTime, vec3_t result)
void BG_EvaluateTrajectoryDelta (const trajectory_t *tr, int atTime, vec3_t result)
void BG_AddPredictableEventToPlayerstate (int newEvent, int eventParm, playerState_t *ps)
void BG_TouchJumpPad (playerState_t *ps, entityState_t *jumppad)
void BG_PlayerStateToEntityState (playerState_t *ps, entityState_t *s, qboolean snap)
void BG_PlayerStateToEntityStateExtraPolate (playerState_t *ps, entityState_t *s, int time, qboolean snap)
qboolean BG_PlayerTouchesItem (playerState_t *ps, entityState_t *item, int atTime)
void BG_InitAnimsets (void)
void BG_ClearAnimsets (void)
int BG_ParseAnimationFile (const char *filename, animation_t *animSet, qboolean isHumanoid)
int BG_ParseAnimationEvtFile (const char *as_filename, int animFileIndex, int eventFileIndex)
qboolean BG_HasAnimation (int animIndex, int animation)
int BG_PickAnim (int animIndex, int minAnim, int maxAnim)
int BG_GetItemIndexByTag (int tag, int type)
qboolean BG_IsItemSelectable (playerState_t *ps, int item)
qboolean BG_HasYsalamiri (int gametype, playerState_t *ps)
qboolean BG_CanUseFPNow (int gametype, playerState_t *ps, int time, forcePowers_t power)
void * BG_Alloc (int size)
void * BG_AllocUnaligned (int size)
void * BG_TempAlloc (int size)
void BG_TempFree (int size)
char * BG_StringAlloc (const char *source)
qboolean BG_OutOfMemory (void)
void BG_BLADE_ActivateTrail (bladeInfo_t *blade, float duration)
void BG_BLADE_DeactivateTrail (bladeInfo_t *blade, float duration)
void BG_SI_Activate (saberInfo_t *saber)
void BG_SI_Deactivate (saberInfo_t *saber)
void BG_SI_BladeActivate (saberInfo_t *saber, int iBlade, qboolean bActive)
qboolean BG_SI_Active (saberInfo_t *saber)
void BG_SI_SetLength (saberInfo_t *saber, float length)
void BG_SI_SetDesiredLength (saberInfo_t *saber, float len, int bladeNum)
void BG_SI_SetLengthGradual (saberInfo_t *saber, int time)
float BG_SI_Length (saberInfo_t *saber)
float BG_SI_LengthMax (saberInfo_t *saber)
void BG_SI_ActivateTrail (saberInfo_t *saber, float duration)
void BG_SI_DeactivateTrail (saberInfo_t *saber, float duration)
void BG_AttachToRancor (void *ghoul2, float rancYaw, vec3_t rancOrigin, int time, qhandle_t *modelList, vec3_t modelScale, qboolean inMouth, vec3_t out_origin, vec3_t out_angles, vec3_t out_axis[3])

Variables

const char * bg_customSiegeSoundNames [MAX_CUSTOM_SIEGE_SOUNDS]
const char * bgToggleableSurfaces [BG_NUM_TOGGLEABLE_SURFACES]
const int bgToggleableSurfaceDebris [BG_NUM_TOGGLEABLE_SURFACES]
vec3_t WP_MuzzlePoint [WP_NUM_WEAPONS]
int forcePowerSorted [NUM_FORCE_POWERS]
qboolean BGPAFtextLoaded
animation_t bgHumanoidAnimations [MAX_TOTALANIMATIONS]
stringID_table_t animEventTypeTable [MAX_ANIM_EVENTS+1]
stringID_table_t footstepTypeTable [NUM_FOOTSTEP_TYPES+1]
bgLoadedAnim_t bgAllAnims [MAX_ANIM_FILES]
bgLoadedEvents_t bgAllEvents [MAX_ANIM_FILES]
int bgNumAnimEvents
char * forceMasteryLevels [NUM_FORCE_MASTERY_LEVELS]
int forceMasteryPoints [NUM_FORCE_MASTERY_LEVELS]
int bgForcePowerCost [NUM_FORCE_POWERS][NUM_FORCE_POWER_LEVELS]
pmove_tpm
gitem_t bg_itemlist []
int bg_numItems
saberMoveData_t saberMoveData [LS_MOVE_MAX]
int WeaponReadyAnim [WP_NUM_WEAPONS]
int WeaponAttackAnim [WP_NUM_WEAPONS]
int forcePowerDarkLight [NUM_FORCE_POWERS]


Define Documentation

#define AED_ARRAY_SIZE   (MAX_RANDOM_ANIM_SOUNDS+3)
 

Definition at line 272 of file bg_public.h.

Referenced by BG_ParseAnimationEvtFile().