ReChecker/engine/custom.h

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2015-11-01 01:50:24 +03:00
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// Customization.h
#pragma once
#include "const.h"
#define MAX_QPATH 64 // Must match value in quakedefs.h
/////////////////
// Customization
// passed to pfnPlayerCustomization
// For automatic downloading.
typedef enum
{
t_sound = 0,
t_skin,
t_model,
t_decal,
t_generic,
t_eventscript,
t_world, // Fake type for world, is really t_model
rt_unk,
rt_max
} resourcetype_t;
typedef struct
{
int size;
} _resourceinfo_t;
typedef struct resourceinfo_s
{
_resourceinfo_t info[ rt_max ];
} resourceinfo_t;
#define RES_FATALIFMISSING (1<<0) // Disconnect if we can't get this file.
#define RES_WASMISSING (1<<1) // Do we have the file locally, did we get it ok?
#define RES_CUSTOM (1<<2) // Is this resource one that corresponds to another player's customization
// or is it a server startup resource.
#define RES_REQUESTED (1<<3) // Already requested a download of this one
#define RES_PRECACHED (1<<4) // Already precached
#define RES_ALWAYS (1<<5) // download always even if available on client
#define RES_UNK_6 (1<<6) // TODO: what is it?
#define RES_CHECKFILE (1<<7) // check file on client
#include "crc.h"
typedef struct resource_s
{
char szFileName[MAX_QPATH]; // File name to download/precache.
resourcetype_t type; // t_sound, t_skin, t_model, t_decal.
int nIndex; // For t_decals
int nDownloadSize; // Size in Bytes if this must be downloaded.
unsigned char ucFlags;
// For handling client to client resource propagation
unsigned char rgucMD5_hash[16]; // To determine if we already have it.
unsigned char playernum; // Which player index this resource is associated with, if it's a custom resource.
unsigned char rguc_reserved[ 32 ]; // For future expansion
struct resource_s *pNext; // Next in chain.
struct resource_s *pPrev;
} resource_t;
typedef struct customization_s
{
qboolean bInUse; // Is this customization in use;
resource_t resource; // The resource_t for this customization
qboolean bTranslated; // Has the raw data been translated into a useable format?
// (e.g., raw decal .wad make into texture_t *)
int nUserData1; // Customization specific data
int nUserData2; // Customization specific data
void *pInfo; // Buffer that holds the data structure that references the data (e.g., the cachewad_t)
void *pBuffer; // Buffer that holds the data for the customization (the raw .wad data)
struct customization_s *pNext; // Next in chain
} customization_t;
#define FCUST_FROMHPAK ( 1<<0 )
#define FCUST_WIPEDATA ( 1<<1 )
#define FCUST_IGNOREINIT ( 1<<2 )