From 1c2aa38cc3737e0eac1008844eb33a41836b04d7 Mon Sep 17 00:00:00 2001 From: s1lent Date: Fri, 30 Aug 2019 00:45:25 +0700 Subject: [PATCH] Update const.h and sdk --- regamedll/common/const.h | 874 +++++++++++++++++++++++---------- regamedll/common/winsani_in.h | 7 + regamedll/common/winsani_out.h | 4 + regamedll/dlls/extdll.h | 8 +- regamedll/engine/maintypes.h | 32 +- 5 files changed, 668 insertions(+), 257 deletions(-) create mode 100644 regamedll/common/winsani_in.h create mode 100644 regamedll/common/winsani_out.h diff --git a/regamedll/common/const.h b/regamedll/common/const.h index e380bb67..323f5ab0 100644 --- a/regamedll/common/const.h +++ b/regamedll/common/const.h @@ -32,298 +32,676 @@ #pragma once #endif -// buttons -#include "in_buttons.h" - // Max # of clients allowed in a server. -#define MAX_CLIENTS 32 +#define MAX_CLIENTS 32 // How many bits to use to encode an edict. -#define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts +#define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts + // Max # of edicts in a level (2048) -#define MAX_EDICTS (1<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) -#define FL_CONVEYOR (1<<2) -#define FL_CLIENT (1<<3) -#define FL_INWATER (1<<4) -#define FL_MONSTER (1<<5) -#define FL_GODMODE (1<<6) -#define FL_NOTARGET (1<<7) -#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself -#define FL_ONGROUND (1<<9) // At rest / on the ground -#define FL_PARTIALGROUND (1<<10) // not all corners are valid -#define FL_WATERJUMP (1<<11) // player jumping out of water -#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera -#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them -#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched -#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water -#define FL_GRAPHED (1<<16) // worldgraph has this ent listed as something that blocks a connection +#define FL_FLY BIT(0) // Changes the SV_Movestep() behavior to not need to be on ground +#define FL_SWIM BIT(1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) +#define FL_CONVEYOR BIT(2) +#define FL_CLIENT BIT(3) +#define FL_INWATER BIT(4) +#define FL_MONSTER BIT(5) +#define FL_GODMODE BIT(6) +#define FL_NOTARGET BIT(7) +#define FL_SKIPLOCALHOST BIT(8) // Don't send entity to local host, it's predicting this entity itself +#define FL_ONGROUND BIT(9) // At rest / on the ground +#define FL_PARTIALGROUND BIT(10) // not all corners are valid +#define FL_WATERJUMP BIT(11) // player jumping out of water +#define FL_FROZEN BIT(12) // Player is frozen for 3rd person camera +#define FL_FAKECLIENT BIT(13) // JAC: fake client, simulated server side; don't send network messages to them +#define FL_DUCKING BIT(14) // Player flag -- Player is fully crouched +#define FL_FLOAT BIT(15) // Apply floating force to this entity when in water +#define FL_GRAPHED BIT(16) // worldgraph has this ent listed as something that blocks a connection -#define FL_IMMUNE_WATER (1<<17) -#define FL_IMMUNE_SLIME (1<<18) -#define FL_IMMUNE_LAVA (1<<19) +// UNDONE: Do we need these? +#define FL_IMMUNE_WATER BIT(17) +#define FL_IMMUNE_SLIME BIT(18) +#define FL_IMMUNE_LAVA BIT(19) -#define FL_PROXY (1<<20) // This is a spectator proxy -#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path) -#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum) -#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set -#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction. -#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) -#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc. -#define FL_CUSTOMENTITY (1<<29) // This is a custom entity -#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time -#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client +#define FL_PROXY BIT(20) // This is a spectator proxy +#define FL_ALWAYSTHINK BIT(21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path) +#define FL_BASEVELOCITY BIT(22) // Base velocity has been applied this frame (used to convert base velocity into momentum) +#define FL_MONSTERCLIP BIT(23) // Only collide in with monsters who have FL_MONSTERCLIP set +#define FL_ONTRAIN BIT(24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction. +#define FL_WORLDBRUSH BIT(25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) +#define FL_SPECTATOR BIT(26) // This client is a spectator, don't run touch functions, etc. +#define FL_CUSTOMENTITY BIT(29) // This is a custom entity +#define FL_KILLME BIT(30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time +#define FL_DORMANT BIT(31) // Entity is dormant, no updates to client + +// SV_EmitSound2 flags +#define SND_EMIT2_NOPAS BIT(0) // never to do check PAS +#define SND_EMIT2_INVOKER BIT(1) // do not send to the client invoker // Engine edict->spawnflags -#define SF_NOTINDEATHMATCH 0x0800 // Do not spawn when deathmatch and loading entities from a file +#define SF_NOTINDEATHMATCH BIT(11) // Do not spawn when deathmatch and loading entities from a file // Goes into globalvars_t.trace_flags -#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box +#define FTRACE_SIMPLEBOX BIT(0) // Traceline with a simple box // walkmove modes -#define WALKMOVE_NORMAL 0 // normal walkmove -#define WALKMOVE_WORLDONLY 1 // doesn't hit ANY entities, no matter what the solid type -#define WALKMOVE_CHECKONLY 2 // move, but don't touch triggers +#define WALKMOVE_NORMAL 0 // normal walkmove +#define WALKMOVE_WORLDONLY 1 // doesn't hit ANY entities, no matter what the solid type +#define WALKMOVE_CHECKONLY 2 // move, but don't touch triggers -#define MOVETYPE_NONE 0 // never moves -//#define MOVETYPE_ANGLENOCLIP 1 -//#define MOVETYPE_ANGLECLIP 2 -#define MOVETYPE_WALK 3 // Player only - moving on the ground -#define MOVETYPE_STEP 4 // gravity, special edge handling -- monsters use this -#define MOVETYPE_FLY 5 // No gravity, but still collides with stuff -#define MOVETYPE_TOSS 6 // gravity/collisions -#define MOVETYPE_PUSH 7 // no clip to world, push and crush -#define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity -#define MOVETYPE_FLYMISSILE 9 // extra size to monsters -#define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces -#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity -#define MOVETYPE_FOLLOW 12 // track movement of aiment -#define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision) +// edict->movetype values +#define MOVETYPE_NONE 0 // never moves +//#define MOVETYPE_ANGLENOCLIP 1 +//#define MOVETYPE_ANGLECLIP 2 +#define MOVETYPE_WALK 3 // Player only - moving on the ground +#define MOVETYPE_STEP 4 // gravity, special edge handling -- monsters use this +#define MOVETYPE_FLY 5 // No gravity, but still collides with stuff +#define MOVETYPE_TOSS 6 // gravity/collisions +#define MOVETYPE_PUSH 7 // no clip to world, push and crush +#define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity +#define MOVETYPE_FLYMISSILE 9 // extra size to monsters +#define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces +#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity +#define MOVETYPE_FOLLOW 12 // track movement of aiment +#define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision) -#define SOLID_NOT 0 // no interaction with other objects -#define SOLID_TRIGGER 1 // touch on edge, but not blocking -#define SOLID_BBOX 2 // touch on edge, block -#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground -#define SOLID_BSP 4 // bsp clip, touch on edge, block +// edict->solid values +// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves +// SOLID only effects OTHER entities colliding with this one when they move - UGH! +#define SOLID_NOT 0 // no interaction with other objects +#define SOLID_TRIGGER 1 // touch on edge, but not blocking +#define SOLID_BBOX 2 // touch on edge, block +#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground +#define SOLID_BSP 4 // bsp clip, touch on edge, block -// deadflag values -#define DEAD_NO 0 // alive -#define DEAD_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground -#define DEAD_DEAD 2 // dead. lying still. -#define DEAD_RESPAWNABLE 3 // do respawn the entity -#define DEAD_DISCARDBODY 4 +// edict->deadflag values +#define DEAD_NO 0 // alive +#define DEAD_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground +#define DEAD_DEAD 2 // dead. lying still. +#define DEAD_RESPAWNABLE 3 // do respawn the entity +#define DEAD_DISCARDBODY 4 -#define DAMAGE_NO 0 -#define DAMAGE_YES 1 -#define DAMAGE_AIM 2 +#define DAMAGE_NO 0 +#define DAMAGE_YES 1 +#define DAMAGE_AIM 2 -// entity effects -#define EF_BRIGHTFIELD (1<<0) // swirling cloud of particles -#define EF_MUZZLEFLASH (1<<1) // single frame ELIGHT on entity attachment 0 -#define EF_BRIGHTLIGHT (1<<2) // DLIGHT centered at entity origin -#define EF_DIMLIGHT (1<<3) // player flashlight -#define EF_INVLIGHT (1<<4) // get lighting from ceiling -#define EF_NOINTERP (1<<5) // don't interpolate the next frame -#define EF_LIGHT (1<<6) // rocket flare glow sprite -#define EF_NODRAW (1<<7) // don't draw entity -#define EF_NIGHTVISION (1<<8) // player nightvision -#define EF_SNIPERLASER (1<<9) // sniper laser effect -#define EF_FIBERCAMERA (1<<10) // fiber camera -#define EF_FORCEVISIBILITY (1<<11) // force visibility -#define EF_OWNER_VISIBILITY (1<<12) // visibility for owner -#define EF_OWNER_NO_VISIBILITY (1<<13) // no visibility for owner +// edict->effects values +#define EF_BRIGHTFIELD BIT(0) // swirling cloud of particles +#define EF_MUZZLEFLASH BIT(1) // single frame ELIGHT on entity attachment 0 +#define EF_BRIGHTLIGHT BIT(2) // DLIGHT centered at entity origin +#define EF_DIMLIGHT BIT(3) // player flashlight +#define EF_INVLIGHT BIT(4) // get lighting from ceiling +#define EF_NOINTERP BIT(5) // don't interpolate the next frame +#define EF_LIGHT BIT(6) // rocket flare glow sprite +#define EF_NODRAW BIT(7) // don't draw entity +#define EF_NIGHTVISION BIT(8) // player nightvision +#define EF_SNIPERLASER BIT(9) // sniper laser effect +#define EF_FIBERCAMERA BIT(10) // fiber camera +#define EF_FORCEVISIBILITY BIT(11) // force visibility +#define EF_OWNER_VISIBILITY BIT(12) // visibility for owner +#define EF_OWNER_NO_VISIBILITY BIT(13) // no visibility for owner -// entity flags -#define EFLAG_SLERP 1 // do studio interpolation of this entity +// state->eflags values +#define EFLAG_SLERP 1 // do studio interpolation of this entity -#define TE_BEAMPOINTS 0 // beam effect between two points -#define TE_BEAMENTPOINT 1 // beam effect between point and entity -#define TE_GUNSHOT 2 // particle effect plus ricochet sound +// +// temp entity events +// +#define TE_BEAMPOINTS 0 // beam effect between two points +// coord coord coord (start position) +// coord coord coord (end position) +// short (sprite index) +// byte (starting frame) +// byte (frame rate in 0.1's) +// byte (life in 0.1's) +// byte (line width in 0.1's) +// byte (noise amplitude in 0.01's) +// byte,byte,byte (color) +// byte (brightness) +// byte (scroll speed in 0.1's) -#define TE_EXPLOSION 3 // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps +#define TE_BEAMENTPOINT 1 // beam effect between point and entity +// short (start entity) +// coord coord coord (end position) +// short (sprite index) +// byte (starting frame) +// byte (frame rate in 0.1's) +// byte (life in 0.1's) +// byte (line width in 0.1's) +// byte (noise amplitude in 0.01's) +// byte,byte,byte (color) +// byte (brightness) +// byte (scroll speed in 0.1's) -#define TE_EXPLFLAG_NONE 0 // all flags clear makes default Half-Life explosion -#define TE_EXPLFLAG_NOADDITIVE 1 // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) -#define TE_EXPLFLAG_NODLIGHTS 2 // do not render dynamic lights -#define TE_EXPLFLAG_NOSOUND 4 // do not play client explosion sound -#define TE_EXPLFLAG_NOPARTICLES 8 // do not draw particles +#define TE_GUNSHOT 2 // particle effect plus ricochet sound +// coord coord coord (position) -#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound -#define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps -#define TE_TRACER 6 // tracer effect from point to point -#define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters -#define TE_BEAMENTS 8 -#define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite -#define TE_LAVASPLASH 10 // Quake1 lava splash -#define TE_TELEPORT 11 // Quake1 teleport splash -#define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound -#define TE_BSPDECAL 13 // Decal from the .BSP file -#define TE_IMPLOSION 14 // tracers moving toward a point -#define TE_SPRITETRAIL 15 // line of moving glow sprites with gravity, fadeout, and collisions -#define TE_BEAM 16 // obsolete -#define TE_SPRITE 17 // additive sprite, plays 1 cycle -#define TE_BEAMSPRITE 18 // A beam with a sprite at the end -#define TE_BEAMTORUS 19 // screen aligned beam ring, expands to max radius over lifetime -#define TE_BEAMDISK 20 // disk that expands to max radius over lifetime -#define TE_BEAMCYLINDER 21 // cylinder that expands to max radius over lifetime -#define TE_BEAMFOLLOW 22 // create a line of decaying beam segments until entity stops moving -#define TE_GLOWSPRITE 23 -#define TE_BEAMRING 24 // connect a beam ring to two entities -#define TE_STREAK_SPLASH 25 // oriented shower of tracers -#define TE_BEAMHOSE 26 // obsolete -#define TE_DLIGHT 27 // dynamic light, effect world, minor entity effect -#define TE_ELIGHT 28 // point entity light, no world effect -#define TE_TEXTMESSAGE 29 -#define TE_LINE 30 -#define TE_BOX 31 -#define TE_KILLBEAM 99 // kill all beams attached to entity -#define TE_LARGEFUNNEL 100 -#define TE_BLOODSTREAM 101 // particle spray -#define TE_SHOWLINE 102 // line of particles every 5 units, dies in 30 seconds -#define TE_BLOOD 103 // particle spray -#define TE_DECAL 104 // Decal applied to a brush entity (not the world) -#define TE_FIZZ 105 // create alpha sprites inside of entity, float upwards -#define TE_MODEL 106 // create a moving model that bounces and makes a sound when it hits -#define TE_EXPLODEMODEL 107 // spherical shower of models, picks from set -#define TE_BREAKMODEL 108 // box of models or sprites -#define TE_GUNSHOTDECAL 109 // decal and ricochet sound -#define TE_SPRITE_SPRAY 110 // spay of alpha sprites -#define TE_ARMOR_RICOCHET 111 // quick spark sprite, client ricochet sound. -#define TE_PLAYERDECAL 112 // ??? -#define TE_BUBBLES 113 // create alpha sprites inside of box, float upwards -#define TE_BUBBLETRAIL 114 // create alpha sprites along a line, float upwards -#define TE_BLOODSPRITE 115 // spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent) -#define TE_WORLDDECAL 116 // Decal applied to the world brush -#define TE_WORLDDECALHIGH 117 // Decal (with texture index > 256) applied to world brush -#define TE_DECALHIGH 118 // Same as TE_DECAL, but the texture index was greater than 256 -#define TE_PROJECTILE 119 // Makes a projectile (like a nail) (this is a high-priority tent) -#define TE_SPRAY 120 // Throws a shower of sprites or models -#define TE_PLAYERSPRITES 121 // sprites emit from a player's bounding box (ONLY use for players!) -#define TE_PARTICLEBURST 122 // very similar to lavasplash. +#define TE_EXPLOSION 3 // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps +// coord coord coord (position) +// short (sprite index) +// byte (scale in 0.1's) +// byte (framerate) +// byte (flags) +// +// The Explosion effect has some flags to control performance/aesthetic features: +#define TE_EXPLFLAG_NONE 0 // all flags clear makes default Half-Life explosion +#define TE_EXPLFLAG_NOADDITIVE 1 // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) +#define TE_EXPLFLAG_NODLIGHTS 2 // do not render dynamic lights +#define TE_EXPLFLAG_NOSOUND 4 // do not play client explosion sound +#define TE_EXPLFLAG_NOPARTICLES 8 // do not draw particles -#define TE_FIREFIELD 123 // makes a field of fire. +#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound +// coord coord coord (position) +#define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps +// coord coord coord (position) +// short (sprite index) +// byte (scale in 0.1's) +// byte (framerate) + +#define TE_TRACER 6 // tracer effect from point to point +// coord, coord, coord (start) +// coord, coord, coord (end) + +#define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters +// coord, coord, coord (start) +// coord, coord, coord (end) +// byte (life in 0.1's) +// byte (width in 0.1's) +// byte (amplitude in 0.01's) +// short (sprite model index) + +#define TE_BEAMENTS 8 +// short (start entity) +// short (end entity) +// short (sprite index) +// byte (starting frame) +// byte (frame rate in 0.1's) +// byte (life in 0.1's) +// byte (line width in 0.1's) +// byte (noise amplitude in 0.01's) +// byte,byte,byte (color) +// byte (brightness) +// byte (scroll speed in 0.1's) + +#define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite +// coord coord coord (position) + +#define TE_LAVASPLASH 10 // Quake1 lava splash +// coord coord coord (position) + +#define TE_TELEPORT 11 // Quake1 teleport splash +// coord coord coord (position) + +#define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound +// coord coord coord (position) +// byte (starting color) +// byte (num colors) + +#define TE_BSPDECAL 13 // Decal from the .BSP file +// coord, coord, coord (x,y,z), decal position (center of texture in world) +// short (texture index of precached decal texture name) +// short (entity index) +// [optional - only included if previous short is non-zero (not the world)] short (index of model of above entity) + +#define TE_IMPLOSION 14 // tracers moving toward a point +// coord, coord, coord (position) +// byte (radius) +// byte (count) +// byte (life in 0.1's) + +#define TE_SPRITETRAIL 15 // line of moving glow sprites with gravity, fadeout, and collisions +// coord, coord, coord (start) +// coord, coord, coord (end) +// short (sprite index) +// byte (count) +// byte (life in 0.1's) +// byte (scale in 0.1's) +// byte (velocity along vector in 10's) +// byte (randomness of velocity in 10's) + +#define TE_BEAM 16 // obsolete + +#define TE_SPRITE 17 // additive sprite, plays 1 cycle +// coord, coord, coord (position) +// short (sprite index) +// byte (scale in 0.1's) +// byte (brightness) + +#define TE_BEAMSPRITE 18 // A beam with a sprite at the end +// coord, coord, coord (start position) +// coord, coord, coord (end position) +// short (beam sprite index) +// short (end sprite index) + +#define TE_BEAMTORUS 19 // screen aligned beam ring, expands to max radius over lifetime +// coord coord coord (center position) +// coord coord coord (axis and radius) +// short (sprite index) +// byte (starting frame) +// byte (frame rate in 0.1's) +// byte (life in 0.1's) +// byte (line width in 0.1's) +// byte (noise amplitude in 0.01's) +// byte,byte,byte (color) +// byte (brightness) +// byte (scroll speed in 0.1's) + +#define TE_BEAMDISK 20 // disk that expands to max radius over lifetime +// coord coord coord (center position) +// coord coord coord (axis and radius) +// short (sprite index) +// byte (starting frame) +// byte (frame rate in 0.1's) +// byte (life in 0.1's) +// byte (line width in 0.1's) +// byte (noise amplitude in 0.01's) +// byte,byte,byte (color) +// byte (brightness) +// byte (scroll speed in 0.1's) + +#define TE_BEAMCYLINDER 21 // cylinder that expands to max radius over lifetime +// coord coord coord (center position) +// coord coord coord (axis and radius) +// short (sprite index) +// byte (starting frame) +// byte (frame rate in 0.1's) +// byte (life in 0.1's) +// byte (line width in 0.1's) +// byte (noise amplitude in 0.01's) +// byte,byte,byte (color) +// byte (brightness) +// byte (scroll speed in 0.1's) + +#define TE_BEAMFOLLOW 22 // create a line of decaying beam segments until entity stops moving +// short (entity:attachment to follow) +// short (sprite index) +// byte (life in 0.1's) +// byte (line width in 0.1's) +// byte,byte,byte (color) +// byte (brightness) + +#define TE_GLOWSPRITE 23 +// coord, coord, coord (pos) short (model index) byte (scale / 10) + +#define TE_BEAMRING 24 // connect a beam ring to two entities +// short (start entity) +// short (end entity) +// short (sprite index) +// byte (starting frame) +// byte (frame rate in 0.1's) +// byte (life in 0.1's) +// byte (line width in 0.1's) +// byte (noise amplitude in 0.01's) +// byte,byte,byte (color) +// byte (brightness) +// byte (scroll speed in 0.1's) + +#define TE_STREAK_SPLASH 25 // oriented shower of tracers +// coord coord coord (start position) +// coord coord coord (direction vector) +// byte (color) +// short (count) +// short (base speed) +// short (ramdon velocity) + +#define TE_BEAMHOSE 26 // obsolete + +#define TE_DLIGHT 27 // dynamic light, effect world, minor entity effect +// coord, coord, coord (pos) +// byte (radius in 10's) +// byte byte byte (color) +// byte (brightness) +// byte (life in 10's) +// byte (decay rate in 10's) + +#define TE_ELIGHT 28 // point entity light, no world effect +// short (entity:attachment to follow) +// coord coord coord (initial position) +// coord (radius) +// byte byte byte (color) +// byte (life in 0.1's) +// coord (decay rate) + +#define TE_TEXTMESSAGE 29 +// short 1.2.13 x (-1 = center) +// short 1.2.13 y (-1 = center) +// byte Effect 0 = fade in/fade out +// 1 is flickery credits +// 2 is write out (training room) + +// 4 bytes r,g,b,a color1 (text color) +// 4 bytes r,g,b,a color2 (effect color) +// ushort 8.8 fadein time +// ushort 8.8 fadeout time +// ushort 8.8 hold time +// optional ushort 8.8 fxtime (time the highlight lags behing the leading text in effect 2) +// string text message (512 chars max sz string) +#define TE_LINE 30 +// coord, coord, coord (startpos) +// coord, coord, coord (endpos) +// short life in 0.1 s +// 3 bytes r, g, b + +#define TE_BOX 31 +// coord, coord, coord (boxmins) +// coord, coord, coord (boxmaxs) +// short life in 0.1 s +// 3 bytes r, g, b + +#define TE_KILLBEAM 99 // kill all beams attached to entity +// short (entity) + +#define TE_LARGEFUNNEL 100 +// coord coord coord (funnel position) +// short (sprite index) +// short (flags) + +#define TE_BLOODSTREAM 101 // particle spray +// coord coord coord (start position) +// coord coord coord (spray vector) +// byte (color) +// byte (speed) + +#define TE_SHOWLINE 102 // line of particles every 5 units, dies in 30 seconds +// coord coord coord (start position) +// coord coord coord (end position) + +#define TE_BLOOD 103 // particle spray +// coord coord coord (start position) +// coord coord coord (spray vector) +// byte (color) +// byte (speed) + +#define TE_DECAL 104 // Decal applied to a brush entity (not the world) +// coord, coord, coord (x,y,z), decal position (center of texture in world) +// byte (texture index of precached decal texture name) +// short (entity index) + +#define TE_FIZZ 105 // create alpha sprites inside of entity, float upwards +// short (entity) +// short (sprite index) +// byte (density) + +#define TE_MODEL 106 // create a moving model that bounces and makes a sound when it hits +// coord, coord, coord (position) +// coord, coord, coord (velocity) +// angle (initial yaw) +// short (model index) +// byte (bounce sound type) +// byte (life in 0.1's) + +#define TE_EXPLODEMODEL 107 // spherical shower of models, picks from set +// coord, coord, coord (origin) +// coord (velocity) +// short (model index) +// short (count) +// byte (life in 0.1's) + +#define TE_BREAKMODEL 108 // box of models or sprites +// coord, coord, coord (position) +// coord, coord, coord (size) +// coord, coord, coord (velocity) +// byte (random velocity in 10's) +// short (sprite or model index) +// byte (count) +// byte (life in 0.1 secs) +// byte (flags) + +#define TE_GUNSHOTDECAL 109 // decal and ricochet sound +// coord, coord, coord (position) +// short (entity index???) +// byte (decal???) + +#define TE_SPRITE_SPRAY 110 // spay of alpha sprites +// coord, coord, coord (position) +// coord, coord, coord (velocity) +// short (sprite index) +// byte (count) +// byte (speed) +// byte (noise) + +#define TE_ARMOR_RICOCHET 111 // quick spark sprite, client ricochet sound. +// coord, coord, coord (position) +// byte (scale in 0.1's) + +#define TE_PLAYERDECAL 112 // ??? +// byte (playerindex) +// coord, coord, coord (position) +// short (entity???) +// byte (decal number???) +// [optional] short (model index???) + +#define TE_BUBBLES 113 // create alpha sprites inside of box, float upwards +// coord, coord, coord (min start position) +// coord, coord, coord (max start position) +// coord (float height) +// short (model index) +// byte (count) +// coord (speed) + +#define TE_BUBBLETRAIL 114 // create alpha sprites along a line, float upwards +// coord, coord, coord (min start position) +// coord, coord, coord (max start position) +// coord (float height) +// short (model index) +// byte (count) +// coord (speed) + +#define TE_BLOODSPRITE 115 // spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent) +// coord, coord, coord (position) +// short (sprite1 index) +// short (sprite2 index) +// byte (color) +// byte (scale) + +#define TE_WORLDDECAL 116 // Decal applied to the world brush +// coord, coord, coord (x,y,z), decal position (center of texture in world) +// byte (texture index of precached decal texture name) + +#define TE_WORLDDECALHIGH 117 // Decal (with texture index > 256) applied to world brush +// coord, coord, coord (x,y,z), decal position (center of texture in world) +// byte (texture index of precached decal texture name - 256) + +#define TE_DECALHIGH 118 // Same as TE_DECAL, but the texture index was greater than 256 +// coord, coord, coord (x,y,z), decal position (center of texture in world) +// byte (texture index of precached decal texture name - 256) +// short (entity index) + +#define TE_PROJECTILE 119 // Makes a projectile (like a nail) (this is a high-priority tent) +// coord, coord, coord (position) +// coord, coord, coord (velocity) +// short (modelindex) +// byte (life) +// byte (owner) projectile won't collide with owner (if owner == 0, projectile will hit any client). + +#define TE_SPRAY 120 // Throws a shower of sprites or models +// coord, coord, coord (position) +// coord, coord, coord (direction) +// short (modelindex) +// byte (count) +// byte (speed) +// byte (noise) +// byte (rendermode) + +#define TE_PLAYERSPRITES 121 // sprites emit from a player's bounding box (ONLY use for players!) +// byte (playernum) +// short (sprite modelindex) +// byte (count) +// byte (variance) (0 = no variance in size) (10 = 10% variance in size) + +#define TE_PARTICLEBURST 122 // very similar to lavasplash. +// coord (origin) +// short (radius) +// byte (particle color) +// byte (duration * 10) (will be randomized a bit) + +#define TE_FIREFIELD 123 // makes a field of fire. +// coord (origin) +// short (radius) (fire is made in a square around origin. -radius, -radius to radius, radius) +// short (modelindex) +// byte (count) +// byte (flags) +// byte (duration (in seconds) * 10) (will be randomized a bit) +// // to keep network traffic low, this message has associated flags that fit into a byte: -#define TEFIRE_FLAG_ALLFLOAT 1 // all sprites will drift upwards as they animate -#define TEFIRE_FLAG_SOMEFLOAT 2 // some of the sprites will drift upwards. (50% chance) -#define TEFIRE_FLAG_LOOP 4 // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration. -#define TEFIRE_FLAG_ALPHA 8 // if set, sprite is rendered alpha blended at 50% else, opaque -#define TEFIRE_FLAG_PLANAR 16 // if set, all fire sprites have same initial Z instead of randomly filling a cube. -#define TEFIRE_FLAG_ADDITIVE 32 // if set, sprite is rendered non-opaque with additive +#define TEFIRE_FLAG_ALLFLOAT 1 // all sprites will drift upwards as they animate +#define TEFIRE_FLAG_SOMEFLOAT 2 // some of the sprites will drift upwards. (50% chance) +#define TEFIRE_FLAG_LOOP 4 // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration. +#define TEFIRE_FLAG_ALPHA 8 // if set, sprite is rendered alpha blended at 50% else, opaque +#define TEFIRE_FLAG_PLANAR 16 // if set, all fire sprites have same initial Z instead of randomly filling a cube. +#define TEFIRE_FLAG_ADDITIVE 32 // if set, sprite is rendered non-opaque with additive -#define TE_PLAYERATTACHMENT 124 // attaches a TENT to a player (this is a high-priority tent) -#define TE_KILLPLAYERATTACHMENTS 125 // will expire all TENTS attached to a player. -#define TE_MULTIGUNSHOT 126 // much more compact shotgun message -#define TE_USERTRACER 127 // larger message than the standard tracer, but allows some customization. +#define TE_PLAYERATTACHMENT 124 // attaches a TENT to a player (this is a high-priority tent) +// byte (entity index of player) +// coord (vertical offset) (attachment origin.z = player origin.z + vertical offset) +// short (model index) +// short (life * 10) -#define MSG_BROADCAST 0 // unreliable to all -#define MSG_ONE 1 // reliable to one (msg_entity) -#define MSG_ALL 2 // reliable to all -#define MSG_INIT 3 // write to the init string -#define MSG_PVS 4 // Ents in PVS of org -#define MSG_PAS 5 // Ents in PAS of org -#define MSG_PVS_R 6 // Reliable to PVS -#define MSG_PAS_R 7 // Reliable to PAS -#define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram ( could be dropped ) -#define MSG_SPEC 9 // Sends to all spectator proxies +#define TE_KILLPLAYERATTACHMENTS 125 // will expire all TENTS attached to a player. +// byte (entity index of player) + +#define TE_MULTIGUNSHOT 126 // much more compact shotgun message +// This message is used to make a client approximate a 'spray' of gunfire. +// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is +// a good candidate for MULTIGUNSHOT use. (shotguns) +// +// NOTE: This effect makes the client do traces for each bullet, these client traces ignore +// entities that have studio models.Traces are 4096 long. +// +// coord (origin) +// coord (origin) +// coord (origin) +// coord (direction) +// coord (direction) +// coord (direction) +// coord (x noise * 100) +// coord (y noise * 100) +// byte (count) +// byte (bullethole decal texture index) + +#define TE_USERTRACER 127 // larger message than the standard tracer, but allows some customization. +// coord (origin) +// coord (origin) +// coord (origin) +// coord (velocity) +// coord (velocity) +// coord (velocity) +// byte (life * 10) +// byte (color) this is an index into an array of color vectors in the engine. (0 -) +// byte (length * 10) + +#define MSG_BROADCAST 0 // unreliable to all +#define MSG_ONE 1 // reliable to one (msg_entity) +#define MSG_ALL 2 // reliable to all +#define MSG_INIT 3 // write to the init string +#define MSG_PVS 4 // Ents in PVS of org +#define MSG_PAS 5 // Ents in PAS of org +#define MSG_PVS_R 6 // Reliable to PVS +#define MSG_PAS_R 7 // Reliable to PAS +#define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram ( could be dropped ) +#define MSG_SPEC 9 // Sends to all spectator proxies // contents of a spot in the world -#define CONTENTS_EMPTY -1 -#define CONTENTS_SOLID -2 -#define CONTENTS_WATER -3 -#define CONTENTS_SLIME -4 -#define CONTENTS_LAVA -5 -#define CONTENTS_SKY -6 +#define CONTENTS_EMPTY -1 +#define CONTENTS_SOLID -2 +#define CONTENTS_WATER -3 +#define CONTENTS_SLIME -4 +#define CONTENTS_LAVA -5 +#define CONTENTS_SKY -6 -#define CONTENTS_LADDER -16 +#define CONTENTS_LADDER -16 -#define CONTENT_FLYFIELD -17 -#define CONTENT_GRAVITY_FLYFIELD -18 -#define CONTENT_FOG -19 +#define CONTENT_FLYFIELD -17 +#define CONTENT_GRAVITY_FLYFIELD -18 +#define CONTENT_FOG -19 -#define CONTENT_EMPTY -1 -#define CONTENT_SOLID -2 -#define CONTENT_WATER -3 -#define CONTENT_SLIME -4 -#define CONTENT_LAVA -5 -#define CONTENT_SKY -6 +#define CONTENT_EMPTY -1 +#define CONTENT_SOLID -2 +#define CONTENT_WATER -3 +#define CONTENT_SLIME -4 +#define CONTENT_LAVA -5 +#define CONTENT_SKY -6 // channels -#define CHAN_AUTO 0 -#define CHAN_WEAPON 1 -#define CHAN_VOICE 2 -#define CHAN_ITEM 3 -#define CHAN_BODY 4 -#define CHAN_STREAM 5 // allocate stream channel from the static or dynamic area -#define CHAN_STATIC 6 // allocate channel from the static area -#define CHAN_NETWORKVOICE_BASE 7 // voice data coming across the network -#define CHAN_NETWORKVOICE_END 500 // network voice data reserves slots (CHAN_NETWORKVOICE_BASE through CHAN_NETWORKVOICE_END). -#define CHAN_BOT 501 // channel used for bot chatter. +#define CHAN_AUTO 0 +#define CHAN_WEAPON 1 +#define CHAN_VOICE 2 +#define CHAN_ITEM 3 +#define CHAN_BODY 4 +#define CHAN_STREAM 5 // allocate stream channel from the static or dynamic area +#define CHAN_STATIC 6 // allocate channel from the static area +#define CHAN_NETWORKVOICE_BASE 7 // voice data coming across the network +#define CHAN_NETWORKVOICE_END 500 // network voice data reserves slots (CHAN_NETWORKVOICE_BASE through CHAN_NETWORKVOICE_END). +#define CHAN_BOT 501 // channel used for bot chatter. // attenuation values -#define ATTN_NONE 0 -#define ATTN_NORM 0.8 -#define ATTN_IDLE 2.0 -#define ATTN_STATIC 1.25 +#define ATTN_NONE 0 +#define ATTN_NORM 0.8f +#define ATTN_IDLE 2.0f +#define ATTN_STATIC 1.25f // pitch values -#define PITCH_NORM 100 // non-pitch shifted -#define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high -#define PITCH_HIGH 120 +#define PITCH_NORM 100 // non-pitch shifted +#define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high +#define PITCH_HIGH 120 // volume values -#define VOL_NORM 1.0 - +#define VOL_NORM 1.0f +// buttons +#ifndef IN_BUTTONS_H +#include "in_buttons.h" +#endif // Break Model Defines -#define BREAK_TYPEMASK 0x4F -#define BREAK_GLASS 0x01 -#define BREAK_METAL 0x02 -#define BREAK_FLESH 0x04 -#define BREAK_WOOD 0x08 +#define BREAK_TYPEMASK 0x4F +#define BREAK_GLASS 0x01 +#define BREAK_METAL 0x02 +#define BREAK_FLESH 0x04 +#define BREAK_WOOD 0x08 -#define BREAK_SMOKE 0x10 -#define BREAK_TRANS 0x20 -#define BREAK_CONCRETE 0x40 -#define BREAK_2 0x80 +#define BREAK_SMOKE 0x10 +#define BREAK_TRANS 0x20 +#define BREAK_CONCRETE 0x40 +#define BREAK_2 0x80 // Colliding temp entity sounds -#define BOUNCE_GLASS BREAK_GLASS -#define BOUNCE_METAL BREAK_METAL -#define BOUNCE_FLESH BREAK_FLESH -#define BOUNCE_WOOD BREAK_WOOD -#define BOUNCE_SHRAP 0x10 -#define BOUNCE_SHELL 0x20 -#define BOUNCE_CONCRETE BREAK_CONCRETE -#define BOUNCE_SHOTSHELL 0x80 +#define BOUNCE_GLASS BREAK_GLASS +#define BOUNCE_METAL BREAK_METAL +#define BOUNCE_FLESH BREAK_FLESH +#define BOUNCE_WOOD BREAK_WOOD +#define BOUNCE_SHRAP 0x10 +#define BOUNCE_SHELL 0x20 +#define BOUNCE_CONCRETE BREAK_CONCRETE +#define BOUNCE_SHOTSHELL 0x80 // Temp entity bounce sound types -#define TE_BOUNCE_NULL 0 -#define TE_BOUNCE_SHELL 1 -#define TE_BOUNCE_SHOTSHELL 2 +#define TE_BOUNCE_NULL 0 +#define TE_BOUNCE_SHELL 1 +#define TE_BOUNCE_SHOTSHELL 2 // Rendering constants enum { - kRenderNormal, // src - kRenderTransColor, // c*a+dest*(1-a) - kRenderTransTexture, // src*a+dest*(1-a) - kRenderGlow, // src*a+dest -- No Z buffer checks - kRenderTransAlpha, // src*srca+dest*(1-srca) - kRenderTransAdd, // src*a+dest + kRenderNormal, // src + kRenderTransColor, // c*a+dest*(1-a) + kRenderTransTexture, // src*a+dest*(1-a) + kRenderGlow, // src*a+dest -- No Z buffer checks + kRenderTransAlpha, // src*srca+dest*(1-srca) + kRenderTransAdd, // src*a+dest }; enum @@ -343,13 +721,13 @@ enum kRenderFxFlickerSlow, kRenderFxFlickerFast, kRenderFxNoDissipation, - kRenderFxDistort, // Distort/scale/translate flicker - kRenderFxHologram, // kRenderFxDistort + distance fade - kRenderFxDeadPlayer, // kRenderAmt is the player index - kRenderFxExplode, // Scale up really big! - kRenderFxGlowShell, // Glowing Shell - kRenderFxClampMinScale, // Keep this sprite from getting very small (SPRITES only!) - kRenderFxLightMultiplier, //CTM !!!CZERO added to tell the studiorender that the value in iuser2 is a lightmultiplier + kRenderFxDistort, // Distort/scale/translate flicker + kRenderFxHologram, // kRenderFxDistort + distance fade + kRenderFxDeadPlayer, // kRenderAmt is the player index + kRenderFxExplode, // Scale up really big! + kRenderFxGlowShell, // Glowing Shell + kRenderFxClampMinScale, // Keep this sprite from getting very small (SPRITES only!) + kRenderFxLightMultiplier, // CTM !!!CZERO added to tell the studiorender that the value in iuser2 is a lightmultiplier }; typedef struct @@ -363,12 +741,12 @@ typedef struct } colorVec; #ifdef _WIN32 -#pragma pack(push,2) +#pragma pack(push, 2) #endif typedef struct { - unsigned short r,g,b,a; + unsigned short r, g, b, a; } PackedColorVec; #ifdef _WIN32 @@ -390,14 +768,14 @@ typedef struct typedef struct { - qboolean allsolid; // if true, plane is not valid - qboolean startsolid; // if true, the initial point was in a solid area + qboolean allsolid; // if true, plane is not valid + qboolean startsolid; // if true, the initial point was in a solid area qboolean 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 + 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 // CONST_H diff --git a/regamedll/common/winsani_in.h b/regamedll/common/winsani_in.h new file mode 100644 index 00000000..d8c85271 --- /dev/null +++ b/regamedll/common/winsani_in.h @@ -0,0 +1,7 @@ +#if _MSC_VER >= 1500 // MSVC++ 9.0 (Visual Studio 2008) +#pragma push_macro("ARRAYSIZE") +#ifdef ARRAYSIZE +#undef ARRAYSIZE +#endif +#define HSPRITE WINDOWS_HSPRITE +#endif diff --git a/regamedll/common/winsani_out.h b/regamedll/common/winsani_out.h new file mode 100644 index 00000000..27269500 --- /dev/null +++ b/regamedll/common/winsani_out.h @@ -0,0 +1,4 @@ +#if _MSC_VER >= 1500 // MSVC++ 9.0 (Visual Studio 2008) +#undef HSPRITE +#pragma pop_macro("ARRAYSIZE") +#endif diff --git a/regamedll/dlls/extdll.h b/regamedll/dlls/extdll.h index f85b2939..63baf4d3 100644 --- a/regamedll/dlls/extdll.h +++ b/regamedll/dlls/extdll.h @@ -44,7 +44,10 @@ #define NOSERVICE #define NOMCX #define NOIME - #include + #include "winsani_in.h" + #include "windows.h" + #include "winsani_out.h" + #undef PlaySound #else #include #include @@ -57,11 +60,13 @@ #include "math.h" // Header file containing definition of globalvars_t and entvars_t +typedef int EOFFSET; // More explicit than "int" typedef unsigned int func_t; typedef float vec_t; // needed before including progdefs.h // Vector class #include "vector.h" + // Defining it as a (bogus) struct helps enforce type-checking #define vec3_t Vector @@ -74,6 +79,7 @@ typedef float vec_t; // needed before including progdefs.h // Shared header describing protocol between engine and DLLs #include "eiface.h" + // Shared header between the client DLL and the game DLLs #include "cdll_dll.h" #include "extdef.h" diff --git a/regamedll/engine/maintypes.h b/regamedll/engine/maintypes.h index 2430eaee..2b63299f 100644 --- a/regamedll/engine/maintypes.h +++ b/regamedll/engine/maintypes.h @@ -44,17 +44,33 @@ // Function is doubt reversed #define TODOBODY - #define BIT(n) (1<<(n)) -typedef unsigned int string_t; -typedef int EOFFSET; -typedef int BOOL; - -#ifndef __cplusplus - typedef enum { false, true } qboolean; +#ifdef HAVE_STRONG_TYPEDEF +enum class string_t: unsigned int {}; #else - typedef int qboolean; +typedef unsigned int string_t; #endif +typedef int EOFFSET; +typedef int BOOL; +typedef unsigned char byte; +typedef unsigned short word; +#define _DEF_BYTE_ + +#ifndef __cplusplus + #undef true + #undef false + typedef enum {false, true} qboolean; +#else + typedef int qboolean; +#endif // #ifndef __cplusplus + +// From engine/server.h +typedef enum sv_delta_s +{ + sv_packet_nodelta, + sv_packet_delta, +} sv_delta_t; + #endif // MAINTYPES_H