mirror of
https://github.com/rehlds/reapi.git
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Added missed conversions for hookchain callbacks Added natives for pmove, pmtrace, ucmd Added checks of re* products availability
306 lines
8.4 KiB
C
306 lines
8.4 KiB
C
#pragma once
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struct qstring_t { unsigned int str; };
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struct rstring_t { const char *str; };
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struct com_globalvars
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{
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float time;
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float frametime;
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float force_retouch;
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qstring_t mapname;
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qstring_t startspot;
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float deathmatch;
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float coop;
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float teamplay;
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float serverflags;
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float found_secrets;
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vec3_t v_forward;
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vec3_t v_up;
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vec3_t v_right;
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float trace_allsolid;
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float trace_startsolid;
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float trace_fraction;
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vec3_t trace_endpos;
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vec3_t trace_plane_normal;
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float trace_plane_dist;
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edict_t *trace_ent;
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float trace_inopen;
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float trace_inwater;
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int trace_hitgroup;
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int trace_flags;
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int msg_entity;
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int cdAudioTrack;
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int maxClients;
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int maxEntities;
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rstring_t pStringBase;
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void *pSaveData;
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vec3_t vecLandmarkOffset;
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};
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struct com_entvars
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{
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qstring_t classname;
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qstring_t globalname;
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vec3_t origin;
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vec3_t oldorigin;
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vec3_t velocity;
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vec3_t basevelocity;
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vec3_t clbasevelocity; // Base velocity that was passed in to server physics so
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// client can predict conveyors correctly. Server zeroes it, so we need to store here, too.
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vec3_t movedir;
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vec3_t angles; // Model angles
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vec3_t avelocity; // angle velocity (degrees per second)
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vec3_t punchangle; // auto-decaying view angle adjustment
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vec3_t v_angle; // Viewing angle (player only)
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// For parametric entities
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vec3_t endpos;
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vec3_t startpos;
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float impacttime;
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float starttime;
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int fixangle; // 0:nothing, 1:force view angles, 2:add avelocity
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float idealpitch;
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float pitch_speed;
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float ideal_yaw;
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float yaw_speed;
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int modelindex;
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qstring_t model;
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int viewmodel; // player's viewmodel
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int weaponmodel; // what other players see
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vec3_t absmin; // BB max translated to world coord
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vec3_t absmax; // BB max translated to world coord
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vec3_t mins; // local BB min
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vec3_t maxs; // local BB max
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vec3_t size; // maxs - mins
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float ltime;
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float nextthink;
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int movetype;
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int solid;
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int skin;
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int body; // sub-model selection for studiomodels
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int effects;
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float gravity; // % of "normal" gravity
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float friction; // inverse elasticity of MOVETYPE_BOUNCE
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int light_level;
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int sequence; // animation sequence
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int gaitsequence; // movement animation sequence for player (0 for none)
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float frame; // % playback position in animation sequences (0..255)
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float animtime; // world time when frame was set
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float framerate; // animation playback rate (-8x to 8x)
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byte controller[4]; // bone controller setting (0..255)
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byte blending[2]; // blending amount between sub-sequences (0..255)
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float scale; // sprite rendering scale (0..255)
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int rendermode;
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float renderamt;
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vec3_t rendercolor;
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int renderfx;
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float health;
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float frags;
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int weapons; // bit mask for available weapons
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float takedamage;
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int deadflag;
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vec3_t view_ofs; // eye position
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int button;
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int impulse;
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edict_t *chain; // Entity pointer when linked into a linked list
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edict_t *dmg_inflictor;
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edict_t *enemy;
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edict_t *aiment; // entity pointer when MOVETYPE_FOLLOW
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edict_t *owner;
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edict_t *groundentity;
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int spawnflags;
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int flags;
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int colormap; // lowbyte topcolor, highbyte bottomcolor
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int team;
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float max_health;
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float teleport_time;
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float armortype;
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float armorvalue;
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int waterlevel;
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int watertype;
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qstring_t target;
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qstring_t targetname;
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qstring_t netname;
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qstring_t message;
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float dmg_take;
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float dmg_save;
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float dmg;
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float dmgtime;
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qstring_t noise;
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qstring_t noise1;
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qstring_t noise2;
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qstring_t noise3;
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float speed;
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float air_finished;
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float pain_finished;
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float radsuit_finished;
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edict_t *pContainingEntity;
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int playerclass;
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float maxspeed;
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float fov;
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int weaponanim;
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int pushmsec;
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int bInDuck;
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int flTimeStepSound;
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int flSwimTime;
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int flDuckTime;
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int iStepLeft;
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float flFallVelocity;
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int gamestate;
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int oldbuttons;
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int groupinfo;
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// For mods
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int iuser1;
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int iuser2;
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int iuser3;
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int iuser4;
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float fuser1;
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float fuser2;
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float fuser3;
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float fuser4;
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vec3_t vuser1;
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vec3_t vuser2;
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vec3_t vuser3;
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vec3_t vuser4;
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edict_t *euser1;
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edict_t *euser2;
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edict_t *euser3;
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edict_t *euser4;
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};
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struct com_playermove
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{
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int player_index; // So we don't try to run the PM_CheckStuck nudging too quickly.
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qboolean server; // For debugging, are we running physics code on server side?
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qboolean multiplayer; // 1 == multiplayer server
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float time; // realtime on host, for reckoning duck timing
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float frametime; // Duration of this frame
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vec3_t forward, right, up; // Vectors for angles
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vec3_t origin; // Movement origin.
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vec3_t angles; // Movement view angles.
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vec3_t oldangles; // Angles before movement view angles were looked at.
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vec3_t velocity; // Current movement direction.
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vec3_t movedir; // For waterjumping, a forced forward velocity so we can fly over lip of ledge.
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vec3_t basevelocity; // Velocity of the conveyor we are standing, e.g.
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vec3_t view_ofs; // For ducking/dead
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// Our eye position.
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float flDuckTime; // Time we started duck
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qboolean bInDuck; // In process of ducking or ducked already?
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int flTimeStepSound; // For walking/falling
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// Next time we can play a step sound
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int iStepLeft;
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float flFallVelocity;
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vec3_t punchangle;
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float flSwimTime;
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float flNextPrimaryAttack;
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int effects; // MUZZLE FLASH, e.g.
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int flags; // FL_ONGROUND, FL_DUCKING, etc.
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int usehull; // 0 = regular player hull, 1 = ducked player hull, 2 = point hull
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float gravity; // Our current gravity and friction.
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float friction;
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int oldbuttons; // Buttons last usercmd
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float waterjumptime; // Amount of time left in jumping out of water cycle.
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qboolean dead; // Are we a dead player?
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int deadflag;
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int spectator; // Should we use spectator physics model?
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int movetype; // Our movement type, NOCLIP, WALK, FLY
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int onground; // -1 = in air, else pmove entity number
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int waterlevel;
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int watertype;
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int oldwaterlevel;
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char sztexturename[256];
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char chtexturetype;
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float maxspeed;
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float clientmaxspeed;
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int iuser1;
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int iuser2;
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int iuser3;
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int iuser4;
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float fuser1;
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float fuser2;
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float fuser3;
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float fuser4;
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vec3_t vuser1;
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vec3_t vuser2;
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vec3_t vuser3;
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vec3_t vuser4;
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int numphysent; // world state
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// Number of entities to clip against.
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physent_t physents[MAX_PHYSENTS];
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int nummoveent; // Number of momvement entities (ladders)
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physent_t moveents[MAX_MOVEENTS]; // just a list of ladders
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int numvisent; // All things being rendered, for tracing against things you don't actually collide with
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physent_t visents[MAX_PHYSENTS];
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usercmd_t cmd; // input to run through physics.
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int numtouch; // Trace results for objects we collided with.
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pmtrace_t touchindex[MAX_PHYSENTS];
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char physinfo[MAX_PHYSINFO_STRING]; // Physics info string
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struct movevars_s *movevars;
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Vector player_mins[4];
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Vector player_maxs[4];
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const char *(*PM_Info_ValueForKey)(const char *s, const char *key);
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void(*PM_Particle)(float *origin, int color, float life, int zpos, int zvel);
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int(*PM_TestPlayerPosition)(float *pos, pmtrace_t *ptrace);
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void(*Con_NPrintf)(int idx, char *fmt, ...);
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void(*Con_DPrintf)(char *fmt, ...);
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void(*Con_Printf)(char *fmt, ...);
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double(*Sys_FloatTime)();
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void(*PM_StuckTouch)(int hitent, pmtrace_t *ptraceresult);
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int(*PM_PointContents)(float *p, int *truecontents);
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int(*PM_TruePointContents)(float *p);
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int(*PM_HullPointContents)(struct hull_s *hull, int num, float *p);
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pmtrace_t(*PM_PlayerTrace)(float *start, float *end, int traceFlags, int ignore_pe);
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struct pmtrace_s *(*PM_TraceLine)(float *start, float *end, int flags, int usehulll, int ignore_pe);
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int32(*RandomLong)(int32 lLow, int32 lHigh);
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float(*RandomFloat)(float flLow, float flHigh);
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int(*PM_GetModelType)(struct model_s *mod);
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void(*PM_GetModelBounds)(struct model_s *mod, float *mins, float *maxs);
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void *(*PM_HullForBsp)(physent_t *pe, float *offset);
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float(*PM_TraceModel)(physent_t *pEnt, float *start, float *end, trace_t *trace);
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int(*COM_FileSize)(char *filename);
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byte *(*COM_LoadFile)(char *path, int usehunk, int *pLength);
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void(*COM_FreeFile)(void *buffer);
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char *(*memfgets)(byte *pMemFile, int fileSize, int *pFilePos, char *pBuffer, int bufferSize);
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qboolean runfuncs;
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void(*PM_PlaySound)(int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch);
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const char *(*PM_TraceTexture)(int ground, float *vstart, float *vend);
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void(*PM_PlaybackEventFull)(int flags, int clientindex, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2);
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};
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