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https://github.com/id-Software/quake2-rerelease-dll.git
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Update 1 changes
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@@ -110,7 +110,7 @@ constexpr bit_t<n> bit_v = 1ull << n;
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// game.h -- game dll information visible to server
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// PARIL_NEW_API - value likely not used by any other Q2-esque engine in the wild
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constexpr int32_t GAME_API_VERSION = 2022;
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constexpr int32_t GAME_API_VERSION = 2023;
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constexpr int32_t CGAME_API_VERSION = 2022;
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// forward declarations
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@@ -238,6 +238,7 @@ enum contents_t : uint32_t
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// remaining contents are non-visible, and don't eat brushes
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CONTENTS_NO_WATERJUMP = bit_v<13>, // [Paril-KEX] this brush cannot be waterjumped out of
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CONTENTS_PROJECTILECLIP = bit_v<14>, // [Paril-KEX] projectiles will collide with this
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CONTENTS_AREAPORTAL = bit_v<15>,
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@@ -504,6 +505,7 @@ struct pmove_t
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gvec4_t screen_blend;
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refdef_flags_t rdflags; // merged with rdflags from server
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bool jump_sound; // play jump sound
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bool step_clip; // we clipped on top of an object from below
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float impact_delta; // impact delta, for falling damage
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};
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@@ -1740,8 +1742,6 @@ enum sv_ent_flags_t : uint64_t {
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};
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MAKE_ENUM_BITFLAGS( sv_ent_flags_t );
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#include <bitset>
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static constexpr int Max_Armor_Types = 3;
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struct armorInfo_t {
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@@ -1780,7 +1780,6 @@ struct sv_entity_t {
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char netname[ MAX_NETNAME ];
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int32_t inventory[ MAX_ITEMS ] = { 0 };
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armorInfo_t armor_info[ Max_Armor_Types ];
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std::bitset<MAX_CLIENTS> pickedup_list;
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};
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#ifndef GAME_INCLUDE
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@@ -2005,9 +2004,10 @@ struct game_import_t
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void (*Draw_Bounds)(gvec3_cref_t mins, gvec3_cref_t maxs, const rgba_t &color, const float lifeTime, const bool depthTest);
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void (*Draw_Sphere)(gvec3_cref_t origin, const float radius, const rgba_t &color, const float lifeTime, const bool depthTest);
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void (*Draw_OrientedWorldText)(gvec3_cref_t origin, const char * text, const rgba_t &color, const float size, const float lifeTime, const bool depthTest);
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void (*Draw_StaticWorldText )(gvec3_cref_t origin, gvec3_cref_t angles, const char * text, const rgba_t & color, const float size, const float lifeTime, const bool depthTest);
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void (*Draw_StaticWorldText)(gvec3_cref_t origin, gvec3_cref_t angles, const char * text, const rgba_t & color, const float size, const float lifeTime, const bool depthTest);
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void (*Draw_Cylinder)(gvec3_cref_t origin, const float halfHeight, const float radius, const rgba_t &color, const float lifeTime, const bool depthTest);
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void (*Draw_Ray)(gvec3_cref_t origin, gvec3_cref_t direction, const float length, const float size, const rgba_t &color, const float lifeTime, const bool depthTest);
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void (*Draw_Arrow)(gvec3_cref_t start, gvec3_cref_t end, const float size, const rgba_t & lineColor, const rgba_t & arrowColor, const float lifeTime, const bool depthTest);
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// scoreboard
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void (*ReportMatchDetails_Multicast)(bool is_end);
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@@ -2139,6 +2139,8 @@ struct game_export_t
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void (*Bot_TriggerEdict)(edict_t * botEdict, edict_t * edict);
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void (*Bot_UseItem)(edict_t * botEdict, const int32_t itemID);
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int32_t (*Bot_GetItemID)(const char * classname);
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void (*Edict_ForceLookAtPoint)(edict_t * edict, gvec3_cref_t point);
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bool (*Bot_PickedUpItem )(edict_t * botEdict, edict_t * itemEdict);
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// [KEX]: Checks entity visibility instancing
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bool (*Entity_IsVisibleToPlayer)(edict_t* ent, edict_t* player);
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@@ -2167,7 +2169,7 @@ struct cg_server_data_t
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std::array<int16_t, MAX_ITEMS> inventory;
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};
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constexpr int32_t PROTOCOL_VERSION_3XX = 34;
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constexpr int32_t PROTOCOL_VERSION_3XX = 34;
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constexpr int32_t PROTOCOL_VERSION_DEMOS = 2022;
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constexpr int32_t PROTOCOL_VERSION = 2023;
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@@ -2260,7 +2262,7 @@ struct cgame_export_t
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int apiversion;
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// the init/shutdown functions will be called between levels/connections
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// (cgame does not run in menus)
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// and when the client initially loads.
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void (*Init)();
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void (*Shutdown)();
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