| icculus quake2 doxygen
    1.0 dev
    |  | 
 
 
 
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   25 #pragma warning(disable : 4244)     // MIPS 
   26 #pragma warning(disable : 4136)     // X86 
   27 #pragma warning(disable : 4051)     // ALPHA 
   29 #pragma warning(disable : 4018)     // signed/unsigned mismatch 
   30 #pragma warning(disable : 4305)     // truncation from const double to float 
   32 #define vsnprintf _vsnprintf 
   43 #if (defined _M_IX86 || defined __i386__) && !defined C_ONLY && !defined __sun__ 
   49 #if defined _M_ALPHA && !defined C_ONLY 
   55 typedef unsigned char       byte;
 
   60 #define NULL ((void *)0) 
   65 #define PITCH               0       // up / down 
   66 #define YAW                 1       // left / right 
   67 #define ROLL                2       // fall over 
   69 #define MAX_STRING_CHARS    1024    // max length of a string passed to Cmd_TokenizeString 
   70 #define MAX_STRING_TOKENS   80      // max tokens resulting from Cmd_TokenizeString 
   71 #define MAX_TOKEN_CHARS     128     // max length of an individual token 
   73 #define MAX_QPATH           64      // max length of a quake game pathname 
   74 #define MAX_OSPATH          128     // max length of a filesystem pathname 
   79 #define MAX_CLIENTS         256     // absolute limit 
   80 #define MAX_EDICTS          1024    // must change protocol to increase more 
   81 #define MAX_LIGHTSTYLES     256 
   82 #define MAX_MODELS          256     // these are sent over the net as bytes 
   83 #define MAX_SOUNDS          256     // so they cannot be blindly increased 
   84 #define MAX_IMAGES          256 
   86 #define MAX_GENERAL         (MAX_CLIENTS*2) // general config strings 
   90 #define PRINT_LOW           0       // pickup messages 
   91 #define PRINT_MEDIUM        1       // death messages 
   92 #define PRINT_HIGH          2       // critical messages 
   93 #define PRINT_CHAT          3       // chat messages 
   97 #define ERR_FATAL           0       // exit the entire game with a popup window 
   98 #define ERR_DROP            1       // print to console and disconnect from game 
   99 #define ERR_DISCONNECT      2       // don't kill server 
  102 #define PRINT_DEVELOPER     1       // only print when "developer 1" 
  103 #define PRINT_ALERT         2        
  135 #define M_PI        3.14159265358979323846  // matches value in gcc v2 math.h 
  142 #define nanmask (255<<23) 
  144 #define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask) 
  149 #if defined _WIN32 && !defined C_ONLY 
  150 extern long Q_ftol( 
float f );
 
  152 #define Q_ftol( f ) ( long ) (f) 
  155 #define DotProduct(x,y)         (x[0]*y[0]+x[1]*y[1]+x[2]*y[2]) 
  156 #define VectorSubtract(a,b,c)       (c[0]=a[0]-b[0],c[1]=a[1]-b[1],c[2]=a[2]-b[2]) 
  157 #define VectorAdd(a,b,c)        (c[0]=a[0]+b[0],c[1]=a[1]+b[1],c[2]=a[2]+b[2]) 
  158 #define VectorCopy(a,b)         (b[0]=a[0],b[1]=a[1],b[2]=a[2]) 
  159 #define VectorClear(a)          (a[0]=a[1]=a[2]=0) 
  160 #define VectorNegate(a,b)       (b[0]=-a[0],b[1]=-a[1],b[2]=-a[2]) 
  161 #define VectorSet(v, x, y, z)       (v[0]=(x), v[1]=(y), v[2]=(z)) 
  188 float LerpAngle (
float a1, 
float a2, 
float frac);
 
  190 #define BOX_ON_PLANE_SIDE(emins, emaxs, p)  \ 
  193         ((p)->dist <= (emins)[(p)->type])?  \ 
  197             ((p)->dist >= (emaxs)[(p)->type])?\ 
  204         BoxOnPlaneSide( (emins), (emaxs), (p))) 
  222 void Com_sprintf (
char *dest, 
int size, 
char *fmt, ...);
 
  250 #define MAX_INFO_KEY        64 
  251 #define MAX_INFO_VALUE      64 
  252 #define MAX_INFO_STRING     512 
  279 #define SFF_ARCH    0x01 
  280 #define SFF_HIDDEN  0x02 
  281 #define SFF_RDONLY  0x04 
  282 #define SFF_SUBDIR  0x08 
  283 #define SFF_SYSTEM  0x10 
  288 char    *
Sys_FindFirst (
char *path, 
unsigned musthave, 
unsigned canthave );
 
  289 char    *
Sys_FindNext ( 
unsigned musthave, 
unsigned canthave );
 
  309 #define CVAR_ARCHIVE    1   // set to cause it to be saved to vars.rc 
  310 #define CVAR_USERINFO   2   // added to userinfo  when changed 
  311 #define CVAR_SERVERINFO 4   // added to serverinfo when changed 
  312 #define CVAR_NOSET      8   // don't allow change from console at all, 
  314 #define CVAR_LATCH      16  // save changes until server restart 
  339 #define CONTENTS_SOLID          1       // an eye is never valid in a solid 
  340 #define CONTENTS_WINDOW         2       // translucent, but not watery 
  341 #define CONTENTS_AUX            4 
  342 #define CONTENTS_LAVA           8 
  343 #define CONTENTS_SLIME          16 
  344 #define CONTENTS_WATER          32 
  345 #define CONTENTS_MIST           64 
  346 #define LAST_VISIBLE_CONTENTS   64 
  350 #define CONTENTS_AREAPORTAL     0x8000 
  352 #define CONTENTS_PLAYERCLIP     0x10000 
  353 #define CONTENTS_MONSTERCLIP    0x20000 
  356 #define CONTENTS_CURRENT_0      0x40000 
  357 #define CONTENTS_CURRENT_90     0x80000 
  358 #define CONTENTS_CURRENT_180    0x100000 
  359 #define CONTENTS_CURRENT_270    0x200000 
  360 #define CONTENTS_CURRENT_UP     0x400000 
  361 #define CONTENTS_CURRENT_DOWN   0x800000 
  363 #define CONTENTS_ORIGIN         0x1000000   // removed before bsping an entity 
  365 #define CONTENTS_MONSTER        0x2000000   // should never be on a brush, only in game 
  366 #define CONTENTS_DEADMONSTER    0x4000000 
  367 #define CONTENTS_DETAIL         0x8000000   // brushes to be added after vis leafs 
  368 #define CONTENTS_TRANSLUCENT    0x10000000  // auto set if any surface has trans 
  369 #define CONTENTS_LADDER         0x20000000 
  373 #define SURF_LIGHT      0x1     // value will hold the light strength 
  375 #define SURF_SLICK      0x2     // effects game physics 
  377 #define SURF_SKY        0x4     // don't draw, but add to skybox 
  378 #define SURF_WARP       0x8     // turbulent water warp 
  379 #define SURF_TRANS33    0x10 
  380 #define SURF_TRANS66    0x20 
  381 #define SURF_FLOWING    0x40    // scroll towards angle 
  382 #define SURF_NODRAW     0x80    // don't bother referencing the texture 
  385 #define SURF_WAVES_1    0x100 
  386 #define SURF_WAVES_2    0x200 
  390 #define MASK_ALL                (-1) 
  391 #define MASK_SOLID              (CONTENTS_SOLID|CONTENTS_WINDOW) 
  392 #define MASK_PLAYERSOLID        (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER) 
  393 #define MASK_DEADSOLID          (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW) 
  394 #define MASK_MONSTERSOLID       (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER) 
  395 #define MASK_WATER              (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME) 
  396 #define MASK_OPAQUE             (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA) 
  397 #define MASK_SHOT               (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER) 
  398 #define MASK_CURRENT            (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN) 
  404 #define AREA_TRIGGERS   2 
  419 #define CPLANE_NORMAL_X         0 
  420 #define CPLANE_NORMAL_Y         4 
  421 #define CPLANE_NORMAL_Z         8 
  422 #define CPLANE_DIST             12 
  423 #define CPLANE_TYPE             16 
  424 #define CPLANE_SIGNBITS         17 
  425 #define CPLANE_PAD0             18 
  426 #define CPLANE_PAD1             19 
  478 #define PMF_JUMP_HELD       2 
  479 #define PMF_ON_GROUND       4 
  480 #define PMF_TIME_WATERJUMP  8   // pm_time is waterjump 
  481 #define PMF_TIME_LAND       16  // pm_time is time before rejump 
  482 #define PMF_TIME_TELEPORT   32  // pm_time is non-moving time 
  483 #define PMF_NO_PREDICTION   64  // temporarily disables prediction (used for grappling hook) 
  499     short       delta_angles[3];    
 
  507 #define BUTTON_ATTACK       1 
  509 #define BUTTON_ANY          128         // any key whatsoever 
  558 #define EF_ROTATE           0x00000001      // rotate (bonus items) 
  559 #define EF_GIB              0x00000002      // leave a trail 
  560 #define EF_BLASTER          0x00000008      // redlight + trail 
  561 #define EF_ROCKET           0x00000010      // redlight + trail 
  562 #define EF_GRENADE          0x00000020 
  563 #define EF_HYPERBLASTER     0x00000040 
  564 #define EF_BFG              0x00000080 
  565 #define EF_COLOR_SHELL      0x00000100 
  566 #define EF_POWERSCREEN      0x00000200 
  567 #define EF_ANIM01           0x00000400      // automatically cycle between frames 0 and 1 at 2 hz 
  568 #define EF_ANIM23           0x00000800      // automatically cycle between frames 2 and 3 at 2 hz 
  569 #define EF_ANIM_ALL         0x00001000      // automatically cycle through all frames at 2hz 
  570 #define EF_ANIM_ALLFAST     0x00002000      // automatically cycle through all frames at 10hz 
  571 #define EF_FLIES            0x00004000 
  572 #define EF_QUAD             0x00008000 
  573 #define EF_PENT             0x00010000 
  574 #define EF_TELEPORTER       0x00020000      // particle fountain 
  575 #define EF_FLAG1            0x00040000 
  576 #define EF_FLAG2            0x00080000 
  578 #define EF_IONRIPPER        0x00100000 
  579 #define EF_GREENGIB         0x00200000 
  580 #define EF_BLUEHYPERBLASTER 0x00400000 
  581 #define EF_SPINNINGLIGHTS   0x00800000 
  582 #define EF_PLASMA           0x01000000 
  583 #define EF_TRAP             0x02000000 
  586 #define EF_TRACKER          0x04000000 
  587 #define EF_DOUBLE           0x08000000 
  588 #define EF_SPHERETRANS      0x10000000 
  589 #define EF_TAGTRAIL         0x20000000 
  590 #define EF_HALF_DAMAGE      0x40000000 
  591 #define EF_TRACKERTRAIL     0x80000000 
  595 #define PART_GRAVITY    1 
  597 #define PART_ANGLED     4 
  598 #define PART_DIRECTION  8 
  599 #define PART_TRANS      16 
  600 #define PART_SHADED     32 
  601 #define PART_LIGHTNING  64 
  602 #define PART_BEAM       128 
  603 #define PART_LENSFLARE  256 
  604 #define PART_DEPTHHACK_SHORT    512 
  605 #define PART_DEPTHHACK_MID      1024 
  606 #define PART_DEPTHHACK_LONG     2048 
  609 #define PART_DEPTHHACK  (PART_DEPTHHACK_SHORT|PART_DEPTHHACK_MID|PART_DEPTHHACK_LONG) 
  613 #define RF_MINLIGHT         1       // allways have some light (viewmodel) 
  614 #define RF_VIEWERMODEL      2       // don't draw through eyes, only mirrors 
  615 #define RF_WEAPONMODEL      4       // only draw through eyes 
  616 #define RF_FULLBRIGHT       8       // allways draw full intensity 
  617 #define RF_DEPTHHACK        16      // for view weapon Z crunching 
  618 #define RF_TRANSLUCENT      32 
  619 #define RF_FRAMELERP        64 
  621 #define RF_CUSTOMSKIN       256     // skin is an index in image_precache 
  622 #define RF_GLOW             512     // pulse lighting for bonus items 
  623 #define RF_SHELL_RED        1024 
  624 #define RF_SHELL_GREEN      2048 
  625 #define RF_SHELL_BLUE       4096 
  626 #define RF_NOSHADOW     8192     
  629 #define RF_IR_VISIBLE       0x00008000      // 32768 
  630 #define RF_SHELL_DOUBLE     0x00010000      // 65536 
  631 #define RF_SHELL_HALF_DAM   0x00020000 
  632 #define RF_USE_DISGUISE     0x00040000 
  636   #define RF_TRANS_ADDITIVE 8192 
  637   #define RF_MIRRORMODEL        0x00004000 
  639   #define   RF2_NOSHADOW        0x00000001      //no shadow.. 
  640   #define RF2_FORCE_SHADOW  0x00000002      //forced shadow... 
  641   #define RF2_CAMERAMODEL       0x00000004 
  645 #define RDF_UNDERWATER      1       // warp the screen as apropriate 
  646 #define RDF_NOWORLDMODEL    2       // used for player configuration screen 
  649 #define RDF_IRGOGGLES       4 
  650 #define RDF_UVGOGGLES       8 
  657 #define MZ_MACHINEGUN       1 
  659 #define MZ_CHAINGUN1        3 
  660 #define MZ_CHAINGUN2        4 
  661 #define MZ_CHAINGUN3        5 
  667 #define MZ_RESPAWN          11 
  669 #define MZ_SSHOTGUN         13 
  670 #define MZ_HYPERBLASTER     14 
  671 #define MZ_ITEMRESPAWN      15 
  673 #define MZ_IONRIPPER        16 
  674 #define MZ_BLUEHYPERBLASTER 17 
  675 #define MZ_PHALANX          18 
  676 #define MZ_SILENCED         128     // bit flag ORed with one of the above numbers 
  679 #define MZ_ETF_RIFLE        30 
  681 #define MZ_SHOTGUN2         32 
  682 #define MZ_HEATBEAM         33 
  683 #define MZ_BLASTER2         34 
  684 #define MZ_TRACKER          35 
  694 #define MZ2_TANK_BLASTER_1              1 
  695 #define MZ2_TANK_BLASTER_2              2 
  696 #define MZ2_TANK_BLASTER_3              3 
  697 #define MZ2_TANK_MACHINEGUN_1           4 
  698 #define MZ2_TANK_MACHINEGUN_2           5 
  699 #define MZ2_TANK_MACHINEGUN_3           6 
  700 #define MZ2_TANK_MACHINEGUN_4           7 
  701 #define MZ2_TANK_MACHINEGUN_5           8 
  702 #define MZ2_TANK_MACHINEGUN_6           9 
  703 #define MZ2_TANK_MACHINEGUN_7           10 
  704 #define MZ2_TANK_MACHINEGUN_8           11 
  705 #define MZ2_TANK_MACHINEGUN_9           12 
  706 #define MZ2_TANK_MACHINEGUN_10          13 
  707 #define MZ2_TANK_MACHINEGUN_11          14 
  708 #define MZ2_TANK_MACHINEGUN_12          15 
  709 #define MZ2_TANK_MACHINEGUN_13          16 
  710 #define MZ2_TANK_MACHINEGUN_14          17 
  711 #define MZ2_TANK_MACHINEGUN_15          18 
  712 #define MZ2_TANK_MACHINEGUN_16          19 
  713 #define MZ2_TANK_MACHINEGUN_17          20 
  714 #define MZ2_TANK_MACHINEGUN_18          21 
  715 #define MZ2_TANK_MACHINEGUN_19          22 
  716 #define MZ2_TANK_ROCKET_1               23 
  717 #define MZ2_TANK_ROCKET_2               24 
  718 #define MZ2_TANK_ROCKET_3               25 
  720 #define MZ2_INFANTRY_MACHINEGUN_1       26 
  721 #define MZ2_INFANTRY_MACHINEGUN_2       27 
  722 #define MZ2_INFANTRY_MACHINEGUN_3       28 
  723 #define MZ2_INFANTRY_MACHINEGUN_4       29 
  724 #define MZ2_INFANTRY_MACHINEGUN_5       30 
  725 #define MZ2_INFANTRY_MACHINEGUN_6       31 
  726 #define MZ2_INFANTRY_MACHINEGUN_7       32 
  727 #define MZ2_INFANTRY_MACHINEGUN_8       33 
  728 #define MZ2_INFANTRY_MACHINEGUN_9       34 
  729 #define MZ2_INFANTRY_MACHINEGUN_10      35 
  730 #define MZ2_INFANTRY_MACHINEGUN_11      36 
  731 #define MZ2_INFANTRY_MACHINEGUN_12      37 
  732 #define MZ2_INFANTRY_MACHINEGUN_13      38 
  734 #define MZ2_SOLDIER_BLASTER_1           39 
  735 #define MZ2_SOLDIER_BLASTER_2           40 
  736 #define MZ2_SOLDIER_SHOTGUN_1           41 
  737 #define MZ2_SOLDIER_SHOTGUN_2           42 
  738 #define MZ2_SOLDIER_MACHINEGUN_1        43 
  739 #define MZ2_SOLDIER_MACHINEGUN_2        44 
  741 #define MZ2_GUNNER_MACHINEGUN_1         45 
  742 #define MZ2_GUNNER_MACHINEGUN_2         46 
  743 #define MZ2_GUNNER_MACHINEGUN_3         47 
  744 #define MZ2_GUNNER_MACHINEGUN_4         48 
  745 #define MZ2_GUNNER_MACHINEGUN_5         49 
  746 #define MZ2_GUNNER_MACHINEGUN_6         50 
  747 #define MZ2_GUNNER_MACHINEGUN_7         51 
  748 #define MZ2_GUNNER_MACHINEGUN_8         52 
  749 #define MZ2_GUNNER_GRENADE_1            53 
  750 #define MZ2_GUNNER_GRENADE_2            54 
  751 #define MZ2_GUNNER_GRENADE_3            55 
  752 #define MZ2_GUNNER_GRENADE_4            56 
  754 #define MZ2_CHICK_ROCKET_1              57 
  756 #define MZ2_FLYER_BLASTER_1             58 
  757 #define MZ2_FLYER_BLASTER_2             59 
  759 #define MZ2_MEDIC_BLASTER_1             60 
  761 #define MZ2_GLADIATOR_RAILGUN_1         61 
  763 #define MZ2_HOVER_BLASTER_1             62 
  765 #define MZ2_ACTOR_MACHINEGUN_1          63 
  767 #define MZ2_SUPERTANK_MACHINEGUN_1      64 
  768 #define MZ2_SUPERTANK_MACHINEGUN_2      65 
  769 #define MZ2_SUPERTANK_MACHINEGUN_3      66 
  770 #define MZ2_SUPERTANK_MACHINEGUN_4      67 
  771 #define MZ2_SUPERTANK_MACHINEGUN_5      68 
  772 #define MZ2_SUPERTANK_MACHINEGUN_6      69 
  773 #define MZ2_SUPERTANK_ROCKET_1          70 
  774 #define MZ2_SUPERTANK_ROCKET_2          71 
  775 #define MZ2_SUPERTANK_ROCKET_3          72 
  777 #define MZ2_BOSS2_MACHINEGUN_L1         73 
  778 #define MZ2_BOSS2_MACHINEGUN_L2         74 
  779 #define MZ2_BOSS2_MACHINEGUN_L3         75 
  780 #define MZ2_BOSS2_MACHINEGUN_L4         76 
  781 #define MZ2_BOSS2_MACHINEGUN_L5         77 
  782 #define MZ2_BOSS2_ROCKET_1              78 
  783 #define MZ2_BOSS2_ROCKET_2              79 
  784 #define MZ2_BOSS2_ROCKET_3              80 
  785 #define MZ2_BOSS2_ROCKET_4              81 
  787 #define MZ2_FLOAT_BLASTER_1             82 
  789 #define MZ2_SOLDIER_BLASTER_3           83 
  790 #define MZ2_SOLDIER_SHOTGUN_3           84 
  791 #define MZ2_SOLDIER_MACHINEGUN_3        85 
  792 #define MZ2_SOLDIER_BLASTER_4           86 
  793 #define MZ2_SOLDIER_SHOTGUN_4           87 
  794 #define MZ2_SOLDIER_MACHINEGUN_4        88 
  795 #define MZ2_SOLDIER_BLASTER_5           89 
  796 #define MZ2_SOLDIER_SHOTGUN_5           90 
  797 #define MZ2_SOLDIER_MACHINEGUN_5        91 
  798 #define MZ2_SOLDIER_BLASTER_6           92 
  799 #define MZ2_SOLDIER_SHOTGUN_6           93 
  800 #define MZ2_SOLDIER_MACHINEGUN_6        94 
  801 #define MZ2_SOLDIER_BLASTER_7           95 
  802 #define MZ2_SOLDIER_SHOTGUN_7           96 
  803 #define MZ2_SOLDIER_MACHINEGUN_7        97 
  804 #define MZ2_SOLDIER_BLASTER_8           98 
  805 #define MZ2_SOLDIER_SHOTGUN_8           99 
  806 #define MZ2_SOLDIER_MACHINEGUN_8        100 
  809 #define MZ2_MAKRON_BFG                  101 
  810 #define MZ2_MAKRON_BLASTER_1            102 
  811 #define MZ2_MAKRON_BLASTER_2            103 
  812 #define MZ2_MAKRON_BLASTER_3            104 
  813 #define MZ2_MAKRON_BLASTER_4            105 
  814 #define MZ2_MAKRON_BLASTER_5            106 
  815 #define MZ2_MAKRON_BLASTER_6            107 
  816 #define MZ2_MAKRON_BLASTER_7            108 
  817 #define MZ2_MAKRON_BLASTER_8            109 
  818 #define MZ2_MAKRON_BLASTER_9            110 
  819 #define MZ2_MAKRON_BLASTER_10           111 
  820 #define MZ2_MAKRON_BLASTER_11           112 
  821 #define MZ2_MAKRON_BLASTER_12           113 
  822 #define MZ2_MAKRON_BLASTER_13           114 
  823 #define MZ2_MAKRON_BLASTER_14           115 
  824 #define MZ2_MAKRON_BLASTER_15           116 
  825 #define MZ2_MAKRON_BLASTER_16           117 
  826 #define MZ2_MAKRON_BLASTER_17           118 
  827 #define MZ2_MAKRON_RAILGUN_1            119 
  828 #define MZ2_JORG_MACHINEGUN_L1          120 
  829 #define MZ2_JORG_MACHINEGUN_L2          121 
  830 #define MZ2_JORG_MACHINEGUN_L3          122 
  831 #define MZ2_JORG_MACHINEGUN_L4          123 
  832 #define MZ2_JORG_MACHINEGUN_L5          124 
  833 #define MZ2_JORG_MACHINEGUN_L6          125 
  834 #define MZ2_JORG_MACHINEGUN_R1          126 
  835 #define MZ2_JORG_MACHINEGUN_R2          127 
  836 #define MZ2_JORG_MACHINEGUN_R3          128 
  837 #define MZ2_JORG_MACHINEGUN_R4          129 
  838 #define MZ2_JORG_MACHINEGUN_R5          130 
  839 #define MZ2_JORG_MACHINEGUN_R6          131 
  840 #define MZ2_JORG_BFG_1                  132 
  841 #define MZ2_BOSS2_MACHINEGUN_R1         133 
  842 #define MZ2_BOSS2_MACHINEGUN_R2         134 
  843 #define MZ2_BOSS2_MACHINEGUN_R3         135 
  844 #define MZ2_BOSS2_MACHINEGUN_R4         136 
  845 #define MZ2_BOSS2_MACHINEGUN_R5         137 
  848 #define MZ2_CARRIER_MACHINEGUN_L1       138 
  849 #define MZ2_CARRIER_MACHINEGUN_R1       139 
  850 #define MZ2_CARRIER_GRENADE             140 
  851 #define MZ2_TURRET_MACHINEGUN           141 
  852 #define MZ2_TURRET_ROCKET               142 
  853 #define MZ2_TURRET_BLASTER              143 
  854 #define MZ2_STALKER_BLASTER             144 
  855 #define MZ2_DAEDALUS_BLASTER            145 
  856 #define MZ2_MEDIC_BLASTER_2             146 
  857 #define MZ2_CARRIER_RAILGUN             147 
  858 #define MZ2_WIDOW_DISRUPTOR             148 
  859 #define MZ2_WIDOW_BLASTER               149 
  860 #define MZ2_WIDOW_RAIL                  150 
  861 #define MZ2_WIDOW_PLASMABEAM            151     // PMM - not used 
  862 #define MZ2_CARRIER_MACHINEGUN_L2       152 
  863 #define MZ2_CARRIER_MACHINEGUN_R2       153 
  864 #define MZ2_WIDOW_RAIL_LEFT             154 
  865 #define MZ2_WIDOW_RAIL_RIGHT            155 
  866 #define MZ2_WIDOW_BLASTER_SWEEP1        156 
  867 #define MZ2_WIDOW_BLASTER_SWEEP2        157 
  868 #define MZ2_WIDOW_BLASTER_SWEEP3        158 
  869 #define MZ2_WIDOW_BLASTER_SWEEP4        159 
  870 #define MZ2_WIDOW_BLASTER_SWEEP5        160 
  871 #define MZ2_WIDOW_BLASTER_SWEEP6        161 
  872 #define MZ2_WIDOW_BLASTER_SWEEP7        162 
  873 #define MZ2_WIDOW_BLASTER_SWEEP8        163 
  874 #define MZ2_WIDOW_BLASTER_SWEEP9        164 
  875 #define MZ2_WIDOW_BLASTER_100           165 
  876 #define MZ2_WIDOW_BLASTER_90            166 
  877 #define MZ2_WIDOW_BLASTER_80            167 
  878 #define MZ2_WIDOW_BLASTER_70            168 
  879 #define MZ2_WIDOW_BLASTER_60            169 
  880 #define MZ2_WIDOW_BLASTER_50            170 
  881 #define MZ2_WIDOW_BLASTER_40            171 
  882 #define MZ2_WIDOW_BLASTER_30            172 
  883 #define MZ2_WIDOW_BLASTER_20            173 
  884 #define MZ2_WIDOW_BLASTER_10            174 
  885 #define MZ2_WIDOW_BLASTER_0             175 
  886 #define MZ2_WIDOW_BLASTER_10L           176 
  887 #define MZ2_WIDOW_BLASTER_20L           177 
  888 #define MZ2_WIDOW_BLASTER_30L           178 
  889 #define MZ2_WIDOW_BLASTER_40L           179 
  890 #define MZ2_WIDOW_BLASTER_50L           180 
  891 #define MZ2_WIDOW_BLASTER_60L           181 
  892 #define MZ2_WIDOW_BLASTER_70L           182 
  893 #define MZ2_WIDOW_RUN_1                 183 
  894 #define MZ2_WIDOW_RUN_2                 184 
  895 #define MZ2_WIDOW_RUN_3                 185 
  896 #define MZ2_WIDOW_RUN_4                 186 
  897 #define MZ2_WIDOW_RUN_5                 187 
  898 #define MZ2_WIDOW_RUN_6                 188 
  899 #define MZ2_WIDOW_RUN_7                 189 
  900 #define MZ2_WIDOW_RUN_8                 190 
  901 #define MZ2_CARRIER_ROCKET_1            191 
  902 #define MZ2_CARRIER_ROCKET_2            192 
  903 #define MZ2_CARRIER_ROCKET_3            193 
  904 #define MZ2_CARRIER_ROCKET_4            194 
  905 #define MZ2_WIDOW2_BEAMER_1             195 
  906 #define MZ2_WIDOW2_BEAMER_2             196 
  907 #define MZ2_WIDOW2_BEAMER_3             197 
  908 #define MZ2_WIDOW2_BEAMER_4             198 
  909 #define MZ2_WIDOW2_BEAMER_5             199 
  910 #define MZ2_WIDOW2_BEAM_SWEEP_1         200 
  911 #define MZ2_WIDOW2_BEAM_SWEEP_2         201 
  912 #define MZ2_WIDOW2_BEAM_SWEEP_3         202 
  913 #define MZ2_WIDOW2_BEAM_SWEEP_4         203 
  914 #define MZ2_WIDOW2_BEAM_SWEEP_5         204 
  915 #define MZ2_WIDOW2_BEAM_SWEEP_6         205 
  916 #define MZ2_WIDOW2_BEAM_SWEEP_7         206 
  917 #define MZ2_WIDOW2_BEAM_SWEEP_8         207 
  918 #define MZ2_WIDOW2_BEAM_SWEEP_9         208 
  919 #define MZ2_WIDOW2_BEAM_SWEEP_10        209 
  920 #define MZ2_WIDOW2_BEAM_SWEEP_11        210 
  995 #define SPLASH_UNKNOWN      0 
  996 #define SPLASH_SPARKS       1 
  997 #define SPLASH_BLUE_WATER   2 
  998 #define SPLASH_BROWN_WATER  3 
  999 #define SPLASH_SLIME        4 
 1000 #define SPLASH_LAVA         5 
 1001 #define SPLASH_BLOOD        6 
 1008 #define CHAN_WEAPON             1 
 1009 #define CHAN_VOICE              2 
 1013 #define CHAN_NO_PHS_ADD         8   // send to all clients, not just ones in PHS (ATTN 0 will also do this) 
 1014 #define CHAN_RELIABLE           16  // send by reliable message, not datagram 
 1018 #define ATTN_NONE               0   // full volume the entire level 
 1021 #define ATTN_STATIC             3   // diminish very rapidly with distance 
 1025 #define STAT_HEALTH_ICON        0 
 1026 #define STAT_HEALTH             1 
 1027 #define STAT_AMMO_ICON          2 
 1029 #define STAT_ARMOR_ICON         4 
 1030 #define STAT_ARMOR              5 
 1031 #define STAT_SELECTED_ICON      6 
 1032 #define STAT_PICKUP_ICON        7 
 1033 #define STAT_PICKUP_STRING      8 
 1034 #define STAT_TIMER_ICON         9 
 1035 #define STAT_TIMER              10 
 1036 #define STAT_HELPICON           11 
 1037 #define STAT_SELECTED_ITEM      12 
 1038 #define STAT_LAYOUTS            13 
 1039 #define STAT_FRAGS              14 
 1040 #define STAT_FLASHES            15      // cleared each frame, 1 = health, 2 = armor 
 1041 #define STAT_CHASE              16 
 1042 #define STAT_SPECTATOR          17 
 1044 #define MAX_STATS               32 
 1048 #define DF_NO_HEALTH        0x00000001  // 1 
 1049 #define DF_NO_ITEMS         0x00000002  // 2 
 1050 #define DF_WEAPONS_STAY     0x00000004  // 4 
 1051 #define DF_NO_FALLING       0x00000008  // 8 
 1052 #define DF_INSTANT_ITEMS    0x00000010  // 16 
 1053 #define DF_SAME_LEVEL       0x00000020  // 32 
 1054 #define DF_SKINTEAMS        0x00000040  // 64 
 1055 #define DF_MODELTEAMS       0x00000080  // 128 
 1056 #define DF_NO_FRIENDLY_FIRE 0x00000100  // 256 
 1057 #define DF_SPAWN_FARTHEST   0x00000200  // 512 
 1058 #define DF_FORCE_RESPAWN    0x00000400  // 1024 
 1059 #define DF_NO_ARMOR         0x00000800  // 2048 
 1060 #define DF_ALLOW_EXIT       0x00001000  // 4096 
 1061 #define DF_INFINITE_AMMO    0x00002000  // 8192 
 1062 #define DF_QUAD_DROP        0x00004000  // 16384 
 1063 #define DF_FIXED_FOV        0x00008000  // 32768 
 1066 #define DF_QUADFIRE_DROP    0x00010000  // 65536 
 1069 #define DF_NO_MINES         0x00020000 
 1070 #define DF_NO_STACK_DOUBLE  0x00040000 
 1071 #define DF_NO_NUKES         0x00080000 
 1072 #define DF_NO_SPHERES       0x00100000 
 1103 #define ROGUE_VERSION_ID        1278 
 1105 #define ROGUE_VERSION_STRING    "08/21/1998 Beta 2 for Ensemble" 
 1116 #define ANGLE2SHORT(x)  ((int)((x)*65536/360) & 65535) 
 1117 #define SHORT2ANGLE(x)  ((x)*(360.0/65536)) 
 1126 #define CS_CDTRACK          1 
 1128 #define CS_SKYAXIS          3       // %f %f %f format 
 1129 #define CS_SKYROTATE        4 
 1130 #define CS_STATUSBAR        5       // display program string 
 1132 #define CS_AIRACCEL         29      // air acceleration control 
 1133 #define CS_MAXCLIENTS       30 
 1134 #define CS_MAPCHECKSUM      31      // for catching cheater maps 
 1136 #define CS_MODELS           32 
 1137 #define CS_SOUNDS           (CS_MODELS+MAX_MODELS) 
 1138 #define CS_IMAGES           (CS_SOUNDS+MAX_SOUNDS) 
 1139 #define CS_LIGHTS           (CS_IMAGES+MAX_IMAGES) 
 1140 #define CS_ITEMS            (CS_LIGHTS+MAX_LIGHTSTYLES) 
 1141 #define CS_PLAYERSKINS      (CS_ITEMS+MAX_ITEMS) 
 1142 #define CS_GENERAL          (CS_PLAYERSKINS+MAX_CLIENTS) 
 1143 #define MAX_CONFIGSTRINGS   (CS_GENERAL+MAX_GENERAL) 
 1227 #define VIDREF_SOFT     2 
 1228 #define VIDREF_OTHER    3 
  
 
void Sys_Mkdir(char *path)
void R_ConcatTransforms(float in1[3][4], float in2[3][4], float out[3][4])
void RotatePointAroundVector(vec3_t dst, const vec3_t dir, const vec3_t point, float degrees)
void * Hunk_Begin(int maxsize)
@ TE_GRENADE_EXPLOSION_WATER
void _VectorCopy(vec3_t in, vec3_t out)
CONST PIXELFORMATDESCRIPTOR int
void Com_sprintf(char *dest, int size, char *fmt,...)
struct usercmd_s usercmd_t
void Info_RemoveKey(char *s, char *key)
int VectorCompare(vec3_t v1, vec3_t v2)
void * Hunk_Alloc(int size)
struct entity_state_s entity_state_t
@ TE_ROCKET_EXPLOSION_WATER
void VectorScale(vec3_t in, vec_t scale, vec3_t out)
void Hunk_Free(void *buf)
char * COM_Parse(char **data_p)
int Sys_Milliseconds(void)
char * Sys_FindFirst(char *path, unsigned musthave, unsigned canthave)
char * Sys_FindNext(unsigned musthave, unsigned canthave)
void Info_SetValueForKey(char *s, char *key, char *value)
vec_t VectorNormalize2(vec3_t v, vec3_t out)
void COM_FilePath(char *in, char *out)
short LittleShort(short l)
struct mapsurface_s mapsurface_t
void COM_StripExtension(char *in, char *out)
void PerpendicularVector(vec3_t dst, const vec3_t src)
void COM_DefaultExtension(char *path, char *extension)
vec_t VectorLength(vec3_t v)
struct csurface_s csurface_t
void ClearBounds(vec3_t mins, vec3_t maxs)
char * Info_ValueForKey(char *s, char *key)
size_t verify_fread(void *, size_t, size_t, FILE *)
void Com_Printf(char *msg,...)
float LittleFloat(float l)
int BoxOnPlaneSide(vec3_t emins, vec3_t emaxs, struct cplane_s *plane)
GLdouble GLdouble GLint GLint GLdouble GLdouble v2
struct edict_s * groundentity
void Sys_Error(char *error,...)
int Q_strncasecmp(char *s1, char *s2, int n)
void AddPointToBounds(vec3_t v, vec3_t mins, vec3_t maxs)
void VectorInverse(vec3_t v)
void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
vec_t _DotProduct(vec3_t v1, vec3_t v2)
vec3_t monster_flash_offset[]
void R_ConcatRotations(float in1[3][3], float in2[3][3], float out[3][3])
float LerpAngle(float a1, float a2, float frac)
int Q_stricmp(char *s1, char *s2)
size_t verify_fwrite(void *, size_t, size_t, FILE *)
vec_t VectorNormalize(vec3_t v)
void ProjectPointOnPlane(vec3_t dst, const vec3_t p, const vec3_t normal)
void _VectorAdd(vec3_t veca, vec3_t vecb, vec3_t out)
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
GLdouble GLdouble GLint GLint GLdouble v1
void CrossProduct(vec3_t v1, vec3_t v2, vec3_t cross)
int Q_strcasecmp(char *s1, char *s2)
void _VectorSubtract(vec3_t veca, vec3_t vecb, vec3_t out)
char * COM_SkipPath(char *pathname)
qboolean Info_Validate(char *s)
void COM_FileBase(char *in, char *out)
char * va(char *format,...)
void Com_PageInMemory(byte *buffer, int size)