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include
commando.h
Go to the documentation of this file.
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#include "
include.h
"
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#ifndef COMMANDO_H
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#define COMMANDO_H
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/*
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Remember Commandos: Behind Enemy Lines?
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Think that game in 3d using wolfenstein maps from rtcw and enemy territory
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enemy:
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halt: ALTO.WAV
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stab: CUCHI.WAV
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find dead body: MUERTO.WAV
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whose there: QUIENVA.WAV
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distract: SOLDAT.WAV
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alarm: VOZALARM.WAV
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GB cant move:
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ESA/GBIM01.WAV
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ESA/GBIM02.WAV
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ESA/GBIM03.WAV
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GB can move:
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ESA/GBMV01.WAV - move 1
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ESA/GBMV02.WAV - move 2
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ESA/GBMV03.WAV - move 3
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ESA/GBMV04.WAV - move 4
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GB okay:
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GBNM01.WAV - okay1
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GBNM02.WAV - okay1
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GBNM03.WAV - okay1
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GB damage:
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GBSD01.WAV - damage1
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GBSD02.WAV - damage1
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GBSD03.WAV - damage1
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Spy:
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SPN
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Driver:
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DR
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Sapper?
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MA
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Sniper:
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SN
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Green Beret:
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pistol
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knife
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climb
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decoy
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carry barrel
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carry body
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shovel
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noise maker: SEGNUELO.WAV
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Sniper:
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pistol
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rifle scope (low ammo)
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first aid kit
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Marine:
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pistol
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knife
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boat
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diving gear
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harpoon (close range instant kill)
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Sapper:
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pistol
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bear trap
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time bomb
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remote detonate bomb
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grenade
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pliers
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Driver:
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Pistol
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submachine gun
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first aid kit
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driving (duh)
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enemy fixed gun control
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Spy:
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Pistol
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lethal injection
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get enemy uniform (not from bodies)
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disguise
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distract
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first aid kit
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move bodies
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*/
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class
Commando
:
public
BaseGame
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{
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public
:
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Commando
();
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void
init
(
Engine
*
engine
);
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void
step
(
int
frame_step);
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void
destroy
();
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void
render_hud
(
double
last_frametime);
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void
draw_name
(
Entity
*entity,
Menu
&menu,
matrix4
&real_projection);
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void
draw_line
(
Entity
*a,
Entity
*b,
Menu
&menu,
vec3
&color);
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void
transform_3d_2d
(
vec3
&position,
vec3
&pos2d,
matrix4
&projection);
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void
handle_weapons
(
Player
&player,
input_t
&input,
int
self
);
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void
handle_plasma
(
Player
&player,
int
self
);
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void
handle_rocketlauncher
(
Player
&player,
int
self
);
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void
handle_grenade
(
Player
&player,
int
self
);
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void
handle_knife
(
Player
&player,
int
self
);
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void
handle_rifle
(
Player
&player,
int
self
);
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void
handle_machinegun
(
Player
&player,
int
self
);
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void
handle_pistol
(
Player
&player,
int
self
);
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void
handle_gibs
(
Player
&player);
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void
create_crosshair
();
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void
draw_crosshair
();
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void
draw_flash
(
Player
&player);
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void
create_icon
();
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void
draw_icon
(
float
scale,
int
index,
float
x = 0.0f,
float
y = 0.0f,
float
z = 0.0f);
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void
load_icon
();
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void
handle_player
(
int
index);
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void
player_died
(
int
index);
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void
drop_weapon
(
int
index);
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void
drop_quaddamage
(
vec3
&position);
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void
add_bot
(
int
&index);
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void
load_model
(
Entity
&ent);
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int
bot_get_path
(
int
item,
int
self
,
int
*nav_array,
path_t
&path);
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int
bot_follow
(
path_t
&path,
int
*nav_array,
Entity
*entity,
float
speed_scale);
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void
load
(
gametype_t
gametype
);
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void
setup_func
(
vector<Entity *>
&entity_list,
Bsp
&q3map);
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void
unload
();
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void
init_camera
(
vector<Entity *>
&entity_list);
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void
console
(
int
self
,
char
*cmd,
Menu
&menu,
vector<Entity *>
&entity_list);
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void
endgame
(
char
*winner);
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gametype_t
gametype
;
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int
fraglimit
;
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int
timelimit
;
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int
capturelimit
;
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unsigned
int
chat_timer
;
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unsigned
int
notif_timer
;
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unsigned
int
weapon_switch_timer
;
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private
:
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Engine
*
engine
;
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bool
blink
;
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vector<navpoint_t>
navmesh
;
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int
last_spawn
;
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int
crosshair_tex
[10];
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int
crosshair_vbo
;
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int
current_crosshair
;
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float
crosshair_scale
;
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vector <icon_t>
icon_list
;
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unsigned
int
icon_vbo
;
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bool
spectator
;
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unsigned
int
spectator_timer
;
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};
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#endif
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