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authorMagnus Auvinen <magnus.auvinen@gmail.com>2008-06-12 12:09:34 +0000
committerMagnus Auvinen <magnus.auvinen@gmail.com>2008-06-12 12:09:34 +0000
commit3705064b109580103a3d13f44693503da9927281 (patch)
tree0de409d2c67e74866e2bbe0b53a3791c20dab80d /src/game/g_protocol.h
parentf6c67c29cd10d41b877ee1319801edc01b625e72 (diff)
downloadzcatch-3705064b109580103a3d13f44693503da9927281.tar.gz
zcatch-3705064b109580103a3d13f44693503da9927281.zip
renamed .h to .hpp in game because they are c++ headers
Diffstat (limited to 'src/game/g_protocol.h')
-rw-r--r--src/game/g_protocol.h217
1 files changed, 0 insertions, 217 deletions
diff --git a/src/game/g_protocol.h b/src/game/g_protocol.h
deleted file mode 100644
index 195f5ae2..00000000
--- a/src/game/g_protocol.h
+++ /dev/null
@@ -1,217 +0,0 @@
-/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
-// NOTE: Be very careful when editing this file as it will change the network version
-
-#ifndef GAME_PROTOCOL_H
-#define GAME_PROTOCOL_H
-
-#include <game/generated/g_protocol.h>
-
-// Network stuff
-/*
-enum
-{
-	OBJTYPE_NULL=0,
-	OBJTYPE_GAME,
-	OBJTYPE_PLAYER_INFO,
-	OBJTYPE_PLAYER_CHARACTER, // use this if you are searching for the player entity
-	OBJTYPE_PROJECTILE,
-	OBJTYPE_LASER,
-	OBJTYPE_POWERUP,
-	OBJTYPE_FLAG,
-	EVENT_EXPLOSION,
-	EVENT_DAMAGEINDICATION,
-	EVENT_SOUND_WORLD,
-	EVENT_SMOKE,
-	EVENT_PLAYERSPAWN,
-	EVENT_DEATH,
-	EVENT_AIR_JUMP,
-	
-	EVENT_DUMMY
-};
-
-enum
-{
-	MSG_NULL=0,
-	MSG_SAY, // client -> server
-	MSG_CHAT, // server -> client
-	MSG_SETINFO, // server -> client - contains name, skin and color info
-	MSG_KILLMSG, // server -> client
-	MSG_SETTEAM,
-	MSG_JOIN,
-	MSG_QUIT,
-	MSG_EMOTICON,
-	MSG_STARTINFO, // client -> server
-	MSG_CHANGEINFO, // client -> server
-	MSG_READY_TO_ENTER, // server -> client
-    MSG_WEAPON_PICKUP,
-    MSG_SOUND_GLOBAL,
-    MSG_TUNE_PARAMS,
-	MSG_KILL,
-    MSG_EXTRA_PROJECTILE, // server -> client
-	
-};
-
-enum
-{
-	EMOTE_NORMAL=0,
-	EMOTE_PAIN,
-	EMOTE_HAPPY,
-	EMOTE_SURPRISE,
-	EMOTE_ANGRY,
-	EMOTE_BLINK,
-};
-
-enum
-{
-	INPUT_STATE_MASK=0x1f,
-};
-
-enum
-{
-	PLAYERSTATE_UNKNOWN=0,
-	PLAYERSTATE_PLAYING,
-	PLAYERSTATE_IN_MENU,
-	PLAYERSTATE_CHATTING,
-
-	GAMETYPE_DM=0,
-	GAMETYPE_TDM,
-	GAMETYPE_CTF,
-};
-
-struct player_input
-{
-	int left;
-	int right;
-
-	int target_x;
-	int target_y;
-
-	int jump;
-	int fire;
-	int hook;
-	int blink;
-
-	int player_state;
-
-	int wanted_weapon;
-	int next_weapon;
-	int prev_weapon;
-};
-
-struct ev_common
-{
-	int x, y;
-};
-
-struct ev_explosion : public ev_common
-{
-};
-
-struct ev_spawn : public ev_common
-{
-};
-
-struct ev_death : public ev_common
-{
-};
-
-struct ev_sound : public ev_common
-{
-	int sound;
-};
-
-struct ev_damageind : public ev_common
-{
-	int angle;
-};
-
-struct obj_game
-{
-	int round_start_tick;
-	int game_over;
-	int sudden_death;
-	int paused;
-
-	int score_limit;
-	int time_limit;
-	int gametype;
-
-	int warmup;
-
-	int teamscore[2];
-};
-
-struct obj_projectile
-{
-	int x, y;
-	int vx, vy; // should be an angle instead
-	int type;
-	int start_tick;
-};
-
-struct obj_laser
-{
-	int x, y;
-	int from_x, from_y;
-	int eval_tick;
-};
-
-struct obj_powerup
-{
-	int x, y;
-	int type; // why do we need two types?
-	int subtype;
-};
-
-struct obj_flag
-{
-	int x, y;
-	int team;
-	int carried_by; // is set if the local player has the flag
-};
-
-// core object needed for physics
-struct obj_player_core
-{
-	int x, y;
-	int vx, vy;
-	int angle;
-	int jumped;
-
-	int hooked_player;
-	int hook_state;
-	int hook_tick;
-	int hook_x, hook_y;
-	int hook_dx, hook_dy;
-};
-
-// info about the player that is only needed when it's on screen
-struct obj_player_character : public obj_player_core
-{
-	int player_state;
-
-	int health;
-	int armor;
-	int ammocount;
-	int weaponstage;
-
-	int weapon; // current active weapon
-
-	int emote;
-
-	int attacktick; // num attack ticks left of current attack
-};
-
-// information about the player that is always needed
-struct obj_player_info
-{
-	int local;
-	int clientid;
-
-	int team;
-	int score;
-	int latency;
-	int latency_flux;
-};*/
-
-#endif