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#include <game/g_vmath.h>
#include <game/g_protocol.h>
#include <game/g_game.h>
#include <game/client/gc_render.h>
// sound channels
enum
{
CHN_GUI=0,
CHN_MUSIC,
CHN_WORLD,
CHN_GLOBAL,
};
extern struct data_container *data;
extern vec2 mouse_pos;
extern vec2 local_character_pos;
extern vec2 local_target_pos;
// snap pointers
extern const obj_player_character *local_character;
extern const obj_player_character *local_prev_character;
extern const obj_player_info *local_info;
extern const obj_flag *flags[2];
extern const obj_game *gameobj;
// predicted players
extern player_core predicted_prev_player;
extern player_core predicted_player;
// input
extern int picked_up_weapon;
extern player_input input_data;
extern int input_target_lock;
// chat
enum
{
CHATMODE_NONE=0,
CHATMODE_ALL,
CHATMODE_TEAM,
CHATMODE_CONSOLE,
CHATMODE_REMOTECONSOLE,
};
extern int chat_mode;
void chat_add_line(int client_id, int team, const char *line);
void chat_reset();
// client data
struct client_data
{
char name[64];
char skin_name[64];
int skin_id;
int skin_color;
int team;
int emoticon;
int emoticon_start;
player_core predicted;
tee_render_info skin_info; // this is what the server reports
tee_render_info render_info; // this is what we use
void update_render_info();
};
extern client_data client_datas[MAX_CLIENTS];
// kill messages
struct killmsg
{
int weapon;
int victim;
int killer;
int mode_special; // for CTF, if the guy is carrying a flag for example
int tick;
};
const int killmsg_max = 5;
extern killmsg killmsgs[killmsg_max];
extern int killmsg_current;
// various helpers
void snd_play_random(int chn, int setid, float vol, vec2 pos);
void process_events(int snaptype);
void clear_object_pointers();
void reset_projectile_particles();
void send_info(bool start);
void effect_air_jump(vec2 pos);
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