Fix windows compilation.
This commit is contained in:
@@ -1,74 +1,74 @@
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//
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// monster_plugin.h
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//
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#ifndef MONSTER_PLUGIN_H
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#define MONSTER_PLUGIN_H
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typedef struct pKVD
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{
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char key[33];
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char value[33];
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};
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#define MAX_KEYVALUES 32
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typedef struct
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{
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char *name;
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bool need_to_precache;
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} monster_type_t;
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class CMBaseMonster;
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typedef struct
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{
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int monster_index;
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edict_t *monster_pent;
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bool killed;
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int respawn_index;
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CMBaseMonster *pMonster;
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} monster_t;
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#define MAX_MONSTER_ENTS 400 // increased from 200 so it can hold non-monster entities
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extern monster_t monsters[MAX_MONSTER_ENTS];
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typedef struct {
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Vector origin;
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Vector angles;
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float delay;
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unsigned char monster;
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int spawnflags;
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pKVD *keyvalue;
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float respawn_time;
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bool need_to_respawn;
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} monster_spawnpoint_t;
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#define MAX_MONSTERS 100
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extern monster_spawnpoint_t monster_spawnpoint[MAX_MONSTERS];
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// this is here to store if a node we want to spawn is an ordinary one, or a flying one
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typedef struct
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{
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Vector origin;
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bool is_air_node;
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} node_spawnpoint_t;
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// nodes.cpp defines 1024 max nodes, but that amount is likely to trigger a
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// no free edicts crash if the server num_edicts is low. Increase if needed.
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#define MAX_NODES 256
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extern node_spawnpoint_t node_spawnpoint[MAX_NODES];
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extern DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball
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extern DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud
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extern DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion
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extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model
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extern DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood
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extern DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for splattered blood
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extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam
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extern DLL_GLOBAL const char *g_pModelNameLaser;
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extern DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot
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#endif
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//
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// monster_plugin.h
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//
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#ifndef MONSTER_PLUGIN_H
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#define MONSTER_PLUGIN_H
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typedef struct
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{
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char key[33];
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char value[33];
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} pKVD;
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#define MAX_KEYVALUES 32
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typedef struct
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{
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char *name;
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bool need_to_precache;
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} monster_type_t;
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class CMBaseMonster;
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typedef struct
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{
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int monster_index;
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edict_t *monster_pent;
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bool killed;
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int respawn_index;
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CMBaseMonster *pMonster;
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} monster_t;
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#define MAX_MONSTER_ENTS 400 // increased from 200 so it can hold non-monster entities
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extern monster_t monsters[MAX_MONSTER_ENTS];
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typedef struct {
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Vector origin;
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Vector angles;
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float delay;
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unsigned char monster;
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int spawnflags;
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pKVD *keyvalue;
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float respawn_time;
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bool need_to_respawn;
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} monster_spawnpoint_t;
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#define MAX_MONSTERS 100
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extern monster_spawnpoint_t monster_spawnpoint[MAX_MONSTERS];
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// this is here to store if a node we want to spawn is an ordinary one, or a flying one
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typedef struct
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{
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Vector origin;
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bool is_air_node;
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} node_spawnpoint_t;
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// nodes.cpp defines 1024 max nodes, but that amount is likely to trigger a
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// no free edicts crash if the server num_edicts is low. Increase if needed.
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#define MAX_NODES 256
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extern node_spawnpoint_t node_spawnpoint[MAX_NODES];
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extern DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball
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extern DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud
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extern DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion
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extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model
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extern DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood
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extern DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for splattered blood
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extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam
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extern DLL_GLOBAL const char *g_pModelNameLaser;
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extern DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot
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#endif
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