//---------------------------------------------------------------------------
// sequenceCommandLine_s
//
// Structure representing a single command (usually 1 line) from a
// .SEQ file entry.
//---------------------------------------------------------------------------
typedef struct sequenceCommandLine_ sequenceCommandLine_s;
struct sequenceCommandLine_
{
int commandType; //
Specifies the type of command
client_textmessage_t clientMessage; // Text HUD message struct
char* speakerName; // Targetname
of speaking entity
char* listenerName; // Targetname
of entity being spoken to
char* soundFileName; // Name of
sound file to play
char* sentenceName; // Name of
sentences.txt to play
char* fireTargetNames; // List of
targetnames to fire
char* killTargetNames; // List of
targetnames to remove
float delay; //
Seconds 'till next command
int repeatCount; // If
nonzero, reset execution pointer to top of
block (N times, -1 = infinite)
int textChannel; //
Display channel on which text message is sent
int modifierBitField; // Bit
field to specify what clientmessage
fields are valid
sequenceCommandLine_s* nextCommandLine; // Next command (linked list)
};This is why you should never take the red pill ;-)
Jeffrey "botman" Broome wrote:
Alfred wrote:
typedef struct sequenceEntry_ sequenceEntry_s; struct sequenceEntry_ { char* fileName; // Name of sequence file without .SEQ extension char* entryName; // Name of entry label in file sequenceCommandLine_s* firstCommand; // Linked list of commands in entry sequenceEntry_s* nextEntry; // Next loaded entry qboolean isGlobal; // Is entry retained over level transitions? };
Ha!
Now you have to explain what a "sequenceCommandLine_s" structure is! :)
-- Jeffrey "botman" Broome
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