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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+// g_local.h -- local definitions for game module
+
+#include "../qcommon/q_shared.h"
+#include "bg_public.h"
+#include "g_public.h"
+
+typedef struct gentity_s gentity_t;
+typedef struct gclient_s gclient_t;
+
+#include "g_admin.h"
+
+//==================================================================
+
+#define INFINITE 1000000
+
+#define FRAMETIME 100 // msec
+#define CARNAGE_REWARD_TIME 3000
+#define REWARD_SPRITE_TIME 2000
+
+#define INTERMISSION_DELAY_TIME 1000
+#define SP_INTERMISSION_DELAY_TIME 5000
+
+// gentity->flags
+#define FL_GODMODE 0x00000010
+#define FL_NOTARGET 0x00000020
+#define FL_TEAMSLAVE 0x00000400 // not the first on the team
+#define FL_NO_KNOCKBACK 0x00000800
+#define FL_DROPPED_ITEM 0x00001000
+#define FL_NO_BOTS 0x00002000 // spawn point not for bot use
+#define FL_NO_HUMANS 0x00004000 // spawn point just for bots
+#define FL_FORCE_GESTURE 0x00008000 // spawn point just for bots
+
+// movers are things like doors, plats, buttons, etc
+typedef enum
+{
+ MOVER_POS1,
+ MOVER_POS2,
+ MOVER_1TO2,
+ MOVER_2TO1,
+
+ ROTATOR_POS1,
+ ROTATOR_POS2,
+ ROTATOR_1TO2,
+ ROTATOR_2TO1,
+
+ MODEL_POS1,
+ MODEL_POS2,
+ MODEL_1TO2,
+ MODEL_2TO1
+} moverState_t;
+
+#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3"
+
+//============================================================================
+
+struct gentity_s
+{
+ entityState_t s; // communicated by server to clients
+ entityShared_t r; // shared by both the server system and game
+
+ // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
+ // EXPECTS THE FIELDS IN THAT ORDER!
+ //================================
+
+ struct gclient_s *client; // NULL if not a client
+
+ qboolean inuse;
+
+ char *classname; // set in QuakeEd
+ int spawnflags; // set in QuakeEd
+
+ qboolean neverFree; // if true, FreeEntity will only unlink
+ // bodyque uses this
+
+ int flags; // FL_* variables
+
+ char *model;
+ char *model2;
+ int freetime; // level.time when the object was freed
+
+ int eventTime; // events will be cleared EVENT_VALID_MSEC after set
+ qboolean freeAfterEvent;
+ qboolean unlinkAfterEvent;
+
+ qboolean physicsObject; // if true, it can be pushed by movers and fall off edges
+ // all game items are physicsObjects,
+ float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce
+ int clipmask; // brushes with this content value will be collided against
+ // when moving. items and corpses do not collide against
+ // players, for instance
+
+ // movers
+ moverState_t moverState;
+ int soundPos1;
+ int sound1to2;
+ int sound2to1;
+ int soundPos2;
+ int soundLoop;
+ gentity_t *parent;
+ gentity_t *nextTrain;
+ gentity_t *prevTrain;
+ vec3_t pos1, pos2;
+ float rotatorAngle;
+ gentity_t *clipBrush; // clipping brush for model doors
+
+ char *message;
+
+ int timestamp; // body queue sinking, etc
+
+ float angle; // set in editor, -1 = up, -2 = down
+ char *target;
+ char *targetname;
+ char *team;
+ char *targetShaderName;
+ char *targetShaderNewName;
+ gentity_t *target_ent;
+
+ float speed;
+ float lastSpeed; // used by trains that have been restarted
+ vec3_t movedir;
+
+ // acceleration evaluation
+ qboolean evaluateAcceleration;
+ vec3_t oldVelocity;
+ vec3_t acceleration;
+ vec3_t oldAccel;
+ vec3_t jerk;
+
+ int nextthink;
+ void (*think)( gentity_t *self );
+ void (*reached)( gentity_t *self ); // movers call this when hitting endpoint
+ void (*blocked)( gentity_t *self, gentity_t *other );
+ void (*touch)( gentity_t *self, gentity_t *other, trace_t *trace );
+ void (*use)( gentity_t *self, gentity_t *other, gentity_t *activator );
+ void (*pain)( gentity_t *self, gentity_t *attacker, int damage );
+ void (*die)( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod );
+
+ int pain_debounce_time;
+ int fly_sound_debounce_time; // wind tunnel
+ int last_move_time;
+
+ int health;
+ int healthLeft; // (used for buildings being built) health remaining for the construction to end
+ int lastHealth; // currently only used for overmind
+
+ qboolean takedamage;
+
+ int damage;
+ int splashDamage; // quad will increase this without increasing radius
+ int splashRadius;
+ int methodOfDeath;
+ int splashMethodOfDeath;
+
+ int count;
+
+ gentity_t *chain;
+ gentity_t *enemy;
+ gentity_t *activator;
+ gentity_t *teamchain; // next entity in team
+ gentity_t *teammaster; // master of the team
+
+ int watertype;
+ int waterlevel;
+
+ int noise_index;
+
+ // timing variables
+ float wait;
+ float random;
+
+ team_t stageTeam;
+ stage_t stageStage;
+
+ team_t buildableTeam; // buildable item team
+ gentity_t *parentNode; // for creep and defence/spawn dependencies
+ qboolean active; // for power repeater, but could be useful elsewhere
+ qboolean locked; // used for turret tracking
+ qboolean powered; // for human buildables
+ int builtBy; // clientNum of person that built this
+ int dcc; // number of controlling dccs
+ qboolean spawned; // whether or not this buildable has finished spawning
+ int shrunkTime; // time when a barricade shrunk or zero
+ int buildTime; // when this buildable was built
+ int animTime; // last animation change
+ int time1000; // timer evaluated every second
+ qboolean deconstruct; // deconstruct if no BP left
+ int deconstructTime; // time at which structure marked
+ int overmindAttackTimer;
+ int overmindDyingTimer;
+ int overmindSpawnsTimer;
+ int nextPhysicsTime; // buildables don't need to check what they're sitting on
+ // every single frame.. so only do it periodically
+ int clientSpawnTime; // the time until this spawn can spawn a client
+
+ int credits[ MAX_CLIENTS ]; // human credits for each client
+ int killedBy; // clientNum of killer
+
+ gentity_t *targeted; // true if the player is currently a valid target of a turret
+ vec3_t turretAim; // aim vector for turrets
+ vec3_t turretAimRate; // track turn speed for norfenturrets
+ int turretSpinupTime; // spinup delay for norfenturrets
+
+ vec4_t animation; // animated map objects
+
+ qboolean nonSegModel; // this entity uses a nonsegmented player model
+
+ buildable_t bTriggers[ BA_NUM_BUILDABLES ]; // which buildables are triggers
+ class_t cTriggers[ PCL_NUM_CLASSES ]; // which classes are triggers
+ weapon_t wTriggers[ WP_NUM_WEAPONS ]; // which weapons are triggers
+ upgrade_t uTriggers[ UP_NUM_UPGRADES ]; // which upgrades are triggers
+
+ int triggerGravity; // gravity for this trigger
+
+ int suicideTime; // when the client will suicide
+
+ int lastDamageTime;
+ int nextRegenTime;
+
+ qboolean ownerClear; // used for missle tracking
+
+ qboolean pointAgainstWorld; // don't use the bbox for map collisions
+
+ int buildPointZone; // index for zone
+ int usesBuildPointZone; // does it use a zone?
+
+ vec3_t cuboidSize;
+};
+
+typedef enum
+{
+ CON_DISCONNECTED,
+ CON_CONNECTING,
+ CON_CONNECTED
+} clientConnected_t;
+
+// the auto following clients don't follow a specific client
+// number, but instead follow the first two active players
+#define FOLLOW_ACTIVE1 -1
+#define FOLLOW_ACTIVE2 -2
+
+// client data that stays across multiple levels or tournament restarts
+// this is achieved by writing all the data to cvar strings at game shutdown
+// time and reading them back at connection time. Anything added here
+// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
+typedef struct
+{
+ int spectatorTime; // for determining next-in-line to play
+ spectatorState_t spectatorState;
+ int spectatorClient; // for chasecam and follow mode
+ team_t restartTeam; //for !restart keepteams and !restart switchteams
+ clientList_t ignoreList;
+} clientSession_t;
+
+// namelog
+#define MAX_NAMELOG_NAMES 5
+#define MAX_NAMELOG_ADDRS 5
+typedef struct namelog_s
+{
+ struct namelog_s *next;
+ char name[ MAX_NAMELOG_NAMES ][ MAX_NAME_LENGTH ];
+ addr_t ip[ MAX_NAMELOG_ADDRS ];
+ char guid[ 33 ];
+ int slot;
+ qboolean banned;
+
+ int nameOffset;
+ int nameChangeTime;
+ int nameChanges;
+ int voteCount;
+
+ qboolean muted;
+ qboolean denyBuild;
+
+ int score;
+ int credits;
+ team_t team;
+
+ int id;
+} namelog_t;
+
+// client data that stays across multiple respawns, but is cleared
+// on each level change or team change at ClientBegin()
+typedef struct
+{
+ clientConnected_t connected;
+ usercmd_t cmd; // we would lose angles if not persistant
+ qboolean localClient; // true if "ip" info key is "localhost"
+ qboolean stickySpec; // don't stop spectating a player after they get killed
+ qboolean pmoveFixed; //
+ char netname[ MAX_NAME_LENGTH ];
+ int enterTime; // level.time the client entered the game
+ int location; // player locations
+ qboolean teamInfo; // send team overlay updates?
+ float flySpeed; // for spectator/noclip moves
+ qboolean disableBlueprintErrors; // should the buildable blueprint never be hidden from the players?
+
+ class_t classSelection; // player class (copied to ent->client->ps.stats[ STAT_CLASS ] once spawned)
+ float evolveHealthFraction;
+ weapon_t humanItemSelection; // humans have a starting item
+ team_t teamSelection; // player team (copied to ps.stats[ STAT_TEAM ])
+
+ int teamChangeTime; // level.time of last team change
+ namelog_t *namelog;
+ g_admin_admin_t *admin;
+
+ int aliveSeconds; // time player has been alive in seconds
+ qboolean hasHealed; // has healed a player (basi regen aura) in the last 10sec (for score use)
+
+ // used to save persistant[] values while in SPECTATOR_FOLLOW mode
+ int credit;
+
+ int voted;
+ int vote;
+
+ // flood protection
+ int floodDemerits;
+ int floodTime;
+
+ vec3_t lastDeathLocation;
+ char guid[ 33 ];
+ addr_t ip;
+ char voice[ MAX_VOICE_NAME_LEN ];
+ qboolean useUnlagged;
+ // keep track of other players' info for tinfo
+ char cinfo[ MAX_CLIENTS ][ 16 ];
+} clientPersistant_t;
+
+#define MAX_UNLAGGED_MARKERS 10
+typedef struct unlagged_s {
+ vec3_t origin;
+ vec3_t mins;
+ vec3_t maxs;
+ qboolean used;
+} unlagged_t;
+
+#define MAX_TRAMPLE_BUILDABLES_TRACKED 20
+// this structure is cleared on each ClientSpawn(),
+// except for 'client->pers' and 'client->sess'
+struct gclient_s
+{
+ // ps MUST be the first element, because the server expects it
+ playerState_t ps; // communicated by server to clients
+
+ // exported into pmove, but not communicated to clients
+ pmoveExt_t pmext;
+
+ // the rest of the structure is private to game
+ clientPersistant_t pers;
+ clientSession_t sess;
+
+ qboolean readyToExit; // wishes to leave the intermission
+
+ qboolean noclip;
+
+ int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
+ // we can't just use pers.lastCommand.time, because
+ // of the g_sycronousclients case
+ int buttons;
+ int oldbuttons;
+ int latched_buttons;
+
+ vec3_t oldOrigin;
+
+ // sum up damage over an entire frame, so
+ // shotgun blasts give a single big kick
+ int damage_armor; // damage absorbed by armor
+ int damage_blood; // damage taken out of health
+ int damage_knockback; // impact damage
+ vec3_t damage_from; // origin for vector calculation
+ qboolean damage_fromWorld; // if true, don't use the damage_from vector
+
+ //
+ int lastkilled_client;// last client that this client killed
+ int lasthurt_client; // last client that damaged this client
+ int lasthurt_mod; // type of damage the client did
+
+ // timers
+ int respawnTime; // can respawn when time > this
+ int inactivityTime; // kick players when time > this
+ qboolean inactivityWarning;// qtrue if the five seoond warning has been given
+ int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this
+ int boostedTime; // last time we touched a booster
+
+ int airOutTime;
+
+ qboolean fireHeld; // used for hook
+ qboolean fire2Held; // used for alt fire
+ gentity_t *hook; // grapple hook if out
+
+ int switchTeamTime; // time the player switched teams
+
+ int time100; // timer for 100ms interval events
+ int time1000; // timer for one second interval events
+ int time10000; // timer for ten second interval events
+
+ char *areabits;
+
+ int lastPoisonTime;
+ int poisonImmunityTime;
+ gentity_t *lastPoisonClient;
+ int lastPoisonCloudedTime;
+ int grabExpiryTime;
+ int lastLockTime;
+ int lastSlowTime;
+ int lastMedKitTime;
+ int medKitHealthToRestore;
+ int medKitIncrementTime;
+ int lastCreepSlowTime; // time until creep can be removed
+
+ int bioresHealTimer;
+
+ qboolean charging;
+
+ int lastFlameBall; // s.number of the last flame ball fired
+
+ unlagged_t unlaggedHist[ MAX_UNLAGGED_MARKERS ];
+ unlagged_t unlaggedBackup;
+ unlagged_t unlaggedCalc;
+ int unlaggedTime;
+
+ float voiceEnthusiasm;
+ char lastVoiceCmd[ MAX_VOICE_CMD_LEN ];
+
+ int lcannonStartTime;
+ int trampleBuildablesHitPos;
+ int trampleBuildablesHit[ MAX_TRAMPLE_BUILDABLES_TRACKED ];
+
+ int lastCrushTime; // Tyrant crush
+ int lastRantBombTime; // last time client got a tyrant bomb
+
+ vec3_t cuboidSelection;
+ int buildTimer;
+
+ qboolean isImpregnated; // has a spawn implanted
+ int impregnationTime;
+ int impregnatedBy;
+ qboolean isImplantMature; // ready to spawn enemy troops
+};
+
+
+typedef struct spawnQueue_s
+{
+ int clients[ MAX_CLIENTS ];
+
+ int front, back;
+} spawnQueue_t;
+
+#define QUEUE_PLUS1(x) (((x)+1)%MAX_CLIENTS)
+#define QUEUE_MINUS1(x) (((x)+MAX_CLIENTS-1)%MAX_CLIENTS)
+
+void G_InitSpawnQueue( spawnQueue_t *sq );
+int G_GetSpawnQueueLength( spawnQueue_t *sq );
+int G_PopSpawnQueue( spawnQueue_t *sq );
+int G_PeekSpawnQueue( spawnQueue_t *sq );
+qboolean G_SearchSpawnQueue( spawnQueue_t *sq, int clientNum );
+qboolean G_PushSpawnQueue( spawnQueue_t *sq, int clientNum );
+qboolean G_RemoveFromSpawnQueue( spawnQueue_t *sq, int clientNum );
+int G_GetPosInSpawnQueue( spawnQueue_t *sq, int clientNum );
+void G_PrintSpawnQueue( spawnQueue_t *sq );
+
+
+#define MAX_DAMAGE_REGION_TEXT 8192
+#define MAX_DAMAGE_REGIONS 16
+
+// build point zone
+typedef struct
+{
+ int active;
+
+ int totalBuildPoints;
+ int queuedBuildPoints;
+ int nextQueueTime;
+} buildPointZone_t;
+
+// store locational damage regions
+typedef struct damageRegion_s
+{
+ char name[ 32 ];
+ float area, modifier, minHeight, maxHeight;
+ int minAngle, maxAngle;
+ qboolean crouch;
+} damageRegion_t;
+
+//status of the warning of certain events
+typedef enum
+{
+ TW_NOT = 0,
+ TW_IMMINENT,
+ TW_PASSED
+} timeWarning_t;
+
+// fate of a buildable
+typedef enum
+{
+ BF_CONSTRUCT,
+ BF_DECONSTRUCT,
+ BF_REPLACE,
+ BF_DESTROY,
+ BF_TEAMKILL,
+ BF_UNPOWER,
+ BF_AUTO
+} buildFate_t;
+
+// data needed to revert a change in layout
+typedef struct
+{
+ int time;
+ buildFate_t fate;
+ namelog_t *actor;
+ buildable_t modelindex;
+ qboolean deconstruct;
+ int deconstructTime;
+ vec3_t origin;
+ vec3_t angles;
+ vec3_t origin2;
+ vec3_t angles2;
+ buildable_t powerSource;
+ int powerValue;
+} buildLog_t;
+
+//
+// this structure is cleared as each map is entered
+//
+#define MAX_SPAWN_VARS 64
+#define MAX_SPAWN_VARS_CHARS 4096
+#define MAX_BUILDLOG 128
+
+typedef struct
+{
+ struct gclient_s *clients; // [maxclients]
+
+ struct gentity_s *gentities;
+ int gentitySize;
+ int num_entities; // current number, <= MAX_GENTITIES
+
+ int warmupTime; // restart match at this time
+
+ fileHandle_t logFile;
+
+ // store latched cvars here that we want to get at often
+ int maxclients;
+
+ int framenum;
+ int time; // in msec
+ int previousTime; // so movers can back up when blocked
+ int frameMsec; // trap_Milliseconds() at end frame
+
+ int startTime; // level.time the map was started
+
+ int teamScores[ NUM_TEAMS ];
+ int lastTeamLocationTime; // last time of client team location update
+
+ qboolean newSession; // don't use any old session data, because
+ // we changed gametype
+
+ qboolean restarted; // waiting for a map_restart to fire
+
+ int numConnectedClients;
+ int numNonSpectatorClients; // includes connecting clients
+ int numPlayingClients; // connected, non-spectators
+ int sortedClients[MAX_CLIENTS]; // sorted by score
+
+ int snd_fry; // sound index for standing in lava
+
+ int warmupModificationCount; // for detecting if g_warmup is changed
+
+ // voting state
+ int voteThreshold[ NUM_TEAMS ]; // need at least this percent to pass
+ char voteString[ NUM_TEAMS ][ MAX_STRING_CHARS ];
+ char voteDisplayString[ NUM_TEAMS ][ MAX_STRING_CHARS ];
+ int voteTime[ NUM_TEAMS ]; // level.time vote was called
+ int voteExecuteTime[ NUM_TEAMS ]; // time the vote is executed
+ int voteDelay[ NUM_TEAMS ]; // it doesn't make sense to always delay vote execution
+ int voteYes[ NUM_TEAMS ];
+ int voteNo[ NUM_TEAMS ];
+ int numVotingClients[ NUM_TEAMS ];// set by CalculateRanks
+
+ // spawn variables
+ qboolean spawning; // the G_Spawn*() functions are valid
+ int numSpawnVars;
+ char *spawnVars[ MAX_SPAWN_VARS ][ 2 ]; // key / value pairs
+ int numSpawnVarChars;
+ char spawnVarChars[ MAX_SPAWN_VARS_CHARS ];
+
+ // intermission state
+ int intermissionQueued; // intermission was qualified, but
+ // wait INTERMISSION_DELAY_TIME before
+ // actually going there so the last
+ // frag can be watched. Disable future
+ // kills during this delay
+ int intermissiontime; // time the intermission was started
+ char *changemap;
+ qboolean readyToExit; // at least one client wants to exit
+ int exitTime;
+ vec3_t intermission_origin; // also used for spectator spawns
+ vec3_t intermission_angle;
+
+ gentity_t *locationHead; // head of the location list
+
+ int numAlienSpawns;
+ int numHumanSpawns;
+
+ int numAlienImplantedSpawns; // number of impregnated humans
+ int numHumanImplantedSpawns; // number of impregnated aliens (NOTE: no microtelenodes yet, spawning works though)
+
+ int numAlienClients;
+ int numHumanClients;
+
+ float averageNumAlienClients;
+ int numAlienSamples;
+ float averageNumHumanClients;
+ int numHumanSamples;
+
+ int numLiveAlienClients;
+ int numLiveHumanClients;
+
+ int alienBuildPoints;
+ int alienBuildPointQueue;
+ int alienNextQueueTime;
+ int humanBuildPoints;
+ int humanBuildPointQueue;
+ int humanNextQueueTime;
+
+ buildPointZone_t *buildPointZones;
+
+ gentity_t *markedBuildables[ MAX_GENTITIES ];
+ int numBuildablesForRemoval;
+
+ int alienKills;
+ int humanKills;
+
+ qboolean overmindMuted;
+
+ int humanBaseAttackTimer;
+
+ team_t lastWin;
+
+ int suddenDeathBeginTime;
+ timeWarning_t suddenDeathWarning;
+ timeWarning_t timelimitWarning;
+
+ spawnQueue_t alienSpawnQueue;
+ spawnQueue_t humanSpawnQueue;
+
+ int alienStage2Time;
+ int alienStage3Time;
+ int humanStage2Time;
+ int humanStage3Time;
+
+ qboolean uncondAlienWin;
+ qboolean uncondHumanWin;
+ qboolean alienTeamLocked;
+ qboolean humanTeamLocked;
+ int pausedTime;
+
+ int unlaggedIndex;
+ int unlaggedTimes[ MAX_UNLAGGED_MARKERS ];
+
+ char layout[ MAX_QPATH ];
+
+ team_t surrenderTeam;
+ int lastTeamImbalancedTime;
+ int numTeamImbalanceWarnings;
+
+ voice_t *voices;
+
+ emoticon_t emoticons[ MAX_EMOTICONS ];
+ int emoticonCount;
+
+ namelog_t *namelogs;
+
+ buildLog_t buildLog[ MAX_BUILDLOG ];
+ int buildId;
+ int numBuildLogs;
+} level_locals_t;
+
+#define CMD_CHEAT 0x0001
+#define CMD_CHEAT_TEAM 0x0002 // is a cheat when used on a team
+#define CMD_MESSAGE 0x0004 // sends message to others (skip when muted)
+#define CMD_TEAM 0x0008 // must be on a team
+#define CMD_SPEC 0x0010 // must be a spectator
+#define CMD_ALIEN 0x0020
+#define CMD_HUMAN 0x0040
+#define CMD_LIVING 0x0080
+#define CMD_INTERMISSION 0x0100 // valid during intermission
+
+typedef struct
+{
+ char *cmdName;
+ int cmdFlags;
+ void ( *cmdHandler )( gentity_t *ent );
+} commands_t;
+
+//
+// g_spawn.c
+//
+qboolean G_SpawnString( const char *key, const char *defaultString, char **out );
+// spawn string returns a temporary reference, you must CopyString() if you want to keep it
+qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out );
+qboolean G_SpawnInt( const char *key, const char *defaultString, int *out );
+qboolean G_SpawnVector( const char *key, const char *defaultString, float *out );
+void G_SpawnEntitiesFromString( void );
+char *G_NewString( const char *string );
+
+//
+// g_cmds.c
+//
+
+#define DECOLOR_OFF '\16'
+#define DECOLOR_ON '\17'
+
+void G_StopFollowing( gentity_t *ent );
+void G_StopFromFollowing( gentity_t *ent );
+void G_FollowLockView( gentity_t *ent );
+qboolean G_FollowNewClient( gentity_t *ent, int dir );
+void G_ToggleFollow( gentity_t *ent );
+int G_ClientNumberFromString( char *s, char *err, int len );
+int G_ClientNumbersFromString( char *s, int *plist, int max );
+char *ConcatArgs( int start );
+char *ConcatArgsPrintable( int start );
+void G_Say( gentity_t *ent, saymode_t mode, const char *chatText );
+void G_DecolorString( char *in, char *out, int len );
+void G_UnEscapeString( char *in, char *out, int len );
+void G_SanitiseString( char *in, char *out, int len );
+void Cmd_PrivateMessage_f( gentity_t *ent );
+void Cmd_ListMaps_f( gentity_t *ent );
+void Cmd_Test_f( gentity_t *ent );
+void Cmd_AdminMessage_f( gentity_t *ent );
+int G_FloodLimited( gentity_t *ent );
+void G_ListCommands( gentity_t *ent );
+void G_LoadCensors( void );
+void G_CensorString( char *out, const char *in, int len, gentity_t *ent );
+
+//
+// g_physics.c
+//
+void G_Physics( gentity_t *ent, int msec );
+
+//
+// g_buildable.c
+//
+
+#define MAX_ALIEN_BBOX 25
+
+typedef enum
+{
+ IBE_NONE,
+
+ IBE_NOOVERMIND,
+ IBE_ONEOVERMIND,
+ IBE_NOALIENBP,
+ IBE_SPWNWARN, // not currently used
+ IBE_NOCREEP,
+
+ IBE_ONEREACTOR,
+ IBE_NOPOWERHERE,
+ IBE_TNODEWARN, // not currently used
+ IBE_RPTNOREAC,
+ IBE_RPTPOWERHERE,
+ IBE_NOHUMANBP,
+ IBE_NODCC,
+
+ IBE_NORMAL, // too steep
+ IBE_NOROOM,
+ IBE_PERMISSION,
+ IBE_LASTSPAWN,
+ IBE_NOSURF,
+ IBE_TOODENSE,
+
+ IBE_MAXERRORS
+} itemBuildError_t;
+
+gentity_t *G_CheckSpawnPoint( int spawnNum, const vec3_t origin,
+ const vec3_t normal, buildable_t spawn,
+ vec3_t spawnOrigin );
+
+buildable_t G_IsPowered( vec3_t origin );
+qboolean G_IsDCCBuilt( void );
+int G_FindDCC( gentity_t *self );
+gentity_t *G_Reactor( void );
+gentity_t *G_Overmind( void );
+qboolean G_FindCreep( gentity_t *self );
+
+void G_BuildableThink( gentity_t *ent, int msec );
+qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable );
+void G_ClearDeconMarks( void );
+itemBuildError_t G_CanBuild( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin, vec3_t normal, vec3_t cuboidSize );
+qboolean G_BuildIfValid( gentity_t *ent, buildable_t buildable, vec3_t cuboidSize );
+void G_SetBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim, qboolean force );
+void G_SetIdleBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim );
+void G_SpawnBuildable(gentity_t *ent, buildable_t buildable);
+void FinishSpawningBuildable( gentity_t *ent );
+void G_LayoutSave( char *name );
+int G_LayoutList( const char *map, char *list, int len );
+void G_LayoutSelect( void );
+void G_LayoutLoad( void );
+void G_BaseSelfDestruct( team_t team );
+int G_NextQueueTime( int queuedBP, int totalBP, int queueBaseRate );
+void G_QueueBuildPoints( gentity_t *self );
+int G_GetBuildPoints( const vec3_t pos, team_t team );
+int G_GetMarkedBuildPoints( const vec3_t pos, team_t team );
+qboolean G_FindPower( gentity_t *self, qboolean searchUnspawned );
+gentity_t *G_PowerEntityForPoint( const vec3_t origin );
+gentity_t *G_PowerEntityForEntity( gentity_t *ent );
+gentity_t *G_RepeaterEntityForPoint( vec3_t origin );
+gentity_t *G_InPowerZone( gentity_t *self );
+buildLog_t *G_BuildLogNew( gentity_t *actor, buildFate_t fate );
+void G_BuildLogSet( buildLog_t *log, gentity_t *ent );
+void G_BuildLogAuto( gentity_t *actor, gentity_t *buildable, buildFate_t fate );
+void G_BuildLogRevert( int id );
+const char *G_CuboidName(buildable_t buildable, const vec3_t cuboidSize, qboolean verbose);
+void G_LayoutBuildItem( buildable_t buildable, vec3_t origin, vec3_t angles, vec3_t origin2, vec3_t angles2 );
+
+//
+// g_utils.c
+//
+//addr_t in g_admin.h for g_admin_ban_t
+qboolean G_AddressParse( const char *str, addr_t *addr );
+qboolean G_AddressCompare( const addr_t *a, const addr_t *b );
+
+int G_ParticleSystemIndex( char *name );
+int G_ShaderIndex( char *name );
+int G_ModelIndex( char *name );
+int G_SoundIndex( char *name );
+void G_KillBox (gentity_t *ent);
+gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
+gentity_t *G_PickTarget (char *targetname);
+void G_UseTargets (gentity_t *ent, gentity_t *activator);
+void G_SetMovedir ( vec3_t angles, vec3_t movedir);
+
+void G_InitGentity( gentity_t *e );
+gentity_t *G_Spawn( void );
+gentity_t *G_TempEntity( vec3_t origin, int event );
+void G_Sound( gentity_t *ent, int channel, int soundIndex );
+void G_FreeEntity( gentity_t *e );
+qboolean G_EntitiesFree( void );
+
+void G_TouchTriggers( gentity_t *ent );
+void G_TouchSolids( gentity_t *ent );
+
+float *tv( float x, float y, float z );
+char *vtos( const vec3_t v );
+
+float vectoyaw( const vec3_t vec );
+
+void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm );
+void G_AddEvent( gentity_t *ent, int event, int eventParm );
+void G_BroadcastEvent( int event, int eventParm );
+void G_SetOrigin( gentity_t *ent, vec3_t origin );
+void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
+const char *BuildShaderStateConfig( void );
+
+
+qboolean G_ClientIsLagging( gclient_t *client );
+
+void G_TriggerMenu( int clientNum, dynMenu_t menu );
+void G_TriggerMenuArgs( int clientNum, dynMenu_t menu, int arg );
+void G_CloseMenus( int clientNum );
+
+qboolean G_Visible( gentity_t *ent1, gentity_t *ent2, int contents );
+gentity_t *G_ClosestEnt( vec3_t origin, gentity_t **entities, int numEntities );
+
+void G_RecalcBuildTimer( gclient_t *client );
+
+// g_combat.c
+//
+qboolean CanDamage( gentity_t *targ, vec3_t origin );
+void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
+ vec3_t dir, vec3_t point, int damage, int dflags, int mod );
+void G_SelectiveDamage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir,
+ vec3_t point, int damage, int dflags, int mod, int team );
+qboolean G_RadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius,
+ gentity_t *ignore, int mod );
+qboolean G_SelectiveRadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius,
+ gentity_t *ignore, int mod, int team );
+float G_RewardAttackers( gentity_t *self );
+void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
+void AddScore( gentity_t *ent, int score );
+void G_LogDestruction( gentity_t *self, gentity_t *actor, int mod );
+
+void G_InitDamageLocations( void );
+
+// damage flags
+#define DAMAGE_RADIUS 0x00000001 // damage was indirect
+#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
+#define DAMAGE_NO_KNOCKBACK 0x00000004 // do not affect velocity, just view angles
+#define DAMAGE_NO_PROTECTION 0x00000008 // armor, shields, invulnerability, and godmode have no effect
+#define DAMAGE_NO_LOCDAMAGE 0x00000010 // do not apply locational damage
+
+//
+// g_missile.c
+//
+void G_RunMissile( gentity_t *ent );
+
+gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t aimdir );
+gentity_t *fire_blaster( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *fire_pulseRifle( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *fire_luciferCannon( gentity_t *self, vec3_t start, vec3_t dir, int damage, int radius, int speed );
+gentity_t *fire_lockblob( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *fire_paraLockBlob( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *fire_slowBlob( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *fire_bounceBall( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *fire_rantBomb( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *fire_hive( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *launch_grenade( gentity_t *self, vec3_t start, vec3_t dir );
+
+
+//
+// g_mover.c
+//
+void G_RunMover( gentity_t *ent );
+void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );
+void manualTriggerSpectator( gentity_t *trigger, gentity_t *player );
+
+//
+// g_trigger.c
+//
+void trigger_teleporter_touch( gentity_t *self, gentity_t *other, trace_t *trace );
+void G_Checktrigger_stages( team_t team, stage_t stage );
+
+
+//
+// g_misc.c
+//
+void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
+void ShineTorch( gentity_t *self );
+
+//
+// g_weapon.c
+//
+
+typedef struct zap_s
+{
+ qboolean used;
+
+ gentity_t *creator;
+ gentity_t *targets[ LEVEL2_AREAZAP_MAX_TARGETS ];
+ int numTargets;
+ float distances[ LEVEL2_AREAZAP_MAX_TARGETS ];
+
+ int timeToLive;
+
+ gentity_t *effectChannel;
+} zap_t;
+
+void G_ForceWeaponChange( gentity_t *ent, weapon_t weapon );
+void G_GiveClientMaxAmmo( gentity_t *ent, qboolean buyingEnergyAmmo );
+void CalcMuzzlePoint( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
+void SnapVectorTowards( vec3_t v, vec3_t to );
+qboolean CheckVenomAttack( gentity_t *ent );
+void CheckGrabAttack( gentity_t *ent );
+qboolean CheckPounceAttack( gentity_t *ent );
+void CheckCkitRepair( gentity_t *ent );
+void G_ChargeAttack( gentity_t *ent, gentity_t *victim );
+void G_CrushAttack( gentity_t *ent, gentity_t *victim );
+void G_UpdateZaps( int msec );
+void G_ClearPlayerZapEffects( gentity_t *player );
+
+
+//
+// g_client.c
+//
+void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap );
+team_t TeamCount( int ignoreClientNum, int team );
+void G_SetClientViewAngle( gentity_t *ent, vec3_t angle );
+gentity_t *G_SelectTremulousSpawnPoint( team_t team, vec3_t preference, vec3_t origin, vec3_t angles );
+gentity_t *G_SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles );
+gentity_t *G_SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles );
+gentity_t *G_SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles );
+void respawn( gentity_t *ent );
+void BeginIntermission( void );
+void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles );
+void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod );
+qboolean SpotWouldTelefrag( gentity_t *spot );
+void G_ReplaceBuildablesBuilder(int from, int to);
+void G_RestoreClientBuildables( gentity_t *ent );
+void G_SaveClientBuildables( gentity_t *ent );
+//
+// g_svcmds.c
+//
+qboolean ConsoleCommand( void );
+void G_RegisterCommands( void );
+void G_UnregisterCommands( void );
+
+//
+// g_weapon.c
+//
+void FireWeapon( gentity_t *ent );
+void FireWeapon2( gentity_t *ent );
+void FireWeapon3( gentity_t *ent );
+
+//
+// g_main.c
+//
+void ScoreboardMessage( gentity_t *client );
+void MoveClientToIntermission( gentity_t *client );
+void G_MapConfigs( const char *mapname );
+void CalculateRanks( void );
+void FindIntermissionPoint( void );
+void G_RunThink( gentity_t *ent );
+void G_AdminMessage( gentity_t *ent, const char *string );
+void QDECL G_LogPrintf( const char *fmt, ... );
+void SendScoreboardMessageToAllClients( void );
+void QDECL G_Printf( const char *fmt, ... );
+void QDECL G_Error( const char *fmt, ... );
+void G_Vote( gentity_t *ent, team_t team, qboolean voting );
+void G_ExecuteVote( team_t team );
+void G_CheckVote( team_t team );
+void LogExit( const char *string );
+int G_TimeTilSuddenDeath( void );
+
+//
+// g_client.c
+//
+char *ClientConnect( int clientNum, qboolean firstTime );
+char *ClientUserinfoChanged( int clientNum, qboolean forceName );
+void ClientDisconnect( int clientNum );
+void ClientBegin( int clientNum );
+void ClientCommand( int clientNum );
+
+//
+// g_active.c
+//
+void G_UnlaggedStore( void );
+void G_UnlaggedClear( gentity_t *ent );
+void G_UnlaggedCalc( int time, gentity_t *skipEnt );
+void G_UnlaggedOn( gentity_t *attacker, vec3_t muzzle, float range );
+void G_UnlaggedOff( void );
+void ClientThink( int clientNum );
+void ClientEndFrame( gentity_t *ent );
+void G_RunClient( gentity_t *ent );
+
+//
+// g_team.c
+//
+team_t G_TeamFromString( char *str );
+void G_TeamCommand( team_t team, char *cmd );
+qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
+void G_LeaveTeam( gentity_t *self );
+void G_ChangeTeam( gentity_t *ent, team_t newTeam );
+gentity_t *Team_GetLocation( gentity_t *ent );
+void TeamplayInfoMessage( gentity_t *ent );
+void CheckTeamStatus( void );
+void G_UpdateTeamConfigStrings( void );
+
+//
+// g_session.c
+//
+void G_ReadSessionData( gclient_t *client );
+void G_InitSessionData( gclient_t *client, char *userinfo );
+void G_WriteSessionData( void );
+
+//
+// g_maprotation.c
+//
+void G_PrintRotations( void );
+void G_AdvanceMapRotation( int depth );
+qboolean G_StartMapRotation( char *name, qboolean advance,
+ qboolean putOnStack, qboolean reset_index, int depth );
+void G_StopMapRotation( void );
+qboolean G_MapRotationActive( void );
+void G_InitMapRotations( void );
+void G_ShutdownMapRotations( void );
+qboolean G_MapExists( char *name );
+void G_ClearRotationStack( void );
+
+//
+// g_namelog.c
+//
+
+void G_namelog_connect( gclient_t *client );
+void G_namelog_disconnect( gclient_t *client );
+void G_namelog_restore( gclient_t *client );
+void G_namelog_update_score( gclient_t *client );
+void G_namelog_update_name( gclient_t *client );
+void G_namelog_cleanup( void );
+
+//
+// g_items.c
+//
+
+gentity_t *G_ItemSpawn(const vec3_t origin, int type, int subtype, int mag);
+gentity_t *G_ItemEject(const vec3_t origin_center, float origin_dispersal, float speed, int type, int subtype, int mag);
+
+//some maxs
+#define MAX_FILEPATH 144
+
+extern level_locals_t level;
+extern gentity_t g_entities[ MAX_GENTITIES ];
+
+#define FOFS(x) ((size_t)&(((gentity_t *)0)->x))
+
+extern vmCvar_t g_dedicated;
+extern vmCvar_t g_cheats;
+extern vmCvar_t g_maxclients; // allow this many total, including spectators
+extern vmCvar_t g_maxGameClients; // allow this many active
+extern vmCvar_t g_restarted;
+extern vmCvar_t g_lockTeamsAtStart;
+extern vmCvar_t g_minNameChangePeriod;
+extern vmCvar_t g_maxNameChanges;
+
+extern vmCvar_t g_timelimit;
+extern vmCvar_t g_suddenDeathTime;
+extern vmCvar_t g_friendlyFire;
+extern vmCvar_t g_friendlyBuildableFire;
+extern vmCvar_t g_dretchPunt;
+extern vmCvar_t g_password;
+extern vmCvar_t g_needpass;
+extern vmCvar_t g_gravity;
+extern vmCvar_t g_speed;
+extern vmCvar_t g_knockback;
+extern vmCvar_t g_inactivity;
+extern vmCvar_t g_debugMove;
+extern vmCvar_t g_debugDamage;
+extern vmCvar_t g_synchronousClients;
+extern vmCvar_t g_motd;
+extern vmCvar_t g_warmup;
+extern vmCvar_t g_doWarmup;
+extern vmCvar_t g_allowVote;
+extern vmCvar_t g_voteLimit;
+extern vmCvar_t g_suddenDeathVotePercent;
+extern vmCvar_t g_suddenDeathVoteDelay;
+extern vmCvar_t g_teamForceBalance;
+extern vmCvar_t g_smoothClients;
+extern vmCvar_t pmove_fixed;
+extern vmCvar_t pmove_msec;
+
+extern vmCvar_t g_alienBuildPoints;
+extern vmCvar_t g_alienBuildQueueTime;
+extern vmCvar_t g_humanBuildPoints;
+extern vmCvar_t g_humanBuildQueueTime;
+extern vmCvar_t g_humanRepeaterBuildPoints;
+extern vmCvar_t g_humanRepeaterBuildQueueTime;
+extern vmCvar_t g_humanRepeaterMaxZones;
+extern vmCvar_t g_humanStage;
+extern vmCvar_t g_humanCredits;
+extern vmCvar_t g_humanMaxStage;
+extern vmCvar_t g_humanStage2Threshold;
+extern vmCvar_t g_humanStage3Threshold;
+extern vmCvar_t g_alienStage;
+extern vmCvar_t g_alienCredits;
+extern vmCvar_t g_alienMaxStage;
+extern vmCvar_t g_alienStage2Threshold;
+extern vmCvar_t g_alienStage3Threshold;
+extern vmCvar_t g_teamImbalanceWarnings;
+extern vmCvar_t g_freeFundPeriod;
+
+extern vmCvar_t g_unlagged;
+
+extern vmCvar_t g_disabledEquipment;
+extern vmCvar_t g_disabledClasses;
+extern vmCvar_t g_disabledBuildables;
+
+extern vmCvar_t g_markDeconstruct;
+
+extern vmCvar_t g_debugMapRotation;
+extern vmCvar_t g_currentMapRotation;
+extern vmCvar_t g_mapRotationNodes;
+extern vmCvar_t g_mapRotationStack;
+extern vmCvar_t g_nextMap;
+extern vmCvar_t g_initialMapRotation;
+extern vmCvar_t g_sayAreaRange;
+
+extern vmCvar_t g_debugVoices;
+extern vmCvar_t g_voiceChats;
+
+extern vmCvar_t g_floodMaxDemerits;
+extern vmCvar_t g_floodMinTime;
+
+extern vmCvar_t g_shove;
+
+extern vmCvar_t g_mapConfigs;
+
+extern vmCvar_t g_layouts;
+extern vmCvar_t g_layoutAuto;
+
+extern vmCvar_t g_emoticonsAllowedInNames;
+
+extern vmCvar_t g_admin;
+extern vmCvar_t g_adminTempBan;
+extern vmCvar_t g_adminMaxBan;
+
+extern vmCvar_t g_privateMessages;
+extern vmCvar_t g_specChat;
+extern vmCvar_t g_publicAdminMessages;
+extern vmCvar_t g_allowTeamOverlay;
+
+extern vmCvar_t g_censorship;
+
+extern vmCvar_t g_unlimited;
+extern vmCvar_t g_instantBuild;
+extern vmCvar_t g_cuboidSizeLimit;
+
+extern vmCvar_t g_buildableDensityLimit;
+extern vmCvar_t g_buildableDensityLimitRange;
+
+void trap_Print( const char *fmt );
+void trap_Error( const char *fmt );
+int trap_Milliseconds( void );
+int trap_RealTime( qtime_t *qtime );
+int trap_Argc( void );
+void trap_Argv( int n, char *buffer, int bufferLength );
+void trap_Args( char *buffer, int bufferLength );
+int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
+void trap_FS_Read( void *buffer, int len, fileHandle_t f );
+void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
+void trap_FS_FCloseFile( fileHandle_t f );
+int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
+int trap_FS_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t
+void trap_SendConsoleCommand( int exec_when, const char *text );
+void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags );
+void trap_Cvar_Update( vmCvar_t *cvar );
+void trap_Cvar_Set( const char *var_name, const char *value );
+int trap_Cvar_VariableIntegerValue( const char *var_name );
+void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
+void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
+ playerState_t *gameClients, int sizeofGameClient );
+void trap_DropClient( int clientNum, const char *reason );
+void trap_SendServerCommand( int clientNum, const char *text );
+void trap_SetConfigstring( int num, const char *string );
+void trap_GetConfigstring( int num, char *buffer, int bufferSize );
+void trap_SetConfigstringRestrictions( int num, const clientList_t *clientList );
+void trap_GetUserinfo( int num, char *buffer, int bufferSize );
+void trap_SetUserinfo( int num, const char *buffer );
+void trap_GetServerinfo( char *buffer, int bufferSize );
+void trap_SetBrushModel( gentity_t *ent, const char *name );
+void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs,
+ const vec3_t end, int passEntityNum, int contentmask );
+int trap_PointContents( const vec3_t point, int passEntityNum );
+qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 );
+qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 );
+void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open );
+qboolean trap_AreasConnected( int area1, int area2 );
+void trap_LinkEntity( gentity_t *ent );
+void trap_UnlinkEntity( gentity_t *ent );
+int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
+qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
+int trap_BotAllocateClient( void );
+void trap_BotFreeClient( int clientNum );
+void trap_GetUsercmd( int clientNum, usercmd_t *cmd );
+qboolean trap_GetEntityToken( char *buffer, int bufferSize );
+
+void trap_SnapVector( float *v );
+void trap_SendGameStat( const char *data );
+
+void trap_AddCommand( const char *cmdName );
+void trap_RemoveCommand( const char *cmdName );