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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
int builtBy; // clientNum of person that built this
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
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
vec3_t cuboidSize;
//power grid
qboolean requiresPower; // false for telenodes, cuboids, etc.
qboolean isPowerSource; // true for all active elements (including the capbank)
int powerNetwork; // which network is it in (0 is no network)
qboolean powered; // is this buildable powered?
qboolean surge; // true if the buildable requests high amount of power (resistance=surgeResistance)
// IMPORTANT NOTE: it should NOT depend on anything power-related to avoid
// unstable network states
qboolean surgePowered; // is surge powered?
float voltage; // voltage drop (load) or gain (source)
float current; // current flow
float resistance; // resistance (for sources it's their internal resistance)
//mass
float storedBP;
};
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
// 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
qboolean voteAborted[ NUM_TEAMS ]; // true if ended by an admin
// 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 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_INVALIDSIZE,
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 );
qboolean G_IsRTGBuilt( void );
qboolean G_FindDCC( gentity_t *self );
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 );
qboolean G_FindPower( gentity_t *self, qboolean searchUnspawned );
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 );
void G_RemoveUnbuiltBuildables( gentity_t *self );
void G_UpdatePowerGrid( float dt );
//
// 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_mapVotePercent;
extern vmCvar_t g_mapVoteTimelimit;
extern vmCvar_t g_restartVotePercent;
extern vmCvar_t g_restartVoteTimelimit;
extern vmCvar_t g_drawVotePercent;
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_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_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_adminRegisterLevel;
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_cuboidHealthLimit;
extern vmCvar_t g_buildableDensityLimit;
extern vmCvar_t g_buildableDensityLimitRange;
extern vmCvar_t g_buildableValueModifier;
extern vmCvar_t g_playerValueModifier;
extern vmCvar_t g_massYieldModifier;
extern vmCvar_t g_voltageModifier;
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 );
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