diff options
author | Mikko Tiusanen <ams@daug.net> | 2014-05-04 01:18:52 +0300 |
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committer | Mikko Tiusanen <ams@daug.net> | 2014-05-04 01:18:52 +0300 |
commit | 01beb9919b95479d8be040bec74abc5cc67a5e43 (patch) | |
tree | 65f0b79e793848491832756a4c3a32b23668fab3 /src/game/g_local.h | |
parent | 191d731da136b7ee959a17e63111c9146219a768 (diff) |
Initial import.
Diffstat (limited to 'src/game/g_local.h')
-rw-r--r-- | src/game/g_local.h | 1305 |
1 files changed, 1305 insertions, 0 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h new file mode 100644 index 0000000..52bf097 --- /dev/null +++ b/src/game/g_local.h @@ -0,0 +1,1305 @@ +/* +=========================================================================== +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 +=========================================================================== +*/ +/* +=========================================================================== +TREMULOUS EDGE MOD SRC FILE +=========================================================================== +*/ +// 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 + +#define GRANGER_DANCE_RADIUS 150 + +// 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 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/shield 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 spawnBlockTime; // timer for anti spawn block + + 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 +}; + +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; + int seenWelcome; // determines if the client has seen server's welcome message +} clientSession_t; + +// namelog +#define MAX_NAMELOG_NAMES 30 +#define MAX_NAMELOG_ADDRS 30 +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; + + int newbieNumber; + + 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 poisonExpiryTime; + 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 + + // cloak + int lastCloakTime; + qboolean cloakActivated; + qboolean cloakReady; + + // biokit + qboolean alreadyRegenerated; + + // infection + int lastInfectionTime; + gentity_t *lastInfectionClient; + + 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 notrackEndTime; // Time when the current no track period ends + int blobs; +}; + + +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 + + // 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 numAlienClients; + int numHumanClients; + + float averageNumAlienClients; + int numAlienSamples; + float averageNumHumanClients; + int numHumanSamples; + + int numLiveAlienClients; + int numLiveHumanClients; + int numAlienBuilders; + int numHumanBuilders; + int alienBuildPoints; + int alienExtraBuildPoints; + int alienBuildPointQueue; + int alienNextQueueTime; + int humanBuildPoints; + int humanExtraBuildPoints; + int humanBuildPointQueue; + int humanNextQueueTime; + + 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; + + int nextArmageddonKillTime; + 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_ListEmoticons_f( gentity_t *ent ); +void Cmd_MapRotation_f( gentity_t *ent ); +void G_MapLog_NewMap( void ); +void G_MapLog_Result( char result ); +void Cmd_MapLog_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_COCOON, + 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_BLOCKEDBYENEMY, + IBE_GTHRBLOCKED, + 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 ); +gentity_t *G_Cocoon( 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 ); +qboolean G_BuildIfValid( gentity_t *ent, buildable_t buildable ); +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 ); + +void G_CheckGrangerDance( gentity_t *self ); + +// +// 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 ); + +// +// 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 ); +void G_Knockback( gentity_t *targ, vec3_t dir, int knockback ); +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 *launch_grenade2( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *fire_prifle_stasis( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *flamerchageimpact( gentity_t *self, vec3_t start, vec3_t dir, int damage, int radius, int speed ); +gentity_t *launch_nadeflames( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *flamerfire3( gentity_t *self, vec3_t start, vec3_t dir, int damage, int radius, int speed ); +gentity_t *flamerfire( gentity_t *self, vec3_t start, vec3_t dir ); +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_bounceBall2( gentity_t *self, vec3_t start, vec3_t dir, int weapon, int dmg, int mod, int speed, int radius ); +gentity_t *fire_bounceBall3( gentity_t *self, vec3_t start, vec3_t dir, int weapon, int dmg, int mod, int speed, int radius ); +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 ); +gentity_t *launch_mine( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *launch_flames( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *launch_smoke( gentity_t *self, vec3_t start, vec3_t dir ); +gentity_t *fire_acidBomb( gentity_t *self, vec3_t start, vec3_t dir, int wp ); +gentity_t *fire_acidBomb2( gentity_t *self, vec3_t start, vec3_t dir, int wp ); +gentity_t *fire_fern( vec3_t origin, vec3_t angles, int lifespan ); + +// +// 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 ); +qboolean CheckVenomAttack2( 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 ); +void G_QueueCreditToClient( gclient_t *client, short credit ); +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 ); +qboolean G_IsNewbieName( const char *name ); + +// +// 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 G_Log_NoSpam( const char *ip, const char *string ); +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 G_ArmageddonStep( void ); +void LogExit( const char *string ); +int G_TimeTilSuddenDeath( void ); +int G_HumanBuildPoints( void ); +int G_AlienBuildPoints( 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_PrintCurrentRotation( gentity_t *ent, const char *command ); +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 ); + +//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_friendlyFreeze; +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_readyPercent; +extern vmCvar_t g_armageddonVotePercent; +extern vmCvar_t g_armageddonPercent; +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_alienColonyBuildPoints; +extern vmCvar_t g_alienColonyBuildPointsRate; +extern vmCvar_t g_alienColonyMaxAge; +extern vmCvar_t g_alienColonyRadius; +extern vmCvar_t g_humanBuildPoints; +extern vmCvar_t g_humanBuildQueueTime; +extern vmCvar_t g_humanDefenceComputerLimit; +extern vmCvar_t g_humanDefenceComputerRate; +extern vmCvar_t g_humanRefineryBuildPoints; +extern vmCvar_t g_humanRefineryBuildPointsRate; +extern vmCvar_t g_humanRefineryMaxAge; +extern vmCvar_t g_humanRefineryRadius; +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_alienBarbsRegen2x; +extern vmCvar_t g_alienBarbsRegen3x; +extern vmCvar_t g_alienGrangerDanceBonus; +extern vmCvar_t g_teamImbalanceWarnings; +extern vmCvar_t g_freeFundPeriod; +extern vmCvar_t g_alienAnticampBonusMax; +extern vmCvar_t g_alienAnticampBonus1; +extern vmCvar_t g_alienAnticampRange; +extern vmCvar_t g_humanAnticampBonusMax; +extern vmCvar_t g_humanAnticampBonus1; +extern vmCvar_t g_humanAnticampRange; +extern vmCvar_t g_contagionProb; +extern vmCvar_t g_boosterPoisonTime; +extern vmCvar_t g_basiPoisonTime; +extern vmCvar_t g_basiUpgPoisonTime; +extern vmCvar_t g_maxVariableBuildPoints; +extern vmCvar_t g_variableBuildPointsPower; +extern vmCvar_t g_maxFixedBuildPoints; +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_mapLog; +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_teleportSafeTime; +extern vmCvar_t g_shove; +extern vmCvar_t g_creepPowerExclusion; +extern vmCvar_t g_antiSpawnBlock; +extern vmCvar_t g_mapConfigs; +extern vmCvar_t g_layouts; +extern vmCvar_t g_layoutAuto; +extern vmCvar_t g_emoticonsAllowedInNames; +extern vmCvar_t g_newbieNameNumbering; +extern vmCvar_t g_newbieNamePrefix; +extern vmCvar_t g_admin; +extern vmCvar_t g_adminTempBan; +extern vmCvar_t g_devmapKillerHP; +extern vmCvar_t g_adminMaxBan; +extern vmCvar_t g_adminChatShowDeny; +extern vmCvar_t g_maxIPConnections; +extern vmCvar_t g_privateMessages; +extern vmCvar_t g_specChat; +extern vmCvar_t g_publicAdminMessages; +extern vmCvar_t g_allowTeamOverlay; +extern vmCvar_t g_slapKnockback; +extern vmCvar_t g_censorship; +extern vmCvar_t g_minTeamSizePerBuilderA; +extern vmCvar_t g_minTeamSizePerBuilderH; +extern vmCvar_t g_buildableSvfBroadcast; +extern vmCvar_t g_InstantRewardMultiplierA; +extern vmCvar_t g_InstantRewardMultiplierH; +extern vmCvar_t g_KillRewardMultiplierA; +extern vmCvar_t g_KillRewardMultiplierH; + +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 ); |