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authorMikko Tiusanen <ams@daug.net>2015-01-25 23:47:16 +0200
committerMikko Tiusanen <ams@daug.net>2015-01-25 23:47:16 +0200
commit56382169c394bc6a1e63a91fdd59b58ac3974986 (patch)
treeca7b9e762d4dfc7a11bc01e7dcbe072f465dc343 /src/game/g_local.h
parent67948a489d2a07b94b6d5a3eeb2b642146865a61 (diff)
Fixed compiler warnings in all game, cgame sources.
Diffstat (limited to 'src/game/g_local.h')
-rw-r--r--src/game/g_local.h22
1 files changed, 22 insertions, 0 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h
index d2b5288..a46131a 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -870,11 +870,13 @@ gentity_t *G_CheckSpawnPoint( int spawnNum, const vec3_t origin,
buildable_t G_IsPowered( vec3_t origin );
qboolean G_IsDCCBuilt( void );
+void G_Suicide( gentity_t *self, meansOfDeath_t death );
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 );
+qboolean G_IsCreepHere( vec3_t origin );
void G_BuildableThink( gentity_t *ent, int msec );
qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable );
@@ -891,6 +893,8 @@ int G_LayoutList( const char *map, char *list, int len );
void G_LayoutSelect( void );
qboolean G_LayoutExists( char *mapName, char *layoutName );
void G_LayoutLoad( void );
+void G_LayoutForceBuildItem( buildable_t buildable, vec3_t origin,
+ vec3_t angles, vec3_t origin2, vec3_t angles2 );
void G_BaseSelfDestruct( team_t team );
int G_NextQueueTime( int queuedBP, int totalBP, int queueBaseRate );
void G_QueueBuildPoints( gentity_t *self );
@@ -1015,13 +1019,29 @@ gentity_t *fire_bounceBall2( gentity_t *self, vec3_t start, vec3_t dir, int weap
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_grenade_flames( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *launch_shield( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *launch_saw( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *fire_md2( 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_rocket( 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 );
+gentity_t *Prickles_Fire( gentity_t *self, vec3_t start, vec3_t dir );
+
+gentity_t *NapalmChargeFire( gentity_t *self, vec3_t start, vec3_t dir,
+ int damage, int radius, int speed );
+gentity_t *NapalmChargeImp( gentity_t *self, vec3_t start, vec3_t dir,
+ int damage, int radius, int speed );
+gentity_t *FlamerNormalFire( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *FireBreath_fire( gentity_t *self, vec3_t start, vec3_t dir,
+ int damage, int radius, int speed );
+gentity_t *FlameTurretFireNormal( gentity_t *self, vec3_t start, vec3_t dir );
+
//
// g_mover.c
//
@@ -1129,6 +1149,7 @@ void G_CheckVote( team_t team );
void G_ArmageddonStep( void );
void LogExit( const char *string );
int G_TimeTilSuddenDeath( void );
+int G_TimeTilWeakSuddenDeath( void );
int G_HumanBuildPoints( void );
int G_AlienBuildPoints( void );
//
@@ -1151,6 +1172,7 @@ void G_UnlaggedOff( void );
void ClientThink( int clientNum );
void ClientEndFrame( gentity_t *ent );
void G_RunClient( gentity_t *ent );
+void G_ArmaFreeLove( gentity_t *ent );
//
// g_team.c