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authorTim Angus <tim@ngus.net>2005-12-10 03:23:37 +0000
committerTim Angus <tim@ngus.net>2005-12-10 03:23:37 +0000
commitbf23ecf17f432cf8e47302ef7464612c17be9bbe (patch)
tree6e3d28ecaa038199d6ba63830e81f05270b199c3 /src/game/g_local.h
parent22f322884cf7715c01500ef0b4579b87b1cb1973 (diff)
* Move the game source from mod/src/ to src/
Diffstat (limited to 'src/game/g_local.h')
-rw-r--r--src/game/g_local.h1139
1 files changed, 1139 insertions, 0 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h
new file mode 100644
index 00000000..57e1934a
--- /dev/null
+++ b/src/game/g_local.h
@@ -0,0 +1,1139 @@
+// Copyright (C) 1999-2000 Id Software, Inc.
+//
+// g_local.h -- local definitions for game module
+
+/*
+ * Portions Copyright (C) 2000-2001 Tim Angus
+ *
+ * This program is free software; you can redistribute it and/or modify it
+ * under the terms of the OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * This program 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.
+ */
+
+#include "q_shared.h"
+#include "bg_public.h"
+#include "g_public.h"
+
+//==================================================================
+
+// the "gameversion" client command will print this plus compile date
+#define GAMEVERSION "tremulous"
+
+#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"
+
+//============================================================================
+
+typedef struct gentity_s gentity_t;
+typedef struct gclient_s gclient_t;
+
+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; //TA: 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; //TA: used by trains that have been restarted
+ vec3_t movedir;
+
+ //TA: 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; //TA: 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 chargeRepeat;
+
+ 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;
+
+ pTeam_t stageTeam;
+ stage_t stageStage;
+
+ int biteam; //TA: buildable item team
+ gentity_t *parentNode; //TA: for creep and defence/spawn dependencies
+ qboolean active; //TA: for power repeater, but could be useful elsewhere
+ qboolean powered; //TA: for human buildables
+ int builtBy; //TA: clientNum of person that built this
+ gentity_t *dccNode; //TA: controlling dcc
+ gentity_t *overmindNode;//TA: controlling overmind
+ qboolean dcced; //TA: controlled by a dcc or not?
+ qboolean spawned; //TA: whether or not this buildable has finished spawning
+ int buildTime; //TA: when this buildable was built
+ int time1000; //TA: timer evaluated every second
+ int overmindAttackTimer;
+ int overmindDyingTimer;
+ int overmindSpawnsTimer;
+ int nextPhysicsTime; //TA: buildables don't need to check what they're sitting on
+ // every single frame.. so only do it periodically
+ int clientSpawnTime; //TA: the time until this spawn can spawn a client
+ qboolean lev1Grabbed; //TA: for turrets interacting with lev1s
+ int lev1GrabTime; //TA: for turrets interacting with lev1s
+
+ int credits[ MAX_CLIENTS ]; //TA: human credits for each client
+ qboolean creditsHash[ MAX_CLIENTS ]; //TA: track who has claimed credit
+ int killedBy; //TA: clientNum of killer
+
+ gentity_t *targeted; //TA: true if the player is currently a valid target of a turret
+ vec3_t turretAim; //TA: aim vector for turrets
+
+ vec4_t animation; //TA: animated map objects
+
+ gentity_t *builder; //TA: occupant of this hovel
+
+ qboolean nonSegModel; //TA: this entity uses a nonsegmented player model
+
+ buildable_t bTriggers[ BA_NUM_BUILDABLES ]; //TA: which buildables are triggers
+ pClass_t cTriggers[ PCL_NUM_CLASSES ]; //TA: which classes are triggers
+ weapon_t wTriggers[ WP_NUM_WEAPONS ]; //TA: which weapons are triggers
+ upgrade_t uTriggers[ UP_NUM_UPGRADES ]; //TA: which upgrades are triggers
+
+ int triggerGravity; //TA: gravity for this trigger
+
+ int suicideTime; //TA: when the client will suicide
+
+ int lastDamageTime;
+};
+
+typedef enum
+{
+ CON_DISCONNECTED,
+ CON_CONNECTING,
+ CON_CONNECTED
+} clientConnected_t;
+
+typedef enum
+{
+ SPECTATOR_NOT,
+ SPECTATOR_FREE,
+ SPECTATOR_LOCKED,
+ SPECTATOR_FOLLOW,
+ SPECTATOR_SCOREBOARD
+} spectatorState_t;
+
+typedef enum
+{
+ TEAM_BEGIN, // Beginning a team game, spawn at base
+ TEAM_ACTIVE // Now actively playing
+} playerTeamStateState_t;
+
+typedef struct
+{
+ playerTeamStateState_t state;
+
+ int location;
+
+ int captures;
+ int basedefense;
+ int carrierdefense;
+ int flagrecovery;
+ int fragcarrier;
+ int assists;
+
+ float lasthurtcarrier;
+ float lastreturnedflag;
+ float flagsince;
+ float lastfraggedcarrier;
+} playerTeamState_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
+{
+ team_t sessionTeam;
+ int spectatorTime; // for determining next-in-line to play
+ spectatorState_t spectatorState;
+ int spectatorClient; // for chasecam and follow mode
+ int wins, losses; // tournament stats
+ qboolean teamLeader; // true when this client is a team leader
+} clientSession_t;
+
+#define MAX_NETNAME 36
+#define MAX_VOTE_COUNT 3
+
+// data to store details of clients that have abnormally disconnected
+typedef struct connectionRecord_s
+{
+ int clientNum;
+ pTeam_t clientTeam;
+ int clientCredit;
+
+ int ptrCode;
+} connectionRecord_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 initialSpawn; // the first spawn should be at a cool location
+ qboolean predictItemPickup; // based on cg_predictItems userinfo
+ qboolean pmoveFixed; //
+ char netname[ MAX_NETNAME ];
+ int maxHealth; // for handicapping
+ int enterTime; // level.time the client entered the game
+ playerTeamState_t teamState; // status in teamplay games
+ int voteCount; // to prevent people from constantly calling votes
+ int teamVoteCount; // to prevent people from constantly calling votes
+ qboolean teamInfo; // send team overlay updates?
+
+ pClass_t classSelection; //TA: player class (copied to ent->client->ps.stats[ STAT_PCLASS ] once spawned)
+ float evolveHealthFraction;
+ weapon_t humanItemSelection; //TA: humans have a starting item
+ pTeam_t teamSelection; //TA: player team (copied to ps.stats[ STAT_PTEAM ])
+
+ qboolean joinedATeam; //TA: used to tell when a PTR code is valid
+ connectionRecord_t *connection;
+
+ vec3_t lastDeathLocation;
+} clientPersistant_t;
+
+// 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
+
+ // 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, force after g_forcerespwan
+ 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 airOutTime;
+
+ int lastKillTime; // for multiple kill rewards
+
+ 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
+
+ // timeResidual is used to handle events that happen every second
+ // like health / armor countdowns and regeneration
+ //TA: two timers, one every 100 msecs, another every sec
+ int time100;
+ int time1000;
+ int time10000;
+
+ char *areabits;
+
+ gentity_t *hovel; //TA: body that is being infested. must be persistant
+
+ int lastPoisonTime;
+ int poisonImmunityTime;
+ gentity_t *lastPoisonClient;
+ int lastPoisonCloudedTime;
+ gentity_t *lastPoisonCloudedClient;
+ int grabExpiryTime;
+ int lastLockTime;
+ int lastSlowTime;
+ int lastBoostedTime;
+ int lastMedKitTime;
+ int medKitHealthToRestore;
+ int medKitIncrementTime;
+ int lastCreepSlowTime; //TA: time until creep can be removed
+
+ int pouncePayload; //TA: amount of damage pounce attack will do
+ qboolean allowedToPounce;
+
+ qboolean charging;
+
+ vec3_t hovelOrigin; //TA: player origin before entering hovel
+
+ int lastFlameBall; //TA: s.number of the last flame ball fired
+
+#define RAM_FRAMES 1 //TA: number of frames to wait before retriggering
+ int retriggerArmouryMenu; //TA: frame number to retrigger the armoury menu
+};
+
+
+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 );
+void G_PushSpawnQueue( spawnQueue_t *sq, int clientNum );
+qboolean G_RemoveFromSpawnQueue( spawnQueue_t *sq, int clientNum );
+int G_GetPosInSpawnQueue( spawnQueue_t *sq, int clientNum );
+
+
+#define MAX_LOCDAMAGE_TEXT 8192
+#define MAX_LOCDAMAGE_REGIONS 16
+
+//TA: store locational damage regions
+typedef struct damageRegion_s
+{
+ float minHeight, maxHeight;
+ int minAngle, maxAngle;
+
+ float modifier;
+
+ qboolean crouch;
+} damageRegion_t;
+
+#define MAX_ARMOUR_TEXT 8192
+#define MAX_ARMOUR_REGIONS 16
+
+//TA: store locational armour regions
+typedef struct armourRegion_s
+{
+ float minHeight, maxHeight;
+ int minAngle, maxAngle;
+
+ float modifier;
+
+ qboolean crouch;
+} armourRegion_t;
+
+//
+// this structure is cleared as each map is entered
+//
+#define MAX_SPAWN_VARS 64
+#define MAX_SPAWN_VARS_CHARS 4096
+
+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 startTime; // level.time the map was started
+
+ int teamScores[ TEAM_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 follow1, follow2; // clientNums for auto-follow spectators
+
+ int snd_fry; // sound index for standing in lava
+
+ int warmupModificationCount; // for detecting if g_warmup is changed
+
+ // voting state
+ char voteString[MAX_STRING_CHARS];
+ char voteDisplayString[MAX_STRING_CHARS];
+ int voteTime; // level.time vote was called
+ int voteExecuteTime; // time the vote is executed
+ int voteYes;
+ int voteNo;
+ int numVotingClients; // set by CalculateRanks
+
+ // team voting state
+ char teamVoteString[ 2 ][ MAX_STRING_CHARS ];
+ int teamVoteTime[ 2 ]; // level.time vote was called
+ int teamVoteYes[ 2 ];
+ int teamVoteNo[ 2 ];
+ int numteamVotingClients[ 2 ]; // 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;
+
+ qboolean locationLinked; // target_locations get linked
+ gentity_t *locationHead; // head of the location list
+
+ //TA: extra stuff:
+ int numAlienSpawns;
+ int numHumanSpawns;
+
+ int numAlienClients;
+ int numHumanClients;
+
+ float averageNumAlienClients;
+ int numAlienSamples;
+ float averageNumHumanClients;
+ int numHumanSamples;
+
+ int numLiveAlienClients;
+ int numLiveHumanClients;
+
+ int alienBuildPoints;
+ int humanBuildPoints;
+ int humanBuildPointsPowered;
+
+ int bankCredits[ MAX_CLIENTS ]; //global credits storage
+
+ int alienKills;
+ int humanKills;
+
+ qboolean reactorPresent;
+ qboolean overmindPresent;
+
+ int humanBaseAttackTimer;
+
+ pTeam_t lastWin;
+
+ spawnQueue_t alienSpawnQueue;
+ spawnQueue_t humanSpawnQueue;
+
+ int alienStage2Time;
+ int alienStage3Time;
+ int humanStage2Time;
+ int humanStage3Time;
+
+ qboolean uncondAlienWin;
+ qboolean uncondHumanWin;
+} level_locals_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
+//
+void Cmd_Score_f( gentity_t *ent );
+void G_StopFollowing( gentity_t *ent );
+qboolean G_FollowNewClient( gentity_t *ent, int dir );
+void Cmd_Follow_f( gentity_t *ent, qboolean toggle );
+
+//
+// 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_OVERMIND,
+ IBE_NOASSERT,
+ IBE_SPWNWARN,
+ IBE_NOCREEP,
+ IBE_HOVEL,
+ IBE_HOVELEXIT,
+
+ IBE_REACTOR,
+ IBE_REPEATER,
+ IBE_TNODEWARN,
+ IBE_RPTWARN,
+ IBE_RPTWARN2,
+ IBE_NOPOWER,
+ IBE_NODCC,
+
+ IBE_NORMAL,
+ IBE_NOROOM,
+ IBE_PERMISSION,
+
+ IBE_MAXERRORS
+} itemBuildError_t;
+
+qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideExit );
+gentity_t *G_CheckSpawnPoint( int spawnNum, vec3_t origin, vec3_t normal,
+ buildable_t spawn, vec3_t spawnOrigin );
+
+qboolean G_isPower( vec3_t origin );
+qboolean G_isDCC( void );
+qboolean G_isOvermind( void );
+
+void G_BuildableThink( gentity_t *ent, int msec );
+qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable );
+itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin );
+gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin, vec3_t angles );
+qboolean G_ValidateBuild( 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 );
+
+//
+// g_utils.c
+//
+int G_ParticleSystemIndex( char *name );
+int G_ShaderIndex( char *name );
+int G_ModelIndex( char *name );
+int G_SoundIndex( char *name );
+void G_TeamCommand( pTeam_t team, char *cmd );
+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 );
+
+
+#define MAX_QUEUE_COMMANDS 64 //should be MAX_RELIABLE_COMMANDS/server.h
+
+typedef struct commandQueueElement_s
+{
+ qboolean used;
+ struct commandQueueElement_s *next;
+ char command[ MAX_TOKEN_CHARS ];
+} commandQueueElement_t;
+
+typedef struct commandQueue_s
+{
+ int nextCommandTime; //next time that the queue can be popped
+
+ int numElements;
+ commandQueueElement_t *front;
+ commandQueueElement_t *back;
+
+ commandQueueElement_t pool[ MAX_QUEUE_COMMANDS ];
+} commandQueue_t;
+
+qboolean G_ClientIsLagging( gclient_t *client );
+void G_ProcessCommandQueues( void );
+void G_SendCommandFromServer( int clientNum, const char *cmd );
+void G_InitCommandQueue( int clientNum );
+
+void G_TriggerMenu( int clientNum, dynMenu_t menu );
+void G_CloseMenus( int clientNum );
+
+qboolean G_Visible( gentity_t *ent1, gentity_t *ent2 );
+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 body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
+void AddScore( gentity_t *ent, int score );
+
+//TA:
+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 );
+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_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( pTeam_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
+//
+
+#define MAX_ZAP_TARGETS LEVEL2_AREAZAP_MAX_TARGETS
+
+typedef struct zap_s
+{
+ qboolean used;
+
+ gentity_t *creator;
+ gentity_t *targets[ MAX_ZAP_TARGETS ];
+ int numTargets;
+
+ 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 ChargeAttack( gentity_t *ent, gentity_t *victim );
+void G_UpdateZaps( int msec );
+
+
+//
+// g_client.c
+//
+void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap );
+team_t TeamCount( int ignoreClientNum, int team );
+void SetClientViewAngle( gentity_t *ent, vec3_t angle );
+gentity_t *SelectTremulousSpawnPoint( pTeam_t team, vec3_t preference, vec3_t origin, vec3_t angles );
+gentity_t *SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles );
+void SpawnCorpse( gentity_t *ent );
+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 );
+
+//
+// g_svcmds.c
+//
+qboolean ConsoleCommand( void );
+void G_ProcessIPBans( void );
+qboolean G_FilterPacket( char *from );
+
+//
+// g_weapon.c
+//
+void FireWeapon( gentity_t *ent );
+void FireWeapon2( gentity_t *ent );
+void FireWeapon3( gentity_t *ent );
+
+//
+// g_cmds.c
+//
+
+//
+// g_main.c
+//
+void ScoreboardMessage( gentity_t *client );
+void MoveClientToIntermission( gentity_t *client );
+void CalculateRanks( void );
+void FindIntermissionPoint( void );
+void G_RunThink( gentity_t *ent );
+void QDECL G_LogPrintf( const char *fmt, ... );
+void SendScoreboardMessageToAllClients( void );
+void QDECL G_Printf( const char *fmt, ... );
+void QDECL G_Error( const char *fmt, ... );
+
+qboolean G_WeaponIsAllowed( weapon_t weapon );
+qboolean G_UpgradeIsAllowed( upgrade_t upgrade );
+qboolean G_ClassIsAllowed( pClass_t class );
+qboolean G_BuildableIsAllowed( buildable_t buildable );
+
+//
+// g_client.c
+//
+char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot );
+void ClientUserinfoChanged( int clientNum );
+void ClientDisconnect( int clientNum );
+void ClientBegin( int clientNum );
+void ClientCommand( int clientNum );
+
+//
+// g_active.c
+//
+void ClientThink( int clientNum );
+void ClientEndFrame( gentity_t *ent );
+void G_RunClient( gentity_t *ent );
+
+//
+// g_team.c
+//
+qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
+gentity_t *Team_GetLocation( gentity_t *ent );
+qboolean Team_GetLocationMsg( gentity_t *ent, char *loc, int loclen );
+void TeamplayInfoMessage( gentity_t *ent );
+void CheckTeamStatus( void );
+
+//
+// g_mem.c
+//
+void *G_Alloc( int size );
+void G_InitMemory( void );
+void G_Free( void *ptr );
+void G_DefragmentMemory( void );
+void Svcmd_GameMem_f( 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
+//
+#define MAX_MAP_ROTATIONS 16
+#define MAX_MAP_ROTATION_MAPS 64
+#define MAX_MAP_COMMANDS 16
+#define MAX_MAP_ROTATION_CONDS 4
+
+#define NOT_ROTATING -1
+
+typedef enum
+{
+ MCV_ERR,
+ MCV_RANDOM,
+ MCV_NUMCLIENTS,
+ MCV_LASTWIN
+} mapConditionVariable_t;
+
+typedef enum
+{
+ MCO_LT,
+ MCO_EQ,
+ MCO_GT
+} mapConditionOperator_t;
+
+typedef enum
+{
+ MCT_ERR,
+ MCT_MAP,
+ MCT_ROTATION
+} mapConditionType_t;
+
+typedef struct mapRotationCondition_s
+{
+ char dest[ MAX_QPATH ];
+
+ qboolean unconditional;
+
+ mapConditionVariable_t lhs;
+ mapConditionOperator_t op;
+
+ int numClients;
+ pTeam_t lastWin;
+} mapRotationCondition_t;
+
+typedef struct mapRotationEntry_s
+{
+ char name[ MAX_QPATH ];
+
+ char postCmds[ MAX_QPATH ][ MAX_MAP_COMMANDS ];
+ int numCmds;
+
+ mapRotationCondition_t conditions[ MAX_MAP_ROTATION_CONDS ];
+ int numConditions;
+} mapRotationEntry_t;
+
+typedef struct mapRotation_s
+{
+ char name[ MAX_QPATH ];
+
+ mapRotationEntry_t maps[ MAX_MAP_ROTATION_MAPS ];
+ int numMaps;
+ int currentMap;
+} mapRotation_t;
+
+typedef struct mapRotations_s
+{
+ mapRotation_t rotations[ MAX_MAP_ROTATIONS ];
+ int numRotations;
+} mapRotations_t;
+
+void G_PrintRotations( void );
+qboolean G_AdvanceMapRotation( void );
+qboolean G_StartMapRotation( char *name, qboolean changeMap );
+void G_StopMapRotation( void );
+qboolean G_MapRotationActive( void );
+void G_InitMapRotations( void );
+
+//
+// g_ptr.c
+//
+void G_UpdatePTRConnection( gclient_t *client );
+connectionRecord_t *G_GenerateNewConnection( gclient_t *client );
+qboolean G_VerifyPTRC( int code );
+void G_ResetPTRConnections( void );
+connectionRecord_t *G_FindConnectionForCode( int code );
+void G_DeletePTRConnection( connectionRecord_t *connection );
+
+
+//some maxs
+#define MAX_FILEPATH 144
+
+extern level_locals_t level;
+extern gentity_t g_entities[ MAX_GENTITIES ];
+
+#define FOFS(x) ((int)&(((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_minCommandPeriod;
+
+extern vmCvar_t g_timelimit;
+extern vmCvar_t g_suddenDeathTime;
+extern vmCvar_t g_friendlyFire;
+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_quadfactor;
+extern vmCvar_t g_forcerespawn;
+extern vmCvar_t g_inactivity;
+extern vmCvar_t g_debugMove;
+extern vmCvar_t g_debugAlloc;
+extern vmCvar_t g_debugDamage;
+extern vmCvar_t g_weaponRespawn;
+extern vmCvar_t g_weaponTeamRespawn;
+extern vmCvar_t g_synchronousClients;
+extern vmCvar_t g_motd;
+extern vmCvar_t g_warmup;
+extern vmCvar_t g_doWarmup;
+extern vmCvar_t g_blood;
+extern vmCvar_t g_allowVote;
+extern vmCvar_t g_teamAutoJoin;
+extern vmCvar_t g_teamForceBalance;
+extern vmCvar_t g_banIPs;
+extern vmCvar_t g_filterBan;
+extern vmCvar_t g_smoothClients;
+extern vmCvar_t pmove_fixed;
+extern vmCvar_t pmove_msec;
+extern vmCvar_t g_rankings;
+extern vmCvar_t g_enableDust;
+extern vmCvar_t g_enableBreath;
+extern vmCvar_t g_singlePlayer;
+
+extern vmCvar_t g_humanBuildPoints;
+extern vmCvar_t g_alienBuildPoints;
+extern vmCvar_t g_humanStage;
+extern vmCvar_t g_humanKills;
+extern vmCvar_t g_humanMaxStage;
+extern vmCvar_t g_humanStage2Threshold;
+extern vmCvar_t g_humanStage3Threshold;
+extern vmCvar_t g_alienStage;
+extern vmCvar_t g_alienKills;
+extern vmCvar_t g_alienMaxStage;
+extern vmCvar_t g_alienStage2Threshold;
+extern vmCvar_t g_alienStage3Threshold;
+
+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_currentMap;
+extern vmCvar_t g_initialMapRotation;
+
+void trap_Printf( const char *fmt );
+void trap_Error( const char *fmt );
+int trap_Milliseconds( void );
+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 );
+float trap_Cvar_VariableValue( 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_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 );
+
+int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
+void trap_DebugPolygonDelete(int id);
+
+void trap_SnapVector( float *v );
+