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authorTim Angus <tim@ngus.net>2005-12-10 03:18:22 +0000
committerTim Angus <tim@ngus.net>2005-12-10 03:18:22 +0000
commitef5d1d446e3c078b81882c2eda6525aee7ccfa1e (patch)
tree16c1e9460317f2ca507f8e1888216816d05f251c /src/game/g_local.h
parent3b447421efc76ba76fbdae62f893fc6916af5433 (diff)
* Moved existing src directory out the way whilst I merge ioq3
Diffstat (limited to 'src/game/g_local.h')
-rw-r--r--src/game/g_local.h1139
1 files changed, 0 insertions, 1139 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h
deleted file mode 100644
index 57e1934a..00000000
--- a/src/game/g_local.h
+++ /dev/null
@@ -1,1139 +0,0 @@
-// 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 );
-