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diff --git a/src/game/g_local.h b/src/game/g_local.h
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--- a/src/game/g_local.h
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@@ -1,977 +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 GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * 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. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#include "q_shared.h"
-#include "bg_public.h"
-#include "g_public.h"
-
-//==================================================================
-
-// the "gameversion" client command will print this plus compile date
-#define GAMEVERSION "baseq3"
-
-#define BODY_QUEUE_SIZE 8
-
-#define INFINITE 1000000
-
-#define FRAMETIME 100 // msec
-#define EVENT_VALID_MSEC 300
-#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
-} 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;
-
- 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;
- vec3_t movedir;
-
- 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;
-
- 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;
-
- gitem_t *item; // for bonus items
-
- int biteam; //TA: buildable item team
- gentity_t *parentNode; //TA: for creep and defence/spawn dependencies
- vec3_t turloc; //TA: direction human defense turrets are pointing
-};
-
-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
-
-// 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?
-
- int pclass; //TA: player class (copied to ent->client->ps.stats[ STAT_PCLASS ] once spawned)
- //not really persistant.. this is just a nice place to stick it :)
- int pteam; //TA: player team (team deathmatch is too complex to alter) (copied to ps.stats[ STAT_PTEAM ])
-} 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 accurateCount; // for "impressive" reward sound
- int accuracy_shots; // total number of shots
- int accuracy_hits; // total number of hits
- //
- 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
- gentity_t *hook; // grapple hook if out
-
- int switchTeamTime; // time the player switched teams
-
- gentity_t *torch; //TA: torch entity ( NULL if switched off )
-
- // timeResidual is used to handle events that happen every second
- // like health / armor countdowns and regeneration
- int timeResidual;
-
- char *areabits;
-
- float classSpeed; //TA: here to save STAT_ space
-};
-
-//
-// this structure is cleared as each map is entered
-//
-#define MAX_SPAWN_VARS 64
-#define MAX_SPAWN_VARS_CHARS 2048
-
-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
- int bodyQueIndex; // dead bodies
- gentity_t *bodyQue[BODY_QUEUE_SIZE];
-
- //TA: extra stuff:
- int numDroidSpawns;
- int numHumanSpawns;
- int numDroidClients;
- int numHumanClients;
- int numLiveDroidClients;
- int numLiveHumanClients;
- int droidBuildPoints;
- int humanBuildPoints;
-} 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 StopFollowing( gentity_t *ent );
-void BroadcastTeamChange( gclient_t *client, int oldTeam );
-void SetTeam( gentity_t *ent, char *s );
-void Cmd_FollowCycle_f( gentity_t *ent, int dir );
-
-//
-// g_items.c
-//
-void G_CheckTeamItems( void );
-void G_RunItem( gentity_t *ent );
-void RespawnItem( gentity_t *ent );
-
-void UseHoldableItem( gentity_t *ent );
-void PrecacheItem (gitem_t *it);
-gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle );
-gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity );
-void SetRespawn (gentity_t *ent, float delay);
-void G_SpawnItem (gentity_t *ent, gitem_t *item);
-void FinishSpawningItem( gentity_t *ent );
-void Think_Weapon (gentity_t *ent);
-int ArmorIndex (gentity_t *ent);
-void Add_Ammo (gentity_t *ent, int weapon, int count);
-void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace);
-
-void ClearRegisteredItems( void );
-void RegisterItem( gitem_t *item );
-void SaveRegisteredItems( void );
-
-//
-// g_buildable.c
-//
-qboolean itemFits( gentity_t *ent, gitem_t *item, int distance );
-gentity_t *Build_Item( gentity_t *ent, gitem_t *item, int distance );
-
-//
-// g_creep.c
-//
-gentity_t *createCreepNode( vec3_t origin );
-
-//
-// g_utils.c
-//
-int G_ModelIndex( char *name );
-int G_SoundIndex( char *name );
-void G_TeamCommand( team_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_SetOrigin( gentity_t *ent, vec3_t origin );
-void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
-const char *BuildShaderStateConfig();
-
-//
-// 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 TossClientItems( gentity_t *self );
-
-// 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
-
-//
-// g_missile.c
-//
-void G_RunMissile( gentity_t *ent );
-
-gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir);
-gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t aimdir );
-gentity_t *fire_plasma( gentity_t *self, vec3_t start, vec3_t aimdir );
-gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t aimdir);
-gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir);
-gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir);
-gentity_t *fire_grapple (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 );
-
-//
-// g_trigger.c
-//
-void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace );
-
-
-//
-// g_misc.c
-//
-void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
-void ShineTorch( gentity_t *self );
-
-//
-// g_weapon.c
-//
-qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
-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 CheckGauntletAttack( gentity_t *ent );
-void Weapon_HookFree (gentity_t *ent);
-void Weapon_HookThink (gentity_t *ent);
-
-
-//
-// g_client.c
-//
-team_t TeamCount( int ignoreClientNum, int team );
-int TeamLeader( int team );
-team_t PickTeam( int ignoreClientNum );
-void SetClientViewAngle( gentity_t *ent, vec3_t angle );
-gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles );
-void CopyToBodyQue( gentity_t *ent );
-void respawn (gentity_t *ent);
-void BeginIntermission (void);
-void InitClientPersistant (gclient_t *client);
-void InitClientResp (gclient_t *client);
-void InitBodyQue (void);
-void ClientSpawn( gentity_t *ent );
-void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
-void AddScore( gentity_t *ent, int score );
-
-//TA: extra bits
-void AddPoints( gentity_t *ent, int score );
-int CalculatePoints( gentity_t *victim, gentity_t *attacker );
-
-void CalculateRanks( void );
-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 );
-
-//
-// p_hud.c
-//
-void MoveClientToIntermission (gentity_t *client);
-void G_SetStats (gentity_t *ent);
-void DeathmatchScoreboardMessage (gentity_t *client);
-
-//
-// g_cmds.c
-//
-
-//
-// g_pweapon.c
-//
-
-
-//
-// g_main.c
-//
-void FindIntermissionPoint( void );
-void SetLeader(int team, int client);
-void CheckTeamLeader( int team );
-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, ... );
-
-//
-// 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 );
-void Team_CheckDroppedItem( gentity_t *dropped );
-
-
-//
-// g_mem.c
-//
-void *G_Alloc( int size );
-void G_InitMemory( 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_InitWorldSession( void );
-void G_WriteSessionData( void );
-
-//
-// g_arenas.c
-//
-void UpdateTournamentInfo( void );
-void SpawnModelsOnVictoryPads( void );
-void Svcmd_AbortPodium_f( void );
-
-//
-// g_bot.c
-//
-/*void G_InitBots( qboolean restart );
-char *G_GetBotInfoByNumber( int num );
-char *G_GetBotInfoByName( const char *name );
-void G_CheckBotSpawn( void );
-void G_QueueBotBegin( int clientNum );
-qboolean G_BotConnect( int clientNum, qboolean restart );
-void Svcmd_AddBot_f( void );
-void Svcmd_BotList_f( void );
-void BotInterbreedEndMatch( void );*/
-
-// ai_main.c
-
-//some maxs
-#define MAX_FILEPATH 144
-
-//bot settings
-/*typedef struct bot_settings_s
-{
- char characterfile[MAX_FILEPATH];
- float skill;
- char team[MAX_FILEPATH];
-} bot_settings_t;
-
-int BotAISetup( int restart );
-int BotAIShutdown( int restart );
-int BotAILoadMap( int restart );
-int BotAISetupClient( int client, bot_settings_t *settings );
-int BotAIShutdownClient( int client );
-int BotAIStartFrame( int time );*/
-
-
-#include "g_team.h" // teamplay specific stuff
-
-
-extern level_locals_t level;
-extern gentity_t g_entities[MAX_GENTITIES];
-
-#define FOFS(x) ((int)&(((gentity_t *)0)->x))
-
-extern vmCvar_t g_gametype;
-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_dmflags;
-extern vmCvar_t g_fraglimit;
-extern vmCvar_t g_timelimit;
-extern vmCvar_t g_capturelimit;
-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;
-
-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 );
-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);
-
-//TA: conceptually should live in q_shared.h
-//void AxisToAngles( vec3_t axis[3], vec3_t angles);
-//float arccos( float x );
-
-int trap_BotLibSetup( void );
-int trap_BotLibShutdown( void );
-int trap_BotLibVarSet(char *var_name, char *value);
-int trap_BotLibVarGet(char *var_name, char *value, int size);
-int trap_BotLibDefine(char *string);
-int trap_BotLibStartFrame(float time);
-int trap_BotLibLoadMap(const char *mapname);
-int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue);
-int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);
-
-int trap_BotGetSnapshotEntity( int clientNum, int sequence );
-int trap_BotGetServerCommand(int clientNum, char *message, int size);
-void trap_BotUserCommand(int client, usercmd_t *ucmd);
-
-int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas);
-int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info );
-void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info);
-
-int trap_AAS_Initialized(void);
-void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs);
-float trap_AAS_Time(void);
-
-int trap_AAS_PointAreaNum(vec3_t point);
-int trap_AAS_PointReachabilityAreaIndex(vec3_t point);
-int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas);
-
-int trap_AAS_PointContents(vec3_t point);
-int trap_AAS_NextBSPEntity(int ent);
-int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size);
-int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v);
-int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value);
-int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value);
-
-int trap_AAS_AreaReachability(int areanum);
-
-int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags);
-int trap_AAS_EnableRoutingArea( int areanum, int enable );
-int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin,
- int goalareanum, int travelflags, int maxareas, int maxtime,
- int stopevent, int stopcontents, int stoptfl, int stopareanum);
-
-int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
- void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals,
- int type);
-
-int trap_AAS_Swimming(vec3_t origin);
-int trap_AAS_PredictClientMovement(void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize);
-
-
-void trap_EA_Say(int client, char *str);
-void trap_EA_SayTeam(int client, char *str);
-void trap_EA_Command(int client, char *command);
-
-void trap_EA_Action(int client, int action);
-void trap_EA_Gesture(int client);
-
-void trap_EA_Talk(int client);
-void trap_EA_Attack(int client);
-void trap_EA_Use(int client);
-void trap_EA_Respawn(int client);
-void trap_EA_Crouch(int client);
-void trap_EA_MoveUp(int client);
-void trap_EA_MoveDown(int client);
-void trap_EA_MoveForward(int client);
-void trap_EA_MoveBack(int client);
-void trap_EA_MoveLeft(int client);
-void trap_EA_MoveRight(int client);
-void trap_EA_SelectWeapon(int client, int weapon);
-void trap_EA_Jump(int client);
-void trap_EA_DelayedJump(int client);
-void trap_EA_Move(int client, vec3_t dir, float speed);
-void trap_EA_View(int client, vec3_t viewangles);
-
-void trap_EA_EndRegular(int client, float thinktime);
-void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input);
-void trap_EA_ResetInput(int client);
-
-
-int trap_BotLoadCharacter(char *charfile, float skill);
-void trap_BotFreeCharacter(int character);
-float trap_Characteristic_Float(int character, int index);
-float trap_Characteristic_BFloat(int character, int index, float min, float max);
-int trap_Characteristic_Integer(int character, int index);
-int trap_Characteristic_BInteger(int character, int index, int min, int max);
-void trap_Characteristic_String(int character, int index, char *buf, int size);
-
-int trap_BotAllocChatState(void);
-void trap_BotFreeChatState(int handle);
-void trap_BotQueueConsoleMessage(int chatstate, int type, char *message);
-void trap_BotRemoveConsoleMessage(int chatstate, int handle);
-int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm);
-int trap_BotNumConsoleMessages(int chatstate);
-void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
-int trap_BotNumInitialChats(int chatstate, char *type);
-int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
-int trap_BotChatLength(int chatstate);
-void trap_BotEnterChat(int chatstate, int client, int sendto);
-void trap_BotGetChatMessage(int chatstate, char *buf, int size);
-int trap_StringContains(char *str1, char *str2, int casesensitive);
-int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context);
-void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size);
-void trap_UnifyWhiteSpaces(char *string);
-void trap_BotReplaceSynonyms(char *string, unsigned long int context);
-int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname);
-void trap_BotSetChatGender(int chatstate, int gender);
-void trap_BotSetChatName(int chatstate, char *name, int client);
-void trap_BotResetGoalState(int goalstate);
-void trap_BotRemoveFromAvoidGoals(int goalstate, int number);
-void trap_BotResetAvoidGoals(int goalstate);
-void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal);
-void trap_BotPopGoal(int goalstate);
-void trap_BotEmptyGoalStack(int goalstate);
-void trap_BotDumpAvoidGoals(int goalstate);
-void trap_BotDumpGoalStack(int goalstate);
-void trap_BotGoalName(int number, char *name, int size);
-int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal);
-int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal);
-int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags);
-int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime);
-int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal);
-int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal);
-int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal);
-int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal);
-int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal);
-float trap_BotAvoidGoalTime(int goalstate, int number);
-void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime);
-void trap_BotInitLevelItems(void);
-void trap_BotUpdateEntityItems(void);
-int trap_BotLoadItemWeights(int goalstate, char *filename);
-void trap_BotFreeItemWeights(int goalstate);
-void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
-void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename);
-void trap_BotMutateGoalFuzzyLogic(int goalstate, float range);
-int trap_BotAllocGoalState(int state);
-void trap_BotFreeGoalState(int handle);
-
-void trap_BotResetMoveState(int movestate);
-void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags);
-int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
-void trap_BotResetAvoidReach(int movestate);
-void trap_BotResetLastAvoidReach(int movestate);
-int trap_BotReachabilityArea(vec3_t origin, int testground);
-int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target);
-int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target);
-int trap_BotAllocMoveState(void);
-void trap_BotFreeMoveState(int handle);
-void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove);
-void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type);
-
-int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory);
-void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo);
-int trap_BotLoadWeaponWeights(int weaponstate, char *filename);
-int trap_BotAllocWeaponState(void);
-void trap_BotFreeWeaponState(int weaponstate);
-void trap_BotResetWeaponState(int weaponstate);
-
-int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child);
-
-void trap_SnapVector( float *v );
-