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|
// 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
} 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;
//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;
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
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
qboolean dcced; //TA: controlled by a dcc or not?
int time1000; //TA: timer evaluated every second
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
};
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 pitem; //TA: humans have a starting item
int pteam; //TA: player team (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 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;
char *areabits;
int lastInfestTime; //TA: to keep track of how long infests take
gentity_t *infestBody; //TA: body that is being infested. must be persistant
int lastPoisonTime;
int lastPoisonCloudedTime;
int lastGrabTime;
int lastLockTime;
int lastSlowTime;
int lastBoostedTime;
int lastKnockedOverTime;
int lastGetUpTime;
int pouncePayload; //TA: amount of damage pounce attack will do
qboolean allowedToPounce;
vec3_t hovelOrigin; //TA: player origin before entering hovel
int lastFlameBall; //TA: s.number of the last flame ball fired
int lastRefilTime; //TA: last time human got a refil from rpt/rctr
#define RAM_FRAMES 1 //TA: number of frames to wait before retriggering
int retriggerArmouryMenu; //TA: frame number to retrigger the armoury menu
};
#define MAX_LOCDAMAGE_TEXT 8192
#define MAX_LOCDAMAGE_REGIONS 32
//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 32
//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;
int numLiveAlienClients;
int numLiveHumanClients;
int alienBuildPoints;
int humanBuildPoints;
int humanBuildPointsPowered;
int bankCredits[ MAX_CLIENTS ]; //global credits storage
int oBankCredits[ MAX_CLIENTS ]; //global credits storage
int alienKills;
int humanKills;
} 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 );
//
// g_physics.c
//
void G_Physics( gentity_t *ent, int msec );
//
// g_buildable.c
//
#define M_ROOT3 1.732050808f
#define MAX_ALIEN_BBOX 15
typedef enum
{
IBE_NONE,
IBE_NOROOM,
IBE_NOHIVEMIND,
IBE_HIVEMIND,
IBE_NOASSERT,
IBE_SPWNWARN,
IBE_REACTOR,
IBE_REPEATER,
IBE_RPLWARN,
IBE_RPTWARN,
IBE_NOPOWER,
IBE_NORMAL,
IBE_NOCREEP,
IBE_NODCC,
IBE_MAXERRORS
} itemBuildError_t;
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_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_SetOrigin( gentity_t *ent, vec3_t origin );
void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
const char *BuildShaderStateConfig();
void G_TriggerMenu( int clientNum, dynMenu_t menu );
//
// 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
//
// 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_plasma( gentity_t *self, vec3_t start, vec3_t aimdir );
gentity_t *fire_pulseRifle( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *fire_luciferCanon( gentity_t *self, vec3_t start, vec3_t dir, int damage );
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 );
//
// 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
//
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 );
//
// g_client.c
//
team_t TeamCount( int ignoreClientNum, int team );
void SetClientViewAngle( gentity_t *ent, vec3_t angle );
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 );
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, ... );
//
// 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 );
//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_timelimit;
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_humanMaxStage;
extern vmCvar_t g_humanStage2Threshold;
extern vmCvar_t g_humanStage3Threshold;
extern vmCvar_t g_alienStage;
extern vmCvar_t g_alienMaxStage;
extern vmCvar_t g_alienStage2Threshold;
extern vmCvar_t g_alienStage3Threshold;
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 );
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