/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code 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 3 of the License, or (at your option) any later version. Doom 3 Source Code 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __GAME_LOCAL_H__ #define __GAME_LOCAL_H__ #include "GameBase.h" #include "idlib/containers/StrList.h" #include "idlib/containers/LinkList.h" #include "idlib/BitMsg.h" #include "framework/Game.h" #include "gamesys/SaveGame.h" #include "physics/Clip.h" #include "physics/Push.h" #include "script/Script_Program.h" #include "ai/AAS.h" #include "anim/Anim.h" #include "Pvs.h" #include "MultiplayerGame.h" #ifdef ID_DEBUG_UNINITIALIZED_MEMORY // This is real evil but allows the code to inspect arbitrary class variables. #define private public #define protected public #endif /* =============================================================================== Local implementation of the public game interface. =============================================================================== */ class idDeclEntityDef; class idRenderWorld; class idSoundWorld; class idUserInterface; extern idRenderWorld * gameRenderWorld; extern idSoundWorld * gameSoundWorld; // classes used by idGameLocal class idEntity; class idActor; class idPlayer; class idCamera; class idWorldspawn; class idTestModel; class idSmokeParticles; class idEntityFx; class idTypeInfo; class idThread; class idEditEntities; class idLocationEntity; //============================================================================ extern const int NUM_RENDER_PORTAL_BITS; void gameError( const char *fmt, ... ); extern idRenderWorld * gameRenderWorld; extern idSoundWorld * gameSoundWorld; extern const int NUM_RENDER_PORTAL_BITS; /* =============================================================================== Local implementation of the public game interface. =============================================================================== */ typedef struct entityState_s { int entityNumber; idBitMsg state; byte stateBuf[MAX_ENTITY_STATE_SIZE]; struct entityState_s * next; } entityState_t; typedef struct snapshot_s { int sequence; entityState_t * firstEntityState; int pvs[ENTITY_PVS_SIZE]; struct snapshot_s * next; } snapshot_t; const int MAX_EVENT_PARAM_SIZE = 128; typedef struct entityNetEvent_s { int spawnId; int event; int time; int paramsSize; byte paramsBuf[MAX_EVENT_PARAM_SIZE]; struct entityNetEvent_s *next; struct entityNetEvent_s *prev; } entityNetEvent_t; enum { GAME_RELIABLE_MESSAGE_INIT_DECL_REMAP, GAME_RELIABLE_MESSAGE_REMAP_DECL, GAME_RELIABLE_MESSAGE_SPAWN_PLAYER, GAME_RELIABLE_MESSAGE_DELETE_ENT, GAME_RELIABLE_MESSAGE_CHAT, GAME_RELIABLE_MESSAGE_TCHAT, GAME_RELIABLE_MESSAGE_SOUND_EVENT, GAME_RELIABLE_MESSAGE_SOUND_INDEX, GAME_RELIABLE_MESSAGE_DB, GAME_RELIABLE_MESSAGE_KILL, GAME_RELIABLE_MESSAGE_DROPWEAPON, GAME_RELIABLE_MESSAGE_RESTART, GAME_RELIABLE_MESSAGE_SERVERINFO, GAME_RELIABLE_MESSAGE_TOURNEYLINE, GAME_RELIABLE_MESSAGE_CALLVOTE, GAME_RELIABLE_MESSAGE_CASTVOTE, GAME_RELIABLE_MESSAGE_STARTVOTE, GAME_RELIABLE_MESSAGE_UPDATEVOTE, GAME_RELIABLE_MESSAGE_PORTALSTATES, GAME_RELIABLE_MESSAGE_PORTAL, GAME_RELIABLE_MESSAGE_VCHAT, GAME_RELIABLE_MESSAGE_STARTSTATE, GAME_RELIABLE_MESSAGE_MENU, GAME_RELIABLE_MESSAGE_WARMUPTIME, GAME_RELIABLE_MESSAGE_EVENT }; typedef enum { GAMESTATE_UNINITIALIZED, // prior to Init being called GAMESTATE_NOMAP, // no map loaded GAMESTATE_STARTUP, // inside InitFromNewMap(). spawning map entities. GAMESTATE_ACTIVE, // normal gameplay GAMESTATE_SHUTDOWN // inside MapShutdown(). clearing memory. } gameState_t; typedef struct { idEntity *ent; int dist; } spawnSpot_t; //============================================================================ class idEventQueue { public: typedef enum { OUTOFORDER_IGNORE, OUTOFORDER_DROP, OUTOFORDER_SORT } outOfOrderBehaviour_t; idEventQueue() : start( NULL ), end( NULL ) {} entityNetEvent_t * Alloc(); void Free( entityNetEvent_t *event ); void Shutdown(); void Init(); void Enqueue( entityNetEvent_t* event, outOfOrderBehaviour_t oooBehaviour ); entityNetEvent_t * Dequeue( void ); entityNetEvent_t * RemoveLast( void ); entityNetEvent_t * Start( void ) { return start; } private: entityNetEvent_t * start; entityNetEvent_t * end; idBlockAlloc eventAllocator; }; //============================================================================ template< class type > class idEntityPtr { public: idEntityPtr(); // save games void Save( idSaveGame *savefile ) const; // archives object for save game file void Restore( idRestoreGame *savefile ); // unarchives object from save game file idEntityPtr & operator=( type *ent ); // synchronize entity pointers over the network int GetSpawnId( void ) const { return spawnId; } bool SetSpawnId( int id ); bool UpdateSpawnId( void ); bool IsValid( void ) const; type * GetEntity( void ) const; int GetEntityNum( void ) const; private: int spawnId; }; //============================================================================ class idGameLocal : public idGame { public: idDict serverInfo; // all the tunable parameters, like numclients, etc int numClients; // pulled from serverInfo and verified idDict userInfo[MAX_CLIENTS]; // client specific settings usercmd_t usercmds[MAX_CLIENTS]; // client input commands idDict persistentPlayerInfo[MAX_CLIENTS]; idEntity * entities[MAX_GENTITIES];// index to entities int spawnIds[MAX_GENTITIES];// for use in idEntityPtr int firstFreeIndex; // first free index in the entities array int num_entities; // current number <= MAX_GENTITIES idHashIndex entityHash; // hash table to quickly find entities by name idWorldspawn * world; // world entity idLinkList spawnedEntities; // all spawned entities idLinkList activeEntities; // all thinking entities (idEntity::thinkFlags != 0) int numEntitiesToDeactivate;// number of entities that became inactive in current frame bool sortPushers; // true if active lists needs to be reordered to place pushers at the front bool sortTeamMasters; // true if active lists needs to be reordered to place physics team masters before their slaves idDict persistentLevelInfo; // contains args that are kept around between levels // can be used to automatically effect every material in the world that references globalParms float globalShaderParms[ MAX_GLOBAL_SHADER_PARMS ]; idRandom random; // random number generator used throughout the game idProgram program; // currently loaded script and data space idThread * frameCommandThread; idClip clip; // collision detection idPush push; // geometric pushing idPVS pvs; // potential visible set idTestModel * testmodel; // for development testing of models idEntityFx * testFx; // for development testing of fx idStr sessionCommand; // a target_sessionCommand can set this to return something to the session idMultiplayerGame mpGame; // handles rules for standard dm idSmokeParticles * smokeParticles; // global smoke trails idEditEntities * editEntities; // in game editing int cinematicSkipTime; // don't allow skipping cinemetics until this time has passed so player doesn't skip out accidently from a firefight int cinematicStopTime; // cinematics have several camera changes, so keep track of when we stop them so that we don't reset cinematicSkipTime unnecessarily int cinematicMaxSkipTime; // time to end cinematic when skipping. there's a possibility of an infinite loop if the map isn't set up right. bool inCinematic; // game is playing cinematic (player controls frozen) bool skipCinematic; // are kept up to date with changes to serverInfo int framenum; int previousTime; // time in msec of last frame int time; // in msec static const int msec = USERCMD_MSEC; // time since last update in milliseconds int vacuumAreaNum; // -1 if level doesn't have any outside areas gameType_t gameType; bool isMultiplayer; // set if the game is run in multiplayer mode bool isServer; // set if the game is run for a dedicated or listen server bool isClient; // set if the game is run for a client // discriminates between the RunFrame path and the ClientPrediction path // NOTE: on a listen server, isClient is false int localClientNum; // number of the local client. MP: -1 on a dedicated idLinkList snapshotEntities; // entities from the last snapshot int realClientTime; // real client time bool isNewFrame; // true if this is a new game frame, not a rerun due to prediction float clientSmoothing; // smoothing of other clients in the view int entityDefBits; // bits required to store an entity def number static const char * sufaceTypeNames[ MAX_SURFACE_TYPES ]; // text names for surface types idEntityPtr lastGUIEnt; // last entity with a GUI, used by Cmd_NextGUI_f int lastGUI; // last GUI on the lastGUIEnt #ifdef _PORTALSKY idEntityPtr portalSkyEnt; bool portalSkyActive; void SetPortalSkyEnt( idEntity *ent ); bool IsPortalSkyAcive(); #endif // ---------------------- Public idGame Interface ------------------- idGameLocal(); virtual void Init( void ); virtual void Shutdown( void ); virtual void SetLocalClient( int clientNum ); virtual void ThrottleUserInfo( void ); virtual const idDict * SetUserInfo( int clientNum, const idDict &userInfo, bool isClient, bool canModify ); virtual const idDict * GetUserInfo( int clientNum ); virtual void SetServerInfo( const idDict &serverInfo ); virtual const idDict & GetPersistentPlayerInfo( int clientNum ); virtual void SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo ); virtual void InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, bool isServer, bool isClient, int randSeed ); virtual bool InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile *saveGameFile ); virtual void SaveGame( idFile *saveGameFile ); virtual void MapShutdown( void ); virtual void CacheDictionaryMedia( const idDict *dict ); virtual void SpawnPlayer( int clientNum ); virtual gameReturn_t RunFrame( const usercmd_t *clientCmds ); virtual bool Draw( int clientNum ); virtual escReply_t HandleESC( idUserInterface **gui ); virtual idUserInterface *StartMenu( void ); virtual const char * HandleGuiCommands( const char *menuCommand ); virtual void HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui ); virtual allowReply_t ServerAllowClient( int numClients, const char *IP, const char *guid, const char *password, char reason[MAX_STRING_CHARS] ); virtual void ServerClientConnect( int clientNum, const char *guid ); virtual void ServerClientBegin( int clientNum ); virtual void ServerClientDisconnect( int clientNum ); virtual void ServerWriteInitialReliableMessages( int clientNum ); virtual void ServerWriteSnapshot( int clientNum, int sequence, idBitMsg &msg, byte *clientInPVS, int numPVSClients ); virtual bool ServerApplySnapshot( int clientNum, int sequence ); virtual void ServerProcessReliableMessage( int clientNum, const idBitMsg &msg ); virtual void ClientReadSnapshot( int clientNum, int sequence, const int gameFrame, const int gameTime, const int dupeUsercmds, const int aheadOfServer, const idBitMsg &msg ); virtual bool ClientApplySnapshot( int clientNum, int sequence ); virtual void ClientProcessReliableMessage( int clientNum, const idBitMsg &msg ); virtual gameReturn_t ClientPrediction( int clientNum, const usercmd_t *clientCmds, bool lastPredictFrame ); virtual void GetClientStats( int clientNum, char *data, const int len ); virtual void SwitchTeam( int clientNum, int team ); virtual bool DownloadRequest( const char *IP, const char *guid, const char *paks, char urls[ MAX_STRING_CHARS ] ); // ---------------------- Public idGameLocal Interface ------------------- void Printf( const char *fmt, ... ) const id_attribute((format(printf,2,3))); void DPrintf( const char *fmt, ... ) const id_attribute((format(printf,2,3))); void Warning( const char *fmt, ... ) const id_attribute((format(printf,2,3))); void DWarning( const char *fmt, ... ) const id_attribute((format(printf,2,3))); void Error( const char *fmt, ... ) const id_attribute((format(printf,2,3))); // Initializes all map variables common to both save games and spawned games void LoadMap( const char *mapName, int randseed ); void LocalMapRestart( void ); void MapRestart( void ); static void MapRestart_f( const idCmdArgs &args ); bool NextMap( void ); // returns wether serverinfo settings have been modified static void NextMap_f( const idCmdArgs &args ); idMapFile * GetLevelMap( void ); const char * GetMapName( void ) const; int NumAAS( void ) const; idAAS * GetAAS( int num ) const; idAAS * GetAAS( const char *name ) const; void SetAASAreaState( const idBounds &bounds, const int areaContents, bool closed ); aasHandle_t AddAASObstacle( const idBounds &bounds ); void RemoveAASObstacle( const aasHandle_t handle ); void RemoveAllAASObstacles( void ); bool CheatsOk( bool requirePlayer = true ); void SetSkill( int value ); gameState_t GameState( void ) const; idEntity * SpawnEntityType( const idTypeInfo &classdef, const idDict *args = NULL, bool bIsClientReadSnapshot = false ); bool SpawnEntityDef( const idDict &args, idEntity **ent = NULL, bool setDefaults = true ); int GetSpawnId( const idEntity *ent ) const; const idDeclEntityDef * FindEntityDef( const char *name, bool makeDefault = true ) const; const idDict * FindEntityDefDict( const char *name, bool makeDefault = true ) const; void RegisterEntity( idEntity *ent ); void UnregisterEntity( idEntity *ent ); bool RequirementMet( idEntity *activator, const idStr &requires, int removeItem ); void AlertAI( idEntity *ent ); idActor * GetAlertEntity( void ); bool InPlayerPVS( idEntity *ent ) const; bool InPlayerConnectedArea( idEntity *ent ) const; #ifdef _PORTALSKY pvsHandle_t GetPlayerPVS() { return playerPVS; }; #endif void SetCamera( idCamera *cam ); idCamera * GetCamera( void ) const; bool SkipCinematic( void ); void CalcFov( float base_fov, float &fov_x, float &fov_y ) const; void AddEntityToHash( const char *name, idEntity *ent ); bool RemoveEntityFromHash( const char *name, idEntity *ent ); int GetTargets( const idDict &args, idList< idEntityPtr > &list, const char *ref ) const; // returns the master entity of a trace. for example, if the trace entity is the player's head, it will return the player. idEntity * GetTraceEntity( const trace_t &trace ) const; static void ArgCompletion_EntityName( const idCmdArgs &args, void(*callback)( const char *s ) ); idEntity * FindTraceEntity( idVec3 start, idVec3 end, const idTypeInfo &c, const idEntity *skip ) const; idEntity * FindEntity( const char *name ) const; idEntity * FindEntityUsingDef( idEntity *from, const char *match ) const; int EntitiesWithinRadius( const idVec3 org, float radius, idEntity **entityList, int maxCount ) const; void KillBox( idEntity *ent, bool catch_teleport = false ); void RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignoreDamage, idEntity *ignorePush, const char *damageDefName, float dmgPower = 1.0f ); void RadiusPush( const idVec3 &origin, const float radius, const float push, const idEntity *inflictor, const idEntity *ignore, float inflictorScale, const bool quake ); void RadiusPushClipModel( const idVec3 &origin, const float push, const idClipModel *clipModel ); void ProjectDecal( const idVec3 &origin, const idVec3 &dir, float depth, bool parallel, float size, const char *material, float angle = 0 ); void BloodSplat( const idVec3 &origin, const idVec3 &dir, float size, const char *material ); void CallFrameCommand( idEntity *ent, const function_t *frameCommand ); void CallObjectFrameCommand( idEntity *ent, const char *frameCommand ); const idVec3 & GetGravity( void ) const; // added the following to assist licensees with merge issues int GetFrameNum() const { return framenum; }; int GetTime() const { return time; }; int GetMSec() const { return msec; }; int GetNextClientNum( int current ) const; idPlayer * GetClientByNum( int current ) const; idPlayer * GetClientByName( const char *name ) const; idPlayer * GetClientByCmdArgs( const idCmdArgs &args ) const; idPlayer * GetLocalPlayer() const; void SpreadLocations(); idLocationEntity * LocationForPoint( const idVec3 &point ); // May return NULL idEntity * SelectInitialSpawnPoint( idPlayer *player ); void SetPortalState( qhandle_t portal, int blockingBits ); void SaveEntityNetworkEvent( const idEntity *ent, int event, const idBitMsg *msg ); void ServerSendChatMessage( int to, const char *name, const char *text ); int ServerRemapDecl( int clientNum, declType_t type, int index ); int ClientRemapDecl( declType_t type, int index ); void SetGlobalMaterial( const idMaterial *mat ); const idMaterial * GetGlobalMaterial(); void SetGibTime( int _time ) { nextGibTime = _time; }; int GetGibTime() { return nextGibTime; }; bool NeedRestart(); private: const static int INITIAL_SPAWN_COUNT = 1; idStr mapFileName; // name of the map, empty string if no map loaded idMapFile * mapFile; // will be NULL during the game unless in-game editing is used bool mapCycleLoaded; int spawnCount; int mapSpawnCount; // it's handy to know which entities are part of the map idLocationEntity ** locationEntities; // for location names, etc idCamera * camera; const idMaterial * globalMaterial; // for overriding everything idList aasList; // area system idStrList aasNames; idEntityPtr lastAIAlertEntity; int lastAIAlertTime; idDict spawnArgs; // spawn args used during entity spawning FIXME: shouldn't be necessary anymore pvsHandle_t playerPVS; // merged pvs of all players pvsHandle_t playerConnectedAreas; // all areas connected to any player area idVec3 gravity; // global gravity vector gameState_t gamestate; // keeps track of whether we're spawning, shutting down, or normal gameplay bool influenceActive; // true when a phantasm is happening int nextGibTime; idList clientDeclRemap[MAX_CLIENTS][DECL_MAX_TYPES]; entityState_t * clientEntityStates[MAX_CLIENTS][MAX_GENTITIES]; int clientPVS[MAX_CLIENTS][ENTITY_PVS_SIZE]; snapshot_t * clientSnapshots[MAX_CLIENTS]; idBlockAllocentityStateAllocator; idBlockAllocsnapshotAllocator; idEventQueue eventQueue; idEventQueue savedEventQueue; idStaticList spawnSpots; idStaticList initialSpots; int currentInitialSpot; idDict newInfo; idStrList shakeSounds; byte lagometer[ LAGO_IMG_HEIGHT ][ LAGO_IMG_WIDTH ][ 4 ]; void Clear( void ); // returns true if the entity shouldn't be spawned at all in this game type or difficulty level bool InhibitEntitySpawn( idDict &spawnArgs ); // spawn entities from the map file void SpawnMapEntities( void ); // commons used by init, shutdown, and restart void MapPopulate( void ); void MapClear( bool clearClients ); pvsHandle_t GetClientPVS( idPlayer *player, pvsType_t type ); void SetupPlayerPVS( void ); void FreePlayerPVS( void ); void UpdateGravity( void ); void SortActiveEntityList( void ); void ShowTargets( void ); void RunDebugInfo( void ); void InitScriptForMap( void ); void InitConsoleCommands( void ); void ShutdownConsoleCommands( void ); void InitAsyncNetwork( void ); void ShutdownAsyncNetwork( void ); void InitLocalClient( int clientNum ); void InitClientDeclRemap( int clientNum ); void ServerSendDeclRemapToClient( int clientNum, declType_t type, int index ); void FreeSnapshotsOlderThanSequence( int clientNum, int sequence ); bool ApplySnapshot( int clientNum, int sequence ); void WriteGameStateToSnapshot( idBitMsgDelta &msg ) const; void ReadGameStateFromSnapshot( const idBitMsgDelta &msg ); void NetworkEventWarning( const entityNetEvent_t *event, const char *fmt, ... ) id_attribute((format(printf,3,4))); void ServerProcessEntityNetworkEventQueue( void ); void ClientProcessEntityNetworkEventQueue( void ); void ClientShowSnapshot( int clientNum ) const; // call after any change to serverInfo. Will update various quick-access flags void UpdateServerInfoFlags( void ); void RandomizeInitialSpawns( void ); static int sortSpawnPoints( const void *ptr1, const void *ptr2 ); void DumpOggSounds( void ); void GetShakeSounds( const idDict *dict ); virtual void SelectTimeGroup( int timeGroup ); virtual int GetTimeGroupTime( int timeGroup ); virtual void GetBestGameType( const char* map, const char* gametype, char buf[ MAX_STRING_CHARS ] ); void Tokenize( idStrList &out, const char *in ); void UpdateLagometer( int aheadOfServer, int dupeUsercmds ); virtual void GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ); }; //============================================================================ extern idGameLocal gameLocal; extern idAnimManager animationLib; //============================================================================ class idGameError : public idException { public: idGameError( const char *text ) : idException( text ) {} }; //============================================================================ template< class type > ID_INLINE idEntityPtr::idEntityPtr() { spawnId = 0; } template< class type > ID_INLINE void idEntityPtr::Save( idSaveGame *savefile ) const { savefile->WriteInt( spawnId ); } template< class type > ID_INLINE void idEntityPtr::Restore( idRestoreGame *savefile ) { savefile->ReadInt( spawnId ); } template< class type > ID_INLINE idEntityPtr &idEntityPtr::operator=( type *ent ) { if ( ent == NULL ) { spawnId = 0; } else { spawnId = ( gameLocal.spawnIds[ent->entityNumber] << GENTITYNUM_BITS ) | ent->entityNumber; } return *this; } template< class type > ID_INLINE bool idEntityPtr::SetSpawnId( int id ) { // the reason for this first check is unclear: // the function returning false may mean the spawnId is already set right, or the entity is missing if ( id == spawnId ) { return false; } if ( ( id >> GENTITYNUM_BITS ) == gameLocal.spawnIds[ id & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] ) { spawnId = id; return true; } return false; } template< class type > ID_INLINE bool idEntityPtr::IsValid( void ) const { return ( gameLocal.spawnIds[ spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] == ( spawnId >> GENTITYNUM_BITS ) ); } template< class type > ID_INLINE type *idEntityPtr::GetEntity( void ) const { int entityNum = spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ); if ( gameLocal.spawnIds[ entityNum ] == ( spawnId >> GENTITYNUM_BITS ) ) { return static_cast( gameLocal.entities[ entityNum ] ); } return NULL; } template< class type > ID_INLINE int idEntityPtr::GetEntityNum( void ) const { return ( spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ); } //============================================================================ // // these defines work for all startsounds from all entity types // make sure to change script/doom_defs.script if you add any channels, or change their order // typedef enum { SND_CHANNEL_ANY = SCHANNEL_ANY, SND_CHANNEL_VOICE = SCHANNEL_ONE, SND_CHANNEL_VOICE2, SND_CHANNEL_BODY, SND_CHANNEL_BODY2, SND_CHANNEL_BODY3, SND_CHANNEL_WEAPON, SND_CHANNEL_ITEM, SND_CHANNEL_HEART, SND_CHANNEL_PDA, SND_CHANNEL_DEMONIC, SND_CHANNEL_RADIO, // internal use only. not exposed to script or framecommands. SND_CHANNEL_AMBIENT, SND_CHANNEL_DAMAGE } gameSoundChannel_t; extern const float DEFAULT_GRAVITY; extern const idVec3 DEFAULT_GRAVITY_VEC3; extern const int CINEMATIC_SKIP_DELAY; #endif /* !__GAME_LOCAL_H__ */