2013-04-19 02:52:48 +00:00
# ifndef __G_LOCAL_H__
# define __G_LOCAL_H__
// g_local.h -- local definitions for game module
// define GAME_INCLUDE so that g_public.h does not define the
// short, server-visible gclient_t and gentity_t structures,
// because we define the full size ones in this file
# define GAME_INCLUDE
# include "../ui/gameinfo.h"
# include "g_shared.h"
# include "anims.h"
# include "dmstates.h"
//==================================================================
// the "gameversion" client command will print this plus compile date
# define GAMEVERSION "base"
# define BODY_QUEUE_SIZE 8
# define Q3_INFINITE 16777216
# define FRAMETIME 100 // msec
# define EVENT_VALID_MSEC 300
# define CARNAGE_REWARD_TIME 3000
# define INTERMISSION_DELAY_TIME 1000
# define START_TIME_LINK_ENTS FRAMETIME*1 // time-delay after map start at which all ents have been spawned, so can link them
# define START_TIME_FIND_LINKS FRAMETIME*2 // time-delay after map start at which you can find linked entities
# define START_TIME_MOVERS_SPAWNED FRAMETIME*2 // time-delay after map start at which all movers should be spawned
# define START_TIME_REMOVE_ENTS FRAMETIME*3 // time-delay after map start to remove temporary ents
# define START_TIME_NAV_CALC FRAMETIME*4 // time-delay after map start to connect waypoints and calc routes
# define START_TIME_FIND_WAYPOINT FRAMETIME*5 // time-delay after map start after which it's okay to try to find your best waypoint
// gentity->flags
# define FL_SHIELDED 0x00000001 // protected from all damage except lightsabers
# define FL_DMG_BY_HEAVY_WEAP_ONLY 0x00000002 // protected from all damage except heavy weap class missiles
# define FL_DMG_BY_SABER_ONLY 0x00000004 //protected from all damage except saber damage
# 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_DONT_SHOOT 0x00002000 // Can target him, but not shoot him
# define FL_UNDYING 0x00004000 // Takes damage down to 1 point, but does not die
//#define FL_OVERCHARGED 0x00008000 // weapon shot is an overcharged version....probably a lame place to be putting this flag...
# define FL_LOCK_PLAYER_WEAPONS 0x00010000 // player can't switch weapons... ask james if there's a better spot for this
# define FL_DISINTEGRATED 0x00020000 // marks that the corpse has already been disintegrated
# define FL_FORCE_PULLABLE_ONLY 0x00040000 // cannot be force pushed
# define FL_NO_IMPACT_DMG 0x00080000 // Will not take impact damage
# define FL_OVERCHARGED_HEALTH 0x00100000 // Reduce health back to max
# define FL_NO_ANGLES 0x00200000 // No bone angle overrides, no pitch or roll in full angles
# define FL_RED_CROSSHAIR 0x00400000 // Crosshair red on me
//Pointer safety utilities
# define VALID( a ) ( a != NULL )
# define VALIDATE( a ) ( assert( a ) )
# define VALIDATEV( a ) if ( a == NULL ) { assert(0); return; }
# define VALIDATEB( a ) if ( a == NULL ) { assert(0); return qfalse; }
# define VALIDATEP( a ) if ( a == NULL ) { assert(0); return NULL; }
# define VALIDSTRING( a ) ( ( a != NULL ) && ( a[0] != NULL ) )
//animations
typedef struct
{
char filename [ MAX_QPATH ] ;
animation_t animations [ MAX_ANIMATIONS ] ;
animevent_t torsoAnimEvents [ MAX_ANIM_EVENTS ] ;
animevent_t legsAnimEvents [ MAX_ANIM_EVENTS ] ;
unsigned char torsoAnimEventCount ;
unsigned char legsAnimEventCount ;
} animFileSet_t ;
extern stringID_table_t animTable [ MAX_ANIMATIONS + 1 ] ;
//Interest points
# define MAX_INTEREST_POINTS 64
typedef struct
{
vec3_t origin ;
char * target ;
} interestPoint_t ;
//Combat points
# define MAX_COMBAT_POINTS 512
typedef struct
{
vec3_t origin ;
int flags ;
// char *NPC_targetname;
// team_t team;
qboolean occupied ;
int waypoint ;
int dangerTime ;
} combatPoint_t ;
// Alert events
# define MAX_ALERT_EVENTS 32
enum alertEventType_e
{
AET_SIGHT ,
AET_SOUND ,
} ;
enum alertEventLevel_e
{
AEL_MINOR , //Enemy responds to the sound, but only by looking
AEL_SUSPICIOUS , //Enemy looks at the sound, and will also investigate it
AEL_DISCOVERED , //Enemy knows the player is around, and will actively hunt
AEL_DANGER , //Enemy should try to find cover
AEL_DANGER_GREAT , //Enemy should run like hell!
} ;
// !!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!
typedef struct alertEvent_s
{
vec3_t position ; //Where the event is located
float radius ; //Consideration radius
alertEventLevel_e level ; //Priority level of the event
alertEventType_e type ; //Event type (sound,sight)
gentity_t * owner ; //Who made the sound
float light ; //ambient light level at point
float addLight ; //additional light- makes it more noticable, even in darkness
int ID ; //unique... if get a ridiculous number, this will repeat, but should not be a problem as it's just comparing it to your lastAlertID
int timestamp ; //when it was created
qboolean onGround ; //alert is on the ground (only used for sounds)
} alertEvent_t ;
//
// this structure is cleared as each map is entered
//
# define MAX_SPAWN_VARS 64
# define MAX_SPAWN_VARS_CHARS 2048
typedef struct
{
char targetname [ MAX_QPATH ] ;
char target [ MAX_QPATH ] ;
char target2 [ MAX_QPATH ] ;
char target3 [ MAX_QPATH ] ;
char target4 [ MAX_QPATH ] ;
int nodeID ;
} waypointData_t ;
# define WF_RAINING 0x00000001 // raining
# define WF_SNOWING 0x00000002 // snowing
# define WF_PUFFING 0x00000004 // puffing something
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
typedef struct
{
gclient_t * clients ; // [maxclients]
// 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 globalTime ; // global time at level initialization
char mapname [ MAX_QPATH ] ; // the server name (base1, etc)
qboolean locationLinked ; // target_locations get linked
gentity_t * locationHead ; // head of the location list
alertEvent_t alertEvents [ MAX_ALERT_EVENTS ] ;
int numAlertEvents ;
int curAlertID ;
AIGroupInfo_t groups [ MAX_FRAME_GROUPS ] ;
animFileSet_t knownAnimFileSets [ MAX_ANIM_FILES ] ;
int numKnownAnimFileSets ;
int worldFlags ;
int dmState ; //actually, we do want save/load the dynamic music state
// =====================================
//
// NOTE!!!!!! The only things beyond this point in the structure should be the ones you do NOT wish to be
// affected by loading saved-games. Since loading a game first starts the map and then loads
// over things like entities etc then these fields are usually the ones setup by the map loader.
// If they ever get modified in-game let me know and I'll include them in the save. -Ste
//
# define LEVEL_LOCALS_T_SAVESTOP logFile // name of whichever field is next below this in the source
fileHandle_t logFile ;
//Interest points- squadmates automatically look at these if standing around and close to them
interestPoint_t interestPoints [ MAX_INTEREST_POINTS ] ;
int numInterestPoints ;
//Combat points- NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point
combatPoint_t combatPoints [ MAX_COMBAT_POINTS ] ;
int numCombatPoints ;
char spawntarget [ MAX_QPATH ] ; // the targetname of the spawnpoint you want the player to start at
int dmDebounceTime ;
int dmBeatTime ;
int mNumBSPInstances ;
int mBSPInstanceDepth ;
vec3_t mOriginAdjust ;
float mRotationAdjust ;
char * mTargetAdjust ;
qboolean hasBspInstances ;
} level_locals_t ;
extern level_locals_t level ;
extern game_export_t globals ;
extern cvar_t * g_gravity ;
extern cvar_t * g_speed ;
extern cvar_t * g_cheats ;
extern cvar_t * g_developer ;
extern cvar_t * g_knockback ;
extern cvar_t * g_inactivity ;
extern cvar_t * g_debugMove ;
extern cvar_t * g_subtitles ;
extern cvar_t * g_removeDoors ;
extern cvar_t * g_ICARUSDebug ;
extern cvar_t * g_npcdebug ;
extern gentity_t * player ;
//
// g_spawn.c
//
qboolean G_SpawnField ( unsigned int uiField , char * * ppKey , char * * ppValue ) ;
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 ) ;
qboolean G_SpawnVector4 ( const char * key , const char * defaultString , float * out ) ;
qboolean G_SpawnAngleHack ( const char * key , const char * defaultString , float * out ) ;
void G_SpawnEntitiesFromString ( const char * entities ) ;
//
// g_cmds.c
//
void Cmd_Score_f ( gentity_t * ent ) ;
//
// g_items.c
//
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 , qboolean copytarget ) ;
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_utils.c
//
int G_ModelIndex ( const char * name ) ;
int G_SoundIndex ( const char * name ) ;
/*
Ghoul2 Insert Start
*/
int G_SkinIndex ( const char * name ) ;
void G_SetBoltSurfaceRemoval ( const int entNum , const int modelIndex , const int boltIndex , const int surfaceIndex = - 1 , float duration = 5000 ) ;
/*
Ghoul2 Insert End
*/
int G_EffectIndex ( const char * name ) ;
void G_PlayEffect ( const char * name , const vec3_t origin ) ;
void G_PlayEffect ( const char * name , int clientNum ) ;
void G_PlayEffect ( const char * name , const vec3_t origin , const vec3_t fwd ) ;
void G_PlayEffect ( const char * name , const vec3_t origin , const vec3_t axis [ 3 ] ) ;
void G_PlayEffect ( int fxID , const vec3_t origin ) ;
void G_PlayEffect ( int fxID , const vec3_t origin , const vec3_t fwd ) ;
void G_PlayEffect ( int fxID , const vec3_t origin , const vec3_t axis [ 3 ] ) ;
void G_PlayEffect ( int fxID , const int modelIndex , const int boltIndex , const int entNum , const vec3_t origin , int iLoopTime = qfalse , qboolean isRelative = qfalse ) ; //iLoopTime 0 = not looping, 1 for infinite, else duration
void G_PlayEffect ( int fxID , int entNum , const vec3_t fwd ) ;
# ifdef _IMMERSION
void G_PlayEffect ( const char * name , int clientNum , const vec3_t origin , const vec3_t fwd ) ;
void G_PlayEffect ( int fxID , int clientNum , const vec3_t origin , const vec3_t fwd ) ;
# endif // _IMMERSION
void G_StopEffect ( int fxID , const int modelIndex , const int boltIndex , const int entNum ) ;
void G_StopEffect ( const char * name , const int modelIndex , const int boltIndex , const int entNum ) ;
int G_BSPIndex ( char * name ) ;
void G_KillBox ( gentity_t * ent ) ;
gentity_t * G_Find ( gentity_t * from , int fieldofs , const char * match ) ;
int G_RadiusList ( vec3_t origin , float radius , gentity_t * ignore , qboolean takeDamage , gentity_t * ent_list [ MAX_GENTITIES ] ) ;
gentity_t * G_PickTarget ( char * targetname ) ;
void G_UseTargets ( gentity_t * ent , gentity_t * activator ) ;
void G_UseTargets2 ( gentity_t * ent , gentity_t * activator , const char * string ) ;
void G_SetMovedir ( vec3_t angles , vec3_t movedir ) ;
void G_InitGentity ( gentity_t * e , qboolean bFreeG2 ) ;
gentity_t * G_Spawn ( void ) ;
gentity_t * G_TempEntity ( const vec3_t origin , int event ) ;
void G_Sound ( gentity_t * ent , int soundIndex ) ;
void G_FreeEntity ( gentity_t * e ) ;
# ifdef _IMMERSION
int G_ForceIndex ( const char * name , int channel ) ;
void G_Force ( gentity_t * ent , int forceIndex ) ;
void G_ForceArea ( gentity_t * ent , int forceIndex ) ;
void G_ForceBroadcast ( gentity_t * ent , int forceIndex ) ;
void G_ForceStop ( gentity_t * ent , int forceIndex ) ;
# endif // _IMMERSION
void G_TouchTriggers ( gentity_t * ent ) ;
void G_TouchTeamClients ( gentity_t * ent ) ;
void G_TouchSolids ( gentity_t * ent ) ;
char * vtos ( const vec3_t v ) ;
float vectoyaw ( const vec3_t vec ) ;
void G_AddEvent ( gentity_t * ent , int event , int eventParm ) ;
void G_SetOrigin ( gentity_t * ent , const vec3_t origin ) ;
void G_SetAngles ( gentity_t * ent , const vec3_t angles ) ;
void G_DebugLine ( vec3_t A , vec3_t B , int duration , int color , qboolean deleteornot ) ;
//
// g_combat.c
//
qboolean CanDamage ( gentity_t * targ , const vec3_t origin ) ;
void G_Damage ( gentity_t * targ , gentity_t * inflictor , gentity_t * attacker , const vec3_t dir , const vec3_t point , int damage , int dflags , int mod , int hitLoc = HL_NONE ) ;
void G_RadiusDamage ( const vec3_t origin , gentity_t * attacker , float damage , float radius , gentity_t * ignore , int mod ) ;
gentity_t * TossClientItems ( gentity_t * self ) ;
void ExplodeDeath_Wait ( gentity_t * self , gentity_t * inflictor , gentity_t * attacker , int damage , int meansOfDeath , int dFlags , int hitLoc ) ;
void ExplodeDeath ( gentity_t * self ) ;
void GoExplodeDeath ( gentity_t * self , gentity_t * other , gentity_t * activator ) ;
void G_ApplyKnockback ( gentity_t * targ , const vec3_t newDir , float knockback ) ;
void G_Throw ( gentity_t * targ , const vec3_t newDir , float push ) ;
// 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 0x00000008 // do not affect velocity, just view angles
# define DAMAGE_NO_HIT_LOC 0x00000010 // do not modify damage by hit loc
# define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
# define DAMAGE_EXTRA_KNOCKBACK 0x00000040 // add extra knockback to this damage
# define DAMAGE_DEATH_KNOCKBACK 0x00000080 // only does knockback on death of target
# define DAMAGE_IGNORE_TEAM 0x00000100 // damage is always done, regardless of teams
# define DAMAGE_NO_DAMAGE 0x00000200 // do no actual damage but react as if damage was taken
# define DAMAGE_DISMEMBER 0x00000400 // do dismemberment
# define DAMAGE_NO_KILL 0x00000800 // do damage, but don't kill them
# define DAMAGE_HEAVY_WEAP_CLASS 0x00001000 // doing heavy weapon type damage, certain objects may only take damage by missiles containing this flag
# define DAMAGE_CUSTOM_HUD 0x00002000 // really dumb, but....
# define DAMAGE_IMPACT_DIE 0x00004000 // if a vehicle hits a wall it should instantly die
# define DAMAGE_DIE_ON_IMPACT 0x00008000 // ignores force-power based protection
# define DAMAGE_SABER_KNOCKBACK1 0x00010000 // scale knockback based on saber1's knockbackScale value
# define DAMAGE_SABER_KNOCKBACK2 0x00020000 // scale knockback based on saber2's knockbackScale value
# define DAMAGE_SABER_KNOCKBACK1_B2 0x00040000 // scale knockback based on saber1's knockbackScale2 value
# define DAMAGE_SABER_KNOCKBACK2_B2 0x00080000 // scale knockback based on saber2's knockbackScale2 value
//
// 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_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 ) ;
//
// g_mover.c
//
# define MOVER_START_ON 1
# define MOVER_FORCE_ACTIVATE 2
# define MOVER_CRUSHER 4
# define MOVER_TOGGLE 8
# define MOVER_LOCKED 16
# define MOVER_GOODIE 32
# define MOVER_PLAYER_USE 64
# define MOVER_INACTIVE 128
void G_RunMover ( gentity_t * ent ) ;
//
// g_misc.c
//
void TeleportPlayer ( gentity_t * player , vec3_t origin , vec3_t angles ) ;
//
// 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 CheckGauntletAttack( gentity_t *ent );
void WP_LoadWeaponParms ( void ) ;
void IT_LoadItemParms ( void ) ;
//
// g_client.c
//
team_t PickTeam ( int ignoreClientNum ) ;
void SetClientViewAngle ( gentity_t * ent , vec3_t angle ) ;
gentity_t * SelectSpawnPoint ( vec3_t avoidPoint , team_t team , vec3_t origin , vec3_t angles ) ;
void respawn ( gentity_t * ent ) ;
void InitClientPersistant ( gclient_t * client ) ;
void InitClientResp ( gclient_t * client ) ;
qboolean ClientSpawn ( gentity_t * ent , SavedGameJustLoaded_e eSavedGameJustLoaded ) ;
void player_die ( gentity_t * self , gentity_t * inflictor , gentity_t * attacker , int damage , int mod , int dFlags , int hitLoc ) ;
void AddScore ( gentity_t * ent , int score ) ;
qboolean SpotWouldTelefrag ( gentity_t * spot , team_t checkteam ) ;
void G_RemoveWeaponModels ( gentity_t * ent ) ;
//
// g_svcmds.c
//
qboolean ConsoleCommand ( void ) ;
//
// g_weapon.c
//
void FireWeapon ( gentity_t * ent , qboolean alt_fire ) ;
//
// 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 G_RunThink ( gentity_t * ent ) ;
void QDECL G_Error ( const char * fmt , . . . ) ;
void SetInUse ( gentity_t * ent ) ;
void ClearInUse ( gentity_t * ent ) ;
qboolean PInUse ( unsigned int entNum ) ;
qboolean PInUse2 ( gentity_t * ent ) ;
void WriteInUseBits ( void ) ;
void ReadInUseBits ( void ) ;
//
// g_nav.cpp
//
void Svcmd_Nav_f ( void ) ;
//
// g_squad.cpp
//
void Svcmd_Comm_f ( void ) ;
void Svcmd_Hail_f ( void ) ;
void Svcmd_Form_f ( void ) ;
//
// g_utils.cpp
//
void Svcmd_Use_f ( void ) ;
extern void G_SoundOnEnt ( gentity_t * ent , soundChannel_t channel , const char * soundPath ) ;
extern void G_SoundIndexOnEnt ( gentity_t * ent , soundChannel_t channel , int index ) ;
//
// g_weapons.cpp
//
//
// g_client.c
//
char * ClientConnect ( int clientNum , qboolean firstTime , SavedGameJustLoaded_e eSavedGameJustLoaded ) ;
void ClientUserinfoChanged ( int clientNum ) ;
void ClientDisconnect ( int clientNum ) ;
void ClientBegin ( int clientNum , usercmd_t * cmd , SavedGameJustLoaded_e eSavedGameJustLoaded ) ;
void ClientCommand ( int clientNum ) ;
//
// g_active.c
//
void ClientThink ( int clientNum , usercmd_t * cmd ) ;
void ClientEndFrame ( gentity_t * ent ) ;
//
// g_inventory.cpp
//
extern qboolean INV_GoodieKeyGive ( gentity_t * target ) ;
extern qboolean INV_GoodieKeyTake ( gentity_t * target ) ;
extern int INV_GoodieKeyCheck ( gentity_t * target ) ;
extern qboolean INV_SecurityKeyGive ( gentity_t * target , const char * keyname ) ;
extern void INV_SecurityKeyTake ( gentity_t * target , char * keyname ) ;
extern qboolean INV_SecurityKeyCheck ( gentity_t * target , char * keyname ) ;
//
// g_team.c
//
qboolean OnSameTeam ( gentity_t * ent1 , gentity_t * ent2 ) ;
//
// 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 ) ;
//
// NPC_senses.cpp
//
extern void AddSightEvent ( gentity_t * owner , vec3_t position , float radius , alertEventLevel_e alertLevel , float addLight = 0.0f ) ;
extern void AddSoundEvent ( gentity_t * owner , vec3_t position , float radius , alertEventLevel_e alertLevel , qboolean needLOS = qfalse , qboolean onGround = qfalse ) ;
extern qboolean G_CheckForDanger ( gentity_t * self , int alertEvent ) ;
extern int G_CheckAlertEvents ( gentity_t * self , qboolean checkSight , qboolean checkSound , float maxSeeDist , float maxHearDist , int ignoreAlert = - 1 , qboolean mustHaveOwner = qfalse , int minAlertLevel = AEL_MINOR , qboolean onGroundOnly = qfalse ) ;
extern qboolean G_CheckForDanger ( gentity_t * self , int alertEvent ) ;
extern qboolean G_ClearLOS ( gentity_t * self , const vec3_t start , const vec3_t end ) ;
extern qboolean G_ClearLOS ( gentity_t * self , gentity_t * ent , const vec3_t end ) ;
extern qboolean G_ClearLOS ( gentity_t * self , const vec3_t start , gentity_t * ent ) ;
extern qboolean G_ClearLOS ( gentity_t * self , gentity_t * ent ) ;
extern qboolean G_ClearLOS ( gentity_t * self , const vec3_t end ) ;
//============================================================================
//Tags
// Reference tags
# define MAX_REFTAGS 128 // Probably more than we'll ever need
# define MAX_REFNAME 32
# define RTF_NONE 0
# define RTF_NAVGOAL 0x00000001
typedef struct reference_tag_s
{
char name [ MAX_REFNAME ] ;
vec3_t origin ;
vec3_t angles ;
int flags ; //Just in case
int radius ; //For nav goals
} reference_tag_t ;
extern void TAG_Init ( void ) ;
extern reference_tag_t * TAG_Add ( const char * name , const char * owner , vec3_t origin , vec3_t angles , int radius , int flags ) ;
extern int TAG_GetOrigin ( const char * owner , const char * name , vec3_t origin ) ;
extern int TAG_GetAngles ( const char * owner , const char * name , vec3_t angles ) ;
extern int TAG_GetRadius ( const char * owner , const char * name ) ;
extern int TAG_GetFlags ( const char * owner , const char * name ) ;
void TAG_ShowTags ( int flags ) ;
// Reference tags END
extern char * G_NewString ( const char * string ) ;
// some stuff for savegames...
//
void WriteLevel ( qboolean qbAutosave ) ;
void ReadLevel ( qboolean qbAutosave , qboolean qbLoadTransition ) ;
qboolean GameAllowedToSaveHere ( void ) ;
extern qboolean G_ActivateBehavior ( gentity_t * ent , int bset ) ;
//Timing information
void TIMER_Clear ( void ) ;
void TIMER_Clear ( int idx ) ;
void TIMER_Save ( void ) ;
void TIMER_Load ( void ) ;
void TIMER_Set ( gentity_t * ent , const char * identifier , int duration ) ;
int TIMER_Get ( gentity_t * ent , const char * identifier ) ;
qboolean TIMER_Done ( gentity_t * ent , const char * identifier ) ;
qboolean TIMER_Start ( gentity_t * self , const char * identifier , int duration ) ;
qboolean TIMER_Done2 ( gentity_t * ent , const char * identifier , qboolean remove = qfalse ) ;
qboolean TIMER_Exists ( gentity_t * ent , const char * identifier ) ;
void TIMER_Remove ( gentity_t * ent , const char * identifier ) ;
float NPC_GetHFOVPercentage ( vec3_t spot , vec3_t from , vec3_t facing , float hFOV ) ;
float NPC_GetVFOVPercentage ( vec3_t spot , vec3_t from , vec3_t facing , float vFOV ) ;
# ifdef _XBOX
// data used for NPC water detection
# define MAX_NPC_WATER_UPDATE 64 // maximum npcs that can be waiting for a water update
# define MAX_NPC_WATER_UPDATES_PER_FRAME 2 // updates per frame
extern short npcsToUpdate [ MAX_NPC_WATER_UPDATE ] ; // queue of npcs
extern short npcsToUpdateTop ; // top of the queue
extern short npcsToUpdateCount ; // number of npcs in the queue
# endif // _XBOX
# endif //#ifndef __G_LOCAL_H__