1175 lines
44 KiB
C
1175 lines
44 KiB
C
// Copyright (C) 2001-2002 Raven Software.
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//
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// g_local.h -- local definitions for game module
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#include "q_shared.h"
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#include "bg_public.h"
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#include "g_public.h"
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#include "../gametype/gt_public.h"
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#include "../ghoul2/g2.h"
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//==================================================================
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// the "gameversion" client command will print this plus compile date
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#define GAMEVERSION "sof2mp"
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#define BODY_QUEUE_SIZE_MAX MAX_CLIENTS
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#define BODY_QUEUE_SIZE 8
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#define INFINITE 1000000
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#define Q3_INFINITE 16777216
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#define FRAMETIME 100 // msec
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#define INTERMISSION_DELAY_TIME 3000
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// gentity->flags
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#define FL_GODMODE 0x00000010
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#define FL_NOTARGET 0x00000020
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#define FL_TEAMSLAVE 0x00000400 // not the first on the team
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#define FL_NO_KNOCKBACK 0x00000800
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#define FL_DROPPED_ITEM 0x00001000
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#define FL_NO_BOTS 0x00002000 // spawn point not for bot use
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#define FL_NO_HUMANS 0x00004000 // spawn point just for bots
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#define MAX_SPAWNS 128
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// movers are things like doors, plats, buttons, etc
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typedef enum
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{
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MOVER_POS1,
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MOVER_POS2,
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MOVER_1TO2,
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MOVER_2TO1
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} moverState_t;
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typedef struct gentity_s gentity_t;
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typedef struct gclient_s gclient_t;
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struct gentity_s
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{
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entityState_t s; // communicated by server to clients
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entityShared_t r; // shared by both the server system and game
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// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
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// EXPECTS THE FIELDS IN THAT ORDER!
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//================================
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struct gclient_s *client; // NULL if not a client
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qboolean inuse;
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char *classname; // set in QuakeEd
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int spawnflags; // set in QuakeEd
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qboolean neverFree; // if true, FreeEntity will only unlink
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// bodyque uses this
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int flags; // FL_* variables
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char *model;
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char *model2;
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int freetime; // level.time when the object was freed
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int eventTime; // events will be cleared EVENT_VALID_MSEC after set
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qboolean freeAfterEvent;
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qboolean unlinkAfterEvent;
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qboolean physicsObject; // if true, it can be pushed by movers and fall off edges
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// all game items are physicsObjects,
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float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce
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int clipmask; // brushes with this content value will be collided against
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// when moving. items and corpses do not collide against
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// players, for instance
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// movers
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moverState_t moverState;
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int soundPos1;
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int sound1to2;
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int sound2to1;
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int soundPos2;
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int soundLoop;
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gentity_t *parent;
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gentity_t *nextTrain;
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vec3_t pos1, pos2;
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char *message;
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int timestamp; // body queue sinking, etc
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float angle; // set in editor, -1 = up, -2 = down
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char *target;
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char *targetname;
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char *team;
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char *targetShaderName;
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char *targetShaderNewName;
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gentity_t *target_ent;
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float speed;
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vec3_t movedir;
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float mass;
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int setTime;
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//Think Functions
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int nextthink;
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void (*think)(gentity_t *self);
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void (*reached)(gentity_t *self); // movers call this when hitting endpoint
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void (*blocked)(gentity_t *self, gentity_t *other);
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void (*touch)(gentity_t *self, gentity_t *other, trace_t *trace);
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void (*use)(gentity_t *self, gentity_t *other, gentity_t *activator);
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void (*pain)(gentity_t *self, gentity_t *attacker, int damage);
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void (*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod, int hitLocation, vec3_t hitDir );
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int pain_debounce_time;
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int fly_sound_debounce_time; // wind tunnel
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int last_move_time;
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//Health and damage fields
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int health;
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qboolean takedamage;
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int damage;
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int dflags;
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int splashDamage; // quad will increase this without increasing radius
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int splashRadius;
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int methodOfDeath;
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int splashMethodOfDeath;
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int count;
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float bounceScale;
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gentity_t *chain;
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gentity_t *enemy;
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gentity_t *activator;
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gentity_t *teamchain; // next entity in team
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gentity_t *teammaster; // master of the team
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int watertype;
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int waterlevel;
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int noise_index;
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// timing variables
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float wait;
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float random;
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int delay;
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gitem_t *item; // for bonus items
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};
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typedef struct gspawn_s
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{
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team_t team;
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vec3_t origin;
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vec3_t angles;
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} gspawn_t;
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typedef struct gtitem_s
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{
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int id;
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int useIcon;
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int useSound;
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int useTime;
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} gtitem_t;
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typedef enum
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{
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CON_DISCONNECTED,
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CON_CONNECTING,
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CON_CONNECTED
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} clientConnected_t;
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typedef enum
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{
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SPECTATOR_NOT,
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SPECTATOR_FREE,
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SPECTATOR_FOLLOW,
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SPECTATOR_FOLLOWFIRST,
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SPECTATOR_SCOREBOARD
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} spectatorState_t;
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typedef enum
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{
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TEAM_BEGIN, // Beginning a team game, spawn at base
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TEAM_ACTIVE // Now actively playing
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} playerTeamStateState_t;
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typedef struct
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{
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playerTeamStateState_t state;
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int location;
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int captures;
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int basedefense;
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int carrierdefense;
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int flagrecovery;
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int fragcarrier;
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int assists;
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float lasthurtcarrier;
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float lastreturnedflag;
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float flagsince;
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float lastfraggedcarrier;
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} playerTeamState_t;
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// the auto following clients don't follow a specific client
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// number, but instead follow the first two active players
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#define FOLLOW_ACTIVE1 -1
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#define FOLLOW_ACTIVE2 -2
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// client data that stays across multiple levels or map restarts
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// this is achieved by writing all the data to cvar strings at game shutdown
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// time and reading them back at connection time. Anything added here
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// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
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typedef struct
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{
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team_t team; // current team
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int spectatorTime; // for determining next-in-line to play
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spectatorState_t spectatorState;
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qboolean spectatorFirstPerson; // First person following?
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int spectatorClient; // for chasecam and follow mode
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int score; // total score
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int kills; // number of kills
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int deaths; // number of deaths
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qboolean ghost; // Whether or not the player is a ghost (sticks past team change)
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int teamkillDamage; // amount of damage death to teammates
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int teamkillForgiveTime; // time when team damage will be forgivin
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qboolean noTeamChange; // cant change teams when this is true (rt_none only)
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int chatIgnoreClients[2]; // Clients which are ignoring this client. [0] = (0-31) [1] = (32-63)
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qboolean muted;
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} clientSession_t;
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//
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#define MAX_NETNAME 36
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#define MAX_IDENTITY 64
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#define MAX_VOTE_COUNT 3
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// client data that stays across multiple respawns, but is cleared
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// on each level change or team change at ClientBegin()
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typedef struct
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{
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clientConnected_t connected;
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usercmd_t cmd; // we would lose angles if not persistant
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qboolean localClient; // true if "ip" info key is "localhost"
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qboolean initialSpawn; // the first spawn should be at a cool location
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qboolean predictItemPickup; // based on cg_predictItems userinfo
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qboolean pmoveFixed; //
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qboolean antiLag; // anti-lag on or off
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qboolean autoReload; // auto rellaod turned on or off
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char netname[MAX_NETNAME];
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char deferredname[MAX_NETNAME];
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int netnameTime; // Last time the name was changed
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TIdentity* identity; // Current identity
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goutfitting_t outfitting; // Current outfitting
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int enterTime; // level.time the client entered the game
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playerTeamState_t teamState; // status in teamplay games
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int voteCount; // to prevent people from constantly calling votes
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int firemode[MAX_WEAPONS]; // weapon firemodes
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} clientPersistant_t;
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#define MAX_SERVER_FPS 40
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#define MAX_ANTILAG MAX_SERVER_FPS
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// Antilag information
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typedef struct gantilag_s
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{
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vec3_t rOrigin; // entity.r.currentOrigin
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vec3_t rAngles; // entity.r.currentAngles
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vec3_t mins; // entity.r.mins
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vec3_t maxs; // entity.r.maxs
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vec3_t legsAngles; // entity.client.ghoulLegsAngles
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vec3_t lowerTorsoAngles; // entity.client.ghoulLowerTorsoAngles
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vec3_t upperTorsoAngles; // entity.client.ghoulUpperTorsoAngles
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vec3_t headAngles; // entity.client.ghoulHeadAngles
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int time; // time history item was saved
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int leveltime;
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int torsoAnim; // entity.client.ps.torsoAnim
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int legsAnim; // entity.client.ps.legsAnim
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float leanTime; // entity.client.ps.leanOffset
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int pm_flags; // entity.client.ps.pm_flags
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} gantilag_t;
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// this structure is cleared on each ClientSpawn(),
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// except for 'client->pers' and 'client->sess'
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struct gclient_s
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{
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// ps MUST be the first element, because the server expects it
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playerState_t ps; // communicated by server to clients
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// the rest of the structure is private to game
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clientPersistant_t pers;
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clientSession_t sess;
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qboolean readyToExit; // wishes to leave the intermission
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qboolean noclip;
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int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
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// we can't just use pers.lastCommand.time, because
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// of the g_sycronousclients case
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int buttons;
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int oldbuttons;
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int latched_buttons;
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vec3_t oldOrigin;
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// sum up damage over an entire frame, so
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// shotgun blasts give a single big kick
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int damage_armor; // damage absorbed by armor
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int damage_blood; // damage taken out of health
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int damage_knockback; // impact damage
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vec3_t damage_from; // origin for vector calculation
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qboolean damage_fromWorld; // if true, don't use the damage_from vector
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int accurateCount; // for "impressive" reward sound
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//
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int lastkilled_client; // last client that this client killed
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int lasthurt_client; // last client that damaged this client
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int lasthurt_time; // time this client was last hurt
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int lasthurt_mod; // type of damage the client did
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// timers
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int respawnTime; // can respawn when time > this, force after g_forcerespwan
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int invulnerableTime; // invulnerable time
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int inactivityTime; // kick players when time > this
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qboolean inactivityWarning; // qtrue if the five seoond warning has been given
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int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this
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int airOutTime;
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int lastKillTime; // for multiple kill rewards
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qboolean fireHeld; // used for hook
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gentity_t *hook; // grapple hook if out
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int switchTeamTime; // time the player switched teams
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int voteDelayTime; // time when this client can vote again
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char *areabits;
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int voiceFloodTimer; // Timer used to forgive voice chat flooding
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int voiceFloodCount; // Amount of voice chats that need to be forgivin
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int voiceFloodPenalty; // Time when a client can voice chat again
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// Anti-lag information
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gantilag_t antilag[MAX_ANTILAG];
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gantilag_t antilagUndo;
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int antilagHead;
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qboolean noOutfittingChange;
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animInfo_t torso;
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animInfo_t legs;
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vec3_t ghoulLegsAngles;
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vec3_t ghoulLowerTorsoAngles;
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vec3_t ghoulUpperTorsoAngles;
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vec3_t ghoulHeadAngles;
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gentity_t *siameseTwin;
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gentity_t *useEntity;
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vec3_t maxSave;
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vec3_t minSave;
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};
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//
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// this structure is cleared as each map is entered
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//
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#define MAX_SPAWN_VARS 64
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#define MAX_SPAWN_VARS_CHARS 4096
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#define MAX_AUTOKICKLIST 32
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typedef struct
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{
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struct gclient_s *clients; // [maxclients]
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struct gentity_s *gentities;
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int gentitySize;
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int num_entities; // current number, <= MAX_GENTITIES
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int warmupTime; // restart match at this time
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int gametype; // Current gametype index (gametypeData[gametype])
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gametypeData_t* gametypeData; // Current gametype data for easier access
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vec3_t worldMins; // Absolute min coords of the world
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vec3_t worldMaxs; // Absolute max coords of the world
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fileHandle_t logFile;
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// store latched cvars here that we want to get at often
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int maxclients;
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int framenum;
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int time; // in msec
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int previousTime; // so movers can back up when blocked
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int frameStartTime;
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int startTime; // level.time the map was started
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int globalVoiceTime; // last global voice
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int teamScores[TEAM_NUM_TEAMS];
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int teamAliveCount[TEAM_NUM_TEAMS];
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int lastTeamLocationTime; // last time of client team location update
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qboolean newSession; // don't use any old session data, because
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// we changed gametype
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qboolean restarted; // waiting for a map_restart to fire
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int numConnectedClients;
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int numNonSpectatorClients; // includes connecting clients
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int numPlayingClients; // connected, non-spectators
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int sortedClients[MAX_CLIENTS]; // sorted by score
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int follow1, follow2; // clientNums for auto-follow spectators
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int warmupModificationCount; // for detecting if g_warmup is changed
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// voting state
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char voteString[MAX_STRING_CHARS];
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char voteDisplayString[MAX_STRING_CHARS];
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int voteTime; // level.time vote was called
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int voteExecuteTime; // time the vote is executed
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int voteYes;
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int voteNo;
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int voteClient; // client who initiated vote
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int numVotingClients; // set by CalculateRanks
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// spawn variables
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qboolean spawning; // the G_Spawn*() functions are valid
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int numSpawnVars;
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char *spawnVars[MAX_SPAWN_VARS][2]; // key / value pairs
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int numSpawnVarChars;
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char spawnVarChars[MAX_SPAWN_VARS_CHARS];
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// intermission state
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int intermissionQueued; // intermission was qualified, but
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// wait INTERMISSION_DELAY_TIME before
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// actually going there so the last
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// frag can be watched. Disable future
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// kills during this delay
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int intermissiontime; // time the intermission was started
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char *changemap;
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qboolean readyToExit; // at least one client wants to exit
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int exitTime;
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vec3_t intermission_origin; // also used for spectator spawns
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vec3_t intermission_angle;
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qboolean locationLinked; // target_locations get linked
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gentity_t *locationHead; // head of the location list
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// body queue
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int bodyQueIndex; // dead bodies
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int bodyQueSize; // how many dead bodies can there be
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int bodySinkTime;
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gentity_t *bodyQue[BODY_QUEUE_SIZE_MAX];
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int portalSequence;
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int mNumBSPInstances;
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int mBSPInstanceDepth;
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vec3_t mOriginAdjust;
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float mRotationAdjust;
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char *mTargetAdjust;
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qboolean hasBspInstances;
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char mFilter[MAX_QPATH];
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char mTeamFilter[MAX_QPATH];
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struct gentity_s *landScapes[MAX_TERRAINS];
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int gametypeStartTime;
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int gametypeJoinTime;
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int gametypeResetTime;
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int gametypeRoundTime;
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int gametypeRespawnTime[TEAM_NUM_TEAMS];
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int gametypeDelayTime;
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const char* gametypeTeam[TEAM_NUM_TEAMS];
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gtitem_t gametypeItems[MAX_GAMETYPE_ITEMS];
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void* serverGhoul2;
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animation_t ghoulAnimations[MAX_ANIMATIONS];
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int ladderCount;
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gspawn_t spawns[MAX_SPAWNS];
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int spawnCount;
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qboolean pickupsDisabled;
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int timeExtension;
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int autokickedCount;
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int autokickedHead;
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char autokickedName[MAX_AUTOKICKLIST][MAX_NETNAME];
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char autokickedIP[MAX_AUTOKICKLIST][20];
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} level_locals_t;
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//
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// g_spawn.c
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//
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qboolean G_SpawnString( const char *key, const char *defaultString, char **out );
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// spawn string returns a temporary reference, you must CopyString() if you want to keep it
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qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out );
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qboolean G_SpawnInt( const char *key, const char *defaultString, int *out );
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qboolean G_SpawnVector( const char *key, const char *defaultString, float *out );
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qboolean G_ParseSpawnVars( qboolean inSubBSP );
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void G_SpawnGEntityFromSpawnVars( qboolean inSubBSP );
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void G_SpawnEntitiesFromString( qboolean inSubBSP );
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char *G_NewString( const char *string );
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void AddSpawnField(char *field, char *value);
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//
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// g_cmds.c
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//
|
|
void Cmd_Score_f ( gentity_t *ent );
|
|
void G_StopFollowing ( gentity_t *ent );
|
|
void G_StopGhosting ( gentity_t* ent );
|
|
void G_StartGhosting ( gentity_t* ent );
|
|
|
|
void BroadcastTeamChange( gclient_t *client, int oldTeam );
|
|
void SetTeam( gentity_t *ent, char *s, const char* identity );
|
|
void Cmd_FollowCycle_f( gentity_t *ent, int dir );
|
|
qboolean CheatsOk ( gentity_t *ent );
|
|
void G_SpawnDebugCylinder ( vec3_t origin, float radius, gentity_t* clientent, float viewRadius, int colorIndex );
|
|
void G_Voice ( gentity_t *ent, gentity_t *target, int mode, const char *id, qboolean voiceonly );
|
|
void G_VoiceGlobal ( gentity_t* ent, const char* id, qboolean force );
|
|
qboolean G_CanVoiceGlobal ( void );
|
|
|
|
//
|
|
// g_items.c
|
|
//
|
|
void ItemUse_Shield(gentity_t *ent);
|
|
void ItemUse_Sentry(gentity_t *ent);
|
|
void ItemUse_Seeker(gentity_t *ent);
|
|
void ItemUse_MedPack(gentity_t *ent);
|
|
|
|
void G_RunItem( gentity_t *ent );
|
|
void RespawnItem( gentity_t *ent );
|
|
|
|
void PrecacheItem ( gitem_t *it );
|
|
gentity_t* G_DropItem ( gentity_t *ent, gitem_t *item, float angle );
|
|
gentity_t* LaunchItem ( gitem_t *item, vec3_t origin, vec3_t velocity );
|
|
gentity_t* G_DropWeapon ( gentity_t* ent, weapon_t weapon, int pickupDelay );
|
|
|
|
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 ( char *name );
|
|
int G_SoundIndex ( char *name );
|
|
int G_AmbientSoundSetIndex( char *name );
|
|
int G_BSPIndex ( char *name );
|
|
int G_IconIndex ( char *name );
|
|
int G_EffectIndex ( 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);
|
|
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_UseTargetsByName( const char* name, gentity_t *exclude, gentity_t *activator );
|
|
void G_SetMovedir ( vec3_t angles, vec3_t movedir);
|
|
void G_SetAngles( gentity_t *ent, vec3_t angles );
|
|
|
|
void G_InitGentity( gentity_t *e );
|
|
gentity_t *G_Spawn (void);
|
|
gentity_t *G_TempEntity( vec3_t origin, int event );
|
|
void G_PlayEffect(int fxID, vec3_t org, vec3_t ang);
|
|
void G_SetHUDIcon ( int index, int icon );
|
|
void G_Sound( gentity_t *ent, int channel, int soundIndex );
|
|
void G_SoundAtLoc( vec3_t loc, int channel, int soundIndex );
|
|
void G_EntitySound( gentity_t *ent, int channel, int soundIndex );
|
|
void G_FreeEntity( gentity_t *e );
|
|
void G_FreeEnitityChildren( gentity_t* ent );
|
|
qboolean G_EntitiesFree( void );
|
|
|
|
void G_TouchTriggers (gentity_t *ent);
|
|
void G_TouchSolids (gentity_t *ent);
|
|
|
|
//
|
|
// g_object.c
|
|
//
|
|
|
|
extern void G_RunObject ( 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);
|
|
|
|
// CG specific API access
|
|
|
|
void trap_G2API_CleanGhoul2Models ( void **ghoul2Ptr );
|
|
void trap_G2API_CollisionDetect ( CollisionRecord_t *collRecMap, void* ghoul2, const vec3_t angles, const vec3_t position,int frameNumber, int entNum, vec3_t rayStart, vec3_t rayEnd, vec3_t scale, int traceFlags, int useLod );
|
|
qhandle_t trap_G2API_RegisterSkin ( const char *skinName, int numPairs, const char *skinPairs);
|
|
qboolean trap_G2API_SetSkin ( void* ghoul2, int modelIndex, qhandle_t customSkin);
|
|
qboolean trap_G2API_GetAnimFileNameIndex ( void* ghoul2, qhandle_t modelIndex, const char* name );
|
|
|
|
void trap_G2_ListModelSurfaces(void *ghlInfo);
|
|
void trap_G2_ListModelBones(void *ghlInfo, int frame);
|
|
int trap_G2API_AddBolt(void *ghoul2, const int modelIndex, const char *boneName);
|
|
void trap_G2API_SetBoltInfo(void *ghoul2, int modelIndex, int boltInfo);
|
|
qboolean trap_G2API_RemoveBolt(void *ghlInfo, const int modelIndex, const int index);
|
|
qboolean trap_G2API_AttachG2Model(void *ghoul2From, int modelFrom, void *ghoul2To, int toBoltIndex, int toModel);
|
|
void trap_G2_SetGhoul2ModelIndexes(void *ghoul2, qhandle_t *modelList, qhandle_t *skinList);
|
|
qboolean trap_G2_HaveWeGhoul2Models(void *ghoul2);
|
|
qboolean trap_G2API_GetBoltMatrix(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
|
|
const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
|
|
int trap_G2API_InitGhoul2Model(void **ghoul2Ptr, const char *fileName, int modelIndex, qhandle_t customSkin,
|
|
qhandle_t customShader, int modelFlags, int lodBias);
|
|
|
|
int trap_G2API_CopyGhoul2Instance(void *g2From, void *g2To, int modelIndex);
|
|
int trap_G2API_CopySpecificGhoul2Model(void *g2From, int modelFrom, void *g2To, int modelTo);
|
|
void trap_G2API_DuplicateGhoul2Instance(void *g2From, void **g2To);
|
|
qboolean trap_G2API_RemoveGhoul2Model(void **ghlInfo, int modelIndex);
|
|
|
|
qboolean trap_G2API_SetBoneAngles(void *ghoul2, int modelIndex, const char *boneName, const vec3_t angles, const int flags,
|
|
const int up, const int right, const int forward, qhandle_t *modelList,
|
|
int blendTime , int currentTime );
|
|
char *trap_G2API_GetGLAName(void *ghoul2, int modelIndex);
|
|
qboolean trap_G2API_SetBoneAnim(void *ghoul2, const int modelIndex, const char *boneName, const int startFrame, const int endFrame,
|
|
const int flags, const float animSpeed, const int currentTime, const float setFrame , const int blendTime );
|
|
|
|
|
|
//
|
|
// g_combat.c
|
|
//
|
|
qboolean CanDamage ( gentity_t *targ, vec3_t origin);
|
|
int G_GetHitLocation ( gentity_t *target, vec3_t ppoint, vec3_t dir );
|
|
int G_Damage ( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod, int location );
|
|
qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int power, int dflags, int mod );
|
|
void body_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath, int hitLocation, vec3_t hitDir );
|
|
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
|
|
#define DAMAGE_NO_TEAM_PROTECTION 0x00000010 // armor, shields, invulnerability, and godmode have no effect
|
|
#define DAMAGE_DEATH_KNOCKBACK 0x00000080 // only does knockback on death of target
|
|
#define DAMAGE_AREA_DAMAGE 0x00000400 // spawn area damage
|
|
#define DAMAGE_NO_GORE 0x00000800 // dont spawn gore pieces with this damage
|
|
#define DAMAGE_FORCE_GORE 0x00001000 // force something to pop off
|
|
#define DAMAGE_NO_TEAMKILL 0x00002000 // does not produce teamkill damage
|
|
|
|
//
|
|
// g_missile.c
|
|
//
|
|
void G_RunMissile ( gentity_t *ent );
|
|
gentity_t* G_CreateMissile ( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, attackType_t attack );
|
|
gentity_t* G_CreateDamageArea ( vec3_t origin, gentity_t* attacker, float damage, float radius, int duration, int mod );
|
|
void G_BounceProjectile ( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout );
|
|
void G_ExplodeMissile ( gentity_t *ent );
|
|
void G_GrenadeThink ( gentity_t* ent );
|
|
|
|
//
|
|
// g_mover.c
|
|
//
|
|
void G_RunMover ( gentity_t *ent );
|
|
void Touch_DoorTrigger ( gentity_t *ent, gentity_t *other, trace_t *trace );
|
|
void G_ResetGlass ( void );
|
|
|
|
|
|
//
|
|
// g_trigger.c
|
|
//
|
|
void trigger_teleporter_touch ( gentity_t *self, gentity_t *other, trace_t *trace );
|
|
void InitTrigger ( gentity_t *self );
|
|
|
|
//
|
|
// g_misc.c
|
|
//
|
|
void TeleportPlayer ( gentity_t *player, vec3_t origin, vec3_t angles );
|
|
|
|
|
|
//
|
|
// g_weapon.c
|
|
//
|
|
void SnapVectorTowards ( vec3_t v, vec3_t to );
|
|
void G_InitHitModels ( void );
|
|
|
|
//
|
|
// g_client.c
|
|
//
|
|
qboolean G_IsClientSpectating ( gclient_t* client );
|
|
qboolean G_IsClientDead ( gclient_t* client );
|
|
void G_ClientCleanName ( const char *in, char *out, int outSize, qboolean colors );
|
|
int TeamCount ( int ignoreClientNum, team_t team, int* alive );
|
|
int G_GhostCount ( team_t team );
|
|
team_t PickTeam ( int ignoreClientNum );
|
|
void SetClientViewAngle ( gentity_t *ent, vec3_t angle );
|
|
void CopyToBodyQue ( gentity_t *ent, int hitLocation, vec3_t hitDirection );
|
|
void respawn ( gentity_t *ent);
|
|
void BeginIntermission ( void);
|
|
void InitClientPersistant ( gclient_t *client);
|
|
void InitClientResp ( gclient_t *client);
|
|
void ClientSpawn ( gentity_t *ent );
|
|
void player_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod, int hitLocation, vec3_t hitDir );
|
|
void G_InitBodyQueue ( void);
|
|
void G_AddScore ( gentity_t *ent, int score );
|
|
void CalculateRanks ( void );
|
|
qboolean G_SpotWouldTelefrag ( gspawn_t* spawn );
|
|
void G_UpdateClientAnimations ( gentity_t* ent );
|
|
void G_SetRespawnTimer ( gentity_t* ent );
|
|
gentity_t* G_FindNearbyClient ( vec3_t origin, team_t team, float radius, gentity_t* ignore );
|
|
void G_AddClientSpawn ( gentity_t* ent, team_t team );
|
|
qboolean G_IsClientChatIgnored ( int ignorer, int ingnoree );
|
|
void G_IgnoreClientChat ( int ignorer, int ignoree, qboolean ignore );
|
|
|
|
//
|
|
// g_svcmds.c
|
|
//
|
|
qboolean ConsoleCommand ( void );
|
|
|
|
//
|
|
// g_weapon.c
|
|
//
|
|
gentity_t* G_FireWeapon ( gentity_t *ent, attackType_t attack );
|
|
gentity_t* G_FireProjectile ( gentity_t *ent, weapon_t weapon, attackType_t attack, int projectileLifetime, int flags );
|
|
|
|
//
|
|
// p_hud.c
|
|
//
|
|
void MoveClientToIntermission ( gentity_t *client );
|
|
void DeathmatchScoreboardMessage ( gentity_t *client );
|
|
|
|
//
|
|
// g_cmds.c
|
|
//
|
|
|
|
//
|
|
// g_main.c
|
|
//
|
|
void FindIntermissionPoint ( void );
|
|
void SetLeader ( int team, int client );
|
|
void G_RunThink ( gentity_t *ent );
|
|
void QDECL G_LogPrintf ( const char *fmt, ... );
|
|
void SendScoreboardMessageToAllClients ( void );
|
|
void CheckGametype ( void );
|
|
|
|
//
|
|
// 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 );
|
|
gspawn_t* G_SelectRandomSpawnPoint ( team_t team );
|
|
int G_GametypeCommand ( int cmd, int arg0, int arg1, int arg2, int arg3, int arg4 );
|
|
|
|
//
|
|
// g_active.c
|
|
//
|
|
void G_CheckClientTimeouts ( gentity_t *ent );
|
|
void G_CheckClientTeamkill ( gentity_t *ent );
|
|
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_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_bot.c
|
|
//
|
|
void G_InitBots( qboolean restart );
|
|
char *G_GetBotInfoByNumber( int num );
|
|
char *G_GetBotInfoByName( const char *name );
|
|
void G_CheckBotSpawn( void );
|
|
void G_RemoveQueuedBotBegin( int clientNum );
|
|
qboolean G_BotConnect( int clientNum, qboolean restart );
|
|
void Svcmd_AddBot_f( void );
|
|
void Svcmd_BotList_f( void );
|
|
void BotInterbreedEndMatch( void );
|
|
qboolean G_DoesMapSupportGametype ( const char* gametype );
|
|
qboolean G_DoesMapExist ( const char* mapname );
|
|
void G_LoadArenas ( void );
|
|
|
|
//
|
|
// g_gametype.c
|
|
//
|
|
gentity_t* G_SelectGametypeSpawnPoint ( team_t team, vec3_t origin, vec3_t angles );
|
|
gentity_t* G_SpawnGametypeItem ( const char* pickup_name, qboolean dropped, vec3_t origin );
|
|
gentity_t* G_SelectRandomGametypeSpawnPoint ( team_t team );
|
|
qboolean G_ParseGametypeFile ( void );
|
|
qboolean G_ExecuteGametypeScript ( gentity_t* activator, const char* name );
|
|
void G_ResetGametype ( qboolean fullRestart );
|
|
qboolean G_CanGametypeTriggerBeUsed ( gentity_t* self, gentity_t* activator );
|
|
void G_ResetGametypeItem ( gitem_t* item );
|
|
void gametype_item_use ( gentity_t* self, gentity_t* other );
|
|
void G_DropGametypeItems ( gentity_t* self, int delayPickup );
|
|
|
|
// ai_main.c
|
|
#define MAX_FILEPATH 144
|
|
int OrgVisible(vec3_t org1, vec3_t org2, int ignore);
|
|
|
|
//bot settings
|
|
typedef struct bot_settings_s
|
|
{
|
|
char personalityfile[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, struct bot_settings_s *settings, qboolean restart);
|
|
int BotAIShutdownClient( int client, qboolean restart );
|
|
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_logHits;
|
|
|
|
extern vmCvar_t g_dmflags;
|
|
extern vmCvar_t g_scorelimit;
|
|
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_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_backpackRespawn;
|
|
extern vmCvar_t g_synchronousClients;
|
|
extern vmCvar_t g_motd;
|
|
extern vmCvar_t g_warmup;
|
|
extern vmCvar_t g_doWarmup;
|
|
extern vmCvar_t g_allowVote;
|
|
extern vmCvar_t g_voteDuration;
|
|
extern vmCvar_t g_voteKickBanTime;
|
|
extern vmCvar_t g_failedVoteDelay;
|
|
extern vmCvar_t g_teamAutoJoin;
|
|
extern vmCvar_t g_teamForceBalance;
|
|
extern vmCvar_t g_smoothClients;
|
|
extern vmCvar_t pmove_fixed;
|
|
extern vmCvar_t pmove_msec;
|
|
extern vmCvar_t g_rankings;
|
|
extern vmCvar_t g_respawnInterval;
|
|
extern vmCvar_t g_respawnInvulnerability;
|
|
extern vmCvar_t RMG;
|
|
extern vmCvar_t g_debugRMG;
|
|
extern vmCvar_t g_timeouttospec;
|
|
extern vmCvar_t g_roundtimelimit;
|
|
extern vmCvar_t g_roundjointime;
|
|
extern vmCvar_t g_timeextension;
|
|
extern vmCvar_t g_roundstartdelay;
|
|
extern vmCvar_t g_availableWeapons;
|
|
extern vmCvar_t g_forceFollow;
|
|
extern vmCvar_t g_followEnemy;
|
|
extern vmCvar_t g_mapcycle;
|
|
extern vmCvar_t g_pickupsDisabled;
|
|
extern vmCvar_t g_suicidePenalty;
|
|
extern vmCvar_t g_teamkillPenalty;
|
|
extern vmCvar_t g_teamkillDamageMax;
|
|
extern vmCvar_t g_teamkillDamageForgive;
|
|
extern vmCvar_t g_teamkillBanTime;
|
|
extern vmCvar_t g_teamkillNoExcuseTime;
|
|
extern vmCvar_t g_teamkillNoExcuseMultiplier;
|
|
extern vmCvar_t g_voiceFloodCount;
|
|
extern vmCvar_t g_voiceFloodPenalty;
|
|
extern vmCvar_t g_voiceTalkingGhosts;
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extern vmCvar_t g_suddenDeath;
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void trap_Printf( const char *fmt );
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void trap_Error( const char *fmt );
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int trap_Milliseconds( void );
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int trap_Argc( void );
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void trap_Argv( int n, char *buffer, int bufferLength );
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void trap_Args( char *buffer, int bufferLength );
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int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
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void trap_FS_Read( void *buffer, int len, fileHandle_t f );
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void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
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void trap_FS_FCloseFile( fileHandle_t f );
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int trap_FS_GetFileList ( const char *path, const char *extension, char *listbuf, int bufsize );
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void trap_SendConsoleCommand( int exec_when, const char *text );
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void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags, float MinValue, float MaxValue );
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void trap_Cvar_Update( vmCvar_t *cvar );
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void trap_Cvar_Set( const char *var_name, const char *value );
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int trap_Cvar_VariableIntegerValue( const char *var_name );
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float trap_Cvar_VariableValue( const char *var_name );
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void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
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void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, playerState_t *gameClients, int sizeofGameClient );
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void trap_RMG_Init(int terrainID);
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void trap_DropClient( int clientNum, const char *reason );
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void trap_SendServerCommand( int clientNum, const char *text );
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void trap_SetConfigstring( int num, const char *string );
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void trap_GetConfigstring( int num, char *buffer, int bufferSize );
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void trap_GetUserinfo( int num, char *buffer, int bufferSize );
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void trap_SetUserinfo( int num, const char *buffer );
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void trap_GetServerinfo( char *buffer, int bufferSize );
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void trap_SetBrushModel( gentity_t *ent, const char *name );
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void trap_SetActiveSubBSP(int index);
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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 );
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int trap_PointContents( const vec3_t point, int passEntityNum );
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qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 );
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qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 );
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void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open );
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qboolean trap_AreasConnected( int area1, int area2 );
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void trap_LinkEntity( gentity_t *ent );
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void trap_UnlinkEntity( gentity_t *ent );
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int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
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qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
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int trap_BotAllocateClient( void );
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void trap_BotFreeClient( int clientNum );
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void trap_GetUsercmd( int clientNum, usercmd_t *cmd );
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qboolean trap_GetEntityToken( char *buffer, int bufferSize );
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void trap_GetWorldBounds ( vec3_t mins, vec3_t maxs );
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void *trap_BotGetMemoryGame(int size);
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void trap_BotFreeMemoryGame(void *ptr);
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int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
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void trap_DebugPolygonDelete(int id);
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int trap_BotLibSetup( void );
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int trap_BotLibShutdown( void );
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int trap_BotLibVarSet(char *var_name, char *value);
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int trap_BotLibVarGet(char *var_name, char *value, int size);
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int trap_BotLibDefine(char *string);
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int trap_BotLibStartFrame(float time);
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int trap_BotLibLoadMap(const char *mapname);
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int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue);
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int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);
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int trap_BotGetSnapshotEntity( int clientNum, int sequence );
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int trap_BotGetServerCommand(int clientNum, char *message, int size);
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void trap_BotUserCommand(int client, usercmd_t *ucmd);
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int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas);
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int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info );
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void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info);
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int trap_AAS_Initialized(void);
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void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs);
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float trap_AAS_Time(void);
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int trap_AAS_PointAreaNum(vec3_t point);
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int trap_AAS_PointReachabilityAreaIndex(vec3_t point);
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int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas);
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int trap_AAS_PointContents(vec3_t point);
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int trap_AAS_NextBSPEntity(int ent);
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int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size);
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int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v);
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int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value);
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int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value);
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int trap_AAS_AreaReachability(int areanum);
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int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags);
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int trap_AAS_EnableRoutingArea( int areanum, int enable );
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int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin,
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int goalareanum, int travelflags, int maxareas, int maxtime,
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int stopevent, int stopcontents, int stoptfl, int stopareanum);
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int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
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void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals,
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int type);
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int trap_AAS_Swimming(vec3_t origin);
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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);
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void trap_EA_Say(int client, char *str);
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void trap_EA_SayTeam(int client, char *str);
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void trap_EA_Command(int client, char *command);
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void trap_EA_Action(int client, int action);
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void trap_EA_Gesture(int client);
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void trap_EA_Talk(int client);
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void trap_EA_Attack(int client);
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void trap_EA_Use(int client);
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void trap_EA_Respawn(int client);
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void trap_EA_Crouch(int client);
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void trap_EA_MoveUp(int client);
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void trap_EA_MoveDown(int client);
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void trap_EA_MoveForward(int client);
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void trap_EA_MoveBack(int client);
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void trap_EA_MoveLeft(int client);
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void trap_EA_MoveRight(int client);
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void trap_EA_SelectWeapon(int client, int weapon);
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void trap_EA_Jump(int client);
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void trap_EA_DelayedJump(int client);
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void trap_EA_Move(int client, vec3_t dir, float speed);
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void trap_EA_View(int client, vec3_t viewangles);
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void trap_EA_Alt_Attack(int client);
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void trap_EA_ForcePower(int client);
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void trap_EA_EndRegular(int client, float thinktime);
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void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input);
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void trap_EA_ResetInput(int client);
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int trap_BotLoadCharacter(char *charfile, float skill);
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void trap_BotFreeCharacter(int character);
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float trap_Characteristic_Float(int character, int index);
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float trap_Characteristic_BFloat(int character, int index, float min, float max);
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int trap_Characteristic_Integer(int character, int index);
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int trap_Characteristic_BInteger(int character, int index, int min, int max);
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void trap_Characteristic_String(int character, int index, char *buf, int size);
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int trap_BotAllocChatState(void);
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void trap_BotFreeChatState(int handle);
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void trap_BotQueueConsoleMessage(int chatstate, int type, char *message);
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void trap_BotRemoveConsoleMessage(int chatstate, int handle);
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int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm);
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int trap_BotNumConsoleMessages(int chatstate);
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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 );
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int trap_BotNumInitialChats(int chatstate, char *type);
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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 );
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int trap_BotChatLength(int chatstate);
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void trap_BotEnterChat(int chatstate, int client, int sendto);
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void trap_BotGetChatMessage(int chatstate, char *buf, int size);
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int trap_StringContains(char *str1, char *str2, int casesensitive);
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int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context);
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void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size);
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void trap_UnifyWhiteSpaces(char *string);
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void trap_BotReplaceSynonyms(char *string, unsigned long int context);
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int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname);
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void trap_BotSetChatGender(int chatstate, int gender);
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void trap_BotSetChatName(int chatstate, char *name, int client);
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void trap_BotResetGoalState(int goalstate);
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void trap_BotRemoveFromAvoidGoals(int goalstate, int number);
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void trap_BotResetAvoidGoals(int goalstate);
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void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal);
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void trap_BotPopGoal(int goalstate);
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void trap_BotEmptyGoalStack(int goalstate);
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void trap_BotDumpAvoidGoals(int goalstate);
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void trap_BotDumpGoalStack(int goalstate);
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void trap_BotGoalName(int number, char *name, int size);
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int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal);
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int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal);
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int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags);
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int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime);
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int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal);
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int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal);
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int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal);
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int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal);
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int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal);
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float trap_BotAvoidGoalTime(int goalstate, int number);
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void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime);
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void trap_BotInitLevelItems(void);
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void trap_BotUpdateEntityItems(void);
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int trap_BotLoadItemWeights(int goalstate, char *filename);
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void trap_BotFreeItemWeights(int goalstate);
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void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
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void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename);
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void trap_BotMutateGoalFuzzyLogic(int goalstate, float range);
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int trap_BotAllocGoalState(int state);
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void trap_BotFreeGoalState(int handle);
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void trap_BotResetMoveState(int movestate);
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void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags);
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int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
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void trap_BotResetAvoidReach(int movestate);
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void trap_BotResetLastAvoidReach(int movestate);
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int trap_BotReachabilityArea(vec3_t origin, int testground);
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int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target);
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int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target);
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int trap_BotAllocMoveState(void);
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void trap_BotFreeMoveState(int handle);
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void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove);
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void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type);
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int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory);
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void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo);
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int trap_BotLoadWeaponWeights(int weaponstate, char *filename);
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int trap_BotAllocWeaponState(void);
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void trap_BotFreeWeaponState(int weaponstate);
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void trap_BotResetWeaponState(int weaponstate);
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int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child);
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void trap_SnapVector( float *v );
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int trap_CM_RegisterTerrain(const char *config);
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void *trap_VM_LocalAlloc ( int size );
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void *trap_VM_LocalAllocUnaligned ( int size ); // WARNING!!!! USE WITH CAUTION!!! BEWARE OF DOG!!!
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void *trap_VM_LocalTempAlloc( int size );
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void trap_VM_LocalTempFree( int size ); // free must be in opposite order of allocation!
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const char *trap_VM_LocalStringAlloc ( const char *source );
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// Gametype traps
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void trap_GT_Init ( const char* gametype, qboolean restart );
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void trap_GT_RunFrame ( int time );
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void trap_GT_Start ( int time );
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int trap_GT_SendEvent ( int event, int time, int arg0, int arg1, int arg2, int arg3, int arg4 );
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void G_UpdateClientAntiLag ( gentity_t* ent );
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void G_UndoAntiLag ( void );
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void G_ApplyAntiLag ( gentity_t* ref, qboolean enlargeHitBox );
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