reaction/reaction/game/g_local.h

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//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
2001-12-31 16:28:42 +00:00
// $Log$
2003-09-18 23:28:44 +00:00
// Revision 1.148 2003/09/18 23:28:44 jbravo
// Adding G_acos()
//
// Revision 1.147 2003/09/16 23:25:32 makro
// trigger_multiple - new spawnflag, 3 new keys
//
2003-09-08 19:19:20 +00:00
// Revision 1.146 2003/09/08 19:19:19 makro
// New code for respawning entities in TP
//
2003-09-07 20:02:51 +00:00
// Revision 1.145 2003/09/07 20:02:51 makro
// no message
//
2003-08-24 22:45:17 +00:00
// Revision 1.144 2003/08/24 22:45:17 makro
// Rotating func_trains
//
2003-08-10 20:13:26 +00:00
// Revision 1.143 2003/08/10 20:13:26 makro
// no message
//
2003-07-30 16:05:47 +00:00
// Revision 1.142 2003/07/30 16:05:46 makro
// no message
//
// Revision 1.141 2003/04/26 22:33:06 jbravo
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
//
// Revision 1.140 2003/04/19 17:41:26 jbravo
// Applied changes that where in 1.29h -> 1.32b gamecode.
//
// Revision 1.139 2003/04/19 15:27:31 jbravo
// Backing out of most of unlagged. Only optimized prediction and smooth clients
// remains.
//
// Revision 1.138 2003/04/02 22:23:51 jbravo
// More replacements tweaks. Added zcam_stfu
//
2003-03-22 20:29:26 +00:00
// Revision 1.137 2003/03/22 20:29:26 jbravo
// wrapping linkent and unlinkent calls
//
// Revision 1.136 2003/03/10 07:07:58 jbravo
// Small unlagged fixes and voting delay added.
//
2003-03-09 21:30:39 +00:00
// Revision 1.135 2003/03/09 21:30:38 jbravo
// Adding unlagged. Still needs work.
//
2003-01-06 00:23:29 +00:00
// Revision 1.134 2003/01/06 00:23:29 makro
// no message
//
// Revision 1.133 2003/01/05 22:36:50 makro
// Added "inactive" field for entities
// New "target_activate" entity
//
// Revision 1.132 2002/12/09 00:58:49 makro
// Items are now disabled from the weapon/item menus in teamplay
// games if they are banned from the server
//
2002-11-17 20:14:15 +00:00
// Revision 1.131 2002/11/17 20:14:15 jbravo
// Itembanning added
//
2002-10-30 20:04:34 +00:00
// Revision 1.130 2002/10/30 20:04:34 jbravo
// Adding helmet
//
// Revision 1.129 2002/10/29 01:34:52 jbravo
// Added g_RQ3_tdmMode (0 = TP style, 1 = DM style) including UI support.
//
// Revision 1.128 2002/10/26 18:29:17 jbravo
// Added allweap and allitem funtionality.
//
// Revision 1.127 2002/10/26 00:37:18 jbravo
// New multiple item code and added PB support to the UI
//
2002-10-21 21:00:39 +00:00
// Revision 1.126 2002/10/21 21:00:39 slicer
// New MM features and bug fixes
//
2002-09-29 16:06:45 +00:00
// Revision 1.125 2002/09/29 16:06:44 jbravo
// Work done at the HPWorld expo
//
2002-09-08 19:47:03 +00:00
// Revision 1.124 2002/09/08 19:47:03 niceass
// newb ctb message added
//
// Revision 1.123 2002/09/07 22:40:01 jbravo
// Added a scaling ctb respawn system. Fixed a bug that allowed players to
// spawn before their team respawn with the team command.
//
2002-09-02 02:21:41 +00:00
// Revision 1.122 2002/09/02 02:21:41 niceass
// removed spherical head detection
//
2002-08-30 00:00:16 +00:00
// Revision 1.121 2002/08/30 00:00:16 makro
// Sky portals
//
// Revision 1.120 2002/08/28 23:10:06 jbravo
// Added cg_RQ3_SuicideLikeARealMan, timestamping to server logs and
// fixed stats for non-TP modes.
//
2002-08-27 04:48:13 +00:00
// Revision 1.119 2002/08/27 04:47:48 niceass
// ref say added
//
2002-08-24 07:58:49 +00:00
// Revision 1.118 2002/08/24 07:58:37 niceass
// moved sanitizestring to g_util
//
// Revision 1.117 2002/08/23 14:25:05 slicer
// Added a new Referee System with multiple ref support
//
// Revision 1.116 2002/08/21 07:00:07 jbravo
// Added CTB respawn queue and fixed game <-> cgame synch problem in CTB
//
// Revision 1.115 2002/08/21 03:36:04 niceass
// move of some vector functions outside of just game
//
// Revision 1.114 2002/08/21 02:56:08 blaze
// added spawnflags 8 for breakables, lets mappers turn off kicking
//
// Revision 1.113 2002/08/13 16:59:16 makro
// Fixed per-client callvote limit; added a new cvar - g_RQ3_maxClientVotes
//
// Revision 1.112 2002/08/07 03:35:57 jbravo
// Added dynamic radio and stopped all radio usage during lca
//
2002-07-24 02:17:38 +00:00
// Revision 1.111 2002/07/24 02:17:38 jbravo
// Added a respawn delay for CTB
//
// Revision 1.110 2002/07/16 04:07:53 niceass
// temporary hack solution for map rotation and ctb
//
2002-07-11 04:30:01 +00:00
// Revision 1.109 2002/07/11 04:30:01 niceass
// new func
//
2002-07-09 03:24:30 +00:00
// Revision 1.108 2002/07/09 03:24:30 niceass
// added alive function
//
// Revision 1.107 2002/07/07 18:36:13 jbravo
// Added an AntiIdle system. Can play insane sounds for idle players, drop them
// from teams or kick them. Upped version to Beta 2.1
//
// Revision 1.106 2002/07/02 09:16:12 makro
// Added g_RQ3_version cvar for server browsers
//
2002-06-24 05:51:51 +00:00
// Revision 1.105 2002/06/24 05:51:51 jbravo
// CTF mode is now semi working
//
2002-06-23 19:27:52 +00:00
// Revision 1.104 2002/06/23 19:25:11 niceass
// bandage bug fix
//
2002-06-23 19:12:17 +00:00
// Revision 1.103 2002/06/23 19:12:17 slicer
// More Matchmode work
//
// Revision 1.102 2002/06/23 15:22:53 slicer
// Future 2.1 Matchmode Features - PART II
//
// Revision 1.101 2002/06/23 03:04:09 assimon
// Added suport for callvote map <map> and ref map <map>.
//
2002-06-21 21:02:49 +00:00
// Revision 1.100 2002/06/21 21:02:49 niceass
// worldspawn laserfog check
//
// Revision 1.99 2002/06/20 22:32:43 jbravo
// Added last damaged player and fixed a test2 model problem (atrimum my ass :)
// Changed g_RQ3_printOwnObits to g_RQ3_showOwnKills and it also controls $K
//
2002-06-20 18:40:17 +00:00
// Revision 1.98 2002/06/20 18:40:17 slicer
// Future 2.1 Matchmode Features - PART I
//
2002-06-19 18:13:57 +00:00
// Revision 1.97 2002/06/19 18:13:57 jbravo
// New TNG spawning system :)
//
2002-06-18 09:22:16 +00:00
// Revision 1.96 2002/06/18 09:22:16 niceass
// file exist function
//
2002-06-16 20:11:41 +00:00
// Revision 1.95 2002/06/16 20:11:41 niceass
// unused cvar removed
//
// Revision 1.94 2002/06/16 20:06:14 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.93 2002/06/16 17:38:00 jbravo
// Removed the MISSIONPACK ifdefs and missionpack only code.
//
// Revision 1.92 2002/06/13 17:01:30 slicer
// Radio Gender changes according to model gender
//
// Revision 1.91 2002/06/11 01:43:08 blaze
// g_rq3_cvarfile allows you to change which file holds the restricted cvars
//
// Revision 1.90 2002/06/09 23:18:49 assimon
// Add coments to the init parser. Added Message before intermition telling next map. New cvar: g_RQ3_NextMap
//
// Revision 1.89 2002/06/07 19:07:08 slicer
// removed cvars for teamXready, replaced by level.teamXready
//
// Revision 1.88 2002/06/05 23:39:40 blaze
// unbreakables work properly. Though I already commited this.
//
2002-06-03 05:25:37 +00:00
// Revision 1.87 2002/06/03 05:24:31 niceass
// spectator changes
//
// Revision 1.86 2002/05/31 18:17:10 makro
// Bot stuff. Added a server command that prints a line to a client
// and everyone who is spectating him
//
2002-05-31 17:32:11 +00:00
// Revision 1.85 2002/05/31 17:32:11 jbravo
// HC gibs almost working :)
//
// Revision 1.84 2002/05/30 21:18:28 makro
// Bots should reload/bandage when roaming around
// Added "pathtarget" key to all the entities
//
2002-05-28 01:17:01 +00:00
// Revision 1.83 2002/05/28 01:17:01 jbravo
// More gib fixes. g_RQ3_gib added
//
2002-05-23 15:55:25 +00:00
// Revision 1.82 2002/05/23 15:55:25 makro
// Elevators
//
2002-05-19 21:27:51 +00:00
// Revision 1.81 2002/05/19 21:27:28 blaze
// added force and buoyancy to breakables
//
2002-05-12 00:07:47 +00:00
// Revision 1.80 2002/05/12 00:07:47 slicer
// Added Normal Radio Flood Protection
//
// Revision 1.79 2002/05/11 16:22:38 slicer
// Added a Repeat Flood Protection to Radio
//
2002-05-10 04:06:27 +00:00
// Revision 1.78 2002/05/10 04:06:27 jbravo
// Added Ignore
//
// Revision 1.77 2002/05/09 20:58:30 jbravo
// New Obit system and a warning cleanup in zcam
//
// Revision 1.76 2002/05/05 15:51:16 slicer
// Captain and subs get saved on map_restarts ( moved to "sess" )
//
2002-05-05 04:23:00 +00:00
// Revision 1.75 2002/05/05 04:23:00 jbravo
// Some MM fixes and cleanups
//
// Revision 1.74 2002/05/05 01:20:50 jbravo
// Delay the lights sound 5 server frames.
//
2002-04-30 11:20:12 +00:00
// Revision 1.73 2002/04/30 11:20:12 jbravo
// Redid the teamcount cvars.
//
2002-04-29 06:17:39 +00:00
// Revision 1.72 2002/04/29 06:17:20 niceass
// small change to pressure system
//
// Revision 1.71 2002/04/28 11:03:46 slicer
// Added "teammodel" for Matchmode, Referee "pause" command
//
// Revision 1.70 2002/04/23 00:21:44 jbravo
// Cleanups of the new model code. Removed the spectator bar for zcam modes.
//
2002-04-22 16:43:34 +00:00
// Revision 1.69 2002/04/22 16:43:34 blaze
// Hey look, breakables explode now! :)
//
2002-04-22 02:27:57 +00:00
// Revision 1.68 2002/04/22 02:27:57 jbravo
// Dynamic model recognition
//
// Revision 1.67 2002/04/15 00:54:26 assimon
// Simple ini file parser that reads a ini configuration file and suports rotations.
//
// Revision 1.66 2002/04/07 12:49:10 slicer
// Added 'teamname' command for MM, and tweaked the cvar system.
//
// Revision 1.65 2002/04/03 09:26:47 jbravo
// New FF system. Warns and then finally kickbans teamwounders and
// teamkillers
//
// Revision 1.64 2002/04/03 03:13:16 blaze
// NEW BREAKABLE CODE - will break all old breakables(wont appear in maps)
//
// Revision 1.63 2002/04/02 00:56:18 jbravo
// Removed the zcam defines again and did some cleanups
//
// Revision 1.62 2002/04/01 22:23:14 slicer
// Added "weapon" command buffering | Solved Gren Mode Bug
2002-03-30 21:51:42 +00:00
//
2002-03-26 11:32:05 +00:00
// Revision 1.59 2002/03/26 11:32:05 jbravo
// Remember specstate between rounds.
//
2002-03-26 10:32:52 +00:00
// Revision 1.58 2002/03/26 10:32:52 jbravo
// Bye bye LCA lag
//
2002-03-25 14:55:01 +00:00
// Revision 1.57 2002/03/25 14:55:00 jbravo
// teamCount cvars for Makro
//
// Revision 1.56 2002/03/23 05:17:42 jbravo
// Major cleanup of game -> cgame communication with LCA vars.
//
// Revision 1.55 2002/03/18 13:32:53 jbravo
// Fixed the fraglines for sniper head kills and twekaed bandaging a bit for
// testing
//
2002-03-17 03:35:29 +00:00
// Revision 1.54 2002/03/17 03:35:29 jbravo
// More radio tewaks and cleanups.
//
// Revision 1.53 2002/03/17 00:40:23 jbravo
// Adding variable team names. g_RQ3_team1name and g_RQ3_team2name. Fixed
// Slicers fraglimit check.
//
// Revision 1.52 2002/03/14 23:54:12 jbravo
// Added a variable system from AQ. Works the same except it uses $ for %
//
2002-03-14 02:24:39 +00:00
// Revision 1.51 2002/03/14 02:24:39 jbravo
// Adding radio :)
//
// Revision 1.50 2002/03/07 01:38:36 assimon
// Changed Ref System. New cvar added - g_RQ3_RefID. Now referee is peserved even on map changes or map_restarts.
//
// Revision 1.49 2002/03/07 00:00:54 assimon
// Added a skeleton referee suport, with some functional commands (map_restart and kick)
//
// Revision 1.48 2002/02/24 18:12:19 jbravo
// Added a cvar to control sniper behavior g_RQ3_sniperup. Def 0. if set yo 1
// it makes players spawn with the sniper up.
//
// Revision 1.47 2002/02/10 21:21:23 slicer
// Saving persistant and other data on some events..
//
2002-02-10 18:38:42 +00:00
// Revision 1.46 2002/02/10 18:38:42 jbravo
// Added new SPECTATOR_ZCAM spec mode.
//
2002-02-10 02:49:28 +00:00
// Revision 1.45 2002/02/10 02:49:28 niceass
// re-added zcam #define
//
// Revision 1.44 2002/02/06 03:10:43 jbravo
// Fix the instant spectate on death and an attempt to fix the scores
//
2002-02-05 23:42:06 +00:00
// Revision 1.43 2002/02/05 23:41:27 slicer
// More on matchmode..
//
// Revision 1.42 2002/02/04 00:10:49 slicer
// Matchmode: Teams Ready/Not Ready goes by cvar MM_team1/2
2002-02-02 20:39:09 +00:00
//
// Revision 1.40 2002/02/01 01:00:36 slicer
// Adding Matchmode: just a few basics and files...
//
// Revision 1.38 2002/01/31 02:55:58 blaze
// some basic work with the trains/elevators
//
2002-01-31 02:25:31 +00:00
// Revision 1.37 2002/01/31 02:25:31 jbravo
// Adding limchasecam.
//
// Revision 1.36 2002/01/24 14:20:53 jbravo
// Adding func_explosive and a few new surfaceparms
//
// Revision 1.35 2002/01/14 01:20:45 niceass
// No more default 800 gravity on items
// Thrown knife+Glass fix - NiceAss
//
2002-01-11 20:20:58 +00:00
// Revision 1.34 2002/01/11 20:20:58 jbravo
// Adding TP to main branch
//
// Revision 1.33 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
2001-12-31 16:28:42 +00:00
// Revision 1.32 2001/12/31 16:28:42 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_local.h -- local definitions for game module
#include "q_shared.h"
#include "bg_public.h"
#include "g_public.h"
//==================================================================
// the "gameversion" client command will print this plus compile date
#define GAMEVERSION "rq3"
#define BODY_QUEUE_SIZE 8
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// JBravo: Max number of killed enemys to track
#define RQ3_MAXKILLS 5
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#define MAX_TEAMS 2
#define MAX_SPAWN_POINTS 128
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// Blaze: How long someone bleeds for
// Elder: This doesn't work the same as Q2 because clients and servers can
// run independent "clocks." Normal servers send snapshots every 50ms
// (20 snapshots per second) so we double it from 10.
// Ideally, this number should match the server's sv_fps cvar value for those
// that run non-standard server frame rates.
#define BLEED_TIME 20
// Elder: Everyone knows you lose 6 health from the moment you start bandaging
// Let's enforce that in-code because it's sometimes 7 or even 8
// Elder: LOL it's 3, dumb Elder!
#define BLEED_BANDAGE 3
#define BLEED_BANDAGE_TIME 5400 // 27 x 2
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// types of locations that can be hit
#define LOC_NOLOC 0 // non-location/world kill
#define LOC_HDAM 1 // head
#define LOC_CDAM 2 // chest
#define LOC_SDAM 3 // stomach
#define LOC_LDAM 4 // legs
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#define INFINITE 1000000
#define FRAMETIME 100 // msec
#define CARNAGE_REWARD_TIME 3000
#define REWARD_SPRITE_TIME 2000
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#define INTERMISSION_DELAY_TIME 1000
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#define SP_INTERMISSION_DELAY_TIME 5000
// gentity->flags
#define FL_GODMODE 0x00000010
#define FL_NOTARGET 0x00000020
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#define FL_TEAMSLAVE 0x00000400 // not the first on the team
#define FL_NO_KNOCKBACK 0x00000800
#define FL_DROPPED_ITEM 0x00001000
#define FL_NO_BOTS 0x00002000 // spawn point not for bot use
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#define FL_NO_HUMANS 0x00004000 // spawn point just for bots
#define FL_FORCE_GESTURE 0x00008000 // force gesture on client
//Elder: err - this looks funny... should it be 0x00010000 ?
//#define FL_THROWN_ITEM 0x00016000 // XRAY FMJ weapon throwing
#define FL_THROWN_ITEM 0x00010000 // XRAY FMJ weapon throwing
#define FL_RQ3_JUNKITEM 0x00020000 // Elder: the item we want to remove
//Elder: moved to bg_public.h
//#define FL_THROWN_KNIFE 0x00040000 // Elder: thrown knife special case
2001-05-06 20:50:27 +00:00
// movers are things like doors, plats, buttons, etc
typedef enum {
MOVER_POS1,
MOVER_POS2,
MOVER_1TO2,
MOVER_2TO1,
// VALKYRIE: angle movements
ROTATOR_POS1,
ROTATOR_POS2,
ROTATOR_1TO2,
ROTATOR_2TO1
} moverState_t;
#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3"
#define RQ3_RESPAWNTIME_DEFAULT 60000 // Elder: time for weapons to respawn - up to 60s
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#define RQ3_CTF_RESPAWNTIME_DEFAULT 10000 // JBravo: time for weapons to respawn - up to 10s
#define SP_AUTOOPEN 4 // Elder: revert to Q3 behaviour
#define SP_DOORTOGGLE 8 // Elder: added to enable mover toggling
#define MAXDOORTIME 100 // Elder: max time the opendoor key can stay open
//Makro - moved weapon/item banning flags to bg_public.h so that the UI
// can use them, too
2002-11-17 20:14:15 +00:00
2001-05-06 20:50:27 +00:00
//============================================================================
typedef struct gentity_s gentity_t;
typedef struct gclient_s gclient_t;
struct gentity_s {
entityState_t s; // communicated by server to clients
entityShared_t r; // shared by both the server system and game
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// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
// EXPECTS THE FIELDS IN THAT ORDER!
//================================
struct gclient_s *client; // NULL if not a client
qboolean inuse;
char *classname; // set in QuakeEd
int spawnflags; // set in QuakeEd
qboolean neverFree; // if true, FreeEntity will only unlink
// bodyque uses this
// JBravo: adding func_explosive
int damage_radius;
int mass;
int tension;
int bounce;
int material;
int size;
int flags; // FL_* variables
char *model;
char *model2;
int freetime; // level.time when the object was freed
int eventTime; // events will be cleared EVENT_VALID_MSEC after set
qboolean freeAfterEvent;
qboolean unlinkAfterEvent;
qboolean physicsObject; // if true, it can be pushed by movers and fall off edges
// all game items are physicsObjects,
float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce
int clipmask; // brushes with this content value will be collided against
// when moving. items and corpses do not collide against
// players, for instance
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// movers
moverState_t moverState;
int soundPos1;
int sound1to2;
int sound2to1;
int soundPos2;
int soundLoop;
2003-07-30 16:05:47 +00:00
//Makro - added
int soundInactive;
gentity_t *parent;
gentity_t *nextTrain;
gentity_t *prevTrain;
vec3_t pos1, pos2;
char *message;
int timestamp; // body queue sinking, etc
float angle; // set in editor, -1 = up, -2 = down
char *target;
char *targetname;
char *team;
char *targetShaderName;
char *targetShaderNewName;
gentity_t *target_ent;
float speed;
vec3_t movedir;
int nextthink;
void (*think) (gentity_t * self);
void (*reached) (gentity_t * self); // movers call this when hitting endpoint
void (*blocked) (gentity_t * self, gentity_t * other);
void (*touch) (gentity_t * self, gentity_t * other, trace_t * trace);
void (*use) (gentity_t * self, gentity_t * other, gentity_t * activator);
void (*pain) (gentity_t * self, gentity_t * attacker, int damage);
void (*die) (gentity_t * self, gentity_t * inflictor, gentity_t * attacker, int damage, int mod);
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//Makro - called at the begining of the round in TP
void (*reset) (gentity_t *self);
qboolean noreset; //Makro - if set to 1, this entity will not respawn in TP
int pain_debounce_time;
int fly_sound_debounce_time; // wind tunnel
int last_move_time;
int health;
//Blaze: hold the health so when we respawn it, the health is set properly
int health_saved;
//Blaze: holds if we can "chip" off peices
qboolean chippable;
//true if we cant break it
qboolean unbreakable;
//true if it's explosive
qboolean explosive;
//True if it's already been exploded
qboolean exploded;
//Bkaze: allow some entities to be shootable, but not kickable.
qboolean unkickable;
qboolean takedamage;
int damage;
int splashDamage; // quad will increase this without increasing radius
int splashRadius;
int methodOfDeath;
int splashMethodOfDeath;
int count;
gentity_t *chain;
gentity_t *enemy;
gentity_t *activator;
gentity_t *teamchain; // next entity in team
gentity_t *teammaster; // master of the team
int watertype;
int waterlevel;
int noise_index;
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// timing variables
float wait;
float random;
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gitem_t *item; // for bonus items
float distance; // VALKYRIE: for rotating door
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//Blaze: Holds the target set by a button
char *pathtarget;
//Makro - added
2003-09-07 20:02:51 +00:00
char *activatename, *targetInactive;
int inactive;
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};
typedef enum {
CON_DISCONNECTED,
CON_CONNECTING,
CON_CONNECTED
} clientConnected_t;
typedef enum {
SPECTATOR_NOT,
SPECTATOR_FREE,
SPECTATOR_FOLLOW,
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SPECTATOR_ZCAM,
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SPECTATOR_CAMERA_FLIC,
SPECTATOR_CAMERA_SWING,
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SPECTATOR_SCOREBOARD
} spectatorState_t;
typedef enum {
TEAM_BEGIN, // Beginning a team game, spawn at base
TEAM_ACTIVE // Now actively playing
} playerTeamStateState_t;
typedef struct {
playerTeamStateState_t state;
int location;
int captures;
int basedefense;
int carrierdefense;
int flagrecovery;
int fragcarrier;
int assists;
float lasthurtcarrier;
float lastreturnedflag;
float flagsince;
float lastfraggedcarrier;
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} playerTeamState_t;
// the auto following clients don't follow a specific client
// number, but instead follow the first two active players
#define FOLLOW_ACTIVE1 -1
#define FOLLOW_ACTIVE2 -2
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// JBravo: for ignore
#define MAXIGNORE 11
typedef gentity_t *ignorelist_t[MAXIGNORE];
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// client data that stays across multiple levels or tournament restarts
// this is achieved by writing all the data to cvar strings at game shutdown
// time and reading them back at connection time. Anything added here
// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
typedef struct {
//Slicer Matchmode
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qboolean refHear;
int refReady;
int referee;
team_t captain;
team_t sub;
team_t sessionTeam;
team_t savedTeam; // JBravo: Used to hold the real team status of a player.
int spectatorTime; // for determining next-in-line to play
spectatorState_t spectatorState;
int spectatorClient; // for chasecam and follow mode
int wins, losses; // tournament stats
qboolean teamLeader; // true when this client is a team leader
gentity_t *spawnPoint; // JBravo: This players spawnpoint
qboolean teamSpawn; // JBravo: This player is being spawned with his team.
int ignore_time; // JBravo: to avoid ignore flooding
ignorelist_t ignorelist; // JBravo: This players ignore list.
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} clientSession_t;
//
#define MAX_NETNAME 36
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#define MAX_VOTE_COUNT 3
// client data that stays across multiple respawns, but is cleared
// on each level change or team change at ClientBegin()
typedef struct {
clientConnected_t connected;
// aasimon: No Need for this here, using a cvar to record the clientnumber of referee, so that map_restarts dont change
// the referee
// qboolean referee;
usercmd_t cmd; // we would lose angles if not persistant
qboolean localClient; // true if "ip" info key is "localhost"
qboolean initialSpawn; // the first spawn should be at a cool location
qboolean predictItemPickup; // based on cg_predictItems userinfo
qboolean pmoveFixed; //
char netname[MAX_NETNAME];
int maxHealth; // for handicapping
int enterTime; // level.time the client entered the game
playerTeamState_t teamState; // status in teamplay games
int voteCount; // to prevent people from constantly calling votes
int teamVoteCount; // to prevent people from constantly calling votes
qboolean teamInfo; // send team overlay updates?
qboolean hadUniqueWeapon[MAX_WEAPONS]; //Elder: for "ammo" in last gun
int sayTime; // Elder: say validation stuff
int sayCount;
int sayWarnings;
int sayBans;
int sayMuteTime;
qboolean sayModerated; // so warnings are not repeated for multi-line, same-frame messages
int records[REC_NUM_RECORDS]; // Elder: for our statistics tracking
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// JBravo: unlagged
int delag;
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} clientPersistant_t;
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struct camera_s;
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// Elder: spam prevention defaults
/*
#define SAY_MAX_NUMBER 6
#define SAY_MAX_WARNINGS 3
#define SAY_PERIOD_TIME 3 // Elder: in seconds
#define SAY_WARNING_TIME 15
#define SAY_BAN_TIME 60 // Technically should drop client
*/
#define SAY_MAX_NUMBER "6"
#define SAY_MAX_WARNINGS "3"
#define SAY_PERIOD_TIME "3" // Elder: in seconds
#define SAY_WARNING_TIME "15"
#define SAY_BAN_TIME "60" // Technically should drop client
typedef enum {
SAY_BAN,
SAY_WARNING,
SAY_OK,
SAY_TOTAL
} sayValidations_t;
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// this structure is cleared on each ClientSpawn(),
// except for 'client->pers' and 'client->sess'
struct gclient_s {
// ps MUST be the first element, because the server expects it
playerState_t ps; // communicated by server to clients
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// the rest of the structure is private to game
clientPersistant_t pers;
clientSession_t sess;
qboolean readyToExit; // wishes to leave the intermission
qboolean noclip;
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// int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
// we can't just use pers.lastCommand.time, because
// of the g_sycronousclients case
int buttons;
int oldbuttons;
int latched_buttons;
vec3_t oldOrigin;
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// sum up damage over an entire frame, so
// shotgun blasts give a single big kick
int damage_armor; // damage absorbed by armor
int damage_blood; // damage taken out of health
int damage_knockback; // impact damage
vec3_t damage_from; // origin for vector calculation
qboolean damage_fromWorld; // if true, don't use the damage_from vector
//qboolean damage_vest; // Elder: if true, play the vest-hit sound
int accurateCount; // for "impressive" reward sound
int accuracy_shots; // total number of shots
int accuracy_hits; // total number of hits
gentity_t *lastkilled_client[5]; // JBravo: last 5 clients that this client killed
char last_damaged_players[MAX_STRING_CHARS]; // JBravo: last client this one damaged.
int num_kills; // JBravo: Number of killed players in TP.
int lasthurt_client; // last client that damaged this client
int lasthurt_mod; // type of damage the client did
//Slicer
int weapon_attempts;
qboolean weapon_after_bandage_warned;
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// Begin Duffman
int lasthurt_location; // Where the client was hit.
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// End Duffman
// timers
int respawnTime; // can respawn when time > this, force after g_forcerespwan
int inactivityTime; // kick players when time > this
qboolean inactivityWarning; // qtrue if the five seoond warning has been given
int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this
int airOutTime;
int lastKillTime; // for multiple kill rewards
qboolean fireHeld; // used for hook
gentity_t *hook; // grapple hook if out
int switchTeamTime; // time the player switched teams
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// Begin Duffman
int numClips[MAX_WEAPONS]; // Number of clips each weapon has
// End Duffman
int weaponCount[WP_NUM_WEAPONS]; // Elder: for duplicate unique weapon tracking
int openDoor; //Blaze: used to hold if someone has hit opendoor key
int openDoorTime;
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// timeResidual is used to handle events that happen every second
// like health / armor countdowns and regeneration
int timeResidual;
//Elder: C3A laser tutorial
gentity_t *lasersight; // lasersight OR flashlight if in use
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// JBravo: sniperheadshots
qboolean noHead;
// Bleeding server-only cvars
int bleeding; // Blaze: remaining points to bleed away
int bleed_remain; // Blaze: How much left to bleed
int bleedloc; // Blaze: Where are we bleeding
vec3_t bleedloc_offset; // Blaze: location of bleeding (from origin)
int bleed_delay; // Elder: time for next spurt of blood
vec3_t bleednorm;
//qboolean isBleeding; // Blaze: is client bleeding
// int legDamage; // Blaze: Client has leg damage - holds number of hits too
int bleedtick; // Blaze: Holds # of seconds till bleeding stops.
int headShotTime; // Elder: got headshot?
//Elder: server only needs to know for sniper spread - ARGH
// int zoomed; // Hawkins (SSG zoom)
//qboolean semi; // hawkins (semiauto mode for m4, mp5, pistol)
int shots; // Blaze: Number of shots fired so far with this weapon
int weaponfireNextTime; // for akimbos
int lastzoom; // Elder: save last zoom state when firing
// These are now obsolete with the new reload code
int fastReloads; // Elder: for queuing M3/SSG reloads
int lastReloadTime; // Elder: for queuing M3/SSG reloads
int reloadAttempts; // Elder: for queuing M3/SSG reloads
int reloadStage; // Elder: 0, 1, 2 for sound queuing - move to stats?
int consecutiveShots; // Elder: for M4 ride-up/kick
int uniqueWeapons; // Elder: formerly a stat, now just a server var
int uniqueItems;
int killStreak; // Elder: replaces the old STAT_STREAK
qboolean kevlarHit; // Elder: kevlar hit -- FIXME: poor implementation
int knife_sound; // NiceAss: What did the player hit while slashing?
char *areabits;
struct camera_s *camera;
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// JBravo adding TP stuff
int specMode;
int teamplayWeapon;
int teamplayItem;
int radioGender;
int radioSetMale;
int radioSetFemale;
int SuicideLikeARealMan;
int zcam_stfu;
qboolean radioOff;
int team_wounds;
int team_wounds_before;
int ff_warning;
int team_kills;
int idletime;
int savedPSweapon;
int savedSTAT;
qboolean gibbed;
//Slicer Flood protect:
float rd_mute; //Time to be muted
int rd_Count; //Counter for the last msgs in "xx" secs allowed
float rd_time; //Time for the first radio message of the ones to follow
int rd_lastRadio; //Code of the last radio used
int rd_repCount; //Counter for the number of repeated radio msgs
float rd_repTime; //The time for the last repeated radio msg
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// JBravo: time of death for delayed CTB respawns
int time_of_death;
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int flagMessageTime;// NiceAss: Newb message for pistol/knife w/ enemy case
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int lastUpdateFrame;
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};
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// JBravo: for model loading
#define MAXMODELS 64
#define MAXMODELLEN 100
typedef struct legitmodel {
char name[MAXMODELLEN];
vec3_t team1color;
vec3_t team2color;
int gender;
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} legitmodel_t;
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// Begin Duffman
int G_LocationDamage(vec3_t point, gentity_t * targ, gentity_t * attacker, int take);
void Cmd_Reload(gentity_t * ent); // reloads the current weapon
// Elder: removed - prototype in bg_public.h
// int ClipAmountForWeapon( int w ); // returns the maximum ammo for the current weapon
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// End Duffman
//
// this structure is cleared as each map is entered
//
#define MAX_SPAWN_VARS 64
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#define MAX_SPAWN_VARS_CHARS 4096
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typedef struct {
struct gclient_s *clients; // [maxclients]
struct gentity_s *gentities;
int gentitySize;
int num_entities; // current number, <= MAX_GENTITIES
int warmupTime; // restart match at this time
fileHandle_t logFile;
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// store latched cvars here that we want to get at often
int maxclients;
int framenum;
int time; // in msec
int previousTime; // so movers can back up when blocked
int startTime; // level.time the map was started
int teamScores[TEAM_NUM_TEAMS];
int lastTeamLocationTime; // last time of client team location update
qboolean newSession; // don't use any old session data, because
// we changed gametype
qboolean restarted; // waiting for a map_restart to fire
int numConnectedClients;
int numNonSpectatorClients; // includes connecting clients
int numPlayingClients; // connected, non-spectators
int sortedClients[MAX_CLIENTS]; // sorted by score
int follow1, follow2; // clientNums for auto-follow spectators
int snd_fry; // sound index for standing in lava
int warmupModificationCount; // for detecting if g_warmup is changed
// voting state
char voteString[MAX_STRING_CHARS];
char voteDisplayString[MAX_STRING_CHARS];
// vote extras
char voteMap[MAX_STRING_CHARS];
int voteTime; // level.time vote was called
int voteExecuteTime; // time the vote is executed
int voteYes;
int voteNo;
int numVotingClients; // set by CalculateRanks
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// team voting state
char teamVoteString[2][MAX_STRING_CHARS];
int teamVoteTime[2]; // level.time vote was called
int teamVoteYes[2];
int teamVoteNo[2];
int numteamVotingClients[2]; // set by CalculateRanks
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// spawn variables
qboolean spawning; // the G_Spawn*() functions are valid
int numSpawnVars;
char *spawnVars[MAX_SPAWN_VARS][2]; // key / value pairs
int numSpawnVarChars;
char spawnVarChars[MAX_SPAWN_VARS_CHARS];
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// intermission state
int intermissionQueued; // intermission was qualified, but
// wait INTERMISSION_DELAY_TIME before
// actually going there so the last
// frag can be watched. Disable future
// kills during this delay
int intermissiontime; // time the intermission was started
char *changemap;
qboolean readyToExit; // at least one client wants to exit
int exitTime;
vec3_t intermission_origin; // also used for spectator spawns
vec3_t intermission_angle;
qboolean locationLinked; // target_locations get linked
gentity_t *locationHead; // head of the location list
int bodyQueIndex; // dead bodies
gentity_t *bodyQue[BODY_QUEUE_SIZE];
// Slicer: Matchmode
float matchTime;
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int refStatus;
int refAmmount;
qboolean team1ready;
qboolean team2ready;
qboolean inGame;
qboolean paused;
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qboolean settingsLocked;
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// JBravo adding TP
int lights_camera_action;
qboolean team_round_going;
int holding_on_tie_check;
int team_round_countdown;
qboolean team_game_going;
int rulecheckfrequency;
int current_round_length;
qboolean spawnPointsLocated;
gentity_t *team1spawnpoint;
gentity_t *team2spawnpoint;
vec3_t team1spawn_origin;
vec3_t team1spawn_angles;
vec3_t team2spawn_origin;
vec3_t team2spawn_angles;
int fps;
int lights_delay;
// JBravo: for CTB
int team1respawn;
int team2respawn;
int ctb_respawndelay;
//Slicer:
int team1gender;
int team2gender;
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// Freud: spawning system
int randteam;
int num_used_farteamplay_spawns[MAX_TEAMS];
int num_potential_spawns[MAX_TEAMS];
gentity_t *teamplay_spawns[MAX_TEAMS];
qboolean teams_assigned[MAX_TEAMS];
gentity_t *potential_spawns[MAX_TEAMS][MAX_SPAWN_POINTS];
gentity_t *used_farteamplay_spawns[MAX_TEAMS][MAX_SPAWN_POINTS];
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} level_locals_t;
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//
// rxn_game.c
//
void CheckBleeding(gentity_t * targ);
void StartBandage(gentity_t * ent);
int ThrowWeapon(gentity_t * ent, qboolean forceThrow);
void ThrowItem(gentity_t * ent);
gentity_t *dropWeapon(gentity_t * ent, gitem_t * item, float angle, int xr_flags); // XRAY FMJ
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//Blaze Reaction knife stuff
//Elder: commented out - unused?
//void Rxn_SpawnKnife( gentity_t *e);
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//
// g_spawn.c
//
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
qboolean G_SpawnFloat(const char *key, const char *defaultString, float *out);
qboolean G_SpawnInt(const char *key, const char *defaultString, int *out);
qboolean G_SpawnVector(const char *key, const char *defaultString, float *out);
void G_SpawnEntitiesFromString(void);
char *G_NewString(const char *string);
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//Makro - bot hack
void G_BotOnlyItem(gentity_t *ent);
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//
// g_cmds.c
//
char *ConcatArgs(int start);
void Cmd_Score_f(gentity_t * ent);
void StopFollowing(gentity_t * ent);
void BroadcastTeamChange(gclient_t * client, int oldTeam);
void SetTeam(gentity_t * ent, char *s);
void Cmd_FollowCycle_f(gentity_t * ent, int dir);
void Cmd_Unzoom(gentity_t * ent);
void Cmd_OpenDoor(gentity_t * ent);
void Cmd_Weapon(gentity_t * ent);
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void G_Say(gentity_t * ent, gentity_t * target, int mode, const char *chatText);
//Elder: C3A laser tutorial
void Laser_Gen(gentity_t * ent, qboolean enabled);
void Laser_Think(gentity_t * self);
//Elder: anti-spam stuff
int RQ3_ValidateSay(gentity_t * ent);
//Elder: commented out for Homer
//void toggleSemi(gentity_t *ent);
//Makro - sends a command to a client and all the ones spectating him
void G_SendClientSpec(gentity_t * ent, const char *msg);
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//
// g_items.c
//
void G_CheckTeamItems(void);
void G_RunItem(gentity_t * ent);
void RespawnItem(gentity_t * ent);
void UseHoldableItem(gentity_t * ent);
void PrecacheItem(gitem_t * it);
gentity_t *Drop_Item(gentity_t * ent, gitem_t * item, float angle);
gentity_t *LaunchItem(gitem_t * item, vec3_t origin, vec3_t velocity, int xrflags);
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);
//Elder: added bandolier factor
void Add_Ammo(gentity_t * ent, int weapon, int count, int bandolierfactor);
void Touch_Item(gentity_t * ent, gentity_t * other, trace_t * trace);
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//Makro - added
void G_ResetItem(gentity_t *ent);
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void ClearRegisteredItems(void);
void RegisterItem(gitem_t * item);
void SaveRegisteredItems(void);
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//Elder: added
void RQ3_DroppedItemThink(gentity_t * ent);
void RQ3_DroppedWeaponThink(gentity_t * ent);
void RQ3_ResetWeapon(int weapon);
void RQ3_ResetItem(int itemTag);
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//
// g_utils.c
//
int G_ModelIndex(char *name);
int G_SoundIndex(char *name);
void G_TeamCommand(team_t team, char *cmd);
void G_KillBox(gentity_t * ent);
gentity_t *G_Find(gentity_t * from, int fieldofs, const char *match);
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int G_PlayerAlive(gentity_t *ent);
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void G_DebugSaveData(char *Data);
qboolean G_FileSearch(char *Filename, char *Text);
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void SanitizeString(char *in, char *out);
2003-09-18 23:28:44 +00:00
double G_acos(double x);
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//Makro - added
gentity_t *G_Find2(gentity_t * from, int fieldofs, const char *match, int fieldofs2, const char *match2);
gentity_t *G_PickTarget(char *targetname);
void G_UseEntities(gentity_t * ent, char *target, gentity_t * activator);
void G_UseTargets(gentity_t * ent, gentity_t * activator);
void G_SetMovedir(vec3_t angles, vec3_t movedir);
void G_InitGentity(gentity_t * e);
gentity_t *G_Spawn(void);
gentity_t *G_TempEntity(vec3_t origin, int event);
//Elder: added
gentity_t *G_TempEntity2(vec3_t origin, int event, int eParm);
void G_Sound(gentity_t * ent, int channel, int soundIndex);
void G_FreeEntity(gentity_t * e, int line, char *file);
void G_RealFreeEntity(gentity_t * e);
//Elder: added
void RQ3_SaveZoomLevel(gentity_t * ent);
int RQ3_isZoomed(gentity_t * ent);
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qboolean G_EntitiesFree(void);
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void G_TouchTriggers(gentity_t * ent);
void G_TouchSolids(gentity_t * ent);
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/*float *tv(float x, float y, float z);
char *vtos(const vec3_t v);*/
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float vectoyaw(const vec3_t vec);
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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);
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void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
const char *BuildShaderStateConfig();
//
// g_combat.c
//
qboolean CanDamage(gentity_t * targ, vec3_t origin);
void G_Damage(gentity_t * targ, gentity_t * inflictor, gentity_t * attacker, vec3_t dir, vec3_t point, int damage,
int dflags, int mod);
qboolean G_RadiusDamage(vec3_t origin, gentity_t * attacker, float damage, float radius, gentity_t * ignore, int mod);
int G_InvulnerabilityEffect(gentity_t * targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir);
void body_die(gentity_t * self, gentity_t * inflictor, gentity_t * attacker, int damage, int meansOfDeath);
void TossClientItems(gentity_t * self);
void TossClientCubes(gentity_t * self);
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// 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
//Elder: Changed from 0x00000016 to 0x00000020
#define DAMAGE_NO_LOCATIONAL 0x00000020 // Generic damage (shotguns, grenades, kicks)
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//
// g_missile.c
//
void G_RunMissile(gentity_t * ent);
gentity_t *fire_knife(gentity_t * self, vec3_t start, vec3_t aimdir);
gentity_t *fire_blaster(gentity_t * self, vec3_t start, vec3_t aimdir);
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//Blaze: Dont need these functions
//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);
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//gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir);
//gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir);
//gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir);
//
// g_mover.c
//
void G_RunMover(gentity_t * ent);
void Touch_DoorTrigger(gentity_t * ent, gentity_t * other, trace_t * trace);
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//void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ); // NiceAss: Added
2001-05-06 20:50:27 +00:00
//
// g_trigger.c
//
void trigger_teleporter_touch(gentity_t * self, gentity_t * other, trace_t * trace);
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//
// g_misc.c
//
void TeleportPlayer(gentity_t * player, vec3_t origin, vec3_t angles);
void G_BreakGlass(gentity_t * ent, gentity_t * inflictor, gentity_t * attacker, vec3_t point, int mod, int damage); //Blaze: Breakable glass
2002-08-30 00:00:16 +00:00
//Makro - not needed
//void G_RunDlight(gentity_t * ent); // Elder: dlight running
void G_EvaluateTrajectory(const trajectory_t * tr, int atTime, vec3_t result);
void G_EvaluateTrajectoryDelta(const trajectory_t * tr, int atTime, vec3_t result);
void G_GravityChange(void);
void G_CreatePressure(vec3_t origin, vec3_t normal, gentity_t * ent);
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qboolean G_FileExists(char *filename);
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//
// g_weapon.c
//
qboolean LogAccuracyHit(gentity_t * target, gentity_t * attacker);
void CalcMuzzlePoint(gentity_t * ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint);
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//void SnapVectorTowards(vec3_t v, vec3_t to);
qboolean CheckGauntletAttack(gentity_t * ent);
// JBravo: unlagged - g_unlagged.c
/*void G_ResetHistory(gentity_t *ent);
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void G_StoreHistory(gentity_t *ent);
void G_TimeShiftAllClients(int time, gentity_t *skip);
void G_UnTimeShiftAllClients(gentity_t *skip);
void G_DoTimeShiftFor(gentity_t *ent);
void G_UndoTimeShiftFor(gentity_t *ent);
void G_UnTimeShiftClient(gentity_t *client); */
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void G_PredictPlayerMove(gentity_t *ent, float frametime);
//void Knife_Touch (gentity_t *ent, gentity_t *other,trace_t *trace);
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//Blaze: No need for these because no gauntlet
//void Weapon_HookFree (gentity_t *ent);
//void Weapon_HookThink (gentity_t *ent);
//Elder: for shotgun damage reports
void RQ3_InitShotgunDamageReport(void);
void RQ3_ProduceShotgunDamageReport(gentity_t * self);
qboolean JumpKick(gentity_t * ent);
qboolean DoorKick(trace_t * trIn, gentity_t * ent, vec3_t origin, vec3_t forward);
extern int tookShellHit[MAX_CLIENTS];
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//
// g_client.c
//
team_t TeamCount(int ignoreClientNum, int team);
int TeamLeader(int team);
team_t PickTeam(int ignoreClientNum);
void SetClientViewAngle(gentity_t * ent, vec3_t angle);
gentity_t *SelectSpawnPoint(vec3_t avoidPoint, vec3_t origin, vec3_t angles);
//Elder: added because I use it in g_main.c and g_items.c for item spawning
gentity_t *SelectRandomDeathmatchSpawnPoint(void);
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// JBravo: need this for teamspawning
gentity_t *SelectRandomFurthestSpawnPoint(vec3_t avoidPoint, vec3_t origin, vec3_t angles);
gentity_t *SelectInitialSpawnPoint(vec3_t origin, vec3_t angles);
void CopyToBodyQue(gentity_t * ent);
void respawn(gentity_t * ent);
void BeginIntermission(void);
void InitClientPersistant(gclient_t * client);
void InitClientResp(gclient_t * client);
void InitBodyQue(void);
void ClientSpawn(gentity_t * ent);
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//Blaze: for the cheat vars stuff
int G_SendCheatVars(int);
//Blaze: for the breakable stuff
int G_SendBreakableInfo(int);
void player_die(gentity_t * self, gentity_t * inflictor, gentity_t * attacker, int damage, int mod);
void AddScore(gentity_t * ent, vec3_t origin, int score);
void CalculateRanks(void);
qboolean SpotWouldTelefrag(gentity_t * spot);
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//
// g_svcmds.c
//
qboolean ConsoleCommand(void);
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void G_ProcessIPBans(void);
qboolean G_FilterPacket(char *from);
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//
// g_weapon.c
//
void FireWeapon(gentity_t * ent);
void ReloadWeapon(gentity_t * ent, int stage); // Elder: added
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//
// p_hud.c
//
void MoveClientToIntermission(gentity_t * client);
void G_SetStats(gentity_t * ent);
void DeathmatchScoreboardMessage(gentity_t * client);
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//
// g_cmds.c
//
//
// g_pweapon.c
//
//
// g_main.c
//
void FindIntermissionPoint(void);
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void SetLeader(int team, int client);
void CheckTeamLeader(int team);
void G_RunThink(gentity_t * ent);
void QDECL G_LogPrintf(const char *fmt, ...);
void SendScoreboardMessageToAllClients(void);
void QDECL G_Printf(const char *fmt, ...);
void QDECL G_Error(const char *fmt, ...);
//Elder: added
void RQ3_StartUniqueItems(void);
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// JBravo: added
void trap_RQ3LinkEntity(gentity_t *ent, int line, char *file);
void trap_RQ3UnlinkEntity(gentity_t *ent, int line, char *file);
void trap_RQ3AdjustAreaPortalState(gentity_t *ent, qboolean open, int line, char *file);
// aasimon: init stuff
void RQ3_ReadInitFile(void);
void RQ3_ParseBuffer(char *buf, int len);
int RQ3_GetTag(char *buf, int *cur_pos, char *tag, int len);
int RQ3_CheckTag(char *tag);
int RQ3_ParseBlock(int tag_type, char *tag, int *cur_pos, char *buf, int len);
int RQ3_GetCommand(char *buf, int *cur_pos, char *cvar, char *value, int len);
int RQ3_GetWord(char *buf, int *cur_pos, char *word, int len);
int RQ3_CheckClosingTag(char *buf, int *cur_pos, int tag_type, int len);
void RQ3_SkipLineComment(char *buf, int *cur_pos);
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//
// 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);
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typedef struct {
char name[80];
int jump;
int velocity;
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} breakable_t;
extern breakable_t rq3_breakables[RQ3_MAX_BREAKABLES];
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//
// g_active.c
//
void ClientThink(int clientNum);
void ClientEndFrame(gentity_t * ent);
void G_RunClient(gentity_t * ent);
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//
// g_team.c
//
qboolean OnSameTeam(gentity_t * ent1, gentity_t * ent2);
void Team_CheckDroppedItem(gentity_t * dropped);
qboolean CheckObeliskAttack(gentity_t * obelisk, gentity_t * attacker);
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//
// g_mem.c
//
void *G_Alloc(int size);
void G_InitMemory(void);
void Svcmd_GameMem_f(void);
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//
// g_session.c
//
void G_ReadSessionData(gclient_t * client);
void G_InitSessionData(gclient_t * client, char *userinfo);
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void G_InitWorldSession(void);
void G_WriteSessionData(void);
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//
// g_arenas.c
//
void UpdateTournamentInfo(void);
void SpawnModelsOnVictoryPads(void);
void Svcmd_AbortPodium_f(void);
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//
// 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);
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// ai_main.c
#define MAX_FILEPATH 144
//bot settings
typedef struct bot_settings_s {
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char characterfile[MAX_FILEPATH];
float skill;
char team[MAX_FILEPATH];
} bot_settings_t;
int BotAISetup(int restart);
int BotAIShutdown(int restart);
int BotAILoadMap(int restart);
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int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart);
int BotAIShutdownClient(int client, qboolean restart);
int BotAIStartFrame(int time);
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void BotTestAAS(vec3_t origin);
#include "g_team.h" // teamplay specific stuff
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// JBravo: Functions from g_teamplay.c
#include "g_teamplay.h"
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extern level_locals_t level;
extern gentity_t g_entities[MAX_GENTITIES];
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#define FOFS(x) ((int)&(((gentity_t *)0)->x))
extern vmCvar_t g_gametype;
extern vmCvar_t g_dedicated;
extern vmCvar_t g_cheats;
extern vmCvar_t g_maxclients; // allow this many total, including spectators
extern vmCvar_t g_maxGameClients; // allow this many active
extern vmCvar_t g_restarted;
extern vmCvar_t g_dmflags;
extern vmCvar_t g_fraglimit;
extern vmCvar_t g_timelimit;
extern vmCvar_t g_capturelimit;
extern vmCvar_t g_friendlyFire;
extern vmCvar_t g_password;
extern vmCvar_t g_needpass;
extern vmCvar_t g_gravity;
extern vmCvar_t g_speed;
extern vmCvar_t g_quadfactor;
extern vmCvar_t g_forcerespawn;
extern vmCvar_t g_inactivity;
extern vmCvar_t g_debugMove;
extern vmCvar_t g_debugAlloc;
extern vmCvar_t g_debugDamage;
extern vmCvar_t g_weaponRespawn;
extern vmCvar_t g_weaponTeamRespawn;
extern vmCvar_t g_synchronousClients;
extern vmCvar_t g_motd;
extern vmCvar_t g_warmup;
extern vmCvar_t g_doWarmup;
extern vmCvar_t g_blood;
extern vmCvar_t g_allowVote;
extern vmCvar_t g_teamAutoJoin;
extern vmCvar_t g_teamForceBalance;
extern vmCvar_t g_banIPs;
extern vmCvar_t g_filterBan;
extern vmCvar_t g_obeliskHealth;
extern vmCvar_t g_obeliskRegenPeriod;
extern vmCvar_t g_obeliskRegenAmount;
extern vmCvar_t g_obeliskRespawnDelay;
extern vmCvar_t g_cubeTimeout;
extern vmCvar_t g_redteam;
extern vmCvar_t g_blueteam;
extern vmCvar_t g_smoothClients;
extern vmCvar_t pmove_fixed;
extern vmCvar_t pmove_msec;
extern vmCvar_t g_rankings;
extern vmCvar_t g_enableDust;
extern vmCvar_t g_enableBreath;
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extern vmCvar_t g_enableFogLaser;
extern vmCvar_t g_singlePlayer;
extern vmCvar_t g_proxMineTimeout;
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// JBravo: unlagged
extern vmCvar_t g_delagHitscan;
extern vmCvar_t g_unlaggedVersion;
extern vmCvar_t sv_fps;
//Slicer: Matchmode
extern vmCvar_t g_RQ3_matchmode;
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extern vmCvar_t g_RQ3_forceteamtalk;
extern vmCvar_t g_RQ3_maxplayers;
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extern vmCvar_t g_RQ3_mmflags;
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//Blaze: Reaction cvars
extern vmCvar_t g_rxn_knifelimit;
extern vmCvar_t g_RQ3_maxWeapons;
extern vmCvar_t g_RQ3_maxItems;
extern vmCvar_t g_RQ3_statLog;
extern vmCvar_t g_RQ3_ejectBlood;
extern vmCvar_t g_RQ3_respawnProtectTime;
extern vmCvar_t g_RQ3_cvarfile;
//Elder: spam protection cvars
extern vmCvar_t g_RQ3_messageMaxCount; // Max messages in interval
extern vmCvar_t g_RQ3_messageInterval; // Time interval for spam check
extern vmCvar_t g_RQ3_messageMaxWarnings; // Max warning count
extern vmCvar_t g_RQ3_messageWarnTime; // Time for warning; 0 for no-penalty warning
extern vmCvar_t g_RQ3_messageBanTime; // Time for ban; 0 to kick
extern vmCvar_t g_RQ3_messageProtect; // Elder: 0 disable, non-zero enable
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// JBravo
extern vmCvar_t g_RQ3_roundlimit; // JBravo: No. of rounds pr. map
extern vmCvar_t g_RQ3_roundtimelimit; // JBravo: Time pr. round
extern vmCvar_t g_RQ3_tgren; // JBravo: no. of team grenades
extern vmCvar_t g_RQ3_limchasecam; // JBravo: 0 = no chasecam limit, 1 = limited to same team.
extern vmCvar_t g_RQ3_sniperup; // JBravo: 0 = snipers begin with pistol, 1 = begin with sniper
extern vmCvar_t g_RQ3_team1name; // JBravo: cvar for the name of team 1
extern vmCvar_t g_RQ3_team2name; // JBravo: cvar for the name of team 2
extern vmCvar_t g_RQ3_team1model; // JBravo: team 1 model and skin
extern vmCvar_t g_RQ3_team2model; // JBravo: team 2 model and skin
extern vmCvar_t g_RQ3_tpcountdown; // JBravo: to disable the pregame countdown
extern vmCvar_t g_RQ3_lca; // JBravo: cvar to signal cgame that LCA is in progress
extern vmCvar_t g_RQ3_showOwnKills; // JBravo: cvar to control if attaker sees his own obits and $K behavior
extern vmCvar_t g_RQ3_gib; // JBravo: cvar for gib control
extern vmCvar_t g_RQ3_maxteamkills; // JBravo: Max teamkills
extern vmCvar_t g_RQ3_twbanrounds; // JBravo: no. of games team wounders are banned
extern vmCvar_t g_RQ3_tkbanrounds; // JBravo: no. of games team killers are banned
extern vmCvar_t g_RQ3_ppl_idletime; // JBravo: Seconds Idle before playing an insane sound
extern vmCvar_t g_RQ3_idleaction; // JBravo: what to do with Idlers. 0 = sound, 1 = team none, 2 = kick
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extern vmCvar_t g_RQ3_weaponban; // JBravo: Bitmapped cvar for weaponbanning
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extern vmCvar_t g_RQ3_itemban; // JBravo: Bitmapped cvar for itembanning
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extern vmCvar_t g_RQ3_ctb_respawndelay; // JBravo: delay in seconds for ctb respawns
extern vmCvar_t g_RQ3_allWeapons; // JBravo: if set, TP/DM players get all the weapons
extern vmCvar_t g_RQ3_allItems; // JBravo: if set, TP/DM players get all the items
extern vmCvar_t g_RQ3_tdmMode; // JBravo: Which TDM mode do we want?
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extern vmCvar_t g_RQ3_haveHelmet; // JBravo: Is the helmet active on the server ?
extern vmCvar_t g_RQ3_vote_waittime; // JBravo: delay after mapchanges untill voting is allowed.
//Slicer: Team Status Cvars for MM
//extern vmCvar_t g_RQ3_team1ready;
//extern vmCvar_t g_RQ3_team2ready;
//aasimon: Ref System for MM
extern vmCvar_t g_RQ3_AllowRef;
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extern vmCvar_t g_RQ3_RefPassword;
//extern vmCvar_t g_RQ3_RefID;
extern vmCvar_t g_RQ3_maxRefs;
// aasimon: ini stuff
extern vmCvar_t g_RQ3_IniFile;
extern vmCvar_t g_RQ3_ValidIniFile;
extern vmCvar_t g_RQ3_NextMapID;
extern vmCvar_t g_RQ3_NextMap;
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//Slicer: Radio flood protect
extern vmCvar_t g_RQ3_radioRepeat;
extern vmCvar_t g_RQ3_radioRepeatTime;
extern vmCvar_t g_RQ3_radioBan;
extern vmCvar_t g_RQ3_radioFlood;
extern vmCvar_t g_RQ3_radioFloodTime;
//Makro - for server browsers
extern vmCvar_t g_RQ3_version;
//Makro - max votes per client;
extern vmCvar_t g_RQ3_maxClientVotes;
void trap_Printf(const char *fmt);
void trap_Error(const char *fmt);
int trap_Milliseconds(void);
int trap_Argc(void);
void trap_Argv(int n, char *buffer, int bufferLength);
void trap_Args(char *buffer, int bufferLength);
int trap_FS_FOpenFile(const char *qpath, fileHandle_t * f, fsMode_t mode);
void trap_FS_Read(void *buffer, int len, fileHandle_t f);
void trap_FS_Write(const void *buffer, int len, fileHandle_t f);
void trap_FS_FCloseFile(fileHandle_t f);
int trap_FS_GetFileList(const char *path, const char *extension, char *listbuf, int bufsize);
int trap_FS_Seek(fileHandle_t f, long offset, int origin); // fsOrigin_t
void trap_SendConsoleCommand(int exec_when, const char *text);
void trap_Cvar_Register(vmCvar_t * cvar, const char *var_name, const char *value, int flags);
void trap_Cvar_Update(vmCvar_t * cvar);
void trap_Cvar_Set(const char *var_name, const char *value);
int trap_Cvar_VariableIntegerValue(const char *var_name);
float trap_Cvar_VariableValue(const char *var_name);
void trap_Cvar_VariableStringBuffer(const char *var_name, char *buffer, int bufsize);
void trap_LocateGameData(gentity_t * gEnts, int numGEntities, int sizeofGEntity_t, playerState_t * gameClients,
int sizeofGameClient);
void trap_DropClient(int clientNum, const char *reason);
void trap_SendServerCommand(int clientNum, const char *text);
void trap_SetConfigstring(int num, const char *string);
void trap_GetConfigstring(int num, char *buffer, int bufferSize);
void trap_GetUserinfo(int num, char *buffer, int bufferSize);
void trap_SetUserinfo(int num, const char *buffer);
void trap_GetServerinfo(char *buffer, int bufferSize);
void trap_SetBrushModel(gentity_t * ent, const char *name);
void trap_Trace(trace_t * results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
int passEntityNum, int contentmask);
int trap_PointContents(const vec3_t point, int passEntityNum);
qboolean trap_InPVS(const vec3_t p1, const vec3_t p2);
qboolean trap_InPVSIgnorePortals(const vec3_t p1, const vec3_t p2);
void trap_AdjustAreaPortalState(gentity_t * ent, qboolean open);
qboolean trap_AreasConnected(int area1, int area2);
void trap_LinkEntity(gentity_t * ent);
void trap_UnlinkEntity(gentity_t * ent);
int trap_EntitiesInBox(const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount);
qboolean trap_EntityContact(const vec3_t mins, const vec3_t maxs, const gentity_t * ent);
int trap_BotAllocateClient(void);
void trap_BotFreeClient(int clientNum);
void trap_GetUsercmd(int clientNum, usercmd_t * cmd);
qboolean trap_GetEntityToken(char *buffer, int bufferSize);
int trap_DebugPolygonCreate(int color, int numPoints, vec3_t * points);
void trap_DebugPolygonDelete(int id);
int trap_BotLibSetup(void);
int trap_BotLibShutdown(void);
int trap_BotLibVarSet(char *var_name, char *value);
int trap_BotLibVarGet(char *var_name, char *value, int size);
int trap_BotLibDefine(char *string);
int trap_BotLibStartFrame(float time);
int trap_BotLibLoadMap(const char *mapname);
int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue);
int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);
int trap_BotGetSnapshotEntity(int clientNum, int sequence);
int trap_BotGetServerCommand(int clientNum, char *message, int size);
void trap_BotUserCommand(int client, usercmd_t * ucmd);
int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas);
int trap_AAS_AreaInfo(int areanum, void /* struct aas_areainfo_s */ *info);
void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info);
int trap_AAS_Initialized(void);
void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs);
float trap_AAS_Time(void);
int trap_AAS_PointAreaNum(vec3_t point);
int trap_AAS_PointReachabilityAreaIndex(vec3_t point);
int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t * points, int maxareas);
int trap_AAS_PointContents(vec3_t point);
int trap_AAS_NextBSPEntity(int ent);
int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size);
int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v);
int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value);
int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value);
int trap_AAS_AreaReachability(int areanum);
int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags);
int trap_AAS_EnableRoutingArea(int areanum, int enable);
int trap_AAS_PredictRoute(void /*struct aas_predictroute_s */ *route, int areanum, vec3_t origin,
int goalareanum, int travelflags, int maxareas, int maxtime,
int stopevent, int stopcontents, int stoptfl, int stopareanum);
int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
void /*struct aas_altroutegoal_s */ *altroutegoals, int maxaltroutegoals,
int type);
int trap_AAS_Swimming(vec3_t origin);
int trap_AAS_PredictClientMovement(void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype,
int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes,
float frametime, int stopevent, int stopareanum, int visualize);
void trap_EA_Say(int client, char *str);
void trap_EA_SayTeam(int client, char *str);
void trap_EA_Command(int client, char *command);
void trap_EA_Action(int client, int action);
void trap_EA_Gesture(int client);
void trap_EA_Talk(int client);
void trap_EA_Attack(int client);
void trap_EA_Use(int client);
void trap_EA_Respawn(int client);
void trap_EA_Crouch(int client);
void trap_EA_MoveUp(int client);
void trap_EA_MoveDown(int client);
void trap_EA_MoveForward(int client);
void trap_EA_MoveBack(int client);
void trap_EA_MoveLeft(int client);
void trap_EA_MoveRight(int client);
void trap_EA_SelectWeapon(int client, int weapon);
void trap_EA_Jump(int client);
void trap_EA_DelayedJump(int client);
void trap_EA_Move(int client, vec3_t dir, float speed);
void trap_EA_View(int client, vec3_t viewangles);
void trap_EA_EndRegular(int client, float thinktime);
void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input);
void trap_EA_ResetInput(int client);
int trap_BotLoadCharacter(char *charfile, float skill);
void trap_BotFreeCharacter(int character);
float trap_Characteristic_Float(int character, int index);
float trap_Characteristic_BFloat(int character, int index, float min, float max);
int trap_Characteristic_Integer(int character, int index);
int trap_Characteristic_BInteger(int character, int index, int min, int max);
void trap_Characteristic_String(int character, int index, char *buf, int size);
int trap_BotAllocChatState(void);
void trap_BotFreeChatState(int handle);
void trap_BotQueueConsoleMessage(int chatstate, int type, char *message);
void trap_BotRemoveConsoleMessage(int chatstate, int handle);
int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm);
int trap_BotNumConsoleMessages(int chatstate);
void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3,
char *var4, char *var5, char *var6, char *var7);
int trap_BotNumInitialChats(int chatstate, char *type);
int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2,
char *var3, char *var4, char *var5, char *var6, char *var7);
int trap_BotChatLength(int chatstate);
void trap_BotEnterChat(int chatstate, int client, int sendto);
void trap_BotGetChatMessage(int chatstate, char *buf, int size);
int trap_StringContains(char *str1, char *str2, int casesensitive);
int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context);
void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size);
void trap_UnifyWhiteSpaces(char *string);
void trap_BotReplaceSynonyms(char *string, unsigned long int context);
int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname);
void trap_BotSetChatGender(int chatstate, int gender);
void trap_BotSetChatName(int chatstate, char *name, int client);
void trap_BotResetGoalState(int goalstate);
void trap_BotRemoveFromAvoidGoals(int goalstate, int number);
void trap_BotResetAvoidGoals(int goalstate);
void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal);
void trap_BotPopGoal(int goalstate);
void trap_BotEmptyGoalStack(int goalstate);
void trap_BotDumpAvoidGoals(int goalstate);
void trap_BotDumpGoalStack(int goalstate);
void trap_BotGoalName(int number, char *name, int size);
int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal);
int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal);
int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags);
int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags,
void /* struct bot_goal_s */ *ltg, float maxtime);
int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal);
int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal);
int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal);
int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal);
int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal);
float trap_BotAvoidGoalTime(int goalstate, int number);
void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime);
void trap_BotInitLevelItems(void);
void trap_BotUpdateEntityItems(void);
int trap_BotLoadItemWeights(int goalstate, char *filename);
void trap_BotFreeItemWeights(int goalstate);
void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename);
void trap_BotMutateGoalFuzzyLogic(int goalstate, float range);
int trap_BotAllocGoalState(int state);
void trap_BotFreeGoalState(int handle);
void trap_BotResetMoveState(int movestate);
void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal,
int travelflags);
int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
void trap_BotResetAvoidReach(int movestate);
void trap_BotResetLastAvoidReach(int movestate);
int trap_BotReachabilityArea(vec3_t origin, int testground);
int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead,
vec3_t target);
int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags,
vec3_t target);
int trap_BotAllocMoveState(void);
void trap_BotFreeMoveState(int handle);
void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove);
void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type);
int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory);
void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo);
int trap_BotLoadWeaponWeights(int weaponstate, char *filename);
int trap_BotAllocWeaponState(void);
void trap_BotFreeWeaponState(int weaponstate);
void trap_BotResetWeaponState(int weaponstate);
int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child);
void trap_SnapVector(float *v);
gentity_t *findradius(gentity_t * from, vec3_t org, float rad); // Blaze: Find someone in a radius around you
2002-02-02 20:39:09 +00:00
//Slicer: MatchMode
#include "g_matchmode.h"