/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2005 - 2015, ioquake3 contributors Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #pragma once // g_local.h -- local definitions for game module #include "qcommon/q_shared.h" #include "bg_public.h" #include "bg_vehicles.h" #include "g_public.h" typedef struct gentity_s gentity_t; typedef struct gclient_s gclient_t; //npc stuff #include "b_public.h" extern int gPainMOD; extern int gPainHitLoc; extern vec3_t gPainPoint; //================================================================== // the "gameversion" client command will print this plus compile date #define GAMEVERSION "OpenJK" #define SECURITY_LOG "security.log" #define BODY_QUEUE_SIZE 8 #ifndef INFINITE #define INFINITE 1000000 #endif #define FRAMETIME 100 // msec #define CARNAGE_REWARD_TIME 3000 #define REWARD_SPRITE_TIME 2000 #define INTERMISSION_DELAY_TIME 1000 #define SP_INTERMISSION_DELAY_TIME 5000 //primarily used by NPCs #define START_TIME_LINK_ENTS FRAMETIME*1 // time-delay after map start at which all ents have been spawned, so can link them #define START_TIME_FIND_LINKS FRAMETIME*2 // time-delay after map start at which you can find linked entities #define START_TIME_MOVERS_SPAWNED FRAMETIME*2 // time-delay after map start at which all movers should be spawned #define START_TIME_REMOVE_ENTS FRAMETIME*3 // time-delay after map start to remove temporary ents #define START_TIME_NAV_CALC FRAMETIME*4 // time-delay after map start to connect waypoints and calc routes #define START_TIME_FIND_WAYPOINT FRAMETIME*5 // time-delay after map start after which it's okay to try to find your best waypoint // gentity->flags #define FL_GODMODE 0x00000010 #define FL_NOTARGET 0x00000020 #define FL_TEAMSLAVE 0x00000400 // not the first on the team #define FL_NO_KNOCKBACK 0x00000800 #define FL_DROPPED_ITEM 0x00001000 #define FL_NO_BOTS 0x00002000 // spawn point not for bot use #define FL_NO_HUMANS 0x00004000 // spawn point just for bots #define FL_FORCE_GESTURE 0x00008000 // force gesture on client #define FL_INACTIVE 0x00010000 // inactive #define FL_NAVGOAL 0x00020000 // for npc nav stuff #define FL_DONT_SHOOT 0x00040000 #define FL_SHIELDED 0x00080000 #define FL_UNDYING 0x00100000 // takes damage down to 1, but never dies //ex-eFlags -rww #define FL_BOUNCE 0x00100000 // for missiles #define FL_BOUNCE_HALF 0x00200000 // for missiles #define FL_BOUNCE_SHRAPNEL 0x00400000 // special shrapnel flag //vehicle game-local stuff -rww #define FL_VEH_BOARDING 0x00800000 // special shrapnel flag //breakable flags -rww #define FL_DMG_BY_SABER_ONLY 0x01000000 //only take dmg from saber #define FL_DMG_BY_HEAVY_WEAP_ONLY 0x02000000 //only take dmg from explosives #define FL_BBRUSH 0x04000000 //I am a breakable brush #ifndef FINAL_BUILD #define DEBUG_SABER_BOX #endif // make sure this matches game/match.h for botlibs #define EC "\x19" #define MAX_G_SHARED_BUFFER_SIZE 8192 // used for communication with the engine typedef union sharedBuffer_u { char raw[MAX_G_SHARED_BUFFER_SIZE]; T_G_ICARUS_PLAYSOUND playSound; T_G_ICARUS_SET set; T_G_ICARUS_LERP2POS lerp2Pos; T_G_ICARUS_LERP2ORIGIN lerp2Origin; T_G_ICARUS_LERP2ANGLES lerp2Angles; T_G_ICARUS_GETTAG getTag; T_G_ICARUS_LERP2START lerp2Start; T_G_ICARUS_LERP2END lerp2End; T_G_ICARUS_USE use; T_G_ICARUS_KILL kill; T_G_ICARUS_REMOVE remove; T_G_ICARUS_PLAY play; T_G_ICARUS_GETFLOAT getFloat; T_G_ICARUS_GETVECTOR getVector; T_G_ICARUS_GETSTRING getString; T_G_ICARUS_SOUNDINDEX soundIndex; T_G_ICARUS_GETSETIDFORSTRING getSetIDForString; } sharedBuffer_t; extern sharedBuffer_t gSharedBuffer; // movers are things like doors, plats, buttons, etc typedef enum { MOVER_POS1, MOVER_POS2, MOVER_1TO2, MOVER_2TO1 } moverState_t; #define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3" typedef enum { HL_NONE = 0, HL_FOOT_RT, HL_FOOT_LT, HL_LEG_RT, HL_LEG_LT, HL_WAIST, HL_BACK_RT, HL_BACK_LT, HL_BACK, HL_CHEST_RT, HL_CHEST_LT, HL_CHEST, HL_ARM_RT, HL_ARM_LT, HL_HAND_RT, HL_HAND_LT, HL_HEAD, HL_GENERIC1, HL_GENERIC2, HL_GENERIC3, HL_GENERIC4, HL_GENERIC5, HL_GENERIC6, HL_MAX } hitLocation_t; //============================================================================ extern void *precachedKyle; extern void *g2SaberInstance; extern qboolean gEscaping; extern int gEscapeTime; struct gentity_s { //rww - entstate must be first, to correspond with the bg shared entity structure entityState_t s; // communicated by server to clients playerState_t *playerState; //ptr to playerstate if applicable (for bg ents) Vehicle_t *m_pVehicle; //vehicle data void *ghoul2; //g2 instance int localAnimIndex; //index locally (game/cgame) to anim data for this skel vec3_t modelScale; //needed for g2 collision //From here up must be the same as centity_t/bgEntity_t entityShared_t r; // shared by both the server system and game //rww - these are shared icarus things. They must be in this order as well in relation to the entityshared structure. int taskID[NUM_TIDS]; parms_t *parms; char *behaviorSet[NUM_BSETS]; char *script_targetname; int delayScriptTime; char *fullName; //rww - targetname and classname are now shared as well. ICARUS needs access to them. char *targetname; char *classname; // set in QuakeEd //rww - and yet more things to share. This is because the nav code is in the exe because it's all C++. int waypoint; //Set once per frame, if you've moved, and if someone asks int lastWaypoint; //To make sure you don't double-back int lastValidWaypoint; //ALWAYS valid -used for tracking someone you lost int noWaypointTime; //Debouncer - so don't keep checking every waypoint in existance every frame that you can't find one int combatPoint; int failedWaypoints[MAX_FAILED_NODES]; int failedWaypointCheckTime; int next_roff_time; //rww - npc's need to know when they're getting roff'd // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER // EXPECTS THE FIELDS IN THAT ORDER! //================================ struct gclient_s *client; // NULL if not a client gNPC_t *NPC;//Only allocated if the entity becomes an NPC int cantHitEnemyCounter;//HACK - Makes them look for another enemy on the same team if the one they're after can't be hit qboolean noLumbar; //see note in cg_local.h qboolean inuse; int lockCount; //used by NPCs int spawnflags; // set in QuakeEd int teamnodmg; // damage will be ignored if it comes from this team char *roffname; // set in QuakeEd char *rofftarget; // set in QuakeEd char *healingclass; //set in quakeed char *healingsound; //set in quakeed int healingrate; //set in quakeed int healingDebounce; //debounce for generic object healing shiz char *ownername; int objective; int side; int passThroughNum; // set to index to pass through (+1) for missiles int aimDebounceTime; int painDebounceTime; int attackDebounceTime; int alliedTeam; // only useable by this team, never target this team int roffid; // if roffname != NULL then set on spawn qboolean neverFree; // if true, FreeEntity will only unlink // bodyque uses this int flags; // FL_* variables char *model; char *model2; int freetime; // level.time when the object was freed int eventTime; // events will be cleared EVENT_VALID_MSEC after set qboolean freeAfterEvent; qboolean unlinkAfterEvent; qboolean physicsObject; // if true, it can be pushed by movers and fall off edges // all game items are physicsObjects, float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce int clipmask; // brushes with this content value will be collided against // when moving. items and corpses do not collide against // players, for instance //Only used by NPC_spawners char *NPC_type; char *NPC_targetname; char *NPC_target; // movers moverState_t moverState; int soundPos1; int sound1to2; int sound2to1; int soundPos2; int soundLoop; gentity_t *parent; gentity_t *nextTrain; gentity_t *prevTrain; vec3_t pos1, pos2; //for npc's vec3_t pos3; char *message; int timestamp; // body queue sinking, etc float angle; // set in editor, -1 = up, -2 = down char *target; char *target2; char *target3; //For multiple targets, not used for firing/triggering/using, though, only for path branches char *target4; //For multiple targets, not used for firing/triggering/using, though, only for path branches char *target5; //mainly added for siege items char *target6; //mainly added for siege items char *team; char *targetShaderName; char *targetShaderNewName; gentity_t *target_ent; char *closetarget; char *opentarget; char *paintarget; char *goaltarget; char *idealclass; float radius; int maxHealth; //used as a base for crosshair health display float speed; vec3_t movedir; float mass; int setTime; //Think Functions int nextthink; void (*think)(gentity_t *self); void (*reached)(gentity_t *self); // movers call this when hitting endpoint void (*blocked)(gentity_t *self, gentity_t *other); void (*touch)(gentity_t *self, gentity_t *other, trace_t *trace); void (*use)(gentity_t *self, gentity_t *other, gentity_t *activator); void (*pain)(gentity_t *self, gentity_t *attacker, int damage); void (*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod); int pain_debounce_time; int fly_sound_debounce_time; // wind tunnel int last_move_time; //Health and damage fields int health; qboolean takedamage; material_t material; int damage; int dflags; int splashDamage; // quad will increase this without increasing radius int splashRadius; int methodOfDeath; int splashMethodOfDeath; int locationDamage[HL_MAX]; // Damage accumulated on different body locations int count; int bounceCount; qboolean alt_fire; gentity_t *chain; gentity_t *enemy; gentity_t *lastEnemy; gentity_t *activator; gentity_t *teamchain; // next entity in team gentity_t *teammaster; // master of the team int watertype; int waterlevel; int noise_index; // timing variables float wait; float random; int delay; //generic values used by various entities for different purposes. int genericValue1; int genericValue2; int genericValue3; int genericValue4; int genericValue5; int genericValue6; int genericValue7; int genericValue8; int genericValue9; int genericValue10; int genericValue11; int genericValue12; int genericValue13; int genericValue14; int genericValue15; char *soundSet; qboolean isSaberEntity; int damageRedirect; //if entity takes damage, redirect to.. int damageRedirectTo; //this entity number vec3_t epVelocity; float epGravFactor; gitem_t *item; // for bonus items // OpenJK add int useDebounceTime; // for cultist_destroyer }; #define DAMAGEREDIRECT_HEAD 1 #define DAMAGEREDIRECT_RLEG 2 #define DAMAGEREDIRECT_LLEG 3 typedef enum { CON_DISCONNECTED, CON_CONNECTING, CON_CONNECTED } clientConnected_t; typedef enum { SPECTATOR_NOT, SPECTATOR_FREE, SPECTATOR_FOLLOW, SPECTATOR_SCOREBOARD } spectatorState_t; typedef enum { TEAM_BEGIN, // Beginning a team game, spawn at base TEAM_ACTIVE // Now actively playing } playerTeamStateState_t; typedef struct playerTeamState_s { playerTeamStateState_t state; int location; int captures; int basedefense; int carrierdefense; int flagrecovery; int fragcarrier; int assists; float lasthurtcarrier; float lastreturnedflag; float flagsince; float lastfraggedcarrier; } playerTeamState_t; // the auto following clients don't follow a specific client // number, but instead follow the first two active players #define FOLLOW_ACTIVE1 -1 #define FOLLOW_ACTIVE2 -2 // client data that stays across multiple levels or tournament restarts // this is achieved by writing all the data to cvar strings at game shutdown // time and reading them back at connection time. Anything added here // MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData() typedef struct clientSession_s { team_t sessionTeam; int spectatorNum; // for determining next-in-line to play spectatorState_t spectatorState; int spectatorClient; // for chasecam and follow mode int wins, losses; // tournament stats int selectedFP; // check against this, if doesn't match value in playerstate then update userinfo int saberLevel; // similar to above method, but for current saber attack level int setForce; // set to true once player is given the chance to set force powers int updateUITime; // only update userinfo for FP/SL if < level.time qboolean teamLeader; // true when this client is a team leader char siegeClass[64]; int duelTeam; int siegeDesiredTeam; char IP[NET_ADDRSTRMAXLEN]; } clientSession_t; // playerstate mGameFlags #define PSG_VOTED (1<<0) // already cast a vote #define PSG_TEAMVOTED (1<<1) // already cast a team vote // #define MAX_NETNAME 36 #define MAX_VOTE_COUNT 3 // client data that stays across multiple respawns, but is cleared // on each level change or team change at ClientBegin() typedef struct clientPersistant_s { clientConnected_t connected; usercmd_t cmd; // we would lose angles if not persistant qboolean localClient; // true if "ip" info key is "localhost" qboolean initialSpawn; // the first spawn should be at a cool location qboolean predictItemPickup; // based on cg_predictItems userinfo qboolean pmoveFixed; // char netname[MAX_NETNAME]; char netname_nocolor[MAX_NETNAME]; int netnameTime; // Last time the name was changed int maxHealth; // for handicapping int enterTime; // level.time the client entered the game playerTeamState_t teamState; // status in teamplay games qboolean teamInfo; // send team overlay updates? int connectTime; char saber1[MAX_QPATH], saber2[MAX_QPATH]; int vote, teamvote; // 0 = none, 1 = yes, 2 = no char guid[33]; } clientPersistant_t; typedef struct renderInfo_s { //In whole degrees, How far to let the different model parts yaw and pitch int headYawRangeLeft; int headYawRangeRight; int headPitchRangeUp; int headPitchRangeDown; int torsoYawRangeLeft; int torsoYawRangeRight; int torsoPitchRangeUp; int torsoPitchRangeDown; int legsFrame; int torsoFrame; float legsFpsMod; float torsoFpsMod; //Fields to apply to entire model set, individual model's equivalents will modify this value vec3_t customRGB;//Red Green Blue, 0 = don't apply int customAlpha;//Alpha to apply, 0 = none? //RF? int renderFlags; // vec3_t muzzlePoint; vec3_t muzzleDir; vec3_t muzzlePointOld; vec3_t muzzleDirOld; //vec3_t muzzlePointNext; // Muzzle point one server frame in the future! //vec3_t muzzleDirNext; int mPCalcTime;//Last time muzzle point was calced // float lockYaw;// // vec3_t headPoint;//Where your tag_head is vec3_t headAngles;//where the tag_head in the torso is pointing vec3_t handRPoint;//where your right hand is vec3_t handLPoint;//where your left hand is vec3_t crotchPoint;//Where your crotch is vec3_t footRPoint;//where your right hand is vec3_t footLPoint;//where your left hand is vec3_t torsoPoint;//Where your chest is vec3_t torsoAngles;//Where the chest is pointing vec3_t eyePoint;//Where your eyes are vec3_t eyeAngles;//Where your eyes face int lookTarget;//Which ent to look at with lookAngles lookMode_t lookMode; int lookTargetClearTime;//Time to clear the lookTarget int lastVoiceVolume;//Last frame's voice volume vec3_t lastHeadAngles;//Last headAngles, NOT actual facing of head model vec3_t headBobAngles;//headAngle offsets vec3_t targetHeadBobAngles;//head bob angles will try to get to targetHeadBobAngles int lookingDebounceTime;//When we can stop using head looking angle behavior float legsYaw;//yaw angle your legs are actually rendering at //for tracking legitimate bolt indecies void *lastG2; //if it doesn't match ent->ghoul2, the bolts are considered invalid. int headBolt; int handRBolt; int handLBolt; int torsoBolt; int crotchBolt; int footRBolt; int footLBolt; int motionBolt; int boltValidityTime; } renderInfo_t; // this structure is cleared on each ClientSpawn(), // except for 'client->pers' and 'client->sess' struct gclient_s { // ps MUST be the first element, because the server expects it playerState_t ps; // communicated by server to clients // the rest of the structure is private to game clientPersistant_t pers; clientSession_t sess; saberInfo_t saber[MAX_SABERS]; void *weaponGhoul2[MAX_SABERS]; int tossableItemDebounce; int bodyGrabTime; int bodyGrabIndex; int pushEffectTime; int invulnerableTimer; int saberCycleQueue; int legsAnimExecute; int torsoAnimExecute; qboolean legsLastFlip; qboolean torsoLastFlip; qboolean readyToExit; // wishes to leave the intermission qboolean noclip; int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION // we can't just use pers.lastCommand.time, because // of the g_sycronousclients case int buttons; int oldbuttons; int latched_buttons; vec3_t oldOrigin; // sum up damage over an entire frame, so // shotgun blasts give a single big kick int damage_armor; // damage absorbed by armor int damage_blood; // damage taken out of health int damage_knockback; // impact damage vec3_t damage_from; // origin for vector calculation qboolean damage_fromWorld; // if true, don't use the damage_from vector int damageBoxHandle_Head; //entity number of head damage box int damageBoxHandle_RLeg; //entity number of right leg damage box int damageBoxHandle_LLeg; //entity number of left leg damage box int accurateCount; // for "impressive" reward sound int accuracy_shots; // total number of shots int accuracy_hits; // total number of hits // int lastkilled_client; // last client that this client killed int lasthurt_client; // last client that damaged this client int lasthurt_mod; // type of damage the client did // timers int respawnTime; // can respawn when time > this, force after g_forcerespwan int inactivityTime; // kick players when time > this qboolean inactivityWarning; // qtrue if the five seoond warning has been given int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this int airOutTime; int lastKillTime; // for multiple kill rewards qboolean fireHeld; // used for hook gentity_t *hook; // grapple hook if out int switchTeamTime; // time the player switched teams int switchDuelTeamTime; // time the player switched duel teams int switchClassTime; // class changed debounce timer // timeResidual is used to handle events that happen every second // like health / armor countdowns and regeneration int timeResidual; char *areabits; int g2LastSurfaceHit; //index of surface hit during the most recent ghoul2 collision performed on this client. int g2LastSurfaceTime; //time when the surface index was set (to make sure it's up to date) int corrTime; vec3_t lastHeadAngles; int lookTime; int brokenLimbs; qboolean noCorpse; //don't leave a corpse on respawn this time. int jetPackTime; qboolean jetPackOn; int jetPackToggleTime; int jetPackDebRecharge; int jetPackDebReduce; int cloakToggleTime; int cloakDebRecharge; int cloakDebReduce; int saberStoredIndex; //stores saberEntityNum from playerstate for when it's set to 0 (indicating saber was knocked out of the air) int saberKnockedTime; //if saber gets knocked away, can't pull it back until this value is < level.time vec3_t olderSaberBase; //Set before lastSaberBase_Always, to whatever lastSaberBase_Always was previously qboolean olderIsValid; //is it valid? vec3_t lastSaberDir_Always; //every getboltmatrix, set to saber dir vec3_t lastSaberBase_Always; //every getboltmatrix, set to saber base int lastSaberStorageTime; //server time that the above two values were updated (for making sure they aren't out of date) qboolean hasCurrentPosition; //are lastSaberTip and lastSaberBase valid? int dangerTime; // level.time when last attack occured int idleTime; //keep track of when to play an idle anim on the client. int idleHealth; //stop idling if health decreases vec3_t idleViewAngles; //stop idling if viewangles change int forcePowerSoundDebounce; //if > level.time, don't do certain sound events again (drain sound, absorb sound, etc) char modelname[MAX_QPATH]; qboolean fjDidJump; qboolean ikStatus; int throwingIndex; int beingThrown; int doingThrow; float hiddenDist;//How close ents have to be to pick you up as an enemy vec3_t hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden) renderInfo_t renderInfo; //mostly NPC stuff: npcteam_t playerTeam; npcteam_t enemyTeam; char *squadname; gentity_t *team_leader; gentity_t *leader; gentity_t *follower; int numFollowers; gentity_t *formationGoal; int nextFormGoal; class_t NPC_class; vec3_t pushVec; int pushVecTime; int siegeClass; int holdingObjectiveItem; //time values for when being healed/supplied by supplier class int isMedHealed; int isMedSupplied; //seperate debounce time for refilling someone's ammo as a supplier int medSupplyDebounce; //used in conjunction with ps.hackingTime int isHacking; vec3_t hackingAngles; //debounce time for sending extended siege data to certain classes int siegeEDataSend; int ewebIndex; //index of e-web gun if spawned int ewebTime; //e-web use debounce int ewebHealth; //health of e-web (to keep track between deployments) int inSpaceIndex; //ent index of space trigger if inside one int inSpaceSuffocation; //suffocation timer int tempSpectate; //time to force spectator mode //keep track of last person kicked and the time so we don't hit multiple times per kick int jediKickIndex; int jediKickTime; //special moves (designed for kyle boss npc, but useable by players in mp) int grappleIndex; int grappleState; int solidHack; int noLightningTime; unsigned mGameFlags; //fallen duelist qboolean iAmALoser; int lastGenCmd; int lastGenCmdTime; struct force { int regenDebounce; int drainDebounce; int lightningDebounce; } force; }; //Interest points #define MAX_INTEREST_POINTS 64 typedef struct { vec3_t origin; char *target; } interestPoint_t; //Combat points #define MAX_COMBAT_POINTS 512 typedef struct { vec3_t origin; int flags; // char *NPC_targetname; // team_t team; qboolean occupied; int waypoint; int dangerTime; } combatPoint_t; // Alert events #define MAX_ALERT_EVENTS 32 typedef enum { AET_SIGHT, AET_SOUND, } alertEventType_e; typedef enum { AEL_MINOR, //Enemy responds to the sound, but only by looking AEL_SUSPICIOUS, //Enemy looks at the sound, and will also investigate it AEL_DISCOVERED, //Enemy knows the player is around, and will actively hunt AEL_DANGER, //Enemy should try to find cover AEL_DANGER_GREAT, //Enemy should run like hell! } alertEventLevel_e; typedef struct alertEvent_s { vec3_t position; //Where the event is located float radius; //Consideration radius alertEventLevel_e level; //Priority level of the event alertEventType_e type; //Event type (sound,sight) gentity_t *owner; //Who made the sound float light; //ambient light level at point float addLight; //additional light- makes it more noticable, even in darkness int ID; //unique... if get a ridiculous number, this will repeat, but should not be a problem as it's just comparing it to your lastAlertID int timestamp; //when it was created } alertEvent_t; // // this structure is cleared as each map is entered // typedef struct waypointData_s { char targetname[MAX_QPATH]; char target[MAX_QPATH]; char target2[MAX_QPATH]; char target3[MAX_QPATH]; char target4[MAX_QPATH]; int nodeID; } waypointData_t; typedef struct { char message[MAX_SPAWN_VARS_CHARS]; int count; int cs_index; vec3_t origin; } locationData_t; typedef struct level_locals_s { struct gclient_s *clients; // [maxclients] struct gentity_s *gentities; int gentitySize; int num_entities; // current number, <= MAX_GENTITIES int warmupTime; // restart match at this time fileHandle_t logFile; // store latched cvars here that we want to get at often int maxclients; int framenum; int time; // in msec int previousTime; // so movers can back up when blocked int startTime; // level.time the map was started int teamScores[TEAM_NUM_TEAMS]; int lastTeamLocationTime; // last time of client team location update qboolean newSession; // don't use any old session data, because // we changed gametype qboolean restarted; // waiting for a map_restart to fire int numConnectedClients; int numNonSpectatorClients; // includes connecting clients int numPlayingClients; // connected, non-spectators int sortedClients[MAX_CLIENTS]; // sorted by score int follow1, follow2; // clientNums for auto-follow spectators int snd_fry; // sound index for standing in lava int snd_hack; //hacking loop sound int snd_medHealed; //being healed by supply class int snd_medSupplied; //being supplied by supply class // voting state char voteString[MAX_STRING_CHARS]; char voteStringClean[MAX_STRING_CHARS]; char voteDisplayString[MAX_STRING_CHARS]; int voteTime; // level.time vote was called int voteExecuteTime; // time the vote is executed int voteExecuteDelay; // set per-vote int voteYes; int voteNo; int numVotingClients; // set by CalculateRanks qboolean votingGametype; int votingGametypeTo; // team voting state char teamVoteString[2][MAX_STRING_CHARS]; char teamVoteStringClean[2][MAX_STRING_CHARS]; char teamVoteDisplayString[2][MAX_STRING_CHARS]; int teamVoteTime[2]; // level.time vote was called int teamVoteExecuteTime[2]; // time the vote is executed int teamVoteYes[2]; int teamVoteNo[2]; int numteamVotingClients[2];// set by CalculateRanks // spawn variables qboolean spawning; // the G_Spawn*() functions are valid int numSpawnVars; char *spawnVars[MAX_SPAWN_VARS][2]; // key / value pairs int numSpawnVarChars; char spawnVarChars[MAX_SPAWN_VARS_CHARS]; // intermission state int intermissionQueued; // intermission was qualified, but // wait INTERMISSION_DELAY_TIME before // actually going there so the last // frag can be watched. Disable future // kills during this delay int intermissiontime; // time the intermission was started char *changemap; qboolean readyToExit; // at least one client wants to exit int exitTime; vec3_t intermission_origin; // also used for spectator spawns vec3_t intermission_angle; int bodyQueIndex; // dead bodies gentity_t *bodyQue[BODY_QUEUE_SIZE]; int portalSequence; alertEvent_t alertEvents[ MAX_ALERT_EVENTS ]; int numAlertEvents; int curAlertID; AIGroupInfo_t groups[MAX_FRAME_GROUPS]; //Interest points- squadmates automatically look at these if standing around and close to them interestPoint_t interestPoints[MAX_INTEREST_POINTS]; int numInterestPoints; //Combat points- NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point combatPoint_t combatPoints[MAX_COMBAT_POINTS]; int numCombatPoints; //rwwRMG - added: int mNumBSPInstances; int mBSPInstanceDepth; vec3_t mOriginAdjust; float mRotationAdjust; char *mTargetAdjust; char mTeamFilter[MAX_QPATH]; struct { fileHandle_t log; } security; struct { int num; char *infos[MAX_BOTS]; } bots; struct { int num; char *infos[MAX_ARENAS]; } arenas; struct { int num; qboolean linked; locationData_t data[MAX_LOCATIONS]; } locations; gametype_t gametype; char mapname[MAX_QPATH]; char rawmapname[MAX_QPATH]; } level_locals_t; // // g_spawn.c // qboolean G_SpawnString( const char *key, const char *defaultString, char **out ); // spawn string returns a temporary reference, you must CopyString() if you want to keep it qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ); qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ); qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ); qboolean G_SpawnBoolean( const char *key, const char *defaultString, qboolean *out ); void G_SpawnEntitiesFromString( qboolean inSubBSP ); char *G_NewString( const char *string ); // // g_cmds.c // 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_SaberAttackCycle_f(gentity_t *ent); int G_ItemUsable(playerState_t *ps, int forcedUse); void Cmd_ToggleSaber_f(gentity_t *ent); void Cmd_EngageDuel_f(gentity_t *ent); // // g_items.c // void ItemUse_Binoculars(gentity_t *ent); void ItemUse_Shield(gentity_t *ent); void ItemUse_Sentry(gentity_t *ent); void Jetpack_Off(gentity_t *ent); void Jetpack_On(gentity_t *ent); void ItemUse_Jetpack(gentity_t *ent); void ItemUse_UseCloak( gentity_t *ent ); void ItemUse_UseDisp(gentity_t *ent, int type); void ItemUse_UseEWeb(gentity_t *ent); void G_PrecacheDispensers(void); void ItemUse_Seeker(gentity_t *ent); void ItemUse_MedPack(gentity_t *ent); void ItemUse_MedPack_Big(gentity_t *ent); void G_CheckTeamItems( void ); void G_RunItem( gentity_t *ent ); void RespawnItem( gentity_t *ent ); gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle ); gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity ); void G_SpawnItem (gentity_t *ent, gitem_t *item); void FinishSpawningItem( gentity_t *ent ); void Add_Ammo (gentity_t *ent, int weapon, int count); void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace); void ClearRegisteredItems( void ); void RegisterItem( gitem_t *item ); void SaveRegisteredItems( void ); // // g_utils.c // int G_ModelIndex( const char *name ); int G_SoundIndex( const char *name ); int G_SoundSetIndex(const char *name); int G_EffectIndex( const char *name ); int G_BSPIndex( const char *name ); int G_IconIndex( const char* name ); qboolean G_PlayerHasCustomSkeleton(gentity_t *ent); void G_TeamCommand( team_t team, char *cmd ); void G_ScaleNetHealth(gentity_t *self); 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]); void G_Throw( gentity_t *targ, vec3_t newDir, float push ); void G_FreeFakeClient(gclient_t **cl); void G_CreateFakeClient(int entNum, gclient_t **cl); void G_CleanAllFakeClients(void); void G_SetAnim(gentity_t *ent, usercmd_t *ucmd, int setAnimParts, int anim, int setAnimFlags, int blendTime); gentity_t *G_PickTarget (char *targetname); void GlobalUse(gentity_t *self, gentity_t *other, gentity_t *activator); void G_UseTargets2( gentity_t *ent, gentity_t *activator, const char *string ); void G_UseTargets (gentity_t *ent, 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 ); gentity_t *G_PlayEffect(int fxID, vec3_t org, vec3_t ang); gentity_t *G_PlayEffectID(const int fxID, vec3_t org, vec3_t ang); gentity_t *G_ScreenShake(vec3_t org, gentity_t *target, float intensity, int duration, qboolean global); void G_MuteSound( int entnum, int channel ); 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 TryUse( gentity_t *ent ); void G_SendG2KillQueue(void); void G_KillG2Queue(int entNum); void G_FreeEntity( gentity_t *e ); qboolean G_EntitiesFree( void ); qboolean G_ActivateBehavior (gentity_t *self, int bset ); void G_TouchTriggers (gentity_t *ent); void G_TouchSolids (gentity_t *ent); void GetAnglesForDirection( const vec3_t p1, const vec3_t p2, vec3_t out ); // // g_object.c // extern void G_RunObject ( gentity_t *ent ); float *tv (float x, float y, float z); char *vtos( const vec3_t v ); 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 ); qboolean G_CheckInSolid (gentity_t *self, qboolean fix); void AddRemap(const char *oldShader, const char *newShader, float timeOffset); const char *BuildShaderStateConfig(void); /* Ghoul2 Insert Start */ int G_BoneIndex( const char *name ); /* Ghoul2 Insert End */ // // 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, gentity_t *missile, int mod); void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ); void TossClientWeapon(gentity_t *self, vec3_t direction, float speed); void TossClientItems( gentity_t *self ); void TossClientCubes( gentity_t *self ); void ExplodeDeath( gentity_t *self ); void G_CheckForDismemberment(gentity_t *ent, gentity_t *enemy, vec3_t point, int damage, int deathAnim, qboolean postDeath); extern int gGAvoidDismember; // damage flags #define DAMAGE_NORMAL 0x00000000 // No flags set. #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 //JK2 flags #define DAMAGE_EXTRA_KNOCKBACK 0x00000040 // add extra knockback to this damage #define DAMAGE_DEATH_KNOCKBACK 0x00000080 // only does knockback on death of target #define DAMAGE_IGNORE_TEAM 0x00000100 // damage is always done, regardless of teams #define DAMAGE_NO_DAMAGE 0x00000200 // do no actual damage but react as if damage was taken #define DAMAGE_HALF_ABSORB 0x00000400 // half shields, half health #define DAMAGE_HALF_ARMOR_REDUCTION 0x00000800 // This damage doesn't whittle down armor as efficiently. #define DAMAGE_HEAVY_WEAP_CLASS 0x00001000 // Heavy damage #define DAMAGE_NO_HIT_LOC 0x00002000 // No hit location #define DAMAGE_NO_SELF_PROTECTION 0x00004000 // Dont apply half damage to self attacks #define DAMAGE_NO_DISMEMBER 0x00008000 // Dont do dismemberment #define DAMAGE_SABER_KNOCKBACK1 0x00010000 // Check the attacker's first saber for a knockbackScale #define DAMAGE_SABER_KNOCKBACK2 0x00020000 // Check the attacker's second saber for a knockbackScale #define DAMAGE_SABER_KNOCKBACK1_B2 0x00040000 // Check the attacker's first saber for a knockbackScale2 #define DAMAGE_SABER_KNOCKBACK2_B2 0x00080000 // Check the attacker's second saber for a knockbackScale2 // // g_exphysics.c // void G_RunExPhys(gentity_t *ent, float gravity, float mass, float bounce, qboolean autoKill, int *g2Bolts, int numG2Bolts); // // g_missile.c // void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward ); void G_RunMissile( gentity_t *ent ); gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire); void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout ); void G_ExplodeMissile( gentity_t *ent ); void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire ); // // g_mover.c // extern int BMS_START; extern int BMS_MID; extern int BMS_END; #define SPF_BUTTON_USABLE 1 #define SPF_BUTTON_FPUSHABLE 2 void G_PlayDoorLoopSound( gentity_t *ent ); void G_PlayDoorSound( gentity_t *ent, int type ); void G_RunMover( gentity_t *ent ); void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ); // // g_trigger.c // void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace ); // // g_misc.c // #define MAX_REFNAME 32 #define START_TIME_LINK_ENTS FRAMETIME*1 #define RTF_NONE 0 #define RTF_NAVGOAL 0x00000001 typedef struct reference_tag_s { char name[MAX_REFNAME]; vec3_t origin; vec3_t angles; int flags; //Just in case int radius; //For nav goals qboolean inuse; } reference_tag_t; void TAG_Init( void ); reference_tag_t *TAG_Find( const char *owner, const char *name ); reference_tag_t *TAG_Add( const char *name, const char *owner, vec3_t origin, vec3_t angles, int radius, int flags ); int TAG_GetOrigin( const char *owner, const char *name, vec3_t origin ); int TAG_GetOrigin2( const char *owner, const char *name, vec3_t origin ); int TAG_GetAngles( const char *owner, const char *name, vec3_t angles ); int TAG_GetRadius( const char *owner, const char *name ); int TAG_GetFlags( const char *owner, const char *name ); void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ); // // g_weapon.c // void WP_FireTurretMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod, gentity_t *ignore ); void WP_FireGenericBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod ); qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ); void CalcMuzzlePoint ( gentity_t *ent, const vec3_t inForward, const vec3_t inRight, const vec3_t inUp, vec3_t muzzlePoint ); void SnapVectorTowards( vec3_t v, vec3_t to ); qboolean CheckGauntletAttack( gentity_t *ent ); // // g_client.c // int TeamCount( int ignoreClientNum, team_t 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, team_t team, qboolean isbot ); void MaintainBodyQueue(gentity_t *ent); void ClientRespawn (gentity_t *ent); void BeginIntermission (void); void InitBodyQue (void); void ClientSpawn( gentity_t *ent ); 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 ); extern gentity_t *gJMSaberEnt; // // g_svcmds.c // qboolean ConsoleCommand( void ); void G_ProcessIPBans(void); qboolean G_FilterPacket (char *from); // // g_weapon.c // void FireWeapon( gentity_t *ent, qboolean altFire ); void BlowDetpacks(gentity_t *ent); void RemoveDetpacks(gentity_t *ent); // // p_hud.c // void MoveClientToIntermission (gentity_t *client); void G_SetStats (gentity_t *ent); void DeathmatchScoreboardMessage (gentity_t *client); // // g_cmds.c // // // g_pweapon.c // // // g_main.c // extern vmCvar_t g_ff_objectives; extern qboolean gDoSlowMoDuel; extern int gSlowMoDuelTime; void G_PowerDuelCount(int *loners, int *doubles, qboolean countSpec); void FindIntermissionPoint( void ); void SetLeader(int team, int client); void CheckTeamLeader( int team ); void G_RunThink (gentity_t *ent); void AddTournamentQueue(gclient_t *client); void QDECL G_LogPrintf( const char *fmt, ... ); void QDECL G_SecurityLogPrintf( const char *fmt, ... ); void SendScoreboardMessageToAllClients( void ); const char *G_GetStringEdString(char *refSection, char *refName); // // g_client.c // char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ); qboolean ClientUserinfoChanged( int clientNum ); void ClientDisconnect( int clientNum ); void ClientBegin( int clientNum, qboolean allowTeamReset ); void G_BreakArm(gentity_t *ent, int arm); void G_UpdateClientAnims(gentity_t *self, float animSpeedScale); void ClientCommand( int clientNum ); void G_ClearVote( gentity_t *ent ); void G_ClearTeamVote( gentity_t *ent, int team ); // // g_active.c // void G_CheckClientTimeouts ( gentity_t *ent ); void ClientThink ( int clientNum, usercmd_t *ucmd ); 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_mem.c // void *G_Alloc( int size ); void G_InitMemory( void ); void Svcmd_GameMem_f( void ); // // g_session.c // void G_ReadSessionData( gclient_t *client ); void G_InitSessionData( gclient_t *client, char *userinfo, qboolean isBot ); void G_InitWorldSession( void ); void G_WriteSessionData( void ); // // NPC_senses.cpp // extern void AddSightEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, float addLight ); //addLight = 0.0f extern void AddSoundEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, qboolean needLOS ); //needLOS = qfalse extern qboolean G_CheckForDanger( gentity_t *self, int alertEvent ); extern int G_CheckAlertEvents( gentity_t *self, qboolean checkSight, qboolean checkSound, float maxSeeDist, float maxHearDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel ); //ignoreAlert = -1, mustHaveOwner = qfalse, minAlertLevel = AEL_MINOR extern qboolean G_CheckForDanger( gentity_t *self, int alertEvent ); extern qboolean G_ClearLOS( gentity_t *self, const vec3_t start, const vec3_t end ); extern qboolean G_ClearLOS2( gentity_t *self, gentity_t *ent, const vec3_t end ); extern qboolean G_ClearLOS3( gentity_t *self, const vec3_t start, gentity_t *ent ); extern qboolean G_ClearLOS4( gentity_t *self, gentity_t *ent ); extern qboolean G_ClearLOS5( gentity_t *self, const vec3_t end ); // // g_bot.c // void G_InitBots( void ); 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 *mapname, int gametype); const char *G_RefreshNextMap(int gametype, qboolean forced); void G_LoadArenas( void ); // w_force.c / w_saber.c gentity_t *G_PreDefSound(vec3_t org, int pdSound); qboolean HasSetSaberOnly(void); void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower ); void WP_SaberPositionUpdate( gentity_t *self, usercmd_t *ucmd ); int WP_SaberCanBlock(gentity_t *self, vec3_t point, int dflags, int mod, qboolean projectile, int attackStr); void WP_SaberInitBladeData( gentity_t *ent ); void WP_InitForcePowers( gentity_t *ent ); void WP_SpawnInitForcePowers( gentity_t *ent ); void WP_ForcePowersUpdate( gentity_t *self, usercmd_t *ucmd ); int ForcePowerUsableOn(gentity_t *attacker, gentity_t *other, forcePowers_t forcePower); void ForceHeal( gentity_t *self ); void ForceSpeed( gentity_t *self, int forceDuration ); void ForceRage( gentity_t *self ); void ForceGrip( gentity_t *self ); void ForceProtect( gentity_t *self ); void ForceAbsorb( gentity_t *self ); void ForceTeamHeal( gentity_t *self ); void ForceTeamForceReplenish( gentity_t *self ); void ForceSeeing( gentity_t *self ); void ForceThrow( gentity_t *self, qboolean pull ); void ForceTelepathy(gentity_t *self); qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc ); // g_log.c void QDECL G_LogWeaponPickup(int client, int weaponid); void QDECL G_LogWeaponFire(int client, int weaponid); void QDECL G_LogWeaponDamage(int client, int mod, int amount); void QDECL G_LogWeaponKill(int client, int mod); void QDECL G_LogWeaponDeath(int client, int weaponid); void QDECL G_LogWeaponFrag(int attacker, int deadguy); void QDECL G_LogWeaponPowerup(int client, int powerupid); void QDECL G_LogWeaponItem(int client, int itemid); void QDECL G_LogWeaponInit(void); void QDECL G_LogWeaponOutput(void); void QDECL G_LogExit( const char *string ); void QDECL G_ClearClientLog(int client); // g_siege.c void InitSiegeMode(void); void G_SiegeClientExData(gentity_t *msgTarg); // g_timer //Timing information void TIMER_Clear( void ); void TIMER_Clear2( gentity_t *ent ); void TIMER_Set( gentity_t *ent, const char *identifier, int duration ); int TIMER_Get( gentity_t *ent, const char *identifier ); qboolean TIMER_Done( gentity_t *ent, const char *identifier ); qboolean TIMER_Start( gentity_t *self, const char *identifier, int duration ); qboolean TIMER_Done2( gentity_t *ent, const char *identifier, qboolean remove ); qboolean TIMER_Exists( gentity_t *ent, const char *identifier ); void TIMER_Remove( gentity_t *ent, const char *identifier ); float NPC_GetHFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float hFOV ); float NPC_GetVFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float vFOV ); extern void G_SetEnemy (gentity_t *self, gentity_t *enemy); qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold ); // ai_main.c #define MAX_FILEPATH 144 int OrgVisible ( vec3_t org1, vec3_t org2, int ignore); void BotOrder ( gentity_t *ent, int clientnum, int ordernum); int InFieldOfVision ( vec3_t viewangles, float fov, vec3_t angles); // ai_util.c void B_InitAlloc(void); void B_CleanupAlloc(void); //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) offsetof(gentity_t, x) // userinfo validation bitflags // default is all except extended ascii // numUserinfoFields + USERINFO_VALIDATION_MAX should not exceed 31 typedef enum userinfoValidationBits_e { // validation & (1<<(numUserinfoFields+USERINFO_VALIDATION_BLAH)) USERINFO_VALIDATION_SIZE=0, USERINFO_VALIDATION_SLASH, USERINFO_VALIDATION_EXTASCII, USERINFO_VALIDATION_CONTROLCHARS, USERINFO_VALIDATION_MAX } userinfoValidationBits_t; void Svcmd_ToggleUserinfoValidation_f( void ); void Svcmd_ToggleAllowVote_f( void ); // g_cvar.c #define XCVAR_PROTO #include "g_xcvar.h" #undef XCVAR_PROTO void G_RegisterCvars( void ); void G_UpdateCvars( void ); extern gameImport_t *trap;