rpgxef/code/game/g_local.h
Walter Julius Hennecke fc47c4eb97 fixed more warnings
2013-05-24 00:04:19 +02:00

3400 lines
93 KiB
C
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_local.h -- local definitions for game module
#ifndef _G_LOCAL_H_
#define _G_LOCAL_H_
#include "q_shared.h"
#include "bg_public.h"
#include "g_public.h"
#include "list.h"
//==================================================================
// the "gameversion" client command will print this plus compile date
//#define GAMEVERSION "RPG-X v",RPGX_VERSION
//const char GAMEVERSION[] = strcat("RPG-X v",RPGX_VERSION);
#define GAMEVERSION "rpg-x2"
#ifndef BASEPATH
#define BASEPATH "rpgxEF"
#endif
//#define RPGX_SERECT_PASS "HRkq1yF22o06Zng9FZXH5sle" //"<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƫ<EFBFBD><C6AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ŵ<EFBFBD><C5B5><EFBFBD><EFBFBD> <20><><EFBFBD>"
#define BODY_QUEUE_SIZE 8
#define GINFINITE 1000000
#define FRAMETIME 100 // msec
#define EVENT_VALID_MSEC 300
#define CARNAGE_REWARD_TIME 3000
#define REWARD_SPRITE_TIME 2000
#define REWARD_STREAK_SPRITE_TIME 5000
#define INTERMISSION_DELAY_TIME 500
// 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_CLOAK 0x00010000
#define FL_FLY 0x00020000
#define FL_EVOSUIT 0x00400000 //RPG-X | Phenix | 8/8/2004
#define FL_HOLSTER 0x00800000 //RPG-X | TiM | 6/9/2005
#define FL_CLAMPED 0x01000000 //RPG-X | TiM | 25/6/2006
#define FL_THROWN_ITEM 0x02000000 //RPG-X | Marcin | 03/12/2008
#define FL_LOCKED 0x04000000 //RPG-X | GSIO01 | 08/05/2009
// CCAM
#define FL_CCAM 0x08000000
//RPG-X Defines ==============================
//TiM : Rank Variables
extern rankNames_t g_rankNames[MAX_RANKS];
//TiM : Weapons table
extern stringID_table_t WeaponTable[];
//Quit, then reconnect system
#define MAX_RECON_NAMES 32
/** \struct reconData_t
* \brief Holds data of clients that where connected to the server.
*
* Holds the IP and previous name of a clients that where connected to the server before.
*
* \author Ubergames
*/
typedef struct {
char ipAddress[64]; //!< The IP adress
char previousName[MAX_TOKEN_CHARS]; //!< The previous name
} reconData_t;
/** \struct fxGunData_t
* \brief Struct needed for FX gun arguments.
*
* Holds the eventnum and multiple arguments for the fxGun.
*
* \author Ubergames - TiM
*/
typedef struct {
int eventNum; //!< index of the event to play
//different effects need different args,
//so here is a set of generic args
int arg_int1; //!< first arg - integer
int arg_int2; //!< second arg - integer
float arg_float1; //!< first arg - float
float arg_float2; //!< second arg - float
vec3_t arg_vec1;
} fxGunData_t;
//Struct for the dynamic class system
//Some of the data here is encoded into
//a config string and then sent to the clients
//so that they can render the classes client side
/** \struct g_classData_t
* \brief Struct for the dynamic class system
*
* Some of the data here is encoded into
* a config string and then sent to the clients
* so that they can render the classes client side
*
* \author Ubergames
*/
typedef struct {
char consoleName[15]; //!< name of class in console
char formalName[25]; //!< name of class in the scoreboard etc
char message[MAX_QPATH]; //!< msg when player enters class
int weaponsFlags; //!< flags denoting default weapons of this class
char modelSkin[36]; //!< Denoting which skin this class is forced to
int isAdmin; //!< class has admin access
int isMarine; //!< class has marine
int isMedical; //!< class has medical capacity
int isn00b; //!< class is a dumbass
int isBorg; //!< class is a borg
} g_classData_t;
//Class Data
extern g_classData_t g_classData[MAX_CLASSES];
//===========================================
/** \enum tpType_t
* \brief Enumeration for diffrent transporter types.
*
* Used to determine what transporter effect is used by various functions.
*
* \author Raven Software
* \author Ubergames - TiM
* \author Ubergames - J2J
*/
typedef enum
{
TP_NORMAL,
TP_BORG,
TP_NUM_TP,
TP_TRI_TP, /*!< This transporter mode will give a federation transporter FX but not accelerate the player. */
TP_TURBO /*!< Used in turbolifts to let the teleporter know to maintain veloctiy. */
} tpType_t;
/** \enum moverState_t
* \brief Used to determine in which state a mover is.
*
* 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,
//advanced mover
ADV_POS1,
ADV_POS2,
ADV_1TO2,
ADV_2TO1
#ifdef G_LUA
,
MOVER_LUA
#endif
} moverState_t;
#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3"
#define TEAM_PODIUM_MODEL "models/mapobjects/podium/podium_single.md3"
//============================================================================
/** \typedef gentity_t
*
* Type for \link gentity_s \endlink
* @see gentity_s
*
*/
typedef struct gentity_s gentity_t;
/** \typedef gclient_t
*
* Pointer to \link gclient_s \endlink
*
*/
typedef struct gclient_s gclient_t;
/** \struct gentity_s
*
* The game side representation of entities.
*
*/
struct gentity_s {
entityState_t s; //!< communicated by server to clients
entityShared_t r; //!< shared by both the server system and game
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
// EXPECTS THE FIELDS IN THAT ORDER!
//================================
/*@shared@*/ /*@null@*/ 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
int flags; //!< FL_* variables
char* model; //!< the model or brushmodel the entities uses
char* model2; //!< an alternate model
int freetime; //!< level.time when the object was freed
int eventTime; //!< events will be cleared EVENT_VALID_MSEC after set
qboolean freeAfterEvent; //!< free the entity after the event?
qboolean unlinkAfterEvent; //!< unlink the entity after the event?
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 again when moving. items and corpses do not collide against players, for instance
// movers
moverState_t moverState; //!< current state of the mover
int soundPos1; //!< soundindex of sound to play when reaching Pos1
int sound1to2; //!< soundindex of sound to play when moving from Pos1 to Pos2
int sound2to1; //!< soundindex of sound to play when moving from Pos2 to Pos1
int soundPos2; //!< soundindex of sound to play when reaching Pos2
int soundLoop; //!< soundindex for looped sounds
gentity_t* parent; //!< parent of this entity
gentity_t* nextTrain; //!< next path_corner of a func_train
gentity_t* prevTrain; //!< previous path_corner of a func_train
vec3_t pos1; //!< start position for binary movers
vec3_t pos2; //!< end position for binary movers
vec3_t apos1; //!< angular start position for movers
vec3_t apos2; //!< angular end position for movers
char* message; //!< message for target_print
int timestamp; //!< body queue sinking, etc
float angle; //!< set in editor, -1 = up, -2 = down
char* target; //!< target of the entity
char* paintarget; //!< target to use if entity takes damage
char* targetname; //!< targetname that identyfies the entity
char* team; //!< for teamchains
gentity_t* target_ent; //!< target of turrets etc
float speed; //!< moving speed etc
vec3_t movedir; //!< moving direction
int nextthink; //!< next level.time the entities think functions gets called
void (*think)(gentity_t *self); //!< think function
void (*reached)(gentity_t *self); //!< movers call this when hitting endpoint
void (*blocked)(gentity_t *self, gentity_t *other); //!< movers call this when blocked
void (*touch)(gentity_t *self, gentity_t *other, trace_t *trace); //!< touch function for triggers
void (*use)(gentity_t *self, gentity_t *other, gentity_t *activator); //!< function that gets called if the entity is used
void (*pain)(gentity_t *self, gentity_t *attacker, int damage); //!< function that gets called if entity gets damged
void (*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod); //!< function that gets called if entity dies
int pain_debounce_time;
int fly_sound_debounce_time; // wind tunnel
int last_move_time;
int health; //!< current health
int old_health; //!< old/max value for health
qboolean takedamage; //!< entity can take damage
int damage; //!< ammount of damge to do
int splashDamage; //!< do splash damage
//!< quad will increase this without increasing radius
int splashRadius; //!< radius for splash damage
int methodOfDeath;
int splashMethodOfDeath;//!< method of death to use for splash damage
int count; //!< used for counting, check whether an entity is allowed to use
//!< and other various things
gentity_t* lastEnemy; //!< last enemy of the entity (turrets etc)
gentity_t* enemy; //!< current enemy of the entity (turrets etc)
gentity_t* activator; //!< entity that activated/used this entity
gentity_t* teamchain; //!< next entity in team
gentity_t* teammaster; //!< master of the team
int watertype;
int waterlevel;
int noise_index;
int voiceChatSquelch;
int voiceChatPreviousTime;
// timing variables
float wait; //!< how long to wait
float random;
gitem_t* item; //!< for bonus items
qboolean botDelayBegin;
char* swapname; //RPG-X Modification | Phenix | 13/06/2004
char* truename;
char* falsename;
char* truetarget;
char* falsetarget;
qboolean booleanstate;
float distance; // VALKYRIE: for rotating doors
int n00bCount; //RPG-X | Phenix | 06/04/2004 | For when people kill
//RPG-X: TiM : Additional Params for map ents
char* targetname2; // GSIO01 | 08/05/2009
gentity_t* touched; // GSIO01 | 08/05/2009 repairing breakables
//GSIO01 | 10/05/2009 | ok these are for target_alert:
char* bluename;
char* greensound;
char* yellowsound;
char* redsound;
char* bluesound;
char *targetShaderName; //!< shader to remap for shader remapping
char *targetShaderNewName; //!< shader to remap to for shader remapping
qboolean tmpEntity; //!< is this a temporal entity?
#ifdef G_LUA
// for lua hooks
// pointers to lua functions
char* luaTouch;
char* luaUse;
char* luaThink;
char* luaHurt;
char* luaDie;
char* luaFree;
char* luaTrigger;
char* luaReached;
char* luaReachedAngular;
char* luaSpawn;
char* luaParm1;
char* luaParm2;
char* luaParm3;
char* luaParm4;
qboolean luaEntity;
#endif
vec4_t startRGBA;
vec4_t finalRGBA;
};
/** \enum clientConnected_t
*
* Various connection states a client can have.
*/
typedef enum {
CON_DISCONNECTED, /*!< client is disconnected */
CON_CONNECTING, /*!< client is connecting */
CON_CONNECTED /*!< client is connected */
} clientConnected_t;
/** \enum spectatorState_t
*
* Diffrent spectator modes.
*/
typedef enum {
SPECTATOR_NOT, /*!< not spectating */
SPECTATOR_FREE, /*!< free spectator mode */
SPECTATOR_FOLLOW, /*!< follow spectator mode */
SPECTATOR_SCOREBOARD /*!< spectator scoreboard */
} spectatorState_t;
/** \enum playerTeamStateState_t
*
*/
typedef enum {
TEAM_BEGIN, /*!< Beginning a team game, spawn at base */
TEAM_ACTIVE /*!< Now actively playing */
} playerTeamStateState_t;
/**
* \brief Contains statistic information about players for team games.
*
* \todo remove me
*
* For example number of flag captures.
*/
typedef struct {
playerTeamStateState_t state; /*!< players team state */
int location; /*!< current location */
int captures; /*!< number of captured flags */
int basedefense;
int carrierdefense;
int flagrecovery;
int fragcarrier;
int assists;
int frags;
int suicides;
float lasthurtcarrier;
float lastreturnedflag;
float flagsince;
float lastfraggedcarrier;
// kef -- oh boy am I abusing this system
float lastFireTime;
} 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
/**
* \brief 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 {
team_t sessionTeam; //!< team of the client
int sessionClass; //!< class of the client is in
int spectatorTime; //!< for determining next-in-line to play
spectatorState_t spectatorState; //!< spectator state
int spectatorClient; //!< for chasecam and follow mode
int wins; //!< tournament stat wins
int losses; //!< tournament stat losses
} clientSession_t;
#define MAX_VOTE_COUNT 3
/**
* Set the score for a client.
*
* \param ent The client.
* \param score New score for the client.
*/
void SetScore( gentity_t *ent, int score );
/**
* \brief client data that stays across multiple respawns,
*
* but is cleared on each level change or team change at G_Client_Begin()
*/
typedef struct {
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
char netname[36];
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 kickCount;
int suicideCount;
qboolean teamInfo; // send team overlay updates?
char ip[64]; // RPG-X - Store this for login comparisons
float pms_height; //player model system, height
} clientPersistant_t;
/** \struct gclient_s
*
* this structure is cleared on each G_Client_Spawn(),
* 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;
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;
// 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 accurateCount; //!< for "impressive" reward sound
int streakCount; //!< To count up kills without dying.
//
int lasthurt_client; //!< last client that damaged this client
int lasthurt_mod; //!< type of damage the client did
int lasthurt_location; //!< Where the client was hit.
// 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
int nextRespawn; //!< level.time when player is allowed to use the respawn command/button again
qboolean fireHeld; //!< used for hook
gentity_t* hook; //!< grapple hook if out
int switchTeamTime;
// timeResidual is used to handle events that happen every second
// like health / armor countdowns and regeneration
int timeResidual;
int mod; //!< means of death
//added for new game mods
int teleportTime; //!< Borg teleporting
int classChangeDebounceTime; //!< next time you can change classes
//RPG-X Specific
qboolean SpecialGrav; //!< Added for target_gravity ent
// RPG-X: J2J
qboolean UpdateScore; //!< Check if we should update the score or not
// RPG-X: RedTechie
int AdminFailed; //!< For failed admin logins.
// RPG-X | Phenix | 21/11/2004
qboolean LoggedAsAdmin; //!< For AdminLogin command
// RPG-X | Phenix | 21/11/2004
qboolean LoggedAsDeveloper; //!< For Debuging Admin Commands
// RPG-X | Phenix | 21/11/2004
int n00bTime; //!< For when to bring them out of n00b
// RPG-X | Phenix | 06/04/2004
char origClass[MAX_STRING_CHARS]; //!< What class they came from
// RPG-X | Phenix | 06/04/2004
qboolean noAdminChat; //!< If admins choose not to see admin messages
// RPG-X | TiM | 02/04/2006
fxGunData_t fxGunData; //!< Storage point for info needed for multiple admin gun FX
char lastPaddMsg[256]; //!< Padd buffer
// RPG-X | Marcin | 08/12/2008
qboolean pressedUse; //!< To prevent multiple pickups per press
// RPG-X | Marcin | 30/12/2008
int fraggerTime; //!< For rpg_fraggerSpawnDelay
// RPG-X | Marcin | 03/01/2009
// for sql
char* userName; //!< username (not player name) in the sql database
int uid; //!< uiser id of the player in the sql database
// CCAM
vec3_t origViewAngles;
vec3_t origOrigin;
gentity_t* cam;
// for selfdestruct and shiphealth
int nokilli; //!< if 1 this player won't be killed if the ship is killed
int myship; //!< entnum of the shiphealth entity this client currently holds info from
};
//
// this structure is cleared as each map is entered
//
#define MAX_SPAWN_VARS 64
#define MAX_SPAWN_VARS_CHARS 2048
/** \typedef levelLocation
* Type for level location.
* @see levelLocation_s
*
* \author Ubergames - GSIO01
*/
typedef struct levelLocation_s levelLocation;
/** \typedef levelLocation´_p
* Pointer to a level location.
* @see levelLocation
* @see levelLocation_s
*
* \author Ubergames - GSIO01
*/
typedef levelLocation levelLocation_p;
/** \struct levelLocation_s
* Describes a level location.
*
* Contains a list of origin and angles where the first is the primary location origin and angles.
* A name which identifies the location like the targetname for entities.
* The actual description displayed.
*
* \author Ubergames - GSIO01
*/
struct levelLocation_s {
list_p origins;
list_p angles;
char* name;
char* description;
};
/** \typedef srvChangeData_t
* Type for \link srvChangeData_s \endlink
*
* \author Ubergames - GSIO01
*/
typedef struct srvChangeData_s srvChangeData_t;
/** \struct srvChangeData_s
* Contains data needed by traporter UI and transportet entities for serverchage transports.
*
* \author Ubergames - GSIO01
*/
struct srvChangeData_s {
char name[6][MAX_QPATH]; //!< name of the locations
char ip[6][MAX_QPATH]; //!< IPs of the servers to connect to
int count; //!< Count of servers
};
/**
* Contains important informations about the current leve and information needed for game logic.
*/
typedef struct {
/*@shared@*/ struct gclient_s* clients; /*!< level clients */
/*@shared@*/ struct gentity_s* gentities; /*! level gentities */
int gentitySize; /*! size of gentity */
int num_entities; /*!< current number of entities, <= MAX_GENTITIES */
int warmupTime; /*!< restart match at this time */
fileHandle_t logFile; /*! file handle for the log file */
// store latched cvars here that we want to get at often
int maxclients; /*! maximum number of clients allowed */
int framenum; /*!< number of the frame */
int time; /*!< time since level start in msec */
int previousTime; /*!< so movers can back up when blocked */
int startTime; /*!< level.time the map was started */
int message; /*!< MESSAGE TIME */
int teamScores[TEAM_NUM_TEAMS]; /*!< scores for each team */
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; /*!< number of connected clients */
int numNonSpectatorClients; /*!< includes connecting clients */
int numPlayingClients; /*!< connected, non-spectators */
int sortedClients[MAX_CLIENTS]; /*!< Clients sorted by score */
int follow1, follow2; /*!< clientNums for auto-follow spectators */
int snd_fry; /*!< sound index for standing in lava */
qboolean firstStrike; /*!< Was the first strike done yet? */
// voting state
char voteString[MAX_STRING_CHARS];
int voteTime; /*!< level.time vote was called */
int voteYes; /*!< Number of yes votes */
int voteNo; /*!< Number of no votes */
int numVotingClients; /*!< Set by CalculateRanks */
// spawn variables
qboolean spawning; /*!< the G_Spawn*() functions are valid */
int numSpawnVars; /*!< Number of spawn vars */
char* spawnVars[MAX_SPAWN_VARS][2]; /*!< key / value pairs */
int numSpawnVarChars; /*!< Number of spawn var chars */
char spawnVarChars[MAX_SPAWN_VARS_CHARS];/*!< The spawn var 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 */
qboolean readyToExit; /*!< Determines whether at least one client wants to exit */
int exitTime; /*!< Exit time */
vec3_t intermission_origin; /*!< Origin of the camera for intermission. Also used for spectator spawns. */
vec3_t intermission_angle; /*!< Angle of the camera for intermission. Also used for spectator spawns. */
qboolean locationLinked; /*!< target_locations get linked */
gentity_t* locationHead; /*!< head of the location list */
int bodyQueIndex; /*!< dead bodies */
gentity_t* bodyQue[BODY_QUEUE_SIZE]; /*!< body Que */
int numObjectives; /*! Number of level objectives (unused) */
//RPG-X - Decoy index
int decoyIndex; /*!< 0-128. Counting decoys. If we do hit the end (omfg), start from the beginning again lol */
int numDecks; /*!< Counts the number of turbolift decks on the map */
int borgAdaptHits[WP_NUM_WEAPONS]; /*!< Counts of hits for each weapon for borg adaption */
// usable things
//TiM - usables client side text defines
int g_scannables[MAX_SCANNABLES]; /*!< the ID is stored here, but the index is what's referenced */
int g_entScannables[MAX_ENTSCANNABLES][2]; /*!< first cell is the entity ID, the second is the id of the object in question */
qboolean hasScannableFile; /*!< Most maps probably won't even have one of these */
qboolean hasEntScannableFile; /*!< Only older maps would probably have this */
int numBrushEnts; /*!< number of entities in the level that use brushmodels */
/*@null@*/ list_p safezones; /*!< self destruct safezones list */
/*@null@*/ list_p locations; /*!< level locations list */
/*@null@*/ list_p timedMessages; /*!< timed messages list */
// other stuff
srvChangeData_t srvChangeData; /*!< Server change data */
// override rpg_calcLiftTravelDuration
int overrideCalcLiftTravelDuration; /*!< Indicated whether the level author wants to override rpg_calcLiftTravelDuration */
} level_locals_t;
//
// g_spawn.c
//
/**
* \brief Get a string for a custom entity key.
*
* Spawn string returns a temporary reference, you must copy the string if you want to keep it.
*
* \param[in] key Key to get the value for.
* \param[in] defaultString Default value for this key.
* \param[out] out The result.
* \return Success or fail.
*/
qboolean G_SpawnString( const char* key, const char* defaultString, char** out );
/**
* \brief Get a float for a custom entity key.
*
* \param[in] key Key to get the value for.
* \param[in] defaultString Default value for this key.
* \param[out] out The result.
* \return Success or fail.
*/
qboolean G_SpawnFloat( const char* key, const char* defaultString, float* out );
/**
* \brief Get a int for a custom entity key.
*
* \param[in] key Key to get the value for.
* \param[in] defaultString Default value for this key.
* \param[out] out The result.
* \return Success or fail.
*/
qboolean G_SpawnInt( const char* key, const char* defaultString, int* out );
/**
* \brief Get a vector for a custom entity key.
*
* \param[in] key Key to get the value for.
* \param[in] defaultString Default value for this key.
* \param[out] out The result.
* \return Success or fail.
*/
qboolean G_SpawnVector( const char* key, const char* defaultString, float* out );
/**
* \brief Spawn all entities from the entity string.
*/
void G_SpawnEntitiesFromString( void );
/**
* \brief Creates a copy of the given string. Allocated on the memory pool.
*
* \param string String to copy.
* \return Copy of the string.
*/
char* G_NewString( const char* string );
//
// g_cmds.c
//
/**
* Concatenate all arguments for this string.
*
* \param start start from the given argument
* \return String containing concatenated command arguments.
*/
char* ConcatArgs( int start );
/**
* Request current scoreboard information.
*/
void Cmd_Score_f (gentity_t* ent);
/**
* If the client being followed leaves the game, or you just want to drop
* to free floating spectator mode
*/
void StopFollowing( gentity_t* ent );
/**
* Let everyone know about a team change.
*
* \param client The client that changed team.
* \param oldTeam The team the client was in.
*/
void BroadcastTeamChange( gclient_t* client, int oldTeam );
/**
* Set the team for a player.
*
* \param ent A player.
* \param s The new team.
* \return Success or fail.
*/
qboolean SetTeam( gentity_t* ent, char* s );
/**
* Cycle different players.
*/
void Cmd_FollowCycle_f( gentity_t* ent, int dir );
/**
* Command signaling player readiness.
*
* \param ent A player.
*/
void Cmd_Ready_f (gentity_t* ent);
//
// g_items.c
//
/**
* Data structures + functions for the PADD messaging system.
*
* \author Ubergames - Marcin
* \date 06/12/2008
*/
typedef struct
{
gentity_t* key; //!< PADD item entity pointer
char owner[64];
char value[256];
} paddData_t;
#define PADD_DATA_MAX 256 //!< max number of padds
#define MAX_DROPPED 255 //!< should be reasonable
extern paddData_t paddData[PADD_DATA_MAX];
extern int paddDataNum;
extern int numTotalDropped;
/**
* Add a new padd.
*
* \param key entity
* \param who owner of the padd
* \param txt text of the padd
* \author Ubergames - Marcin
* \date 06/12/2008
*/
void Padd_Add( gentity_t* key, gentity_t* who, char* txt);
/**
* Pickup padd.
*
* \param key entity
* \param who Who picked up the padd.
* \return Text of the padd.
* \author Ubergames - Marcin
* \date 06/12/2008
*/
char* Padd_Get( gentity_t* key, gentity_t* who );
/**
* Remove a padd.
*
* \param key entity
* \author Ubergames - Marcin
* \date 06/12/2008
*/
void Padd_Remove( gentity_t* key );
/**
* Run an item.
*
* \param ent The item.
*/
void G_RunItem( gentity_t* ent );
/**
* Repsawn an item.
*
* \param ent The item.
*/
void RespawnItem( gentity_t* ent );
/**
* Spawns an item and tosses it forward.
*
* \param ent An entity to toss from.
* \param item The item.
* \param angle Direction to toss to.
* \return The entity for the item.
*/
/*@shared@*/ /*@null@*/ gentity_t* Drop_Item( gentity_t* ent, gitem_t* item, float angle );
/**
* Sets the clipping size and plants the object on the floor.
* Items can't be immediately dropped to floor, because they might
* be on an entity that hasn't spawned yet.
*
* \param ent Entity for item.
* \param item The item.
*/
void G_SpawnItem (gentity_t* ent, gitem_t* item);
/**
* Traces down to find where an item should rest, instead of letting them
* free fall from their spawn points
*
* \param ent Entity for the item.
*/
void FinishSpawningItem( gentity_t* ent );
/**
* Add ammo for a weapon to a player.
*
* \param ent The player.
* \param weapon For which weapon.
* \param count Ammount of ammo.
*/
void Add_Ammo (gentity_t* ent, int weapon, int count);
/**
* Touch function for items.
*
* \param ent The entity for the item.
* \param other The touching entity.
* \param trace A trace.
*/
void Touch_Item (gentity_t* ent, gentity_t* other, trace_t* trace);
/**
* Clear all registered items.
*/
void ClearRegisteredItems( void );
/**
* Register a new item. The item will be added to the precache list.
*
* \param item Item to register.
*/
void RegisterItem( gitem_t* item );
/**
* Write the needed items to a config string so the client will know which ones to precache.
*/
void SaveRegisteredItems( void );
//
// g_utils.c
//
/**
* \brief Get the model index for a model.
*
* Get the model index for a model.
*
* \param name the model name
*
* \return the models index
*/
int G_ModelIndex( char* name );
/**
* \brief Get the sound index for a sound.
*
* Get the sound index for a sound.
*
* \param name the sound name
*
* \return the sounds index
*/
int G_SoundIndex( char* name );
/**
* \brief Issue a team command.
*
* Issue a team command.
*
* \param team the team
* \param cmd the command
*/
void G_TeamCommand( team_t team, char* cmd );
/**
* \brief Get the tric string index.
*
* Get the tric string index.
*
* \param name the tric string name
*
* \return the tric strings index
*
* \author Ubergames - TiM
*/
int G_TricStringIndex( char* name );
/**
* \brief Kill all that would be inside a new one.
*
* Kills all entities that would touch the proposed new positioning
* of ent. Ent should be unlinked before calling this!
*
* \param ent the entity
*/
void G_KillBox (gentity_t* ent);
/**
* \author Ubergames - J2J
* \brief Push all entities away that are inside a new entity.
*
* Basically does teh same as G_KillBox except it will
* push players and other entities away instead of killing them.
*
* \param ent the entity
*
* \return was an ent moved?
*/
qboolean G_MoveBox (gentity_t* ent);
/**
*
* \brief Finds an entity.
*
* Searches all active entities for the next one that holds
* the matching string at fieldofs (use the FOFS() macro) in the structure.
* Searches beginning at the entity after from, or the beginning if NULL
* NULL will be returned if the end of the list is reached.
*
* \param from search from this entity on
* \param fieldofs in which field to look
* \param match string to match
*
* \return an matching entity or NULL
*/
/*@shared@*/ /*@null@*/ gentity_t* G_Find (/*@null@*/ gentity_t* from, size_t fieldofs, const char* match);
/**
* \brief Pick a target.
*
* Selects a random entity from among the targets.
*
* \param targetname the targets targetname
*
* \return an entity or NULL
*/
/*@shared@*/ /*@null@*/ gentity_t* G_PickTarget (char* targetname);
/**
* \brief Use all of the given entity's targets.
*
* Use all of the given entity's targets.
*
* \param ent the entity
* \param activator the initiator of the function call
*/
void G_UseTargets (gentity_t* ent, gentity_t* activator);
/**
* \brief Use all targets of the given entity.
*
* Goes through all entities and calls ther use function if their
* targetname, swapname, truename, falsename, bluename are matching
* the target. activator should be set the the inflictor of this function
* call.
*
* \param ent the entity
* \param activator the activator
* \param target target to match
*/
void G_UseTargets2( gentity_t* ent, gentity_t* activator, char* target );
/**
* \brief Converts angles to move directions.
*
* The editor only specifies a single value for angles (yaw),
* but we have special constants to generate an up or down direction.
* Angles will be cleared, because it is being used to represent a direction
* instead of an orientation.
*
* \param angles the angles
* \param movedir the movedir
*/
void G_SetMovedir ( vec3_t angles, vec3_t movedir);
/**
* \brief Init the entity.
*
* Inits a given game entity.
*
* \param e the entity
*/
void G_InitGentity( gentity_t* ent );
/**
* \brief Spawns a new entity.
*
* Either finds a free entity, or allocates a new one.
* The slots from 0 to MAX_CLIENTS-1 are always reserved for clients,
* and will never be used by anything else.
* Try to avoid reusing an entity that was recently freed, because it
* can cause the client to think the entity morphed into something else
* instead of being removed and recreated, which can cause interpolated
* angles and bad trails.
*
* \return a new entity or NULL
*/
/*@shared@*/ /*@null@*/ gentity_t* G_Spawn (void);
/**
* \brief Spawn an temporary entity.
*
* Spawns an event entity that will be auto-removed
* The origin will be snapped to save net bandwidth, so care
* must be taken if the origin is right on a surface (snap towards start vector first)
*
* \param origin the origin
* \param event the event to use for this entity
*
* \return the temporary entity
*/
/*@shared@*/ /*@null@*/ gentity_t* G_TempEntity( vec3_t origin, int event );
/**
* \brief Makes an entity to play a non looping sound.
*
* Makes an entity to play a non looping sound.
*
* \param ent the entity
* \param soundIndex the sounds index
*/
void G_Sound( gentity_t* ent, int soundIndex );
/**
* \brief Free an entity.
*
* Marks the entity as free.
*
* \param ed entity to free
*/
void G_FreeEntity( gentity_t* ent );
/**
* Find all trigger entities that ent's current position touches.
* Spectators will only interact with teleporters.
*/
void G_TouchTriggers (gentity_t* ent);
/**
* \brief Create a temporary vector.
*
* This is just a convenience function
* for making temporary vectors for function calls
*
* \param x x-value
* \param y y-value
* \param z z-value
*
* \return temporary vector
*/
float* tv(float x, float y, float z);
/**
* \brief Converts a vector to a string to be printed.
*
* This is just a convenience function
* for printing vectors
*
* \param v the vector
*
* \return string representation of the vector
*/
char* vtos( const vec3_t v );
/**
* \brief Get the yaw from a vector.
*
* Get the yaw from a vector.
*
* \param vec the vector
*
* \return the yaw
*/
float vectoyaw( const vec3_t vec );
/**
* \brief Adds a new Predictable event.
*
* Use for non-pmove events that would also be predicted on the
* client side: jumppads and item pickups
* Adds an event+parm and twiddles the event counter
*
* \param ent the entity
* \param event the event
* \param eventParm any parameters for the event
*/
void G_AddPredictableEvent( gentity_t* ent, int event, int eventParm );
/**
* \brief Add a new event.
*
* Adds an event+parm and twiddles the event counter
*
* \param ent the entity
* \param event the event
* \param eventParm parameter for the event
*/
void G_AddEvent( gentity_t* ent, int event, int eventParm );
/**
* \brief Set the Origin of an entity.
*
* Sets the pos trajectory for a fixed position
*
* \param ent the entity
* \param origin the new origin
*/
void G_SetOrigin( gentity_t* ent, vec3_t origin );
/**
* \brief Set the angles of an entity.
*
* Sets the pos trajectory for a fixed angular position
*
* \param ent the entity
* \param angles the new angles
* \author Ubergames - GSIO01
*/
void G_SetAngles( gentity_t* ent, vec3_t anlges ); //RPG-X | GSIO01 | 24.08.2009
/**
* Get a list of entities in a specified radous around an origin.
*
* \param origin Origin to search around.
* \param radius Radius to serach in.
* \param ignore List of entities to ignore.
* \param takeDamage Only return entities matching this value for takeDamage.
* \param ent_list List to store found entities in.
* \return Count of entities found.
*/
int G_RadiusList ( vec3_t origin, float radius, list_p ignore, qboolean takeDamage, list_p ent_list);
/**
* Get a list of specified entity classes in a specified radius.
*
* \author Ubergames - GSIO01
*
* \param classname class names for searched entity classes
* \param count cout of class names in classname
* \param origin origin around which entities are searched
* \param radius radius to search in
* \param ignore entity to ignore
* \param ent_list list to store the results
* \return count of found entities
*/
int G_RadiusListOfTypes(list_p classnames, vec3_t origin, float radius, list_p ignore, list_p ent_list);
/**
* Get the neares entity to an origin.
*
* \param classname Filter by this classname.
* \param origin Origin to search around.
* \param radius Radius to search in.
* \param ignore List of entities to ignore.
* \param takeDamage Only return entities that match this value for takeDamage.
* \return Nearest entity found.
*/
/*@shared@*/ /*@null@*/ gentity_t* G_GetNearestEnt(char* classname, vec3_t origin, float radius, list_p ignore, qboolean takeDamage);
/**
* Get the nearest player orund an origin.
*
* \param origin Origin to search around.
* \param radius Radius to search in.
* \param ignore List of entities to ignore.
* \return Nearest player.
*/
/*@shared@*/ /*@null@*/ gentity_t* G_GetNearestPlayer(vec3_t origin, float radius, list_p ignore );
/**
* \author Ubergames - GSIO01
* \brief Get all entities with the specified targetname.
*
* Get all entities with the specified targetname.
*
* \param targetname the targetname
* \param entities the result
*
* \return number of entities found
*/
int G_GetEntityByTargetname(const char* targetname, list_p entities);
/**
* \author Ubergames - GSIO01
* \brief Get all entities with specified target.
*
* Get all entities matching the specifie target.
*
* \param target target the entities should have
* \param entities the result
*
* \return number of matches found
*/
int G_GetEntityByTarget(const char* target, list_p entities);
/**
* \author Ubergames - GSIO01
* \brief Get all entities with specified brush model
*
* Get all entities matching the specified brush model.
* Normally this only shoud be one entity.
*
* \param bmodel brush model to match
* \param entities the result
*
* \return number of matches found
*/
int G_GetEntityByBmodel(char* bmodel,list_p entities);
/**
* \brief Add a new shader remap.
*
* Remaps oldShader with newShader.
*
* \param oldShader shader to be remapped
* \param newShader replacement shader
* \param timeOffset time offset
*/
void AddRemap(const char* oldShader, const char* newShader, float timeOffset);
//
// g_combat.c
//
/**
* Returns qtrue if the inflictor can directly damage the target. Used for
* explosions and melee attacks.
*
* \param targ the target
* \param origin the origin
* \return qtrue if the inflictor can directly damage the target. Used for explosions and melee attacks.
*/
qboolean CanDamage (gentity_t* targ, vec3_t origin);
/**
* Damage an entity.
*
* \param targ entity that is being damaged
* \param inflictor entity that is causing the damage
* \param attacker entity that caused the inflictor to damage targ
* \param dir direction of the attack for knockback
* \param point point at which the damage is being inflicted, used for headshots
* \param damage amount of damage being inflicted
* \param knockback force to be applied against targ as a result of the damage
* \param dflags these flags are used to control how G_Damage works
* \param mod means of death
*
* Damage flags:
* DAMAGE_RADIUS damage was indirect (from a nearby explosion)
* DAMAGE_NO_ARMOR armor does not protect from this damage
* DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
* DAMAGE_NO_PROTECTION kills godmode, armor, everything
*/
void G_Damage (gentity_t* targ, gentity_t* inflictor, gentity_t* attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod);
/**
* Damage all entities around an origin in a specified radius.
*
* \return Hit a client?
* \param origin Origin.
* \param attacker Attacker.
* \param damage Amount much damage.
* \param radius Radius.
* \param ignore Entity to ignore.
* \param dflags Damage flags.
* \param mod Means of death.
* \todo Replace ignore entity by list of entites.
*/
qboolean G_RadiusDamage (vec3_t origin, gentity_t* attacker, float damage, float radius, gentity_t* ignore, int dflags, int mod);
/**
* Let a body die.
*
* \param self Self.
* \param inflictor entity that is causing the damage
* \param attacker entity that caused the inflictor to damage targ
* \param damage Amount of damage.
* \param meansOfDeath Means of death.
*/
void body_die( gentity_t* self, gentity_t* inflictor, gentity_t* attacker, int damage, int meansOfDeath );
/**
* Toss the weapon and powerups for the killed player.
*
* \param self the client.
* \param Caused by disconnect?
*/
void TossClientItems( gentity_t* self, qboolean dis_con );
/**
* Repairs repairable entities.
*
* \param ent The player.
* \param tr_ent Entity to repair.
* \param rate Rate to repair with.
* \author Ubergames - GSIO01
* \date 09/05/2009
*/
void G_Repair(gentity_t* ent, gentity_t* tr_ent, float rate);
// damage flags
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
#define DAMAGE_NO_ARMOR 0x00000002 // armor (shields) do not protect from this damage
#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
#define DAMAGE_NOT_ARMOR_PIERCING 0x00000000 // trek: shields fully protect from this damage (for clarity)
#define DAMAGE_ARMOR_PIERCING 0x00000040 // trek: shields don't fully protect from this damage
#define DAMAGE_NO_INVULNERABILITY 0x00000080 // trek: invulnerability doesn't event protect from this damage
#define DAMAGE_HALF_NOTLOS 0x00000100 // trek: radius damage still does 1/2 damage to ents that do not have LOS to explosion org but are in radius
#define DAMAGE_ALL_TEAMS 0x00000200 // trek: damage ignores teamdamage settings
//
// g_missile.c
//
/**
* Run a missile.
*
* \param ent the missile
*/
void G_Missile_Run( gentity_t* ent );
/**
* Fire alient plasma projectile.
*
* \param The shooter.
* \param start Start point.
* \param aimdir Direction.
*/
/*@shared@*/ /*@null@*/ gentity_t* fire_plasma (gentity_t* self, vec3_t start, vec3_t aimdir);
/**
* Fire torpedo projectile.
*
* \param The shooter.
* \param start Start point.
* \param aimdir Direction.
*/
/*@shared@*/ /*@null@*/ gentity_t* fire_quantum (gentity_t* self, vec3_t start, vec3_t aimdir);
/**
* Fire grenade.
*
* \param The shooter.
* \param start Start point.
* \param aimdir Direction.
*/
/*@shared@*/ /*@null@*/ gentity_t* fire_grenade (gentity_t* self, vec3_t start, vec3_t aimdir);
/**
* Fire a rocket.
*
* \param The shooter.
* \param start Start point.
* \param dir Direction.
*/
/*@shared@*/ /*@null@*/ gentity_t* fire_rocket (gentity_t* self, vec3_t start, vec3_t dir);
/**
* Fire a compression rifle projectile.
*
* \param The shooter.
* \param start Start point.
* \param dir Direction.
*/
/*@shared@*/ /*@null@*/ gentity_t* fire_comprifle (gentity_t* self, vec3_t start, vec3_t dir);
//
// g_mover.c
//
/**
* Run a mover.
*
* \param ent Mover to run.
*/
void G_Mover_Run( gentity_t* ent );
/**
* Touch function for doors.
*
* \param ent The mover.
* \param other The touching entity.
* \param trace A trace.
*/
void G_Mover_TouchDoorTrigger( gentity_t* ent, gentity_t* other, trace_t* trace );
/**
* Use function for binary movers.
*
* \param ent The mover.
* \param other Other entity.
* \param activator Activator.
*/
void G_Mover_UseBinaryMover( gentity_t* ent, gentity_t* other, gentity_t* activator );
//
// g_misc.c
//
/**
* Teleport a player to an origin.
*
* \param player The player.
* \param origin Where to teleport.
* \param angles Angles of the player at destination.
* \param tyTpye Teleport type.
*/
void TeleportPlayer( gentity_t* player, vec3_t origin, vec3_t angles, tpType_t tyType );
/**
* Transport a player to an origin.
*
* \param player The player.
* \param origin Destination.
* \param angles Angles at destination.
* \param speed Spit out speed at destination.
*/
void TransportPlayer( gentity_t* player, vec3_t origin, vec3_t angles, int speed );
/**
* Start turbolist travel.
*
* \param ent The turbolift.
* \author Ubergames - TiM
*/
void target_turbolift_start( gentity_t* ent );
//
// g_weapon.c
//
/**
* \brief Checks wether accuray for this hit should be logged.
*
* \param target the target entity
* \param attacker the attacker entity
*/
qboolean G_Weapon_LogAccuracyHit( gentity_t* target, gentity_t* attacker );
/**
* \brief Calculates the muzzle point.
*
* Calculates the muzzle point.
*
* \param ent the player
* \param fwd the forward vector
* \param rt the right vector
* \param vup the up vector
* \param muzzlePoint the muzzle point
* \param projsize projsize
*/
void G_Weapon_CalcMuzzlePoint ( gentity_t* ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float projsize);
/**
* Round a vector to integers for more efficient network
* transmission, but make sure that it rounds towards a given point
* rather than blindly truncating. This prevents it from truncating
* into a wall.
*
* \param v vector to round
* \param to rounded vector
*/
void G_Weapon_SnapVectorTowards( vec3_t v, vec3_t to );
//
// g_client.c
//
/**
* Get number of clients in team.
*
* \param ignoreClientNum Client to ignore.
* \param team Team.
* \reutrn Number of clients in team.
*/
team_t G_Client_TeamCount( int ignoreClientNum, int team );
/**
* Pick a random team.
*
* \param ignoreClientNum Client to ignore.
* \return Random team.
*/
team_t G_Client_PickTeam( int ignoreClientNum );
/**
* Set the clients view angle.
*
* \param ent Entity for which to set view angle.
* \param angle New view angle.
*/
void G_Client_SetViewAngle( gentity_t* ent, vec3_t angle );
/**
* Select a spawnpoint.
*
* \param avoidPoint Point to avoid.
* \param origin Origin.
* \param angles Angles.
*/
/*@shared@*/ /*@null@*/ gentity_t* G_Client_SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles );
/**
* Respawn client.
*
* \param ent Client to respawn.
*/
void G_Client_Respawn(gentity_t *ent);
/**
* Begin intermission.
*/
void G_Client_BeginIntermission(void);
/**
* Init the body que.
*/
void G_Client_InitBodyQue(void);
/**
* Spawn client.
*
* \param ent Client to spawn
* \param rpgx_spawn rpgx_spawn
* \param fromDeath Is this a spawn from death?
*/
void G_Client_Spawn( gentity_t* ent, int rpgx_spawn, qboolean fromDeath );
/**
* Let the client die.
*
* \param self Client.
* \param inflictor Entity causing death.
* \param attacker Entity that made inflicotr cause death.
* \param damage ammount of demage
* \param mod means of death
*/
void G_Client_Die (gentity_t* self, gentity_t* inflictor, gentity_t* attacker, int damage, int mod);
/**
* Add score for the client.
*
* \param ent The client.
* \param score Ammount of score to add.
*/
void G_Client_AddScore( gentity_t* ent, int score );
/**
* Calculate clients ranks.
*
* \param fromExit From exit?
*/
void G_Client_CalculateRanks( qboolean fromExit );
/**
* Determine whether spot would telefrag.
*
* \param spot Spot to check.
* \return Whether this spot would telefrag.
*/
qboolean G_Client_SpotWouldTelefrag( gentity_t* spot );
/**
* Get weapons for a class.
*
* \param client The client.
* \param pclass Class to get weapons for.
*/
void G_Client_WeaponsForClass( gclient_t* client, pclass_t pclass );
/**
* Get holdable items for a class.
*
* \param client The client.
* \param pclass Class for which to get holdables.
*/
void G_Client_HoldablesForClass( gclient_t* client, pclass_t pclass );
/**
* Store the clients initial status.
*
* \param ent The client.
*/
void G_Client_StoreClientInitialStatus( gentity_t* ent );
/**
* Get location message for a client.
*
* \param ent The client.
* \param loc Location char.
* \param loclen Length of location char.
* \return Indicates success or fail.
*/
qboolean G_Client_GetLocationMsg(gentity_t* ent, char* loc, int loclen);
/**
* Check client statuses.
*/
void G_Client_CheckClientStatus(void);
/**
* Send client location information.
*
* \param ent The client.
*/
void G_Client_LocationsMessage( gentity_t *ent );
/**
* Client connect.
*
* \param clientNum Client num.
* \param firstTime Indicate whether this was the first connect.
* \param isBot Indicate if bot or player.
*/
char* G_Client_Connect( int clientNum, qboolean firstTime, qboolean isBot );
/**
* Clients user info changed.
*
* \param clientNum Client num.
*/
void G_Client_UserinfoChanged( int clientNum );
/**
* Disconnect client.
*
* \param clientNum Client num.
*/
void G_Client_Disconnect( int clientNum );
/**
* Initialize client.
*
* \param clientNum Client num.
* \param careAboutWarmup Indicate whether to care about warm up.
* \param isBot Bot or client?
* \param first First time?
*/
void G_Client_Begin( int clientNum, qboolean careAboutWarmup, qboolean isBot, qboolean first );
/**
* Client command.
*
* \param clientNum Client num.
*/
void G_Client_Command( int clientNum );
//
// g_svcmds.c
//
/**
* Check for server console command and run if it is.
*
* \return whether this was a server command.
*/
qboolean ConsoleCommand( void );
/**
* Process IP bans.
*/
void G_ProcessIPBans(void);
/**
* Filter a packet.
*/
qboolean G_FilterPacket (char* from);
/**
* Get a client for a string.
*/
gclient_t* ClientForString( const char* s ); //RPG-X: RedTechie - Added so g_cmds could read the function
/**
* Process ID bans.
*/
void G_ProcessIDBans( void );
/**
* Check ID.
*/
qboolean CheckID( char* id );
//
// g_weapon.c
//
/**
* \brief Fire weapons.
*
* Handles weapon firing.
*
* \param ent the player
* \param alt_fire was this alt fire mode?
*/
void FireWeapon( gentity_t* ent, qboolean alt_fire );
//
// p_hud.c
//
/**
* When the intermission starts, this will be called for all players.
* If a new client connects, this will be called after the spawn function.
*
* \param client A client.
*/
void MoveClientToIntermission (gentity_t* client);
/**
* Send deathmatch scorebard message.
*
* \param client A client.
*/
void DeathmatchScoreboardMessage (gentity_t* client);
//
// g_fx.c
//
void SP_fx_spark( gentity_t* ent );
//
// g_main.c
//
/**
* Find the intermission point. This is also used for spectator spawns.
*/
void FindIntermissionPoint( void );
/**
* Run think functions for entity.
*/
void G_RunThink (gentity_t* ent);
/**
* Send scorebard message to all clients.
*/
void SendScoreboardMessageToAllClients( void );
/**
* Print function that prints to the server console.
*/
void QDECL G_Printf( const char* fmt, ... ) __attribute__ ((format (printf, 1, 2)));
/**
* Error function. Will result in any running map to be stoped and this way somewhat stops the server.
*/
void QDECL G_Error( const char* fmt, ... ) __attribute__ ((format (printf, 1, 2)));
/**
* Print a message in a specified clients console.
*/
void QDECL G_PrintfClient( gentity_t* ent, const char* fmt, ...) __attribute__ ((format (printf, 2, 3)));
/**
* Print a message in all clients consoles.
*/
void QDECL G_PrintfClientAll(const char* fmt, ...) __attribute__ ((format (printf, 1, 2)));
//
// g_sql.c
//
extern qboolean sql_ready; /*<! Indicates whether sql is ready. */
/**
* Initialize SQL.
*
* \return Success or fail.
*/
qboolean G_Sql_Init(void);
/**
* Shutdown SQL.
*/
void G_Sql_Shutdown(void);
/**
* Add a new user to the user database.
*
* \param uName Username.
* \param password User's password.
* \return Success or fail.
*/
qboolean G_Sql_UserDB_Add(const char* uName, const char* password);
/**
* Check if a user has a specific right.
*
* \param uid User's id.
* \param right Right's id.
* \return Access or not.
*/
qboolean G_Sql_UserDB_CheckRight(int uid, int right);
/**
* Grant a user a specific right.
*
* \param uid User's id.
* \param right Right's id.
* \return Success or fail.
*/
qboolean G_Sql_UserDB_AddRight(int uid, int right);
/**
* Revoe a user a specific right.
*
* \param uid User's id.
* \param right Right's id.
* \return Success or fail.
*/
qboolean G_Sql_UserDB_RemoveRight(int uid, int right);
/**
* Delete a user.
*
* \param uName Username.
* \return Success or fail.
*/
qboolean G_Sql_UserDB_Del(const char* uName);
/**
* User login.
*
* \param uName Username.
* \param pwd Password.
* \param clientnum User's clientnum.
* \return Success or fail.
*/
qboolean G_Sql_UserDB_Login(const char* uName, const char* pwd, int clientnum);
/**
* Get user id for a user.
*
* \param uName Username.
* \return UID
*/
int G_Sql_UserDB_GetUID(const char* uName);
//RPG-X: J2J - Nice neat struct to hold info for admin tricorder transport..//////
//TiM: I may be a complete nutter here, but I'm gonna try and mod this to see if we can mosey SP transportery FX in here
//It's only really a matter of delaying the teleport a few seconds, and displaying some fancy stuff, like lens flares in the CG ^_^
//TiM: Addendum - Turns out I'll be referring to this more heavily than I thought, so I'm going to optimize it
//a bit more so it can store and then access data in a more easy way.
/** \enum transportTypes_t
* Enumeration used to indentify different transporter types.
*
* \author Ubergames
*/
typedef enum {
TPT_TRICORDER,
TPT_PORTABLE,
//TPT_LOCATION, //Copy direct to current, so don't need this
TPT_MAX
} transportTypes_t;
//TiM: In each transport case, we need these two variables,
//so let's make them structs for easier declaration.
/** \struct transVecData_t
* Contains data needed for each transport.
*
* \author Ubergames
*/
typedef struct {
vec3_t origin;
vec3_t angles;
} transVecData_t;
/** \struct RPGX_SiteTOSiteData
* Contains data needed for Site to Site transport
*
* \author Ubergames
*/
typedef struct
{
//TiM :
int beamTime; //!< Time the beam was initialized. 4 seconds after this, the player will teleport, 8 seconds later the effect will reset
transVecData_t currentCoord; //!< If they are beaming, have the active variables placed here
transVecData_t storedCoord[TPT_MAX]; //!< Any separate beam data (ie, tricorder, portable beam etc) is kept here till needed.
int LastClick; //!< Last click (in level time) when feature was used (used to prevent accidents)
qboolean beamed; //!< Once we've called the teleport, make this true. Or else we'll teleport on every clock cycle >.<
} RPGX_SiteTOSiteData;
extern RPGX_SiteTOSiteData TransDat[];
/** \struct RPGX_DragData
* Another Neat Struct (tm) to hold data for the toggle drag admin feature.
*
* /author Ubergames - J2J
*/
typedef struct
{
int AdminId; //!< -1 when not beting grabed
float distance; //!< Length of Leash
} RPGX_DragData;
extern RPGX_DragData DragDat[];
//////////////
/**
* \brief Select a random spawn point.
*
* Select a random spawn point.
*
* \return a random spawn point
*/
/*@shared@*/ /*@null@*/ gentity_t* SelectRandomSpawnPoint( void ); //Added so it can be used in main.
//RPG-X Misc Sounds:
//extern sfxHandle_t n00bsnd;
/**
* Shutdown game.
*
* \param restart For map restart?
*/
void G_ShutdownGame( int restart );
//RPG-X END///////////////////////////////////////////////////////////////////////
//
// g_log.c
//
//
// synchronized with cg_local.h via mental telepathy
//
/** \enum awardType_t
* Enumeration containing the different award types.
*/
typedef enum
{
AWARD_EFFICIENCY = 0, //!< Accuracy
AWARD_SHARPSHOOTER, //!< Most compression rifle frags
AWARD_UNTOUCHABLE, //!< Perfect (no deaths)
AWARD_LOGISTICS, //!< Most pickups
AWARD_TACTICIAN, //!< Kills with all weapons
AWARD_DEMOLITIONIST, //!< Most explosive damage kills
AWARD_STREAK, //!< Ace/Expert/Master/Champion
AWARD_TEAM, //!< MVP/Defender/Warrior/Carrier/Interceptor/Bravery
AWARD_SECTION31, //!< All-around god
AWARD_MAX
} awardType_t;
/** \enum teamAward_e
* Enumeration containing the different award types for team games.
*/
typedef enum
{
TEAM_NONE = 0, //!< ha ha! you suck!
TEAM_MVP, //!< most overall points
TEAM_DEFENDER, //!< killed the most baddies near your flag
TEAM_WARRIOR, //!< most frags
TEAM_CARRIER, //!< infected the most people with plague
TEAM_INTERCEPTOR, //!< returned your own flag the most
TEAM_BRAVERY, //!< Red Shirt Award (tm). you died more than anybody.
TEAM_MAX
} teamAward_e;
//
// the above lists are synchronized with cg_local.h via mental telepathy
//
#define AWARDS_MSG_LENGTH 256
/**
* Print message to log.
*/
void QDECL G_LogPrintf( const char* fmt, ... ) __attribute__ ((format (printf, 1, 2)));
/**
* Log weapon pickup.
*/
void QDECL G_LogWeaponPickup(int client, int weaponid);
/**
* Log weapon fire.
*/
void QDECL G_LogWeaponFire(int client, int weaponid);
/**
* Log weapon damage.
*/
void QDECL G_LogWeaponDamage(int client, int mod, int amount);
/**
* Log weapon kill.
*/
void QDECL G_LogWeaponKill(int client, int mod);
/**
* Log weapon death.
*/
void QDECL G_LogWeaponDeath(int client, int weaponid);
/**
* Log weapon frag.
*/
void QDECL G_LogWeaponFrag(int attacker, int deadguy);
/**
* Log weapon powerup.
*/
void QDECL G_LogWeaponPowerup(int client, int powerupid);
/**
* Log weapon item.
*/
void QDECL G_LogWeaponItem(int client, int itemid);
/**
* Log weapon init.
*/
void QDECL G_LogWeaponInit(void);
/**
* Log weapon output.
*/
void QDECL G_LogWeaponOutput(void);
/**
* Log exit.
*/
void QDECL G_LogExit( const char *string );
/**
* Clear client log.
*/
void QDECL G_ClearClientLog(int client);
/*----------------------------------------------------------------------------------------*/
//TiM - Delayed Transport Beam
void G_InitTransport( int clientNum, vec3_t origin, vec3_t angles );
/** \struct clInitStatus_t
*
*/
typedef struct
{
char model[MAX_QPATH]; /*!< player model */
team_t team; /*!< player team */
pclass_t pClass; /*!< player class */
qboolean initialized; /*!< initialized? */
} clInitStatus_t;
//
// g_active.c
//
/**
* A new command has arrived from the client
*
* \param clientNum Cleintnum.
*/
void ClientThink( int clientNum ); // TODO move me to g_client.c
/**
* Called at the end of each server frame for each connected client
* A fast client will have multiple ClientThink for each ClientEdFrame,
* while a slow client may have multiple ClientEndFrame between ClientThink.
*
* \param ent Client.
*/
void ClientEndFrame( gentity_t* ent ); // TODO move me to g_client.c
/**
* Run client.
*
* \param ent Client.
*/
void G_RunClient( gentity_t* ent ); // TODO move me to g_client.c
/**
* Remove a forcefield
*
* \param self The forcefield.
*/
void G_Active_ShieldRemove(gentity_t* self);
/**
* Throw a weapon away.
*
* \author Ubergames - Marcin
* \date 03/12/2008
* \param ent The client.
* \param txt Optional message for PADD dropping.
*/
void ThrowWeapon( gentity_t* ent, char* txt );
/**
* Drop a weapon.
*
* \author Ubergames - Marcin
* \date 03/12/2008
* \param ent The client.
* \param item The item.
* \param angle Angle to throw at.
* \param flags Entity flags to use.
* \param Optional message for PADD dropping.
*/
/*@shared@*/ /*@null@*/ gentity_t *DropWeapon( gentity_t* ent, gitem_t* item, float angle, int flags, char* txt );
//
// g_mem.c
//
/**
* Allocate memory from the memory pool.
*
* \param size Amount of memory to allocate.
*/
void* G_Alloc( int size );
/**
* Init memory pool.
*/
void G_InitMemory( void );
/**
* Print memory pool information.
*/
void Svcmd_GameMem_f( void );
//
// g_session.c
//
/**
* Read session data for a client.
*
* Called on a reconnect
*
* \param client The client.
*/
void G_ReadSessionData( gclient_t* client );
/**
* Initialize session data for a client.
*
* Called on a first-time connect
*
* \param client The client.
* \param userinfo String containing user info.
*/
void G_InitSessionData( gclient_t* client, char* userinfo );
/**
* Initialize world session.
*/
void G_InitWorldSession( void );
/**
* Write session data.
*/
void G_WriteSessionData( void );
//
// g_arenas.c
//
/**
* Update the tournament information.
*
* \todo Remove function and tournament related code.
*/
void UpdateTournamentInfo( void );
/**
* Spawn models on the victory pads.
*
* \todo Remove function and related code.
*/
void SpawnModelsOnVictoryPads( void );
/**
* Abort end of match podium display.
*
* \todo Remove function and related code.
*/
void Svcmd_AbortPodium_f( void );
//
// g_bot.c
//
/**
* Initialize bots.
*
* \param restart True if map restart.
*
* \todo Remove? We don't support bots.
*/
void G_InitBots( qboolean restart );
/**
* Get bot info by number.
*
* \param num number
*
* \todo Remove? We don't support bots.
*/
char* G_GetBotInfoByNumber( int num );
/**
* Get bot info by name.
*
* \param name Bot name.
*
* \todo Remove? We don't support bots.
*/
char* G_GetBotInfoByName( const char* name );
/**
* Check bot spawn queue and spawn bots if they are allowed.
*
* \todo Remove? We don't support bots.
*/
void G_CheckBotSpawn( void );
/**
* Add a bot to the bot spawn queue.
*
* \param clientNum Client number for this bot.
*
* \todo Remove? We don't support bots.
*/
void G_QueueBotBegin( int clientNum );
/**
* Try to connect a bot to the game.
*
* \param clientNum Client number for the bot.
* \param restart Is this a restart?
*
* \todo Remove? We don't support bots.
*/
qboolean G_BotConnect( int clientNum, qboolean restart );
/**
* Server command. Add bot.
*
* \todo Remove? We don't support bots.
*/
void Svcmd_AddBot_f( void );
/**
* Server command. Bot list.
*
* \todo Remove? We don't support bots.
*/
void Svcmd_BotList_f( void );
/**
* ???
*
* \todo Remove? We don't support bots.
*/
void BotInterbreedEndMatch( void );
// ai_main.c
//some maxs
#define MAX_NETNAME 36
#define MAX_FILEPATH 144
//bot settings
/** \struct bot_settings_t
* Containing settings for bots.
*/
typedef struct bot_settings_s
{
char characterfile[MAX_FILEPATH]; /*!< filename of character file */
int skill; /*!< skill level */
char team[MAX_FILEPATH]; /*!< team */
char pclass[MAX_FILEPATH]; /*!< class */
} bot_settings_t;
/**
* Setup bot AI.
*
* \param restart Determines if this is a map restart.
*/
int BotAISetup( int restart );
/**
* Shutdown bot AI.
*
* \param restart Determines if this is a map restart.
*/
int BotAIShutdown( int restart );
/**
* Load map in bot lib.
*
* \param restart Determines if this is a map restart.
*/
int BotAILoadMap( int restart );
/**
* Setup bot AI for client.
*
* \param client client number
* \param settings bot settings
*/
int BotAISetupClient( int client, bot_settings_t* settings );
/**
* Shutdown bot client.
*
* \param client client number
*/
int BotAIShutdownClient( int client );
/**
* Star frame.
*
* \param time current time
*/
int BotAIStartFrame( int time );
//
// g_lua.c
//
#ifdef G_LUA
/**
* Lua hook for InitGame event.
*
* \param leveltime level time the event occured
* \param radomseed a random seed
* \param restart is this a map restart?
*/
void LuaHook_G_InitGame(int leveltime, unsigned int randomseed, int restart);
/**
* Lua hook for Shutdown event.
*
* \param restart is this a map restart?
*/
void LuaHook_G_Shutdown(int restart);
/**
* Lua hook for RunFrame event.
*
* \param leveltime the level time
*/
void LuaHook_G_RunFrame(int leveltime);
/**
* Lua hook for G_Print function.
*
* \param text text to be printed
*/
void LuaHook_G_Print(char* text);
/**
* Lua hook for G_ClientPrint function.
*
* \param text text to be printed
* \param entnum entity index for client the text gets send to
*/
void LuaHook_G_ClientPrint(char* text, int entnum);
/**
* Lua hook for entity think function function.
*
* \param function name of function to call
* \param entnum entity index of entity the think function was called on
* \return success or fail
*/
void LuaHook_G_EntityThink(char* function, int entnum);
/**
* Lua hook for entity touch function function.
*
* \param function name of function to call
* \param entnum entity index of entity the touch function was called on
* \param othernum entiy index of touching entity
* \return success or fail
*/
void LuaHook_G_EntityTouch(char* function, int entnum, int othernum);
/**
* Lua hook for entity use function.
*
* \param function name of function to call
* \param entnum entity index of entity the use function was called on
* \param othernum entity index of other entity
* \param activatornum entity index of activating entity
*/
void LuaHook_G_EntityUse(char* function, int entnum, int othernum, int activatornum);
/**
* Lua hook for entity hurt function.
*
* \param function name of function to call
* \param entnum entity index of entity the hurt function was called on
* \param inflictornum entity index of inflictor
* \param attackernum entity index of attacker
*/
void LuaHook_G_EntityHurt(char* function, int entnum, int inflictornum, int attackernum);
/**
* Lua hook for entity die function.
*
* \param function name of function to call
* \param entnum entity index of entity the die function was called on
* \param inflictornum entity index of inflictor
* \param attackernum entity index of attacker
* \param dmg ammount of damage
* \param mod means of death
*/
void LuaHook_G_EntityDie(char* function, int entnum, int inflictornum, int attackernum, int dmg, int mod);
/**
* Lua hook for entity free function.
*
* \param function name of function to call
* \param entnum entity index of entity the free function was called on
*/
void LuaHook_G_EntityFree(char* function, int entnum);
/**
* Lua hook for entity trigger function.
*
* \param function name of function to call
* \param entnum entity index of entity the trigger function was called on
* \param othernum entity index of triggering entity
*/
void LuaHook_G_EntityTrigger(char* function, int entnum, int othernum);
/**
* Lua hook for entity spawn function.
*
* \param function name of function to call
* \param entnum entity index of entity the spawn function was called on
*/
void LuaHook_G_EntitySpawn(char* function, int entnum);
/**
* Lua hook for entity reached function.
*
* \param function name of function to call
* \param entnum entity index of entity the reached function was called on
*/
void LuaHook_G_EntityReached(char* function, int entnum);
/**
* Lua hook for entity reached angular function.
*
* \param function name of function to call
* \param entnum entity index of entity the reached angular function was called on
*/
void LuaHook_G_EntityReachedAngular(char* function, int entnum);
/**
* Output information about lua threads.
*/
void G_LuaNumThreads(void);
/**
* Collect garbage in lua.
*/
void G_LuaCollectGarbage(void);
/**
* Show lua status information.
*
* \param ent client
*/
void G_LuaStatus(gentity_t* ent);
/**
* Initialize lua.
*/
qboolean G_LuaInit(void);
/**
* Shutdown lua.
*/
void G_LuaShutdown(void);
extern vmCvar_t g_debugLua;
extern vmCvar_t lua_allowedModules;
extern vmCvar_t lua_modules;
#endif
extern vmCvar_t g_developer;
// developer tools:
// Prevents a single statement from beeing executed if developer isn't set
#define DEVELOPER(X) if(g_developer.integer != 0) { \
X\
}
#include "g_team.h" // teamplay specific stuff
extern level_locals_t level;
extern gentity_t g_entities[MAX_GENTITIES];
#define FOFS(x) ((size_t)&(((gentity_t *)0)->x))
//RPG-X: RedTechie
//extern int shaketimer; //Global shake timer varible //TiM: NOT NECESSARY!
extern int RPGEntityCount; //Global entity count varible
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_language;
extern vmCvar_t g_dmflags;
extern vmCvar_t g_password;
extern vmCvar_t g_needpass;
extern vmCvar_t g_gravity;
extern vmCvar_t g_speed;
extern vmCvar_t g_knockback;
extern vmCvar_t g_dmgmult;
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_adaptRespawn;
extern vmCvar_t g_synchronousClients;
extern vmCvar_t g_motd;
extern vmCvar_t g_allowVote;
extern vmCvar_t g_banIPs;
extern vmCvar_t g_banIDs; //TiM - Security ban system
extern vmCvar_t g_filterBan;
extern vmCvar_t g_debugForward;
extern vmCvar_t g_debugRight;
extern vmCvar_t g_debugUp;
extern vmCvar_t g_holoIntro;
extern vmCvar_t g_team_group_red;
extern vmCvar_t g_team_group_blue;
extern vmCvar_t g_random_skin_limit;
extern vmCvar_t g_classChangeDebounceTime;
//RPG-X: - RedTechie Even more CVAR Info :|
extern vmCvar_t rpg_allowvote;
extern vmCvar_t rpg_chatsallowed;
extern vmCvar_t rpg_allowsuicide;
extern vmCvar_t rpg_selfdamage;
extern vmCvar_t rpg_rpg;
extern vmCvar_t rpg_kickspammers;
extern vmCvar_t rpg_kicksuiciders;
extern vmCvar_t rpg_allowspmaps;
extern vmCvar_t rpg_rangetricorder;
extern vmCvar_t rpg_rangehypo;
extern vmCvar_t rpg_norpgclasses;
extern vmCvar_t rpg_forceclasscolor;
/*
* Ristrictions: nocloak = 1, noflight = 2
* Default value: 0
*/
extern vmCvar_t rpg_restrictions;
/*
* Which weapons do damage?
* Phaser = 1
* Crifle = 2
* TR116 = 4
* Grenade Laucher = 8
* Quantum Burst = 16
* Disruptor = 32
* Default value: 63
*/
extern vmCvar_t rpg_dmgFlags;
extern vmCvar_t rpg_noweapons;
extern vmCvar_t rpg_welcomemessage;
extern vmCvar_t rpg_timedmessagetime;
extern vmCvar_t rpg_forcekillradius;
extern vmCvar_t rpg_forcekillradiuswaittime;
extern vmCvar_t rpg_chatarearange;
extern vmCvar_t rpg_forcefielddamage;
extern vmCvar_t rpg_invisibletripmines;
extern vmCvar_t rpg_medicsrevive;
extern vmCvar_t rpg_effectsgun;
extern vmCvar_t rpg_phaserdisintegrates;
extern vmCvar_t rpg_servershakeallclients;
extern vmCvar_t rpg_kickAfterXkills; //RPG-X | Phenix | 06/04/2005
extern vmCvar_t rpg_rankSet;
extern vmCvar_t rpg_passMessage;
extern vmCvar_t rpg_renamedPlayers;
extern vmCvar_t rpg_uniqueNames;
extern vmCvar_t rpg_startingRank;
extern vmCvar_t rpg_maxRank;
extern vmCvar_t rpg_changeRanks;
extern vmCvar_t rpg_classSet;
extern vmCvar_t rpg_scannablePanels;
/*
* TODO put maxs and mins into a single cvar to save cvars?
* e.g. rpg_heightLimits
* value would be a range. for example: "0.9-1.15"
*/
extern vmCvar_t rpg_maxHeight;
extern vmCvar_t rpg_minHeight;
extern vmCvar_t rpg_maxWeight;
extern vmCvar_t rpg_minWeight;
extern vmCvar_t rpg_mapGiveFlags;
//RPG-X | Marcin | 03/12/2008
//moar vars...
extern vmCvar_t rpg_allowWeaponDrop;
extern vmCvar_t rpg_weaponsStay;
extern vmCvar_t rpg_dropOnDeath;
// Weapon speeds
extern vmCvar_t rpg_rifleSpeed; //RPG-X | Marcin | 04/12/2008
extern vmCvar_t rpg_disruptorSpeed; //RPG-X | Marcin | 04/12/2008
extern vmCvar_t rpg_photonSpeed; //RPG-X | Marcin | 05/12/2008
extern vmCvar_t rpg_altPhotonSpeed; //RPG-X | Marcin | 06/12/2008
// Weapon Delays
//! Fire delay for Compression Rifle
extern vmCvar_t rpg_rifleDelay; //RPG-X | Marcin | 06/12/2008
//! Fire delay for Disruptor
extern vmCvar_t rpg_disruptorDelay; //RPG-X | Marcin | 06/12/2008
//! Fire delay for photon burst primary fire
extern vmCvar_t rpg_photonDelay; //RPG-X | Marcin | 06/12/2008
//! Fire delay for photon burst secondary fire
extern vmCvar_t rpg_altPhotonDelay; //RPG-X | Marcin | 06/12/2008
//! Fire delay for TR116
extern vmCvar_t rpg_TR116Delay; //RPG-X | Marcin | 30/12/2008
//! Fire delay for Tricorder alt fire
extern vmCvar_t rpg_altTricorderDelay; //RPG-X | GSIO01 | 14/05/2009
// Weapon Damage
extern vmCvar_t rpg_rifleDamage;
extern vmCvar_t rpg_rifleAltDamage;
extern vmCvar_t rpg_phaserDamage;
extern vmCvar_t rpg_disruptorDamage;
extern vmCvar_t rpg_grenadeDamage;
extern vmCvar_t rpg_grenadeAltDamage;
extern vmCvar_t rpg_tr116Damage;
extern vmCvar_t rpg_photonDamage;
extern vmCvar_t rpg_photonAltDamage;
// Motd
extern vmCvar_t rpg_motdFile; //RPG-X | Marcin | 23/12/2008
// Privacy
extern vmCvar_t rpg_respectPrivacy; //RPG-X | Marcin | 24/12/2008
// Weaps
extern vmCvar_t rpg_maxTricorders; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxPADDs; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxCups; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxPhasers; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxRifles; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxTR116s; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxAdminguns; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxPhotonbursts; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxDisruptors; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxMedkits; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxHyposprays; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxRegenerators; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxToolkits; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxHyperSpanners;//RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minTricorders; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minPADDs; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minCups; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minPhasers; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minRifles; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minTR116s; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minAdminguns; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minPhotonbursts; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minDisruptors; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minMedkits; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minHyposprays; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minRegenerators; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minToolkits; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minHyperSpanners;//RPG-X | Marcin | 30/12/2008
// respawn delay
extern vmCvar_t rpg_fraggerSpawnDelay; //RPG-X | Marcin | 03/01/2009
// borg adaption
extern vmCvar_t rpg_borgAdapt; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptUseSound; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptPhaserHits; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptCrifleHits; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptTR116Hits; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptDisruptorHits; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptPhotonHits; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptGrenadeLauncherHits; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_allowRemodulation; //RPG-X | GSIO01 | 10/05/2009
extern vmCvar_t rpg_borgMoveThroughFields; //RPG-X | GSIO01 | 19/05/2009
extern vmCvar_t rpg_RemodulationDelay;
// hypo melee
extern vmCvar_t rpg_hypoMelee; //RPG-X | GSIO01 | 08/05/2009
// repairing breakables
extern vmCvar_t rpg_repairModifier; //RPG-X | GSIO01 | 09/05/2009
// forcefield colors
extern vmCvar_t rpg_forceFieldColor; //RPG-X | GSIO01 | 09/05/2009
// modulation thingies //RPG-X | GSIO01 | 12/05/2009
extern vmCvar_t rpg_forceFieldFreq;
// turbolif travel time based on deck distance
extern vmCvar_t rpg_calcLiftTravelDuration;
extern vmCvar_t rpg_liftDurationModifier;
// admin vote override
extern vmCvar_t rpg_adminVoteOverride;
// server change entity
extern vmCvar_t rpg_serverchange;
// SP level change
extern vmCvar_t rpg_allowSPLevelChange;
// SQL Database
extern vmCvar_t sql_use;
// developer tools
extern vmCvar_t dev_showTriggers;
extern vmCvar_t rpg_spEasterEggs;
//RPG-X - Stephen: Some global varibles for RPG-X
//extern int lastTimedMessage; //The last timed message that was displayed
//TiM - since we'll only use this in g_active, why not reduce its scope to make things easier. :)
/**
* Call G_PRINT in the engine.
* \param fmt format string.
*/
void trap_Printf( const char* fmt );
/**
* Calls Com_error in the engine
* \param fmt error desription
*/
void trap_Error( const char* fmt );
/**
* Get milliseconds since engine start
* \return milliseconds since engine start
*/
int trap_Milliseconds( void );
/**
* Get count of arguments for the current client game command
* \return count of arguments
*/
int trap_Argc( void );
/**
* Get a n of the current client game command
* \param n argument to get
* \param buffer buffer to store the argument in
* \param bufferLength size of the buffer
*/
void trap_Argv( int n, char* buffer, int bufferLength );
/**
* Get all args of the current client game command
* \param buffer buffer to store the arguments in
* \param bufferLength size of the buffer
*/
void trap_Args( char* buffer, int bufferLength );
/**
* Opens a file
* \param qpath path and filename
* \param f filehandle to use
* \param mode mode to use
*/
int trap_FS_FOpenFile( const char* qpath, fileHandle_t* f, fsMode_t mode );
/**
* Read a opened file
* \param buffer buffer to read to
* \param len buffer length or length to read (<sizeof(buffer))
* \param f filehandle for the file to read from
*
* You have to open the file first.
*/
void trap_FS_Read( void* buffer, int len, fileHandle_t f );
/**
* Write to a file
* \param buffer text to write
* \param len length of buffer
* \param f filehandle for the file to write to
*
* You have to open the file first.
*/
void trap_FS_Write( const void* buffer, int len, fileHandle_t f );
/**
* Close a file
* \param f filehandle for file to close
*/
void trap_FS_FCloseFile( fileHandle_t f );
/**
* Get a list of files in a path
* \param path path to get the list for
* \param extension filter to get only files with this extension
* \param listbuf buffer to store the file list in
* \param bufsize size of the buffer
* \return number of files in the list
*/
int trap_FS_GetFileList( const char* path, const char* extension, char* listbuf, int bufsize );
/**
* Sends a console command to execute to the client console
* \param exec_when when to exec (e.g. EXEC_APPEND)
* \param text the command to execute
*/
void trap_SendConsoleCommand( int exec_when, const char *text );
/**
* Register a cvar
* \param cvar representation of the cvar in the vm
* \param var_name name of the cvar
* \param value default value for the cvar
* \param flags additional options for the cvar (e.g. CVAR_ARCHIVE)
*/
void trap_Cvar_Register( vmCvar_t* cvar, const char* var_name, const char* value, int flags );
/**
* \brief Update a cvar.
*
* Tells the server/engine that a cvar in the vm has changed.
* \param cvar cvar to update
*/
void trap_Cvar_Update( vmCvar_t* cvar );
/**
* Set the cvar to a value.
* \param var_name name of the cvar to set
* \param value new value for the cvar
*/
void trap_Cvar_Set( const char* var_name, const char* value );
/**
* Get the integer value for an cvar
* \param var_name name of the cvar
*/
int trap_Cvar_VariableIntegerValue( const char* var_name );
/**
* Get the value of the cvar as string
* \param var_name name of the cvar
* \param buffer to store the value
* \param bufsize size of the buffer
*/
void trap_Cvar_VariableStringBuffer( const char* var_name, char* buffer, int bufsize );
/**
* Send some information of the current game/map to the server
* \param pointer to level.entities which is g_entities
* \param numGEntities number of game entities (level.num_entities)
* \param sizeofGEntity_t size of gentity_t
* \param gameClients level.clients[0].ps
* \param sizeOfGameClient size of level.clients[0]
*/
void trap_LocateGameData( gentity_t* gEnts, int numGEntities, int sizeofGEntity_t, playerState_t* gameClients, int sizeofGameClient );
/**
* Drop a client from server.
* \param clientNum client number of client to drop
* \param test reason for client drop
*/
void trap_DropClient( int clientNum, const char* reason );
/**
* \brief Send a server command to the client
* \param clientNum client number of client
* \param server command to execute
*
* A value of -1 for clientNum will send the command to all clients.
*/
void trap_SendServerCommand( int clientNum, const char* text );
/**
* Set a configstring
* \param num CS_...
* \param string set cofig string to this
*/
void trap_SetConfigstring( int num, const char* string );
/**
* Get a configstring
* \param num CS_...
* \param buffer buffer to store config string in
* \param bufferSize size of buffer
*/
void trap_GetConfigstring( int num, char* buffer, int bufferSize );
/**
* Get the userinfo for a client
* \param num client number
* \param buffer buffer to store config string in
* \param size of buffer
*/
void trap_GetUserinfo( int num, char* buffer, int bufferSize );
/**
* Set the userinfo for a client
* \param num client number
* \param buffer string the contains new userinfo
*/
void trap_SetUserinfo( int num, const char* buffer );
/**
* Get server info.
* \param buffer buffer to store the info in
* \param bufferSize size of buffer
*/
void trap_GetServerinfo( char* buffer, int bufferSize );
/**
* \brief Set the brush model for a entity.
* \param ent entity to the the model on
* \param name the model name
*
* The normal case is trap_SetBrushModel(ent, ent->model).
* Brush models always have names of *<int>.
*/
void trap_SetBrushModel( gentity_t* ent, const char* name );
/**
* \brief Do a trace on the server
* \param results trace_t to store the results in
* \param start startpoint
* \param end endpoint
* \param mins used to define the volume size
* \param maxs uses to define the volume size
* \param passEntityNum entity/entities to ignore
* \param contentmask only check for this contents (CONTENT_...)
*
* This actually moves a box with the size defined by mins and maxs through the world
* from start to end and checks whether it colides with anything that matches the contentmask.
* The entities that math the passEntityNum will be ingnored.
*/
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 );
/**
* \param point the point
* \param passEntityNum ingore this
*
* Works similar to a trace but only check a single point.
*/
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 );
/**
* Adjust the state of a area portal used for doors etc
* \param ent entity that effects the areaportal (area portal is inide the entities bounds)
* \param open open or close it?
*/
void trap_AdjustAreaPortalState( gentity_t* ent, qboolean open );
/**
* Checks if two areas are connected.
*/
qboolean trap_AreasConnected( int area1, int area2 );
/**
* Link an entity.
* This results in shared values beeing avaible on both game and client side.
*/
void trap_LinkEntity( gentity_t* ent );
/**
* Unlinks an entity.
*/
void trap_UnlinkEntity( gentity_t* ent );
/**
* \brief Get a list of all entities in a box.
* \param entityList list where entitynums will be stored
* \param maxcount limits the number of listed entities
*
* The size of the box is defined by mins and maxs.
*/
int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int* entityList, int maxcount );
/**
* Checks if a entity is in contact with a defined box.
*/
qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t* ent );
/**
* Allocates a free client for a bot.
*/
int trap_BotAllocateClient( void );
/**
* Free the client that was used for a bot.
*/
void trap_BotFreeClient( int clientNum );
/**
* Get the last command a user did.
*/
void trap_GetUsercmd( int clientNum, usercmd_t* cmd );
/**
* Get entity token.
*/
qboolean trap_GetEntityToken( char* buffer, int bufferSize );
/**
* Create a debug polygon.
*
* \param color color of the polygon
* \param numPoints number of points the polygon has
* \param points points of the polygon
* \return Polgon id
*/
int trap_DebugPolygonCreate(int color, int numPoints, vec3_t* points);
/**
* Deletes a debug polygon.
*
* \param id id of polygon to delete
*/
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* bue);
int trap_BotLibTest(int parm0, char* parm1, vec3_t parm2, vec3_t parm3);
int trap_BotGetSnapshotEntity( int clientNum, int sequence );
int trap_BotGetConsoleMessage(int clientNum, char* message, int size);
void trap_BotUserCommand(int client, usercmd_t* ucmd);
void trap_AAS_EntityInfo(int entnum, void* 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_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_Swimming(vec3_t origin);
int trap_AAS_PredictClientMovement(void* 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_SayClass(int client, char* str);
void trap_EA_UseItem(int client, char* it);
void trap_EA_DropItem(int client, char* it);
void trap_EA_UseInv(int client, char* inv);
void trap_EA_DropInv(int client, char* inv);
void trap_EA_Gesture(int client);
void trap_EA_Command(int client, char* command);
void trap_EA_SelectWeapon(int client, int weapon);
void trap_EA_Talk(int client);
void trap_EA_Attack(int client);
void trap_EA_Alt_Attack(int client);
void trap_EA_Use(int client);
void trap_EA_Respawn(int client);
void trap_EA_Jump(int client);
void trap_EA_DelayedJump(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_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* input);
void trap_EA_ResetInput(int client);
int trap_BotLoadCharacter(char* charfile, int 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* 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* match, unsigned long int context);
void trap_BotMatchVariable(void* 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);
void trap_BotResetGoalState(int goalstate);
void trap_BotRemoveFromAvoidGoals(int goalstate, int number);
void trap_BotResetAvoidGoals(int goalstate);
void trap_BotPushGoal(int goalstate, void* 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* goal);
int trap_BotGetSecondGoal(int goalstate, void* goal);
int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int* inventory, int travelflags, qboolean botRoamsOnly );
int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int* inventory, int travelflags, void* ltg, float maxtime, qboolean botRoamsOnly);
int trap_BotTouchingGoal(vec3_t origin, void* goal);
int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void* goal);
int trap_BotGetNextCampSpotGoal(int num, void* goal);
int trap_BotGetMapLocationGoal(char* name, void* goal);
int trap_BotGetLevelItemGoal(int index, char* classname, void* goal);
float trap_BotAvoidGoalTime(int goalstate, int number);
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* result, int movestate, void* 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* goal, int travelflags, float lookahead, vec3_t target);
int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void* goal, int travelflags, vec3_t target);
int trap_BotAllocMoveState(void);
void trap_BotFreeMoveState(int handle);
void trap_BotInitMoveState(int handle, void* initmove);
int trap_BotChooseBestFightWeapon(int weaponstate, int* inventory, qboolean meleeRange);
void trap_BotGetWeaponInfo(int weaponstate, int weapon, void* 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);
/*=================*\
|| RPG-X Functions ||
\*=================*/
qboolean LineOfSight( gentity_t* ent1, gentity_t* ent2 ); //Phenix
qboolean IsAdmin( gentity_t* ent );
qboolean IsBorg( gentity_t* ent ); //GSIO01 | 08/05/2009
//TiM - load usables scan text
qboolean G_SetupUsablesStrings( void );
//RPG-X: Marcin: for easier lookup - 30/12/2008
int Max_Weapon(int num);
int Min_Weapon(int num);
//! Max ammount of weapons a player can have for each weapons
extern vmCvar_t* Max_Weapons[];
//! Min ammount of weapons a player can have for each weapons
extern vmCvar_t* Min_Weapons[];
// SP support
void Touch_Multi(gentity_t* self, gentity_t* other, trace_t* trace);
void Use_Multi(gentity_t* ent, gentity_t* other, gentity_t* activator);
//OUMS
/** \typedef holoData_t
* Pointer to \link holoData_s \endlink
*
* \author Ubergames - GSIO01
*/
typedef struct holoData_s holoData_t;
/** \struct holoData_s
* Contains data for holodeck Programms used by the holodeck UI and holodeck entities.
*
* \author Ubergames - GSIO01
*/
struct holoData_s {
char target[5][MAX_QPATH]; //!< to what entity the player shoud be transported for each program
char name[5][MAX_QPATH]; //!< names of the holodeck programs
char desc1[5][512]; //!< first descriptions
char desc2[5][512]; //!< second descriptions
char image[5][MAX_QPATH]; //!< images to display for each program
char iTrigger[6][MAX_QPATH];
char dTrigger[6][MAX_QPATH];
int active; //!< active holodeck program
int numProgs; //!< number of programs <= 5
};
typedef struct mapChangeData_s mapChangeData_t;
struct mapChangeData_s {
char name[16][MAX_QPATH];
char bspname[16][MAX_QPATH];
};
/**
* Builds the config string for shader remapping.
*/
const char* BuildShaderStateConfig(void);
typedef struct luaAlertState_s luaAlertState_t;
struct luaAlertState_s {
int cond;
int mode;
char* shaders[4];
char* sounds[4];
char* targets[4];
};
luaAlertState_t* luaAlertState;
/* alert shaders */
typedef struct {
char* greenShaders[10];
char* redShaders[10];
char* yellowShaders[10];
char* blueShaders[10];
int numShaders;
} target_alert_Shaders_s;
#endif //_G_LOCAL_H_