80 lines
2.3 KiB
C
80 lines
2.3 KiB
C
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "gamerules.h"
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#include "sentences.h"
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#include "skill.h"
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#include "logging.h"
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#include "vox.h"
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#include "nodes.h"
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#include "spawn.h"
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#include "weapons.h"
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#include "plugins.h"
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#include "vehicles.h"
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#include "traceattack.h"
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#define CLASSEXPORT(classname,classa) void classname(void) { spawnfunc_##classa(); }
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#define AREAPORTAL_CLOSED 0
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#define AREAPORTAL_OPEN 1
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var int autocvar_mp_flashlight = TRUE;
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void FX_Impact(int, vector, vector);
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void FX_Explosion(vector);
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void FX_GibHuman(vector);
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void Footsteps_Update(void);
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void Vox_Broadcast(string sMessage);
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void TraceAttack_FireBullets(int, vector, int, vector, int);
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#ifdef BULLETPENETRATION
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void TraceAttack_SetPenetrationPower(int);
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#endif
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void Damage_Radius(vector, entity, float, float, int, int);
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void Damage_Apply(entity, entity, float, int, int);
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void Client_TriggerCamera(entity, vector, vector, float);
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void Client_FixAngle(entity, vector);
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void Game_Input(void);
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int Rules_IsTeamPlay(void);
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entity eActivator;
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entity g_eAttacker;
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/* Generic entity fields */
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.void(void) PlayerUse;
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.int iBleeds;
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.entity eUser;
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.float material;
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.float deaths;
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.float identity;
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/* in idTech the .owner field causes collisions to fail against set entity,
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* we don't want this all of the time. so use this as a fallback */
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.entity real_owner;
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int trace_surfaceflagsi;
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string startspot;
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string __fullspawndata;
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hashtable hashMaterials;
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/* damage related tempglobals, like trace_* */
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entity g_dmg_eAttacker;
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entity g_dmg_eTarget;
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int g_dmg_iDamage;
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int g_dmg_iHitBody;
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int g_dmg_iFlags;
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int g_dmg_iWeapon;
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