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- // Copyright (C) 1999-2000 Id Software, Inc.
- //
- // g_local.h -- local definitions for game module
- #include "q_shared.h"
- #include "bg_public.h"
- #include "bg_vehicles.h"
- #include "g_public.h"
- #ifndef __LCC__
- #define GAME_INLINE ID_INLINE
- #else
- #define GAME_INLINE //none
- #endif
- typedef struct gentity_s gentity_t;
- typedef struct gclient_s gclient_t;
- //npc stuff
- #include "b_public.h"
- extern int gPainMOD;
- extern int gPainHitLoc;
- extern vec3_t gPainPoint;
- //==================================================================
- // the "gameversion" client command will print this plus compile date
- #define GAMEVERSION "TestMod"
- #define BODY_QUEUE_SIZE 8
- #ifndef INFINITE
- #define INFINITE 1000000
- #endif
- #define FRAMETIME 100 // msec
- #define CARNAGE_REWARD_TIME 3000
- #define REWARD_SPRITE_TIME 2000
- #define INTERMISSION_DELAY_TIME 1000
- #define SP_INTERMISSION_DELAY_TIME 5000
- //primarily used by NPCs
- #define START_TIME_LINK_ENTS FRAMETIME*1 // time-delay after map start at which all ents have been spawned, so can link them
- #define START_TIME_FIND_LINKS FRAMETIME*2 // time-delay after map start at which you can find linked entities
- #define START_TIME_MOVERS_SPAWNED FRAMETIME*2 // time-delay after map start at which all movers should be spawned
- #define START_TIME_REMOVE_ENTS FRAMETIME*3 // time-delay after map start to remove temporary ents
- #define START_TIME_NAV_CALC FRAMETIME*4 // time-delay after map start to connect waypoints and calc routes
- #define START_TIME_FIND_WAYPOINT FRAMETIME*5 // time-delay after map start after which it's okay to try to find your best waypoint
- // gentity->flags
- #define FL_GODMODE 0x00000010
- #define FL_NOTARGET 0x00000020
- #define FL_TEAMSLAVE 0x00000400 // not the first on the team
- #define FL_NO_KNOCKBACK 0x00000800
- #define FL_DROPPED_ITEM 0x00001000
- #define FL_NO_BOTS 0x00002000 // spawn point not for bot use
- #define FL_NO_HUMANS 0x00004000 // spawn point just for bots
- #define FL_FORCE_GESTURE 0x00008000 // force gesture on client
- #define FL_INACTIVE 0x00010000 // inactive
- #define FL_NAVGOAL 0x00020000 // for npc nav stuff
- #define FL_DONT_SHOOT 0x00040000
- #define FL_SHIELDED 0x00080000
- #define FL_UNDYING 0x00100000 // takes damage down to 1, but never dies
- //ex-eFlags -rww
- #define FL_BOUNCE 0x00100000 // for missiles
- #define FL_BOUNCE_HALF 0x00200000 // for missiles
- #define FL_BOUNCE_SHRAPNEL 0x00400000 // special shrapnel flag
- //vehicle game-local stuff -rww
- #define FL_VEH_BOARDING 0x00800000 // special shrapnel flag
- //breakable flags -rww
- #define FL_DMG_BY_SABER_ONLY 0x01000000 //only take dmg from saber
- #define FL_DMG_BY_HEAVY_WEAP_ONLY 0x02000000 //only take dmg from explosives
- #define FL_BBRUSH 0x04000000 //I am a breakable brush
- #ifndef FINAL_BUILD
- #define DEBUG_SABER_BOX
- #endif
- #define MAX_G_SHARED_BUFFER_SIZE 8192
- extern char gSharedBuffer[MAX_G_SHARED_BUFFER_SIZE];
- // movers are things like doors, plats, buttons, etc
- typedef enum {
- MOVER_POS1,
- MOVER_POS2,
- MOVER_1TO2,
- MOVER_2TO1
- } moverState_t;
- #define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3"
- typedef enum
- {
- HL_NONE = 0,
- HL_FOOT_RT,
- HL_FOOT_LT,
- HL_LEG_RT,
- HL_LEG_LT,
- HL_WAIST,
- HL_BACK_RT,
- HL_BACK_LT,
- HL_BACK,
- HL_CHEST_RT,
- HL_CHEST_LT,
- HL_CHEST,
- HL_ARM_RT,
- HL_ARM_LT,
- HL_HAND_RT,
- HL_HAND_LT,
- HL_HEAD,
- HL_GENERIC1,
- HL_GENERIC2,
- HL_GENERIC3,
- HL_GENERIC4,
- HL_GENERIC5,
- HL_GENERIC6,
- HL_MAX
- } hitLocation_t;
- //============================================================================
- extern void *precachedKyle;
- extern void *g2SaberInstance;
- extern qboolean gEscaping;
- extern int gEscapeTime;
- struct gentity_s {
- //rww - entstate must be first, to correspond with the bg shared entity structure
- entityState_t s; // communicated by server to clients
- playerState_t *playerState; //ptr to playerstate if applicable (for bg ents)
- Vehicle_t *m_pVehicle; //vehicle data
- void *ghoul2; //g2 instance
- int localAnimIndex; //index locally (game/cgame) to anim data for this skel
- vec3_t modelScale; //needed for g2 collision
- //From here up must be the same as centity_t/bgEntity_t
- entityShared_t r; // shared by both the server system and game
- //rww - these are shared icarus things. They must be in this order as well in relation to the entityshared structure.
- int taskID[NUM_TIDS];
- parms_t *parms;
- char *behaviorSet[NUM_BSETS];
- char *script_targetname;
- int delayScriptTime;
- char *fullName;
- //rww - targetname and classname are now shared as well. ICARUS needs access to them.
- char *targetname;
- char *classname; // set in QuakeEd
- //rww - and yet more things to share. This is because the nav code is in the exe because it's all C++.
- int waypoint; //Set once per frame, if you've moved, and if someone asks
- int lastWaypoint; //To make sure you don't double-back
- int lastValidWaypoint; //ALWAYS valid -used for tracking someone you lost
- int noWaypointTime; //Debouncer - so don't keep checking every waypoint in existance every frame that you can't find one
- int combatPoint;
- int failedWaypoints[MAX_FAILED_NODES];
- int failedWaypointCheckTime;
- int next_roff_time; //rww - npc's need to know when they're getting roff'd
- // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
- // EXPECTS THE FIELDS IN THAT ORDER!
- //================================
- struct gclient_s *client; // NULL if not a client
- gNPC_t *NPC;//Only allocated if the entity becomes an NPC
- int cantHitEnemyCounter;//HACK - Makes them look for another enemy on the same team if the one they're after can't be hit
- qboolean noLumbar; //see note in cg_local.h
- qboolean inuse;
- int lockCount; //used by NPCs
- int spawnflags; // set in QuakeEd
- int teamnodmg; // damage will be ignored if it comes from this team
- char *roffname; // set in QuakeEd
- char *rofftarget; // set in QuakeEd
- char *healingclass; //set in quakeed
- char *healingsound; //set in quakeed
- int healingrate; //set in quakeed
- int healingDebounce; //debounce for generic object healing shiz
- char *ownername;
- int objective;
- int side;
- int passThroughNum; // set to index to pass through (+1) for missiles
- int aimDebounceTime;
- int painDebounceTime;
- int attackDebounceTime;
- int alliedTeam; // only useable by this team, never target this team
- int roffid; // if roffname != NULL then set on spawn
- qboolean neverFree; // if true, FreeEntity will only unlink
- // bodyque uses this
- int flags; // FL_* variables
- char *model;
- char *model2;
- int freetime; // level.time when the object was freed
- int eventTime; // events will be cleared EVENT_VALID_MSEC after set
- qboolean freeAfterEvent;
- qboolean unlinkAfterEvent;
- qboolean physicsObject; // if true, it can be pushed by movers and fall off edges
- // all game items are physicsObjects,
- float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce
- int clipmask; // brushes with this content value will be collided against
- // when moving. items and corpses do not collide against
- // players, for instance
- //Only used by NPC_spawners
- char *NPC_type;
- char *NPC_targetname;
- char *NPC_target;
- // movers
- moverState_t moverState;
- int soundPos1;
- int sound1to2;
- int sound2to1;
- int soundPos2;
- int soundLoop;
- gentity_t *parent;
- gentity_t *nextTrain;
- gentity_t *prevTrain;
- vec3_t pos1, pos2;
- //for npc's
- vec3_t pos3;
- char *message;
- int timestamp; // body queue sinking, etc
- float angle; // set in editor, -1 = up, -2 = down
- char *target;
- char *target2;
- char *target3; //For multiple targets, not used for firing/triggering/using, though, only for path branches
- char *target4; //For multiple targets, not used for firing/triggering/using, though, only for path branches
- char *target5; //mainly added for siege items
- char *target6; //mainly added for siege items
- char *team;
- char *targetShaderName;
- char *targetShaderNewName;
- gentity_t *target_ent;
- char *closetarget;
- char *opentarget;
- char *paintarget;
- char *goaltarget;
- char *idealclass;
- float radius;
- int maxHealth; //used as a base for crosshair health display
- float speed;
- vec3_t movedir;
- float mass;
- int setTime;
- //Think Functions
- int nextthink;
- void (*think)(gentity_t *self);
- void (*reached)(gentity_t *self); // movers call this when hitting endpoint
- void (*blocked)(gentity_t *self, gentity_t *other);
- void (*touch)(gentity_t *self, gentity_t *other, trace_t *trace);
- void (*use)(gentity_t *self, gentity_t *other, gentity_t *activator);
- void (*pain)(gentity_t *self, gentity_t *attacker, int damage);
- void (*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
- int pain_debounce_time;
- int fly_sound_debounce_time; // wind tunnel
- int last_move_time;
- //Health and damage fields
- int health;
- qboolean takedamage;
- material_t material;
- int damage;
- int dflags;
- int splashDamage; // quad will increase this without increasing radius
- int splashRadius;
- int methodOfDeath;
- int splashMethodOfDeath;
- int locationDamage[HL_MAX]; // Damage accumulated on different body locations
- int count;
- int bounceCount;
- qboolean alt_fire;
- gentity_t *chain;
- gentity_t *enemy;
- gentity_t *lastEnemy;
- gentity_t *activator;
- gentity_t *teamchain; // next entity in team
- gentity_t *teammaster; // master of the team
- int watertype;
- int waterlevel;
- int noise_index;
- // timing variables
- float wait;
- float random;
- int delay;
- //generic values used by various entities for different purposes.
- int genericValue1;
- int genericValue2;
- int genericValue3;
- int genericValue4;
- int genericValue5;
- int genericValue6;
- int genericValue7;
- int genericValue8;
- int genericValue9;
- int genericValue10;
- int genericValue11;
- int genericValue12;
- int genericValue13;
- int genericValue14;
- int genericValue15;
- char *soundSet;
- qboolean isSaberEntity;
- int damageRedirect; //if entity takes damage, redirect to..
- int damageRedirectTo; //this entity number
- vec3_t epVelocity;
- float epGravFactor;
- gitem_t *item; // for bonus items
- int killStreak;
- };
- #define DAMAGEREDIRECT_HEAD 1
- #define DAMAGEREDIRECT_RLEG 2
- #define DAMAGEREDIRECT_LLEG 3
- typedef enum {
- CON_DISCONNECTED,
- CON_CONNECTING,
- CON_CONNECTED
- } clientConnected_t;
- typedef enum {
- SPECTATOR_NOT,
- SPECTATOR_FREE,
- SPECTATOR_FOLLOW,
- SPECTATOR_SCOREBOARD
- } spectatorState_t;
- typedef enum {
- TEAM_BEGIN, // Beginning a team game, spawn at base
- TEAM_ACTIVE // Now actively playing
- } playerTeamStateState_t;
- typedef struct {
- playerTeamStateState_t state;
- int location;
- int captures;
- int basedefense;
- int carrierdefense;
- int flagrecovery;
- int fragcarrier;
- int assists;
- float lasthurtcarrier;
- float lastreturnedflag;
- float flagsince;
- float lastfraggedcarrier;
- } playerTeamState_t;
- // the auto following clients don't follow a specific client
- // number, but instead follow the first two active players
- #define FOLLOW_ACTIVE1 -1
- #define FOLLOW_ACTIVE2 -2
- // client data that stays across multiple levels or tournament restarts
- // this is achieved by writing all the data to cvar strings at game shutdown
- // time and reading them back at connection time. Anything added here
- // MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
- typedef struct {
- team_t sessionTeam;
- int spectatorTime; // for determining next-in-line to play
- spectatorState_t spectatorState;
- int spectatorClient; // for chasecam and follow mode
- int wins, losses; // tournament stats
- int selectedFP; // check against this, if doesn't match value in playerstate then update userinfo
- int saberLevel; // similar to above method, but for current saber attack level
- int setForce; // set to true once player is given the chance to set force powers
- int updateUITime; // only update userinfo for FP/SL if < level.time
- qboolean teamLeader; // true when this client is a team leader
- char siegeClass[64];
- char saberType[64];
- char saber2Type[64];
- int duelTeam;
- int siegeDesiredTeam;
- } clientSession_t;
- // playerstate mGameFlags
- #define PSG_VOTED (1<<0) // already cast a vote
- #define PSG_TEAMVOTED (1<<1) // already cast a team vote
- //
- #define MAX_NETNAME 36
- #define MAX_VOTE_COUNT 3
- // client data that stays across multiple respawns, but is cleared
- // on each level change or team change at ClientBegin()
- typedef struct {
- clientConnected_t connected;
- usercmd_t cmd; // we would lose angles if not persistant
- qboolean localClient; // true if "ip" info key is "localhost"
- qboolean initialSpawn; // the first spawn should be at a cool location
- qboolean predictItemPickup; // based on cg_predictItems userinfo
- qboolean pmoveFixed; //
- char netname[MAX_NETNAME];
- int netnameTime; // Last time the name was changed
- int maxHealth; // for handicapping
- int enterTime; // level.time the client entered the game
- playerTeamState_t teamState; // status in teamplay games
- int voteCount; // to prevent people from constantly calling votes
- int teamVoteCount; // to prevent people from constantly calling votes
- qboolean teamInfo; // send team overlay updates?
- } clientPersistant_t;
- typedef struct renderInfo_s
- {
- //In whole degrees, How far to let the different model parts yaw and pitch
- int headYawRangeLeft;
- int headYawRangeRight;
- int headPitchRangeUp;
- int headPitchRangeDown;
- int torsoYawRangeLeft;
- int torsoYawRangeRight;
- int torsoPitchRangeUp;
- int torsoPitchRangeDown;
- int legsFrame;
- int torsoFrame;
- float legsFpsMod;
- float torsoFpsMod;
- //Fields to apply to entire model set, individual model's equivalents will modify this value
- vec3_t customRGB;//Red Green Blue, 0 = don't apply
- int customAlpha;//Alpha to apply, 0 = none?
- //RF?
- int renderFlags;
- //
- vec3_t muzzlePoint;
- vec3_t muzzleDir;
- vec3_t muzzlePointOld;
- vec3_t muzzleDirOld;
- //vec3_t muzzlePointNext; // Muzzle point one server frame in the future!
- //vec3_t muzzleDirNext;
- int mPCalcTime;//Last time muzzle point was calced
- //
- float lockYaw;//
- //
- vec3_t headPoint;//Where your tag_head is
- vec3_t headAngles;//where the tag_head in the torso is pointing
- vec3_t handRPoint;//where your right hand is
- vec3_t handLPoint;//where your left hand is
- vec3_t crotchPoint;//Where your crotch is
- vec3_t footRPoint;//where your right hand is
- vec3_t footLPoint;//where your left hand is
- vec3_t torsoPoint;//Where your chest is
- vec3_t torsoAngles;//Where the chest is pointing
- vec3_t eyePoint;//Where your eyes are
- vec3_t eyeAngles;//Where your eyes face
- int lookTarget;//Which ent to look at with lookAngles
- lookMode_t lookMode;
- int lookTargetClearTime;//Time to clear the lookTarget
- int lastVoiceVolume;//Last frame's voice volume
- vec3_t lastHeadAngles;//Last headAngles, NOT actual facing of head model
- vec3_t headBobAngles;//headAngle offsets
- vec3_t targetHeadBobAngles;//head bob angles will try to get to targetHeadBobAngles
- int lookingDebounceTime;//When we can stop using head looking angle behavior
- float legsYaw;//yaw angle your legs are actually rendering at
- //for tracking legitimate bolt indecies
- void *lastG2; //if it doesn't match ent->ghoul2, the bolts are considered invalid.
- int headBolt;
- int handRBolt;
- int handLBolt;
- int torsoBolt;
- int crotchBolt;
- int footRBolt;
- int footLBolt;
- int motionBolt;
- int boltValidityTime;
- } renderInfo_t;
- // this structure is cleared on each ClientSpawn(),
- // except for 'client->pers' and 'client->sess'
- struct gclient_s {
- // ps MUST be the first element, because the server expects it
- playerState_t ps; // communicated by server to clients
- // the rest of the structure is private to game
- clientPersistant_t pers;
- clientSession_t sess;
- saberInfo_t saber[MAX_SABERS];
- void *weaponGhoul2[MAX_SABERS];
- int tossableItemDebounce;
- int bodyGrabTime;
- int bodyGrabIndex;
- int pushEffectTime;
- int invulnerableTimer;
- int saberCycleQueue;
- int legsAnimExecute;
- int torsoAnimExecute;
- qboolean legsLastFlip;
- qboolean torsoLastFlip;
- qboolean readyToExit; // wishes to leave the intermission
- qboolean noclip;
- int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
- // we can't just use pers.lastCommand.time, because
- // of the g_sycronousclients case
- int buttons;
- int oldbuttons;
- int latched_buttons;
- vec3_t oldOrigin;
- // sum up damage over an entire frame, so
- // shotgun blasts give a single big kick
- int damage_armor; // damage absorbed by armor
- int damage_blood; // damage taken out of health
- int damage_knockback; // impact damage
- vec3_t damage_from; // origin for vector calculation
- qboolean damage_fromWorld; // if true, don't use the damage_from vector
- int damageBoxHandle_Head; //entity number of head damage box
- int damageBoxHandle_RLeg; //entity number of right leg damage box
- int damageBoxHandle_LLeg; //entity number of left leg damage box
- int accurateCount; // for "impressive" reward sound
- int accuracy_shots; // total number of shots
- int accuracy_hits; // total number of hits
- //
- int lastkilled_client; // last client that this client killed
- int lasthurt_client; // last client that damaged this client
- int lasthurt_mod; // type of damage the client did
- // timers
- int respawnTime; // can respawn when time > this, force after g_forcerespwan
- int inactivityTime; // kick players when time > this
- qboolean inactivityWarning; // qtrue if the five seoond warning has been given
- int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this
- int airOutTime;
- int lastKillTime; // for multiple kill rewards
- qboolean fireHeld; // used for hook
- gentity_t *hook; // grapple hook if out
- int switchTeamTime; // time the player switched teams
- int switchDuelTeamTime; // time the player switched duel teams
- int switchClassTime; // class changed debounce timer
- // timeResidual is used to handle events that happen every second
- // like health / armor countdowns and regeneration
- int timeResidual;
- char *areabits;
- int g2LastSurfaceHit; //index of surface hit during the most recent ghoul2 collision performed on this client.
- int g2LastSurfaceTime; //time when the surface index was set (to make sure it's up to date)
- int corrTime;
- vec3_t lastHeadAngles;
- int lookTime;
- int brokenLimbs;
- qboolean noCorpse; //don't leave a corpse on respawn this time.
- int jetPackTime;
- qboolean jetPackOn;
- int jetPackToggleTime;
- int jetPackDebRecharge;
- int jetPackDebReduce;
- int cloakToggleTime;
- int cloakDebRecharge;
- int cloakDebReduce;
- int saberStoredIndex; //stores saberEntityNum from playerstate for when it's set to 0 (indicating saber was knocked out of the air)
- int saberKnockedTime; //if saber gets knocked away, can't pull it back until this value is < level.time
- vec3_t olderSaberBase; //Set before lastSaberBase_Always, to whatever lastSaberBase_Always was previously
- qboolean olderIsValid; //is it valid?
- vec3_t lastSaberDir_Always; //every getboltmatrix, set to saber dir
- vec3_t lastSaberBase_Always; //every getboltmatrix, set to saber base
- int lastSaberStorageTime; //server time that the above two values were updated (for making sure they aren't out of date)
- qboolean hasCurrentPosition; //are lastSaberTip and lastSaberBase valid?
- int dangerTime; // level.time when last attack occured
- int idleTime; //keep track of when to play an idle anim on the client.
- int idleHealth; //stop idling if health decreases
- vec3_t idleViewAngles; //stop idling if viewangles change
- int forcePowerSoundDebounce; //if > level.time, don't do certain sound events again (drain sound, absorb sound, etc)
- char modelname[MAX_QPATH];
- qboolean fjDidJump;
- qboolean ikStatus;
- int throwingIndex;
- int beingThrown;
- int doingThrow;
- float hiddenDist;//How close ents have to be to pick you up as an enemy
- vec3_t hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden)
- renderInfo_t renderInfo;
- //mostly NPC stuff:
- npcteam_t playerTeam;
- npcteam_t enemyTeam;
- char *squadname;
- gentity_t *team_leader;
- gentity_t *leader;
- gentity_t *follower;
- int numFollowers;
- gentity_t *formationGoal;
- int nextFormGoal;
- class_t NPC_class;
- vec3_t pushVec;
- int pushVecTime;
- int siegeClass;
- int holdingObjectiveItem;
- //time values for when being healed/supplied by supplier class
- int isMedHealed;
- int isMedSupplied;
- //seperate debounce time for refilling someone's ammo as a supplier
- int medSupplyDebounce;
- //used in conjunction with ps.hackingTime
- int isHacking;
- vec3_t hackingAngles;
- //debounce time for sending extended siege data to certain classes
- int siegeEDataSend;
- int ewebIndex; //index of e-web gun if spawned
- int ewebTime; //e-web use debounce
- int ewebHealth; //health of e-web (to keep track between deployments)
- int inSpaceIndex; //ent index of space trigger if inside one
- int inSpaceSuffocation; //suffocation timer
- int tempSpectate; //time to force spectator mode
- //keep track of last person kicked and the time so we don't hit multiple times per kick
- int jediKickIndex;
- int jediKickTime;
- //special moves (designed for kyle boss npc, but useable by players in mp)
- int grappleIndex;
- int grappleState;
- int solidHack;
- int noLightningTime;
- unsigned mGameFlags;
- //fallen duelist
- qboolean iAmALoser;
- int lastGenCmd;
- int lastGenCmdTime;
- };
- //Interest points
- #define MAX_INTEREST_POINTS 64
- typedef struct
- {
- vec3_t origin;
- char *target;
- } interestPoint_t;
- //Combat points
- #define MAX_COMBAT_POINTS 512
- typedef struct
- {
- vec3_t origin;
- int flags;
- // char *NPC_targetname;
- // team_t team;
- qboolean occupied;
- int waypoint;
- int dangerTime;
- } combatPoint_t;
- // Alert events
- #define MAX_ALERT_EVENTS 32
- typedef enum
- {
- AET_SIGHT,
- AET_SOUND,
- } alertEventType_e;
- typedef enum
- {
- AEL_MINOR, //Enemy responds to the sound, but only by looking
- AEL_SUSPICIOUS, //Enemy looks at the sound, and will also investigate it
- AEL_DISCOVERED, //Enemy knows the player is around, and will actively hunt
- AEL_DANGER, //Enemy should try to find cover
- AEL_DANGER_GREAT, //Enemy should run like hell!
- } alertEventLevel_e;
- typedef struct alertEvent_s
- {
- vec3_t position; //Where the event is located
- float radius; //Consideration radius
- alertEventLevel_e level; //Priority level of the event
- alertEventType_e type; //Event type (sound,sight)
- gentity_t *owner; //Who made the sound
- float light; //ambient light level at point
- float addLight; //additional light- makes it more noticable, even in darkness
- int ID; //unique... if get a ridiculous number, this will repeat, but should not be a problem as it's just comparing it to your lastAlertID
- int timestamp; //when it was created
- } alertEvent_t;
- //
- // this structure is cleared as each map is entered
- //
- typedef struct
- {
- char targetname[MAX_QPATH];
- char target[MAX_QPATH];
- char target2[MAX_QPATH];
- char target3[MAX_QPATH];
- char target4[MAX_QPATH];
- int nodeID;
- } waypointData_t;
- typedef struct {
- struct gclient_s *clients; // [maxclients]
- struct gentity_s *gentities;
- int gentitySize;
- int num_entities; // current number, <= MAX_GENTITIES
- int warmupTime; // restart match at this time
- fileHandle_t logFile;
- // store latched cvars here that we want to get at often
- int maxclients;
- int framenum;
- int time; // in msec
- int previousTime; // so movers can back up when blocked
- int startTime; // level.time the map was started
- int teamScores[TEAM_NUM_TEAMS];
- int lastTeamLocationTime; // last time of client team location update
- qboolean newSession; // don't use any old session data, because
- // we changed gametype
- qboolean restarted; // waiting for a map_restart to fire
- int numConnectedClients;
- int numNonSpectatorClients; // includes connecting clients
- int numPlayingClients; // connected, non-spectators
- int sortedClients[MAX_CLIENTS]; // sorted by score
- int follow1, follow2; // clientNums for auto-follow spectators
- int snd_fry; // sound index for standing in lava
- int snd_hack; //hacking loop sound
- int snd_medHealed; //being healed by supply class
- int snd_medSupplied; //being supplied by supply class
- int warmupModificationCount; // for detecting if g_warmup is changed
- // voting state
- char voteString[MAX_STRING_CHARS];
- char voteDisplayString[MAX_STRING_CHARS];
- int voteTime; // level.time vote was called
- int voteExecuteTime; // time the vote is executed
- int voteYes;
- int voteNo;
- int numVotingClients; // set by CalculateRanks
- qboolean votingGametype;
- int votingGametypeTo;
- // team voting state
- char teamVoteString[2][MAX_STRING_CHARS];
- int teamVoteTime[2]; // level.time vote was called
- int teamVoteYes[2];
- int teamVoteNo[2];
- int numteamVotingClients[2];// set by CalculateRanks
- // spawn variables
- qboolean spawning; // the G_Spawn*() functions are valid
- int numSpawnVars;
- char *spawnVars[MAX_SPAWN_VARS][2]; // key / value pairs
- int numSpawnVarChars;
- char spawnVarChars[MAX_SPAWN_VARS_CHARS];
- // intermission state
- int intermissionQueued; // intermission was qualified, but
- // wait INTERMISSION_DELAY_TIME before
- // actually going there so the last
- // frag can be watched. Disable future
- // kills during this delay
- int intermissiontime; // time the intermission was started
- char *changemap;
- qboolean readyToExit; // at least one client wants to exit
- int exitTime;
- vec3_t intermission_origin; // also used for spectator spawns
- vec3_t intermission_angle;
- qboolean locationLinked; // target_locations get linked
- gentity_t *locationHead; // head of the location list
- int bodyQueIndex; // dead bodies
- gentity_t *bodyQue[BODY_QUEUE_SIZE];
- int portalSequence;
- alertEvent_t alertEvents[ MAX_ALERT_EVENTS ];
- int numAlertEvents;
- int curAlertID;
- AIGroupInfo_t groups[MAX_FRAME_GROUPS];
- //Interest points- squadmates automatically look at these if standing around and close to them
- interestPoint_t interestPoints[MAX_INTEREST_POINTS];
- int numInterestPoints;
- //Combat points- NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point
- combatPoint_t combatPoints[MAX_COMBAT_POINTS];
- int numCombatPoints;
- //rwwRMG - added:
- int mNumBSPInstances;
- int mBSPInstanceDepth;
- vec3_t mOriginAdjust;
- float mRotationAdjust;
- char *mTargetAdjust;
- char mTeamFilter[MAX_QPATH];
- } level_locals_t;
- //
- // g_spawn.c
- //
- qboolean G_SpawnString( const char *key, const char *defaultString, char **out );
- // spawn string returns a temporary reference, you must CopyString() if you want to keep it
- qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out );
- qboolean G_SpawnInt( const char *key, const char *defaultString, int *out );
- qboolean G_SpawnVector( const char *key, const char *defaultString, float *out );
- void G_SpawnEntitiesFromString( qboolean inSubBSP );
- char *G_NewString( const char *string );
- //
- // g_cmds.c
- //
- void Cmd_Score_f (gentity_t *ent);
- void StopFollowing( gentity_t *ent );
- void BroadcastTeamChange( gclient_t *client, int oldTeam );
- void SetTeam( gentity_t *ent, char *s );
- void Cmd_FollowCycle_f( gentity_t *ent, int dir );
- void Cmd_SaberAttackCycle_f(gentity_t *ent);
- int G_ItemUsable(playerState_t *ps, int forcedUse);
- void Cmd_ToggleSaber_f(gentity_t *ent);
- void Cmd_EngageDuel_f(gentity_t *ent);
- gentity_t *G_GetDuelWinner(gclient_t *client);
- //
- // g_items.c
- //
- void ItemUse_Binoculars(gentity_t *ent);
- void ItemUse_Shield(gentity_t *ent);
- void ItemUse_Sentry(gentity_t *ent);
- void Jetpack_Off(gentity_t *ent);
- void Jetpack_On(gentity_t *ent);
- void ItemUse_Jetpack(gentity_t *ent);
- void ItemUse_UseCloak( gentity_t *ent );
- void ItemUse_UseDisp(gentity_t *ent, int type);
- void ItemUse_UseEWeb(gentity_t *ent);
- void G_PrecacheDispensers(void);
- void ItemUse_Seeker(gentity_t *ent);
- void ItemUse_MedPack(gentity_t *ent);
- void ItemUse_MedPack_Big(gentity_t *ent);
- void G_CheckTeamItems( void );
- void G_RunItem( gentity_t *ent );
- void RespawnItem( gentity_t *ent );
- void UseHoldableItem( gentity_t *ent );
- void PrecacheItem (gitem_t *it);
- gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle );
- gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity );
- void SetRespawn (gentity_t *ent, float delay);
- void G_SpawnItem (gentity_t *ent, gitem_t *item);
- void FinishSpawningItem( gentity_t *ent );
- void Think_Weapon (gentity_t *ent);
- int ArmorIndex (gentity_t *ent);
- void Add_Ammo (gentity_t *ent, int weapon, int count);
- void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace);
- void ClearRegisteredItems( void );
- void RegisterItem( gitem_t *item );
- void SaveRegisteredItems( void );
- //
- // g_utils.c
- //
- int G_ModelIndex( const char *name );
- int G_SoundIndex( const char *name );
- int G_SoundSetIndex(const char *name);
- int G_EffectIndex( const char *name );
- int G_BSPIndex( const char *name );
- int G_IconIndex( const char* name );
- qboolean G_PlayerHasCustomSkeleton(gentity_t *ent);
- void G_TeamCommand( team_t team, char *cmd );
- void G_ScaleNetHealth(gentity_t *self);
- void G_KillBox (gentity_t *ent);
- gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
- int G_RadiusList ( vec3_t origin, float radius, gentity_t *ignore, qboolean takeDamage, gentity_t *ent_list[MAX_GENTITIES]);
- void G_Throw( gentity_t *targ, vec3_t newDir, float push );
- void G_FreeFakeClient(gclient_t **cl);
- void G_CreateFakeClient(int entNum, gclient_t **cl);
- void G_CleanAllFakeClients(void);
- void G_SetAnim(gentity_t *ent, usercmd_t *ucmd, int setAnimParts, int anim, int setAnimFlags, int blendTime);
- gentity_t *G_PickTarget (char *targetname);
- void GlobalUse(gentity_t *self, gentity_t *other, gentity_t *activator);
- void G_UseTargets2( gentity_t *ent, gentity_t *activator, const char *string );
- void G_UseTargets (gentity_t *ent, gentity_t *activator);
- void G_SetMovedir ( vec3_t angles, vec3_t movedir);
- void G_SetAngles( gentity_t *ent, vec3_t angles );
- void G_InitGentity( gentity_t *e );
- gentity_t *G_Spawn (void);
- gentity_t *G_TempEntity( vec3_t origin, int event );
- gentity_t *G_PlayEffect(int fxID, vec3_t org, vec3_t ang);
- gentity_t *G_PlayEffectID(const int fxID, vec3_t org, vec3_t ang);
- gentity_t *G_ScreenShake(vec3_t org, gentity_t *target, float intensity, int duration, qboolean global);
- void G_MuteSound( int entnum, int channel );
- void G_Sound( gentity_t *ent, int channel, int soundIndex );
- void G_SoundAtLoc( vec3_t loc, int channel, int soundIndex );
- void G_EntitySound( gentity_t *ent, int channel, int soundIndex );
- void TryUse( gentity_t *ent );
- void G_SendG2KillQueue(void);
- void G_KillG2Queue(int entNum);
- void G_FreeEntity( gentity_t *e );
- qboolean G_EntitiesFree( void );
- qboolean G_ActivateBehavior (gentity_t *self, int bset );
- void G_TouchTriggers (gentity_t *ent);
- void G_TouchSolids (gentity_t *ent);
- void GetAnglesForDirection( const vec3_t p1, const vec3_t p2, vec3_t out );
- //
- // g_object.c
- //
- extern void G_RunObject ( gentity_t *ent );
- float *tv (float x, float y, float z);
- char *vtos( const vec3_t v );
- void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm );
- void G_AddEvent( gentity_t *ent, int event, int eventParm );
- void G_SetOrigin( gentity_t *ent, vec3_t origin );
- qboolean G_CheckInSolid (gentity_t *self, qboolean fix);
- void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
- const char *BuildShaderStateConfig(void);
- /*
- Ghoul2 Insert Start
- */
- int G_BoneIndex( const char *name );
- qhandle_t trap_R_RegisterSkin( const char *name );
- // CG specific API access
- void trap_G2_ListModelSurfaces(void *ghlInfo);
- void trap_G2_ListModelBones(void *ghlInfo, int frame);
- void trap_G2_SetGhoul2ModelIndexes(void *ghoul2, qhandle_t *modelList, qhandle_t *skinList);
- qboolean trap_G2_HaveWeGhoul2Models(void *ghoul2);
- qboolean trap_G2API_GetBoltMatrix(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
- const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
- qboolean trap_G2API_GetBoltMatrix_NoReconstruct(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
- const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
- qboolean trap_G2API_GetBoltMatrix_NoRecNoRot(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
- const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
- int trap_G2API_InitGhoul2Model(void **ghoul2Ptr, const char *fileName, int modelIndex, qhandle_t customSkin,
- qhandle_t customShader, int modelFlags, int lodBias);
- qboolean trap_G2API_SetSkin(void *ghoul2, int modelIndex, qhandle_t customSkin, qhandle_t renderSkin);
- int trap_G2API_Ghoul2Size ( void* ghlInfo );
- int trap_G2API_AddBolt(void *ghoul2, int modelIndex, const char *boneName);
- void trap_G2API_SetBoltInfo(void *ghoul2, int modelIndex, int boltInfo);
- int trap_G2API_CopyGhoul2Instance(void *g2From, void *g2To, int modelIndex);
- void trap_G2API_CopySpecificGhoul2Model(void *g2From, int modelFrom, void *g2To, int modelTo);
- void trap_G2API_DuplicateGhoul2Instance(void *g2From, void **g2To);
- qboolean trap_G2API_HasGhoul2ModelOnIndex(void *ghlInfo, int modelIndex);
- qboolean trap_G2API_RemoveGhoul2Model(void *ghlInfo, int modelIndex);
- qboolean trap_G2API_RemoveGhoul2Models(void *ghlInfo);
- void trap_G2API_CleanGhoul2Models(void **ghoul2Ptr);
- void trap_G2API_CollisionDetect ( CollisionRecord_t *collRecMap, void* ghoul2, const vec3_t angles, const vec3_t position,
- int frameNumber, int entNum, vec3_t rayStart, vec3_t rayEnd, vec3_t scale, int traceFlags, int useLod, float fRadius );
- void trap_G2API_CollisionDetectCache ( CollisionRecord_t *collRecMap, void* ghoul2, const vec3_t angles, const vec3_t position,
- int frameNumber, int entNum, vec3_t rayStart, vec3_t rayEnd, vec3_t scale, int traceFlags, int useLod, float fRadius );
- qboolean trap_G2API_SetBoneAngles(void *ghoul2, int modelIndex, const char *boneName, const vec3_t angles, const int flags,
- const int up, const int right, const int forward, qhandle_t *modelList,
- int blendTime , int currentTime );
- void trap_G2API_GetGLAName(void *ghoul2, int modelIndex, char *fillBuf);
- qboolean trap_G2API_SetBoneAnim(void *ghoul2, const int modelIndex, const char *boneName, const int startFrame, const int endFrame,
- const int flags, const float animSpeed, const int currentTime, const float setFrame , const int blendTime );
- qboolean trap_G2API_GetBoneAnim(void *ghoul2, const char *boneName, const int currentTime, float *currentFrame, int *startFrame,
- int *endFrame, int *flags, float *animSpeed, int *modelList, const int modelIndex);
- void trap_G2API_GetSurfaceName(void *ghoul2, int surfNumber, int modelIndex, char *fillBuf);
- qboolean trap_G2API_SetRootSurface(void *ghoul2, const int modelIndex, const char *surfaceName);
- qboolean trap_G2API_SetSurfaceOnOff(void *ghoul2, const char *surfaceName, const int flags);
- qboolean trap_G2API_SetNewOrigin(void *ghoul2, const int boltIndex);
- qboolean trap_G2API_DoesBoneExist(void *ghoul2, int modelIndex, const char *boneName);
- int trap_G2API_GetSurfaceRenderStatus(void *ghoul2, const int modelIndex, const char *surfaceName);
- void trap_G2API_AbsurdSmoothing(void *ghoul2, qboolean status);
- void trap_G2API_SetRagDoll(void *ghoul2, sharedRagDollParams_t *params);
- void trap_G2API_AnimateG2Models(void *ghoul2, int time, sharedRagDollUpdateParams_t *params);
- //additional ragdoll options -rww
- qboolean trap_G2API_RagPCJConstraint(void *ghoul2, const char *boneName, vec3_t min, vec3_t max); //override default pcj bonee constraints
- qboolean trap_G2API_RagPCJGradientSpeed(void *ghoul2, const char *boneName, const float speed); //override the default gradient movespeed for a pcj bone
- qboolean trap_G2API_RagEffectorGoal(void *ghoul2, const char *boneName, vec3_t pos); //override an effector bone's goal position (world coordinates)
- qboolean trap_G2API_GetRagBonePos(void *ghoul2, const char *boneName, vec3_t pos, vec3_t entAngles, vec3_t entPos, vec3_t entScale); //current position of said bone is put into pos (world coordinates)
- qboolean trap_G2API_RagEffectorKick(void *ghoul2, const char *boneName, vec3_t velocity); //add velocity to a rag bone
- qboolean trap_G2API_RagForceSolve(void *ghoul2, qboolean force); //make sure we are actively performing solve/settle routines, if desired
- qboolean trap_G2API_SetBoneIKState(void *ghoul2, int time, const char *boneName, int ikState, sharedSetBoneIKStateParams_t *params);
- qboolean trap_G2API_IKMove(void *ghoul2, int time, sharedIKMoveParams_t *params);
- //for removing bones so they no longer have their own seperate animation hierarchy. Or whatever reason you may have. -rww
- qboolean trap_G2API_RemoveBone(void *ghoul2, const char *boneName, int modelIndex);
- void trap_G2API_AttachInstanceToEntNum(void *ghoul2, int entityNum, qboolean server);
- void trap_G2API_ClearAttachedInstance(int entityNum);
- void trap_G2API_CleanEntAttachments(void);
- qboolean trap_G2API_OverrideServer(void *serverInstance);
- /*
- Ghoul2 Insert End
- */
- //
- // g_combat.c
- //
- qboolean CanDamage (gentity_t *targ, vec3_t origin);
- void G_Damage (gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod);
- qboolean G_RadiusDamage (vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, gentity_t *missile, int mod);
- void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
- void TossClientWeapon(gentity_t *self, vec3_t direction, float speed);
- void TossClientItems( gentity_t *self );
- void TossClientCubes( gentity_t *self );
- void ExplodeDeath( gentity_t *self );
- void G_CheckForDismemberment(gentity_t *ent, gentity_t *enemy, vec3_t point, int damage, int deathAnim, qboolean postDeath);
- extern int gGAvoidDismember;
- // damage flags
- #define DAMAGE_NORMAL 0x00000000 // No flags set.
- #define DAMAGE_RADIUS 0x00000001 // damage was indirect
- #define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
- #define DAMAGE_NO_KNOCKBACK 0x00000004 // do not affect velocity, just view angles
- #define DAMAGE_NO_PROTECTION 0x00000008 // armor, shields, invulnerability, and godmode have no effect
- #define DAMAGE_NO_TEAM_PROTECTION 0x00000010 // armor, shields, invulnerability, and godmode have no effect
- //JK2 flags
- #define DAMAGE_EXTRA_KNOCKBACK 0x00000040 // add extra knockback to this damage
- #define DAMAGE_DEATH_KNOCKBACK 0x00000080 // only does knockback on death of target
- #define DAMAGE_IGNORE_TEAM 0x00000100 // damage is always done, regardless of teams
- #define DAMAGE_NO_DAMAGE 0x00000200 // do no actual damage but react as if damage was taken
- #define DAMAGE_HALF_ABSORB 0x00000400 // half shields, half health
- #define DAMAGE_HALF_ARMOR_REDUCTION 0x00000800 // This damage doesn't whittle down armor as efficiently.
- #define DAMAGE_HEAVY_WEAP_CLASS 0x00001000 // Heavy damage
- #define DAMAGE_NO_HIT_LOC 0x00002000 // No hit location
- #define DAMAGE_NO_SELF_PROTECTION 0x00004000 // Dont apply half damage to self attacks
- #define DAMAGE_NO_DISMEMBER 0x00008000 // Dont do dismemberment
- #define DAMAGE_SABER_KNOCKBACK1 0x00010000 // Check the attacker's first saber for a knockbackScale
- #define DAMAGE_SABER_KNOCKBACK2 0x00020000 // Check the attacker's second saber for a knockbackScale
- #define DAMAGE_SABER_KNOCKBACK1_B2 0x00040000 // Check the attacker's first saber for a knockbackScale2
- #define DAMAGE_SABER_KNOCKBACK2_B2 0x00080000 // Check the attacker's second saber for a knockbackScale2
- //
- // g_exphysics.c
- //
- void G_RunExPhys(gentity_t *ent, float gravity, float mass, float bounce, qboolean autoKill, int *g2Bolts, int numG2Bolts);
- //
- // g_missile.c
- //
- void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward );
- void G_RunMissile( gentity_t *ent );
- gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life,
- gentity_t *owner, qboolean altFire);
- void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout );
- void G_ExplodeMissile( gentity_t *ent );
- void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire );
- //
- // g_mover.c
- //
- extern int BMS_START;
- extern int BMS_MID;
- extern int BMS_END;
- #define SPF_BUTTON_USABLE 1
- #define SPF_BUTTON_FPUSHABLE 2
- void G_PlayDoorLoopSound( gentity_t *ent );
- void G_PlayDoorSound( gentity_t *ent, int type );
- void G_RunMover( gentity_t *ent );
- void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );
- //
- // g_trigger.c
- //
- void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace );
- //
- // g_misc.c
- //
- #define MAX_REFNAME 32
- #define START_TIME_LINK_ENTS FRAMETIME*1
- #define RTF_NONE 0
- #define RTF_NAVGOAL 0x00000001
- typedef struct reference_tag_s
- {
- char name[MAX_REFNAME];
- vec3_t origin;
- vec3_t angles;
- int flags; //Just in case
- int radius; //For nav goals
- qboolean inuse;
- } reference_tag_t;
- void TAG_Init( void );
- reference_tag_t *TAG_Find( const char *owner, const char *name );
- reference_tag_t *TAG_Add( const char *name, const char *owner, vec3_t origin, vec3_t angles, int radius, int flags );
- int TAG_GetOrigin( const char *owner, const char *name, vec3_t origin );
- int TAG_GetOrigin2( const char *owner, const char *name, vec3_t origin );
- int TAG_GetAngles( const char *owner, const char *name, vec3_t angles );
- int TAG_GetRadius( const char *owner, const char *name );
- int TAG_GetFlags( const char *owner, const char *name );
- void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
- //
- // g_weapon.c
- //
- void WP_FireTurretMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod, gentity_t *ignore );
- void WP_FireGenericBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod );
- qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
- void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
- void SnapVectorTowards( vec3_t v, vec3_t to );
- qboolean CheckGauntletAttack( gentity_t *ent );
- //
- // g_client.c
- //
- team_t TeamCount( int ignoreClientNum, int team );
- int TeamLeader( int team );
- team_t PickTeam( int ignoreClientNum );
- void SetClientViewAngle( gentity_t *ent, vec3_t angle );
- gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles, team_t team );
- void MaintainBodyQueue(gentity_t *ent);
- void respawn (gentity_t *ent);
- void BeginIntermission (void);
- void InitBodyQue (void);
- void ClientSpawn( gentity_t *ent );
- void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
- void AddScore( gentity_t *ent, vec3_t origin, int score );
- void CalculateRanks( void );
- qboolean SpotWouldTelefrag( gentity_t *spot );
- extern gentity_t *gJMSaberEnt;
- //
- // g_svcmds.c
- //
- qboolean ConsoleCommand( void );
- void G_ProcessIPBans(void);
- qboolean G_FilterPacket (char *from);
- //
- // g_weapon.c
- //
- void FireWeapon( gentity_t *ent, qboolean altFire );
- void BlowDetpacks(gentity_t *ent);
- //
- // p_hud.c
- //
- void MoveClientToIntermission (gentity_t *client);
- void G_SetStats (gentity_t *ent);
- void DeathmatchScoreboardMessage (gentity_t *client);
- //
- // g_cmds.c
- //
- //
- // g_pweapon.c
- //
- //
- // g_main.c
- //
- extern vmCvar_t g_ff_objectives;
- extern qboolean gDoSlowMoDuel;
- extern int gSlowMoDuelTime;
- void G_PowerDuelCount(int *loners, int *doubles, qboolean countSpec);
- void FindIntermissionPoint( void );
- void SetLeader(int team, int client);
- void CheckTeamLeader( int team );
- void G_RunThink (gentity_t *ent);
- void QDECL G_LogPrintf( const char *fmt, ... );
- void SendScoreboardMessageToAllClients( void );
- void QDECL G_Printf( const char *fmt, ... );
- void QDECL G_Error( const char *fmt, ... );
- const char *G_GetStringEdString(char *refSection, char *refName);
- //
- // g_client.c
- //
- char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot );
- void ClientUserinfoChanged( int clientNum );
- void ClientDisconnect( int clientNum );
- void ClientBegin( int clientNum, qboolean allowTeamReset );
- void G_BreakArm(gentity_t *ent, int arm);
- void G_UpdateClientAnims(gentity_t *self, float animSpeedScale);
- void ClientCommand( int clientNum );
- //
- // g_active.c
- //
- void G_CheckClientTimeouts ( gentity_t *ent );
- void ClientThink ( int clientNum, usercmd_t *ucmd );
- void ClientEndFrame ( gentity_t *ent );
- void G_RunClient ( gentity_t *ent );
- //
- // g_team.c
- //
- qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
- void Team_CheckDroppedItem( gentity_t *dropped );
- //
- // g_mem.c
- //
- void *G_Alloc( int size );
- void G_InitMemory( void );
- void Svcmd_GameMem_f( void );
- //
- // g_session.c
- //
- void G_ReadSessionData( gclient_t *client );
- void G_InitSessionData( gclient_t *client, char *userinfo, qboolean isBot );
- void G_InitWorldSession( void );
- void G_WriteSessionData( void );
- //
- // NPC_senses.cpp
- //
- extern void AddSightEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, float addLight ); //addLight = 0.0f
- extern void AddSoundEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, qboolean needLOS ); //needLOS = qfalse
- extern qboolean G_CheckForDanger( gentity_t *self, int alertEvent );
- extern int G_CheckAlertEvents( gentity_t *self, qboolean checkSight, qboolean checkSound, float maxSeeDist, float maxHearDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel ); //ignoreAlert = -1, mustHaveOwner = qfalse, minAlertLevel = AEL_MINOR
- extern qboolean G_CheckForDanger( gentity_t *self, int alertEvent );
- extern qboolean G_ClearLOS( gentity_t *self, const vec3_t start, const vec3_t end );
- extern qboolean G_ClearLOS2( gentity_t *self, gentity_t *ent, const vec3_t end );
- extern qboolean G_ClearLOS3( gentity_t *self, const vec3_t start, gentity_t *ent );
- extern qboolean G_ClearLOS4( gentity_t *self, gentity_t *ent );
- extern qboolean G_ClearLOS5( gentity_t *self, const vec3_t end );
- //
- // g_arenas.c
- //
- void UpdateTournamentInfo( void );
- //void SpawnModelsOnVictoryPads( void );
- //void Svcmd_AbortPodium_f( void );
- //
- // g_bot.c
- //
- void G_InitBots( qboolean restart );
- char *G_GetBotInfoByNumber( int num );
- char *G_GetBotInfoByName( const char *name );
- void G_CheckBotSpawn( void );
- void G_RemoveQueuedBotBegin( int clientNum );
- qboolean G_BotConnect( int clientNum, qboolean restart );
- void Svcmd_AddBot_f( void );
- void Svcmd_BotList_f( void );
- void BotInterbreedEndMatch( void );
- qboolean G_DoesMapSupportGametype(const char *mapname, int gametype);
- const char *G_RefreshNextMap(int gametype, qboolean forced);
- // w_force.c / w_saber.c
- gentity_t *G_PreDefSound(vec3_t org, int pdSound);
- qboolean HasSetSaberOnly(void);
- void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower );
- void WP_SaberPositionUpdate( gentity_t *self, usercmd_t *ucmd );
- int WP_SaberCanBlock(gentity_t *self, vec3_t point, int dflags, int mod, qboolean projectile, int attackStr);
- void WP_SaberInitBladeData( gentity_t *ent );
- void WP_InitForcePowers( gentity_t *ent );
- void WP_SpawnInitForcePowers( gentity_t *ent );
- void WP_ForcePowersUpdate( gentity_t *self, usercmd_t *ucmd );
- int ForcePowerUsableOn(gentity_t *attacker, gentity_t *other, forcePowers_t forcePower);
- void ForceHeal( gentity_t *self );
- void ForceSpeed( gentity_t *self, int forceDuration );
- void ForceRage( gentity_t *self );
- void ForceGrip( gentity_t *self );
- void ForceProtect( gentity_t *self );
- void ForceAbsorb( gentity_t *self );
- void ForceTeamHeal( gentity_t *self );
- void ForceTeamForceReplenish( gentity_t *self );
- void ForceSeeing( gentity_t *self );
- void ForceThrow( gentity_t *self, qboolean pull );
- void ForceTelepathy(gentity_t *self);
- qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc );
- // g_log.c
- void QDECL G_LogPrintf( const char *fmt, ... );
- void QDECL G_LogWeaponPickup(int client, int weaponid);
- void QDECL G_LogWeaponFire(int client, int weaponid);
- void QDECL G_LogWeaponDamage(int client, int mod, int amount);
- void QDECL G_LogWeaponKill(int client, int mod);
- void QDECL G_LogWeaponDeath(int client, int weaponid);
- void QDECL G_LogWeaponFrag(int attacker, int deadguy);
- void QDECL G_LogWeaponPowerup(int client, int powerupid);
- void QDECL G_LogWeaponItem(int client, int itemid);
- void QDECL G_LogWeaponInit(void);
- void QDECL G_LogWeaponOutput(void);
- void QDECL G_LogExit( const char *string );
- void QDECL G_ClearClientLog(int client);
- // g_siege.c
- void InitSiegeMode(void);
- void G_SiegeClientExData(gentity_t *msgTarg);
- // g_timer
- //Timing information
- void TIMER_Clear( void );
- void TIMER_Clear2( gentity_t *ent );
- void TIMER_Set( gentity_t *ent, const char *identifier, int duration );
- int TIMER_Get( gentity_t *ent, const char *identifier );
- qboolean TIMER_Done( gentity_t *ent, const char *identifier );
- qboolean TIMER_Start( gentity_t *self, const char *identifier, int duration );
- qboolean TIMER_Done2( gentity_t *ent, const char *identifier, qboolean remove );
- qboolean TIMER_Exists( gentity_t *ent, const char *identifier );
- void TIMER_Remove( gentity_t *ent, const char *identifier );
- float NPC_GetHFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float hFOV );
- float NPC_GetVFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float vFOV );
- extern void G_SetEnemy (gentity_t *self, gentity_t *enemy);
- qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold );
- // ai_main.c
- #define MAX_FILEPATH 144
- int OrgVisible ( vec3_t org1, vec3_t org2, int ignore);
- void BotOrder ( gentity_t *ent, int clientnum, int ordernum);
- int InFieldOfVision ( vec3_t viewangles, float fov, vec3_t angles);
- // ai_util.c
- void B_InitAlloc(void);
- void B_CleanupAlloc(void);
- //bot settings
- typedef struct bot_settings_s
- {
- char personalityfile[MAX_FILEPATH];
- float skill;
- char team[MAX_FILEPATH];
- } bot_settings_t;
- int BotAISetup( int restart );
- int BotAIShutdown( int restart );
- int BotAILoadMap( int restart );
- int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart);
- int BotAIShutdownClient( int client, qboolean restart );
- int BotAIStartFrame( int time );
- #include "g_team.h" // teamplay specific stuff
- extern level_locals_t level;
- extern gentity_t g_entities[MAX_GENTITIES];
- #define FOFS(x) ((int)&(((gentity_t *)0)->x))
- extern vmCvar_t g_gametype;
- extern vmCvar_t g_dedicated;
- extern vmCvar_t g_developer;
- 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_trueJedi;
- extern vmCvar_t g_autoMapCycle;
- extern vmCvar_t g_dmflags;
- extern vmCvar_t g_maxForceRank;
- extern vmCvar_t g_forceBasedTeams;
- extern vmCvar_t g_privateDuel;
- extern vmCvar_t g_allowNPC;
- extern vmCvar_t g_armBreakage;
- extern vmCvar_t g_saberLocking;
- extern vmCvar_t g_saberLockFactor;
- extern vmCvar_t g_saberTraceSaberFirst;
- extern vmCvar_t d_saberKickTweak;
- extern vmCvar_t d_powerDuelPrint;
- extern vmCvar_t d_saberGhoul2Collision;
- extern vmCvar_t g_saberBladeFaces;
- extern vmCvar_t d_saberAlwaysBoxTrace;
- extern vmCvar_t d_saberBoxTraceSize;
- extern vmCvar_t d_siegeSeekerNPC;
- extern vmCvar_t g_debugMelee;
- extern vmCvar_t g_stepSlideFix;
- extern vmCvar_t g_noSpecMove;
- #ifdef _DEBUG
- extern vmCvar_t g_disableServerG2;
- #endif
- extern vmCvar_t d_perPlayerGhoul2;
- extern vmCvar_t d_projectileGhoul2Collision;
- extern vmCvar_t g_g2TraceLod;
- extern vmCvar_t g_optvehtrace;
- extern vmCvar_t g_locationBasedDamage;
- extern vmCvar_t g_allowHighPingDuelist;
- extern vmCvar_t g_logClientInfo;
- extern vmCvar_t g_slowmoDuelEnd;
- extern vmCvar_t g_saberDamageScale;
- extern vmCvar_t g_useWhileThrowing;
- extern vmCvar_t g_RMG;
- extern vmCvar_t g_svfps;
- extern vmCvar_t g_forceRegenTime;
- extern vmCvar_t g_spawnInvulnerability;
- extern vmCvar_t g_forcePowerDisable;
- extern vmCvar_t g_weaponDisable;
- extern vmCvar_t g_allowDuelSuicide;
- extern vmCvar_t g_fraglimitVoteCorrection;
- extern vmCvar_t g_duelWeaponDisable;
- extern vmCvar_t g_fraglimit;
- extern vmCvar_t g_duel_fraglimit;
- extern vmCvar_t g_timelimit;
- extern vmCvar_t g_capturelimit;
- extern vmCvar_t d_saberInterpolate;
- extern vmCvar_t g_friendlyFire;
- extern vmCvar_t g_friendlySaber;
- 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_quadfactor;
- extern vmCvar_t g_forcerespawn;
- extern vmCvar_t g_siegeRespawn;
- extern vmCvar_t g_inactivity;
- extern vmCvar_t g_debugMove;
- extern vmCvar_t g_debugAlloc;
- #ifndef FINAL_BUILD
- extern vmCvar_t g_debugDamage;
- #endif
- extern vmCvar_t g_debugServerSkel;
- extern vmCvar_t g_weaponRespawn;
- extern vmCvar_t g_weaponTeamRespawn;
- extern vmCvar_t g_adaptRespawn;
- extern vmCvar_t g_synchronousClients;
- extern vmCvar_t g_motd;
- extern vmCvar_t g_warmup;
- extern vmCvar_t g_doWarmup;
- extern vmCvar_t g_blood;
- extern vmCvar_t g_allowVote;
- extern vmCvar_t g_teamAutoJoin;
- extern vmCvar_t g_teamForceBalance;
- extern vmCvar_t g_banIPs;
- extern vmCvar_t g_filterBan;
- extern vmCvar_t g_debugForward;
- extern vmCvar_t g_debugRight;
- extern vmCvar_t g_debugUp;
- //extern vmCvar_t g_redteam;
- //extern vmCvar_t g_blueteam;
- extern vmCvar_t g_smoothClients;
- extern vmCvar_t pmove_fixed;
- extern vmCvar_t pmove_msec;
- extern vmCvar_t g_enableBreath;
- extern vmCvar_t g_singlePlayer;
- extern vmCvar_t g_dismember;
- extern vmCvar_t g_forceDodge;
- extern vmCvar_t g_timeouttospec;
- extern vmCvar_t g_saberDmgVelocityScale;
- extern vmCvar_t g_saberDmgDelay_Idle;
- extern vmCvar_t g_saberDmgDelay_Wound;
- #ifndef FINAL_BUILD
- extern vmCvar_t g_saberDebugPrint;
- #endif
- extern vmCvar_t g_siegeTeamSwitch;
- extern vmCvar_t bg_fighterAltControl;
- #ifdef DEBUG_SABER_BOX
- extern vmCvar_t g_saberDebugBox;
- #endif
- //NPC nav debug
- extern vmCvar_t d_altRoutes;
- extern vmCvar_t d_patched;
- extern vmCvar_t d_noIntermissionWait;
- extern vmCvar_t g_siegeTeam1;
- extern vmCvar_t g_siegeTeam2;
- extern vmCvar_t g_austrian;
- extern vmCvar_t g_powerDuelStartHealth;
- extern vmCvar_t g_powerDuelEndHealth;
- extern vmCvar_t g_showDuelHealths;
- void trap_Printf( const char *fmt );
- void trap_Error( const char *fmt );
- int trap_Milliseconds( void );
- void trap_PrecisionTimer_Start(void **theNewTimer);
- int trap_PrecisionTimer_End(void *theTimer);
- int trap_Argc( void );
- void trap_Argv( int n, char *buffer, int bufferLength );
- void trap_Args( char *buffer, int bufferLength );
- int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
- void trap_FS_Read( void *buffer, int len, fileHandle_t f );
- void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
- void trap_FS_FCloseFile( fileHandle_t f );
- int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
- void trap_SendConsoleCommand( int exec_when, const char *text );
- void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags );
- void trap_Cvar_Update( vmCvar_t *cvar );
- void trap_Cvar_Set( const char *var_name, const char *value );
- int trap_Cvar_VariableIntegerValue( const char *var_name );
- float trap_Cvar_VariableValue( const char *var_name );
- void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
- void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, playerState_t *gameClients, int sizeofGameClient );
- void trap_DropClient( int clientNum, const char *reason );
- void trap_SendServerCommand( int clientNum, const char *text );
- void trap_SetConfigstring( int num, const char *string );
- void trap_GetConfigstring( int num, char *buffer, int bufferSize );
- void trap_GetUserinfo( int num, char *buffer, int bufferSize );
- void trap_SetUserinfo( int num, const char *buffer );
- void trap_GetServerinfo( char *buffer, int bufferSize );
- void trap_SetServerCull(float cullDistance);
- void trap_SetBrushModel( gentity_t *ent, const char *name );
- void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
- void trap_G2Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int g2TraceType, int traceLod );
- int trap_PointContents( const vec3_t point, int passEntityNum );
- qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 );
- qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 );
- void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open );
- qboolean trap_AreasConnected( int area1, int area2 );
- void trap_LinkEntity( gentity_t *ent );
- void trap_UnlinkEntity( gentity_t *ent );
- int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
- qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
- int trap_BotAllocateClient( void );
- void trap_BotFreeClient( int clientNum );
- void trap_GetUsercmd( int clientNum, usercmd_t *cmd );
- qboolean trap_GetEntityToken( char *buffer, int bufferSize );
- //adding giant gamebreaking features post-alpha is fun!
- void trap_SiegePersSet(siegePers_t *pers);
- void trap_SiegePersGet(siegePers_t *pers);
- #ifdef BOT_ZMALLOC
- void *trap_BotGetMemoryGame(int size);
- void trap_BotFreeMemoryGame(void *ptr);
- #endif
- int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
- void trap_DebugPolygonDelete(int id);
- int trap_BotLibSetup( void );
- int trap_BotLibShutdown( void );
- int trap_BotLibVarSet(char *var_name, char *value);
- int trap_BotLibVarGet(char *var_name, char *value, int size);
- int trap_BotLibDefine(char *string);
- int trap_BotLibStartFrame(float time);
- int trap_BotLibLoadMap(const char *mapname);
- int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue);
- int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);
- int trap_BotGetSnapshotEntity( int clientNum, int sequence );
- int trap_BotGetServerCommand(int clientNum, char *message, int size);
- void trap_BotUserCommand(int client, usercmd_t *ucmd);
- int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas);
- int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info );
- void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info);
- int trap_AAS_Initialized(void);
- void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs);
- float trap_AAS_Time(void);
- int trap_AAS_PointAreaNum(vec3_t point);
- int trap_AAS_PointReachabilityAreaIndex(vec3_t point);
- int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas);
- int trap_AAS_PointContents(vec3_t point);
- int trap_AAS_NextBSPEntity(int ent);
- int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size);
- int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v);
- int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value);
- int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value);
- int trap_AAS_AreaReachability(int areanum);
- int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags);
- int trap_AAS_EnableRoutingArea( int areanum, int enable );
- int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin,
- int goalareanum, int travelflags, int maxareas, int maxtime,
- int stopevent, int stopcontents, int stoptfl, int stopareanum);
- int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
- void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals,
- int type);
- int trap_AAS_Swimming(vec3_t origin);
- int trap_AAS_PredictClientMovement(void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize);
- void trap_EA_Say(int client, char *str);
- void trap_EA_SayTeam(int client, char *str);
- void trap_EA_Command(int client, char *command);
- void trap_EA_Action(int client, int action);
- void trap_EA_Gesture(int client);
- void trap_EA_Talk(int client);
- void trap_EA_Attack(int client);
- void trap_EA_Use(int client);
- void trap_EA_Respawn(int client);
- void trap_EA_Crouch(int client);
- void trap_EA_MoveUp(int client);
- void trap_EA_MoveDown(int client);
- void trap_EA_MoveForward(int client);
- void trap_EA_MoveBack(int client);
- void trap_EA_MoveLeft(int client);
- void trap_EA_MoveRight(int client);
- void trap_EA_SelectWeapon(int client, int weapon);
- void trap_EA_Jump(int client);
- void trap_EA_DelayedJump(int client);
- void trap_EA_Move(int client, vec3_t dir, float speed);
- void trap_EA_View(int client, vec3_t viewangles);
- void trap_EA_Alt_Attack(int client);
- void trap_EA_ForcePower(int client);
- void trap_EA_EndRegular(int client, float thinktime);
- void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input);
- void trap_EA_ResetInput(int client);
- int trap_BotLoadCharacter(char *charfile, float skill);
- void trap_BotFreeCharacter(int character);
- float trap_Characteristic_Float(int character, int index);
- float trap_Characteristic_BFloat(int character, int index, float min, float max);
- int trap_Characteristic_Integer(int character, int index);
- int trap_Characteristic_BInteger(int character, int index, int min, int max);
- void trap_Characteristic_String(int character, int index, char *buf, int size);
- int trap_BotAllocChatState(void);
- void trap_BotFreeChatState(int handle);
- void trap_BotQueueConsoleMessage(int chatstate, int type, char *message);
- void trap_BotRemoveConsoleMessage(int chatstate, int handle);
- int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm);
- int trap_BotNumConsoleMessages(int chatstate);
- void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
- int trap_BotNumInitialChats(int chatstate, char *type);
- int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
- int trap_BotChatLength(int chatstate);
- void trap_BotEnterChat(int chatstate, int client, int sendto);
- void trap_BotGetChatMessage(int chatstate, char *buf, int size);
- int trap_StringContains(char *str1, char *str2, int casesensitive);
- int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context);
- void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size);
- void trap_UnifyWhiteSpaces(char *string);
- void trap_BotReplaceSynonyms(char *string, unsigned long int context);
- int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname);
- void trap_BotSetChatGender(int chatstate, int gender);
- void trap_BotSetChatName(int chatstate, char *name, int client);
- void trap_BotResetGoalState(int goalstate);
- void trap_BotRemoveFromAvoidGoals(int goalstate, int number);
- void trap_BotResetAvoidGoals(int goalstate);
- void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal);
- void trap_BotPopGoal(int goalstate);
- void trap_BotEmptyGoalStack(int goalstate);
- void trap_BotDumpAvoidGoals(int goalstate);
- void trap_BotDumpGoalStack(int goalstate);
- void trap_BotGoalName(int number, char *name, int size);
- int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal);
- int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal);
- int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags);
- int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime);
- int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal);
- int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal);
- int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal);
- int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal);
- int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal);
- float trap_BotAvoidGoalTime(int goalstate, int number);
- void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime);
- void trap_BotInitLevelItems(void);
- void trap_BotUpdateEntityItems(void);
- int trap_BotLoadItemWeights(int goalstate, char *filename);
- void trap_BotFreeItemWeights(int goalstate);
- void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
- void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename);
- void trap_BotMutateGoalFuzzyLogic(int goalstate, float range);
- int trap_BotAllocGoalState(int state);
- void trap_BotFreeGoalState(int handle);
- void trap_BotResetMoveState(int movestate);
- void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags);
- int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
- void trap_BotResetAvoidReach(int movestate);
- void trap_BotResetLastAvoidReach(int movestate);
- int trap_BotReachabilityArea(vec3_t origin, int testground);
- int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target);
- int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target);
- int trap_BotAllocMoveState(void);
- void trap_BotFreeMoveState(int handle);
- void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove);
- void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type);
- int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory);
- void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo);
- int trap_BotLoadWeaponWeights(int weaponstate, char *filename);
- int trap_BotAllocWeaponState(void);
- void trap_BotFreeWeaponState(int weaponstate);
- void trap_BotResetWeaponState(int weaponstate);
- int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child);
- void trap_SnapVector( float *v );
- int trap_SP_GetStringTextString(const char *text, char *buffer, int bufferLength);
- qboolean trap_ROFF_Clean( void );
- void trap_ROFF_UpdateEntities( void );
- int trap_ROFF_Cache( char *file );
- qboolean trap_ROFF_Play( int entID, int roffID, qboolean doTranslation );
- qboolean trap_ROFF_Purge_Ent( int entID );
- //rww - dynamic vm memory allocation!
- void trap_TrueMalloc(void **ptr, int size);
- void trap_TrueFree(void **ptr);
- //rww - icarus traps
- int trap_ICARUS_RunScript( gentity_t *ent, const char *name );
- qboolean trap_ICARUS_RegisterScript( const char *name, qboolean bCalledDuringInterrogate);
- void trap_ICARUS_Init( void );
- qboolean trap_ICARUS_ValidEnt( gentity_t *ent );
- qboolean trap_ICARUS_IsInitialized( int entID );
- qboolean trap_ICARUS_MaintainTaskManager( int entID );
- qboolean trap_ICARUS_IsRunning( int entID );
- qboolean trap_ICARUS_TaskIDPending(gentity_t *ent, int taskID);
- void trap_ICARUS_InitEnt( gentity_t *ent );
- void trap_ICARUS_FreeEnt( gentity_t *ent );
- void trap_ICARUS_AssociateEnt( gentity_t *ent );
- void trap_ICARUS_Shutdown( void );
- void trap_ICARUS_TaskIDSet(gentity_t *ent, int taskType, int taskID);
- void trap_ICARUS_TaskIDComplete(gentity_t *ent, int taskType);
- void trap_ICARUS_SetVar(int taskID, int entID, const char *type_name, const char *data);
- int trap_ICARUS_VariableDeclared(const char *type_name);
- int trap_ICARUS_GetFloatVariable( const char *name, float *value );
- int trap_ICARUS_GetStringVariable( const char *name, const char *value );
- int trap_ICARUS_GetVectorVariable( const char *name, const vec3_t value );
- //rww - BEGIN NPC NAV TRAPS
- void trap_Nav_Init( void );
- void trap_Nav_Free( void );
- qboolean trap_Nav_Load( const char *filename, int checksum );
- qboolean trap_Nav_Save( const char *filename, int checksum );
- int trap_Nav_AddRawPoint( vec3_t point, int flags, int radius );
- void trap_Nav_CalculatePaths( qboolean recalc ); //recalc = qfalse
- void trap_Nav_HardConnect( int first, int second );
- void trap_Nav_ShowNodes( void );
- void trap_Nav_ShowEdges( void );
- void trap_Nav_ShowPath( int start, int end );
- int trap_Nav_GetNearestNode( gentity_t *ent, int lastID, int flags, int targetID );
- int trap_Nav_GetBestNode( int startID, int endID, int rejectID ); //rejectID = NODE_NONE
- int trap_Nav_GetNodePosition( int nodeID, vec3_t out );
- int trap_Nav_GetNodeNumEdges( int nodeID );
- int trap_Nav_GetNodeEdge( int nodeID, int edge );
- int trap_Nav_GetNumNodes( void );
- qboolean trap_Nav_Connected( int startID, int endID );
- int trap_Nav_GetPathCost( int startID, int endID );
- int trap_Nav_GetEdgeCost( int startID, int endID );
- int trap_Nav_GetProjectedNode( vec3_t origin, int nodeID );
- void trap_Nav_CheckFailedNodes( gentity_t *ent );
- void trap_Nav_AddFailedNode( gentity_t *ent, int nodeID );
- qboolean trap_Nav_NodeFailed( gentity_t *ent, int nodeID );
- qboolean trap_Nav_NodesAreNeighbors( int startID, int endID );
- void trap_Nav_ClearFailedEdge( failedEdge_t *failedEdge );
- void trap_Nav_ClearAllFailedEdges( void );
- int trap_Nav_EdgeFailed( int startID, int endID );
- void trap_Nav_AddFailedEdge( int entID, int startID, int endID );
- qboolean trap_Nav_CheckFailedEdge( failedEdge_t *failedEdge );
- void trap_Nav_CheckAllFailedEdges( void );
- qboolean trap_Nav_RouteBlocked( int startID, int testEdgeID, int endID, int rejectRank );
- int trap_Nav_GetBestNodeAltRoute( int startID, int endID, int *pathCost, int rejectID ); //rejectID = NODE_NONE
- int trap_Nav_GetBestNodeAltRoute2( int startID, int endID, int rejectID ); //rejectID = NODE_NONE
- int trap_Nav_GetBestPathBetweenEnts( gentity_t *ent, gentity_t *goal, int flags );
- int trap_Nav_GetNodeRadius( int nodeID );
- void trap_Nav_CheckBlockedEdges( void );
- void trap_Nav_ClearCheckedNodes( void );
- int trap_Nav_CheckedNode(int wayPoint, int ent); //return int was byte
- void trap_Nav_SetCheckedNode(int wayPoint, int ent, int value); //int value was byte value
- void trap_Nav_FlagAllNodes( int newFlag );
- qboolean trap_Nav_GetPathsCalculated(void);
- void trap_Nav_SetPathsCalculated(qboolean newVal);
- //rww - END NPC NAV TRAPS
- void trap_SV_RegisterSharedMemory(char *memory);
- void trap_SetActiveSubBSP(int index);
- int trap_CM_RegisterTerrain(const char *config);
- void trap_RMG_Init(int terrainID);
- void trap_Bot_UpdateWaypoints(int wpnum, wpobject_t **wps);
- void trap_Bot_CalculatePaths(int rmg);
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