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  1. // Copyright (C) 1999-2000 Id Software, Inc.
  2. //
  3. // g_local.h -- local definitions for game module
  4.  
  5. #include "q_shared.h"
  6. #include "bg_public.h"
  7. #include "bg_vehicles.h"
  8. #include "g_public.h"
  9.  
  10. #ifndef __LCC__
  11. #define GAME_INLINE ID_INLINE
  12. #else
  13. #define GAME_INLINE //none
  14. #endif
  15.  
  16. typedef struct gentity_s gentity_t;
  17. typedef struct gclient_s gclient_t;
  18.  
  19. //npc stuff
  20. #include "b_public.h"
  21.  
  22. extern int gPainMOD;
  23. extern int gPainHitLoc;
  24. extern vec3_t gPainPoint;
  25.  
  26. //==================================================================
  27.  
  28. // the "gameversion" client command will print this plus compile date
  29. #define GAMEVERSION "TestMod"
  30.  
  31. #define BODY_QUEUE_SIZE     8
  32.  
  33. #ifndef INFINITE
  34. #define INFINITE            1000000
  35. #endif
  36.  
  37. #define FRAMETIME           100                 // msec
  38. #define CARNAGE_REWARD_TIME 3000
  39. #define REWARD_SPRITE_TIME  2000
  40.  
  41. #define INTERMISSION_DELAY_TIME 1000
  42. #define SP_INTERMISSION_DELAY_TIME  5000
  43.  
  44. //primarily used by NPCs
  45. #define START_TIME_LINK_ENTS        FRAMETIME*1 // time-delay after map start at which all ents have been spawned, so can link them
  46. #define START_TIME_FIND_LINKS       FRAMETIME*2 // time-delay after map start at which you can find linked entities
  47. #define START_TIME_MOVERS_SPAWNED   FRAMETIME*2 // time-delay after map start at which all movers should be spawned
  48. #define START_TIME_REMOVE_ENTS      FRAMETIME*3 // time-delay after map start to remove temporary ents
  49. #define START_TIME_NAV_CALC         FRAMETIME*4 // time-delay after map start to connect waypoints and calc routes
  50. #define START_TIME_FIND_WAYPOINT    FRAMETIME*5 // time-delay after map start after which it's okay to try to find your best waypoint
  51.  
  52. // gentity->flags
  53. #define FL_GODMODE              0x00000010
  54. #define FL_NOTARGET             0x00000020
  55. #define FL_TEAMSLAVE            0x00000400  // not the first on the team
  56. #define FL_NO_KNOCKBACK         0x00000800
  57. #define FL_DROPPED_ITEM         0x00001000
  58. #define FL_NO_BOTS              0x00002000  // spawn point not for bot use
  59. #define FL_NO_HUMANS            0x00004000  // spawn point just for bots
  60. #define FL_FORCE_GESTURE        0x00008000  // force gesture on client
  61. #define FL_INACTIVE             0x00010000  // inactive
  62. #define FL_NAVGOAL              0x00020000  // for npc nav stuff
  63. #define FL_DONT_SHOOT           0x00040000
  64. #define FL_SHIELDED             0x00080000
  65. #define FL_UNDYING              0x00100000  // takes damage down to 1, but never dies
  66.  
  67. //ex-eFlags -rww
  68. #define FL_BOUNCE               0x00100000      // for missiles
  69. #define FL_BOUNCE_HALF          0x00200000      // for missiles
  70. #define FL_BOUNCE_SHRAPNEL      0x00400000      // special shrapnel flag
  71.  
  72. //vehicle game-local stuff -rww
  73. #define FL_VEH_BOARDING         0x00800000      // special shrapnel flag
  74.  
  75. //breakable flags -rww
  76. #define FL_DMG_BY_SABER_ONLY        0x01000000 //only take dmg from saber
  77. #define FL_DMG_BY_HEAVY_WEAP_ONLY   0x02000000 //only take dmg from explosives
  78.  
  79. #define FL_BBRUSH                   0x04000000 //I am a breakable brush
  80.  
  81. #ifndef FINAL_BUILD
  82. #define DEBUG_SABER_BOX
  83. #endif
  84.  
  85. #define MAX_G_SHARED_BUFFER_SIZE        8192
  86. extern char gSharedBuffer[MAX_G_SHARED_BUFFER_SIZE];
  87.  
  88. // movers are things like doors, plats, buttons, etc
  89. typedef enum {
  90.     MOVER_POS1,
  91.     MOVER_POS2,
  92.     MOVER_1TO2,
  93.     MOVER_2TO1
  94. } moverState_t;
  95.  
  96. #define SP_PODIUM_MODEL     "models/mapobjects/podium/podium4.md3"
  97.  
  98. typedef enum
  99. {
  100.     HL_NONE = 0,
  101.     HL_FOOT_RT,
  102.     HL_FOOT_LT,
  103.     HL_LEG_RT,
  104.     HL_LEG_LT,
  105.     HL_WAIST,
  106.     HL_BACK_RT,
  107.     HL_BACK_LT,
  108.     HL_BACK,
  109.     HL_CHEST_RT,
  110.     HL_CHEST_LT,
  111.     HL_CHEST,
  112.     HL_ARM_RT,
  113.     HL_ARM_LT,
  114.     HL_HAND_RT,
  115.     HL_HAND_LT,
  116.     HL_HEAD,
  117.     HL_GENERIC1,
  118.     HL_GENERIC2,
  119.     HL_GENERIC3,
  120.     HL_GENERIC4,
  121.     HL_GENERIC5,
  122.     HL_GENERIC6,
  123.     HL_MAX
  124. } hitLocation_t;
  125.  
  126. //============================================================================
  127. extern void *precachedKyle;
  128. extern void *g2SaberInstance;
  129.  
  130. extern qboolean gEscaping;
  131. extern int gEscapeTime;
  132.  
  133. struct gentity_s {
  134.     //rww - entstate must be first, to correspond with the bg shared entity structure
  135.     entityState_t   s;              // communicated by server to clients
  136.     playerState_t   *playerState;   //ptr to playerstate if applicable (for bg ents)
  137.     Vehicle_t       *m_pVehicle; //vehicle data
  138.     void            *ghoul2; //g2 instance
  139.     int             localAnimIndex; //index locally (game/cgame) to anim data for this skel
  140.     vec3_t          modelScale; //needed for g2 collision
  141.  
  142.     //From here up must be the same as centity_t/bgEntity_t
  143.  
  144.     entityShared_t  r;              // shared by both the server system and game
  145.  
  146.     //rww - these are shared icarus things. They must be in this order as well in relation to the entityshared structure.
  147.     int             taskID[NUM_TIDS];
  148.     parms_t         *parms;
  149.     char            *behaviorSet[NUM_BSETS];
  150.     char            *script_targetname;
  151.     int             delayScriptTime;
  152.     char            *fullName;
  153.  
  154.     //rww - targetname and classname are now shared as well. ICARUS needs access to them.
  155.     char            *targetname;
  156.     char            *classname;         // set in QuakeEd
  157.  
  158.     //rww - and yet more things to share. This is because the nav code is in the exe because it's all C++.
  159.     int             waypoint;           //Set once per frame, if you've moved, and if someone asks
  160.     int             lastWaypoint;       //To make sure you don't double-back
  161.     int             lastValidWaypoint;  //ALWAYS valid -used for tracking someone you lost
  162.     int             noWaypointTime;     //Debouncer - so don't keep checking every waypoint in existance every frame that you can't find one
  163.     int             combatPoint;
  164.     int             failedWaypoints[MAX_FAILED_NODES];
  165.     int             failedWaypointCheckTime;
  166.  
  167.     int             next_roff_time; //rww - npc's need to know when they're getting roff'd
  168.  
  169.     // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
  170.     // EXPECTS THE FIELDS IN THAT ORDER!
  171.     //================================
  172.  
  173.     struct gclient_s    *client;            // NULL if not a client
  174.  
  175.     gNPC_t      *NPC;//Only allocated if the entity becomes an NPC
  176.     int         cantHitEnemyCounter;//HACK - Makes them look for another enemy on the same team if the one they're after can't be hit
  177.  
  178.     qboolean    noLumbar; //see note in cg_local.h
  179.  
  180.     qboolean    inuse;
  181.  
  182.     int         lockCount; //used by NPCs
  183.  
  184.     int         spawnflags;         // set in QuakeEd
  185.  
  186.     int         teamnodmg;          // damage will be ignored if it comes from this team
  187.  
  188.     char        *roffname;          // set in QuakeEd
  189.     char        *rofftarget;        // set in QuakeEd
  190.  
  191.     char        *healingclass; //set in quakeed
  192.     char        *healingsound; //set in quakeed
  193.     int         healingrate; //set in quakeed
  194.     int         healingDebounce; //debounce for generic object healing shiz
  195.  
  196.     char        *ownername;
  197.  
  198.     int         objective;
  199.     int         side;
  200.  
  201.     int         passThroughNum;     // set to index to pass through (+1) for missiles
  202.  
  203.     int         aimDebounceTime;
  204.     int         painDebounceTime;
  205.     int         attackDebounceTime;
  206.     int         alliedTeam;         // only useable by this team, never target this team
  207.  
  208.     int         roffid;             // if roffname != NULL then set on spawn
  209.  
  210.     qboolean    neverFree;          // if true, FreeEntity will only unlink
  211.                                     // bodyque uses this
  212.  
  213.     int         flags;              // FL_* variables
  214.  
  215.     char        *model;
  216.     char        *model2;
  217.     int         freetime;           // level.time when the object was freed
  218.    
  219.     int         eventTime;          // events will be cleared EVENT_VALID_MSEC after set
  220.     qboolean    freeAfterEvent;
  221.     qboolean    unlinkAfterEvent;
  222.  
  223.     qboolean    physicsObject;      // if true, it can be pushed by movers and fall off edges
  224.                                     // all game items are physicsObjects,
  225.     float       physicsBounce;      // 1.0 = continuous bounce, 0.0 = no bounce
  226.     int         clipmask;           // brushes with this content value will be collided against
  227.                                     // when moving.  items and corpses do not collide against
  228.                                     // players, for instance
  229.  
  230. //Only used by NPC_spawners
  231.     char        *NPC_type;
  232.     char        *NPC_targetname;
  233.     char        *NPC_target;
  234.  
  235.     // movers
  236.     moverState_t moverState;
  237.     int         soundPos1;
  238.     int         sound1to2;
  239.     int         sound2to1;
  240.     int         soundPos2;
  241.     int         soundLoop;
  242.     gentity_t   *parent;
  243.     gentity_t   *nextTrain;
  244.     gentity_t   *prevTrain;
  245.     vec3_t      pos1, pos2;
  246.  
  247.     //for npc's
  248.     vec3_t      pos3;
  249.  
  250.     char        *message;
  251.  
  252.     int         timestamp;      // body queue sinking, etc
  253.  
  254.     float       angle;          // set in editor, -1 = up, -2 = down
  255.     char        *target;
  256.     char        *target2;
  257.     char        *target3;       //For multiple targets, not used for firing/triggering/using, though, only for path branches
  258.     char        *target4;       //For multiple targets, not used for firing/triggering/using, though, only for path branches
  259.     char        *target5;       //mainly added for siege items
  260.     char        *target6;       //mainly added for siege items
  261.  
  262.     char        *team;
  263.     char        *targetShaderName;
  264.     char        *targetShaderNewName;
  265.     gentity_t   *target_ent;
  266.  
  267.     char        *closetarget;
  268.     char        *opentarget;
  269.     char        *paintarget;
  270.  
  271.     char        *goaltarget;
  272.     char        *idealclass;
  273.  
  274.     float       radius;
  275.  
  276.     int         maxHealth; //used as a base for crosshair health display
  277.  
  278.     float       speed;
  279.     vec3_t      movedir;
  280.     float       mass;
  281.     int         setTime;
  282.  
  283. //Think Functions
  284.     int         nextthink;
  285.     void        (*think)(gentity_t *self);
  286.     void        (*reached)(gentity_t *self);    // movers call this when hitting endpoint
  287.     void        (*blocked)(gentity_t *self, gentity_t *other);
  288.     void        (*touch)(gentity_t *self, gentity_t *other, trace_t *trace);
  289.     void        (*use)(gentity_t *self, gentity_t *other, gentity_t *activator);
  290.     void        (*pain)(gentity_t *self, gentity_t *attacker, int damage);
  291.     void        (*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
  292.  
  293.     int         pain_debounce_time;
  294.     int         fly_sound_debounce_time;    // wind tunnel
  295.     int         last_move_time;
  296.  
  297. //Health and damage fields
  298.     int         health;
  299.     qboolean    takedamage;
  300.     material_t  material;
  301.  
  302.     int         damage;
  303.     int         dflags;
  304.     int         splashDamage;   // quad will increase this without increasing radius
  305.     int         splashRadius;
  306.     int         methodOfDeath;
  307.     int         splashMethodOfDeath;
  308.  
  309.     int         locationDamage[HL_MAX];     // Damage accumulated on different body locations
  310.  
  311.     int         count;
  312.     int         bounceCount;
  313.     qboolean    alt_fire;
  314.  
  315.     gentity_t   *chain;
  316.     gentity_t   *enemy;
  317.     gentity_t   *lastEnemy;
  318.     gentity_t   *activator;
  319.     gentity_t   *teamchain;     // next entity in team
  320.     gentity_t   *teammaster;    // master of the team
  321.  
  322.     int         watertype;
  323.     int         waterlevel;
  324.  
  325.     int         noise_index;
  326.  
  327.     // timing variables
  328.     float       wait;
  329.     float       random;
  330.     int         delay;
  331.  
  332.     //generic values used by various entities for different purposes.
  333.     int         genericValue1;
  334.     int         genericValue2;
  335.     int         genericValue3;
  336.     int         genericValue4;
  337.     int         genericValue5;
  338.     int         genericValue6;
  339.     int         genericValue7;
  340.     int         genericValue8;
  341.     int         genericValue9;
  342.     int         genericValue10;
  343.     int         genericValue11;
  344.     int         genericValue12;
  345.     int         genericValue13;
  346.     int         genericValue14;
  347.     int         genericValue15;
  348.  
  349.     char        *soundSet;
  350.  
  351.     qboolean    isSaberEntity;
  352.  
  353.     int         damageRedirect; //if entity takes damage, redirect to..
  354.     int         damageRedirectTo; //this entity number
  355.  
  356.     vec3_t      epVelocity;
  357.     float       epGravFactor;
  358.  
  359.     gitem_t     *item;          // for bonus items
  360.    
  361.     int killStreak;
  362. };
  363.  
  364. #define DAMAGEREDIRECT_HEAD     1
  365. #define DAMAGEREDIRECT_RLEG     2
  366. #define DAMAGEREDIRECT_LLEG     3
  367.  
  368. typedef enum {
  369.     CON_DISCONNECTED,
  370.     CON_CONNECTING,
  371.     CON_CONNECTED
  372. } clientConnected_t;
  373.  
  374. typedef enum {
  375.     SPECTATOR_NOT,
  376.     SPECTATOR_FREE,
  377.     SPECTATOR_FOLLOW,
  378.     SPECTATOR_SCOREBOARD
  379. } spectatorState_t;
  380.  
  381. typedef enum {
  382.     TEAM_BEGIN,     // Beginning a team game, spawn at base
  383.     TEAM_ACTIVE     // Now actively playing
  384. } playerTeamStateState_t;
  385.  
  386. typedef struct {
  387.     playerTeamStateState_t  state;
  388.  
  389.     int         location;
  390.  
  391.     int         captures;
  392.     int         basedefense;
  393.     int         carrierdefense;
  394.     int         flagrecovery;
  395.     int         fragcarrier;
  396.     int         assists;
  397.  
  398.     float       lasthurtcarrier;
  399.     float       lastreturnedflag;
  400.     float       flagsince;
  401.     float       lastfraggedcarrier;
  402. } playerTeamState_t;
  403.  
  404. // the auto following clients don't follow a specific client
  405. // number, but instead follow the first two active players
  406. #define FOLLOW_ACTIVE1  -1
  407. #define FOLLOW_ACTIVE2  -2
  408.  
  409. // client data that stays across multiple levels or tournament restarts
  410. // this is achieved by writing all the data to cvar strings at game shutdown
  411. // time and reading them back at connection time.  Anything added here
  412. // MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
  413. typedef struct {
  414.     team_t      sessionTeam;
  415.     int         spectatorTime;      // for determining next-in-line to play
  416.     spectatorState_t    spectatorState;
  417.     int         spectatorClient;    // for chasecam and follow mode
  418.     int         wins, losses;       // tournament stats
  419.     int         selectedFP;         // check against this, if doesn't match value in playerstate then update userinfo
  420.     int         saberLevel;         // similar to above method, but for current saber attack level
  421.     int         setForce;           // set to true once player is given the chance to set force powers
  422.     int         updateUITime;       // only update userinfo for FP/SL if < level.time
  423.     qboolean    teamLeader;         // true when this client is a team leader
  424.     char        siegeClass[64];
  425.     char        saberType[64];
  426.     char        saber2Type[64];
  427.     int         duelTeam;
  428.     int         siegeDesiredTeam;
  429. } clientSession_t;
  430.  
  431. // playerstate mGameFlags
  432. #define PSG_VOTED               (1<<0)      // already cast a vote
  433. #define PSG_TEAMVOTED           (1<<1)      // already cast a team vote
  434.  
  435. //
  436. #define MAX_NETNAME         36
  437. #define MAX_VOTE_COUNT      3
  438.  
  439. // client data that stays across multiple respawns, but is cleared
  440. // on each level change or team change at ClientBegin()
  441. typedef struct {
  442.     clientConnected_t   connected; 
  443.     usercmd_t   cmd;                // we would lose angles if not persistant
  444.     qboolean    localClient;        // true if "ip" info key is "localhost"
  445.     qboolean    initialSpawn;       // the first spawn should be at a cool location
  446.     qboolean    predictItemPickup;  // based on cg_predictItems userinfo
  447.     qboolean    pmoveFixed;         //
  448.     char        netname[MAX_NETNAME];
  449.     int         netnameTime;                // Last time the name was changed
  450.     int         maxHealth;          // for handicapping
  451.     int         enterTime;          // level.time the client entered the game
  452.     playerTeamState_t teamState;    // status in teamplay games
  453.     int         voteCount;          // to prevent people from constantly calling votes
  454.     int         teamVoteCount;      // to prevent people from constantly calling votes
  455.     qboolean    teamInfo;           // send team overlay updates?
  456. } clientPersistant_t;
  457.  
  458. typedef struct renderInfo_s
  459. {
  460.     //In whole degrees, How far to let the different model parts yaw and pitch
  461.     int     headYawRangeLeft;
  462.     int     headYawRangeRight;
  463.     int     headPitchRangeUp;
  464.     int     headPitchRangeDown;
  465.  
  466.     int     torsoYawRangeLeft;
  467.     int     torsoYawRangeRight;
  468.     int     torsoPitchRangeUp;
  469.     int     torsoPitchRangeDown;
  470.  
  471.     int     legsFrame;
  472.     int     torsoFrame;
  473.  
  474.     float   legsFpsMod;
  475.     float   torsoFpsMod;
  476.  
  477.     //Fields to apply to entire model set, individual model's equivalents will modify this value
  478.     vec3_t  customRGB;//Red Green Blue, 0 = don't apply
  479.     int     customAlpha;//Alpha to apply, 0 = none?
  480.  
  481.     //RF?
  482.     int         renderFlags;
  483.  
  484.     //
  485.     vec3_t      muzzlePoint;
  486.     vec3_t      muzzleDir;
  487.     vec3_t      muzzlePointOld;
  488.     vec3_t      muzzleDirOld;
  489.     //vec3_t        muzzlePointNext;    // Muzzle point one server frame in the future!
  490.     //vec3_t        muzzleDirNext;
  491.     int         mPCalcTime;//Last time muzzle point was calced
  492.  
  493.     //
  494.     float       lockYaw;//
  495.  
  496.     //
  497.     vec3_t      headPoint;//Where your tag_head is
  498.     vec3_t      headAngles;//where the tag_head in the torso is pointing
  499.     vec3_t      handRPoint;//where your right hand is
  500.     vec3_t      handLPoint;//where your left hand is
  501.     vec3_t      crotchPoint;//Where your crotch is
  502.     vec3_t      footRPoint;//where your right hand is
  503.     vec3_t      footLPoint;//where your left hand is
  504.     vec3_t      torsoPoint;//Where your chest is
  505.     vec3_t      torsoAngles;//Where the chest is pointing
  506.     vec3_t      eyePoint;//Where your eyes are
  507.     vec3_t      eyeAngles;//Where your eyes face
  508.     int         lookTarget;//Which ent to look at with lookAngles
  509.     lookMode_t  lookMode;
  510.     int         lookTargetClearTime;//Time to clear the lookTarget
  511.     int         lastVoiceVolume;//Last frame's voice volume
  512.     vec3_t      lastHeadAngles;//Last headAngles, NOT actual facing of head model
  513.     vec3_t      headBobAngles;//headAngle offsets
  514.     vec3_t      targetHeadBobAngles;//head bob angles will try to get to targetHeadBobAngles
  515.     int         lookingDebounceTime;//When we can stop using head looking angle behavior
  516.     float       legsYaw;//yaw angle your legs are actually rendering at
  517.  
  518.     //for tracking legitimate bolt indecies
  519.     void        *lastG2; //if it doesn't match ent->ghoul2, the bolts are considered invalid.
  520.     int         headBolt;
  521.     int         handRBolt;
  522.     int         handLBolt;
  523.     int         torsoBolt;
  524.     int         crotchBolt;
  525.     int         footRBolt;
  526.     int         footLBolt;
  527.     int         motionBolt;
  528.  
  529.     int         boltValidityTime;
  530. } renderInfo_t;
  531.  
  532. // this structure is cleared on each ClientSpawn(),
  533. // except for 'client->pers' and 'client->sess'
  534. struct gclient_s {
  535.     // ps MUST be the first element, because the server expects it
  536.     playerState_t   ps;             // communicated by server to clients
  537.  
  538.     // the rest of the structure is private to game
  539.     clientPersistant_t  pers;
  540.     clientSession_t     sess;
  541.  
  542.     saberInfo_t saber[MAX_SABERS];
  543.     void        *weaponGhoul2[MAX_SABERS];
  544.  
  545.     int         tossableItemDebounce;
  546.  
  547.     int         bodyGrabTime;
  548.     int         bodyGrabIndex;
  549.  
  550.     int         pushEffectTime;
  551.  
  552.     int         invulnerableTimer;
  553.  
  554.     int         saberCycleQueue;
  555.  
  556.     int         legsAnimExecute;
  557.     int         torsoAnimExecute;
  558.     qboolean    legsLastFlip;
  559.     qboolean    torsoLastFlip;
  560.  
  561.     qboolean    readyToExit;        // wishes to leave the intermission
  562.  
  563.     qboolean    noclip;
  564.  
  565.     int         lastCmdTime;        // level.time of last usercmd_t, for EF_CONNECTION
  566.                                     // we can't just use pers.lastCommand.time, because
  567.                                     // of the g_sycronousclients case
  568.     int         buttons;
  569.     int         oldbuttons;
  570.     int         latched_buttons;
  571.  
  572.     vec3_t      oldOrigin;
  573.  
  574.     // sum up damage over an entire frame, so
  575.     // shotgun blasts give a single big kick
  576.     int         damage_armor;       // damage absorbed by armor
  577.     int         damage_blood;       // damage taken out of health
  578.     int         damage_knockback;   // impact damage
  579.     vec3_t      damage_from;        // origin for vector calculation
  580.     qboolean    damage_fromWorld;   // if true, don't use the damage_from vector
  581.  
  582.     int         damageBoxHandle_Head; //entity number of head damage box
  583.     int         damageBoxHandle_RLeg; //entity number of right leg damage box
  584.     int         damageBoxHandle_LLeg; //entity number of left leg damage box
  585.  
  586.     int         accurateCount;      // for "impressive" reward sound
  587.  
  588.     int         accuracy_shots;     // total number of shots
  589.     int         accuracy_hits;      // total number of hits
  590.  
  591.     //
  592.     int         lastkilled_client;  // last client that this client killed
  593.     int         lasthurt_client;    // last client that damaged this client
  594.     int         lasthurt_mod;       // type of damage the client did
  595.  
  596.     // timers
  597.     int         respawnTime;        // can respawn when time > this, force after g_forcerespwan
  598.     int         inactivityTime;     // kick players when time > this
  599.     qboolean    inactivityWarning;  // qtrue if the five seoond warning has been given
  600.     int         rewardTime;         // clear the EF_AWARD_IMPRESSIVE, etc when time > this
  601.  
  602.     int         airOutTime;
  603.  
  604.     int         lastKillTime;       // for multiple kill rewards
  605.  
  606.     qboolean    fireHeld;           // used for hook
  607.     gentity_t   *hook;              // grapple hook if out
  608.  
  609.     int         switchTeamTime;     // time the player switched teams
  610.  
  611.     int         switchDuelTeamTime;     // time the player switched duel teams
  612.  
  613.     int         switchClassTime;    // class changed debounce timer
  614.  
  615.     // timeResidual is used to handle events that happen every second
  616.     // like health / armor countdowns and regeneration
  617.     int         timeResidual;
  618.  
  619.     char        *areabits;
  620.  
  621.     int         g2LastSurfaceHit; //index of surface hit during the most recent ghoul2 collision performed on this client.
  622.     int         g2LastSurfaceTime; //time when the surface index was set (to make sure it's up to date)
  623.  
  624.     int         corrTime;
  625.  
  626.     vec3_t      lastHeadAngles;
  627.     int         lookTime;
  628.  
  629.     int         brokenLimbs;
  630.  
  631.     qboolean    noCorpse; //don't leave a corpse on respawn this time.
  632.  
  633.     int         jetPackTime;
  634.  
  635.     qboolean    jetPackOn;
  636.     int         jetPackToggleTime;
  637.     int         jetPackDebRecharge;
  638.     int         jetPackDebReduce;
  639.  
  640.     int         cloakToggleTime;
  641.     int         cloakDebRecharge;
  642.     int         cloakDebReduce;
  643.  
  644.     int         saberStoredIndex; //stores saberEntityNum from playerstate for when it's set to 0 (indicating saber was knocked out of the air)
  645.  
  646.     int         saberKnockedTime; //if saber gets knocked away, can't pull it back until this value is < level.time
  647.  
  648.     vec3_t      olderSaberBase; //Set before lastSaberBase_Always, to whatever lastSaberBase_Always was previously
  649.     qboolean    olderIsValid;   //is it valid?
  650.  
  651.     vec3_t      lastSaberDir_Always; //every getboltmatrix, set to saber dir
  652.     vec3_t      lastSaberBase_Always; //every getboltmatrix, set to saber base
  653.     int         lastSaberStorageTime; //server time that the above two values were updated (for making sure they aren't out of date)
  654.  
  655.     qboolean    hasCurrentPosition; //are lastSaberTip and lastSaberBase valid?
  656.  
  657.     int         dangerTime;     // level.time when last attack occured
  658.  
  659.     int         idleTime;       //keep track of when to play an idle anim on the client.
  660.  
  661.     int         idleHealth;     //stop idling if health decreases
  662.     vec3_t      idleViewAngles; //stop idling if viewangles change
  663.  
  664.     int         forcePowerSoundDebounce; //if > level.time, don't do certain sound events again (drain sound, absorb sound, etc)
  665.  
  666.     char        modelname[MAX_QPATH];
  667.  
  668.     qboolean    fjDidJump;
  669.  
  670.     qboolean    ikStatus;
  671.  
  672.     int         throwingIndex;
  673.     int         beingThrown;
  674.     int         doingThrow;
  675.  
  676.     float       hiddenDist;//How close ents have to be to pick you up as an enemy
  677.     vec3_t      hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden)
  678.  
  679.     renderInfo_t    renderInfo;
  680.  
  681.     //mostly NPC stuff:
  682.     npcteam_t   playerTeam;
  683.     npcteam_t   enemyTeam;
  684.     char        *squadname;
  685.     gentity_t   *team_leader;
  686.     gentity_t   *leader;
  687.     gentity_t   *follower;
  688.     int         numFollowers;
  689.     gentity_t   *formationGoal;
  690.     int         nextFormGoal;
  691.     class_t     NPC_class;
  692.  
  693.     vec3_t      pushVec;
  694.     int         pushVecTime;
  695.  
  696.     int         siegeClass;
  697.     int         holdingObjectiveItem;
  698.  
  699.     //time values for when being healed/supplied by supplier class
  700.     int         isMedHealed;
  701.     int         isMedSupplied;
  702.  
  703.     //seperate debounce time for refilling someone's ammo as a supplier
  704.     int         medSupplyDebounce;
  705.  
  706.     //used in conjunction with ps.hackingTime
  707.     int         isHacking;
  708.     vec3_t      hackingAngles;
  709.  
  710.     //debounce time for sending extended siege data to certain classes
  711.     int         siegeEDataSend;
  712.  
  713.     int         ewebIndex; //index of e-web gun if spawned
  714.     int         ewebTime; //e-web use debounce
  715.     int         ewebHealth; //health of e-web (to keep track between deployments)
  716.  
  717.     int         inSpaceIndex; //ent index of space trigger if inside one
  718.     int         inSpaceSuffocation; //suffocation timer
  719.  
  720.     int         tempSpectate; //time to force spectator mode
  721.  
  722.     //keep track of last person kicked and the time so we don't hit multiple times per kick
  723.     int         jediKickIndex;
  724.     int         jediKickTime;
  725.  
  726.     //special moves (designed for kyle boss npc, but useable by players in mp)
  727.     int         grappleIndex;
  728.     int         grappleState;
  729.  
  730.     int         solidHack;
  731.  
  732.     int         noLightningTime;
  733.  
  734.     unsigned    mGameFlags;
  735.  
  736.     //fallen duelist
  737.     qboolean    iAmALoser;
  738.  
  739.     int         lastGenCmd;
  740.     int         lastGenCmdTime;
  741. };
  742.  
  743. //Interest points
  744.  
  745. #define MAX_INTEREST_POINTS     64
  746.  
  747. typedef struct
  748. {
  749.     vec3_t      origin;
  750.     char        *target;
  751. } interestPoint_t;
  752.  
  753. //Combat points
  754.  
  755. #define MAX_COMBAT_POINTS       512
  756.  
  757. typedef struct
  758. {
  759.     vec3_t      origin;
  760.     int         flags;
  761. //  char        *NPC_targetname;
  762. //  team_t      team;
  763.     qboolean    occupied;
  764.     int         waypoint;
  765.     int         dangerTime;
  766. } combatPoint_t;
  767.  
  768. // Alert events
  769.  
  770. #define MAX_ALERT_EVENTS    32
  771.  
  772. typedef enum
  773. {
  774.     AET_SIGHT,
  775.     AET_SOUND,
  776. } alertEventType_e;
  777.  
  778. typedef enum
  779. {
  780.     AEL_MINOR,          //Enemy responds to the sound, but only by looking
  781.     AEL_SUSPICIOUS,     //Enemy looks at the sound, and will also investigate it
  782.     AEL_DISCOVERED,     //Enemy knows the player is around, and will actively hunt
  783.     AEL_DANGER,         //Enemy should try to find cover
  784.     AEL_DANGER_GREAT,   //Enemy should run like hell!
  785. } alertEventLevel_e;
  786.  
  787. typedef struct alertEvent_s
  788. {
  789.     vec3_t              position;   //Where the event is located
  790.     float               radius;     //Consideration radius
  791.     alertEventLevel_e   level;      //Priority level of the event
  792.     alertEventType_e    type;       //Event type (sound,sight)
  793.     gentity_t           *owner;     //Who made the sound
  794.     float               light;      //ambient light level at point
  795.     float               addLight;   //additional light- makes it more noticable, even in darkness
  796.     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
  797.     int                 timestamp;  //when it was created
  798. } alertEvent_t;
  799.  
  800. //
  801. // this structure is cleared as each map is entered
  802. //
  803. typedef struct
  804. {
  805.     char    targetname[MAX_QPATH];
  806.     char    target[MAX_QPATH];
  807.     char    target2[MAX_QPATH];
  808.     char    target3[MAX_QPATH];
  809.     char    target4[MAX_QPATH];
  810.     int     nodeID;
  811. } waypointData_t;
  812.  
  813. typedef struct {
  814.     struct gclient_s    *clients;       // [maxclients]
  815.  
  816.     struct gentity_s    *gentities;
  817.     int         gentitySize;
  818.     int         num_entities;       // current number, <= MAX_GENTITIES
  819.  
  820.     int         warmupTime;         // restart match at this time
  821.  
  822.     fileHandle_t    logFile;
  823.  
  824.     // store latched cvars here that we want to get at often
  825.     int         maxclients;
  826.  
  827.     int         framenum;
  828.     int         time;                   // in msec
  829.     int         previousTime;           // so movers can back up when blocked
  830.  
  831.     int         startTime;              // level.time the map was started
  832.  
  833.     int         teamScores[TEAM_NUM_TEAMS];
  834.     int         lastTeamLocationTime;       // last time of client team location update
  835.  
  836.     qboolean    newSession;             // don't use any old session data, because
  837.                                         // we changed gametype
  838.  
  839.     qboolean    restarted;              // waiting for a map_restart to fire
  840.  
  841.     int         numConnectedClients;
  842.     int         numNonSpectatorClients; // includes connecting clients
  843.     int         numPlayingClients;      // connected, non-spectators
  844.     int         sortedClients[MAX_CLIENTS];     // sorted by score
  845.     int         follow1, follow2;       // clientNums for auto-follow spectators
  846.  
  847.     int         snd_fry;                // sound index for standing in lava
  848.  
  849.     int         snd_hack;               //hacking loop sound
  850.     int         snd_medHealed;          //being healed by supply class
  851.     int         snd_medSupplied;        //being supplied by supply class
  852.  
  853.     int         warmupModificationCount;    // for detecting if g_warmup is changed
  854.  
  855.     // voting state
  856.     char        voteString[MAX_STRING_CHARS];
  857.     char        voteDisplayString[MAX_STRING_CHARS];
  858.     int         voteTime;               // level.time vote was called
  859.     int         voteExecuteTime;        // time the vote is executed
  860.     int         voteYes;
  861.     int         voteNo;
  862.     int         numVotingClients;       // set by CalculateRanks
  863.  
  864.     qboolean    votingGametype;
  865.     int         votingGametypeTo;
  866.  
  867.     // team voting state
  868.     char        teamVoteString[2][MAX_STRING_CHARS];
  869.     int         teamVoteTime[2];        // level.time vote was called
  870.     int         teamVoteYes[2];
  871.     int         teamVoteNo[2];
  872.     int         numteamVotingClients[2];// set by CalculateRanks
  873.  
  874.     // spawn variables
  875.     qboolean    spawning;               // the G_Spawn*() functions are valid
  876.     int         numSpawnVars;
  877.     char        *spawnVars[MAX_SPAWN_VARS][2];  // key / value pairs
  878.     int         numSpawnVarChars;
  879.     char        spawnVarChars[MAX_SPAWN_VARS_CHARS];
  880.  
  881.     // intermission state
  882.     int         intermissionQueued;     // intermission was qualified, but
  883.                                         // wait INTERMISSION_DELAY_TIME before
  884.                                         // actually going there so the last
  885.                                         // frag can be watched.  Disable future
  886.                                         // kills during this delay
  887.     int         intermissiontime;       // time the intermission was started
  888.     char        *changemap;
  889.     qboolean    readyToExit;            // at least one client wants to exit
  890.     int         exitTime;
  891.     vec3_t      intermission_origin;    // also used for spectator spawns
  892.     vec3_t      intermission_angle;
  893.  
  894.     qboolean    locationLinked;         // target_locations get linked
  895.     gentity_t   *locationHead;          // head of the location list
  896.     int         bodyQueIndex;           // dead bodies
  897.     gentity_t   *bodyQue[BODY_QUEUE_SIZE];
  898.     int         portalSequence;
  899.  
  900.     alertEvent_t    alertEvents[ MAX_ALERT_EVENTS ];
  901.     int             numAlertEvents;
  902.     int             curAlertID;
  903.  
  904.     AIGroupInfo_t   groups[MAX_FRAME_GROUPS];
  905.  
  906.     //Interest points- squadmates automatically look at these if standing around and close to them
  907.     interestPoint_t interestPoints[MAX_INTEREST_POINTS];
  908.     int         numInterestPoints;
  909.  
  910.     //Combat points- NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point
  911.     combatPoint_t   combatPoints[MAX_COMBAT_POINTS];
  912.     int         numCombatPoints;
  913.  
  914.     //rwwRMG - added:
  915.     int         mNumBSPInstances;
  916.     int         mBSPInstanceDepth;
  917.     vec3_t      mOriginAdjust;
  918.     float       mRotationAdjust;
  919.     char        *mTargetAdjust;
  920.  
  921.     char        mTeamFilter[MAX_QPATH];
  922.  
  923. } level_locals_t;
  924.  
  925.  
  926. //
  927. // g_spawn.c
  928. //
  929. qboolean    G_SpawnString( const char *key, const char *defaultString, char **out );
  930. // spawn string returns a temporary reference, you must CopyString() if you want to keep it
  931. qboolean    G_SpawnFloat( const char *key, const char *defaultString, float *out );
  932. qboolean    G_SpawnInt( const char *key, const char *defaultString, int *out );
  933. qboolean    G_SpawnVector( const char *key, const char *defaultString, float *out );
  934. void        G_SpawnEntitiesFromString( qboolean inSubBSP );
  935. char *G_NewString( const char *string );
  936.  
  937. //
  938. // g_cmds.c
  939. //
  940. void Cmd_Score_f (gentity_t *ent);
  941. void StopFollowing( gentity_t *ent );
  942. void BroadcastTeamChange( gclient_t *client, int oldTeam );
  943. void SetTeam( gentity_t *ent, char *s );
  944. void Cmd_FollowCycle_f( gentity_t *ent, int dir );
  945. void Cmd_SaberAttackCycle_f(gentity_t *ent);
  946. int G_ItemUsable(playerState_t *ps, int forcedUse);
  947. void Cmd_ToggleSaber_f(gentity_t *ent);
  948. void Cmd_EngageDuel_f(gentity_t *ent);
  949.  
  950. gentity_t *G_GetDuelWinner(gclient_t *client);
  951.  
  952. //
  953. // g_items.c
  954. //
  955. void ItemUse_Binoculars(gentity_t *ent);
  956. void ItemUse_Shield(gentity_t *ent);
  957. void ItemUse_Sentry(gentity_t *ent);
  958.  
  959. void Jetpack_Off(gentity_t *ent);
  960. void Jetpack_On(gentity_t *ent);
  961. void ItemUse_Jetpack(gentity_t *ent);
  962. void ItemUse_UseCloak( gentity_t *ent );
  963. void ItemUse_UseDisp(gentity_t *ent, int type);
  964. void ItemUse_UseEWeb(gentity_t *ent);
  965. void G_PrecacheDispensers(void);
  966.  
  967. void ItemUse_Seeker(gentity_t *ent);
  968. void ItemUse_MedPack(gentity_t *ent);
  969. void ItemUse_MedPack_Big(gentity_t *ent);
  970.  
  971. void G_CheckTeamItems( void );
  972. void G_RunItem( gentity_t *ent );
  973. void RespawnItem( gentity_t *ent );
  974.  
  975. void UseHoldableItem( gentity_t *ent );
  976. void PrecacheItem (gitem_t *it);
  977. gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle );
  978. gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity );
  979. void SetRespawn (gentity_t *ent, float delay);
  980. void G_SpawnItem (gentity_t *ent, gitem_t *item);
  981. void FinishSpawningItem( gentity_t *ent );
  982. void Think_Weapon (gentity_t *ent);
  983. int ArmorIndex (gentity_t *ent);
  984. void    Add_Ammo (gentity_t *ent, int weapon, int count);
  985. void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace);
  986.  
  987. void ClearRegisteredItems( void );
  988. void RegisterItem( gitem_t *item );
  989. void SaveRegisteredItems( void );
  990.  
  991. //
  992. // g_utils.c
  993. //
  994. int     G_ModelIndex( const char *name );
  995. int     G_SoundIndex( const char *name );
  996. int     G_SoundSetIndex(const char *name);
  997. int     G_EffectIndex( const char *name );
  998. int     G_BSPIndex( const char *name );
  999. int     G_IconIndex( const char* name );
  1000.  
  1001. qboolean    G_PlayerHasCustomSkeleton(gentity_t *ent);
  1002.  
  1003. void    G_TeamCommand( team_t team, char *cmd );
  1004. void    G_ScaleNetHealth(gentity_t *self);
  1005. void    G_KillBox (gentity_t *ent);
  1006. gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
  1007. int     G_RadiusList ( vec3_t origin, float radius, gentity_t *ignore, qboolean takeDamage, gentity_t *ent_list[MAX_GENTITIES]);
  1008.  
  1009. void    G_Throw( gentity_t *targ, vec3_t newDir, float push );
  1010.  
  1011. void    G_FreeFakeClient(gclient_t **cl);
  1012. void    G_CreateFakeClient(int entNum, gclient_t **cl);
  1013. void    G_CleanAllFakeClients(void);
  1014.  
  1015. void    G_SetAnim(gentity_t *ent, usercmd_t *ucmd, int setAnimParts, int anim, int setAnimFlags, int blendTime);
  1016. gentity_t *G_PickTarget (char *targetname);
  1017. void    GlobalUse(gentity_t *self, gentity_t *other, gentity_t *activator);
  1018. void    G_UseTargets2( gentity_t *ent, gentity_t *activator, const char *string );
  1019. void    G_UseTargets (gentity_t *ent, gentity_t *activator);
  1020. void    G_SetMovedir ( vec3_t angles, vec3_t movedir);
  1021. void    G_SetAngles( gentity_t *ent, vec3_t angles );
  1022.  
  1023. void    G_InitGentity( gentity_t *e );
  1024. gentity_t   *G_Spawn (void);
  1025. gentity_t *G_TempEntity( vec3_t origin, int event );
  1026. gentity_t   *G_PlayEffect(int fxID, vec3_t org, vec3_t ang);
  1027. gentity_t   *G_PlayEffectID(const int fxID, vec3_t org, vec3_t ang);
  1028. gentity_t *G_ScreenShake(vec3_t org, gentity_t *target, float intensity, int duration, qboolean global);
  1029. void    G_MuteSound( int entnum, int channel );
  1030. void    G_Sound( gentity_t *ent, int channel, int soundIndex );
  1031. void    G_SoundAtLoc( vec3_t loc, int channel, int soundIndex );
  1032. void    G_EntitySound( gentity_t *ent, int channel, int soundIndex );
  1033. void    TryUse( gentity_t *ent );
  1034. void    G_SendG2KillQueue(void);
  1035. void    G_KillG2Queue(int entNum);
  1036. void    G_FreeEntity( gentity_t *e );
  1037. qboolean    G_EntitiesFree( void );
  1038.  
  1039. qboolean G_ActivateBehavior (gentity_t *self, int bset );
  1040.  
  1041. void    G_TouchTriggers (gentity_t *ent);
  1042. void    G_TouchSolids (gentity_t *ent);
  1043. void    GetAnglesForDirection( const vec3_t p1, const vec3_t p2, vec3_t out );
  1044.  
  1045. //
  1046. // g_object.c
  1047. //
  1048.  
  1049. extern void G_RunObject         ( gentity_t *ent );
  1050.  
  1051.  
  1052. float   *tv (float x, float y, float z);
  1053. char    *vtos( const vec3_t v );
  1054.  
  1055. void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm );
  1056. void G_AddEvent( gentity_t *ent, int event, int eventParm );
  1057. void G_SetOrigin( gentity_t *ent, vec3_t origin );
  1058. qboolean G_CheckInSolid (gentity_t *self, qboolean fix);
  1059. void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
  1060. const char *BuildShaderStateConfig(void);
  1061. /*
  1062. Ghoul2 Insert Start
  1063. */
  1064. int G_BoneIndex( const char *name );
  1065.  
  1066.  
  1067. qhandle_t   trap_R_RegisterSkin( const char *name );
  1068.  
  1069. // CG specific API access
  1070. void        trap_G2_ListModelSurfaces(void *ghlInfo);
  1071. void        trap_G2_ListModelBones(void *ghlInfo, int frame);
  1072. void        trap_G2_SetGhoul2ModelIndexes(void *ghoul2, qhandle_t *modelList, qhandle_t *skinList);
  1073. qboolean    trap_G2_HaveWeGhoul2Models(void *ghoul2);
  1074. qboolean    trap_G2API_GetBoltMatrix(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
  1075.                                 const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
  1076. qboolean    trap_G2API_GetBoltMatrix_NoReconstruct(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
  1077.                                 const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
  1078. qboolean    trap_G2API_GetBoltMatrix_NoRecNoRot(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
  1079.                                 const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
  1080. int         trap_G2API_InitGhoul2Model(void **ghoul2Ptr, const char *fileName, int modelIndex, qhandle_t customSkin,
  1081.                           qhandle_t customShader, int modelFlags, int lodBias);
  1082. qboolean    trap_G2API_SetSkin(void *ghoul2, int modelIndex, qhandle_t customSkin, qhandle_t renderSkin);
  1083.  
  1084. int         trap_G2API_Ghoul2Size ( void* ghlInfo );
  1085.  
  1086. int         trap_G2API_AddBolt(void *ghoul2, int modelIndex, const char *boneName);
  1087. void        trap_G2API_SetBoltInfo(void *ghoul2, int modelIndex, int boltInfo);
  1088.  
  1089. int         trap_G2API_CopyGhoul2Instance(void *g2From, void *g2To, int modelIndex);
  1090. void        trap_G2API_CopySpecificGhoul2Model(void *g2From, int modelFrom, void *g2To, int modelTo);
  1091. void        trap_G2API_DuplicateGhoul2Instance(void *g2From, void **g2To);
  1092. qboolean    trap_G2API_HasGhoul2ModelOnIndex(void *ghlInfo, int modelIndex);
  1093. qboolean    trap_G2API_RemoveGhoul2Model(void *ghlInfo, int modelIndex);
  1094. qboolean    trap_G2API_RemoveGhoul2Models(void *ghlInfo);
  1095. void        trap_G2API_CleanGhoul2Models(void **ghoul2Ptr);
  1096. void        trap_G2API_CollisionDetect ( CollisionRecord_t *collRecMap, void* ghoul2, const vec3_t angles, const vec3_t position,
  1097.                                 int frameNumber, int entNum, vec3_t rayStart, vec3_t rayEnd, vec3_t scale, int traceFlags, int useLod, float fRadius );
  1098. void        trap_G2API_CollisionDetectCache ( CollisionRecord_t *collRecMap, void* ghoul2, const vec3_t angles, const vec3_t position,
  1099.                                 int frameNumber, int entNum, vec3_t rayStart, vec3_t rayEnd, vec3_t scale, int traceFlags, int useLod, float fRadius );
  1100.  
  1101. qboolean    trap_G2API_SetBoneAngles(void *ghoul2, int modelIndex, const char *boneName, const vec3_t angles, const int flags,
  1102.                                 const int up, const int right, const int forward, qhandle_t *modelList,
  1103.                                 int blendTime , int currentTime );
  1104. void        trap_G2API_GetGLAName(void *ghoul2, int modelIndex, char *fillBuf);
  1105. qboolean    trap_G2API_SetBoneAnim(void *ghoul2, const int modelIndex, const char *boneName, const int startFrame, const int endFrame,
  1106.                               const int flags, const float animSpeed, const int currentTime, const float setFrame , const int blendTime );
  1107. qboolean    trap_G2API_GetBoneAnim(void *ghoul2, const char *boneName, const int currentTime, float *currentFrame, int *startFrame,
  1108.                                 int *endFrame, int *flags, float *animSpeed, int *modelList, const int modelIndex);
  1109. void        trap_G2API_GetSurfaceName(void *ghoul2, int surfNumber, int modelIndex, char *fillBuf);
  1110. qboolean    trap_G2API_SetRootSurface(void *ghoul2, const int modelIndex, const char *surfaceName);
  1111. qboolean    trap_G2API_SetSurfaceOnOff(void *ghoul2, const char *surfaceName, const int flags);
  1112. qboolean    trap_G2API_SetNewOrigin(void *ghoul2, const int boltIndex);
  1113. qboolean    trap_G2API_DoesBoneExist(void *ghoul2, int modelIndex, const char *boneName);
  1114. int         trap_G2API_GetSurfaceRenderStatus(void *ghoul2, const int modelIndex, const char *surfaceName);
  1115.  
  1116. void        trap_G2API_AbsurdSmoothing(void *ghoul2, qboolean status);
  1117.  
  1118. void        trap_G2API_SetRagDoll(void *ghoul2, sharedRagDollParams_t *params);
  1119. void        trap_G2API_AnimateG2Models(void *ghoul2, int time, sharedRagDollUpdateParams_t *params);
  1120.  
  1121. //additional ragdoll options -rww
  1122. qboolean    trap_G2API_RagPCJConstraint(void *ghoul2, const char *boneName, vec3_t min, vec3_t max); //override default pcj bonee constraints
  1123. qboolean    trap_G2API_RagPCJGradientSpeed(void *ghoul2, const char *boneName, const float speed); //override the default gradient movespeed for a pcj bone
  1124. qboolean    trap_G2API_RagEffectorGoal(void *ghoul2, const char *boneName, vec3_t pos); //override an effector bone's goal position (world coordinates)
  1125. 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)
  1126. qboolean    trap_G2API_RagEffectorKick(void *ghoul2, const char *boneName, vec3_t velocity); //add velocity to a rag bone
  1127. qboolean    trap_G2API_RagForceSolve(void *ghoul2, qboolean force); //make sure we are actively performing solve/settle routines, if desired
  1128.  
  1129. qboolean    trap_G2API_SetBoneIKState(void *ghoul2, int time, const char *boneName, int ikState, sharedSetBoneIKStateParams_t *params);
  1130. qboolean    trap_G2API_IKMove(void *ghoul2, int time, sharedIKMoveParams_t *params);
  1131.  
  1132. //for removing bones so they no longer have their own seperate animation hierarchy. Or whatever reason you may have. -rww
  1133. qboolean    trap_G2API_RemoveBone(void *ghoul2, const char *boneName, int modelIndex);
  1134.  
  1135. void        trap_G2API_AttachInstanceToEntNum(void *ghoul2, int entityNum, qboolean server);
  1136. void        trap_G2API_ClearAttachedInstance(int entityNum);
  1137. void        trap_G2API_CleanEntAttachments(void);
  1138. qboolean    trap_G2API_OverrideServer(void *serverInstance);
  1139.  
  1140.  
  1141. /*
  1142. Ghoul2 Insert End
  1143. */
  1144.  
  1145. //
  1146. // g_combat.c
  1147. //
  1148. qboolean CanDamage (gentity_t *targ, vec3_t origin);
  1149. void G_Damage (gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod);
  1150. qboolean G_RadiusDamage (vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, gentity_t *missile, int mod);
  1151. void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
  1152. void TossClientWeapon(gentity_t *self, vec3_t direction, float speed);
  1153. void TossClientItems( gentity_t *self );
  1154. void TossClientCubes( gentity_t *self );
  1155. void ExplodeDeath( gentity_t *self );
  1156. void G_CheckForDismemberment(gentity_t *ent, gentity_t *enemy, vec3_t point, int damage, int deathAnim, qboolean postDeath);
  1157. extern int gGAvoidDismember;
  1158.  
  1159.  
  1160. // damage flags
  1161. #define DAMAGE_NORMAL               0x00000000  // No flags set.
  1162. #define DAMAGE_RADIUS               0x00000001  // damage was indirect
  1163. #define DAMAGE_NO_ARMOR             0x00000002  // armour does not protect from this damage
  1164. #define DAMAGE_NO_KNOCKBACK         0x00000004  // do not affect velocity, just view angles
  1165. #define DAMAGE_NO_PROTECTION        0x00000008  // armor, shields, invulnerability, and godmode have no effect
  1166. #define DAMAGE_NO_TEAM_PROTECTION   0x00000010  // armor, shields, invulnerability, and godmode have no effect
  1167. //JK2 flags
  1168. #define DAMAGE_EXTRA_KNOCKBACK      0x00000040  // add extra knockback to this damage
  1169. #define DAMAGE_DEATH_KNOCKBACK      0x00000080  // only does knockback on death of target
  1170. #define DAMAGE_IGNORE_TEAM          0x00000100  // damage is always done, regardless of teams
  1171. #define DAMAGE_NO_DAMAGE            0x00000200  // do no actual damage but react as if damage was taken
  1172. #define DAMAGE_HALF_ABSORB          0x00000400  // half shields, half health
  1173. #define DAMAGE_HALF_ARMOR_REDUCTION 0x00000800  // This damage doesn't whittle down armor as efficiently.
  1174. #define DAMAGE_HEAVY_WEAP_CLASS     0x00001000  // Heavy damage
  1175. #define DAMAGE_NO_HIT_LOC           0x00002000  // No hit location
  1176. #define DAMAGE_NO_SELF_PROTECTION   0x00004000  // Dont apply half damage to self attacks
  1177. #define DAMAGE_NO_DISMEMBER         0x00008000  // Dont do dismemberment
  1178. #define DAMAGE_SABER_KNOCKBACK1     0x00010000  // Check the attacker's first saber for a knockbackScale
  1179. #define DAMAGE_SABER_KNOCKBACK2     0x00020000  // Check the attacker's second saber for a knockbackScale
  1180. #define DAMAGE_SABER_KNOCKBACK1_B2  0x00040000  // Check the attacker's first saber for a knockbackScale2
  1181. #define DAMAGE_SABER_KNOCKBACK2_B2  0x00080000  // Check the attacker's second saber for a knockbackScale2
  1182. //
  1183. // g_exphysics.c
  1184. //
  1185. void G_RunExPhys(gentity_t *ent, float gravity, float mass, float bounce, qboolean autoKill, int *g2Bolts, int numG2Bolts);
  1186.  
  1187. //
  1188. // g_missile.c
  1189. //
  1190. void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward );
  1191.  
  1192. void G_RunMissile( gentity_t *ent );
  1193.  
  1194. gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life,
  1195.                             gentity_t *owner, qboolean altFire);
  1196. void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout );
  1197. void G_ExplodeMissile( gentity_t *ent );
  1198.  
  1199. void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire );
  1200.  
  1201.  
  1202. //
  1203. // g_mover.c
  1204. //
  1205. extern int  BMS_START;
  1206. extern int  BMS_MID;
  1207. extern int  BMS_END;
  1208.  
  1209. #define SPF_BUTTON_USABLE       1
  1210. #define SPF_BUTTON_FPUSHABLE    2
  1211. void G_PlayDoorLoopSound( gentity_t *ent );
  1212. void G_PlayDoorSound( gentity_t *ent, int type );
  1213. void G_RunMover( gentity_t *ent );
  1214. void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );
  1215.  
  1216. //
  1217. // g_trigger.c
  1218. //
  1219. void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace );
  1220.  
  1221.  
  1222. //
  1223. // g_misc.c
  1224. //
  1225. #define MAX_REFNAME 32
  1226. #define START_TIME_LINK_ENTS        FRAMETIME*1
  1227.  
  1228. #define RTF_NONE    0
  1229. #define RTF_NAVGOAL 0x00000001
  1230.  
  1231. typedef struct reference_tag_s
  1232. {
  1233.     char        name[MAX_REFNAME];
  1234.     vec3_t      origin;
  1235.     vec3_t      angles;
  1236.     int         flags;  //Just in case
  1237.     int         radius; //For nav goals
  1238.     qboolean    inuse;
  1239. } reference_tag_t;
  1240.  
  1241. void TAG_Init( void );
  1242. reference_tag_t *TAG_Find( const char *owner, const char *name );
  1243. reference_tag_t *TAG_Add( const char *name, const char *owner, vec3_t origin, vec3_t angles, int radius, int flags );
  1244. int TAG_GetOrigin( const char *owner, const char *name, vec3_t origin );
  1245. int TAG_GetOrigin2( const char *owner, const char *name, vec3_t origin );
  1246. int TAG_GetAngles( const char *owner, const char *name, vec3_t angles );
  1247. int TAG_GetRadius( const char *owner, const char *name );
  1248. int TAG_GetFlags( const char *owner, const char *name );
  1249.  
  1250. void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
  1251.  
  1252. //
  1253. // g_weapon.c
  1254. //
  1255. void WP_FireTurretMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod, gentity_t *ignore );
  1256. void WP_FireGenericBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod );
  1257. qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
  1258. void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
  1259. void SnapVectorTowards( vec3_t v, vec3_t to );
  1260. qboolean CheckGauntletAttack( gentity_t *ent );
  1261.  
  1262.  
  1263. //
  1264. // g_client.c
  1265. //
  1266. team_t TeamCount( int ignoreClientNum, int team );
  1267. int TeamLeader( int team );
  1268. team_t PickTeam( int ignoreClientNum );
  1269. void SetClientViewAngle( gentity_t *ent, vec3_t angle );
  1270. gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles, team_t team );
  1271. void MaintainBodyQueue(gentity_t *ent);
  1272. void respawn (gentity_t *ent);
  1273. void BeginIntermission (void);
  1274. void InitBodyQue (void);
  1275. void ClientSpawn( gentity_t *ent );
  1276. void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
  1277. void AddScore( gentity_t *ent, vec3_t origin, int score );
  1278. void CalculateRanks( void );
  1279. qboolean SpotWouldTelefrag( gentity_t *spot );
  1280.  
  1281. extern gentity_t *gJMSaberEnt;
  1282.  
  1283. //
  1284. // g_svcmds.c
  1285. //
  1286. qboolean    ConsoleCommand( void );
  1287. void G_ProcessIPBans(void);
  1288. qboolean G_FilterPacket (char *from);
  1289.  
  1290. //
  1291. // g_weapon.c
  1292. //
  1293. void FireWeapon( gentity_t *ent, qboolean altFire );
  1294. void BlowDetpacks(gentity_t *ent);
  1295.  
  1296. //
  1297. // p_hud.c
  1298. //
  1299. void MoveClientToIntermission (gentity_t *client);
  1300. void G_SetStats (gentity_t *ent);
  1301. void DeathmatchScoreboardMessage (gentity_t *client);
  1302.  
  1303. //
  1304. // g_cmds.c
  1305. //
  1306.  
  1307. //
  1308. // g_pweapon.c
  1309. //
  1310.  
  1311.  
  1312. //
  1313. // g_main.c
  1314. //
  1315. extern vmCvar_t g_ff_objectives;
  1316. extern qboolean gDoSlowMoDuel;
  1317. extern int gSlowMoDuelTime;
  1318.  
  1319. void G_PowerDuelCount(int *loners, int *doubles, qboolean countSpec);
  1320.  
  1321. void FindIntermissionPoint( void );
  1322. void SetLeader(int team, int client);
  1323. void CheckTeamLeader( int team );
  1324. void G_RunThink (gentity_t *ent);
  1325. void QDECL G_LogPrintf( const char *fmt, ... );
  1326. void SendScoreboardMessageToAllClients( void );
  1327. void QDECL G_Printf( const char *fmt, ... );
  1328. void QDECL G_Error( const char *fmt, ... );
  1329. const char *G_GetStringEdString(char *refSection, char *refName);
  1330.  
  1331. //
  1332. // g_client.c
  1333. //
  1334. char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot );
  1335. void ClientUserinfoChanged( int clientNum );
  1336. void ClientDisconnect( int clientNum );
  1337. void ClientBegin( int clientNum, qboolean allowTeamReset );
  1338. void G_BreakArm(gentity_t *ent, int arm);
  1339. void G_UpdateClientAnims(gentity_t *self, float animSpeedScale);
  1340. void ClientCommand( int clientNum );
  1341.  
  1342. //
  1343. // g_active.c
  1344. //
  1345. void G_CheckClientTimeouts  ( gentity_t *ent );
  1346. void ClientThink            ( int clientNum, usercmd_t *ucmd );
  1347. void ClientEndFrame         ( gentity_t *ent );
  1348. void G_RunClient            ( gentity_t *ent );
  1349.  
  1350. //
  1351. // g_team.c
  1352. //
  1353. qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
  1354. void Team_CheckDroppedItem( gentity_t *dropped );
  1355.  
  1356. //
  1357. // g_mem.c
  1358. //
  1359. void *G_Alloc( int size );
  1360. void G_InitMemory( void );
  1361. void Svcmd_GameMem_f( void );
  1362.  
  1363. //
  1364. // g_session.c
  1365. //
  1366. void G_ReadSessionData( gclient_t *client );
  1367. void G_InitSessionData( gclient_t *client, char *userinfo, qboolean isBot );
  1368.  
  1369. void G_InitWorldSession( void );
  1370. void G_WriteSessionData( void );
  1371.  
  1372. //
  1373. // NPC_senses.cpp
  1374. //
  1375. extern void AddSightEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, float addLight ); //addLight = 0.0f
  1376. extern void AddSoundEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, qboolean needLOS ); //needLOS = qfalse
  1377. extern qboolean G_CheckForDanger( gentity_t *self, int alertEvent );
  1378. 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
  1379. extern qboolean G_CheckForDanger( gentity_t *self, int alertEvent );
  1380. extern qboolean G_ClearLOS( gentity_t *self, const vec3_t start, const vec3_t end );
  1381. extern qboolean G_ClearLOS2( gentity_t *self, gentity_t *ent, const vec3_t end );
  1382. extern qboolean G_ClearLOS3( gentity_t *self, const vec3_t start, gentity_t *ent );
  1383. extern qboolean G_ClearLOS4( gentity_t *self, gentity_t *ent );
  1384. extern qboolean G_ClearLOS5( gentity_t *self, const vec3_t end );
  1385.  
  1386. //
  1387. // g_arenas.c
  1388. //
  1389. void UpdateTournamentInfo( void );
  1390. //void SpawnModelsOnVictoryPads( void );
  1391. //void Svcmd_AbortPodium_f( void );
  1392.  
  1393. //
  1394. // g_bot.c
  1395. //
  1396. void G_InitBots( qboolean restart );
  1397. char *G_GetBotInfoByNumber( int num );
  1398. char *G_GetBotInfoByName( const char *name );
  1399. void G_CheckBotSpawn( void );
  1400. void G_RemoveQueuedBotBegin( int clientNum );
  1401. qboolean G_BotConnect( int clientNum, qboolean restart );
  1402. void Svcmd_AddBot_f( void );
  1403. void Svcmd_BotList_f( void );
  1404. void BotInterbreedEndMatch( void );
  1405. qboolean G_DoesMapSupportGametype(const char *mapname, int gametype);
  1406. const char *G_RefreshNextMap(int gametype, qboolean forced);
  1407.  
  1408. // w_force.c / w_saber.c
  1409. gentity_t *G_PreDefSound(vec3_t org, int pdSound);
  1410. qboolean HasSetSaberOnly(void);
  1411. void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower );
  1412. void WP_SaberPositionUpdate( gentity_t *self, usercmd_t *ucmd );
  1413. int WP_SaberCanBlock(gentity_t *self, vec3_t point, int dflags, int mod, qboolean projectile, int attackStr);
  1414. void WP_SaberInitBladeData( gentity_t *ent );
  1415. void WP_InitForcePowers( gentity_t *ent );
  1416. void WP_SpawnInitForcePowers( gentity_t *ent );
  1417. void WP_ForcePowersUpdate( gentity_t *self, usercmd_t *ucmd );
  1418. int ForcePowerUsableOn(gentity_t *attacker, gentity_t *other, forcePowers_t forcePower);
  1419. void ForceHeal( gentity_t *self );
  1420. void ForceSpeed( gentity_t *self, int forceDuration );
  1421. void ForceRage( gentity_t *self );
  1422. void ForceGrip( gentity_t *self );
  1423. void ForceProtect( gentity_t *self );
  1424. void ForceAbsorb( gentity_t *self );
  1425. void ForceTeamHeal( gentity_t *self );
  1426. void ForceTeamForceReplenish( gentity_t *self );
  1427. void ForceSeeing( gentity_t *self );
  1428. void ForceThrow( gentity_t *self, qboolean pull );
  1429. void ForceTelepathy(gentity_t *self);
  1430. qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc );
  1431.  
  1432. // g_log.c
  1433. void QDECL G_LogPrintf( const char *fmt, ... );
  1434. void QDECL G_LogWeaponPickup(int client, int weaponid);
  1435. void QDECL G_LogWeaponFire(int client, int weaponid);
  1436. void QDECL G_LogWeaponDamage(int client, int mod, int amount);
  1437. void QDECL G_LogWeaponKill(int client, int mod);
  1438. void QDECL G_LogWeaponDeath(int client, int weaponid);
  1439. void QDECL G_LogWeaponFrag(int attacker, int deadguy);
  1440. void QDECL G_LogWeaponPowerup(int client, int powerupid);
  1441. void QDECL G_LogWeaponItem(int client, int itemid);
  1442. void QDECL G_LogWeaponInit(void);
  1443. void QDECL G_LogWeaponOutput(void);
  1444. void QDECL G_LogExit( const char *string );
  1445. void QDECL G_ClearClientLog(int client);
  1446.  
  1447. // g_siege.c
  1448. void InitSiegeMode(void);
  1449. void G_SiegeClientExData(gentity_t *msgTarg);
  1450.  
  1451. // g_timer
  1452. //Timing information
  1453. void        TIMER_Clear( void );
  1454. void        TIMER_Clear2( gentity_t *ent );
  1455. void        TIMER_Set( gentity_t *ent, const char *identifier, int duration );
  1456. int         TIMER_Get( gentity_t *ent, const char *identifier );
  1457. qboolean    TIMER_Done( gentity_t *ent, const char *identifier );
  1458. qboolean    TIMER_Start( gentity_t *self, const char *identifier, int duration );
  1459. qboolean    TIMER_Done2( gentity_t *ent, const char *identifier, qboolean remove );
  1460. qboolean    TIMER_Exists( gentity_t *ent, const char *identifier );
  1461. void        TIMER_Remove( gentity_t *ent, const char *identifier );
  1462.  
  1463. float NPC_GetHFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float hFOV );
  1464. float NPC_GetVFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float vFOV );
  1465.  
  1466.  
  1467. extern void G_SetEnemy (gentity_t *self, gentity_t *enemy);
  1468. qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold );
  1469.  
  1470. // ai_main.c
  1471. #define MAX_FILEPATH            144
  1472.  
  1473. int     OrgVisible      ( vec3_t org1, vec3_t org2, int ignore);
  1474. void    BotOrder        ( gentity_t *ent, int clientnum, int ordernum);
  1475. int     InFieldOfVision ( vec3_t viewangles, float fov, vec3_t angles);
  1476.  
  1477. // ai_util.c
  1478. void B_InitAlloc(void);
  1479. void B_CleanupAlloc(void);
  1480.  
  1481. //bot settings
  1482. typedef struct bot_settings_s
  1483. {
  1484.     char personalityfile[MAX_FILEPATH];
  1485.     float skill;
  1486.     char team[MAX_FILEPATH];
  1487. } bot_settings_t;
  1488.  
  1489. int BotAISetup( int restart );
  1490. int BotAIShutdown( int restart );
  1491. int BotAILoadMap( int restart );
  1492. int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart);
  1493. int BotAIShutdownClient( int client, qboolean restart );
  1494. int BotAIStartFrame( int time );
  1495.  
  1496. #include "g_team.h" // teamplay specific stuff
  1497.  
  1498.  
  1499. extern  level_locals_t  level;
  1500. extern  gentity_t       g_entities[MAX_GENTITIES];
  1501.  
  1502. #define FOFS(x) ((int)&(((gentity_t *)0)->x))
  1503.  
  1504. extern  vmCvar_t    g_gametype;
  1505. extern  vmCvar_t    g_dedicated;
  1506. extern  vmCvar_t    g_developer;
  1507. extern  vmCvar_t    g_cheats;
  1508. extern  vmCvar_t    g_maxclients;           // allow this many total, including spectators
  1509. extern  vmCvar_t    g_maxGameClients;       // allow this many active
  1510. extern  vmCvar_t    g_restarted;
  1511.  
  1512. extern  vmCvar_t    g_trueJedi;
  1513.  
  1514. extern  vmCvar_t    g_autoMapCycle;
  1515. extern  vmCvar_t    g_dmflags;
  1516. extern  vmCvar_t    g_maxForceRank;
  1517. extern  vmCvar_t    g_forceBasedTeams;
  1518. extern  vmCvar_t    g_privateDuel;
  1519.  
  1520. extern  vmCvar_t    g_allowNPC;
  1521.  
  1522. extern  vmCvar_t    g_armBreakage;
  1523.  
  1524. extern  vmCvar_t    g_saberLocking;
  1525. extern  vmCvar_t    g_saberLockFactor;
  1526. extern  vmCvar_t    g_saberTraceSaberFirst;
  1527.  
  1528. extern  vmCvar_t    d_saberKickTweak;
  1529.  
  1530. extern  vmCvar_t    d_powerDuelPrint;
  1531.  
  1532. extern  vmCvar_t    d_saberGhoul2Collision;
  1533. extern  vmCvar_t    g_saberBladeFaces;
  1534. extern  vmCvar_t    d_saberAlwaysBoxTrace;
  1535. extern  vmCvar_t    d_saberBoxTraceSize;
  1536.  
  1537. extern  vmCvar_t    d_siegeSeekerNPC;
  1538.  
  1539. extern  vmCvar_t    g_debugMelee;
  1540. extern  vmCvar_t    g_stepSlideFix;
  1541.  
  1542. extern  vmCvar_t    g_noSpecMove;
  1543.  
  1544. #ifdef _DEBUG
  1545. extern  vmCvar_t    g_disableServerG2;
  1546. #endif
  1547.  
  1548. extern  vmCvar_t    d_perPlayerGhoul2;
  1549.  
  1550. extern  vmCvar_t    d_projectileGhoul2Collision;
  1551.  
  1552. extern  vmCvar_t    g_g2TraceLod;
  1553.  
  1554. extern  vmCvar_t    g_optvehtrace;
  1555.  
  1556. extern  vmCvar_t    g_locationBasedDamage;
  1557.  
  1558. extern  vmCvar_t    g_allowHighPingDuelist;
  1559.  
  1560. extern  vmCvar_t    g_logClientInfo;
  1561.  
  1562. extern  vmCvar_t    g_slowmoDuelEnd;
  1563.  
  1564. extern  vmCvar_t    g_saberDamageScale;
  1565.  
  1566. extern  vmCvar_t    g_useWhileThrowing;
  1567.  
  1568. extern  vmCvar_t    g_RMG;
  1569.  
  1570. extern  vmCvar_t    g_svfps;
  1571.  
  1572. extern  vmCvar_t    g_forceRegenTime;
  1573. extern  vmCvar_t    g_spawnInvulnerability;
  1574. extern  vmCvar_t    g_forcePowerDisable;
  1575. extern  vmCvar_t    g_weaponDisable;
  1576.  
  1577. extern  vmCvar_t    g_allowDuelSuicide;
  1578. extern  vmCvar_t    g_fraglimitVoteCorrection;
  1579.  
  1580. extern  vmCvar_t    g_duelWeaponDisable;
  1581. extern  vmCvar_t    g_fraglimit;
  1582. extern  vmCvar_t    g_duel_fraglimit;
  1583. extern  vmCvar_t    g_timelimit;
  1584. extern  vmCvar_t    g_capturelimit;
  1585. extern  vmCvar_t    d_saberInterpolate;
  1586. extern  vmCvar_t    g_friendlyFire;
  1587. extern  vmCvar_t    g_friendlySaber;
  1588. extern  vmCvar_t    g_password;
  1589. extern  vmCvar_t    g_needpass;
  1590. extern  vmCvar_t    g_gravity;
  1591. extern  vmCvar_t    g_speed;
  1592. extern  vmCvar_t    g_knockback;
  1593. extern  vmCvar_t    g_quadfactor;
  1594. extern  vmCvar_t    g_forcerespawn;
  1595. extern  vmCvar_t    g_siegeRespawn;
  1596. extern  vmCvar_t    g_inactivity;
  1597. extern  vmCvar_t    g_debugMove;
  1598. extern  vmCvar_t    g_debugAlloc;
  1599. #ifndef FINAL_BUILD
  1600. extern  vmCvar_t    g_debugDamage;
  1601. #endif
  1602. extern  vmCvar_t    g_debugServerSkel;
  1603. extern  vmCvar_t    g_weaponRespawn;
  1604. extern  vmCvar_t    g_weaponTeamRespawn;
  1605. extern  vmCvar_t    g_adaptRespawn;
  1606. extern  vmCvar_t    g_synchronousClients;
  1607. extern  vmCvar_t    g_motd;
  1608. extern  vmCvar_t    g_warmup;
  1609. extern  vmCvar_t    g_doWarmup;
  1610. extern  vmCvar_t    g_blood;
  1611. extern  vmCvar_t    g_allowVote;
  1612. extern  vmCvar_t    g_teamAutoJoin;
  1613. extern  vmCvar_t    g_teamForceBalance;
  1614. extern  vmCvar_t    g_banIPs;
  1615. extern  vmCvar_t    g_filterBan;
  1616. extern  vmCvar_t    g_debugForward;
  1617. extern  vmCvar_t    g_debugRight;
  1618. extern  vmCvar_t    g_debugUp;
  1619. //extern    vmCvar_t    g_redteam;
  1620. //extern    vmCvar_t    g_blueteam;
  1621. extern  vmCvar_t    g_smoothClients;
  1622.  
  1623. extern  vmCvar_t    pmove_fixed;
  1624. extern  vmCvar_t    pmove_msec;
  1625.  
  1626. extern  vmCvar_t    g_enableBreath;
  1627. extern  vmCvar_t    g_singlePlayer;
  1628. extern  vmCvar_t    g_dismember;
  1629. extern  vmCvar_t    g_forceDodge;
  1630. extern  vmCvar_t    g_timeouttospec;
  1631.  
  1632. extern  vmCvar_t    g_saberDmgVelocityScale;
  1633. extern  vmCvar_t    g_saberDmgDelay_Idle;
  1634. extern  vmCvar_t    g_saberDmgDelay_Wound;
  1635.  
  1636. #ifndef FINAL_BUILD
  1637. extern  vmCvar_t    g_saberDebugPrint;
  1638. #endif
  1639.  
  1640. extern  vmCvar_t    g_siegeTeamSwitch;
  1641.  
  1642. extern  vmCvar_t    bg_fighterAltControl;
  1643.  
  1644. #ifdef DEBUG_SABER_BOX
  1645. extern  vmCvar_t    g_saberDebugBox;
  1646. #endif
  1647.  
  1648. //NPC nav debug
  1649. extern vmCvar_t     d_altRoutes;
  1650. extern vmCvar_t     d_patched;
  1651. extern  vmCvar_t    d_noIntermissionWait;
  1652.  
  1653. extern  vmCvar_t    g_siegeTeam1;
  1654. extern  vmCvar_t    g_siegeTeam2;
  1655.  
  1656. extern  vmCvar_t    g_austrian;
  1657.  
  1658. extern  vmCvar_t    g_powerDuelStartHealth;
  1659. extern  vmCvar_t    g_powerDuelEndHealth;
  1660.  
  1661. extern vmCvar_t     g_showDuelHealths;
  1662.  
  1663.  
  1664. void    trap_Printf( const char *fmt );
  1665. void    trap_Error( const char *fmt );
  1666. int     trap_Milliseconds( void );
  1667. void    trap_PrecisionTimer_Start(void **theNewTimer);
  1668. int     trap_PrecisionTimer_End(void *theTimer);
  1669. int     trap_Argc( void );
  1670. void    trap_Argv( int n, char *buffer, int bufferLength );
  1671. void    trap_Args( char *buffer, int bufferLength );
  1672. int     trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
  1673. void    trap_FS_Read( void *buffer, int len, fileHandle_t f );
  1674. void    trap_FS_Write( const void *buffer, int len, fileHandle_t f );
  1675. void    trap_FS_FCloseFile( fileHandle_t f );
  1676. int     trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
  1677. void    trap_SendConsoleCommand( int exec_when, const char *text );
  1678. void    trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags );
  1679. void    trap_Cvar_Update( vmCvar_t *cvar );
  1680. void    trap_Cvar_Set( const char *var_name, const char *value );
  1681. int     trap_Cvar_VariableIntegerValue( const char *var_name );
  1682. float   trap_Cvar_VariableValue( const char *var_name );
  1683. void    trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
  1684. void    trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, playerState_t *gameClients, int sizeofGameClient );
  1685. void    trap_DropClient( int clientNum, const char *reason );
  1686. void    trap_SendServerCommand( int clientNum, const char *text );
  1687. void    trap_SetConfigstring( int num, const char *string );
  1688. void    trap_GetConfigstring( int num, char *buffer, int bufferSize );
  1689. void    trap_GetUserinfo( int num, char *buffer, int bufferSize );
  1690. void    trap_SetUserinfo( int num, const char *buffer );
  1691. void    trap_GetServerinfo( char *buffer, int bufferSize );
  1692. void    trap_SetServerCull(float cullDistance);
  1693. void    trap_SetBrushModel( gentity_t *ent, const char *name );
  1694. 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 );
  1695. 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 );
  1696. int     trap_PointContents( const vec3_t point, int passEntityNum );
  1697. qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 );
  1698. qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 );
  1699. void    trap_AdjustAreaPortalState( gentity_t *ent, qboolean open );
  1700. qboolean trap_AreasConnected( int area1, int area2 );
  1701. void    trap_LinkEntity( gentity_t *ent );
  1702. void    trap_UnlinkEntity( gentity_t *ent );
  1703. int     trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
  1704. qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
  1705. int     trap_BotAllocateClient( void );
  1706. void    trap_BotFreeClient( int clientNum );
  1707. void    trap_GetUsercmd( int clientNum, usercmd_t *cmd );
  1708. qboolean    trap_GetEntityToken( char *buffer, int bufferSize );
  1709.  
  1710. //adding giant gamebreaking features post-alpha is fun!
  1711. void    trap_SiegePersSet(siegePers_t *pers);
  1712. void    trap_SiegePersGet(siegePers_t *pers);
  1713.  
  1714. #ifdef BOT_ZMALLOC
  1715. void    *trap_BotGetMemoryGame(int size);
  1716. void    trap_BotFreeMemoryGame(void *ptr);
  1717. #endif
  1718.  
  1719. int     trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
  1720. void    trap_DebugPolygonDelete(int id);
  1721.  
  1722. int     trap_BotLibSetup( void );
  1723. int     trap_BotLibShutdown( void );
  1724. int     trap_BotLibVarSet(char *var_name, char *value);
  1725. int     trap_BotLibVarGet(char *var_name, char *value, int size);
  1726. int     trap_BotLibDefine(char *string);
  1727. int     trap_BotLibStartFrame(float time);
  1728. int     trap_BotLibLoadMap(const char *mapname);
  1729. int     trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue);
  1730. int     trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);
  1731.  
  1732. int     trap_BotGetSnapshotEntity( int clientNum, int sequence );
  1733. int     trap_BotGetServerCommand(int clientNum, char *message, int size);
  1734. void    trap_BotUserCommand(int client, usercmd_t *ucmd);
  1735.  
  1736. int     trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas);
  1737. int     trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info );
  1738. void    trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info);
  1739.  
  1740. int     trap_AAS_Initialized(void);
  1741. void    trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs);
  1742. float   trap_AAS_Time(void);
  1743.  
  1744. int     trap_AAS_PointAreaNum(vec3_t point);
  1745. int     trap_AAS_PointReachabilityAreaIndex(vec3_t point);
  1746. int     trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas);
  1747.  
  1748. int     trap_AAS_PointContents(vec3_t point);
  1749. int     trap_AAS_NextBSPEntity(int ent);
  1750. int     trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size);
  1751. int     trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v);
  1752. int     trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value);
  1753. int     trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value);
  1754.  
  1755. int     trap_AAS_AreaReachability(int areanum);
  1756.  
  1757. int     trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags);
  1758. int     trap_AAS_EnableRoutingArea( int areanum, int enable );
  1759. int     trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin,
  1760.                             int goalareanum, int travelflags, int maxareas, int maxtime,
  1761.                             int stopevent, int stopcontents, int stoptfl, int stopareanum);
  1762.  
  1763. int     trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
  1764.                                         void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals,
  1765.                                         int type);
  1766. int     trap_AAS_Swimming(vec3_t origin);
  1767. 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);
  1768.  
  1769.  
  1770. void    trap_EA_Say(int client, char *str);
  1771. void    trap_EA_SayTeam(int client, char *str);
  1772. void    trap_EA_Command(int client, char *command);
  1773.  
  1774. void    trap_EA_Action(int client, int action);
  1775. void    trap_EA_Gesture(int client);
  1776. void    trap_EA_Talk(int client);
  1777. void    trap_EA_Attack(int client);
  1778. void    trap_EA_Use(int client);
  1779. void    trap_EA_Respawn(int client);
  1780. void    trap_EA_Crouch(int client);
  1781. void    trap_EA_MoveUp(int client);
  1782. void    trap_EA_MoveDown(int client);
  1783. void    trap_EA_MoveForward(int client);
  1784. void    trap_EA_MoveBack(int client);
  1785. void    trap_EA_MoveLeft(int client);
  1786. void    trap_EA_MoveRight(int client);
  1787. void    trap_EA_SelectWeapon(int client, int weapon);
  1788. void    trap_EA_Jump(int client);
  1789. void    trap_EA_DelayedJump(int client);
  1790. void    trap_EA_Move(int client, vec3_t dir, float speed);
  1791. void    trap_EA_View(int client, vec3_t viewangles);
  1792. void    trap_EA_Alt_Attack(int client);
  1793. void    trap_EA_ForcePower(int client);
  1794.  
  1795. void    trap_EA_EndRegular(int client, float thinktime);
  1796. void    trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input);
  1797. void    trap_EA_ResetInput(int client);
  1798.  
  1799.  
  1800. int     trap_BotLoadCharacter(char *charfile, float skill);
  1801. void    trap_BotFreeCharacter(int character);
  1802. float   trap_Characteristic_Float(int character, int index);
  1803. float   trap_Characteristic_BFloat(int character, int index, float min, float max);
  1804. int     trap_Characteristic_Integer(int character, int index);
  1805. int     trap_Characteristic_BInteger(int character, int index, int min, int max);
  1806. void    trap_Characteristic_String(int character, int index, char *buf, int size);
  1807.  
  1808. int     trap_BotAllocChatState(void);
  1809. void    trap_BotFreeChatState(int handle);
  1810. void    trap_BotQueueConsoleMessage(int chatstate, int type, char *message);
  1811. void    trap_BotRemoveConsoleMessage(int chatstate, int handle);
  1812. int     trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm);
  1813. int     trap_BotNumConsoleMessages(int chatstate);
  1814. 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 );
  1815. int     trap_BotNumInitialChats(int chatstate, char *type);
  1816. 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 );
  1817. int     trap_BotChatLength(int chatstate);
  1818. void    trap_BotEnterChat(int chatstate, int client, int sendto);
  1819. void    trap_BotGetChatMessage(int chatstate, char *buf, int size);
  1820. int     trap_StringContains(char *str1, char *str2, int casesensitive);
  1821. int     trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context);
  1822. void    trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size);
  1823. void    trap_UnifyWhiteSpaces(char *string);
  1824. void    trap_BotReplaceSynonyms(char *string, unsigned long int context);
  1825. int     trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname);
  1826. void    trap_BotSetChatGender(int chatstate, int gender);
  1827. void    trap_BotSetChatName(int chatstate, char *name, int client);
  1828. void    trap_BotResetGoalState(int goalstate);
  1829. void    trap_BotRemoveFromAvoidGoals(int goalstate, int number);
  1830. void    trap_BotResetAvoidGoals(int goalstate);
  1831. void    trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal);
  1832. void    trap_BotPopGoal(int goalstate);
  1833. void    trap_BotEmptyGoalStack(int goalstate);
  1834. void    trap_BotDumpAvoidGoals(int goalstate);
  1835. void    trap_BotDumpGoalStack(int goalstate);
  1836. void    trap_BotGoalName(int number, char *name, int size);
  1837. int     trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal);
  1838. int     trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal);
  1839. int     trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags);
  1840. int     trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime);
  1841. int     trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal);
  1842. int     trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal);
  1843. int     trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal);
  1844. int     trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal);
  1845. int     trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal);
  1846. float   trap_BotAvoidGoalTime(int goalstate, int number);
  1847. void    trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime);
  1848. void    trap_BotInitLevelItems(void);
  1849. void    trap_BotUpdateEntityItems(void);
  1850. int     trap_BotLoadItemWeights(int goalstate, char *filename);
  1851. void    trap_BotFreeItemWeights(int goalstate);
  1852. void    trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
  1853. void    trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename);
  1854. void    trap_BotMutateGoalFuzzyLogic(int goalstate, float range);
  1855. int     trap_BotAllocGoalState(int state);
  1856. void    trap_BotFreeGoalState(int handle);
  1857.  
  1858. void    trap_BotResetMoveState(int movestate);
  1859. void    trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags);
  1860. int     trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
  1861. void    trap_BotResetAvoidReach(int movestate);
  1862. void    trap_BotResetLastAvoidReach(int movestate);
  1863. int     trap_BotReachabilityArea(vec3_t origin, int testground);
  1864. int     trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target);
  1865. int     trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target);
  1866. int     trap_BotAllocMoveState(void);
  1867. void    trap_BotFreeMoveState(int handle);
  1868. void    trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove);
  1869. void    trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type);
  1870.  
  1871. int     trap_BotChooseBestFightWeapon(int weaponstate, int *inventory);
  1872. void    trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo);
  1873. int     trap_BotLoadWeaponWeights(int weaponstate, char *filename);
  1874. int     trap_BotAllocWeaponState(void);
  1875. void    trap_BotFreeWeaponState(int weaponstate);
  1876. void    trap_BotResetWeaponState(int weaponstate);
  1877.  
  1878. int     trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child);
  1879.  
  1880. void    trap_SnapVector( float *v );
  1881.  
  1882. int trap_SP_GetStringTextString(const char *text, char *buffer, int bufferLength);
  1883.  
  1884. qboolean    trap_ROFF_Clean( void );
  1885. void        trap_ROFF_UpdateEntities( void );
  1886. int         trap_ROFF_Cache( char *file );
  1887. qboolean    trap_ROFF_Play( int entID, int roffID, qboolean doTranslation );
  1888. qboolean    trap_ROFF_Purge_Ent( int entID );
  1889.  
  1890. //rww - dynamic vm memory allocation!
  1891. void        trap_TrueMalloc(void **ptr, int size);
  1892. void        trap_TrueFree(void **ptr);
  1893.  
  1894. //rww - icarus traps
  1895. int         trap_ICARUS_RunScript( gentity_t *ent, const char *name );
  1896. qboolean    trap_ICARUS_RegisterScript( const char *name, qboolean bCalledDuringInterrogate);
  1897.  
  1898. void        trap_ICARUS_Init( void );
  1899. qboolean    trap_ICARUS_ValidEnt( gentity_t *ent );
  1900. qboolean    trap_ICARUS_IsInitialized( int entID );
  1901. qboolean    trap_ICARUS_MaintainTaskManager( int entID );
  1902. qboolean    trap_ICARUS_IsRunning( int entID );
  1903. qboolean    trap_ICARUS_TaskIDPending(gentity_t *ent, int taskID);
  1904. void        trap_ICARUS_InitEnt( gentity_t *ent );
  1905. void        trap_ICARUS_FreeEnt( gentity_t *ent );
  1906. void        trap_ICARUS_AssociateEnt( gentity_t *ent );
  1907. void        trap_ICARUS_Shutdown( void );
  1908. void        trap_ICARUS_TaskIDSet(gentity_t *ent, int taskType, int taskID);
  1909. void        trap_ICARUS_TaskIDComplete(gentity_t *ent, int taskType);
  1910. void        trap_ICARUS_SetVar(int taskID, int entID, const char *type_name, const char *data);
  1911. int         trap_ICARUS_VariableDeclared(const char *type_name);
  1912. int         trap_ICARUS_GetFloatVariable( const char *name, float *value );
  1913. int         trap_ICARUS_GetStringVariable( const char *name, const char *value );
  1914. int         trap_ICARUS_GetVectorVariable( const char *name, const vec3_t value );
  1915.  
  1916.  
  1917. //rww - BEGIN NPC NAV TRAPS
  1918. void        trap_Nav_Init( void );
  1919. void        trap_Nav_Free( void );
  1920. qboolean    trap_Nav_Load( const char *filename, int checksum );
  1921. qboolean    trap_Nav_Save( const char *filename, int checksum );
  1922. int         trap_Nav_AddRawPoint( vec3_t point, int flags, int radius );
  1923. void        trap_Nav_CalculatePaths( qboolean recalc ); //recalc = qfalse
  1924. void        trap_Nav_HardConnect( int first, int second );
  1925.  
  1926. void        trap_Nav_ShowNodes( void );
  1927. void        trap_Nav_ShowEdges( void );
  1928. void        trap_Nav_ShowPath( int start, int end );
  1929. int         trap_Nav_GetNearestNode( gentity_t *ent, int lastID, int flags, int targetID );
  1930. int         trap_Nav_GetBestNode( int startID, int endID, int rejectID ); //rejectID = NODE_NONE
  1931. int         trap_Nav_GetNodePosition( int nodeID, vec3_t out );
  1932. int         trap_Nav_GetNodeNumEdges( int nodeID );
  1933. int         trap_Nav_GetNodeEdge( int nodeID, int edge );
  1934. int         trap_Nav_GetNumNodes( void );
  1935. qboolean    trap_Nav_Connected( int startID, int endID );
  1936. int         trap_Nav_GetPathCost( int startID, int endID );
  1937. int         trap_Nav_GetEdgeCost( int startID, int endID );
  1938. int         trap_Nav_GetProjectedNode( vec3_t origin, int nodeID );
  1939. void        trap_Nav_CheckFailedNodes( gentity_t *ent );
  1940. void        trap_Nav_AddFailedNode( gentity_t *ent, int nodeID );
  1941. qboolean    trap_Nav_NodeFailed( gentity_t *ent, int nodeID );
  1942. qboolean    trap_Nav_NodesAreNeighbors( int startID, int endID );
  1943. void        trap_Nav_ClearFailedEdge( failedEdge_t  *failedEdge );
  1944. void        trap_Nav_ClearAllFailedEdges( void );
  1945. int         trap_Nav_EdgeFailed( int startID, int endID );
  1946. void        trap_Nav_AddFailedEdge( int entID, int startID, int endID );
  1947. qboolean    trap_Nav_CheckFailedEdge( failedEdge_t *failedEdge );
  1948. void        trap_Nav_CheckAllFailedEdges( void );
  1949. qboolean    trap_Nav_RouteBlocked( int startID, int testEdgeID, int endID, int rejectRank );
  1950. int         trap_Nav_GetBestNodeAltRoute( int startID, int endID, int *pathCost, int rejectID ); //rejectID = NODE_NONE
  1951. int         trap_Nav_GetBestNodeAltRoute2( int startID, int endID, int rejectID ); //rejectID = NODE_NONE
  1952. int         trap_Nav_GetBestPathBetweenEnts( gentity_t *ent, gentity_t *goal, int flags );
  1953. int         trap_Nav_GetNodeRadius( int nodeID );
  1954. void        trap_Nav_CheckBlockedEdges( void );
  1955. void        trap_Nav_ClearCheckedNodes( void );
  1956. int         trap_Nav_CheckedNode(int wayPoint, int ent); //return int was byte
  1957. void        trap_Nav_SetCheckedNode(int wayPoint, int ent, int value); //int value was byte value
  1958. void        trap_Nav_FlagAllNodes( int newFlag );
  1959. qboolean    trap_Nav_GetPathsCalculated(void);
  1960. void        trap_Nav_SetPathsCalculated(qboolean newVal);
  1961. //rww - END NPC NAV TRAPS
  1962.  
  1963. void        trap_SV_RegisterSharedMemory(char *memory);
  1964.  
  1965. void trap_SetActiveSubBSP(int index);
  1966. int trap_CM_RegisterTerrain(const char *config);
  1967. void trap_RMG_Init(int terrainID);
  1968.  
  1969. void trap_Bot_UpdateWaypoints(int wpnum, wpobject_t **wps);
  1970. void trap_Bot_CalculatePaths(int rmg);
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