ref: 4c66d61f63d2ca97101d7aad96c6fb412fbc6c4b
dir: /baseq2/game.h/
typedef struct link_t link_t; typedef struct game_import_t game_import_t; typedef struct game_export_t game_export_t; typedef struct gitem_armor_t gitem_armor_t; typedef struct gitem_t gitem_t; typedef struct game_locals_t game_locals_t; typedef struct level_locals_t level_locals_t; typedef struct spawn_temp_t spawn_temp_t; typedef struct moveinfo_t moveinfo_t; typedef struct mframe_t mframe_t; typedef struct mmove_t mmove_t; typedef struct monsterinfo_t monsterinfo_t; typedef struct field_t field_t; typedef struct client_persistant_t client_persistant_t; typedef struct client_respawn_t client_respawn_t; typedef struct edict_t edict_t; typedef struct gclient_t gclient_t; extern cvar_t *maxentities; extern cvar_t *deathmatch; extern cvar_t *coop; extern cvar_t *dmflags; extern cvar_t *skill; extern cvar_t *fraglimit; extern cvar_t *timelimit; extern cvar_t *password; extern cvar_t *spectator_password; extern cvar_t *g_select_empty; extern cvar_t *dedicated; extern cvar_t *filterban; extern cvar_t *sv_gravity; extern cvar_t *sv_maxvelocity; extern cvar_t *gun_x, *gun_y, *gun_z; extern cvar_t *sv_rollspeed; extern cvar_t *sv_rollangle; extern cvar_t *run_pitch; extern cvar_t *run_roll; extern cvar_t *bob_up; extern cvar_t *bob_pitch; extern cvar_t *bob_roll; extern cvar_t *sv_cheats; extern cvar_t *maxclients; extern cvar_t *maxspectators; extern cvar_t *flood_msgs; extern cvar_t *flood_persecond; extern cvar_t *flood_waitdelay; extern cvar_t *sv_maplist; enum{ GAME_API_VERSION = 3, /* edict->svflags */ SVF_NOCLIENT = 1<<0, // don't send entity to clients, even if it has effects SVF_DEADMONSTER = 1<<1, // treat as CONTENTS_DEADMONSTER for collision SVF_MONSTER = 1<<2, // treat as CONTENTS_MONSTER for collision MAX_ENT_CLUSTERS = 16 }; /* edict->solid values */ typedef enum solid_t{ SOLID_NOT, // no interaction with other objects SOLID_TRIGGER, // only touch when inside, after moving SOLID_BBOX, // touch on edge SOLID_BSP // bsp clip, touch on edge }solid_t; /* link_t is only used for entity area links now */ struct link_t{ link_t *prev; link_t *next; }; struct game_import_t{ void (*bprintf)(int, char *, ...); void (*dprintf)(char *, ...); void (*cprintf)(edict_t *, int, char *, ...); void (*centerprintf)(edict_t *, char *, ...); void (*sound)(edict_t *, int, int, float, float, float); void (*positioned_sound)(vec3_t, edict_t *, int, int, float, float, float); /* config strings hold all the index strings, the lightstyles, and misc * data like the sky definition and cdtrack. all of the current * configstrings are sent to clients when they connect, and changes are * sent to all connected clients. */ void (*configstring)(int, char *); void (*error)(char *, ...); /* the *index functions create configstrings and some internal server * state */ int (*modelindex)(char *); int (*soundindex)(char *); int (*imageindex)(char *); void (*setmodel)(edict_t *, char *); /* collision detection */ trace_t (*trace)(vec3_t, vec3_t, vec3_t, vec3_t, edict_t *, int); int (*pointcontents)(vec3_t); qboolean (*inPVS)(vec3_t, vec3_t); qboolean (*inPHS)(vec3_t, vec3_t); void (*SetAreaPortalState)(int, qboolean); qboolean (*AreasConnected)(int, int); /* an entity will never be sent to a client or used for collision if it * is not passed to linkentity. If the size, position, or solidity * changes, it must be relinked. */ void (*linkentity)(edict_t *); /* call before removing an interactive edict */ void (*unlinkentity)(edict_t *); int (*BoxEdicts)(vec3_t, vec3_t, edict_t **, int, int); /* player movement code common with client prediction */ void (*Pmove)(pmove_t *); /* network messaging */ void (*multicast)(vec3_t, multicast_t); void (*unicast)(edict_t *, qboolean); void (*WriteChar)(int); void (*WriteByte)(int); void (*WriteShort)(int); void (*WriteLong)(int); void (*WriteFloat)(float); void (*WriteString)(char *); void (*WritePosition)(vec3_t); // some fractional bits void (*WriteDir)(vec3_t); // single byte encoded, very coarse void (*WriteAngle)(float); /* managed memory allocation */ void* (*TagMalloc)(int, int); void (*TagFree)(void *); void (*FreeTags)(int); /* console variable interaction */ cvar_t* (*cvar)(char *, char *, int); cvar_t* (*cvar_set)(char *, char *); cvar_t* (*cvar_forceset)(char *, char *); /* ClientCommand and ServerCommand parameter access */ int (*argc)(void); char* (*argv)(int); char* (*args)(void); // concatenation of all argv >= 1 /* add commands to the server console as if they were typed in for map * changing, etc */ void (*AddCommandString)(char *); void (*DebugGraph)(float, int); }; extern game_import_t gi; struct game_export_t{ int apiversion; /* the init function will only be called when a game starts, not each * time a level is loaded. Persistant data for clients and the server * can be allocated in init */ void (*Init)(void); void (*Shutdown)(void); /* each new level entered will cause a call to SpawnEntities */ void (*SpawnEntities)(char *, char *, char *); /* Read/Write Game is for storing persistant cross level information * about the world state and the clients. WriteGame is called every * time a level is exited. ReadGame is called on a loadgame. */ void (*WriteGame)(char *, qboolean); void (*ReadGame)(char *); /* ReadLevel is called after the default map information has been * loaded with SpawnEntities */ void (*WriteLevel)(char *); void (*ReadLevel)(char *); qboolean (*ClientConnect)(edict_t *, char *); void (*ClientBegin)(edict_t *); void (*ClientUserinfoChanged)(edict_t *, char *); void (*ClientDisconnect)(edict_t *); void (*ClientCommand)(edict_t *); void (*ClientThink)(edict_t *, usercmd_t *); void (*RunFrame)(void); /* ServerCommand will be called when an "sv <command>" command is * issued on the server console. the game can issue gi.argc() or * gi.argv() commands to get the rest of the parameters */ void (*ServerCommand)(void); /* global variables shared between game and server: the edict array is * allocated in the game dll so it can vary in size from one game to * another. the size will be fixed when ge->Init() is called */ edict_t *edicts; int edict_size; int num_edicts; // current number, <= max_edicts int max_edicts; }; extern game_export_t globals; game_export_t *GetGameAPI(game_import_t *); #define GAMEVERSION "baseq2" #define DAMAGE_TIME 0.5 // view pitching times #define FALL_TIME 0.3 #define FRAMETIME 0.1 enum{ /* edict->spawnflags */ SPAWNFLAG_NOT_EASY = 1<<8, SPAWNFLAG_NOT_MEDIUM = 1<<9, SPAWNFLAG_NOT_HARD = 1<<10, SPAWNFLAG_NOT_DEATHMATCH = 1<<11, SPAWNFLAG_NOT_COOP = 1<<12, /* edict->flags */ FL_FLY = 1<<0, FL_SWIM = 1<<1, // implied immunity to drowining FL_IMMUNE_LASER = 1<<2, FL_INWATER = 1<<3, FL_GODMODE = 1<<4, FL_NOTARGET = 1<<5, FL_IMMUNE_SLIME = 1<<6, FL_IMMUNE_LAVA = 1<<7, FL_PARTIALGROUND = 1<<8, // not all corners are valid FL_WATERJUMP = 1<<9, // player jumping out of water FL_TEAMSLAVE = 1<<10, // not the first on the team FL_NO_KNOCKBACK = 1<<11, FL_POWER_ARMOR = 1<<12, // power armor (if any) is active FL_RESPAWN = 1<<31, // used for item respawning /* memory tags to allow dynamic memory to be cleaned up */ TAG_GAME = 765, // clear when unloading the dll TAG_LEVEL = 766, // clear when loading a new level MELEE_DISTANCE = 80, BODY_QUEUE_SIZE = 8, /* deadflag */ DEAD_NO = 0, DEAD_DYING = 1, DEAD_DEAD = 2, DEAD_RESPAWNABLE = 3, /* range */ RANGE_MELEE = 0, RANGE_NEAR = 1, RANGE_MID = 2, RANGE_FAR = 3, /* gib types */ GIB_ORGANIC = 0, GIB_METALLIC = 1, /* monster ai flags */ AI_STAND_GROUND = 1<<0, AI_TEMP_STAND_GROUND = 1<<1, AI_SOUND_TARGET = 1<<2, AI_LOST_SIGHT = 1<<3, AI_PURSUIT_LAST_SEEN = 1<<4, AI_PURSUE_NEXT = 1<<5, AI_PURSUE_TEMP = 1<<6, AI_HOLD_FRAME = 1<<7, AI_GOOD_GUY = 1<<8, AI_BRUTAL = 1<<9, AI_NOSTEP = 1<<10, AI_DUCKED = 1<<11, AI_COMBAT_POINT = 1<<12, AI_MEDIC = 1<<13, AI_RESURRECTING = 1<<14, /* monster attack state */ AS_STRAIGHT = 1, AS_SLIDING = 2, AS_MELEE = 3, AS_MISSILE = 4, /* armor types */ ARMOR_NONE = 0, ARMOR_JACKET = 1, ARMOR_COMBAT = 2, ARMOR_BODY = 3, ARMOR_SHARD = 4, /* power armor types */ POWER_ARMOR_NONE = 0, POWER_ARMOR_SCREEN = 1, POWER_ARMOR_SHIELD = 2, /* handedness values */ RIGHT_HANDED = 0, LEFT_HANDED = 1, CENTER_HANDED = 2, /* game.serverflags values */ SFL_CROSS_TRIGGER_1 = 1<<0, SFL_CROSS_TRIGGER_2 = 1<<1, SFL_CROSS_TRIGGER_3 = 1<<2, SFL_CROSS_TRIGGER_4 = 1<<3, SFL_CROSS_TRIGGER_5 = 1<<4, SFL_CROSS_TRIGGER_6 = 1<<5, SFL_CROSS_TRIGGER_7 = 1<<6, SFL_CROSS_TRIGGER_8 = 1<<7, SFL_CROSS_TRIGGER_MASK = 0xff, /* noise types for PlayerNoise */ PNOISE_SELF = 0, PNOISE_WEAPON = 1, PNOISE_IMPACT = 2, }; typedef enum damage_t{ DAMAGE_NO, DAMAGE_YES, // will take damage if hit DAMAGE_AIM // auto targeting recognizes this }damage_t; typedef enum weaponstate_t{ WEAPON_READY, WEAPON_ACTIVATING, WEAPON_DROPPING, WEAPON_FIRING }weaponstate_t; typedef enum ammo_t{ AMMO_BULLETS, AMMO_SHELLS, AMMO_ROCKETS, AMMO_GRENADES, AMMO_CELLS, AMMO_SLUGS }ammo_t; /* edict->movetype values */ typedef enum movetype_t{ MOVETYPE_NONE, // never moves MOVETYPE_NOCLIP, // origin and angles change with no interaction MOVETYPE_PUSH, // no clip to world, push on box contact MOVETYPE_STOP, // no clip to world, stops on box contact MOVETYPE_WALK, // gravity MOVETYPE_STEP, // gravity, special edge handling MOVETYPE_FLY, MOVETYPE_TOSS, // gravity MOVETYPE_FLYMISSILE, // extra size to monsters MOVETYPE_BOUNCE }movetype_t; struct gitem_armor_t{ int base_count; int max_count; float normal_protection; float energy_protection; int armor; }; enum{ /* gitem_t->flags */ IT_WEAPON = 1<<0, // use makes active weapon IT_AMMO = 1<<1, IT_ARMOR = 1<<2, IT_STAY_COOP = 1<<3, IT_KEY = 1<<4, IT_POWERUP = 1<<5, /* gitem_t->weapmodel for weapons indicates model index */ WEAP_BLASTER = 1, WEAP_SHOTGUN = 2, WEAP_SUPERSHOTGUN = 3, WEAP_MACHINEGUN = 4, WEAP_CHAINGUN = 5, WEAP_GRENADES = 6, WEAP_GRENADELAUNCHER = 7, WEAP_ROCKETLAUNCHER = 8, WEAP_HYPERBLASTER = 9, WEAP_RAILGUN = 10, WEAP_BFG = 11 }; struct gitem_t{ char *classname; // spawning name qboolean (*pickup)(edict_t *, edict_t *); void (*use)(edict_t *, gitem_t *); void (*drop)(edict_t *, gitem_t *); void (*weaponthink)(edict_t *); char *pickup_sound; char *world_model; int world_model_flags; char *view_model; /* client side info */ char *icon; char *pickup_name; // for printing on pickup int count_width; // number of digits to display by icon int quantity; // for ammo how much, for weapons how much is used per shot char *ammo; // for weapons int flags; // IT_* flags int weapmodel; // weapon model index (for weapons) void *info; int tag; /* string of all models, sounds, and images this item will use */ char *precaches; }; extern gitem_t itemlist[]; /* this structure is left intact through an entire game it should be * initialized at dll load time, and read/written to the server.ssv file for * savegames */ struct game_locals_t{ char helpmessage1[512]; char helpmessage2[512]; /* flash F1 icon if non 0, play sound and increment only if 1, 2, or 3 */ int helpchanged; gclient_t *clients; // [maxclients] /* can't store spawnpoint in level, because it would get overwritten * by the savegame restore */ char spawnpoint[512]; // needed for coop respawns /* store latched cvars here that we want to get at often */ int maxclients; int maxentities; /* cross level triggers */ int serverflags; int num_items; qboolean autosaved; }; extern game_locals_t game; /* this structure is cleared as each map is entered; it is read/written to the * level.sav file for savegames */ struct level_locals_t{ int framenum; float time; char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc) char mapname[MAX_QPATH]; // the server name (base1, etc) char nextmap[MAX_QPATH]; // go here when fraglimit is hit /* intermission state */ float intermissiontime; // time the intermission was started char *changemap; int exitintermission; vec3_t intermission_origin; vec3_t intermission_angle; edict_t *sight_client; // changed once each frame for coop games edict_t *sight_entity; int sight_entity_framenum; edict_t *sound_entity; int sound_entity_framenum; edict_t *sound2_entity; int sound2_entity_framenum; int pic_health; int total_secrets; int found_secrets; int total_goals; int found_goals; int total_monsters; int killed_monsters; edict_t *current_entity; // entity running from G_RunFrame int body_que; // dead bodies int power_cubes; // ugly necessity for coop }; extern level_locals_t level; /* spawn_temp_t is only used to hold entity field values that can be set from * the editor, but aren't actualy present in edict_t during gameplay */ struct spawn_temp_t{ /* world vars */ char *sky; float skyrotate; vec3_t skyaxis; char *nextmap; int lip; int distance; int height; char *noise; float pausetime; char *item; char *gravity; float minyaw; float maxyaw; float minpitch; float maxpitch; }; extern spawn_temp_t st; struct moveinfo_t{ /* fixed data */ vec3_t start_origin; vec3_t start_angles; vec3_t end_origin; vec3_t end_angles; int sound_start; int sound_middle; int sound_end; float accel; float speed; float decel; float distance; float wait; /* state data */ int state; vec3_t dir; float current_speed; float move_speed; float next_speed; float remaining_distance; float decel_distance; void (*endfunc)(edict_t *); }; struct mframe_t{ void (*aifunc)(edict_t *, float); float dist; void (*thinkfunc)(edict_t *); }; struct mmove_t{ int firstframe; int lastframe; mframe_t *frame; void (*endfunc)(edict_t *); }; struct monsterinfo_t{ mmove_t *currentmove; int aiflags; int nextframe; float scale; void (*stand)(edict_t *); void (*idle)(edict_t *); void (*search)(edict_t *); void (*walk)(edict_t *); void (*run)(edict_t *); void (*dodge)(edict_t *, edict_t *, float); void (*attack)(edict_t *); void (*melee)(edict_t *); void (*sight)(edict_t *, edict_t *); qboolean (*checkattack)(edict_t *); float pausetime; float attack_finished; vec3_t saved_goal; float search_time; float trail_time; vec3_t last_sighting; int attack_state; int lefty; float idle_time; int linkcount; int power_armor_type; int power_armor_power; }; extern int sm_meat_index; extern int snd_fry; /* means of death */ enum{ MOD_UNKNOWN = 0, MOD_BLASTER = 1, MOD_SHOTGUN = 2, MOD_SSHOTGUN = 3, MOD_MACHINEGUN = 4, MOD_CHAINGUN = 5, MOD_GRENADE = 6, MOD_G_SPLASH = 7, MOD_ROCKET = 8, MOD_R_SPLASH = 9, MOD_HYPERBLASTER = 10, MOD_RAILGUN = 11, MOD_BFG_LASER = 12, MOD_BFG_BLAST = 13, MOD_BFG_EFFECT = 14, MOD_HANDGRENADE = 15, MOD_HG_SPLASH = 16, MOD_WATER = 17, MOD_SLIME = 18, MOD_LAVA = 19, MOD_CRUSH = 20, MOD_TELEFRAG = 21, MOD_FALLING = 22, MOD_SUICIDE = 23, MOD_HELD_GRENADE = 24, MOD_EXPLOSIVE = 25, MOD_BARREL = 26, MOD_BOMB = 27, MOD_EXIT = 28, MOD_SPLASH = 29, MOD_TARGET_LASER = 30, MOD_TRIGGER_HURT = 31, MOD_HIT = 32, MOD_TARGET_BLASTER = 33, MOD_FRIENDLY_FIRE = 1<<27 }; extern int meansOfDeath; enum{ /* item spawnflags */ ITEM_TRIGGER_SPAWN = 1<<0, ITEM_NO_TOUCH = 1<<1, /* 6 bits reserved for editor flags; 8 bits used as power cube id bits * for coop games */ DROPPED_ITEM = 1<<16, DROPPED_PLAYER_ITEM = 1<<17, ITEM_TARGETS_USED = 1<<18, /* fields are needed for spawning from the entity string and saving or * loading games */ FFL_SPAWNTEMP = 1, FFL_NOSPAWN = 2 }; typedef enum fieldtype_t{ F_INT, F_FLOAT, F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL F_GSTRING, // string on disk, pointer in memory, TAG_GAME F_VECTOR, F_ANGLEHACK, F_EDICT, // index on disk, pointer in memory F_ITEM, // index on disk, pointer in memory F_CLIENT, // index on disk, pointer in memory F_FUNCTION, F_MMOVE, F_IGNORE }fieldtype_t; struct field_t{ char *name; int ofs; fieldtype_t type; int flags; }; extern field_t fields[]; enum{ /* damage flags */ DAMAGE_RADIUS = 1<<0, // indirect dmg DAMAGE_NO_ARMOR = 1<<1, // not protected by armour DAMAGE_ENERGY = 1<<2, // is from an energy based weapon DAMAGE_NO_KNOCKBACK = 1<<3, // do not affect velocity, just view angles DAMAGE_BULLET = 1<<4, // is from a bullet (used for ricochets) /* no effect from armor, shields, invulnerability, and godmode */ DAMAGE_NO_PROTECTION = 1<<5, DEFAULT_BULLET_HSPREAD = 300, DEFAULT_BULLET_VSPREAD = 500, DEFAULT_SHOTGUN_HSPREAD = 1000, DEFAULT_SHOTGUN_VSPREAD = 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT = 12, DEFAULT_SHOTGUN_COUNT = 12, DEFAULT_SSHOTGUN_COUNT = 20, /* client_t->anim_priority */ ANIM_BASIC = 0, // stand / run ANIM_WAVE = 1, ANIM_JUMP = 2, ANIM_PAIN = 3, ANIM_ATTACK = 4, ANIM_DEATH = 5, ANIM_REVERSE = 6 }; /* client data that stays across multiple level loads */ struct client_persistant_t{ char userinfo[MAX_INFO_STRING]; char netname[16]; int hand; /* a loadgame will leave valid entities that just don't have a connection yet */ qboolean connected; /* values saved and restored from edicts when changing levels */ int health; int max_health; int savedFlags; int selected_item; int inventory[MAX_ITEMS]; int max_bullets; int max_shells; int max_rockets; int max_grenades; int max_cells; int max_slugs; gitem_t *weapon; gitem_t *lastweapon; int power_cubes; // used for tracking the cubes in coop games int score; // for calculating total unit score in coop games int game_helpchanged; int helpchanged; qboolean spectator; // client is a spectator }; /* client data that stays across deathmatch respawns */ struct client_respawn_t{ client_persistant_t coop_respawn; // assigned to client->pers on a respawn int enterframe; // level.framenum the client entered the game int score; // frags, etc vec3_t cmd_angles; // angles sent over in the last command qboolean spectator; // client is a spectator }; /* this structure is cleared on each PutClientInServer(), except for .pers */ struct gclient_t{ /* known to server */ player_state_t ps; // communicated by server to clients int ping; /* the server expects the first part of gclient_s to be a * player_state_t but the rest of it is opaque * DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER EXPECTS THE FIELDS IN * THAT ORDER! */ client_persistant_t pers; client_respawn_t resp; pmove_state_t old_pmove; // for detecting out-of-pmove changes qboolean showscores; // set layout stat qboolean showinventory; // set layout stat qboolean showhelp; qboolean showhelpicon; int ammo_index; int buttons; int oldbuttons; int latched_buttons; qboolean weapon_thunk; gitem_t *newweapon; /* sum up damage over an entire frame, so shotgun blasts give a single * big kick */ int damage_armor; // damage absorbed by armor int damage_parmor; // damage absorbed by power armor int damage_blood; // damage taken out of health int damage_knockback; // impact damage vec3_t damage_from; // origin for vector calculation float killer_yaw; // when dead, look at killer weaponstate_t weaponstate; vec3_t kick_angles; // weapon kicks vec3_t kick_origin; float v_dmg_roll; // damage kicks float v_dmg_pitch; float v_dmg_time; float fall_time; // for view drop on fall float fall_value; float damage_alpha; float bonus_alpha; vec3_t damage_blend; vec3_t v_angle; // aiming direction so off-ground doesn't change it float bobtime; vec3_t oldviewangles; vec3_t oldvelocity; float next_drown_time; int old_waterlevel; int breather_sound; int machinegun_shots; // for weapon raising int anim_end; int anim_priority; qboolean anim_duck; qboolean anim_run; /* powerup timers */ float quad_framenum; float invincible_framenum; float breather_framenum; float enviro_framenum; qboolean grenade_blew_up; float grenade_time; int silencer_shots; int weapon_sound; float pickup_msg_time; float flood_locktill; // locked from talking float flood_when[10]; // when messages were said int flood_whenhead; // head pointer for when said float respawn_time; // can respawn when time > this edict_t *chase_target; // player we are chasing qboolean update_chase; // need to update chase info? }; struct edict_t{ entity_state_t s; gclient_t *client; // nil if not a player qboolean inuse; int linkcount; // FIXME: move these fields to a server private sv_entity_t link_t area; // linked to a division node or leaf int num_clusters; // if -1, use headnode instead int clusternums[MAX_ENT_CLUSTERS]; int headnode; // unused if num_clusters != -1 int areanum; int areanum2; int svflags; // SCF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc. vec3_t mins; vec3_t maxs; vec3_t absmin; vec3_t absmax; vec3_t size; solid_t solid; int clipmask; edict_t *owner; /* DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER EXPECTS THE FIELDS IN * THAT ORDER! */ int movetype; int flags; char *model; float freetime; // sv.time when the object was freed /* only used locally in game, not by server */ char *message; char *classname; int spawnflags; float timestamp; float angle; // set in qe3, -1 = up, -2 = down char *target; char *targetname; char *killtarget; char *team; char *pathtarget; char *deathtarget; char *combattarget; edict_t *target_ent; float speed; float accel; float decel; vec3_t movedir; vec3_t pos1; vec3_t pos2; vec3_t velocity; vec3_t avelocity; int mass; float air_finished; /* per entity gravity multiplier (1.0 is normal); use for lowgrav * artifact, flares */ float gravity; edict_t *goalentity; edict_t *movetarget; float yaw_speed; float ideal_yaw; float nextthink; void (*prethink)(edict_t *); void (*think)(edict_t *); void (*blocked)(edict_t *, edict_t *); //move to moveinfo? void (*touch)(edict_t *, edict_t *, cplane_t *, csurface_t *); void (*use)(edict_t *, edict_t *, edict_t *); void (*pain)(edict_t *, edict_t *, float, int); void (*die)(edict_t *, edict_t *, edict_t *, int, vec3_t); float touch_debounce_time; // are all these legit? do we need more/less of them? float pain_debounce_time; float damage_debounce_time; float fly_sound_debounce_time; //move to clientinfo float last_move_time; int health; int max_health; int gib_health; int deadflag; qboolean show_hostile; float powerarmor_time; char *map; // target_changelevel int viewheight; // height above origin where eyesight is determined int takedamage; int dmg; int radius_dmg; float dmg_radius; int sounds; //make this a spawntemp var? int count; edict_t *chain; edict_t *enemy; edict_t *oldenemy; edict_t *activator; edict_t *groundentity; int groundentity_linkcount; edict_t *teamchain; edict_t *teammaster; edict_t *mynoise; // can go in client only edict_t *mynoise2; int noise_index; int noise_index2; float volume; float attenuation; /* timing variables */ float wait; float delay; // before firing targets float random; float teleport_time; int watertype; int waterlevel; vec3_t move_origin; vec3_t move_angles; /* move this to clientinfo? */ int light_level; int style; // also used as areaportal number gitem_t *item; // for bonus items /* common data blocks */ moveinfo_t moveinfo; monsterinfo_t monsterinfo; }; extern edict_t *g_edicts; #define WORLD (&g_edicts[0]) #define ITEM_INDEX(x) ((x)-itemlist) #define FOFS(x) (uintptr)&(((edict_t *)0)->x) #define STOFS(x) (uintptr)&(((spawn_temp_t *)0)->x) #define LLOFS(x) (uintptr)&(((level_locals_t *)0)->x) #define CLOFS(x) (uintptr)&(((gclient_t *)0)->x) #define qrandom() ((rand () & 0x7fff) / ((float)0x7fff)) /* >_< arrrrggghh */ #define crandom() (2.0 * (qrandom() - 0.5)) void Cmd_Help_f(edict_t *); void Cmd_Score_f(edict_t *); void PrecacheItem(gitem_t *); void InitItems(void); void SetItemNames(void); gitem_t* FindItem(char *); gitem_t* FindItemByClassname(char *); edict_t* Drop_Item(edict_t *, gitem_t *); void SetRespawn(edict_t *, float); void ChangeWeapon(edict_t *); void SpawnItem(edict_t *, gitem_t *); void Think_Weapon(edict_t *); int ArmorIndex(edict_t *); int PowerArmorType(edict_t *); gitem_t* GetItemByIndex(int); qboolean Add_Ammo(edict_t *, gitem_t *, int); void Touch_Item(edict_t *, edict_t *, cplane_t *, csurface_t *); qboolean KillBox(edict_t *); void G_ProjectSource(vec3_t, vec3_t, vec3_t, vec3_t, vec3_t); edict_t* G_Find(edict_t *, int, char *); edict_t* findradius(edict_t *, vec3_t, float); edict_t* G_PickTarget(char *); void G_UseTargets(edict_t *, edict_t *); void G_SetMovedir(vec3_t, vec3_t); void G_InitEdict(edict_t *); edict_t* G_Spawn(void); void G_FreeEdict(edict_t *); void G_TouchTriggers(edict_t *); void G_TouchSolids(edict_t *); char* G_CopyString(char *); float* tv(float, float, float); char* vtos(vec3_t); float vectoyaw(vec3_t); void vectoangles(vec3_t, vec3_t); qboolean OnSameTeam(edict_t *, edict_t *); qboolean CanDamage(edict_t *, edict_t *); void T_Damage(edict_t *, edict_t *, edict_t *, vec3_t, vec3_t, vec3_t, int, int, int, int); void T_RadiusDamage(edict_t *, edict_t *, float, edict_t *, float, int); void monster_fire_bullet(edict_t *, vec3_t, vec3_t, int, int, int, int, int); void monster_fire_shotgun(edict_t *, vec3_t, vec3_t, int, int, int, int, int, int); void monster_fire_blaster(edict_t *, vec3_t, vec3_t, int, int, int, int); void monster_fire_grenade(edict_t *, vec3_t, vec3_t, int, int, int); void monster_fire_rocket(edict_t *, vec3_t, vec3_t, int, int, int); void monster_fire_railgun(edict_t *, vec3_t, vec3_t, int, int, int); void monster_fire_bfg(edict_t *, vec3_t, vec3_t, int, int, int, float, int); void M_droptofloor(edict_t *); void monster_think(edict_t *); void walkmonster_start(edict_t *); void swimmonster_start(edict_t *); void flymonster_start(edict_t *); void AttackFinished(edict_t *, float); void monster_death_use(edict_t *); void M_CatagorizePosition(edict_t *); qboolean M_CheckAttack(edict_t *); void M_FlyCheck(edict_t *); void M_CheckGround(edict_t *); void ThrowHead(edict_t *, char *, int, int); void ThrowClientHead(edict_t *, int); void ThrowGib(edict_t *, char *, int, int); void BecomeExplosion1(edict_t *); void AI_SetSightClient(void); void ai_stand(edict_t *, float); void ai_move(edict_t *, float); void ai_walk(edict_t *, float); void ai_turn(edict_t *, float); void ai_run(edict_t *, float); void ai_charge(edict_t *, float); int range(edict_t *, edict_t *); void FoundTarget(edict_t *); qboolean infront(edict_t *, edict_t *); qboolean visible(edict_t *, edict_t *); qboolean FacingIdeal(edict_t *); void ThrowDebris(edict_t *, char *, float, vec3_t); qboolean fire_hit(edict_t *, vec3_t, int, int); void fire_bullet(edict_t *, vec3_t, vec3_t, int, int, int, int, int); void fire_shotgun(edict_t *, vec3_t, vec3_t, int, int, int, int, int, int); void fire_blaster(edict_t *, vec3_t, vec3_t, int, int, int, qboolean); void fire_grenade(edict_t *, vec3_t, vec3_t, int, int, float, float); void fire_grenade2(edict_t *, vec3_t, vec3_t, int, int, float, float, qboolean); void fire_rocket(edict_t *, vec3_t, vec3_t, int, int, float, int); void fire_rail(edict_t *, vec3_t, vec3_t, int, int); void fire_bfg(edict_t *, vec3_t, vec3_t, int, int, float); void PlayerTrail_Init(void); void PlayerTrail_Add(vec3_t); void PlayerTrail_New(vec3_t); edict_t* PlayerTrail_PickFirst(edict_t *); edict_t* PlayerTrail_PickNext(edict_t *); edict_t* PlayerTrail_LastSpot(void); void respawn(edict_t *); void BeginIntermission(edict_t *); void PutClientInServer(edict_t *); void InitClientPersistant(gclient_t *); void InitClientResp(gclient_t *); void InitBodyQue(void); void ClientBeginServerFrame(edict_t *); void player_pain(edict_t *, edict_t *, float, int); void player_die(edict_t *, edict_t *, edict_t *, int, vec3_t); void ServerCommand(void); qboolean SV_FilterPacket(char *); void ClientEndServerFrame(edict_t *); void MoveClientToIntermission(edict_t *); void G_SetStats(edict_t *); void G_SetSpectatorStats(edict_t *); void G_CheckChaseStats(edict_t *); void ValidateSelectedItem(edict_t *); void DeathmatchScoreboardMessage(edict_t *, edict_t *); void PlayerNoise(edict_t *, vec3_t, int); qboolean M_CheckBottom(edict_t *); qboolean M_walkmove(edict_t *, float, float); void M_MoveToGoal(edict_t *, float); void M_ChangeYaw(edict_t *); void G_RunEntity(edict_t *); void SaveClientData(void); void FetchClientEntData(edict_t *); void UpdateChaseCam(edict_t *); void ChaseNext(edict_t *); void ChasePrev(edict_t *); void GetChaseTarget(edict_t *);