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📄 g_local.h

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	char		*areabits;
};


//
// this structure is cleared as each map is entered
//
#define	MAX_SPAWN_VARS			64
#define	MAX_SPAWN_VARS_CHARS	4096

typedef struct {
	struct gclient_s	*clients;		// [maxclients]

	struct gentity_s	*gentities;
	int			gentitySize;
	int			num_entities;		// current number, <= MAX_GENTITIES

	int			warmupTime;			// restart match at this time

	fileHandle_t	logFile;

	// store latched cvars here that we want to get at often
	int			maxclients;

	int			framenum;
	int			time;					// in msec
	int			previousTime;			// so movers can back up when blocked

	int			startTime;				// level.time the map was started

	int			teamScores[TEAM_NUM_TEAMS];
	int			lastTeamLocationTime;		// last time of client team location update

	qboolean	newSession;				// don't use any old session data, because
										// we changed gametype

	qboolean	restarted;				// waiting for a map_restart to fire

	int			numConnectedClients;
	int			numNonSpectatorClients;	// includes connecting clients
	int			numPlayingClients;		// connected, non-spectators
	int			sortedClients[MAX_CLIENTS];		// sorted by score
	int			follow1, follow2;		// clientNums for auto-follow spectators

	int			snd_fry;				// sound index for standing in lava

	int			warmupModificationCount;	// for detecting if g_warmup is changed

	// voting state
	char		voteString[MAX_STRING_CHARS];
	char		voteDisplayString[MAX_STRING_CHARS];
	int			voteTime;				// level.time vote was called
	int			voteExecuteTime;		// time the vote is executed
	int			voteYes;
	int			voteNo;
	int			numVotingClients;		// set by CalculateRanks

	// team voting state
	char		teamVoteString[2][MAX_STRING_CHARS];
	int			teamVoteTime[2];		// level.time vote was called
	int			teamVoteYes[2];
	int			teamVoteNo[2];
	int			numteamVotingClients[2];// set by CalculateRanks

	// spawn variables
	qboolean	spawning;				// the G_Spawn*() functions are valid
	int			numSpawnVars;
	char		*spawnVars[MAX_SPAWN_VARS][2];	// key / value pairs
	int			numSpawnVarChars;
	char		spawnVarChars[MAX_SPAWN_VARS_CHARS];

	// intermission state
	int			intermissionQueued;		// intermission was qualified, but
										// wait INTERMISSION_DELAY_TIME before
										// actually going there so the last
										// frag can be watched.  Disable future
										// kills during this delay
	int			intermissiontime;		// time the intermission was started
	char		*changemap;
	qboolean	readyToExit;			// at least one client wants to exit
	int			exitTime;
	vec3_t		intermission_origin;	// also used for spectator spawns
	vec3_t		intermission_angle;

	qboolean	locationLinked;			// target_locations get linked
	gentity_t	*locationHead;			// head of the location list
	int			bodyQueIndex;			// dead bodies
	gentity_t	*bodyQue[BODY_QUEUE_SIZE];
#ifdef MISSIONPACK
	int			portalSequence;
#endif
} level_locals_t;


//
// g_spawn.c
//
qboolean	G_SpawnString( const char *key, const char *defaultString, char **out );
// spawn string returns a temporary reference, you must CopyString() if you want to keep it
qboolean	G_SpawnFloat( const char *key, const char *defaultString, float *out );
qboolean	G_SpawnInt( const char *key, const char *defaultString, int *out );
qboolean	G_SpawnVector( const char *key, const char *defaultString, float *out );
void		G_SpawnEntitiesFromString( void );
char *G_NewString( const char *string );

//
// g_cmds.c
//
void Cmd_Score_f (gentity_t *ent);
void StopFollowing( gentity_t *ent );
void BroadcastTeamChange( gclient_t *client, int oldTeam );
void SetTeam( gentity_t *ent, char *s );
void Cmd_FollowCycle_f( gentity_t *ent, int dir );

//
// g_items.c
//
void G_CheckTeamItems( void );
void G_RunItem( gentity_t *ent );
void RespawnItem( gentity_t *ent );

void UseHoldableItem( gentity_t *ent );
void PrecacheItem (gitem_t *it);
gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle );
gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity );
void SetRespawn (gentity_t *ent, float delay);
void G_SpawnItem (gentity_t *ent, gitem_t *item);
void FinishSpawningItem( gentity_t *ent );
void Think_Weapon (gentity_t *ent);
int ArmorIndex (gentity_t *ent);
void	Add_Ammo (gentity_t *ent, int weapon, int count);
void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace);

void ClearRegisteredItems( void );
void RegisterItem( gitem_t *item );
void SaveRegisteredItems( void );

//
// g_utils.c
//
int G_ModelIndex( char *name );
int		G_SoundIndex( char *name );
void	G_TeamCommand( team_t team, char *cmd );
void	G_KillBox (gentity_t *ent);
gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
gentity_t *G_PickTarget (char *targetname);
void	G_UseTargets (gentity_t *ent, gentity_t *activator);
void	G_SetMovedir ( vec3_t angles, vec3_t movedir);

void	G_InitGentity( gentity_t *e );
gentity_t	*G_Spawn (void);
gentity_t *G_TempEntity( vec3_t origin, int event );
void	G_Sound( gentity_t *ent, int channel, int soundIndex );
void	G_FreeEntity( gentity_t *e );
qboolean	G_EntitiesFree( void );

void	G_TouchTriggers (gentity_t *ent);
void	G_TouchSolids (gentity_t *ent);

float	*tv (float x, float y, float z);
char	*vtos( const vec3_t v );

float vectoyaw( const vec3_t vec );

void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm );
void G_AddEvent( gentity_t *ent, int event, int eventParm );
void G_SetOrigin( gentity_t *ent, vec3_t origin );
void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
const char *BuildShaderStateConfig();

//
// g_combat.c
//
qboolean CanDamage (gentity_t *targ, vec3_t origin);
void G_Damage (gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod);
qboolean G_RadiusDamage (vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod);
int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir );
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
void TossClientItems( gentity_t *self );
#ifdef MISSIONPACK
void TossClientPersistantPowerups( gentity_t *self );
#endif
void TossClientCubes( gentity_t *self );

// damage flags
#define DAMAGE_RADIUS				0x00000001	// damage was indirect
#define DAMAGE_NO_ARMOR				0x00000002	// armour does not protect from this damage
#define DAMAGE_NO_KNOCKBACK			0x00000004	// do not affect velocity, just view angles
#define DAMAGE_NO_PROTECTION		0x00000008  // armor, shields, invulnerability, and godmode have no effect
#ifdef MISSIONPACK
#define DAMAGE_NO_TEAM_PROTECTION	0x00000010  // armor, shields, invulnerability, and godmode have no effect
#endif

//
// g_missile.c
//
void G_RunMissile( gentity_t *ent );

gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir);
gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t aimdir);
gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t aimdir);
gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir);
gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir);
gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir);
#ifdef MISSIONPACK
gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up );
gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t aimdir );
#endif


//
// g_mover.c
//
void G_RunMover( gentity_t *ent );
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );

//
// g_trigger.c
//
void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace );


//
// g_misc.c
//
void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
#ifdef MISSIONPACK
void DropPortalSource( gentity_t *ent );
void DropPortalDestination( gentity_t *ent );
#endif


//
// g_weapon.c
//
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
void SnapVectorTowards( vec3_t v, vec3_t to );
qboolean CheckGauntletAttack( gentity_t *ent );
void Weapon_HookFree (gentity_t *ent);
void Weapon_HookThink (gentity_t *ent);


//
// g_client.c
//
team_t TeamCount( int ignoreClientNum, int team );
int TeamLeader( int team );
team_t PickTeam( int ignoreClientNum );
void SetClientViewAngle( gentity_t *ent, vec3_t angle );
gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles );
void CopyToBodyQue( gentity_t *ent );
void respawn (gentity_t *ent);
void BeginIntermission (void);
void InitClientPersistant (gclient_t *client);
void InitClientResp (gclient_t *client);
void InitBodyQue (void);
void ClientSpawn( gentity_t *ent );
void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
void AddScore( gentity_t *ent, vec3_t origin, int score );
void CalculateRanks( void );
qboolean SpotWouldTelefrag( gentity_t *spot );

//
// g_svcmds.c
//
qboolean	ConsoleCommand( void );
void G_ProcessIPBans(void);
qboolean G_FilterPacket (char *from);

//
// g_weapon.c
//
void FireWeapon( gentity_t *ent );
#ifdef MISSIONPACK
void G_StartKamikaze( gentity_t *ent );
#endif

//
// p_hud.c
//
void MoveClientToIntermission (gentity_t *client);
void G_SetStats (gentity_t *ent);
void DeathmatchScoreboardMessage (gentity_t *client);

//
// g_cmds.c
//

//
// g_pweapon.c
//


//
// g_main.c
//
void FindIntermissionPoint( void );
void SetLeader(int team, int client);
void CheckTeamLeader( int team );
void G_RunThink (gentity_t *ent);
void QDECL G_LogPrintf( const char *fmt, ... );
void SendScoreboardMessageToAllClients( void );
void QDECL G_Printf( const char *fmt, ... );
void QDECL G_Error( const char *fmt, ... );

//
// g_client.c
//
char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot );
void ClientUserinfoChanged( int clientNum );
void ClientDisconnect( int clientNum );
void ClientBegin( int clientNum );
void ClientCommand( int clientNum );

//
// g_active.c
//
void ClientThink( int clientNum );
void ClientEndFrame( gentity_t *ent );
void G_RunClient( gentity_t *ent );

//
// g_team.c

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