📄 g_local.h
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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 *);
} moveinfo_t;
typedef struct
{
void (*aifunc)(edict_t *self, float dist);
float dist;
void (*thinkfunc)(edict_t *self);
} mframe_t;
typedef struct
{
int firstframe;
int lastframe;
mframe_t *frame;
void (*endfunc)(edict_t *self);
} mmove_t;
typedef struct
{
mmove_t *currentmove;
int aiflags;
int nextframe;
float scale;
void (*stand)(edict_t *self);
void (*idle)(edict_t *self);
void (*search)(edict_t *self);
void (*walk)(edict_t *self);
void (*run)(edict_t *self);
void (*dodge)(edict_t *self, edict_t *other, float eta);
void (*attack)(edict_t *self);
void (*melee)(edict_t *self);
void (*sight)(edict_t *self, edict_t *other);
qboolean (*checkattack)(edict_t *self);
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;
} monsterinfo_t;
extern game_locals_t game;
extern level_locals_t level;
extern game_import_t gi;
extern game_export_t globals;
extern spawn_temp_t st;
extern int sm_meat_index;
extern int snd_fry;
extern int jacket_armor_index;
extern int combat_armor_index;
extern int body_armor_index;
// means of death
#define MOD_UNKNOWN 0
#define MOD_BLASTER 1
#define MOD_SHOTGUN 2
#define MOD_SSHOTGUN 3
#define MOD_MACHINEGUN 4
#define MOD_CHAINGUN 5
#define MOD_GRENADE 6
#define MOD_G_SPLASH 7
#define MOD_ROCKET 8
#define MOD_R_SPLASH 9
#define MOD_HYPERBLASTER 10
#define MOD_RAILGUN 11
#define MOD_BFG_LASER 12
#define MOD_BFG_BLAST 13
#define MOD_BFG_EFFECT 14
#define MOD_HANDGRENADE 15
#define MOD_HG_SPLASH 16
#define MOD_WATER 17
#define MOD_SLIME 18
#define MOD_LAVA 19
#define MOD_CRUSH 20
#define MOD_TELEFRAG 21
#define MOD_FALLING 22
#define MOD_SUICIDE 23
#define MOD_HELD_GRENADE 24
#define MOD_EXPLOSIVE 25
#define MOD_BARREL 26
#define MOD_BOMB 27
#define MOD_EXIT 28
#define MOD_SPLASH 29
#define MOD_TARGET_LASER 30
#define MOD_TRIGGER_HURT 31
#define MOD_HIT 32
#define MOD_TARGET_BLASTER 33
#define MOD_GRAPPLE 34
#define MOD_FRIENDLY_FIRE 0x8000000
extern int meansOfDeath;
extern edict_t *g_edicts;
#define FOFS(x) (int)&(((edict_t *)0)->x)
#define STOFS(x) (int)&(((spawn_temp_t *)0)->x)
#define LLOFS(x) (int)&(((level_locals_t *)0)->x)
#define CLOFS(x) (int)&(((gclient_t *)0)->x)
#define random() ((rand () & 0x7fff) / ((float)0x7fff))
#define crandom() (2.0 * (random() - 0.5))
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;
//ZOID
extern cvar_t *capturelimit;
extern cvar_t *instantweap;
//ZOID
extern cvar_t *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 *flood_msgs;
extern cvar_t *flood_persecond;
extern cvar_t *flood_waitdelay;
extern cvar_t *sv_maplist;
//ZOID
extern qboolean is_quad;
//ZOID
#define world (&g_edicts[0])
// item spawnflags
#define ITEM_TRIGGER_SPAWN 0x00000001
#define ITEM_NO_TOUCH 0x00000002
// 6 bits reserved for editor flags
// 8 bits used as power cube id bits for coop games
#define DROPPED_ITEM 0x00010000
#define DROPPED_PLAYER_ITEM 0x00020000
#define ITEM_TARGETS_USED 0x00040000
//
// fields are needed for spawning from the entity string
// and saving / loading games
//
#define FFL_SPAWNTEMP 1
typedef enum {
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_IGNORE
} fieldtype_t;
typedef struct
{
char *name;
int ofs;
fieldtype_t type;
int flags;
} field_t;
extern field_t fields[];
extern gitem_t itemlist[];
//
// g_cmds.c
//
qboolean CheckFlood(edict_t *ent);
void Cmd_Help_f (edict_t *ent);
void Cmd_Score_f (edict_t *ent);
//
// g_items.c
//
void PrecacheItem (gitem_t *it);
void InitItems (void);
void SetItemNames (void);
gitem_t *FindItem (char *pickup_name);
gitem_t *FindItemByClassname (char *classname);
#define ITEM_INDEX(x) ((x)-itemlist)
edict_t *Drop_Item (edict_t *ent, gitem_t *item);
void SetRespawn (edict_t *ent, float delay);
void ChangeWeapon (edict_t *ent);
void SpawnItem (edict_t *ent, gitem_t *item);
void Think_Weapon (edict_t *ent);
int ArmorIndex (edict_t *ent);
int PowerArmorType (edict_t *ent);
gitem_t *GetItemByIndex (int index);
qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count);
void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
//
// g_utils.c
//
qboolean KillBox (edict_t *ent);
void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
edict_t *G_Find (edict_t *from, int fieldofs, char *match);
edict_t *findradius (edict_t *from, vec3_t org, float rad);
edict_t *G_PickTarget (char *targetname);
void G_UseTargets (edict_t *ent, edict_t *activator);
void G_SetMovedir (vec3_t angles, vec3_t movedir);
void G_InitEdict (edict_t *e);
edict_t *G_Spawn (void);
void G_FreeEdict (edict_t *e);
void G_TouchTriggers (edict_t *ent);
void G_TouchSolids (edict_t *ent);
char *G_CopyString (char *in);
float *tv (float x, float y, float z);
char *vtos (vec3_t v);
float vectoyaw (vec3_t vec);
void vectoangles (vec3_t vec, vec3_t angles);
//
// g_combat.c
//
qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
qboolean CanDamage (edict_t *targ, edict_t *inflictor);
qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker);
void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod);
void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
// damage flags
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
#define DEFAULT_BULLET_HSPREAD 300
#define DEFAULT_BULLET_VSPREAD 500
#define DEFAULT_SHOTGUN_HSPREAD 1000
#define DEFAULT_SHOTGUN_VSPREAD 500
#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
#define DEFAULT_SHOTGUN_COUNT 12
#define DEFAULT_SSHOTGUN_COUNT 20
//
// g_monster.c
//
void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype);
void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype);
void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype);
void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype);
void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype);
void M_droptofloor (edict_t *ent);
void monster_think (edict_t *self);
void walkmonster_start (edict_t *self);
void swimmonster_start (edict_t *self);
void flymonster_start (edict_t *self);
void AttackFinished (edict_t *self, float time);
void monster_death_use (edict_t *self);
void M_CatagorizePosition (edict_t *ent);
qboolean M_CheckAttack (edict_t *self);
void M_FlyCheck (edict_t *self);
void M_CheckGround (edict_t *ent);
//
// g_misc.c
//
void ThrowHead (edict_t *self, char *gibname, int damage, int type);
void ThrowClientHead (edict_t *self, int damage);
void ThrowGib (edict_t *self, char *gibname, int damage, int type);
void BecomeExplosion1(edict_t *self);
//
// g_ai.c
//
void AI_SetSightClient (void);
void ai_stand (edict_t *self, float dist);
void ai_move (edict_t *self, float dist);
void ai_walk (edict_t *self, float dist);
void ai_turn (edict_t *self, float dist);
void ai_run (edict_t *self, float dist);
void ai_charge (edict_t *self, float dist);
int range (edict_t *self, edict_t *other);
void FoundTarget (edict_t *self);
qboolean infront (edict_t *self, edict_t *other);
qboolean visible (edict_t *self, edict_t *other);
qboolean FacingIdeal(edict_t *self);
//
// g_weapon.c
//
void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin);
qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick);
void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod);
void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius);
//
// g_ptrail.c
//
void PlayerTrail_Init (void);
void PlayerTrail_Add (vec3_t spot);
void PlayerTrail_New (vec3_t spot);
edict_t *PlayerTrail_PickFirst (edict_t *self);
edict_t *PlayerTrail_PickNext (edict_t *self);
edict_t *PlayerTrail_LastSpot (void);
//
// g_client.c
//
void respawn (edict_t *ent);
void BeginIntermission (edict_t *targ);
void PutClientInServer (edict_t *ent);
void InitClientPersistant (gclient_t *client);
void InitClientResp (gclient_t *client);
void InitBodyQue (void);
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