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g_local.h
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/* D-Day: Normandy by Vipersoft
************************************
* $Source: /usr/local/cvsroot/dday/src/g_local.h,v $
* $Revision: 1.34 $
* $Date: 2002/07/25 08:28:44 $
*
***********************************
Copyright (C) 2002 Vipersoft
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// g_local.h -- local definitions for game module
#include "g_defines.h"
#include "q_shared.h"
// define GAME_INCLUDE so that game.h does not define the
// short, server-visible gclient_t and edict_t structures,
// because we define the full size ones in this file
//#define GAME_INCLUDE 1
#include "game.h"
#include "ai/ai.h"//JABot
//
// p_menu.c
//
#include "p_menu.h"
// the "gameversion" client command will print this plus compile date
#define GAMEVERSION "dday"
//#define DEVVERSION "4.1"
#define DEVVERSION "5.5 Metal!nfy"//faf
//#define DEBUG 1
// protocol bytes that can be directly added to messages
#define svc_muzzleflash 1
#define svc_muzzleflash2 2
#define svc_temp_entity 3
#define svc_layout 4
#define svc_inventory 5
//==================================================================
// view pitching times
#define DAMAGE_TIME 0.5F /* MetalGod explicit float */
#define FALL_TIME 0.3F/* MetalGod explicit float */
// edict->spawnflags
// these are set with checkboxes on each entity in the map editor
#define SPAWNFLAG_NOT_EASY 0x00000100
#define SPAWNFLAG_NOT_MEDIUM 0x00000200
#define SPAWNFLAG_NOT_HARD 0x00000400
#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
#define SPAWNFLAG_NOT_COOP 0x00001000
// edict->flags
#define FL_FLY 0x00000001
#define FL_SWIM 0x00000002 // implied immunity to drowining
#define FL_IMMUNE_LASER 0x00000004
#define FL_INWATER 0x00000008
#define FL_GODMODE 0x00000010
#define FL_NOTARGET 0x00000020
#define FL_IMMUNE_SLIME 0x00000040
#define FL_IMMUNE_LAVA 0x00000080
#define FL_PARTIALGROUND 0x00000100 // not all corners are valid
#define FL_WATERJUMP 0x00000200 // player jumping out of water
#define FL_TEAMSLAVE 0x00000400 // not the first on the team
#define FL_NO_KNOCKBACK 0x00000800
#define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active
#define FL_RESPAWN 0x80000000 // used for item respawning
#define FL_BOOTS 0x00002000 //Anti-Gravity boots flag
#define FRAMETIME 0.1F /* MetalGod explicit float */
// memory tags to allow dynamic memory to be cleaned up
#define TAG_GAME 765 // clear when unloading the dll
#define TAG_LEVEL 766 // clear when loading a new level
#define TAG_TEMP 767
#define MELEE_DISTANCE 80
#define BODY_QUEUE_SIZE 8
//faf
#define MOVE_LEFT 1
#define MOVE_RIGHT 2
#define MOVE_FORWARD 3
#define MOVE_BACKWARD 4
typedef enum
{
DAMAGE_NO,
DAMAGE_YES, // will take damage if hit
DAMAGE_AIM // auto targeting recognizes this
} damage_t;
typedef enum
{
WEAPON_READY,
WEAPON_ACTIVATING,
WEAPON_DROPPING,
WEAPON_FIRING,
WEAPON_END_MAG,
WEAPON_RELOADING,
WEAPON_RAISE,
WEAPON_LOWER
} weaponstate_t;
typedef enum
{
AMMO_TYPE_SUBMG,
AMMO_TYPE_PISTOL,
AMMO_TYPE_ROCKETS,
AMMO_TYPE_GRENADES,
//bcass start - TNT
AMMO_TYPE_TNT,
//bcass end
AMMO_TYPE_LMG,
AMMO_TYPE_HMG,
AMMO_TYPE_RIFLE,
AMMO_TYPE_SNIPER,
AMMO_TYPE_FLAME,
AMMO_TYPE_SHOTGUN
} ammo_t;
typedef enum
{
NONE,
INFANTRY,
OFFICER,
L_GUNNER,
H_GUNNER,
SNIPER,
SPECIAL,
ENGINEER,
MEDIC,
FLAMER,
} mos_t;
//deadflag
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3
//range
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
//gib types
#define GIB_ORGANIC 0
#define GIB_METALLIC 1
//monster ai flags
#define AI_STAND_GROUND 0x00000001
#define AI_TEMP_STAND_GROUND 0x00000002
#define AI_SOUND_TARGET 0x00000004
#define AI_LOST_SIGHT 0x00000008
#define AI_PURSUIT_LAST_SEEN 0x00000010
#define AI_PURSUE_NEXT 0x00000020
#define AI_PURSUE_TEMP 0x00000040
#define AI_HOLD_FRAME 0x00000080
#define AI_GOOD_GUY 0x00000100
#define AI_BRUTAL 0x00000200
#define AI_NOSTEP 0x00000400
#define AI_DUCKED 0x00000800
#define AI_COMBAT_POINT 0x00001000
#define AI_MEDIC 0x00002000
#define AI_RESURRECTING 0x00004000
//monster attack state
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
// armor types
#define ARMOR_NONE 0
#define ARMOR_JACKET 1
#define ARMOR_COMBAT 2
#define ARMOR_BODY 3
#define ARMOR_SHARD 4
// power armor types
#define POWER_ARMOR_NONE 0
#define POWER_ARMOR_SCREEN 1
#define POWER_ARMOR_SHIELD 2
// handedness values
#define RIGHT_HANDED 0
#define LEFT_HANDED 1
#define CENTER_HANDED 2
// game.serverflags values
#define SFL_CROSS_TRIGGER_1 0x00000001
#define SFL_CROSS_TRIGGER_2 0x00000002
#define SFL_CROSS_TRIGGER_3 0x00000004
#define SFL_CROSS_TRIGGER_4 0x00000008
#define SFL_CROSS_TRIGGER_5 0x00000010
#define SFL_CROSS_TRIGGER_6 0x00000020
#define SFL_CROSS_TRIGGER_7 0x00000040
#define SFL_CROSS_TRIGGER_8 0x00000080
#define SFL_CROSS_TRIGGER_MASK 0x000000ff
// noise types for PlayerNoise
#define PNOISE_SELF 0
#define PNOISE_WEAPON 1
#define PNOISE_IMPACT 2
// edict->movetype values
typedef enum
{
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;
typedef struct
{
int base_count;
int max_count;
float normal_protection;
float energy_protection;
int armor;
} gitem_armor_t;
// gitem_t->flags
#define IT_WEAPON 1 // use makes active weapon
#define IT_AMMO 2
#define IT_ARMOR 4
#define IT_STAY_COOP 8
#define IT_KEY 16
#define IT_POWERUP 32
#define RSOUNDS 3
typedef struct
{
int FO[MAX_FIRE_FRAMES], //Starting fire frames
AFO[MAX_FIRE_FRAMES], //Starting fire frames (truesight)
LastFire, //Last Fire frame
LastAFire, //Last AFire frame (truesight)
LastReload, //Last Reload frame
LastRound; //Last LastRound frame
char* ReloadSound1; //Reload Sound #1
int RSoundFrames1[RSOUNDS]; //List of frames of when to play ReloadSound1
char* ReloadSound2; //Reload Sound #2
int RSoundFrames2[RSOUNDS]; //List of frames of when to play ReloadSound2
char* FireSound, //Weapon Firing Sound
* LastRoundSound; //Last Round Sound
int MeansOfDeath; //The gun's means of death
int damage_direct; //Direct Damage
float damage_radius; //Radius damage
int frame_delay; //Frametime between each shot
// SNIPER WEAPON ONLY
char* sniper_bolt_wav;
int sniper_bolt_frame;
// OTHER
int rnd_count; //Hack to get the right # of rounds in the clip currently loaded (for dropping/picking up the weapon)
} GunInfo_t;
typedef struct gitem_s
{
char* classname; // spawning name
int classnameb;
qboolean(*pickup)(struct edict_s* ent, struct edict_s* other);
void (*use)(struct edict_s* ent, struct gitem_s* item);
void (*drop)(struct edict_s* ent, struct gitem_s* item);
void (*weaponthink)(struct edict_s* ent);
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
void* info;
int tag;
int position; //position on keyboard weap belongs in
int topoff; //weapon may be topped off
float weight; //weight of the weapon
int max_range; //max effective range for bullets
int max_y; //max elevation of bullet in flight
char* precaches; // string of all models, sounds, and images this item will use
char* dllname; // faf: so weapons/ammo can be referred to by team name.
GunInfo_t* guninfo; //will be used in optimized code
int mag_index;
} gitem_t;
//
// 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
//
typedef struct
{
char helpmessage1[512];
char helpmessage2[512];
int helpchanged; // flash F1 icon if non 0, play sound
// and increment only if 1, 2, or 3
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;
// items
int num_items;
qboolean autosaved;
} game_locals_t;
//
// this structure is cleared as each map is entered
// it is read/written to the level.sav file for savegames
//
typedef struct
{
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
//char objective[1024]; // for objective printing
char* objectivepic; // for objectives pictures
// 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
int gib_count;//faf: to limit number of gibs and debris;
qboolean victory_song_played;//faf
int obj_time;
int obj_team;
int last_bot_shout_time;
qboolean fullbright;//faf
float fog;
char* campaign;
float map_vote_time;
float last_vote_time;
qboolean allied_cmps;
qboolean axis_cmps;
char* botfiles; //whether override file is used or not
float ctb_time;
} level_locals_t;
// 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
typedef struct
{
// 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;
int obj_owner;
int weight;//JABot
} spawn_temp_t;
typedef struct
{
// 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*);
} 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_PISTOL 1
#define MOD_SHOTGUN 2
#define MOD_RIFLE 3
#define MOD_LMG 4
#define MOD_HMG 5
#define MOD_GRENADE 6
#define MOD_G_SPLASH 7
#define MOD_ROCKET 8
#define MOD_R_SPLASH 9
#define MOD_SUBMG 10
#define MOD_SNIPER 11
#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_BACKBLAST 34
#define MOD_WOUND 35
#define MOD_KNIFE 36
#define MOD_FISTS 37
#define MOD_CHANGETEAM 38
#define MOD_PENALTY 39
#define MOD_NOMOD 40
//bcass start - TNT
#define MOD_TNT 41
#define MOD_TNT1 42
#define MOD_HELD_TNT 43
#define MOD_TNT_SPLASH 44
#define MOD_TNT1_SPLASH 45
//bcass end
#define MOD_HELMET 46//faf
#define MOD_AIRSTRIKE 47
#define MOD_AIRSTRIKE_SPLASH 48//
#define MOD_BAYONET 49//faf
#define MOD_PLONK 50//faf
#define MOD_SPAWNCAMP 51
#define MOD_CHANGETEAM_WOUNDED 52
#define MOD_FRIENDLY_FIRE 0x8000000
#define MOD_BOTTLE 53
#define MOD_TANKHIT 54
#define MOD_SHOTGUN2 55
extern int meansOfDeath;
extern edict_t* g_edicts;
/* MetalGod changed to size_t from int to avoid pointer mismatch */
#define FOFS(x) (size_t)&(((edict_t *)0)->x)
#define STOFS(x) (size_t)&(((spawn_temp_t *)0)->x)
#define LLOFS(x) (size_t)&(((level_locals_t *)0)->x)
#define CLOFS(x) (size_t)&(((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;
extern cvar_t* password;
extern cvar_t* g_select_empty;
extern cvar_t* dedicated;
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;
//Flyingnun Password
extern cvar_t* flyingnun_password;
//KMM: new console vars
//extern cvar_t *scope_setting;
//extern cvar_t *auto_reload;
//extern cvar_t *auto_weapon_change;
//extern cvar_t *observer_on_death;
//extern cvar_t *heal_wounds;
//extern cvar_t *flame_shots;
extern cvar_t* RI;
extern cvar_t* team_kill;
extern cvar_t* class_limits;
extern cvar_t* spawn_camp_check;
extern cvar_t* spawn_camp_time;
//extern cvar_t *teamgren;
extern cvar_t* death_msg;
extern cvar_t* level_wait;
extern cvar_t* invuln_spawn;
extern cvar_t* arty_delay;
extern cvar_t* arty_time;
extern cvar_t* arty_max;
//bcass start - easter_egg cvar, AGAIN
extern cvar_t* easter_egg;
//bcass end
extern cvar_t* flood_msgs;
extern cvar_t* flood_persecond;
extern cvar_t* flood_waitdelay;
//faf
extern cvar_t* player_scores;
extern cvar_t* max_gibs;
extern cvar_t* extra_anims;
extern cvar_t* force_auto_select;
extern cvar_t* allied_password;
extern cvar_t* axis_password;
extern cvar_t* objective_protect;
extern cvar_t* ent_files;
extern cvar_t* sniper_only;
extern cvar_t* mauser_only;
extern cvar_t* swords;
extern cvar_t* no_nades;
extern cvar_t* airstrikes;
extern cvar_t* nohud;
extern cvar_t* mapvoting;
extern cvar_t* constant_play; //for testing
extern cvar_t* serverimg;
extern cvar_t* ctc;
extern cvar_t* stats;
extern cvar_t* mashup;
extern cvar_t* fast_knife;
extern cvar_t* sv_maplist; //faf
extern cvar_t* chile;
extern cvar_t* toggle_tired_sway;
extern cvar_t* allow_medic_pickup;
extern cvar_t* bots;
extern cvar_t* botchat;
extern cvar_t* botchatfreq;
//extern cvar_t *alliedbots;
//extern cvar_t *axisbots;
extern cvar_t* alliedlevel;
extern cvar_t* axislevel;
//extern cvar_t *playerminforbots;
extern cvar_t* playermaxforbots;
extern cvar_t* knifefest;
extern cvar_t* fullbright;
extern cvar_t* campaign;
extern cvar_t* sandbaglimit;
extern cvar_t* afk_time;
//extern cvar_t *crosshair;
extern cvar_t* allow_kill; // MetalGod
#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
#define FFL_NOSPAWN 2
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_FUNCTION,
F_MMOVE,
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[];
#ifndef USER_EXCLUDE_FUNCTIONS
byte is_silenced;
/* MetalGod Function Prototypes for functions that no longer exists.
void Feed_Ammo(edict_t* ent);
void Fire_Arty(edict_t* battary, edict_t* ent);
void Cmd_Artillery_f(edict_t* ent);
void Cmd_Airstrike_f(edict_t* ent);
*/
//
// g_cmds.c
//
void Cmd_Reload_f(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);
qboolean Pickup_Weapon(edict_t* ent, edict_t* other);
void Use_Weapon(edict_t* ent, gitem_t* inv);
void Drop_Weapon(edict_t* ent, gitem_t* inv);
// CCH: new prototype for function called when airstrike arrives
/* MetalGod Function Prototype for a function that no longer exists.
void Think_Airstrike(edict_t* ent);
*/
// KMM: prototype for artillery
void Think_Arty(edict_t* ent);
//qboolean FindOnTeam(edict_t *ent);
qboolean OnSameTeam(edict_t* self, edict_t* target);
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);
/* MetalGod Function Prototype for a function that no longer exists.
qboolean Add_Class_Ammo(gclient_t* client, 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* G_Find_Team(edict_t* from, int fieldofs, char* match, int team);
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* ed);/* MetalGod wrongly prototyped as 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 value1, vec3_t angles);/* MetalGod wrongly prototyped as vec3_t vec, vec3_t angles */
qboolean WeighPlayer(edict_t* ent);
void reinforcement_think(edict_t* ent);
void centerprintall(char* mesg, ...);
qboolean IsValidPlayer(edict_t* ent);
//
// g_combat.c
//
//qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
qboolean CanDamage(edict_t* targ, edict_t* inflictor);
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);
//Wheaty: Stuff for blood-sprays
void BloodSprayThink(edict_t* self);
void blood_spray_touch(edict_t* ent, edict_t* other, cplane_t* plane, csurface_t* surf);
void SprayBlood(edict_t* self, vec3_t point, vec3_t angle, int damage, int mod);
//pbowens: for explosion effects
void SetExplosionEffect(edict_t* inflictor, float damage, float radius);
#endif
void Load_Weapon(edict_t* ent, gitem_t* item);
char* ReadEntFile(char* filename);
// 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 0
#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
#ifndef USER_EXCLUDE_FUNCTIONS
//
// 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);
void SP_misc_banner_generic(edict_t* ent, char* model);
//Wheaty: HeadShotGib
void HeadShotGib(edict_t* ent, vec3_t head_pos, vec3_t forward, vec3_t right, vec3_t player_vel);
//
// 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);