UFO: Alien Invasion
 All Data Structures Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Modules Pages
g_local.h File Reference

Local definitions for game module. More...

#include "q_shared.h"
#include "inventory.h"
#include "../shared/infostring.h"
#include <lua.h>
#include "game.h"
#include "g_events.h"
#include "g_edict.h"

Go to the source code of this file.

Data Structures

struct  game_locals_s
 this structure is left intact through an entire game it should be initialized at game library load time More...
 
struct  level_locals_s
 this structure is cleared as each map is entered More...
 
struct  moveinfo_s
 actor movement More...
 
struct  AI_s
 Artificial intelligence of a character. More...
 
struct  camera_edict_data_s
 

Macros

#define _(String)   String
 
#define ngettext(x, y, cnt)   x
 
#define GAME_INCLUDE
 
#define GAMEVERSION   "baseufo"
 
#define MAX_SPOT_DIST_CAMERA   768
 
#define MAX_SPOT_DIST   4096
 
#define SERVER_FRAME_SECONDS   0.1
 
#define TAG_GAME   765 /* clear when unloading the game library */
 
#define TAG_LEVEL   766 /* clear when loading a new level */
 
#define INVDEF(containerID)   (&gi.csi->ids[(containerID)])
 
#define G_FreeTags(tag)   gi.FreeTags((tag), __FILE__, __LINE__)
 
#define G_TagMalloc(size, tag)   gi.TagMalloc((size), (tag), __FILE__, __LINE__)
 
#define G_MemFree(ptr)   gi.TagFree((ptr), __FILE__, __LINE__)
 
#define G_IsActor(ent)   ((ent)->type == ET_ACTOR || (ent)->type == ET_ACTOR2x2)
 
#define G_IsActive(ent)   ((ent)->active)
 
#define G_IsCamera(ent)   ((ent)->type == ET_CAMERA)
 
#define G_IsActiveCamera(ent)   (G_IsCamera(ent) && G_IsActive(ent))
 
#define G_IsSmoke(ent)   ((ent)->type == ET_SMOKE)
 
#define G_IsFire(ent)   ((ent)->type == ET_FIRE)
 
#define G_IsTriggerNextMap(ent)   ((ent)->type == ET_TRIGGER_NEXTMAP)
 
#define G_IsItem(ent)   ((ent)->type == ET_ITEM)
 
#define G_IsDoor(ent)   ((ent)->type == ET_DOOR || (ent)->type == ET_DOOR_SLIDING)
 
#define G_IsBreakable(ent)   ((ent)->flags & FL_DESTROYABLE)
 
#define G_IsBrushModel(ent)   ((ent)->type == ET_BREAKABLE || G_IsDoor(ent) || (ent)->type == ET_ROTATING)
 
#define G_IsVisibleOnBattlefield(ent)   (G_IsActor((ent)) || G_IsItem(ent) || G_IsCamera(ent) || (ent)->type == ET_PARTICLE)
 
#define G_IsAI(ent)   ((ent)->getPlayer().pers.ai)
 
#define G_IsAIPlayer(player)   ((player)->pers.ai)
 
#define G_TeamToVisMask(team)   (1 << (team))
 
#define G_IsVisibleForTeam(ent, team)   ((ent)->visflags & G_TeamToVisMask(team))
 
#define G_IsMultiPlayer()   (sv_maxclients->integer > 1)
 
#define G_IsSinglePlayer()   (!G_IsMultiPlayer())
 
#define G_IsCivilian(ent)   ((ent)->getTeam() == TEAM_CIVILIAN)
 
#define G_IsAlien(ent)   ((ent)->getTeam() == TEAM_ALIEN)
 
#define G_IsBlockingMovementActor(ent)   (((ent)->type == ET_ACTOR && !G_IsDead(ent)) || ent->type == ET_ACTOR2x2)
 
#define MORALE_RANDOM(mod)   ( (mod) * (1.0 + 0.3*crand()) )
 
#define FL_DESTROYABLE   0x00000004
 If an edict is destroyable (like ET_BREAKABLE, ET_DOOR [if health set] or maybe a ET_MISSION [if health set]) More...
 
#define FL_GROUPSLAVE   0x00000008
 not the first on the team More...
 
#define FL_CLIENTACTION   0x00000010
 Edict flag to indicate, that the edict can be used in the context of a client action. More...
 
#define FL_TRIGGERED   0x00000100
 Trigger the edict at spawn. More...
 

Typedefs

typedef struct game_locals_s game_locals_t
 this structure is left intact through an entire game it should be initialized at game library load time More...
 
typedef struct level_locals_s level_locals_t
 this structure is cleared as each map is entered More...
 
typedef struct moveinfo_s moveinfo_t
 actor movement More...
 
typedef struct AI_s AI_t
 Artificial intelligence of a character. More...
 
typedef struct camera_edict_data_s camera_edict_data_t
 

Enumerations

enum  edictMaterial_t {
  MAT_GLASS, MAT_METAL, MAT_ELECTRICAL, MAT_WOOD,
  MAT_MAX
}
 e.g. used for breakable objects More...
 

Functions

void G_InitCamera (Edict *ent, camera_type_t cameraType, float angle, bool rotate)
 
void G_ClientCommand (Player &player)
 
void G_MoraleBehaviour (int team)
 Applies morale behaviour on actors. More...
 
void G_CheckForceEndRound (void)
 Check whether a forced turn end should be executed. More...
 
void G_ClientEndRound (Player &player)
 
void G_SendStats (Edict &ent)
 Send stats to network buffer. More...
 
void G_SendPlayerStats (const Player &player)
 Write player stats to network buffer. More...
 
void G_ServerCommand (void)
 ServerCommand will be called when an "sv" command is issued. The game can issue gi.Cmd_Argc() / gi.Cmd_Argv() commands to get the rest of the parameters. More...
 
bool SV_FilterPacket (const char *from)
 

Variables

game_locals_t game
 
level_locals_t level
 
game_import_t gi
 
game_export_t globals
 
cvar_tsv_maxentities
 
cvar_tpassword
 
cvar_tsv_needpass
 
cvar_tsv_dedicated
 
cvar_tdeveloper
 
cvar_tlogstats
 
FILElogstatsfile
 
cvar_tsv_filterban
 
cvar_tsv_maxvelocity
 
cvar_tsv_maxclients
 
cvar_tsv_shot_origin
 
cvar_tsv_hurtaliens
 
cvar_tsv_maxplayersperteam
 
cvar_tsv_maxsoldiersperteam
 
cvar_tsv_maxsoldiersperplayer
 
cvar_tsv_enablemorale
 
cvar_tsv_roundtimelimit
 
cvar_tsv_maxteams
 
cvar_tsv_ai
 
cvar_tsv_teamplay
 
cvar_tai_alienteam
 
cvar_tai_civilianteam
 
cvar_tai_equipment
 
cvar_tai_singleplayeraliens
 
cvar_tai_numcivilians
 
cvar_tai_multiplayeraliens
 
cvar_tmob_death
 
cvar_tmob_wound
 
cvar_tmob_shoot
 
cvar_tmof_watching
 
cvar_tmof_teamkill
 
cvar_tmof_civilian
 
cvar_tmof_enemy
 
cvar_tmor_pain
 
cvar_tmor_default
 
cvar_tmor_distance
 
cvar_tmor_victim
 
cvar_tmor_attacker
 
cvar_tmon_teamfactor
 
cvar_tmor_regeneration
 
cvar_tmor_shaken
 
cvar_tmor_panic
 
cvar_tmor_brave
 
cvar_tm_sanity
 
cvar_tm_rage
 
cvar_tm_rage_stop
 
cvar_tm_panic_stop
 
cvar_tg_endlessaliens
 
cvar_tg_ailua
 
cvar_tg_aihumans
 
cvar_tg_aidebug
 
cvar_tg_drawtraces
 
cvar_tg_nodamage
 
cvar_tg_notu
 
cvar_tg_nospawn
 
cvar_tg_actorspeed
 
cvar_tg_lastseen
 
cvar_tflood_msgs
 
cvar_tflood_persecond
 
cvar_tflood_waitdelay
 
cvar_tg_difficulty
 

Detailed Description

Local definitions for game module.

Definition in file g_local.h.

Macro Definition Documentation

#define _ (   String)    String

no gettext support for game lib - but we must be able to mark the strings

Definition at line 39 of file g_local.h.

#define FL_CLIENTACTION   0x00000010

Edict flag to indicate, that the edict can be used in the context of a client action.

Definition at line 296 of file g_local.h.

Referenced by G_ActorSetClientAction(), G_EventSetClientAction(), Reset_TouchTrigger(), SP_func_door(), and Touch_TouchTrigger().

#define FL_DESTROYABLE   0x00000004

If an edict is destroyable (like ET_BREAKABLE, ET_DOOR [if health set] or maybe a ET_MISSION [if health set])

Note
e.g. misc_mission, func_breakable, func_door
If you mark an edict as breakable, you have to provide a destroy callback, too

Definition at line 287 of file g_local.h.

Referenced by G_ClientGetFreeSpawnPointForActorSize(), G_InitCamera(), SP_func_breakable(), SP_func_door(), SP_func_door_sliding(), and SP_func_rotating().

#define FL_GROUPSLAVE   0x00000008

not the first on the team

See also
groupMaster and groupChain

Definition at line 292 of file g_local.h.

Referenced by G_ActorUseDoor(), G_FindEdictGroups(), and Touch_DoorTrigger().

#define FL_TRIGGERED   0x00000100

Trigger the edict at spawn.

Definition at line 300 of file g_local.h.

Referenced by SP_func_door().

#define G_FreeTags (   tag)    gi.FreeTags((tag), __FILE__, __LINE__)

Definition at line 63 of file g_local.h.

Referenced by G_FreeAllInventory(), G_Shutdown(), and G_SpawnEntities().

#define G_IsActive (   ent)    ((ent)->active)

Definition at line 128 of file g_local.h.

#define G_IsActiveCamera (   ent)    (G_IsCamera(ent) && G_IsActive(ent))

Definition at line 130 of file g_local.h.

Referenced by G_FrustumVis(), G_Vis(), and G_VisCheckDist().

#define G_IsAIPlayer (   player)    ((player)->pers.ai)
#define G_IsBlockingMovementActor (   ent)    (((ent)->type == ET_ACTOR && !G_IsDead(ent)) || ent->type == ET_ACTOR2x2)
#define G_IsBreakable (   ent)    ((ent)->flags & FL_DESTROYABLE)
#define G_IsBrushModel (   ent)    ((ent)->type == ET_BREAKABLE || G_IsDoor(ent) || (ent)->type == ET_ROTATING)

Definition at line 138 of file g_local.h.

Referenced by AI_CheckLineOfFire(), G_Damage(), and G_SplashDamage().

#define G_IsCamera (   ent)    ((ent)->type == ET_CAMERA)

Definition at line 129 of file g_local.h.

#define G_IsDoor (   ent)    ((ent)->type == ET_DOOR || (ent)->type == ET_DOOR_SLIDING)

Definition at line 135 of file g_local.h.

Referenced by G_ClientAction().

#define G_IsFire (   ent)    ((ent)->type == ET_FIRE)

Definition at line 132 of file g_local.h.

#define G_IsItem (   ent)    ((ent)->type == ET_ITEM)

Definition at line 134 of file g_local.h.

Referenced by G_SendInventory().

#define G_IsSmoke (   ent)    ((ent)->type == ET_SMOKE)

Definition at line 131 of file g_local.h.

Referenced by G_SmokeVis(), and G_TeamPointVis().

#define G_IsTriggerNextMap (   ent)    ((ent)->type == ET_TRIGGER_NEXTMAP)

Definition at line 133 of file g_local.h.

Referenced by G_EdictsGetTriggerNextMaps().

#define G_IsVisibleForTeam (   ent,
  team 
)    ((ent)->visflags & G_TeamToVisMask(team))
#define G_IsVisibleOnBattlefield (   ent)    (G_IsActor((ent)) || G_IsItem(ent) || G_IsCamera(ent) || (ent)->type == ET_PARTICLE)
Note
Every none solid (none-bmodel) edict that is visible for the client

Definition at line 140 of file g_local.h.

Referenced by G_AppearPerishEvent(), and G_Vis().

#define G_MemFree (   ptr)    gi.TagFree((ptr), __FILE__, __LINE__)
#define G_TeamToVisMask (   team)    (1 << (team))
#define GAME_INCLUDE
Note
define GAME_INCLUDE so that game.h does not define the short, server-visible player_t and Edict structures, because we define the full size ones in this file

Definition at line 45 of file g_local.h.

#define GAMEVERSION   "baseufo"

the "gameversion" client command will print this plus compile date

Definition at line 49 of file g_local.h.

Referenced by G_Init().

#define INVDEF (   containerID)    (&gi.csi->ids[(containerID)])

Definition at line 61 of file g_local.h.

#define MAX_SPOT_DIST   4096

Definition at line 52 of file g_local.h.

Referenced by G_VisCheckDist().

#define MAX_SPOT_DIST_CAMERA   768

Definition at line 51 of file g_local.h.

Referenced by G_VisCheckDist().

#define MORALE_RANDOM (   mod)    ( (mod) * (1.0 + 0.3*crand()) )

Definition at line 248 of file g_local.h.

Referenced by G_Morale(), and G_MoraleBehaviour().

#define SERVER_FRAME_SECONDS   0.1

server is running at 10 fps

Definition at line 55 of file g_local.h.

Referenced by G_EdictsThink(), and G_RunFrame().

#define TAG_GAME   765 /* clear when unloading the game library */

memory tags to allow dynamic memory to be cleaned up

Definition at line 58 of file g_local.h.

Referenced by G_EdictsConstruct(), G_Init(), G_Shutdown(), and Touch_NextMapTrigger().

#define TAG_LEVEL   766 /* clear when loading a new level */

Typedef Documentation

typedef struct AI_s AI_t

Artificial intelligence of a character.

typedef struct game_locals_s game_locals_t

this structure is left intact through an entire game it should be initialized at game library load time

this structure is cleared as each map is entered

typedef struct moveinfo_s moveinfo_t

actor movement

Enumeration Type Documentation

e.g. used for breakable objects

Enumerator
MAT_GLASS 
MAT_METAL 
MAT_ELECTRICAL 
MAT_WOOD 
MAT_MAX 

Definition at line 267 of file g_local.h.

Function Documentation

void G_ClientCommand ( Player &  player)

Definition at line 423 of file g_cmds.cpp.

References game_import_s::Cmd_Argv(), G_Players_f(), G_Say_f(), gi, and Q_strcasecmp.

Referenced by GetGameAPI().

void G_SendPlayerStats ( const Player &  player)

Write player stats to network buffer.

See also
G_SendStats

Definition at line 49 of file g_stats.cpp.

References G_EdictsGetNextActor(), G_EventActorStats(), G_PlayerToPM, G_SendWoundStats(), and Edict::getTeam().

Referenced by G_ClientStartMatch().

void G_ServerCommand ( void  )

ServerCommand will be called when an "sv" command is issued. The game can issue gi.Cmd_Argc() / gi.Cmd_Argv() commands to get the rest of the parameters.

See also
serverCommandList

Definition at line 337 of file g_svcmds.cpp.

References game_import_s::Cmd_Argv(), gi, Q_strcasecmp, SVCmd_AddIP_f(), SVCmd_AI_Add_f(), SVCmd_ListIP_f(), SVCmd_RemoveIP_f(), SVCmd_Win_f(), and SVCmd_WriteIP_f().

Referenced by GetGameAPI().

bool SV_FilterPacket ( const char *  from)

Definition at line 104 of file g_svcmds.cpp.

References ipfilter_s::compare, i, cvar_s::integer, m, numipfilters, and sv_filterban.

Referenced by G_ClientConnect().

Variable Documentation

cvar_t* ai_alienteam

Definition at line 69 of file g_main.cpp.

cvar_t* ai_civilianteam

Definition at line 70 of file g_main.cpp.

cvar_t* ai_equipment

Definition at line 71 of file g_main.cpp.

cvar_t* ai_multiplayeraliens

Definition at line 74 of file g_main.cpp.

Referenced by AI_CreatePlayer(), G_SpawnEntities(), and SP_alien_start().

cvar_t* ai_numcivilians

Definition at line 73 of file g_main.cpp.

Referenced by AI_CreatePlayer(), and SP_civilian_start().

cvar_t* ai_singleplayeraliens

Definition at line 72 of file g_main.cpp.

Referenced by AI_CreatePlayer().

cvar_t* developer

Definition at line 46 of file common.cpp.

Referenced by TEST_Shutdown().

cvar_t* flood_msgs

Definition at line 121 of file g_main.cpp.

Referenced by G_CheckFlood().

cvar_t* flood_persecond

Definition at line 122 of file g_main.cpp.

Referenced by G_CheckFlood().

cvar_t* flood_waitdelay

Definition at line 123 of file g_main.cpp.

Referenced by G_CheckFlood().

cvar_t* g_actorspeed

Definition at line 119 of file g_main.cpp.

Referenced by G_ClientMove().

cvar_t* g_aidebug

Definition at line 114 of file g_main.cpp.

Referenced by G_TestVis().

cvar_t* g_aihumans

Definition at line 113 of file g_main.cpp.

Referenced by AI_PlayerRun(), and AI_Run().

cvar_t* g_ailua

Definition at line 112 of file g_main.cpp.

Referenced by AI_ActorRun(), AI_PlayerRun(), AIL_select(), and AIL_squad().

cvar_t* g_difficulty

Definition at line 125 of file g_main.cpp.

Referenced by AIL_difficulty(), and G_Damage().

cvar_t* g_drawtraces

Definition at line 115 of file g_main.cpp.

Referenced by G_TraceDraw().

cvar_t* g_endlessaliens

Definition at line 111 of file g_main.cpp.

Referenced by AI_CheckRespawn().

cvar_t* g_lastseen

Definition at line 120 of file g_main.cpp.

Referenced by G_ClientEndRound().

cvar_t* g_nodamage

Definition at line 116 of file g_main.cpp.

Referenced by G_Damage().

cvar_t* g_nospawn

Definition at line 118 of file g_main.cpp.

Referenced by G_SetTeamForPlayer().

cvar_t* g_notu

Definition at line 117 of file g_main.cpp.

Referenced by G_ActorSetTU().

Definition at line 39 of file g_main.cpp.

Referenced by AI_CheckLineOfFire(), AI_CheckUsingDoor(), AI_CivilianCalcActionScore(), AI_CreatePlayer(), AI_FindBestFiredef(), AI_InitPlayer(), AI_PrepBestAction(), AI_SetCharacterValues(), AI_SetStats(), AI_TurnIntoDirection(), AIL_ActorThink(), AIL_Init(), AIL_InitActor(), AIL_missiontargets(), AIL_positionapproach(), AIL_positionmission(), AIL_positionshoot(), AIL_positionwander(), AIL_print(), AIL_see(), AIL_select(), AIL_Shutdown(), AIL_squad(), AIL_TeamThink(), AIL_toDistInt(), AIL_toShotPInt(), AIL_toSortInt(), AIL_toTeamInt(), AIL_toTeamString(), AIL_toVisInt(), AIL_toWanderPInt(), AIL_waypoints(), Edict::calcOrigin(), ReactionFire::canReact(), ReactionFireTargets::create(), ReactionFireTargets::destroy(), Destroy_Breakable(), Door_Use(), ED_ParseEdict(), FS_LoadPackFile(), G_Actor2x2Spawn(), G_ActorDieOrStun(), G_ActorFall(), G_ActorGetContentFlags(), G_ActorGetInjuryPenalty(), G_ActorInvMove(), G_ActorModifyCounters(), G_ActorMoveLength(), G_ActorSetMaxs(), G_ActorSpawn(), G_AddItemToFloor(), G_AppearPerishEvent(), G_CheckForceEndRound(), G_ClientAction(), G_ClientAssignDefaultActorValues(), G_ClientBegin(), G_ClientCommand(), G_ClientConnect(), G_ClientDisconnect(), G_ClientEndRound(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientInitActorStates(), G_ClientMove(), G_ClientPrintf(), G_ClientReadCharacter(), G_ClientReadInventory(), G_ClientShoot(), G_ClientSkipActorInfo(), G_ClientStartMatch(), G_ClientStateChange(), G_ClientTeamInfo(), G_ClientUserinfoChanged(), G_Damage(), G_EdictsGetByNum(), G_EventActorAdd(), G_EventActorAppear(), G_EventActorDie(), G_EventActorFall(), G_EventActorRevitalise(), G_EventActorSendReservations(), G_EventActorStateChange(), G_EventActorStats(), G_EventActorTurn(), G_EventActorWound(), G_EventAdd(), G_EventAddBrushModel(), G_EventCameraAppear(), G_EventCenterViewAt(), G_EventEdictAppear(), G_EventEdictPerish(), G_EventEnd(), G_EventEndRound(), G_EventEndRoundAnnounce(), G_EventInventoryAdd(), G_EventInventoryAmmo(), G_EventInventoryDelete(), G_EventInventoryReload(), G_EventModelExplode(), G_EventModelExplodeTriggered(), G_EventMoveCameraTo(), G_EventParticleSpawn(), G_EventReactionFireAbortShot(), G_EventReactionFireAddTarget(), G_EventReactionFireChange(), G_EventReactionFireRemoveTarget(), G_EventReactionFireTargetUpdate(), G_EventReset(), G_EventSendEdict(), G_EventSendParticle(), G_EventSendState(), G_EventSetClientAction(), G_EventShoot(), G_EventShootHidden(), G_EventSpawnFootstepSound(), G_EventSpawnSound(), G_EventStart(), G_EventStartShoot(), G_EventThrow(), G_FillDirectionTable(), G_FindPath(), G_FireAffectedSurface(), G_FreeEdict(), G_GetEquipDefByID(), G_GetEquipmentForAISpawn(), G_GetObjectForFiredef(), G_GetTeam(), G_InitCamera(), G_InventoryDropToFloorCheck(), G_InventoryRemoveItemByID(), G_InventoryToFloor(), G_MatchDoEnd(), G_MatchSendResults(), G_MissionAddVictoryMessage(), G_MissionReset(), G_MissionThink(), G_MissionTouch(), G_MissionUse(), G_MoveCalcLocal(), G_PrepareShot(), G_PrintStats(), G_ReadItem(), G_RecalcRouting(), G_Say_f(), G_SendCharacterData(), G_SendFootstepSound(), G_ServerCommand(), G_SetTeamForPlayer(), G_ShootGrenade(), G_ShootSingle(), G_ShotMorale(), G_Spawn(), G_SpawnAIPlayer(), G_SpawnEntities(), G_SpawnField(), G_SpawnFieldGroup(), G_SpawnFieldPart(), G_SpawnFloor(), G_SplashDamage(), G_TestLine(), G_TestLineWithEnts(), G_Trace(), G_TreatActor(), G_TriggerSpawn(), G_WriteItem(), G_WriteStep(), AiAreaSearch::plotPos(), pos3L_goto(), SP_civilian_target(), SP_func_breakable(), SP_func_door(), SP_func_door_sliding(), SP_func_rotating(), SP_misc_fire(), SP_misc_item(), SP_misc_message(), SP_misc_mission(), SP_misc_model(), SP_misc_smoke(), SP_misc_smokestun(), SP_trigger_hurt(), SP_trigger_nextmap(), SP_trigger_rescue(), SP_trigger_touch(), SP_worldspawn(), SVCmd_AddIP_f(), SVCmd_AI_Add_f(), SVCmd_ListIP_f(), SVCmd_RemoveIP_f(), SVCmd_Win_f(), SVCmd_WriteIP_f(), Think_NextMapTrigger(), Touch_HurtTrigger(), and Touch_TouchTrigger().

Definition at line 38 of file g_main.cpp.

Referenced by AI_CheckForMissionTargets(), AI_CheckRespawn(), AI_CivilianCalcActionScore(), AI_CreatePlayer(), AI_FighterCalcActionScore(), AI_FindMissionLocation(), AI_PanicCalcActionScore(), AI_PlayerRun(), AI_PrepBestAction(), AI_Run(), AI_SetStats(), AI_TurnIntoDirection(), AIL_findweapons(), AIL_missiontargets(), AIL_positionapproach(), AIL_positionflee(), AIL_positionmission(), AIL_positionshoot(), AIL_positionwander(), AIL_see(), AIL_waypoints(), B_Build(), CL_BattlescapeRadarGenerate_f(), CL_BattlescapeRadarGenerateAll(), G_ActionCheckForCurrentTeam(), G_Actor2x2Spawn(), G_ActorModifyCounters(), G_ActorMoveLength(), G_ActorSpawn(), G_ActorSpawnIsAllowed(), G_AddToWayPointList(), G_CheckFlood(), G_CheckForceEndRound(), G_CheckVis(), G_ClientBegin(), G_ClientDisconnect(), G_ClientEndRound(), G_ClientGetFreeSpawnPoint(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientMove(), G_ClientReadInventory(), G_ClientStartMatch(), G_EdictsThink(), G_EventEndRound(), G_FillDirectionTable(), G_FindPath(), G_GetActiveTeam(), G_GetEarnedExperience(), G_GetNextActiveTeam(), G_GetStartingTeam(), G_GetTeam(), G_MatchDoEnd(), G_MatchEndCheck(), G_MatchEndTrigger(), G_MatchIsRunning(), G_MatchSendResults(), G_MissionThink(), G_MissionTouch(), G_Morale(), G_MoveCalc(), G_ReactionFireCanBeEnabled(), G_SendInvisible(), G_SetTeamForPlayer(), G_ShootGrenade(), G_SpawnEntities(), G_SpawnField(), HOS_Entry(), ReactionFire::isEnemy(), pos3L_distance(), pos3L_goto(), R_AddClump(), R_GenerateGrass(), R_OrganizeClumps(), RADAR_UpdateBaseRadarCoverage_f(), SP_player_start(), SP_trigger_nextmap(), SP_worldspawn(), TEST_F(), GameTest::testCountSpawnpointsForMapInMultiplayerMode(), GameTest::testCountSpawnpointsForMapInSingleplayerMode(), Think_SmokeAndFire(), Touch_NextMapTrigger(), TR_BuildTracingNode_r(), TR_TestLineSingleTile(), UI_PrintNodeTree(), WEB_ListCGameFilesCallback(), and XVI_LoadXML().

cvar_t* logstats

Definition at line 48 of file g_main.cpp.

FILE* logstatsfile

Definition at line 49 of file g_main.cpp.

Referenced by G_Init(), G_PrintStats(), and G_Shutdown().

cvar_t* m_panic_stop

Definition at line 109 of file g_main.cpp.

Referenced by G_MoraleStopPanic().

cvar_t* m_rage

Definition at line 107 of file g_main.cpp.

Referenced by G_MoraleBehaviour().

cvar_t* m_rage_stop

Definition at line 108 of file g_main.cpp.

Referenced by G_MoraleStopRage().

cvar_t* m_sanity

Definition at line 106 of file g_main.cpp.

Referenced by G_MoraleBehaviour().

cvar_t* mob_death

Definition at line 77 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* mob_shoot

Definition at line 79 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* mob_wound

Definition at line 78 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* mof_civilian

Definition at line 82 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* mof_enemy

Definition at line 83 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* mof_teamkill

Definition at line 81 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* mof_watching

Definition at line 80 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* mon_teamfactor

Definition at line 99 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* mor_attacker

Definition at line 96 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* mor_brave

Definition at line 104 of file g_main.cpp.

Referenced by actorL_morale(), and AI_HideNeeded().

cvar_t* mor_default

Definition at line 87 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* mor_distance

Definition at line 90 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* mor_pain

Definition at line 84 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* mor_regeneration

Definition at line 101 of file g_main.cpp.

Referenced by G_MoraleBehaviour().

cvar_t* mor_shaken

Definition at line 102 of file g_main.cpp.

Referenced by G_MoraleBehaviour(), and ReactionFire::isEnemy().

cvar_t* mor_victim

Definition at line 93 of file g_main.cpp.

Referenced by G_Morale().

cvar_t* password

Definition at line 67 of file g_main.cpp.

Referenced by G_ClientConnect().

cvar_t* sv_ai

Definition at line 60 of file g_main.cpp.

Referenced by AI_CreatePlayer().

cvar_t* sv_enablemorale

Definition at line 55 of file g_main.cpp.

Referenced by G_IsMoraleEnabled(), and SP_worldspawn().

cvar_t* sv_filterban

Definition at line 58 of file g_main.cpp.

Referenced by SV_FilterPacket(), and SVCmd_WriteIP_f().

cvar_t* sv_hurtaliens

Definition at line 62 of file g_main.cpp.

Referenced by G_SpawnEntities().

cvar_t* sv_maxclients

Definition at line 43 of file g_main.cpp.

cvar_t* sv_maxentities

Definition at line 57 of file g_main.cpp.

cvar_t* sv_maxplayersperteam

Definition at line 52 of file g_main.cpp.

cvar_t* sv_maxsoldiersperplayer

Definition at line 54 of file g_main.cpp.

Referenced by G_ActorSpawnIsAllowed(), and SP_worldspawn().

cvar_t* sv_maxsoldiersperteam

Definition at line 53 of file g_main.cpp.

Referenced by G_ActorSpawnIsAllowed(), SP_player_start(), and SP_worldspawn().

cvar_t* sv_maxteams

Definition at line 59 of file g_main.cpp.

Referenced by G_GetTeam(), and SP_worldspawn().

cvar_t* sv_maxvelocity
cvar_t* sv_needpass

Definition at line 51 of file g_main.cpp.

cvar_t* sv_roundtimelimit

Definition at line 56 of file g_main.cpp.

Referenced by G_CheckForceEndRound(), and G_ClientStartMatch().

cvar_t* sv_shot_origin

Definition at line 63 of file g_main.cpp.

Referenced by G_ShootSingle().

cvar_t* sv_teamplay

Definition at line 61 of file g_main.cpp.

Referenced by G_ClientBegin(), G_ClientEndRound(), G_GetTeam(), and G_SetTeamForPlayer().