UFO: Alien Invasion
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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) |
Local definitions for game module.
Definition in file g_local.h.
#define _ | ( | String | ) | String |
#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])
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
Definition at line 292 of file g_local.h.
Referenced by G_ActorUseDoor(), G_FindEdictGroups(), and Touch_DoorTrigger().
#define FL_TRIGGERED 0x00000100 |
#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_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_IsActor | ( | ent | ) | ((ent)->type == ET_ACTOR || (ent)->type == ET_ACTOR2x2) |
Definition at line 127 of file g_local.h.
Referenced by Destroy_Breakable(), G_ActionCheck(), G_CameraUse(), G_DoTestVis(), G_EdictsGetNextActor(), G_IsLivingActor(), G_ShootGrenade(), G_ShootSingle(), G_TakeDamage(), G_UpdateShotMock(), G_VisCheckDist(), G_VisMakeEverythingVisible(), makeActor(), Message_Use(), Reset_RescueTrigger(), Touch_Breakable(), Touch_DoorTrigger(), and Touch_RescueTrigger().
#define G_IsAI | ( | ent | ) | ((ent)->getPlayer().pers.ai) |
Definition at line 141 of file g_local.h.
Referenced by G_ActorMoveLength(), G_ActorUseDoor(), G_BuildForbiddenList(), G_ClientEndRound(), G_ClientMove(), G_ClientStateChange(), G_MatchSendResults(), G_ReactionFireSettingsSetDefault(), G_UpdateShotMock(), and Touch_DoorTrigger().
#define G_IsAIPlayer | ( | player | ) | ((player)->pers.ai) |
Definition at line 142 of file g_local.h.
Referenced by G_ClientEndRound(), G_ClientPrintf(), G_ClientShoot(), G_SetTeamForPlayer(), and TEST_F().
#define G_IsAlien | ( | ent | ) | ((ent)->getTeam() == TEAM_ALIEN) |
Definition at line 149 of file g_local.h.
Referenced by ReactionFireTargets::add(), AI_CalcShotDamage(), AI_CheckForMissionTargets(), AI_CivilianCalcActionScore(), G_Damage(), G_Morale(), Edict::isOpponent(), ReactionFireTargets::remove(), and ReactionFire::shoot().
#define G_IsBlockingMovementActor | ( | ent | ) | (((ent)->type == ET_ACTOR && !G_IsDead(ent)) || ent->type == ET_ACTOR2x2) |
Definition at line 150 of file g_local.h.
Referenced by G_ActorCheckRevitalise(), G_ActorFall(), G_ActorShouldStopInMidMove(), and G_BuildForbiddenList().
#define G_IsBreakable | ( | ent | ) | ((ent)->flags & FL_DESTROYABLE) |
Definition at line 137 of file g_local.h.
Referenced by AI_CheckLineOfFire(), AI_SearchDestroyableObject(), G_ActorFall(), G_Damage(), G_EventShoot(), G_EventShootHidden(), G_ShootSingle(), G_SplashDamage(), and G_TakeDamage().
#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_IsCivilian | ( | ent | ) | ((ent)->getTeam() == TEAM_CIVILIAN) |
Definition at line 148 of file g_local.h.
Referenced by ReactionFireTargets::add(), AI_CheckCrouch(), AI_CheckForMissionTargets(), AI_FindBestFiredef(), AI_GetHidingTeam(), AI_IsHostile(), AI_PrepBestAction(), G_ClientMove(), G_MissionTouch(), G_Morale(), G_ShootGrenade(), G_ShootSingle(), G_UpdateShotMock(), G_VisShouldStop(), ReactionFire::isEnemy(), Edict::isOpponent(), and ReactionFireTargets::remove().
#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().
Definition at line 134 of file g_local.h.
Referenced by G_SendInventory().
#define G_IsMultiPlayer | ( | ) | (sv_maxclients->integer > 1) |
Definition at line 145 of file g_local.h.
Referenced by AI_IsHostile(), AI_SetStats(), G_ClientStartMatch(), G_GetTeam(), G_RunFrame(), SP_2x2_start(), SP_alien_start(), SP_civilian_start(), SP_human_start(), SP_misc_camera(), SP_trigger_nextmap(), SP_trigger_rescue(), and SP_worldspawn().
#define G_IsSinglePlayer | ( | ) | (!G_IsMultiPlayer()) |
Definition at line 146 of file g_local.h.
Referenced by AI_CreatePlayer(), G_ActorSpawnIsAllowed(), G_CheckForceEndRound(), G_Damage(), G_GetStartingTeam(), G_GetTeam(), G_IsMoraleEnabled(), G_Morale(), G_SpawnEntities(), and SP_player_start().
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)) |
Definition at line 144 of file g_local.h.
Referenced by AI_FighterCalcActionScore(), AIL_positionshoot(), AIL_see(), ReactionFire::canSee(), G_ActorShouldStopInMidMove(), G_ClientEndRound(), G_ClientShoot(), G_SendInvisible(), G_TestVis(), and G_UpdateShotMock().
#define G_IsVisibleOnBattlefield | ( | ent | ) | (G_IsActor((ent)) || G_IsItem(ent) || G_IsCamera(ent) || (ent)->type == ET_PARTICLE) |
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__) |
Definition at line 65 of file g_local.h.
Referenced by AiAreaSearch::LQueue::clear(), AiAreaSearch::LQueue::dequeue(), G_FreeInventory(), and G_TriggerRemoveFromList().
Definition at line 64 of file g_local.h.
Referenced by AI_FindHerdLocation(), AI_FindHidingLocation(), ED_NewString(), AiAreaSearch::LQueue::enqueue(), G_AllocInventoryMemory(), G_BuildForbiddenListForEntity(), G_EdictsConstruct(), G_Init(), G_SpawnEntities(), G_TriggerAddToList(), and Touch_NextMapTrigger().
#define G_TeamToVisMask | ( | team | ) | (1 << (team)) |
Definition at line 143 of file g_local.h.
Referenced by G_BuildForbiddenList(), G_ClientMove(), G_ClientShoot(), G_DoTestVis(), G_PMToVis(), G_ShootSingle(), G_VisFlagsClear(), G_VisToPM(), and TEST_F().
#define GAME_INCLUDE |
#define GAMEVERSION "baseufo" |
#define INVDEF | ( | containerID | ) | (&gi.csi->ids[(containerID)]) |
#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 ngettext | ( | x, | |
y, | |||
cnt | |||
) | x |
Definition at line 40 of file g_local.h.
Referenced by AIM_AircraftEquipMenuUpdate(), B_FillBuildingInfo_f(), B_FillMap_f(), B_SellOrAddItems(), E_GetEmployeeString(), GAME_CP_CampaignDescription_f(), INS_FillTypes_f(), INS_FillUFOYardData_f(), INS_SelectInstallation(), NAT_HandleBudget(), STAT_GetExpenses_f(), and UP_BuildingDescription().
#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 */ |
Definition at line 59 of file g_local.h.
Referenced by AI_FindHerdLocation(), AI_FindHidingLocation(), ED_NewString(), AiAreaSearch::LQueue::enqueue(), G_BuildForbiddenListForEntity(), G_Shutdown(), G_SpawnEntities(), and G_TriggerAddToList().
typedef struct camera_edict_data_s camera_edict_data_t |
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
typedef struct level_locals_s level_locals_t |
this structure is cleared as each map is entered
typedef struct moveinfo_s moveinfo_t |
actor movement
enum edictMaterial_t |
Check whether a forced turn end should be executed.
Definition at line 39 of file g_round.cpp.
References _, level_locals_s::activeTeam, level_locals_s::framenum, G_ClientEndRound(), G_IsSinglePlayer, G_MatchIsRunning(), G_PlayerGetNextActiveHuman(), gi, cvar_s::integer, level, level_locals_s::nextEndRound, PRINT_HUD, level_locals_s::roundstartTime, sv_roundtimelimit, and level_locals_s::time.
Referenced by G_RunFrame().
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_ClientEndRound | ( | Player & | player | ) |
Definition at line 184 of file g_round.cpp.
References level_locals_s::activeTeam, level_locals_s::actualRound, AI_CheckRespawn(), Com_Printf(), level_locals_s::framenum, G_BleedWounds(), G_CheckVisTeamAll(), G_EdictsGetNextActor(), G_EventEnd(), G_EventEndRound(), G_EventEndRoundAnnounce(), G_GetActiveTeam(), G_GetNextActiveTeam(), G_GetPlayerForTeam(), G_GiveTimeUnits(), G_IsAI, G_IsAIPlayer, G_IsVisibleForTeam, g_lastseen, G_MatchEndTrigger(), G_MatchIsRunning(), G_MoraleBehaviour(), G_PlayerGetNextActiveAI(), G_PlayerGetNextActiveHuman(), G_PlayerSoldiersCount(), G_ReactionFireOnEndTurn(), G_ReactionFireReset(), G_RoundTouchTriggers(), G_UpdateCarriedWeight(), G_UpdateStunState(), gi, cvar_s::integer, level, MAX_TEAMS, mor_panic, level_locals_s::nextEndRound, level_locals_s::roundstartTime, sv_teamplay, TEAM_ALIEN, level_locals_s::teamOfs, level_locals_s::time, and VIS_APPEAR.
Referenced by AI_PlayerRun(), G_CheckForceEndRound(), G_ClientDisconnect(), and GetGameAPI().
void G_InitCamera | ( | Edict * | ent, |
camera_type_t | cameraType, | ||
float | angle, | ||
bool | rotate | ||
) |
Definition at line 50 of file g_camera.cpp.
References ACTOR_SIZE_NORMAL, AngleToDir(), Edict::camera, CAMERA_MOBILE, CAMERA_STATIONARY, CAMERAMODEL, camera_edict_data_s::cameraType, Edict::classname, Edict::destroy, Destroy_Camera(), Edict::dir, Edict::entBox, ET_CAMERA, Edict::fieldSize, FL_DESTROYABLE, Edict::flags, G_CameraUse(), G_FreeEdict(), gi, MAT_ELECTRICAL, Edict::material, Edict::model, Edict::origin, Edict::pos, camera_edict_data_s::rotate, AABB::set(), Edict::solid, SOLID_BBOX, Edict::type, Edict::use, and VecToPos.
Referenced by SP_misc_camera().
Applies morale behaviour on actors.
Definition at line 156 of file g_morale.cpp.
References ABILITY_MIND, Edict::chr, CHRSH_IsTeamDefRobot(), ET_ACTOR, frand(), G_ActorSetMaxs(), G_ClientStateChange(), G_EdictsGetNextLivingActorOfTeam(), G_EventSendState(), G_IsMoraleEnabled(), G_MoralePanic(), G_MoraleRage(), G_MoraleStopPanic(), G_MoraleStopRage(), G_PrintStats(), G_SendStats(), G_VisToPM(), GET_MORALE, Edict::getIdNum(), Edict::getPlayer(), cvar_s::integer, Actor::isPanicked(), Actor::isRaged(), m_rage, m_sanity, mor_panic, mor_regeneration, mor_shaken, Edict::morale, MORALE_RANDOM, character_s::name, character_s::score, Actor::setInsane(), Actor::setShaken(), chrScoreGlobal_s::skills, STATE_REACTION, character_s::teamDef, Edict::type, cvar_s::value, and Edict::visflags.
Referenced by G_ClientEndRound().
void G_SendPlayerStats | ( | const Player & | player | ) |
Write player stats to network buffer.
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().
Send stats to network buffer.
Definition at line 34 of file g_stats.cpp.
References G_EventActorStats(), G_TeamToPM(), Edict::getStun(), Edict::getTeam(), Edict::HP, Edict::morale, Edict::setStun(), and Edict::TU.
Referenced by G_ActorCheckRevitalise(), G_ActorInvMove(), G_CheckDeathOrKnockout(), G_ClientMove(), G_ClientShoot(), G_ClientStateChangeUpdate(), G_ClientTurn(), G_ClientUseEdict(), G_Damage(), G_GiveTimeUnits(), G_Morale(), and G_MoraleBehaviour().
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.
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().
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().
game_locals_t game |
Definition at line 37 of file g_main.cpp.
Referenced by AI_CreatePlayer(), AI_SetEquipment(), G_ActorInvMove(), G_AddItemToFloor(), G_ClientReadInventory(), G_ClientShoot(), G_ClientTeamInfo(), G_EdictsConstruct(), G_EdictsGetNewEdict(), G_EdictsInit(), G_GetPlayerName(), G_InventoryDropToFloorCheck(), G_InventoryRemoveItemByID(), G_InventoryToFloor(), G_PlayerGetNextAI(), G_PlayerGetNextHuman(), G_SpawnEntities(), G_SpawnItemOnFloor(), and Edict::getPlayer().
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().
game_export_t globals |
Definition at line 40 of file g_main.cpp.
Referenced by G_EdictsGetNewEdict(), G_EdictsGetNext(), G_EdictsGetNextActor(), G_EdictsGetNumber(), G_EdictsIsValidNum(), and GetGameAPI().
level_locals_t level |
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_panic |
Definition at line 103 of file g_main.cpp.
Referenced by G_CheckDeathOrKnockout(), G_ClientEndRound(), G_ClientShoot(), G_MoraleBehaviour(), G_MoraleStopPanic(), and G_MoraleStopRage().
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_dedicated |
Definition at line 51 of file common.cpp.
Referenced by CL_Init(), CL_InitAfter(), G_Say_f(), Master_Heartbeat(), Master_Shutdown(), SV_BroadcastPrintf(), SV_Frame(), SV_InitGame(), SV_SetMaster_f(), and SVC_Info().
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().