UFO: Alien Invasion
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g_main.cpp File Reference

Main game functions. More...

#include "g_local.h"
#include "g_ai.h"
#include "g_client.h"
#include "g_edicts.h"
#include "g_match.h"
#include "g_spawn.h"
#include "g_utils.h"

Go to the source code of this file.

Functions

static void G_FreeInventory (void *data)
 
static voidG_AllocInventoryMemory (size_t size)
 
static void G_FreeAllInventory (void)
 
static void G_Init (void)
 This will be called when the game library is first loaded. More...
 
static void G_Shutdown (void)
 Free the tags TAG_LEVEL and TAG_GAME. More...
 
static void CheckNeedPass (void)
 If password has changed, update sv_needpass cvar as needed. More...
 
static void G_SendBoundingBoxes (void)
 
static bool G_RunFrame (void)
 
game_export_tGetGameAPI (game_import_t *import)
 Returns a pointer to the structure with all entry points and global variables. More...
 
void Sys_Error (const char *error,...)
 
void Com_Printf (const char *msg,...)
 
void Com_DPrintf (int level, const char *msg,...)
 

Variables

game_locals_t game
 
level_locals_t level
 
game_import_t gi
 
game_export_t globals
 
cvar_tsv_maxclients
 
cvar_tsv_dedicated
 
cvar_tdeveloper
 
cvar_tlogstats
 
FILElogstatsfile
 
cvar_tsv_needpass
 
cvar_tsv_maxplayersperteam
 
cvar_tsv_maxsoldiersperteam
 
cvar_tsv_maxsoldiersperplayer
 
cvar_tsv_enablemorale
 
cvar_tsv_roundtimelimit
 
cvar_tsv_maxentities
 
cvar_tsv_filterban
 
cvar_tsv_maxteams
 
cvar_tsv_ai
 
cvar_tsv_teamplay
 
cvar_tsv_hurtaliens
 
cvar_tsv_shot_origin
 
static cvar_tsv_cheats
 
static cvar_tsv_send_edicts
 
cvar_tpassword
 
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
 
static const int TAG_INVENTORY = 2389
 
static const inventoryImport_t inventoryImport = { G_FreeInventory, G_FreeAllInventory, G_AllocInventoryMemory }
 

Detailed Description

Main game functions.

Definition in file g_main.cpp.

Function Documentation

static void CheckNeedPass ( void  )
static

If password has changed, update sv_needpass cvar as needed.

Definition at line 302 of file g_main.cpp.

References game_import_s::Cvar_Set(), cvar_s::modified, Q_strcasecmp, Q_strvalid, and cvar_s::string.

Referenced by G_RunFrame().

void Com_DPrintf ( int  level,
const char *  msg,
  ... 
)

Definition at line 445 of file g_main.cpp.

References cvar_s::integer, and Q_vsnprintf().

void Com_Printf ( const char *  msg,
  ... 
)

Definition at line 433 of file g_main.cpp.

References Q_vsnprintf().

Referenced by G_Shutdown().

static void* G_AllocInventoryMemory ( size_t  size)
static

Definition at line 134 of file g_main.cpp.

References G_TagMalloc, and TAG_INVENTORY.

static void G_FreeAllInventory ( void  )
static

Definition at line 139 of file g_main.cpp.

References G_FreeTags, and TAG_INVENTORY.

Referenced by G_Shutdown().

static void G_FreeInventory ( void data)
static

Definition at line 129 of file g_main.cpp.

References G_MemFree.

static void G_SendBoundingBoxes ( void  )
static

Definition at line 312 of file g_main.cpp.

References G_EdictsGetFirst(), G_EdictsGetNextInUse(), G_EventSendEdict(), and cvar_s::integer.

Referenced by G_RunFrame().

static void G_Shutdown ( void  )
static

Free the tags TAG_LEVEL and TAG_GAME.

See also
Mem_FreeTags

Definition at line 282 of file g_main.cpp.

References AIL_Shutdown(), Com_Printf(), G_FreeAllInventory(), G_FreeTags, InventoryInterface::GetUsedSlots(), game_locals_s::invi, logstatsfile, TAG_GAME, and TAG_LEVEL.

Referenced by GetGameAPI().

void Sys_Error ( const char *  error,
  ... 
)

Definition at line 421 of file g_main.cpp.

References Q_vsnprintf().

Referenced by _Mem_Alloc(), _Mem_CheckPoolIntegrity(), _Mem_CheckSentinels(), _Mem_CreatePool(), _Mem_ReAlloc(), forbiddenList_s::add(), AddBrushBevels(), AddEpair(), AddLump(), AddPortalToNodes(), AII_UpdateOneInstallationDelay(), AIR_ParseAircraft(), ASE_GetCurrentMesh(), ASE_KeyGEOMOBJECT(), ASE_KeyMATERIAL_LIST(), ASE_KeyMESH(), ASE_KeyMESH_FACE_LIST(), ASE_KeyMESH_TVERTLIST(), ASE_KeyMESH_VERTEX_LIST(), ASE_KeyTFACE_LIST(), ASE_Load(), ASE_ParseBracedBlock(), ASE_Process(), ASE_SkipEnclosingBraces(), BaseWindingForPlane(), BDEF_BaseDefenceMenuUpdate_f(), BeginModel(), BuildLights(), CalcLightinfoExtents(), CalcLightinfoVectors(), Check_ExtraBrushesForWorldspawn(), Check_FindCompositeSides(), Check_InfoStartAligned(), Check_InitEntityDefs(), Check_NearList(), CheckFlags(), CheckPlaneAgainstParents(), ChopWindingInPlace(), CHRSH_CharGenAbilitySkills(), CHRSH_CharGetBody(), CHRSH_CharGetHead(), CL_AllocateActorSkin(), CL_ParseCampaignEvents(), CL_ParseMessageID(), ClipWindingEpsilon(), Com_AddObjectLinks(), Com_AlignPtr(), Com_EParseValue(), Com_Error(), Com_GiveName(), Com_ParseActorNames(), Com_ParseArmourOrResistance(), Com_ParseCharacterTemplate(), Com_ParseDamageTypes(), Com_ParseEquipment(), Com_ParseFireDefinition(), Com_ParseGameTypes(), Com_ParseImplant(), Com_ParseInventory(), Com_ParseItem(), Com_ParseMapDefinition(), Com_ParseScripts(), Com_ParseTeam(), Com_ParseValue(), Com_ParseVersion(), Com_SetValue(), Com_ValueToStr(), Con_DrawString(), CopyLump(), CP_GetEventsByID(), CP_ParseAlienTeam(), CreateNewFloatPlane(), EmitBrushes(), EmitDrawNode_r(), EmitFace(), EmitFaceVertexes(), EmitLeaf(), InventoryInterface::EquipActorMelee(), FacesWithVert(), FinalLightFace(), FindMiptex(), FIRESH_GetFiredef(), FixWorkingDirectory(), FreeWinding(), FS_CopyFile(), FS_CreateOpenPipeFile(), FS_FileLength(), FS_OpenFile(), FS_Read2(), FS_RemoveFile(), FS_RenameFile(), FS_Seek(), G_EdictsGetNextActor(), G_EdictsGetNextLivingActor(), GAME_GetCGameAPI(), GAME_GetImportData(), GAME_ParseModes(), GatherSampleLight(), GetEdge(), Inventory::getItemAtPos(), GetVectorFromString(), GetVertexnum(), HashVec(), INV_GetFilterFromItem(), INVSH_CheckToInventory_shape(), INVSH_GetItemByIDX(), Key_GetBinding(), LightWorld(), LoadBSPFile(), LoadScriptFile(), main(), makeActor(), MakeNodePortal(), MoveBrushesToWorld(), InventoryInterface::moveInInventory(), MSO_InitList(), uiEditorNode::onCapturedMouseMove(), ParseBrush(), ParseEntity(), ParseMapEntity(), PlaneFromPoints(), PQueueInitialise(), ProcessSubModel(), PruneNodes_r(), Q_strcat(), Q_strncpyz(), Qcommon_Init(), RemovePortalFromNode(), RS_ParseTechnologies(), RT_WriteCSVFiles(), SelectSplitSide(), SplitNodePortals(), SubdivideFace(), SV_InitGame(), Swap_Init(), Sys_FindFirst(), Sys_Init(), TEST_Init(), TestEdge(), TexinfoForBrushTexture(), ThreadInit(), ThreadLock(), ThreadUnlock(), TR_BuildTracingNode_r(), U2M_Parameter(), UFO_assert(), UI_CheckActionTokenTypeSanity(), UI_ContainerNodeGetItemAtPosition(), UI_CreateWindow(), UI_DrawModelNodeWithUIModel(), UI_GetReferenceString(), UI_ParseUIModel(), UI_ParseWindow(), UnparseEntities(), WriteBSPFile(), WriteMapFile(), and WriteTGA24().

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 45 of file g_main.cpp.

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 144 of file g_main.cpp.

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_cheats
static

Definition at line 64 of file g_main.cpp.

cvar_t* sv_dedicated

Definition at line 44 of file g_main.cpp.

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_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_send_edicts
static

Definition at line 65 of file g_main.cpp.

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().

const int TAG_INVENTORY = 2389
static

Definition at line 127 of file g_main.cpp.

Referenced by G_AllocInventoryMemory(), and G_FreeAllInventory().