31 #include "../common/tracing.h"
32 #include "../common/grid.h"
33 #include "../common/cvar.h"
35 #define GAME_API_VERSION 10
77 typedef struct client_persistent_s {
92 inline void setLastActor(
Actor* lastActor) {
95 inline Actor* getLastActor() {
98 } client_persistent_t;
117 client_persistent_t pers;
119 inline void reset () {
122 inline bool isInUse ()
const {
125 inline void setInUse (
bool inuse) {
128 inline int getNum (
void)
const {
131 inline void setNum (
int num) {
134 inline bool isReady ()
const {
137 inline void setReady (
bool ready) {
140 inline int getTeam (
void)
const {
143 inline void setTeam (
int team) {
213 float (
IMPORT* GetBounceFraction) (
const char* texture);
271 void (
IMPORT* QueueWriteString) (
const char* s);
313 void (
IMPORT* AddCommandString) (const
char* text, ...)
__attribute__((format(__printf__, 1, 2)));
344 const char* (
EXPORT* ClientGetName) (
int pnum);
const vec3_t float bool launched
const char *IMPORT * GetFootstepSound(const char *texture)
pathing_t const pos3_t const pos3_t targetPos
const GridBox const char ** list
void setInUse(bool inuse)
pos_t(IMPORT *MoveLength)(const pathing_t *path
const AABB const edict_t int contentmask
This is a cvar definition. Cvars can be user modified and used in our menus e.g.
game_export_t * GetGameAPI(game_import_t *import)
Returns a pointer to the structure with all entry points and global variables.
pathing_t const pos3_t const pos3_t byte crouchingState
const AABB const edict_t * passent
bool const char * entstring
solid_t
edict->solid values
int FS_LoadFile(const char *path, byte **buffer)
Filenames are relative to the quake search path.
const vec3_t const int levelmask
pathing_t const pos3_t const pos3_t byte int maxTUs
functions exported by the game subsystem
pathing_t const pos3_t int distance
functions provided by the main engine
float(IMPORT *GetBounceFraction)(const char *texture)
The csi structure is the client-server-information structure which contains all the static data neede...
const vec3_t float bool bool rolled
const vec3_t const vec3_t angles
int Cmd_Argc(void)
Return the number of arguments of the current command. "command parameter" will result in a argc of 2...
const char *IMPORT * GetConstVariable(const char *space, int value)
pathing_t const pos3_t int forbiddenList_t * fb_list
const vec3_t float bool bool vec3_t v0
int const char va_list ap
const char *IMPORT * FS_Gamedir(void)
void(IMPORT *BroadcastPrintf)(int printlevel
pathing_t const pos3_t from
void setReady(bool ready)
Interface to game library.
struct game_export_s game_export_t
functions exported by the game subsystem
cvar_t *IMPORT * Cvar_Get(const char *varName, const char *value, int flags, const char *desc)
cvar_t *IMPORT const char *IMPORT * Cvar_String(const char *varName)
const vec3_t const int const char ** entlist
const char __attribute__((format(__printf__, 2, 3)))
edict_t *IMPORT * GetEventEdict(void)
FILE *IMPORT * Sys_Fopen(const char *filename, const char *mode)
const char *IMPORT * Cmd_Args(void)
const pos3_t byte bool stored
cvar_t *IMPORT * Cvar_Set(const char *varName, const char *value,...) __attribute__((format(__printf__
bool(IMPORT *LoadModelAABB)(const char *model
unsigned int(IMPORT *ModelIndex)(const char *name)
void *IMPORT * TagMalloc(int size, int tag, const char *file, int line)
trace_t(IMPORT *Trace)(const Line &traceLine
collision detection
A list of locations that cannot be moved to.
const char *IMPORT * Cmd_Argv(int n)
void format(__printf__, 1, 2)))
void FS_FreeFile(void *buffer)
Describes a character with all its attributes.