icculus quake2 doxygen
1.0 dev
|
|
Go to the documentation of this file.
31 #define GAMEVERSION "baseq2"
34 #define svc_muzzleflash 1
35 #define svc_muzzleflash2 2
36 #define svc_temp_entity 3
38 #define svc_inventory 5
39 #define svc_stufftext 11
44 #define DAMAGE_TIME 0.5
50 #define SPAWNFLAG_NOT_EASY 0x00000100
51 #define SPAWNFLAG_NOT_MEDIUM 0x00000200
52 #define SPAWNFLAG_NOT_HARD 0x00000400
53 #define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
54 #define SPAWNFLAG_NOT_COOP 0x00001000
57 #define FL_FLY 0x00000001
58 #define FL_SWIM 0x00000002 // implied immunity to drowining
59 #define FL_IMMUNE_LASER 0x00000004
60 #define FL_INWATER 0x00000008
61 #define FL_GODMODE 0x00000010
62 #define FL_NOTARGET 0x00000020
63 #define FL_IMMUNE_SLIME 0x00000040
64 #define FL_IMMUNE_LAVA 0x00000080
65 #define FL_PARTIALGROUND 0x00000100 // not all corners are valid
66 #define FL_WATERJUMP 0x00000200 // player jumping out of water
67 #define FL_TEAMSLAVE 0x00000400 // not the first on the team
68 #define FL_NO_KNOCKBACK 0x00000800
69 #define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active
70 #define FL_RESPAWN 0x80000000 // used for item respawning
76 #define TAG_GAME 765 // clear when unloading the dll
77 #define TAG_LEVEL 766 // clear when loading a new level
80 #define MELEE_DISTANCE 80
82 #define BODY_QUEUE_SIZE 8
114 #define DEAD_RESPAWNABLE 3
117 #define RANGE_MELEE 0
123 #define GIB_ORGANIC 0
124 #define GIB_METALLIC 1
127 #define AI_STAND_GROUND 0x00000001
128 #define AI_TEMP_STAND_GROUND 0x00000002
129 #define AI_SOUND_TARGET 0x00000004
130 #define AI_LOST_SIGHT 0x00000008
131 #define AI_PURSUIT_LAST_SEEN 0x00000010
132 #define AI_PURSUE_NEXT 0x00000020
133 #define AI_PURSUE_TEMP 0x00000040
134 #define AI_HOLD_FRAME 0x00000080
135 #define AI_GOOD_GUY 0x00000100
136 #define AI_BRUTAL 0x00000200
137 #define AI_NOSTEP 0x00000400
138 #define AI_DUCKED 0x00000800
139 #define AI_COMBAT_POINT 0x00001000
140 #define AI_MEDIC 0x00002000
141 #define AI_RESURRECTING 0x00004000
144 #define AS_STRAIGHT 1
151 #define ARMOR_JACKET 1
152 #define ARMOR_COMBAT 2
154 #define ARMOR_SHARD 4
157 #define POWER_ARMOR_NONE 0
158 #define POWER_ARMOR_SCREEN 1
159 #define POWER_ARMOR_SHIELD 2
162 #define RIGHT_HANDED 0
163 #define LEFT_HANDED 1
164 #define CENTER_HANDED 2
168 #define SFL_CROSS_TRIGGER_1 0x00000001
169 #define SFL_CROSS_TRIGGER_2 0x00000002
170 #define SFL_CROSS_TRIGGER_3 0x00000004
171 #define SFL_CROSS_TRIGGER_4 0x00000008
172 #define SFL_CROSS_TRIGGER_5 0x00000010
173 #define SFL_CROSS_TRIGGER_6 0x00000020
174 #define SFL_CROSS_TRIGGER_7 0x00000040
175 #define SFL_CROSS_TRIGGER_8 0x00000080
176 #define SFL_CROSS_TRIGGER_MASK 0x000000ff
180 #define PNOISE_SELF 0
181 #define PNOISE_WEAPON 1
182 #define PNOISE_IMPACT 2
214 #define IT_WEAPON 1 // use makes active weapon
217 #define IT_STAY_COOP 8
219 #define IT_POWERUP 32
222 #define WEAP_BLASTER 1
223 #define WEAP_SHOTGUN 2
224 #define WEAP_SUPERSHOTGUN 3
225 #define WEAP_MACHINEGUN 4
226 #define WEAP_CHAINGUN 5
227 #define WEAP_GRENADES 6
228 #define WEAP_GRENADELAUNCHER 7
229 #define WEAP_ROCKETLAUNCHER 8
230 #define WEAP_HYPERBLASTER 9
231 #define WEAP_RAILGUN 10
272 char helpmessage1[512];
273 char helpmessage2[512];
281 char spawnpoint[512];
463 #define MOD_UNKNOWN 0
464 #define MOD_BLASTER 1
465 #define MOD_SHOTGUN 2
466 #define MOD_SSHOTGUN 3
467 #define MOD_MACHINEGUN 4
468 #define MOD_CHAINGUN 5
469 #define MOD_GRENADE 6
470 #define MOD_G_SPLASH 7
472 #define MOD_R_SPLASH 9
473 #define MOD_HYPERBLASTER 10
474 #define MOD_RAILGUN 11
475 #define MOD_BFG_LASER 12
476 #define MOD_BFG_BLAST 13
477 #define MOD_BFG_EFFECT 14
478 #define MOD_HANDGRENADE 15
479 #define MOD_HG_SPLASH 16
484 #define MOD_TELEFRAG 21
485 #define MOD_FALLING 22
486 #define MOD_SUICIDE 23
487 #define MOD_HELD_GRENADE 24
488 #define MOD_EXPLOSIVE 25
489 #define MOD_BARREL 26
492 #define MOD_SPLASH 29
493 #define MOD_TARGET_LASER 30
494 #define MOD_TRIGGER_HURT 31
496 #define MOD_TARGET_BLASTER 33
497 #define MOD_FRIENDLY_FIRE 0x8000000
504 #define FOFS(x) (int)&(((edict_t *)0)->x)
505 #define STOFS(x) (int)&(((spawn_temp_t *)0)->x)
506 #define LLOFS(x) (int)&(((level_locals_t *)0)->x)
507 #define CLOFS(x) (int)&(((gclient_t *)0)->x)
509 #define random() ((rand () & 0x7fff) / ((float)0x7fff))
510 #define crandom() (2.0 * (random() - 0.5))
550 #define world (&g_edicts[0])
553 #define ITEM_TRIGGER_SPAWN 0x00000001
554 #define ITEM_NO_TOUCH 0x00000002
557 #define DROPPED_ITEM 0x00010000
558 #define DROPPED_PLAYER_ITEM 0x00020000
559 #define ITEM_TARGETS_USED 0x00040000
565 #define FFL_SPAWNTEMP 1
566 #define FFL_NOSPAWN 2
610 #define ITEM_INDEX(x) ((x)-itemlist)
642 float *
tv (
float x,
float y,
float z);
657 #define DAMAGE_RADIUS 0x00000001 // damage was indirect
658 #define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
659 #define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
660 #define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
661 #define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
662 #define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
664 #define DEFAULT_BULLET_HSPREAD 300
665 #define DEFAULT_BULLET_VSPREAD 500
666 #define DEFAULT_SHOTGUN_HSPREAD 1000
667 #define DEFAULT_SHOTGUN_VSPREAD 500
668 #define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
669 #define DEFAULT_SHOTGUN_COUNT 12
670 #define DEFAULT_SSHOTGUN_COUNT 20
817 #define ANIM_BASIC 0 // stand / run
821 #define ANIM_ATTACK 4
823 #define ANIM_REVERSE 6
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
void G_SetSpectatorStats(edict_t *ent)
void ChasePrev(edict_t *ent)
void PlayerTrail_Init(void)
void MoveClientToIntermission(edict_t *client)
void AI_SetSightClient(void)
void monster_fire_railgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
void ClientBeginServerFrame(edict_t *ent)
void ThrowGib(edict_t *self, char *gibname, int damage, int type)
qboolean visible(edict_t *self, edict_t *other)
gitem_t * GetItemByIndex(int index)
void G_RunEntity(edict_t *ent)
int ArmorIndex(edict_t *ent)
edict_t * PlayerTrail_PickNext(edict_t *self)
void InitClientPersistant(gclient_t *client)
void AttackFinished(edict_t *self, float time)
void PutClientInServer(edict_t *ent)
void fire_rail(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
void FoundTarget(edict_t *self)
qboolean M_walkmove(edict_t *ent, float yaw, float dist)
client_persistant_t coop_respawn
void fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
qboolean(* pickup)(struct edict_s *ent, struct edict_s *other)
void monster_death_use(edict_t *self)
void player_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void fire_bfg(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
void ai_run(edict_t *self, float dist)
void G_TouchTriggers(edict_t *ent)
void InitClientResp(gclient_t *client)
edict_t * G_Find(edict_t *from, int fieldofs, char *match)
void BecomeExplosion1(edict_t *self)
qboolean SV_FilterPacket(char *from)
struct gclient_s * client
void Think_Weapon(edict_t *ent)
void(* blocked)(edict_t *self, edict_t *other)
void M_droptofloor(edict_t *ent)
float vectoyaw(vec3_t vec)
void fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
void fire_grenade2(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
float * tv(float x, float y, float z)
void(* prethink)(edict_t *ent)
void monster_fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype)
int clusternums[MAX_ENT_CLUSTERS]
qboolean Add_Ammo(edict_t *ent, gitem_t *item, int count)
void ValidateSelectedItem(edict_t *ent)
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
gitem_t * FindItem(char *pickup_name)
void ThrowDebris(edict_t *self, char *modelname, float speed, vec3_t origin)
int groundentity_linkcount
qboolean M_CheckAttack(edict_t *self)
void walkmonster_start(edict_t *self)
void BeginIntermission(edict_t *targ)
int sight_entity_framenum
void G_InitEdict(edict_t *e)
vec3_t intermission_origin
void(* use)(struct edict_s *ent, struct gitem_s *item)
void G_SetStats(edict_t *ent)
gitem_t * FindItemByClassname(char *classname)
void PlayerTrail_New(vec3_t spot)
qboolean infront(edict_t *self, edict_t *other)
void ai_turn(edict_t *self, float dist)
void vectoangles(vec3_t vec, vec3_t angles)
void Touch_Item(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
edict_t * findradius(edict_t *from, vec3_t org, float rad)
char * G_CopyString(char *in)
void G_FreeEdict(edict_t *e)
void M_MoveToGoal(edict_t *ent, float dist)
void FetchClientEntData(edict_t *ent)
void swimmonster_start(edict_t *self)
edict_t * PlayerTrail_LastSpot(void)
cvar_t * spectator_password
void DeathmatchScoreboardMessage(edict_t *client, edict_t *killer)
void(* think)(edict_t *self)
qboolean M_CheckBottom(edict_t *ent)
int PowerArmorType(edict_t *ent)
weaponstate_t weaponstate
void Cmd_Score_f(edict_t *ent)
void respawn(edict_t *ent)
void M_CatagorizePosition(edict_t *ent)
float damage_debounce_time
void monster_fire_bullet(edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype)
float touch_debounce_time
void monster_fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
void ai_charge(edict_t *self, float dist)
void monster_think(edict_t *self)
void(* pain)(edict_t *self, edict_t *other, float kick, int damage)
void ai_stand(edict_t *self, float dist)
qboolean FacingIdeal(edict_t *self)
void M_CheckGround(edict_t *ent)
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 GetChaseTarget(edict_t *ent)
void monster_fire_blaster(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
void fire_bullet(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
void Cmd_Help_f(edict_t *ent)
void player_pain(edict_t *self, edict_t *other, float kick, int damage)
edict_t * PlayerTrail_PickFirst(edict_t *self)
void(* use)(edict_t *self, edict_t *other, edict_t *activator)
monsterinfo_t monsterinfo
void ThrowClientHead(edict_t *self, int damage)
int range(edict_t *self, edict_t *other)
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)
int sound_entity_framenum
void ai_walk(edict_t *self, float dist)
void ClientEndServerFrame(edict_t *ent)
void(* weaponthink)(struct edict_s *ent)
void G_UseTargets(edict_t *ent, edict_t *activator)
float invincible_framenum
void(* drop)(struct edict_s *ent, struct gitem_s *item)
void M_FlyCheck(edict_t *self)
void PlayerNoise(edict_t *who, vec3_t where, int type)
void G_SetMovedir(vec3_t angles, vec3_t movedir)
qboolean KillBox(edict_t *ent)
void ThrowHead(edict_t *self, char *gibname, int damage, int type)
void(* touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
void G_TouchSolids(edict_t *ent)
void fire_blaster(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper)
void G_CheckChaseStats(edict_t *ent)
qboolean OnSameTeam(edict_t *ent1, edict_t *ent2)
void ChangeWeapon(edict_t *ent)
void ChaseNext(edict_t *ent)
void UpdateChaseCam(edict_t *ent)
void SaveClientData(void)
void M_ChangeYaw(edict_t *ent)
void PrecacheItem(gitem_t *it)
void fire_shotgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
edict_t * G_PickTarget(char *targetname)
void T_RadiusDamage(edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
edict_t * Drop_Item(edict_t *ent, gitem_t *item)
int sound2_entity_framenum
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 PlayerTrail_Add(vec3_t spot)
void ai_move(edict_t *self, float dist)
void SetRespawn(edict_t *ent, float delay)
void(* die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void(APIENTRY *qglAccum)(GLenum op
void SpawnItem(edict_t *ent, gitem_t *item)
qboolean CanDamage(edict_t *targ, edict_t *inflictor)
void flymonster_start(edict_t *self)
vec3_t intermission_angle
float fly_sound_debounce_time