icculus quake2 doxygen  1.0 dev
game_import_t Struct Reference

#include <game.h>

Public Attributes

void(* bprintf )(int printlevel, char *fmt,...)
 
void(* dprintf )(char *fmt,...)
 
void(* cprintf )(edict_t *ent, int printlevel, char *fmt,...)
 
void(* centerprintf )(edict_t *ent, char *fmt,...)
 
void(* sound )(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
 
void(* positioned_sound )(vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs)
 
void(* configstring )(int num, char *string)
 
void(* error )(char *fmt,...)
 
int(* modelindex )(char *name)
 
int(* soundindex )(char *name)
 
int(* imageindex )(char *name)
 
void(* setmodel )(edict_t *ent, char *name)
 
trace_t(* trace )(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask)
 
int(* pointcontents )(vec3_t point)
 
qboolean(* inPVS )(vec3_t p1, vec3_t p2)
 
qboolean(* inPHS )(vec3_t p1, vec3_t p2)
 
void(* SetAreaPortalState )(int portalnum, qboolean open)
 
qboolean(* AreasConnected )(int area1, int area2)
 
void(* linkentity )(edict_t *ent)
 
void(* unlinkentity )(edict_t *ent)
 
int(* BoxEdicts )(vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype)
 
void(* Pmove )(pmove_t *pmove)
 
void(* multicast )(vec3_t origin, multicast_t to)
 
void(* unicast )(edict_t *ent, qboolean reliable)
 
void(* WriteChar )(int c)
 
void(* WriteByte )(int c)
 
void(* WriteShort )(int c)
 
void(* WriteLong )(int c)
 
void(* WriteFloat )(float f)
 
void(* WriteString )(char *s)
 
void(* WritePosition )(vec3_t pos)
 
void(* WriteDir )(vec3_t pos)
 
void(* WriteAngle )(float f)
 
void *(* TagMalloc )(int size, int tag)
 
void(* TagFree )(void *block)
 
void(* FreeTags )(int tag)
 
cvar_t *(* cvar )(char *var_name, char *value, int flags)
 
cvar_t *(* cvar_set )(char *var_name, char *value)
 
cvar_t *(* cvar_forceset )(char *var_name, char *value)
 
int(* argc )(void)
 
char *(* argv )(int n)
 
char *(* args )(void)
 
void(* AddCommandString )(char *text)
 
void(* DebugGraph )(float value, int color)
 

Detailed Description

Definition at line 102 of file game.h.

Member Data Documentation

◆ AddCommandString

void(* game_import_t::AddCommandString) (char *text)

Definition at line 173 of file game.h.

Referenced by ExitLevel(), and respawn().

◆ AreasConnected

qboolean(* game_import_t::AreasConnected) (int area1, int area2)

Definition at line 133 of file game.h.

Referenced by FindTarget().

◆ argc

int(* game_import_t::argc) (void)

Definition at line 167 of file game.h.

Referenced by Cmd_Give_f(), Cmd_Say_f(), SVCmd_AddIP_f(), and SVCmd_RemoveIP_f().

◆ args

char*(* game_import_t::args) (void)

Definition at line 169 of file game.h.

Referenced by Cmd_Drop_f(), Cmd_Give_f(), Cmd_Say_f(), and Cmd_Use_f().

◆ argv

char*(* game_import_t::argv) (int n)

◆ BoxEdicts

int(* game_import_t::BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype)

Definition at line 140 of file game.h.

Referenced by G_TouchSolids(), and G_TouchTriggers().

◆ bprintf

void(* game_import_t::bprintf) (int printlevel, char *fmt,...)

◆ centerprintf

void(* game_import_t::centerprintf) (edict_t *ent, char *fmt,...)

◆ configstring

void(* game_import_t::configstring) (int num, char *string)

◆ cprintf

◆ cvar

cvar_t*(* game_import_t::cvar) (char *var_name, char *value, int flags)

Definition at line 162 of file game.h.

Referenced by InitGame(), and SVCmd_WriteIP_f().

◆ cvar_forceset

cvar_t*(* game_import_t::cvar_forceset) (char *var_name, char *value)

Definition at line 164 of file game.h.

Referenced by SpawnEntities().

◆ cvar_set

cvar_t*(* game_import_t::cvar_set) (char *var_name, char *value)

Definition at line 163 of file game.h.

Referenced by CheckNeedPass(), and SP_worldspawn().

◆ DebugGraph

void(* game_import_t::DebugGraph) (float value, int color)

Definition at line 175 of file game.h.

◆ dprintf

◆ error

◆ FreeTags

void(* game_import_t::FreeTags) (int tag)

Definition at line 159 of file game.h.

Referenced by ReadGame(), ReadLevel(), ShutdownGame(), and SpawnEntities().

◆ imageindex

int(* game_import_t::imageindex) (char *name)

◆ inPHS

qboolean(* game_import_t::inPHS) (vec3_t p1, vec3_t p2)

Definition at line 131 of file game.h.

Referenced by FindTarget().

◆ inPVS

qboolean(* game_import_t::inPVS) (vec3_t p1, vec3_t p2)

Definition at line 130 of file game.h.

◆ linkentity

void(* game_import_t::linkentity) (edict_t *ent)

Definition at line 138 of file game.h.

Referenced by actor_dead(), berserk_dead(), boss2_dead(), brain_dead(), brain_duck_down(), brain_duck_up(), chick_dead(), chick_duck_down(), chick_duck_up(), ClientThink(), CopyToBodyQue(), DoRespawn(), Drop_Item(), droptofloor(), fire_bfg(), fire_blaster(), fire_grenade(), fire_grenade2(), fire_rocket(), flipper_dead(), floater_dead(), func_explosive_spawn(), func_train_find(), func_wall_use(), gladiator_dead(), gunner_dead(), gunner_duck_down(), gunner_duck_up(), hover_dead(), hurt_use(), infantry_dead(), infantry_duck_down(), infantry_duck_up(), insane_dead(), jorg_dead(), M_droptofloor(), makron_dead(), makron_torso(), medic_dead(), medic_duck_down(), medic_duck_up(), monster_triggered_spawn(), mutant_dead(), parasite_dead(), plat_spawn_inside_trigger(), player_die(), PlayerNoise(), PutClientInServer(), ReadLevel(), SetRespawn(), soldier_dead(), soldier_duck_down(), soldier_duck_up(), SP_func_button(), SP_func_conveyor(), SP_func_door(), SP_func_door_rotating(), SP_func_door_secret(), SP_func_explosive(), SP_func_object(), SP_func_plat(), SP_func_rotating(), SP_func_train(), SP_func_wall(), SP_func_water(), SP_light_mine1(), SP_light_mine2(), SP_misc_actor(), SP_misc_banner(), SP_misc_bigviper(), SP_misc_blackhole(), SP_misc_deadsoldier(), SP_misc_easterchick(), SP_misc_easterchick2(), SP_misc_eastertank(), SP_misc_explobox(), SP_misc_gib_arm(), SP_misc_gib_head(), SP_misc_gib_leg(), SP_misc_insane(), SP_misc_satellite_dish(), SP_misc_strogg_ship(), SP_misc_teleporter(), SP_misc_teleporter_dest(), SP_misc_viper(), SP_misc_viper_bomb(), SP_monster_berserk(), SP_monster_boss2(), SP_monster_boss3_stand(), SP_monster_brain(), SP_monster_chick(), SP_monster_commander_body(), SP_monster_flipper(), SP_monster_floater(), SP_monster_flyer(), SP_monster_gladiator(), SP_monster_gunner(), SP_monster_hover(), SP_monster_infantry(), SP_monster_jorg(), SP_monster_makron(), SP_monster_medic(), SP_monster_mutant(), SP_monster_parasite(), SP_monster_soldier_x(), SP_monster_supertank(), SP_monster_tank(), SP_path_corner(), SP_point_combat(), SP_target_actor(), SP_target_character(), SP_target_speaker(), SP_trigger_hurt(), SP_trigger_multiple(), SP_trigger_push(), SP_turret_base(), SP_turret_breach(), SP_turret_driver(), SP_viewthing(), supertank_dead(), SV_movestep(), SV_Physics_Noclip(), SV_Physics_Step(), SV_Physics_Toss(), SV_Push(), SV_PushEntity(), SV_StepDirection(), tank_dead(), target_laser_start(), teleporter_touch(), Think_SpawnDoorTrigger(), ThrowClientHead(), ThrowDebris(), ThrowGib(), ThrowHead(), train_next(), trigger_enable(), UpdateChaseCam(), Use_Item(), and use_target_spawner().

◆ modelindex

◆ multicast

◆ Pmove

void(* game_import_t::Pmove) (pmove_t *pmove)

Definition at line 141 of file game.h.

Referenced by ClientThink().

◆ pointcontents

int(* game_import_t::pointcontents) (vec3_t point)

◆ positioned_sound

void(* game_import_t::positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs)

◆ SetAreaPortalState

void(* game_import_t::SetAreaPortalState) (int portalnum, qboolean open)

Definition at line 132 of file game.h.

Referenced by door_use_areaportals(), and Use_Areaportal().

◆ setmodel

◆ sound

void(* game_import_t::sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)

Definition at line 109 of file game.h.

Referenced by berserk_die(), berserk_fidget(), berserk_pain(), berserk_search(), berserk_sight(), berserk_swing(), bfg_touch(), body_die(), boss2_die(), boss2_pain(), boss2_search(), brain_chest_open(), brain_die(), brain_hit_left(), brain_hit_right(), brain_idle(), brain_pain(), brain_search(), brain_sight(), brain_swing_left(), brain_swing_right(), brain_tentacle_attack(), button_fire(), Chaingun_Fire(), chick_die(), chick_pain(), Chick_PreAttack1(), chick_sight(), ChickMoan(), ChickReload(), ChickSlash(), ClientThink(), commander_body_think(), commander_body_use(), door_go_down(), door_go_up(), door_hit_bottom(), door_hit_top(), door_touch(), fire_grenade2(), flipper_die(), flipper_pain(), flipper_preattack(), flipper_sight(), floater_die(), floater_idle(), floater_pain(), floater_sight(), floater_wham(), floater_zap(), flyer_die(), flyer_idle(), flyer_pain(), flyer_pop_blades(), flyer_sight(), flyer_slash_left(), flyer_slash_right(), G_SetClientSound(), G_SetStats(), G_UseTargets(), GaldiatorMelee(), gib_touch(), gladiator_attack(), gladiator_cleaver_swing(), gladiator_die(), gladiator_idle(), gladiator_pain(), gladiator_search(), gladiator_sight(), Grenade_Touch(), gunner_die(), gunner_idlesound(), gunner_opengun(), gunner_pain(), gunner_search(), gunner_sight(), hover_die(), hover_pain(), hover_search(), hover_sight(), hurt_touch(), infantry_cock_gun(), infantry_die(), infantry_fidget(), infantry_pain(), infantry_sight(), infantry_smack(), infantry_swing(), insane_die(), insane_fist(), insane_moan(), insane_pain(), insane_scream(), insane_shake(), jorg_attack(), jorg_death_hit(), jorg_die(), jorg_idle(), jorg_pain(), jorg_search(), jorg_step_left(), jorg_step_right(), jorgBFG(), M_WorldEffects(), Machinegun_Fire(), makron_brainsplorch(), makron_die(), makron_hit(), makron_pain(), makron_popup(), makron_prerailgun(), makron_step_left(), makron_step_right(), makron_taunt(), makronBFG(), medic_cable_attack(), medic_die(), medic_hook_launch(), medic_hook_retract(), medic_idle(), medic_pain(), medic_search(), medic_sight(), misc_deadsoldier_die(), mutant_check_landing(), mutant_die(), mutant_hit_left(), mutant_hit_right(), mutant_idle(), mutant_jump_takeoff(), mutant_pain(), mutant_search(), mutant_sight(), mutant_step(), mutant_swing(), P_DamageFeedback(), P_WorldEffects(), parasite_die(), parasite_drain_attack(), parasite_launch(), parasite_pain(), parasite_reel_in(), parasite_scratch(), parasite_search(), parasite_sight(), parasite_tap(), plat_go_down(), plat_go_up(), plat_hit_bottom(), plat_hit_top(), player_die(), soldier_cock(), soldier_die(), soldier_idle(), soldier_pain(), soldier_sight(), supertank_die(), supertank_pain(), supertank_search(), SV_CalcBlend(), SV_Physics_Step(), T_Damage(), tank_die(), tank_footstep(), tank_idle(), tank_pain(), tank_sight(), tank_thud(), tank_windup(), TankStrike(), target_actor_touch(), Touch_Item(), train_next(), train_wait(), TreadSound(), trigger_counter_use(), trigger_key_use(), trigger_push_touch(), Use_Invulnerability(), Use_PowerArmor(), Use_Quad(), use_target_blaster(), use_target_goal(), use_target_secret(), Weapon_Generic(), Weapon_Grenade(), and Weapon_HyperBlaster_Fire().

◆ soundindex

int(* game_import_t::soundindex) (char *name)

Definition at line 122 of file game.h.

Referenced by berserk_die(), bfg_touch(), body_die(), boss2_die(), brain_die(), Chaingun_Fire(), chick_die(), ClientThink(), commander_body_think(), commander_body_use(), door_touch(), fire_bfg(), fire_blaster(), fire_grenade2(), fire_rocket(), flipper_die(), G_SetClientSound(), G_SetStats(), G_UseTargets(), gib_touch(), gladiator_die(), Grenade_Touch(), gunner_die(), hover_die(), infantry_die(), insane_die(), insane_pain(), jorg_attack(), M_FliesOn(), M_WorldEffects(), Machinegun_Fire(), makron_die(), makron_torso(), MakronPrecache(), medic_die(), misc_deadsoldier_die(), mutant_die(), P_DamageFeedback(), P_WorldEffects(), parasite_die(), player_die(), PrecacheItem(), soldier_die(), SP_func_button(), SP_func_door(), SP_func_door_rotating(), SP_func_door_secret(), SP_func_plat(), SP_func_train(), SP_func_water(), SP_item_health(), SP_item_health_large(), SP_item_health_mega(), SP_item_health_small(), SP_misc_insane(), SP_misc_teleporter(), SP_monster_berserk(), SP_monster_boss2(), SP_monster_boss3_stand(), SP_monster_brain(), SP_monster_chick(), SP_monster_commander_body(), SP_monster_flipper(), SP_monster_floater(), SP_monster_flyer(), SP_monster_gladiator(), SP_monster_gunner(), SP_monster_hover(), SP_monster_infantry(), SP_monster_jorg(), SP_monster_medic(), SP_monster_mutant(), SP_monster_parasite(), SP_monster_soldier(), SP_monster_soldier_light(), SP_monster_soldier_ss(), SP_monster_soldier_x(), SP_monster_supertank(), SP_monster_tank(), SP_target_blaster(), SP_target_earthquake(), SP_target_goal(), SP_target_secret(), SP_target_speaker(), SP_trigger_hurt(), SP_trigger_key(), SP_trigger_multiple(), SP_trigger_push(), SP_worldspawn(), SV_CalcBlend(), SV_Physics_Step(), SV_Physics_Toss(), T_Damage(), tank_die(), target_actor_touch(), Touch_Item(), trigger_counter_use(), trigger_key_use(), turret_breach_fire(), Use_Invulnerability(), Use_PowerArmor(), Use_Quad(), Weapon_Generic(), Weapon_Grenade(), and Weapon_HyperBlaster_Fire().

◆ TagFree

void(* game_import_t::TagFree) (void *block)

Definition at line 158 of file game.h.

◆ TagMalloc

void*(* game_import_t::TagMalloc) (int size, int tag)

Definition at line 157 of file game.h.

Referenced by ED_NewString(), G_CopyString(), InitGame(), ReadField(), ReadGame(), and SP_func_clock().

◆ trace

◆ unicast

void(* game_import_t::unicast) (edict_t *ent, qboolean reliable)

◆ unlinkentity

void(* game_import_t::unlinkentity) (edict_t *ent)

◆ WriteAngle

void(* game_import_t::WriteAngle) (float f)

Definition at line 154 of file game.h.

◆ WriteByte

◆ WriteChar

void(* game_import_t::WriteChar) (int c)

Definition at line 146 of file game.h.

◆ WriteDir

void(* game_import_t::WriteDir) (vec3_t pos)

◆ WriteFloat

void(* game_import_t::WriteFloat) (float f)

Definition at line 150 of file game.h.

◆ WriteLong

void(* game_import_t::WriteLong) (int c)

Definition at line 149 of file game.h.

◆ WritePosition

◆ WriteShort

◆ WriteString

void(* game_import_t::WriteString) (char *s)

Definition at line 151 of file game.h.

Referenced by DeathmatchScoreboardMessage(), HelpComputer(), and spectator_respawn().