icculus quake2 doxygen
1.0 dev
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Go to the source code of this file.
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qboolean | Pickup_Weapon (edict_t *ent, edict_t *other) |
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void | Use_Weapon (edict_t *ent, gitem_t *inv) |
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void | Drop_Weapon (edict_t *ent, gitem_t *inv) |
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void | Weapon_Blaster (edict_t *ent) |
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void | Weapon_Shotgun (edict_t *ent) |
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void | Weapon_SuperShotgun (edict_t *ent) |
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void | Weapon_Machinegun (edict_t *ent) |
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void | Weapon_Chaingun (edict_t *ent) |
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void | Weapon_HyperBlaster (edict_t *ent) |
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void | Weapon_RocketLauncher (edict_t *ent) |
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void | Weapon_Grenade (edict_t *ent) |
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void | Weapon_GrenadeLauncher (edict_t *ent) |
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void | Weapon_Railgun (edict_t *ent) |
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void | Weapon_BFG (edict_t *ent) |
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void | Use_Quad (edict_t *ent, gitem_t *item) |
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gitem_t * | GetItemByIndex (int index) |
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gitem_t * | FindItemByClassname (char *classname) |
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gitem_t * | FindItem (char *pickup_name) |
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void | DoRespawn (edict_t *ent) |
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void | SetRespawn (edict_t *ent, float delay) |
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qboolean | Pickup_Powerup (edict_t *ent, edict_t *other) |
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void | Drop_General (edict_t *ent, gitem_t *item) |
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qboolean | Pickup_Adrenaline (edict_t *ent, edict_t *other) |
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qboolean | Pickup_AncientHead (edict_t *ent, edict_t *other) |
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qboolean | Pickup_Bandolier (edict_t *ent, edict_t *other) |
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qboolean | Pickup_Pack (edict_t *ent, edict_t *other) |
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void | Use_Breather (edict_t *ent, gitem_t *item) |
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void | Use_Envirosuit (edict_t *ent, gitem_t *item) |
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void | Use_Invulnerability (edict_t *ent, gitem_t *item) |
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void | Use_Silencer (edict_t *ent, gitem_t *item) |
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qboolean | Pickup_Key (edict_t *ent, edict_t *other) |
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qboolean | Add_Ammo (edict_t *ent, gitem_t *item, int count) |
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qboolean | Pickup_Ammo (edict_t *ent, edict_t *other) |
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void | Drop_Ammo (edict_t *ent, gitem_t *item) |
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void | MegaHealth_think (edict_t *self) |
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qboolean | Pickup_Health (edict_t *ent, edict_t *other) |
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int | ArmorIndex (edict_t *ent) |
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qboolean | Pickup_Armor (edict_t *ent, edict_t *other) |
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int | PowerArmorType (edict_t *ent) |
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void | Use_PowerArmor (edict_t *ent, gitem_t *item) |
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qboolean | Pickup_PowerArmor (edict_t *ent, edict_t *other) |
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void | Drop_PowerArmor (edict_t *ent, gitem_t *item) |
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void | Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) |
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static void | drop_temp_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) |
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static void | drop_make_touchable (edict_t *ent) |
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edict_t * | Drop_Item (edict_t *ent, gitem_t *item) |
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void | Use_Item (edict_t *ent, edict_t *other, edict_t *activator) |
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void | droptofloor (edict_t *ent) |
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void | PrecacheItem (gitem_t *it) |
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void | SpawnItem (edict_t *ent, gitem_t *item) |
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void | SP_item_health (edict_t *self) |
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void | SP_item_health_small (edict_t *self) |
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void | SP_item_health_large (edict_t *self) |
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void | SP_item_health_mega (edict_t *self) |
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void | InitItems (void) |
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void | SetItemNames (void) |
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gitem_armor_t | jacketarmor_info = { 25, 50, .30, .00, ARMOR_JACKET} |
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gitem_armor_t | combatarmor_info = { 50, 100, .60, .30, ARMOR_COMBAT} |
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gitem_armor_t | bodyarmor_info = {100, 200, .80, .60, ARMOR_BODY} |
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static int | jacket_armor_index |
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static int | combat_armor_index |
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static int | body_armor_index |
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static int | power_screen_index |
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static int | power_shield_index |
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static int | quad_drop_timeout_hack |
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gitem_t | itemlist [] |
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◆ HEALTH_IGNORE_MAX
#define HEALTH_IGNORE_MAX 1 |
◆ HEALTH_TIMED
◆ Add_Ammo()
◆ ArmorIndex()
◆ DoRespawn()
◆ Drop_Ammo()
◆ Drop_General()
◆ Drop_Item()
◆ drop_make_touchable()
◆ Drop_PowerArmor()
◆ drop_temp_touch()
◆ Drop_Weapon()
◆ droptofloor()
◆ FindItem()
gitem_t* FindItem |
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char * |
pickup_name | ) |
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Definition at line 100 of file g_items.c.
Referenced by ChangeWeapon(), CheckPowerArmor(), Cmd_Drop_f(), Cmd_Give_f(), Cmd_Use_f(), G_SetStats(), InitClientPersistant(), NoAmmoWeaponChange(), Pickup_Ammo(), Pickup_Bandolier(), Pickup_Pack(), Pickup_Weapon(), PrecacheItem(), SetItemNames(), SP_item_health(), SP_item_health_large(), SP_item_health_mega(), SP_item_health_small(), SP_worldspawn(), Use_PowerArmor(), and Use_Weapon().
◆ FindItemByClassname()
gitem_t* FindItemByClassname |
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char * |
classname | ) |
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◆ GetItemByIndex()
◆ InitItems()
◆ MegaHealth_think()
◆ Pickup_Adrenaline()
◆ Pickup_Ammo()
Definition at line 483 of file g_items.c.
502 if (weapon && !oldcount)
◆ Pickup_AncientHead()
◆ Pickup_Armor()
Definition at line 607 of file g_items.c.
624 if (!old_armor_index)
631 else if (!old_armor_index)
652 newcount = newinfo->
base_count + salvagecount;
Referenced by SpawnItem().
◆ Pickup_Bandolier()
◆ Pickup_Health()
◆ Pickup_Key()
◆ Pickup_Pack()
◆ Pickup_PowerArmor()
◆ Pickup_Powerup()
◆ Pickup_Weapon()
◆ PowerArmorType()
◆ PrecacheItem()
Definition at line 993 of file g_items.c.
1028 while (*s && *s !=
' ')
1034 memcpy (data, start, len);
1040 if (!strcmp(data+len-3,
"md2"))
1042 else if (!strcmp(data+len-3,
"sp2"))
1044 else if (!strcmp(data+len-3,
"wav"))
1046 if (!strcmp(data+len-3,
"pcx"))
Referenced by PrecacheItem(), SP_worldspawn(), and SpawnItem().
◆ SetItemNames()
◆ SetRespawn()
Definition at line 146 of file g_items.c.
Referenced by MegaHealth_think(), Pickup_Adrenaline(), Pickup_Ammo(), Pickup_AncientHead(), Pickup_Armor(), Pickup_Bandolier(), Pickup_Health(), Pickup_Pack(), Pickup_PowerArmor(), Pickup_Powerup(), and Pickup_Weapon().
◆ SP_item_health()
Definition at line 2121 of file g_items.c.
2129 self->model =
"models/items/healing/medium/tris.md2";
◆ SP_item_health_large()
Definition at line 2154 of file g_items.c.
2162 self->model =
"models/items/healing/large/tris.md2";
◆ SP_item_health_mega()
Definition at line 2170 of file g_items.c.
2178 self->model =
"models/items/mega_h/tris.md2";
◆ SP_item_health_small()
Definition at line 2137 of file g_items.c.
2145 self->model =
"models/items/healing/stimpack/tris.md2";
◆ SpawnItem()
◆ Touch_Item()
◆ Use_Breather()
◆ Use_Envirosuit()
◆ Use_Invulnerability()
◆ Use_Item()
◆ Use_PowerArmor()
◆ Use_Quad()
◆ Use_Silencer()
◆ Use_Weapon()
◆ Weapon_BFG()
Definition at line 1425 of file p_weapon.c.
1427 static int pause_frames[] = {39, 45, 50, 55, 0};
1428 static int fire_frames[] = {9, 17, 0};
◆ Weapon_Blaster()
Definition at line 859 of file p_weapon.c.
861 static int pause_frames[] = {19, 32, 0};
862 static int fire_frames[] = {5, 0};
◆ Weapon_Chaingun()
Definition at line 1167 of file p_weapon.c.
1169 static int pause_frames[] = {38, 43, 51, 61, 0};
1170 static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
◆ Weapon_Grenade()
◆ Weapon_GrenadeLauncher()
Definition at line 743 of file p_weapon.c.
745 static int pause_frames[] = {34, 51, 59, 0};
746 static int fire_frames[] = {6, 0};
◆ Weapon_HyperBlaster()
Definition at line 937 of file p_weapon.c.
939 static int pause_frames[] = {0};
940 static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
◆ Weapon_Machinegun()
Definition at line 1039 of file p_weapon.c.
1041 static int pause_frames[] = {23, 45, 0};
1042 static int fire_frames[] = {4, 5, 0};
◆ Weapon_Railgun()
Definition at line 1350 of file p_weapon.c.
1352 static int pause_frames[] = {56, 0};
1353 static int fire_frames[] = {4, 0};
◆ Weapon_RocketLauncher()
Definition at line 799 of file p_weapon.c.
801 static int pause_frames[] = {25, 33, 42, 50, 0};
802 static int fire_frames[] = {5, 0};
◆ Weapon_Shotgun()
Definition at line 1230 of file p_weapon.c.
1232 static int pause_frames[] = {22, 28, 34, 0};
1233 static int fire_frames[] = {8, 9, 0};
◆ Weapon_SuperShotgun()
Definition at line 1284 of file p_weapon.c.
1286 static int pause_frames[] = {29, 42, 57, 0};
1287 static int fire_frames[] = {7, 0};
◆ body_armor_index
◆ bodyarmor_info
◆ combat_armor_index
◆ combatarmor_info
◆ itemlist
Definition at line 1134 of file g_items.c.
Referenced by BeginIntermission(), Cmd_Give_f(), Cmd_InvDrop_f(), Cmd_InvUse_f(), Cmd_WeapLast_f(), Cmd_WeapNext_f(), Cmd_WeapPrev_f(), ED_CallSpawn(), FindItem(), FindItemByClassname(), G_SetStats(), GetItemByIndex(), InitItems(), player_die(), ReadField(), SelectNextItem(), SelectPrevItem(), SetItemNames(), and WriteField1().
◆ jacket_armor_index
◆ jacketarmor_info
◆ power_screen_index
◆ power_shield_index
◆ quad_drop_timeout_hack
int quad_drop_timeout_hack |
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static |
gitem_t * FindItem(char *pickup_name)
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
void(* dprintf)(char *fmt,...)
qboolean Pickup_Armor(edict_t *ent, edict_t *other)
trace_t(* trace)(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask)
CONST PIXELFORMATDESCRIPTOR int
void weapon_supershotgun_fire(edict_t *ent)
gitem_armor_t combatarmor_info
#define ITEM_TARGETS_USED
qboolean Add_Ammo(edict_t *ent, gitem_t *item, int count)
void Use_PowerArmor(edict_t *ent, gitem_t *item)
static int combat_armor_index
qboolean(* pickup)(struct edict_s *ent, struct edict_s *other)
gitem_armor_t bodyarmor_info
void weapon_grenade_fire(edict_t *ent, qboolean held)
void VectorScale(vec3_t in, vec_t scale, vec3_t out)
void NoAmmoWeaponChange(edict_t *ent)
void SpawnItem(edict_t *ent, gitem_t *item)
qboolean Pickup_Health(edict_t *ent, edict_t *other)
struct gclient_s * client
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
void DoRespawn(edict_t *ent)
qboolean Pickup_PowerArmor(edict_t *ent, edict_t *other)
void Weapon_HyperBlaster_Fire(edict_t *ent)
float * tv(float x, float y, float z)
static int body_armor_index
int ArmorIndex(edict_t *ent)
#define STAT_SELECTED_ITEM
void PrecacheItem(gitem_t *it)
void weapon_railgun_fire(edict_t *ent)
void MegaHealth_think(edict_t *self)
static void drop_temp_touch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
int(* imageindex)(char *name)
void(* use)(struct edict_s *ent, struct gitem_s *item)
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
static int jacket_armor_index
#define POWER_ARMOR_SHIELD
#define POWER_ARMOR_SCREEN
qboolean Pickup_Adrenaline(edict_t *ent, edict_t *other)
void Chaingun_Fire(edict_t *ent)
void G_FreeEdict(edict_t *e)
#define ITEM_TRIGGER_SPAWN
void droptofloor(edict_t *ent)
#define DROPPED_PLAYER_ITEM
void(* configstring)(int num, char *string)
int(* soundindex)(char *name)
int(* modelindex)(char *name)
void Touch_Item(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
void(* think)(edict_t *self)
void Use_Quad(edict_t *ent, gitem_t *item)
void weapon_shotgun_fire(edict_t *ent)
weaponstate_t weaponstate
void SetRespawn(edict_t *ent, float delay)
void Use_Item(edict_t *ent, edict_t *other, edict_t *activator)
int Q_stricmp(char *s1, char *s2)
void Drop_General(edict_t *ent, gitem_t *item)
void(* setmodel)(edict_t *ent, char *name)
#define VectorAdd(a, b, c)
void Weapon_RocketLauncher_Fire(edict_t *ent)
void(* error)(char *fmt,...)
void ValidateSelectedItem(edict_t *ent)
void(* use)(edict_t *self, edict_t *other, edict_t *activator)
void(* cprintf)(edict_t *ent, int printlevel, char *fmt,...)
#define HEALTH_IGNORE_MAX
static int power_screen_index
#define STAT_PICKUP_STRING
void ChangeWeapon(edict_t *ent)
void G_UseTargets(edict_t *ent, edict_t *activator)
edict_t * Drop_Item(edict_t *ent, gitem_t *item)
void weapon_grenadelauncher_fire(edict_t *ent)
float invincible_framenum
void(* drop)(struct edict_s *ent, struct gitem_s *item)
void Weapon_Blaster_Fire(edict_t *ent)
static int quad_drop_timeout_hack
void(* touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
#define VectorSet(v, x, y, z)
void Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void(*fire)(edict_t *ent))
static int power_shield_index
void weapon_bfg_fire(edict_t *ent)
qboolean Pickup_AncientHead(edict_t *ent, edict_t *other)
void(* linkentity)(edict_t *ent)
void Machinegun_Fire(edict_t *ent)
qboolean Pickup_Powerup(edict_t *ent, edict_t *other)
gitem_armor_t jacketarmor_info
static void drop_make_touchable(edict_t *ent)