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49 sign = side < 0 ? -1 : 1;
54 if (side < sv_rollspeed->
value)
75 float realcount,
count, kick;
78 static vec3_t power_color = {0.0, 1.0, 0.0};
79 static vec3_t acolor = {1.0, 1.0, 1.0};
80 static vec3_t bcolor = {1.0, 0.0, 0.0};
139 else if (player->
health < 50)
141 else if (player->
health < 75)
173 if (kick && player->
health > 0)
175 kick = kick * 100 / player->
health;
177 if (kick <
count*0.5)
283 angles[
PITCH] += delta;
289 angles[
ROLL] += delta;
362 for (
i=0 ;
i<3 ;
i++)
383 for (
i=0 ;
i<3 ;
i++)
448 if (remaining > 30 || (remaining & 4) )
456 if (remaining > 30 || (remaining & 4) )
464 if (remaining > 30 || (remaining & 4) )
472 if (remaining > 30 || (remaining & 4) )
523 delta = delta*delta * 0.0001;
557 damage = (delta-30)/2;
656 if (breather || envirosuit)
773 if (remaining > 30 || (remaining & 4) )
780 if (remaining > 30 || (remaining & 4) )
840 else if (strcmp(weap,
"weapon_railgun") == 0)
842 else if (strcmp(weap,
"weapon_bfg") == 0)
974 for (
i=0 ;
i<3 ;
i++)
984 if (
level.intermissiontime)
void G_SetSpectatorStats(edict_t *ent)
CONST PIXELFORMATDESCRIPTOR int
#define VectorSubtract(a, b, c)
int PowerArmorType(edict_t *ent)
void G_SetClientSound(edict_t *ent)
struct gclient_s * client
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
void ClientEndServerFrame(edict_t *ent)
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)
char * va(char *format,...)
void SV_CalcGunOffset(edict_t *ent)
void G_SetStats(edict_t *ent)
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
#define POWER_ARMOR_SHIELD
#define POWER_ARMOR_SCREEN
void G_SetClientEffects(edict_t *ent)
float SV_CalcRoll(vec3_t angles, vec3_t velocity)
int(* soundindex)(char *name)
void SV_CalcViewOffset(edict_t *ent)
int(* pointcontents)(vec3_t point)
void DeathmatchScoreboardMessage(edict_t *client, edict_t *killer)
vec_t VectorNormalize(vec3_t v)
void G_SetClientEvent(edict_t *ent)
float damage_debounce_time
void P_WorldEffects(void)
#define VectorAdd(a, b, c)
static gclient_t * current_client
void(* unicast)(edict_t *ent, qboolean reliable)
float invincible_framenum
void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
void PlayerNoise(edict_t *who, vec3_t where, int type)
void SV_AddBlend(float r, float g, float b, float a, float *v_blend)
void P_DamageFeedback(edict_t *player)
void G_CheckChaseStats(edict_t *ent)
#define VectorSet(v, x, y, z)
static edict_t * current_player
void G_SetClientFrame(edict_t *ent)
void P_FallingDamage(edict_t *ent)
void SV_CalcBlend(edict_t *ent)