#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) |
void(* game_import_t::AddCommandString) (char *text) |
Definition at line 173 of file game.h.
Referenced by ExitLevel(), and respawn().
Definition at line 133 of file game.h.
Referenced by FindTarget().
Definition at line 167 of file game.h.
Referenced by Cmd_Give_f(), Cmd_Say_f(), SVCmd_AddIP_f(), and SVCmd_RemoveIP_f().
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().
char*(* game_import_t::argv) (int n) |
Definition at line 168 of file game.h.
Referenced by ClientCommand(), Cmd_Give_f(), Cmd_Say_f(), Cmd_Wave_f(), ServerCommand(), SVCmd_AddIP_f(), and SVCmd_RemoveIP_f().
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().
Definition at line 105 of file game.h.
Referenced by CheckDMRules(), ClientBegin(), ClientBeginDeathmatch(), ClientDisconnect(), ClientObituary(), spectator_respawn(), and use_target_changelevel().
Definition at line 108 of file game.h.
Referenced by door_touch(), G_UseTargets(), GetChaseTarget(), trigger_counter_use(), and trigger_key_use().
Definition at line 116 of file game.h.
Referenced by ClientDisconnect(), ClientUserinfoChanged(), light_use(), SetItemNames(), SP_light(), SP_worldspawn(), target_lightramp_think(), and use_target_goal().
Definition at line 107 of file game.h.
Referenced by actor_pain(), Cmd_Drop_f(), Cmd_Give_f(), Cmd_God_f(), Cmd_InvDrop_f(), Cmd_InvUse_f(), Cmd_Noclip_f(), Cmd_Notarget_f(), Cmd_PlayerList_f(), Cmd_Players_f(), Cmd_Say_f(), Cmd_Use_f(), Cmd_Wave_f(), Drop_Ammo(), Drop_Weapon(), ServerCommand(), spectator_respawn(), StringToFilter(), SVCmd_AddIP_f(), SVCmd_ListIP_f(), SVCmd_RemoveIP_f(), Svcmd_Test_f(), SVCmd_WriteIP_f(), target_actor_touch(), Use_PowerArmor(), and Use_Weapon().
Definition at line 162 of file game.h.
Referenced by InitGame(), and SVCmd_WriteIP_f().
Definition at line 164 of file game.h.
Referenced by SpawnEntities().
Definition at line 163 of file game.h.
Referenced by CheckNeedPass(), and SP_worldspawn().
void(* game_import_t::dprintf) (char *fmt,...) |
Definition at line 106 of file game.h.
Referenced by actor_use(), ClientConnect(), Com_Printf(), droptofloor(), ED_CallSpawn(), ED_ParseField(), flymonster_start_go(), FoundTarget(), func_train_find(), G_FindTeams(), G_PickTarget(), G_UseTargets(), InitGame(), monster_start(), monster_start_go(), point_combat_touch(), ShutdownGame(), SP_func_clock(), SP_func_door_rotating(), SP_func_timer(), SP_func_train(), SP_func_wall(), SP_misc_actor(), SP_misc_strogg_ship(), SP_misc_teleporter(), SP_misc_viper(), SP_path_corner(), SP_target_actor(), SP_target_changelevel(), SP_target_earthquake(), SP_target_help(), SP_target_lightramp(), SP_target_speaker(), SP_trigger_gravity(), SP_trigger_key(), SP_trigger_once(), SP_turret_driver(), SP_viewthing(), SpawnEntities(), SpawnItem(), target_laser_start(), target_lightramp_use(), teleporter_touch(), train_next(), trigger_elevator_init(), trigger_elevator_use(), turret_breach_finish_init(), and walkmonster_start_go().
void(* game_import_t::error) (char *fmt,...) |
Definition at line 118 of file game.h.
Referenced by ED_ParseEdict(), G_RunEntity(), G_Spawn(), PrecacheItem(), ReadField(), ReadGame(), ReadLevel(), SelectSpawnPoint(), SpawnEntities(), SV_Physics_Pusher(), SV_RunThink(), Sys_Error(), WriteField1(), WriteGame(), and WriteLevel().
Definition at line 159 of file game.h.
Referenced by ReadGame(), ReadLevel(), ShutdownGame(), and SpawnEntities().
Definition at line 123 of file game.h.
Referenced by DeathmatchScoreboardMessage(), G_SetStats(), PrecacheItem(), SP_worldspawn(), and Touch_Item().
Definition at line 131 of file game.h.
Referenced by FindTarget().
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().
Definition at line 121 of file game.h.
Referenced by bfg_touch(), ChangeWeapon(), fire_bfg(), fire_blaster(), fire_grenade(), fire_grenade2(), fire_rocket(), makron_torso(), MakronPrecache(), PrecacheItem(), PutClientInServer(), SP_func_explosive(), 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_insane(), SP_misc_satellite_dish(), SP_misc_strogg_ship(), 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_light(), SP_monster_soldier_x(), SP_monster_supertank(), SP_monster_tank(), SP_turret_driver(), SP_viewthing(), SP_worldspawn(), and SpawnItem().
void(* game_import_t::multicast) (vec3_t origin, multicast_t to) |
Definition at line 144 of file game.h.
Referenced by BecomeExplosion1(), BecomeExplosion2(), bfg_explode(), bfg_think(), bfg_touch(), Blaster_Fire(), blaster_touch(), BossExplode(), Chaingun_Fire(), ClientBegin(), ClientBeginDeathmatch(), ClientDisconnect(), fire_lead(), fire_rail(), floater_zap(), Grenade_Explode(), Machinegun_Fire(), medic_cable_attack(), monster_fire_bfg(), monster_fire_blaster(), monster_fire_bullet(), monster_fire_grenade(), monster_fire_railgun(), monster_fire_rocket(), monster_fire_shotgun(), parasite_drain_attack(), rocket_touch(), SpawnDamage(), spectator_respawn(), target_explosion_explode(), target_laser_think(), Use_Boss3(), use_target_splash(), Use_Target_Tent(), weapon_bfg_fire(), weapon_grenadelauncher_fire(), weapon_railgun_fire(), Weapon_RocketLauncher_Fire(), weapon_shotgun_fire(), and weapon_supershotgun_fire().
Definition at line 141 of file game.h.
Referenced by ClientThink().
Definition at line 129 of file game.h.
Referenced by ClientThink(), fire_lead(), M_CatagorizePosition(), M_CheckBottom(), SV_CalcBlend(), SV_movestep(), and SV_Physics_Toss().
void(* game_import_t::positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs) |
Definition at line 110 of file game.h.
Referenced by SV_Physics_Toss(), target_earthquake_think(), turret_breach_fire(), and Use_Target_Speaker().
Definition at line 132 of file game.h.
Referenced by door_use_areaportals(), and Use_Areaportal().
Definition at line 125 of file game.h.
Referenced by Drop_Item(), droptofloor(), InitTrigger(), SP_func_button(), SP_func_conveyor(), SP_func_door(), SP_func_door_rotating(), SP_func_door_secret(), SP_func_explosive(), SP_func_killbox(), SP_func_object(), SP_func_plat(), SP_func_rotating(), SP_func_train(), SP_func_wall(), SP_func_water(), SP_misc_gib_arm(), SP_misc_gib_head(), SP_misc_gib_leg(), SP_misc_teleporter(), SP_misc_teleporter_dest(), SP_target_character(), SP_trigger_multiple(), SP_turret_base(), SP_turret_breach(), ThrowClientHead(), ThrowDebris(), ThrowGib(), and ThrowHead().
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().
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().
Definition at line 157 of file game.h.
Referenced by ED_NewString(), G_CopyString(), InitGame(), ReadField(), ReadGame(), and SP_func_clock().
trace_t(* game_import_t::trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask) |
Definition at line 128 of file game.h.
Referenced by ai_run(), bfg_think(), Boss2_CheckAttack(), CanDamage(), check_dodge(), Drop_Item(), droptofloor(), fire_blaster(), fire_hit(), fire_lead(), fire_rail(), Jorg_CheckAttack(), KillBox(), M_CheckAttack(), M_CheckBottom(), M_CheckGround(), M_droptofloor(), Makron_CheckAttack(), medic_cable_attack(), parasite_drain_attack(), PM_trace(), SV_FlyMove(), SV_movestep(), SV_PushEntity(), SV_TestEntityPosition(), target_laser_think(), UpdateChaseCam(), and visible().
Definition at line 145 of file game.h.
Referenced by ClientEndServerFrame(), Cmd_Inven_f(), DeathmatchScoreboard(), HelpComputer(), MoveClientToIntermission(), and spectator_respawn().
Definition at line 139 of file game.h.
Referenced by ClientDisconnect(), CopyToBodyQue(), G_FreeEdict(), teleporter_touch(), and use_target_spawner().
Definition at line 147 of file game.h.
Referenced by BecomeExplosion1(), BecomeExplosion2(), bfg_explode(), bfg_think(), bfg_touch(), Blaster_Fire(), blaster_touch(), BossExplode(), Chaingun_Fire(), ClientBegin(), ClientBeginDeathmatch(), ClientDisconnect(), Cmd_Inven_f(), DeathmatchScoreboardMessage(), fire_lead(), fire_rail(), floater_zap(), Grenade_Explode(), HelpComputer(), Machinegun_Fire(), medic_cable_attack(), monster_fire_bfg(), monster_fire_blaster(), monster_fire_bullet(), monster_fire_grenade(), monster_fire_railgun(), monster_fire_rocket(), monster_fire_shotgun(), parasite_drain_attack(), rocket_touch(), SpawnDamage(), spectator_respawn(), target_explosion_explode(), target_laser_think(), Use_Boss3(), use_target_splash(), Use_Target_Tent(), weapon_bfg_fire(), weapon_grenadelauncher_fire(), weapon_railgun_fire(), Weapon_RocketLauncher_Fire(), weapon_shotgun_fire(), and weapon_supershotgun_fire().
Definition at line 153 of file game.h.
Referenced by bfg_think(), blaster_touch(), fire_lead(), floater_zap(), SpawnDamage(), target_laser_think(), and use_target_splash().
Definition at line 152 of file game.h.
Referenced by BecomeExplosion1(), BecomeExplosion2(), bfg_explode(), bfg_think(), bfg_touch(), blaster_touch(), BossExplode(), fire_lead(), fire_rail(), floater_zap(), Grenade_Explode(), medic_cable_attack(), parasite_drain_attack(), rocket_touch(), SpawnDamage(), target_explosion_explode(), target_laser_think(), Use_Boss3(), use_target_splash(), and Use_Target_Tent().
Definition at line 148 of file game.h.
Referenced by Blaster_Fire(), Chaingun_Fire(), ClientBegin(), ClientBeginDeathmatch(), ClientDisconnect(), Cmd_Inven_f(), Machinegun_Fire(), medic_cable_attack(), monster_fire_bfg(), monster_fire_blaster(), monster_fire_bullet(), monster_fire_grenade(), monster_fire_railgun(), monster_fire_rocket(), monster_fire_shotgun(), parasite_drain_attack(), spectator_respawn(), weapon_bfg_fire(), weapon_grenadelauncher_fire(), weapon_railgun_fire(), Weapon_RocketLauncher_Fire(), weapon_shotgun_fire(), and weapon_supershotgun_fire().
Definition at line 151 of file game.h.
Referenced by DeathmatchScoreboardMessage(), HelpComputer(), and spectator_respawn().