1 /*
2 ===========================================================================
3 Copyright (C) 1999 - 2005, Id Software, Inc.
4 Copyright (C) 2000 - 2013, Raven Software, Inc.
5 Copyright (C) 2001 - 2013, Activision, Inc.
6 Copyright (C) 2005 - 2015, ioquake3 contributors
7 Copyright (C) 2013 - 2015, OpenJK contributors
8 
9 This file is part of the OpenJK source code.
10 
11 OpenJK is free software; you can redistribute it and/or modify it
12 under the terms of the GNU General Public License version 2 as
13 published by the Free Software Foundation.
14 
15 This program is distributed in the hope that it will be useful,
16 but WITHOUT ANY WARRANTY; without even the implied warranty of
17 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
18 GNU General Public License for more details.
19 
20 You should have received a copy of the GNU General Public License
21 along with this program; if not, see <http://www.gnu.org/licenses/>.
22 ===========================================================================
23 */
24 
25 #pragma once
26 
27 // g_local.h -- local definitions for game module
28 
29 #include "qcommon/q_shared.h"
30 #include "bg_public.h"
31 #include "bg_vehicles.h"
32 #include "g_public.h"
33 
34 typedef struct gentity_s gentity_t;
35 typedef struct gclient_s gclient_t;
36 
37 //npc stuff
38 #include "b_public.h"
39 
40 extern int gPainMOD;
41 extern int gPainHitLoc;
42 extern vec3_t gPainPoint;
43 
44 //==================================================================
45 
46 // the "gameversion" client command will print this plus compile date
47 #define	GAMEVERSION	"OpenJK"
48 
49 #define SECURITY_LOG "security.log"
50 
51 #define BODY_QUEUE_SIZE		8
52 
53 #ifndef INFINITE
54 #define INFINITE			1000000
55 #endif
56 
57 #define	FRAMETIME			100					// msec
58 #define	CARNAGE_REWARD_TIME	3000
59 #define REWARD_SPRITE_TIME	2000
60 
61 #define	INTERMISSION_DELAY_TIME	1000
62 #define	SP_INTERMISSION_DELAY_TIME	5000
63 
64 //primarily used by NPCs
65 #define	START_TIME_LINK_ENTS		FRAMETIME*1 // time-delay after map start at which all ents have been spawned, so can link them
66 #define	START_TIME_FIND_LINKS		FRAMETIME*2 // time-delay after map start at which you can find linked entities
67 #define	START_TIME_MOVERS_SPAWNED	FRAMETIME*2 // time-delay after map start at which all movers should be spawned
68 #define	START_TIME_REMOVE_ENTS		FRAMETIME*3 // time-delay after map start to remove temporary ents
69 #define	START_TIME_NAV_CALC			FRAMETIME*4 // time-delay after map start to connect waypoints and calc routes
70 #define	START_TIME_FIND_WAYPOINT	FRAMETIME*5 // time-delay after map start after which it's okay to try to find your best waypoint
71 
72 // gentity->flags
73 #define	FL_GODMODE				0x00000010
74 #define	FL_NOTARGET				0x00000020
75 #define	FL_TEAMSLAVE			0x00000400	// not the first on the team
76 #define FL_NO_KNOCKBACK			0x00000800
77 #define FL_DROPPED_ITEM			0x00001000
78 #define FL_NO_BOTS				0x00002000	// spawn point not for bot use
79 #define FL_NO_HUMANS			0x00004000	// spawn point just for bots
80 #define FL_FORCE_GESTURE		0x00008000	// force gesture on client
81 #define FL_INACTIVE				0x00010000	// inactive
82 #define FL_NAVGOAL				0x00020000	// for npc nav stuff
83 #define	FL_DONT_SHOOT			0x00040000
84 #define FL_SHIELDED				0x00080000
85 #define FL_UNDYING				0x00100000	// takes damage down to 1, but never dies
86 
87 //ex-eFlags -rww
88 #define	FL_BOUNCE				0x00100000		// for missiles
89 #define	FL_BOUNCE_HALF			0x00200000		// for missiles
90 #define	FL_BOUNCE_SHRAPNEL		0x00400000		// special shrapnel flag
91 
92 //vehicle game-local stuff -rww
93 #define	FL_VEH_BOARDING			0x00800000		// special shrapnel flag
94 
95 //breakable flags -rww
96 #define FL_DMG_BY_SABER_ONLY		0x01000000 //only take dmg from saber
97 #define FL_DMG_BY_HEAVY_WEAP_ONLY	0x02000000 //only take dmg from explosives
98 
99 #define FL_BBRUSH					0x04000000 //I am a breakable brush
100 
101 #ifndef FINAL_BUILD
102 #define DEBUG_SABER_BOX
103 #endif
104 
105 // make sure this matches game/match.h for botlibs
106 #define EC "\x19"
107 
108 #define	MAX_G_SHARED_BUFFER_SIZE		8192
109 // used for communication with the engine
110 typedef union sharedBuffer_u {
111 	char							raw[MAX_G_SHARED_BUFFER_SIZE];
112 	T_G_ICARUS_PLAYSOUND			playSound;
113 	T_G_ICARUS_SET					set;
114 	T_G_ICARUS_LERP2POS				lerp2Pos;
115 	T_G_ICARUS_LERP2ORIGIN			lerp2Origin;
116 	T_G_ICARUS_LERP2ANGLES			lerp2Angles;
117 	T_G_ICARUS_GETTAG				getTag;
118 	T_G_ICARUS_LERP2START			lerp2Start;
119 	T_G_ICARUS_LERP2END				lerp2End;
120 	T_G_ICARUS_USE					use;
121 	T_G_ICARUS_KILL					kill;
122 	T_G_ICARUS_REMOVE				remove;
123 	T_G_ICARUS_PLAY					play;
124 	T_G_ICARUS_GETFLOAT				getFloat;
125 	T_G_ICARUS_GETVECTOR			getVector;
126 	T_G_ICARUS_GETSTRING			getString;
127 	T_G_ICARUS_SOUNDINDEX			soundIndex;
128 	T_G_ICARUS_GETSETIDFORSTRING	getSetIDForString;
129 } sharedBuffer_t;
130 extern sharedBuffer_t gSharedBuffer;
131 
132 // movers are things like doors, plats, buttons, etc
133 typedef enum {
134 	MOVER_POS1,
135 	MOVER_POS2,
136 	MOVER_1TO2,
137 	MOVER_2TO1
138 } moverState_t;
139 
140 #define SP_PODIUM_MODEL		"models/mapobjects/podium/podium4.md3"
141 
142 typedef enum
143 {
144 	HL_NONE = 0,
145 	HL_FOOT_RT,
146 	HL_FOOT_LT,
147 	HL_LEG_RT,
148 	HL_LEG_LT,
149 	HL_WAIST,
150 	HL_BACK_RT,
151 	HL_BACK_LT,
152 	HL_BACK,
153 	HL_CHEST_RT,
154 	HL_CHEST_LT,
155 	HL_CHEST,
156 	HL_ARM_RT,
157 	HL_ARM_LT,
158 	HL_HAND_RT,
159 	HL_HAND_LT,
160 	HL_HEAD,
161 	HL_GENERIC1,
162 	HL_GENERIC2,
163 	HL_GENERIC3,
164 	HL_GENERIC4,
165 	HL_GENERIC5,
166 	HL_GENERIC6,
167 	HL_MAX
168 } hitLocation_t;
169 
170 //============================================================================
171 extern void *precachedKyle;
172 extern void *g2SaberInstance;
173 
174 extern qboolean gEscaping;
175 extern int gEscapeTime;
176 
177 struct gentity_s {
178 	//rww - entstate must be first, to correspond with the bg shared entity structure
179 	entityState_t	s;				// communicated by server to clients
180 	playerState_t	*playerState;	//ptr to playerstate if applicable (for bg ents)
181 	Vehicle_t		*m_pVehicle; //vehicle data
182 	void			*ghoul2; //g2 instance
183 	int				localAnimIndex; //index locally (game/cgame) to anim data for this skel
184 	vec3_t			modelScale; //needed for g2 collision
185 
186 	//From here up must be the same as centity_t/bgEntity_t
187 
188 	entityShared_t	r;				// shared by both the server system and game
189 
190 	//rww - these are shared icarus things. They must be in this order as well in relation to the entityshared structure.
191 	int				taskID[NUM_TIDS];
192 	parms_t			*parms;
193 	char			*behaviorSet[NUM_BSETS];
194 	char			*script_targetname;
195 	int				delayScriptTime;
196 	char			*fullName;
197 
198 	//rww - targetname and classname are now shared as well. ICARUS needs access to them.
199 	char			*targetname;
200 	char			*classname;			// set in QuakeEd
201 
202 	//rww - and yet more things to share. This is because the nav code is in the exe because it's all C++.
203 	int				waypoint;			//Set once per frame, if you've moved, and if someone asks
204 	int				lastWaypoint;		//To make sure you don't double-back
205 	int				lastValidWaypoint;	//ALWAYS valid -used for tracking someone you lost
206 	int				noWaypointTime;		//Debouncer - so don't keep checking every waypoint in existance every frame that you can't find one
207 	int				combatPoint;
208 	int				failedWaypoints[MAX_FAILED_NODES];
209 	int				failedWaypointCheckTime;
210 
211 	int				next_roff_time; //rww - npc's need to know when they're getting roff'd
212 
213 	// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
214 	// EXPECTS THE FIELDS IN THAT ORDER!
215 	//================================
216 
217 	struct gclient_s	*client;			// NULL if not a client
218 
219 	gNPC_t		*NPC;//Only allocated if the entity becomes an NPC
220 	int			cantHitEnemyCounter;//HACK - Makes them look for another enemy on the same team if the one they're after can't be hit
221 
222 	qboolean	noLumbar; //see note in cg_local.h
223 
224 	qboolean	inuse;
225 
226 	int			lockCount; //used by NPCs
227 
228 	int			spawnflags;			// set in QuakeEd
229 
230 	int			teamnodmg;			// damage will be ignored if it comes from this team
231 
232 	char		*roffname;			// set in QuakeEd
233 	char		*rofftarget;		// set in QuakeEd
234 
235 	char		*healingclass; //set in quakeed
236 	char		*healingsound; //set in quakeed
237 	int			healingrate; //set in quakeed
238 	int			healingDebounce; //debounce for generic object healing shiz
239 
240 	char		*ownername;
241 
242 	int			objective;
243 	int			side;
244 
245 	int			passThroughNum;		// set to index to pass through (+1) for missiles
246 
247 	int			aimDebounceTime;
248 	int			painDebounceTime;
249 	int			attackDebounceTime;
250 	int			alliedTeam;			// only useable by this team, never target this team
251 
252 	int			roffid;				// if roffname != NULL then set on spawn
253 
254 	qboolean	neverFree;			// if true, FreeEntity will only unlink
255 									// bodyque uses this
256 
257 	int			flags;				// FL_* variables
258 
259 	char		*model;
260 	char		*model2;
261 	int			freetime;			// level.time when the object was freed
262 
263 	int			eventTime;			// events will be cleared EVENT_VALID_MSEC after set
264 	qboolean	freeAfterEvent;
265 	qboolean	unlinkAfterEvent;
266 
267 	qboolean	physicsObject;		// if true, it can be pushed by movers and fall off edges
268 									// all game items are physicsObjects,
269 	float		physicsBounce;		// 1.0 = continuous bounce, 0.0 = no bounce
270 	int			clipmask;			// brushes with this content value will be collided against
271 									// when moving.  items and corpses do not collide against
272 									// players, for instance
273 
274 //Only used by NPC_spawners
275 	char		*NPC_type;
276 	char		*NPC_targetname;
277 	char		*NPC_target;
278 
279 	// movers
280 	moverState_t moverState;
281 	int			soundPos1;
282 	int			sound1to2;
283 	int			sound2to1;
284 	int			soundPos2;
285 	int			soundLoop;
286 	gentity_t	*parent;
287 	gentity_t	*nextTrain;
288 	gentity_t	*prevTrain;
289 	vec3_t		pos1, pos2;
290 
291 	//for npc's
292 	vec3_t		pos3;
293 
294 	char		*message;
295 
296 	int			timestamp;		// body queue sinking, etc
297 
298 	float		angle;			// set in editor, -1 = up, -2 = down
299 	char		*target;
300 	char		*target2;
301 	char		*target3;		//For multiple targets, not used for firing/triggering/using, though, only for path branches
302 	char		*target4;		//For multiple targets, not used for firing/triggering/using, though, only for path branches
303 	char		*target5;		//mainly added for siege items
304 	char		*target6;		//mainly added for siege items
305 
306 	char		*team;
307 	char		*targetShaderName;
308 	char		*targetShaderNewName;
309 	gentity_t	*target_ent;
310 
311 	char		*closetarget;
312 	char		*opentarget;
313 	char		*paintarget;
314 
315 	char		*goaltarget;
316 	char		*idealclass;
317 
318 	float		radius;
319 
320 	int			maxHealth; //used as a base for crosshair health display
321 
322 	float		speed;
323 	vec3_t		movedir;
324 	float		mass;
325 	int			setTime;
326 
327 //Think Functions
328 	int			nextthink;
329 	void		(*think)(gentity_t *self);
330 	void		(*reached)(gentity_t *self);	// movers call this when hitting endpoint
331 	void		(*blocked)(gentity_t *self, gentity_t *other);
332 	void		(*touch)(gentity_t *self, gentity_t *other, trace_t *trace);
333 	void		(*use)(gentity_t *self, gentity_t *other, gentity_t *activator);
334 	void		(*pain)(gentity_t *self, gentity_t *attacker, int damage);
335 	void		(*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
336 
337 	int			pain_debounce_time;
338 	int			fly_sound_debounce_time;	// wind tunnel
339 	int			last_move_time;
340 
341 //Health and damage fields
342 	int			health;
343 	qboolean	takedamage;
344 	material_t	material;
345 
346 	int			damage;
347 	int			dflags;
348 	int			splashDamage;	// quad will increase this without increasing radius
349 	int			splashRadius;
350 	int			methodOfDeath;
351 	int			splashMethodOfDeath;
352 
353 	int			locationDamage[HL_MAX];		// Damage accumulated on different body locations
354 
355 	int			count;
356 	int			bounceCount;
357 	qboolean	alt_fire;
358 
359 	gentity_t	*chain;
360 	gentity_t	*enemy;
361 	gentity_t	*lastEnemy;
362 	gentity_t	*activator;
363 	gentity_t	*teamchain;		// next entity in team
364 	gentity_t	*teammaster;	// master of the team
365 
366 	int			watertype;
367 	int			waterlevel;
368 
369 	int			noise_index;
370 
371 	// timing variables
372 	float		wait;
373 	float		random;
374 	int			delay;
375 
376 	//generic values used by various entities for different purposes.
377 	int			genericValue1;
378 	int			genericValue2;
379 	int			genericValue3;
380 	int			genericValue4;
381 	int			genericValue5;
382 	int			genericValue6;
383 	int			genericValue7;
384 	int			genericValue8;
385 	int			genericValue9;
386 	int			genericValue10;
387 	int			genericValue11;
388 	int			genericValue12;
389 	int			genericValue13;
390 	int			genericValue14;
391 	int			genericValue15;
392 
393 	char		*soundSet;
394 
395 	qboolean	isSaberEntity;
396 
397 	int			damageRedirect; //if entity takes damage, redirect to..
398 	int			damageRedirectTo; //this entity number
399 
400 	vec3_t		epVelocity;
401 	float		epGravFactor;
402 
403 	gitem_t		*item;			// for bonus items
404 
405 	// OpenJK add
406 	int			useDebounceTime;	// for cultist_destroyer
407 };
408 
409 #define DAMAGEREDIRECT_HEAD		1
410 #define DAMAGEREDIRECT_RLEG		2
411 #define DAMAGEREDIRECT_LLEG		3
412 
413 typedef enum {
414 	CON_DISCONNECTED,
415 	CON_CONNECTING,
416 	CON_CONNECTED
417 } clientConnected_t;
418 
419 typedef enum {
420 	SPECTATOR_NOT,
421 	SPECTATOR_FREE,
422 	SPECTATOR_FOLLOW,
423 	SPECTATOR_SCOREBOARD
424 } spectatorState_t;
425 
426 typedef enum {
427 	TEAM_BEGIN,		// Beginning a team game, spawn at base
428 	TEAM_ACTIVE		// Now actively playing
429 } playerTeamStateState_t;
430 
431 typedef struct playerTeamState_s {
432 	playerTeamStateState_t	state;
433 
434 	int			location;
435 
436 	int			captures;
437 	int			basedefense;
438 	int			carrierdefense;
439 	int			flagrecovery;
440 	int			fragcarrier;
441 	int			assists;
442 
443 	float		lasthurtcarrier;
444 	float		lastreturnedflag;
445 	float		flagsince;
446 	float		lastfraggedcarrier;
447 } playerTeamState_t;
448 
449 // the auto following clients don't follow a specific client
450 // number, but instead follow the first two active players
451 #define	FOLLOW_ACTIVE1	-1
452 #define	FOLLOW_ACTIVE2	-2
453 
454 // client data that stays across multiple levels or tournament restarts
455 // this is achieved by writing all the data to cvar strings at game shutdown
456 // time and reading them back at connection time.  Anything added here
457 // MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
458 typedef struct clientSession_s {
459 	team_t		sessionTeam;
460 	int			spectatorNum;		// for determining next-in-line to play
461 	spectatorState_t	spectatorState;
462 	int			spectatorClient;	// for chasecam and follow mode
463 	int			wins, losses;		// tournament stats
464 	int			selectedFP;			// check against this, if doesn't match value in playerstate then update userinfo
465 	int			saberLevel;			// similar to above method, but for current saber attack level
466 	int			setForce;			// set to true once player is given the chance to set force powers
467 	int			updateUITime;		// only update userinfo for FP/SL if < level.time
468 	qboolean	teamLeader;			// true when this client is a team leader
469 	char		siegeClass[64];
470 	int			duelTeam;
471 	int			siegeDesiredTeam;
472 
473 	char		IP[NET_ADDRSTRMAXLEN];
474 } clientSession_t;
475 
476 // playerstate mGameFlags
477 #define	PSG_VOTED				(1<<0)		// already cast a vote
478 #define PSG_TEAMVOTED			(1<<1)		// already cast a team vote
479 
480 //
481 #define MAX_NETNAME			36
482 #define	MAX_VOTE_COUNT		3
483 
484 // client data that stays across multiple respawns, but is cleared
485 // on each level change or team change at ClientBegin()
486 typedef struct clientPersistant_s {
487 	clientConnected_t	connected;
488 	usercmd_t	cmd;				// we would lose angles if not persistant
489 	qboolean	localClient;		// true if "ip" info key is "localhost"
490 	qboolean	initialSpawn;		// the first spawn should be at a cool location
491 	qboolean	predictItemPickup;	// based on cg_predictItems userinfo
492 	qboolean	pmoveFixed;			//
493 	char		netname[MAX_NETNAME];
494 	char		netname_nocolor[MAX_NETNAME];
495 	int			netnameTime;				// Last time the name was changed
496 	int			maxHealth;			// for handicapping
497 	int			enterTime;			// level.time the client entered the game
498 	playerTeamState_t teamState;	// status in teamplay games
499 	qboolean	teamInfo;			// send team overlay updates?
500 
501 	int			connectTime;
502 
503 	char		saber1[MAX_QPATH], saber2[MAX_QPATH];
504 
505 	int			vote, teamvote; // 0 = none, 1 = yes, 2 = no
506 
507 	char		guid[33];
508 } clientPersistant_t;
509 
510 typedef struct renderInfo_s
511 {
512 	//In whole degrees, How far to let the different model parts yaw and pitch
513 	int		headYawRangeLeft;
514 	int		headYawRangeRight;
515 	int		headPitchRangeUp;
516 	int		headPitchRangeDown;
517 
518 	int		torsoYawRangeLeft;
519 	int		torsoYawRangeRight;
520 	int		torsoPitchRangeUp;
521 	int		torsoPitchRangeDown;
522 
523 	int		legsFrame;
524 	int		torsoFrame;
525 
526 	float	legsFpsMod;
527 	float	torsoFpsMod;
528 
529 	//Fields to apply to entire model set, individual model's equivalents will modify this value
530 	vec3_t	customRGB;//Red Green Blue, 0 = don't apply
531 	int		customAlpha;//Alpha to apply, 0 = none?
532 
533 	//RF?
534 	int			renderFlags;
535 
536 	//
537 	vec3_t		muzzlePoint;
538 	vec3_t		muzzleDir;
539 	vec3_t		muzzlePointOld;
540 	vec3_t		muzzleDirOld;
541 	//vec3_t		muzzlePointNext;	// Muzzle point one server frame in the future!
542 	//vec3_t		muzzleDirNext;
543 	int			mPCalcTime;//Last time muzzle point was calced
544 
545 	//
546 	float		lockYaw;//
547 
548 	//
549 	vec3_t		headPoint;//Where your tag_head is
550 	vec3_t		headAngles;//where the tag_head in the torso is pointing
551 	vec3_t		handRPoint;//where your right hand is
552 	vec3_t		handLPoint;//where your left hand is
553 	vec3_t		crotchPoint;//Where your crotch is
554 	vec3_t		footRPoint;//where your right hand is
555 	vec3_t		footLPoint;//where your left hand is
556 	vec3_t		torsoPoint;//Where your chest is
557 	vec3_t		torsoAngles;//Where the chest is pointing
558 	vec3_t		eyePoint;//Where your eyes are
559 	vec3_t		eyeAngles;//Where your eyes face
560 	int			lookTarget;//Which ent to look at with lookAngles
561 	lookMode_t	lookMode;
562 	int			lookTargetClearTime;//Time to clear the lookTarget
563 	int			lastVoiceVolume;//Last frame's voice volume
564 	vec3_t		lastHeadAngles;//Last headAngles, NOT actual facing of head model
565 	vec3_t		headBobAngles;//headAngle offsets
566 	vec3_t		targetHeadBobAngles;//head bob angles will try to get to targetHeadBobAngles
567 	int			lookingDebounceTime;//When we can stop using head looking angle behavior
568 	float		legsYaw;//yaw angle your legs are actually rendering at
569 
570 	//for tracking legitimate bolt indecies
571 	void		*lastG2; //if it doesn't match ent->ghoul2, the bolts are considered invalid.
572 	int			headBolt;
573 	int			handRBolt;
574 	int			handLBolt;
575 	int			torsoBolt;
576 	int			crotchBolt;
577 	int			footRBolt;
578 	int			footLBolt;
579 	int			motionBolt;
580 
581 	int			boltValidityTime;
582 } renderInfo_t;
583 
584 // this structure is cleared on each ClientSpawn(),
585 // except for 'client->pers' and 'client->sess'
586 struct gclient_s {
587 	// ps MUST be the first element, because the server expects it
588 	playerState_t	ps;				// communicated by server to clients
589 
590 	// the rest of the structure is private to game
591 	clientPersistant_t	pers;
592 	clientSession_t		sess;
593 
594 	saberInfo_t	saber[MAX_SABERS];
595 	void		*weaponGhoul2[MAX_SABERS];
596 
597 	int			tossableItemDebounce;
598 
599 	int			bodyGrabTime;
600 	int			bodyGrabIndex;
601 
602 	int			pushEffectTime;
603 
604 	int			invulnerableTimer;
605 
606 	int			saberCycleQueue;
607 
608 	int			legsAnimExecute;
609 	int			torsoAnimExecute;
610 	qboolean	legsLastFlip;
611 	qboolean	torsoLastFlip;
612 
613 	qboolean	readyToExit;		// wishes to leave the intermission
614 
615 	qboolean	noclip;
616 
617 	int			lastCmdTime;		// level.time of last usercmd_t, for EF_CONNECTION
618 									// we can't just use pers.lastCommand.time, because
619 									// of the g_sycronousclients case
620 	int			buttons;
621 	int			oldbuttons;
622 	int			latched_buttons;
623 
624 	vec3_t		oldOrigin;
625 
626 	// sum up damage over an entire frame, so
627 	// shotgun blasts give a single big kick
628 	int			damage_armor;		// damage absorbed by armor
629 	int			damage_blood;		// damage taken out of health
630 	int			damage_knockback;	// impact damage
631 	vec3_t		damage_from;		// origin for vector calculation
632 	qboolean	damage_fromWorld;	// if true, don't use the damage_from vector
633 
634 	int			damageBoxHandle_Head; //entity number of head damage box
635 	int			damageBoxHandle_RLeg; //entity number of right leg damage box
636 	int			damageBoxHandle_LLeg; //entity number of left leg damage box
637 
638 	int			accurateCount;		// for "impressive" reward sound
639 
640 	int			accuracy_shots;		// total number of shots
641 	int			accuracy_hits;		// total number of hits
642 
643 	//
644 	int			lastkilled_client;	// last client that this client killed
645 	int			lasthurt_client;	// last client that damaged this client
646 	int			lasthurt_mod;		// type of damage the client did
647 
648 	// timers
649 	int			respawnTime;		// can respawn when time > this, force after g_forcerespwan
650 	int			inactivityTime;		// kick players when time > this
651 	qboolean	inactivityWarning;	// qtrue if the five seoond warning has been given
652 	int			rewardTime;			// clear the EF_AWARD_IMPRESSIVE, etc when time > this
653 
654 	int			airOutTime;
655 
656 	int			lastKillTime;		// for multiple kill rewards
657 
658 	qboolean	fireHeld;			// used for hook
659 	gentity_t	*hook;				// grapple hook if out
660 
661 	int			switchTeamTime;		// time the player switched teams
662 
663 	int			switchDuelTeamTime;		// time the player switched duel teams
664 
665 	int			switchClassTime;	// class changed debounce timer
666 
667 	// timeResidual is used to handle events that happen every second
668 	// like health / armor countdowns and regeneration
669 	int			timeResidual;
670 
671 	char		*areabits;
672 
673 	int			g2LastSurfaceHit; //index of surface hit during the most recent ghoul2 collision performed on this client.
674 	int			g2LastSurfaceTime; //time when the surface index was set (to make sure it's up to date)
675 
676 	int			corrTime;
677 
678 	vec3_t		lastHeadAngles;
679 	int			lookTime;
680 
681 	int			brokenLimbs;
682 
683 	qboolean	noCorpse; //don't leave a corpse on respawn this time.
684 
685 	int			jetPackTime;
686 
687 	qboolean	jetPackOn;
688 	int			jetPackToggleTime;
689 	int			jetPackDebRecharge;
690 	int			jetPackDebReduce;
691 
692 	int			cloakToggleTime;
693 	int			cloakDebRecharge;
694 	int			cloakDebReduce;
695 
696 	int			saberStoredIndex; //stores saberEntityNum from playerstate for when it's set to 0 (indicating saber was knocked out of the air)
697 
698 	int			saberKnockedTime; //if saber gets knocked away, can't pull it back until this value is < level.time
699 
700 	vec3_t		olderSaberBase; //Set before lastSaberBase_Always, to whatever lastSaberBase_Always was previously
701 	qboolean	olderIsValid;	//is it valid?
702 
703 	vec3_t		lastSaberDir_Always; //every getboltmatrix, set to saber dir
704 	vec3_t		lastSaberBase_Always; //every getboltmatrix, set to saber base
705 	int			lastSaberStorageTime; //server time that the above two values were updated (for making sure they aren't out of date)
706 
707 	qboolean	hasCurrentPosition;	//are lastSaberTip and lastSaberBase valid?
708 
709 	int			dangerTime;		// level.time when last attack occured
710 
711 	int			idleTime;		//keep track of when to play an idle anim on the client.
712 
713 	int			idleHealth;		//stop idling if health decreases
714 	vec3_t		idleViewAngles;	//stop idling if viewangles change
715 
716 	int			forcePowerSoundDebounce; //if > level.time, don't do certain sound events again (drain sound, absorb sound, etc)
717 
718 	char		modelname[MAX_QPATH];
719 
720 	qboolean	fjDidJump;
721 
722 	qboolean	ikStatus;
723 
724 	int			throwingIndex;
725 	int			beingThrown;
726 	int			doingThrow;
727 
728 	float		hiddenDist;//How close ents have to be to pick you up as an enemy
729 	vec3_t		hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden)
730 
731 	renderInfo_t	renderInfo;
732 
733 	//mostly NPC stuff:
734 	npcteam_t	playerTeam;
735 	npcteam_t	enemyTeam;
736 	char		*squadname;
737 	gentity_t	*team_leader;
738 	gentity_t	*leader;
739 	gentity_t	*follower;
740 	int			numFollowers;
741 	gentity_t	*formationGoal;
742 	int			nextFormGoal;
743 	class_t		NPC_class;
744 
745 	vec3_t		pushVec;
746 	int			pushVecTime;
747 
748 	int			siegeClass;
749 	int			holdingObjectiveItem;
750 
751 	//time values for when being healed/supplied by supplier class
752 	int			isMedHealed;
753 	int			isMedSupplied;
754 
755 	//seperate debounce time for refilling someone's ammo as a supplier
756 	int			medSupplyDebounce;
757 
758 	//used in conjunction with ps.hackingTime
759 	int			isHacking;
760 	vec3_t		hackingAngles;
761 
762 	//debounce time for sending extended siege data to certain classes
763 	int			siegeEDataSend;
764 
765 	int			ewebIndex; //index of e-web gun if spawned
766 	int			ewebTime; //e-web use debounce
767 	int			ewebHealth; //health of e-web (to keep track between deployments)
768 
769 	int			inSpaceIndex; //ent index of space trigger if inside one
770 	int			inSpaceSuffocation; //suffocation timer
771 
772 	int			tempSpectate; //time to force spectator mode
773 
774 	//keep track of last person kicked and the time so we don't hit multiple times per kick
775 	int			jediKickIndex;
776 	int			jediKickTime;
777 
778 	//special moves (designed for kyle boss npc, but useable by players in mp)
779 	int			grappleIndex;
780 	int			grappleState;
781 
782 	int			solidHack;
783 
784 	int			noLightningTime;
785 
786 	unsigned	mGameFlags;
787 
788 	//fallen duelist
789 	qboolean	iAmALoser;
790 
791 	int			lastGenCmd;
792 	int			lastGenCmdTime;
793 
794 	struct force {
795 		int		regenDebounce;
796 		int		drainDebounce;
797 		int		lightningDebounce;
798 	} force;
799 };
800 
801 //Interest points
802 
803 #define MAX_INTEREST_POINTS		64
804 
805 typedef struct
806 {
807 	vec3_t		origin;
808 	char		*target;
809 } interestPoint_t;
810 
811 //Combat points
812 
813 #define MAX_COMBAT_POINTS		512
814 
815 typedef struct
816 {
817 	vec3_t		origin;
818 	int			flags;
819 //	char		*NPC_targetname;
820 //	team_t		team;
821 	qboolean	occupied;
822 	int			waypoint;
823 	int			dangerTime;
824 } combatPoint_t;
825 
826 // Alert events
827 
828 #define	MAX_ALERT_EVENTS	32
829 
830 typedef enum
831 {
832 	AET_SIGHT,
833 	AET_SOUND,
834 } alertEventType_e;
835 
836 typedef enum
837 {
838 	AEL_MINOR,			//Enemy responds to the sound, but only by looking
839 	AEL_SUSPICIOUS,		//Enemy looks at the sound, and will also investigate it
840 	AEL_DISCOVERED,		//Enemy knows the player is around, and will actively hunt
841 	AEL_DANGER,			//Enemy should try to find cover
842 	AEL_DANGER_GREAT,	//Enemy should run like hell!
843 } alertEventLevel_e;
844 
845 typedef struct alertEvent_s
846 {
847 	vec3_t				position;	//Where the event is located
848 	float				radius;		//Consideration radius
849 	alertEventLevel_e	level;		//Priority level of the event
850 	alertEventType_e	type;		//Event type (sound,sight)
851 	gentity_t			*owner;		//Who made the sound
852 	float				light;		//ambient light level at point
853 	float				addLight;	//additional light- makes it more noticable, even in darkness
854 	int					ID;			//unique... if get a ridiculous number, this will repeat, but should not be a problem as it's just comparing it to your lastAlertID
855 	int					timestamp;	//when it was created
856 } alertEvent_t;
857 
858 //
859 // this structure is cleared as each map is entered
860 //
861 typedef struct waypointData_s {
862 	char	targetname[MAX_QPATH];
863 	char	target[MAX_QPATH];
864 	char	target2[MAX_QPATH];
865 	char	target3[MAX_QPATH];
866 	char	target4[MAX_QPATH];
867 	int		nodeID;
868 } waypointData_t;
869 
870 typedef struct {
871 	char	message[MAX_SPAWN_VARS_CHARS];
872 	int		count;
873 	int		cs_index;
874 	vec3_t	origin;
875 } locationData_t;
876 
877 typedef struct level_locals_s {
878 	struct gclient_s	*clients;		// [maxclients]
879 
880 	struct gentity_s	*gentities;
881 	int			gentitySize;
882 	int			num_entities;		// current number, <= MAX_GENTITIES
883 
884 	int			warmupTime;			// restart match at this time
885 
886 	fileHandle_t	logFile;
887 
888 	// store latched cvars here that we want to get at often
889 	int			maxclients;
890 
891 	int			framenum;
892 	int			time;					// in msec
893 	int			previousTime;			// so movers can back up when blocked
894 
895 	int			startTime;				// level.time the map was started
896 
897 	int			teamScores[TEAM_NUM_TEAMS];
898 	int			lastTeamLocationTime;		// last time of client team location update
899 
900 	qboolean	newSession;				// don't use any old session data, because
901 										// we changed gametype
902 
903 	qboolean	restarted;				// waiting for a map_restart to fire
904 
905 	int			numConnectedClients;
906 	int			numNonSpectatorClients;	// includes connecting clients
907 	int			numPlayingClients;		// connected, non-spectators
908 	int			sortedClients[MAX_CLIENTS];		// sorted by score
909 	int			follow1, follow2;		// clientNums for auto-follow spectators
910 
911 	int			snd_fry;				// sound index for standing in lava
912 
913 	int			snd_hack;				//hacking loop sound
914     int			snd_medHealed;			//being healed by supply class
915 	int			snd_medSupplied;		//being supplied by supply class
916 
917 	// voting state
918 	char		voteString[MAX_STRING_CHARS];
919 	char		voteStringClean[MAX_STRING_CHARS];
920 	char		voteDisplayString[MAX_STRING_CHARS];
921 	int			voteTime;				// level.time vote was called
922 	int			voteExecuteTime;		// time the vote is executed
923 	int			voteExecuteDelay;		// set per-vote
924 	int			voteYes;
925 	int			voteNo;
926 	int			numVotingClients;		// set by CalculateRanks
927 
928 	qboolean	votingGametype;
929 	int			votingGametypeTo;
930 
931 	// team voting state
932 	char		teamVoteString[2][MAX_STRING_CHARS];
933 	char		teamVoteStringClean[2][MAX_STRING_CHARS];
934 	char		teamVoteDisplayString[2][MAX_STRING_CHARS];
935 	int			teamVoteTime[2];		// level.time vote was called
936 	int			teamVoteExecuteTime[2];		// time the vote is executed
937 	int			teamVoteYes[2];
938 	int			teamVoteNo[2];
939 	int			numteamVotingClients[2];// set by CalculateRanks
940 
941 	// spawn variables
942 	qboolean	spawning;				// the G_Spawn*() functions are valid
943 	int			numSpawnVars;
944 	char		*spawnVars[MAX_SPAWN_VARS][2];	// key / value pairs
945 	int			numSpawnVarChars;
946 	char		spawnVarChars[MAX_SPAWN_VARS_CHARS];
947 
948 	// intermission state
949 	int			intermissionQueued;		// intermission was qualified, but
950 										// wait INTERMISSION_DELAY_TIME before
951 										// actually going there so the last
952 										// frag can be watched.  Disable future
953 										// kills during this delay
954 	int			intermissiontime;		// time the intermission was started
955 	char		*changemap;
956 	qboolean	readyToExit;			// at least one client wants to exit
957 	int			exitTime;
958 	vec3_t		intermission_origin;	// also used for spectator spawns
959 	vec3_t		intermission_angle;
960 
961 	int			bodyQueIndex;			// dead bodies
962 	gentity_t	*bodyQue[BODY_QUEUE_SIZE];
963 	int			portalSequence;
964 
965 	alertEvent_t	alertEvents[ MAX_ALERT_EVENTS ];
966 	int				numAlertEvents;
967 	int				curAlertID;
968 
969 	AIGroupInfo_t	groups[MAX_FRAME_GROUPS];
970 
971 	//Interest points- squadmates automatically look at these if standing around and close to them
972 	interestPoint_t	interestPoints[MAX_INTEREST_POINTS];
973 	int			numInterestPoints;
974 
975 	//Combat points- NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point
976 	combatPoint_t	combatPoints[MAX_COMBAT_POINTS];
977 	int			numCombatPoints;
978 
979 	//rwwRMG - added:
980 	int			mNumBSPInstances;
981 	int			mBSPInstanceDepth;
982 	vec3_t		mOriginAdjust;
983 	float		mRotationAdjust;
984 	char		*mTargetAdjust;
985 
986 	char		mTeamFilter[MAX_QPATH];
987 
988 	struct {
989 		fileHandle_t	log;
990 	} security;
991 
992 	struct {
993 		int num;
994 		char *infos[MAX_BOTS];
995 	} bots;
996 
997 	struct {
998 		int num;
999 		char *infos[MAX_ARENAS];
1000 	} arenas;
1001 
1002 	struct {
1003 		int num;
1004 		qboolean linked;
1005 		locationData_t data[MAX_LOCATIONS];
1006 	} locations;
1007 
1008 	gametype_t	gametype;
1009 	char		mapname[MAX_QPATH];
1010 	char		rawmapname[MAX_QPATH];
1011 } level_locals_t;
1012 
1013 
1014 //
1015 // g_spawn.c
1016 //
1017 qboolean	G_SpawnString( const char *key, const char *defaultString, char **out );
1018 // spawn string returns a temporary reference, you must CopyString() if you want to keep it
1019 qboolean	G_SpawnFloat( const char *key, const char *defaultString, float *out );
1020 qboolean	G_SpawnInt( const char *key, const char *defaultString, int *out );
1021 qboolean	G_SpawnVector( const char *key, const char *defaultString, float *out );
1022 qboolean	G_SpawnBoolean( const char *key, const char *defaultString, qboolean *out );
1023 void		G_SpawnEntitiesFromString( qboolean inSubBSP );
1024 char *G_NewString( const char *string );
1025 
1026 //
1027 // g_cmds.c
1028 //
1029 void Cmd_Score_f (gentity_t *ent);
1030 void StopFollowing( gentity_t *ent );
1031 void BroadcastTeamChange( gclient_t *client, int oldTeam );
1032 void SetTeam( gentity_t *ent, char *s );
1033 void Cmd_FollowCycle_f( gentity_t *ent, int dir );
1034 void Cmd_SaberAttackCycle_f(gentity_t *ent);
1035 int G_ItemUsable(playerState_t *ps, int forcedUse);
1036 void Cmd_ToggleSaber_f(gentity_t *ent);
1037 void Cmd_EngageDuel_f(gentity_t *ent);
1038 
1039 //
1040 // g_items.c
1041 //
1042 void ItemUse_Binoculars(gentity_t *ent);
1043 void ItemUse_Shield(gentity_t *ent);
1044 void ItemUse_Sentry(gentity_t *ent);
1045 
1046 void Jetpack_Off(gentity_t *ent);
1047 void Jetpack_On(gentity_t *ent);
1048 void ItemUse_Jetpack(gentity_t *ent);
1049 void ItemUse_UseCloak( gentity_t *ent );
1050 void ItemUse_UseDisp(gentity_t *ent, int type);
1051 void ItemUse_UseEWeb(gentity_t *ent);
1052 void G_PrecacheDispensers(void);
1053 
1054 void ItemUse_Seeker(gentity_t *ent);
1055 void ItemUse_MedPack(gentity_t *ent);
1056 void ItemUse_MedPack_Big(gentity_t *ent);
1057 
1058 void G_CheckTeamItems( void );
1059 void G_RunItem( gentity_t *ent );
1060 void RespawnItem( gentity_t *ent );
1061 
1062 gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle );
1063 gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity );
1064 void G_SpawnItem (gentity_t *ent, gitem_t *item);
1065 void FinishSpawningItem( gentity_t *ent );
1066 void	Add_Ammo (gentity_t *ent, int weapon, int count);
1067 void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace);
1068 
1069 void ClearRegisteredItems( void );
1070 void RegisterItem( gitem_t *item );
1071 void SaveRegisteredItems( void );
1072 
1073 //
1074 // g_utils.c
1075 //
1076 int		G_ModelIndex( const char *name );
1077 int		G_SoundIndex( const char *name );
1078 int		G_SoundSetIndex(const char *name);
1079 int		G_EffectIndex( const char *name );
1080 int		G_BSPIndex( const char *name );
1081 int		G_IconIndex( const char* name );
1082 
1083 qboolean	G_PlayerHasCustomSkeleton(gentity_t *ent);
1084 
1085 void	G_TeamCommand( team_t team, char *cmd );
1086 void	G_ScaleNetHealth(gentity_t *self);
1087 void	G_KillBox (gentity_t *ent);
1088 gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
1089 int		G_RadiusList ( vec3_t origin, float radius,	gentity_t *ignore, qboolean takeDamage, gentity_t *ent_list[MAX_GENTITIES]);
1090 
1091 void	G_Throw( gentity_t *targ, vec3_t newDir, float push );
1092 
1093 void	G_FreeFakeClient(gclient_t **cl);
1094 void	G_CreateFakeClient(int entNum, gclient_t **cl);
1095 void	G_CleanAllFakeClients(void);
1096 
1097 void	G_SetAnim(gentity_t *ent, usercmd_t *ucmd, int setAnimParts, int anim, int setAnimFlags, int blendTime);
1098 gentity_t *G_PickTarget (char *targetname);
1099 void	GlobalUse(gentity_t *self, gentity_t *other, gentity_t *activator);
1100 void	G_UseTargets2( gentity_t *ent, gentity_t *activator, const char *string );
1101 void	G_UseTargets (gentity_t *ent, gentity_t *activator);
1102 void	G_SetMovedir ( vec3_t angles, vec3_t movedir);
1103 void	G_SetAngles( gentity_t *ent, vec3_t angles );
1104 
1105 void	G_InitGentity( gentity_t *e );
1106 gentity_t	*G_Spawn (void);
1107 gentity_t *G_TempEntity( vec3_t origin, int event );
1108 gentity_t	*G_PlayEffect(int fxID, vec3_t org, vec3_t ang);
1109 gentity_t	*G_PlayEffectID(const int fxID, vec3_t org, vec3_t ang);
1110 gentity_t *G_ScreenShake(vec3_t org, gentity_t *target, float intensity, int duration, qboolean global);
1111 void	G_MuteSound( int entnum, int channel );
1112 void	G_Sound( gentity_t *ent, int channel, int soundIndex );
1113 void	G_SoundAtLoc( vec3_t loc, int channel, int soundIndex );
1114 void	G_EntitySound( gentity_t *ent, int channel, int soundIndex );
1115 void	TryUse( gentity_t *ent );
1116 void	G_SendG2KillQueue(void);
1117 void	G_KillG2Queue(int entNum);
1118 void	G_FreeEntity( gentity_t *e );
1119 qboolean	G_EntitiesFree( void );
1120 
1121 qboolean G_ActivateBehavior (gentity_t *self, int bset );
1122 
1123 void	G_TouchTriggers (gentity_t *ent);
1124 void	G_TouchSolids (gentity_t *ent);
1125 void	GetAnglesForDirection( const vec3_t p1, const vec3_t p2, vec3_t out );
1126 
1127 //
1128 // g_object.c
1129 //
1130 
1131 extern void G_RunObject			( gentity_t *ent );
1132 
1133 
1134 float	*tv (float x, float y, float z);
1135 char	*vtos( const vec3_t v );
1136 
1137 void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm );
1138 void G_AddEvent( gentity_t *ent, int event, int eventParm );
1139 void G_SetOrigin( gentity_t *ent, vec3_t origin );
1140 qboolean G_CheckInSolid (gentity_t *self, qboolean fix);
1141 void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
1142 const char *BuildShaderStateConfig(void);
1143 /*
1144 Ghoul2 Insert Start
1145 */
1146 int G_BoneIndex( const char *name );
1147 
1148 /*
1149 Ghoul2 Insert End
1150 */
1151 
1152 //
1153 // g_combat.c
1154 //
1155 qboolean CanDamage (gentity_t *targ, vec3_t origin);
1156 void G_Damage (gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod);
1157 qboolean G_RadiusDamage (vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, gentity_t *missile, int mod);
1158 void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
1159 void TossClientWeapon(gentity_t *self, vec3_t direction, float speed);
1160 void TossClientItems( gentity_t *self );
1161 void TossClientCubes( gentity_t *self );
1162 void ExplodeDeath( gentity_t *self );
1163 void G_CheckForDismemberment(gentity_t *ent, gentity_t *enemy, vec3_t point, int damage, int deathAnim, qboolean postDeath);
1164 extern int gGAvoidDismember;
1165 
1166 
1167 // damage flags
1168 #define DAMAGE_NORMAL				0x00000000	// No flags set.
1169 #define DAMAGE_RADIUS				0x00000001	// damage was indirect
1170 #define DAMAGE_NO_ARMOR				0x00000002	// armour does not protect from this damage
1171 #define DAMAGE_NO_KNOCKBACK			0x00000004	// do not affect velocity, just view angles
1172 #define DAMAGE_NO_PROTECTION		0x00000008  // armor, shields, invulnerability, and godmode have no effect
1173 #define DAMAGE_NO_TEAM_PROTECTION	0x00000010  // armor, shields, invulnerability, and godmode have no effect
1174 //JK2 flags
1175 #define DAMAGE_EXTRA_KNOCKBACK		0x00000040	// add extra knockback to this damage
1176 #define DAMAGE_DEATH_KNOCKBACK		0x00000080	// only does knockback on death of target
1177 #define DAMAGE_IGNORE_TEAM			0x00000100	// damage is always done, regardless of teams
1178 #define DAMAGE_NO_DAMAGE			0x00000200	// do no actual damage but react as if damage was taken
1179 #define DAMAGE_HALF_ABSORB			0x00000400	// half shields, half health
1180 #define DAMAGE_HALF_ARMOR_REDUCTION	0x00000800	// This damage doesn't whittle down armor as efficiently.
1181 #define DAMAGE_HEAVY_WEAP_CLASS		0x00001000	// Heavy damage
1182 #define DAMAGE_NO_HIT_LOC			0x00002000	// No hit location
1183 #define DAMAGE_NO_SELF_PROTECTION	0x00004000	// Dont apply half damage to self attacks
1184 #define DAMAGE_NO_DISMEMBER			0x00008000	// Dont do dismemberment
1185 #define DAMAGE_SABER_KNOCKBACK1		0x00010000	// Check the attacker's first saber for a knockbackScale
1186 #define DAMAGE_SABER_KNOCKBACK2		0x00020000	// Check the attacker's second saber for a knockbackScale
1187 #define DAMAGE_SABER_KNOCKBACK1_B2	0x00040000	// Check the attacker's first saber for a knockbackScale2
1188 #define DAMAGE_SABER_KNOCKBACK2_B2	0x00080000	// Check the attacker's second saber for a knockbackScale2
1189 //
1190 // g_exphysics.c
1191 //
1192 void G_RunExPhys(gentity_t *ent, float gravity, float mass, float bounce, qboolean autoKill, int *g2Bolts, int numG2Bolts);
1193 
1194 //
1195 // g_missile.c
1196 //
1197 void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward );
1198 
1199 void G_RunMissile( gentity_t *ent );
1200 
1201 gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life,
1202 							gentity_t *owner, qboolean altFire);
1203 void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout );
1204 void G_ExplodeMissile( gentity_t *ent );
1205 
1206 void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire );
1207 
1208 
1209 //
1210 // g_mover.c
1211 //
1212 extern int	BMS_START;
1213 extern int	BMS_MID;
1214 extern int	BMS_END;
1215 
1216 #define SPF_BUTTON_USABLE		1
1217 #define SPF_BUTTON_FPUSHABLE	2
1218 void G_PlayDoorLoopSound( gentity_t *ent );
1219 void G_PlayDoorSound( gentity_t *ent, int type );
1220 void G_RunMover( gentity_t *ent );
1221 void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );
1222 
1223 //
1224 // g_trigger.c
1225 //
1226 void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace );
1227 
1228 
1229 //
1230 // g_misc.c
1231 //
1232 #define MAX_REFNAME	32
1233 #define	START_TIME_LINK_ENTS		FRAMETIME*1
1234 
1235 #define	RTF_NONE	0
1236 #define	RTF_NAVGOAL	0x00000001
1237 
1238 typedef struct reference_tag_s
1239 {
1240 	char		name[MAX_REFNAME];
1241 	vec3_t		origin;
1242 	vec3_t		angles;
1243 	int			flags;	//Just in case
1244 	int			radius;	//For nav goals
1245 	qboolean	inuse;
1246 } reference_tag_t;
1247 
1248 void TAG_Init( void );
1249 reference_tag_t	*TAG_Find( const char *owner, const char *name );
1250 reference_tag_t	*TAG_Add( const char *name, const char *owner, vec3_t origin, vec3_t angles, int radius, int flags );
1251 int	TAG_GetOrigin( const char *owner, const char *name, vec3_t origin );
1252 int	TAG_GetOrigin2( const char *owner, const char *name, vec3_t origin );
1253 int	TAG_GetAngles( const char *owner, const char *name, vec3_t angles );
1254 int TAG_GetRadius( const char *owner, const char *name );
1255 int TAG_GetFlags( const char *owner, const char *name );
1256 
1257 void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
1258 
1259 //
1260 // g_weapon.c
1261 //
1262 void WP_FireTurretMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod, gentity_t *ignore );
1263 void WP_FireGenericBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod );
1264 qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
1265 void CalcMuzzlePoint ( gentity_t *ent, const vec3_t inForward, const vec3_t inRight, const vec3_t inUp, vec3_t muzzlePoint );
1266 void SnapVectorTowards( vec3_t v, vec3_t to );
1267 qboolean CheckGauntletAttack( gentity_t *ent );
1268 
1269 
1270 //
1271 // g_client.c
1272 //
1273 int TeamCount( int ignoreClientNum, team_t team );
1274 int TeamLeader( int team );
1275 team_t PickTeam( int ignoreClientNum );
1276 void SetClientViewAngle( gentity_t *ent, vec3_t angle );
1277 gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles, team_t team, qboolean isbot );
1278 void MaintainBodyQueue(gentity_t *ent);
1279 void ClientRespawn (gentity_t *ent);
1280 void BeginIntermission (void);
1281 void InitBodyQue (void);
1282 void ClientSpawn( gentity_t *ent );
1283 void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
1284 void AddScore( gentity_t *ent, vec3_t origin, int score );
1285 void CalculateRanks( void );
1286 qboolean SpotWouldTelefrag( gentity_t *spot );
1287 
1288 extern gentity_t *gJMSaberEnt;
1289 
1290 //
1291 // g_svcmds.c
1292 //
1293 qboolean	ConsoleCommand( void );
1294 void G_ProcessIPBans(void);
1295 qboolean G_FilterPacket (char *from);
1296 
1297 //
1298 // g_weapon.c
1299 //
1300 void FireWeapon( gentity_t *ent, qboolean altFire );
1301 void BlowDetpacks(gentity_t *ent);
1302 void RemoveDetpacks(gentity_t *ent);
1303 
1304 //
1305 // p_hud.c
1306 //
1307 void MoveClientToIntermission (gentity_t *client);
1308 void G_SetStats (gentity_t *ent);
1309 void DeathmatchScoreboardMessage (gentity_t *client);
1310 
1311 //
1312 // g_cmds.c
1313 //
1314 
1315 //
1316 // g_pweapon.c
1317 //
1318 
1319 
1320 //
1321 // g_main.c
1322 //
1323 extern vmCvar_t g_ff_objectives;
1324 extern qboolean gDoSlowMoDuel;
1325 extern int gSlowMoDuelTime;
1326 
1327 void G_PowerDuelCount(int *loners, int *doubles, qboolean countSpec);
1328 
1329 void FindIntermissionPoint( void );
1330 void SetLeader(int team, int client);
1331 void CheckTeamLeader( int team );
1332 void G_RunThink (gentity_t *ent);
1333 void AddTournamentQueue(gclient_t *client);
1334 void QDECL G_LogPrintf( const char *fmt, ... );
1335 void QDECL G_SecurityLogPrintf( const char *fmt, ... );
1336 void SendScoreboardMessageToAllClients( void );
1337 const char *G_GetStringEdString(char *refSection, char *refName);
1338 
1339 //
1340 // g_client.c
1341 //
1342 char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot );
1343 qboolean ClientUserinfoChanged( int clientNum );
1344 void ClientDisconnect( int clientNum );
1345 void ClientBegin( int clientNum, qboolean allowTeamReset );
1346 void G_BreakArm(gentity_t *ent, int arm);
1347 void G_UpdateClientAnims(gentity_t *self, float animSpeedScale);
1348 void ClientCommand( int clientNum );
1349 void G_ClearVote( gentity_t *ent );
1350 void G_ClearTeamVote( gentity_t *ent, int team );
1351 
1352 //
1353 // g_active.c
1354 //
1355 void G_CheckClientTimeouts	( gentity_t *ent );
1356 void ClientThink			( int clientNum, usercmd_t *ucmd );
1357 void ClientEndFrame			( gentity_t *ent );
1358 void G_RunClient			( gentity_t *ent );
1359 
1360 //
1361 // g_team.c
1362 //
1363 qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
1364 void Team_CheckDroppedItem( gentity_t *dropped );
1365 
1366 //
1367 // g_mem.c
1368 //
1369 void *G_Alloc( int size );
1370 void G_InitMemory( void );
1371 void Svcmd_GameMem_f( void );
1372 
1373 //
1374 // g_session.c
1375 //
1376 void G_ReadSessionData( gclient_t *client );
1377 void G_InitSessionData( gclient_t *client, char *userinfo, qboolean isBot );
1378 
1379 void G_InitWorldSession( void );
1380 void G_WriteSessionData( void );
1381 
1382 //
1383 // NPC_senses.cpp
1384 //
1385 extern void AddSightEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, float addLight ); //addLight = 0.0f
1386 extern void AddSoundEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, qboolean needLOS ); //needLOS = qfalse
1387 extern qboolean G_CheckForDanger( gentity_t *self, int alertEvent );
1388 extern int G_CheckAlertEvents( gentity_t *self, qboolean checkSight, qboolean checkSound, float maxSeeDist, float maxHearDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel ); //ignoreAlert = -1, mustHaveOwner = qfalse, minAlertLevel = AEL_MINOR
1389 extern qboolean G_CheckForDanger( gentity_t *self, int alertEvent );
1390 extern qboolean G_ClearLOS( gentity_t *self, const vec3_t start, const vec3_t end );
1391 extern qboolean G_ClearLOS2( gentity_t *self, gentity_t *ent, const vec3_t end );
1392 extern qboolean G_ClearLOS3( gentity_t *self, const vec3_t start, gentity_t *ent );
1393 extern qboolean G_ClearLOS4( gentity_t *self, gentity_t *ent );
1394 extern qboolean G_ClearLOS5( gentity_t *self, const vec3_t end );
1395 
1396 //
1397 // g_bot.c
1398 //
1399 void G_InitBots( void );
1400 char *G_GetBotInfoByNumber( int num );
1401 char *G_GetBotInfoByName( const char *name );
1402 void G_CheckBotSpawn( void );
1403 void G_RemoveQueuedBotBegin( int clientNum );
1404 qboolean G_BotConnect( int clientNum, qboolean restart );
1405 void Svcmd_AddBot_f( void );
1406 void Svcmd_BotList_f( void );
1407 void BotInterbreedEndMatch( void );
1408 qboolean G_DoesMapSupportGametype(const char *mapname, int gametype);
1409 const char *G_RefreshNextMap(int gametype, qboolean forced);
1410 void G_LoadArenas( void );
1411 
1412 // w_force.c / w_saber.c
1413 gentity_t *G_PreDefSound(vec3_t org, int pdSound);
1414 qboolean HasSetSaberOnly(void);
1415 void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower );
1416 void WP_SaberPositionUpdate( gentity_t *self, usercmd_t *ucmd );
1417 int WP_SaberCanBlock(gentity_t *self, vec3_t point, int dflags, int mod, qboolean projectile, int attackStr);
1418 void WP_SaberInitBladeData( gentity_t *ent );
1419 void WP_InitForcePowers( gentity_t *ent );
1420 void WP_SpawnInitForcePowers( gentity_t *ent );
1421 void WP_ForcePowersUpdate( gentity_t *self, usercmd_t *ucmd );
1422 int ForcePowerUsableOn(gentity_t *attacker, gentity_t *other, forcePowers_t forcePower);
1423 void ForceHeal( gentity_t *self );
1424 void ForceSpeed( gentity_t *self, int forceDuration );
1425 void ForceRage( gentity_t *self );
1426 void ForceGrip( gentity_t *self );
1427 void ForceProtect( gentity_t *self );
1428 void ForceAbsorb( gentity_t *self );
1429 void ForceTeamHeal( gentity_t *self );
1430 void ForceTeamForceReplenish( gentity_t *self );
1431 void ForceSeeing( gentity_t *self );
1432 void ForceThrow( gentity_t *self, qboolean pull );
1433 void ForceTelepathy(gentity_t *self);
1434 qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc );
1435 
1436 // g_log.c
1437 void QDECL G_LogWeaponPickup(int client, int weaponid);
1438 void QDECL G_LogWeaponFire(int client, int weaponid);
1439 void QDECL G_LogWeaponDamage(int client, int mod, int amount);
1440 void QDECL G_LogWeaponKill(int client, int mod);
1441 void QDECL G_LogWeaponDeath(int client, int weaponid);
1442 void QDECL G_LogWeaponFrag(int attacker, int deadguy);
1443 void QDECL G_LogWeaponPowerup(int client, int powerupid);
1444 void QDECL G_LogWeaponItem(int client, int itemid);
1445 void QDECL G_LogWeaponInit(void);
1446 void QDECL G_LogWeaponOutput(void);
1447 void QDECL G_LogExit( const char *string );
1448 void QDECL G_ClearClientLog(int client);
1449 
1450 // g_siege.c
1451 void InitSiegeMode(void);
1452 void G_SiegeClientExData(gentity_t *msgTarg);
1453 
1454 // g_timer
1455 //Timing information
1456 void		TIMER_Clear( void );
1457 void		TIMER_Clear2( gentity_t *ent );
1458 void		TIMER_Set( gentity_t *ent, const char *identifier, int duration );
1459 int			TIMER_Get( gentity_t *ent, const char *identifier );
1460 qboolean	TIMER_Done( gentity_t *ent, const char *identifier );
1461 qboolean	TIMER_Start( gentity_t *self, const char *identifier, int duration );
1462 qboolean	TIMER_Done2( gentity_t *ent, const char *identifier, qboolean remove );
1463 qboolean	TIMER_Exists( gentity_t *ent, const char *identifier );
1464 void		TIMER_Remove( gentity_t *ent, const char *identifier );
1465 
1466 float NPC_GetHFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float hFOV );
1467 float NPC_GetVFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float vFOV );
1468 
1469 
1470 extern void G_SetEnemy (gentity_t *self, gentity_t *enemy);
1471 qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold );
1472 
1473 // ai_main.c
1474 #define MAX_FILEPATH			144
1475 
1476 int		OrgVisible		( vec3_t org1, vec3_t org2, int ignore);
1477 void	BotOrder		( gentity_t *ent, int clientnum, int ordernum);
1478 int		InFieldOfVision	( vec3_t viewangles, float fov, vec3_t angles);
1479 
1480 // ai_util.c
1481 void B_InitAlloc(void);
1482 void B_CleanupAlloc(void);
1483 
1484 //bot settings
1485 typedef struct bot_settings_s
1486 {
1487 	char personalityfile[MAX_FILEPATH];
1488 	float skill;
1489 	char team[MAX_FILEPATH];
1490 } bot_settings_t;
1491 
1492 int BotAISetup( int restart );
1493 int BotAIShutdown( int restart );
1494 int BotAILoadMap( int restart );
1495 int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart);
1496 int BotAIShutdownClient( int client, qboolean restart );
1497 int BotAIStartFrame( int time );
1498 
1499 #include "g_team.h" // teamplay specific stuff
1500 
1501 
1502 extern	level_locals_t	level;
1503 extern	gentity_t		g_entities[MAX_GENTITIES];
1504 
1505 #define	FOFS(x) offsetof(gentity_t, x)
1506 
1507 // userinfo validation bitflags
1508 // default is all except extended ascii
1509 // numUserinfoFields + USERINFO_VALIDATION_MAX should not exceed 31
1510 typedef enum userinfoValidationBits_e {
1511 	// validation & (1<<(numUserinfoFields+USERINFO_VALIDATION_BLAH))
1512 	USERINFO_VALIDATION_SIZE=0,
1513 	USERINFO_VALIDATION_SLASH,
1514 	USERINFO_VALIDATION_EXTASCII,
1515 	USERINFO_VALIDATION_CONTROLCHARS,
1516 	USERINFO_VALIDATION_MAX
1517 } userinfoValidationBits_t;
1518 
1519 void Svcmd_ToggleUserinfoValidation_f( void );
1520 void Svcmd_ToggleAllowVote_f( void );
1521 
1522 // g_cvar.c
1523 #define XCVAR_PROTO
1524 	#include "g_xcvar.h"
1525 #undef XCVAR_PROTO
1526 void G_RegisterCvars( void );
1527 void G_UpdateCvars( void );
1528 
1529 extern gameImport_t *trap;
1530