q_shared.h File Reference

Common header file. More...

#include "../shared/ufotypes.h"
#include "../shared/byte.h"
#include "../shared/shared.h"
#include "../shared/mathlib.h"
#include "../shared/defines.h"
#include "../common/list.h"
#include "inv_shared.h"
#include "chr_shared.h"
Include dependency graph for q_shared.h:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

struct  csi_s
 The csi structure is the client-server-information structure which contains all the UFO info needed by the server and the client. More...

Defines

#define TEAM_NO_ACTIVE   -1
#define TEAM_CIVILIAN   0
#define TEAM_PHALANX   1
#define TEAM_ALIEN   7
#define TEAM_MAX_HUMAN   TEAM_ALIEN - 1
#define EVENT_INSTANTLY   0x80
#define DOOR_ROTATION_ANGLE   90
#define ST_RIGHT   0
 The right hand should be used for shooting.
#define ST_RIGHT_REACTION   1
 The right hand reaction fire should be used for shooting.
#define ST_LEFT   2
 The left hand should be used for shooting.
#define ST_LEFT_REACTION   3
 The left hand reaction fire should be used for shooting.
#define ST_HEADGEAR   4
 The headgear slot item should be used when shooting/using the item in the slot.
#define ST_NUM_SHOOT_TYPES   5
 Amount of shoottypes available.
#define IS_SHOT_REACTION(x)   ((x) == ST_RIGHT_REACTION || (x) == ST_LEFT_REACTION)
 Determine whether the selected shoot type is for reaction fire.
#define IS_SHOT_LEFT(x)   ((x) == ST_LEFT || (x) == ST_LEFT_REACTION)
 Determine whether the selected shoot type is for the item in the left hand, either shooting or reaction fire.
#define IS_SHOT_RIGHT(x)   ((x) == ST_RIGHT || (x) == ST_RIGHT_REACTION)
 Determine whether the selected shoot type is for the item in the right hand, either shooting or reaction fire.
#define IS_SHOT_HEADGEAR(x)   ((x) == ST_HEADGEAR)
 Determine whether the selected shoot type is for the item in the headgear slot.
#define SHOULD_USE_AUTOSTAND(length)   ((float) (2.0f * TU_CROUCH) * TU_CROUCH_MOVING_FACTOR / (TU_CROUCH_MOVING_FACTOR - 1.0f) < (float) (length))
#define SF_IMPACT   1
#define SF_BODY   2
#define SF_BOUNCING   4
#define SF_BOUNCED   8
#define SKIP_LOCAL_ENTITY   (-1)
#define MAX_DEATH   3
#define STATE_PUBLIC   0x00FF
#define STATE_DEAD   0x0003
#define STATE_CROUCHED   0x0004
#define STATE_PANIC   0x0008
#define STATE_RAGE   0x0010
#define STATE_INSANE   0x0030
#define STATE_STUN   0x0043
#define STATE_DAZED   0x0080
#define STATE_REACTION_ONCE   0x0100
#define STATE_REACTION_MANY   0x0200
#define STATE_REACTION   0x0300
#define STATE_SHAKEN   0x0400
#define STATE_XVI   0x0800
#define EYE_STAND   15
#define EYE_CROUCH   3
#define PLAYER_STAND   20
#define PLAYER_CROUCH   5
#define PLAYER_DEAD   -12
#define PLAYER_MIN   -24
#define PLAYER_WIDTH   9
#define PLAYER_STANDING_HEIGHT   (PLAYER_STAND - PLAYER_MIN)
#define PLAYER_CROUCHING_HEIGHT   (PLAYER_CROUCH - PLAYER_MIN)
#define PLAYER2x2_WIDTH   18
#define BOX_DELTA_WIDTH   11
#define BOX_DELTA_LENGTH   11
#define BOX_DELTA_HEIGHT   27
#define GRAVITY   500.0
#define MAX_SKILL   100
#define GET_HP(ab)   (min((80 + (ab) * 90/MAX_SKILL), 255))
#define GET_INJURY_MULT(mind, hp, hpmax)   ((float)(hp) / (float)(hpmax) > 0.5f ? 1.0f : 1.0f + INJURY_BALANCE * ((1.0f / ((float)(hp) / (float)(hpmax) + INJURY_THRESHOLD)) -1.0f)* (float)MAX_SKILL / (float)(mind))
#define GET_ACC(ab, sk)   ((1 - ((float)(ab)/MAX_SKILL + (float)(sk)/MAX_SKILL) / 2))
#define GET_TU(ab)   (min((27 + (ab) * 20/MAX_SKILL), 255))
#define GET_MORALE(ab)   (min((100 + (ab) * 150/MAX_SKILL), 255))
#define CS_NAME   0
#define CS_MAPTITLE   1
#define CS_MAXCLIENTS   2
#define CS_MAPCHECKSUM   3
#define CS_MAXSOLDIERSPERTEAM   4
#define CS_MAXSOLDIERSPERPLAYER   5
#define CS_ENABLEMORALE   6
#define CS_MAXTEAMS   7
#define CS_PLAYERCOUNT   8
#define CS_VERSION   9
#define CS_UFOCHECKSUM   10
#define CS_OBJECTAMOUNT   11
#define CS_LIGHTMAP   12
#define CS_TILES   16
#define CS_POSITIONS   (CS_TILES+MAX_TILESTRINGS)
#define CS_MODELS   (CS_POSITIONS+MAX_TILESTRINGS)
#define CS_PLAYERNAMES   (CS_MODELS+MAX_MODELS)
#define CS_GENERAL   (CS_PLAYERNAMES+MAX_CLIENTS)
#define MAX_CONFIGSTRINGS   (CS_GENERAL+MAX_GENERAL)
#define MAX_FORBIDDENLIST   (MAX_EDICTS * 4)
#define REJ_PASSWORD_REQUIRED_OR_INCORRECT   "Password required or incorrect."
 Reject messages that are send to the client from the game module.
#define REJ_BANNED   "Banned."

Typedefs

typedef int32_t shoot_types_t
 Available shoot types - also see the ST_ constants.
typedef struct csi_s csi_t
 The csi structure is the client-server-information structure which contains all the UFO info needed by the server and the client.

Enumerations

enum  event_t {
  EV_NULL, EV_RESET, EV_START, EV_ENDROUND,
  EV_ENDROUNDANNOUNCE, EV_RESULTS, EV_CENTERVIEW, EV_ENT_APPEAR,
  EV_ENT_PERISH, EV_ENT_DESTROY, EV_ADD_BRUSH_MODEL, EV_ADD_EDICT,
  EV_ACTOR_APPEAR, EV_ACTOR_ADD, EV_ACTOR_TURN, EV_ACTOR_MOVE,
  EV_ACTOR_REACTIONFIRECHANGE, EV_ACTOR_START_SHOOT, EV_ACTOR_SHOOT, EV_ACTOR_SHOOT_HIDDEN,
  EV_ACTOR_THROW, EV_ACTOR_DIE, EV_ACTOR_REVITALISED, EV_ACTOR_STATS,
  EV_ACTOR_STATECHANGE, EV_ACTOR_RESERVATIONCHANGE, EV_INV_ADD, EV_INV_DEL,
  EV_INV_AMMO, EV_INV_RELOAD, EV_INV_TRANSFER, EV_MODEL_EXPLODE,
  EV_MODEL_EXPLODE_TRIGGERED, EV_PARTICLE_APPEAR, EV_PARTICLE_SPAWN, EV_DOOR_OPEN,
  EV_DOOR_CLOSE, EV_DOOR_ACTION, EV_RESET_CLIENT_ACTION, EV_NUM_EVENTS
}
 

Possible event values.

More...
enum  entity_type_t {
  ET_NULL, ET_ACTORSPAWN, ET_ACTOR, ET_ITEM,
  ET_BREAKABLE, ET_TRIGGER, ET_TRIGGER_HURT, ET_TRIGGER_TOUCH,
  ET_TRIGGER_RESCUE, ET_DOOR, ET_ROTATING, ET_ACTOR2x2SPAWN,
  ET_ACTOR2x2, ET_CIVILIANTARGET, ET_MISSION, ET_ACTORHIDDEN,
  ET_PARTICLE, ET_SOUND, ET_SOLID, ET_MESSAGE,
  ENTITY_TYPE_ENSURE_32BIT = 0x7FFFFFFF
}
enum  player_action_t {
  PA_NULL, PA_TURN, PA_MOVE, PA_STATE,
  PA_SHOOT, PA_USE_DOOR, PA_INVMOVE, PA_REACT_SELECT,
  PA_RESERVE_STATE, PA_NUM_EVENTS
}

Functions

void Sys_Error (const char *error,...) __attribute__((noreturn
void format (printf, 1, 2)))
void Com_Printf (const char *msg,...) __attribute__((format(printf
void void Com_DPrintf (int level, const char *msg,...) __attribute__((format(printf

Variables

const char * pa_format [PA_NUM_EVENTS]
 Player action format strings for netchannel transfer.
csi_t csi

Detailed Description

Common header file.

Todo:
Apparently included by every file - unnecessary?

Definition in file q_shared.h.


Define Documentation

#define BOX_DELTA_HEIGHT   27

Definition at line 279 of file q_shared.h.

#define BOX_DELTA_LENGTH   11

Definition at line 278 of file q_shared.h.

#define BOX_DELTA_WIDTH   11

Definition at line 277 of file q_shared.h.

#define CS_ENABLEMORALE   6

enable the morale states in multiplayer

Definition at line 302 of file q_shared.h.

Referenced by SP_worldspawn().

#define CS_GENERAL   (CS_PLAYERNAMES+MAX_CLIENTS)

Definition at line 314 of file q_shared.h.

#define CS_LIGHTMAP   12
#define CS_MAPCHECKSUM   3

for catching cheater maps

Definition at line 299 of file q_shared.h.

Referenced by CL_CanMultiplayerStart(), SV_Map(), and SV_SetConfigString().

#define CS_MAPTITLE   1

display map title string - translated client side

Definition at line 297 of file q_shared.h.

Referenced by CL_LogEvent(), CL_ViewLoadMedia(), SCR_DrawLoading(), and SV_Map().

#define CS_MAXCLIENTS   2

Definition at line 298 of file q_shared.h.

Referenced by SP_worldspawn().

#define CS_MAXSOLDIERSPERPLAYER   5

max soldiers per player when in teamplay mode

Definition at line 301 of file q_shared.h.

Referenced by SP_worldspawn().

#define CS_MAXSOLDIERSPERTEAM   4

max soldiers per team

Definition at line 300 of file q_shared.h.

Referenced by SP_worldspawn().

#define CS_MAXTEAMS   7

how many multiplayer teams for this map

Definition at line 303 of file q_shared.h.

Referenced by G_RunFrame(), and SP_worldspawn().

#define CS_MODELS   (CS_POSITIONS+MAX_TILESTRINGS)

Definition at line 312 of file q_shared.h.

Referenced by CL_ParseConfigString(), CL_ViewLoadMedia(), and SV_ModelIndex().

#define CS_NAME   0

config strings are a general means of communication from the server to all connected clients. Each config string can be at most MAX_QPATH characters.

Definition at line 296 of file q_shared.h.

Referenced by CL_CanMultiplayerStart(), CL_ViewLoadMedia(), SV_Map(), and SV_New_f().

#define CS_OBJECTAMOUNT   11

amount of defined objects in the script files

Definition at line 307 of file q_shared.h.

Referenced by CL_CanMultiplayerStart(), SV_Map(), and SV_SetConfigString().

#define CS_PLAYERCOUNT   8

amount of already connected players

Definition at line 304 of file q_shared.h.

Referenced by G_ClientBegin(), and G_ClientDisconnect().

#define CS_PLAYERNAMES   (CS_MODELS+MAX_MODELS)
#define CS_POSITIONS   (CS_TILES+MAX_TILESTRINGS)
#define CS_TILES   16
#define CS_UFOCHECKSUM   10

checksum of ufo files

Definition at line 306 of file q_shared.h.

Referenced by CL_CanMultiplayerStart(), SV_Map(), and SV_SetConfigString().

#define CS_VERSION   9

what is the servers version

Definition at line 305 of file q_shared.h.

Referenced by CL_CanMultiplayerStart(), and SV_Map().

#define DOOR_ROTATION_ANGLE   90

Definition at line 161 of file q_shared.h.

Referenced by CL_DoorClose(), CL_DoorOpen(), and Door_Use().

#define EVENT_INSTANTLY   0x80

add this flag for instant event execution

Definition at line 74 of file q_shared.h.

Referenced by CL_ParseEvent(), G_ClientBegin(), G_ClientEndRound(), and G_ClientSpawn().

#define EYE_CROUCH   3

Definition at line 256 of file q_shared.h.

Referenced by G_TeamPointVis(), and G_Vis().

#define EYE_STAND   15

Definition at line 255 of file q_shared.h.

Referenced by G_TeamPointVis(), and G_Vis().

#define GET_ACC ( ab,
sk   )     ((1 - ((float)(ab)/MAX_SKILL + (float)(sk)/MAX_SKILL) / 2))
Todo:
Skill-influence needs some balancing.

Definition at line 288 of file q_shared.h.

Referenced by AI_SearchBestTarget(), CL_GetHitProbability(), G_ShootGrenade(), and G_ShootSingle().

#define GET_HP ( ab   )     (min((80 + (ab) * 90/MAX_SKILL), 255))

Definition at line 285 of file q_shared.h.

Referenced by G_Damage().

#define GET_INJURY_MULT ( mind,
hp,
hpmax   )     ((float)(hp) / (float)(hpmax) > 0.5f ? 1.0f : 1.0f + INJURY_BALANCE * ((1.0f / ((float)(hp) / (float)(hpmax) + INJURY_THRESHOLD)) -1.0f)* (float)MAX_SKILL / (float)(mind))

Definition at line 286 of file q_shared.h.

Referenced by CL_GetHitProbability(), and G_ShootSingle().

#define GET_MORALE ( ab   )     (min((100 + (ab) * 150/MAX_SKILL), 255))
#define GET_TU ( ab   )     (min((27 + (ab) * 20/MAX_SKILL), 255))

Definition at line 289 of file q_shared.h.

Referenced by G_ActorGiveTimeUnits(), and G_AppearPerishEvent().

#define GRAVITY   500.0
#define IS_SHOT_HEADGEAR (  )     ((x) == ST_HEADGEAR)

Determine whether the selected shoot type is for the item in the headgear slot.

Definition at line 219 of file q_shared.h.

Referenced by AI_GetItemForShootType(), CL_ActorDoShoot(), CL_ActorStartShoot(), and G_PrepareShot().

#define IS_SHOT_LEFT (  )     ((x) == ST_LEFT || (x) == ST_LEFT_REACTION)

Determine whether the selected shoot type is for the item in the left hand, either shooting or reaction fire.

Definition at line 215 of file q_shared.h.

Referenced by AI_GetItemForShootType(), CL_ActorDoShoot(), and CL_ActorStartShoot().

#define IS_SHOT_REACTION (  )     ((x) == ST_RIGHT_REACTION || (x) == ST_LEFT_REACTION)

Determine whether the selected shoot type is for reaction fire.

Definition at line 213 of file q_shared.h.

Referenced by AI_GetItemForShootType(), and G_ClientShoot().

#define IS_SHOT_RIGHT (  )     ((x) == ST_RIGHT || (x) == ST_RIGHT_REACTION)

Determine whether the selected shoot type is for the item in the right hand, either shooting or reaction fire.

Definition at line 217 of file q_shared.h.

Referenced by AI_GetItemForShootType(), CL_ActorDoShoot(), CL_ActorGetMuzzle(), CL_ActorStartShoot(), G_EventInventoryAmmo(), and G_PrepareShot().

#define MAX_CONFIGSTRINGS   (CS_GENERAL+MAX_GENERAL)
#define MAX_DEATH   3
See also:
STATE_DEAD

Definition at line 233 of file q_shared.h.

Referenced by Com_ParseTeam(), and G_ActorDie().

#define MAX_FORBIDDENLIST   (MAX_EDICTS * 4)

Definition at line 317 of file q_shared.h.

Referenced by CL_BuildForbiddenList(), and G_BuildForbiddenList().

#define MAX_SKILL   100
#define PLAYER2x2_WIDTH   18

Width of a 2x2 unit.

Todo:
may need some tweaks.

Definition at line 274 of file q_shared.h.

Referenced by G_Actor2x2Spawn().

#define PLAYER_CROUCH   5

Definition at line 258 of file q_shared.h.

Referenced by CL_ActorVis(), G_ActorSetMaxs(), and G_ActorVis().

#define PLAYER_CROUCHING_HEIGHT   (PLAYER_CROUCH - PLAYER_MIN)

Definition at line 264 of file q_shared.h.

Referenced by CL_GetHitProbability(), and Grid_MoveMark().

#define PLAYER_DEAD   -12

Definition at line 259 of file q_shared.h.

Referenced by CL_ActorVis(), G_ActorSetMaxs(), and G_ActorVis().

#define PLAYER_MIN   -24
#define PLAYER_STAND   20
#define PLAYER_STANDING_HEIGHT   (PLAYER_STAND - PLAYER_MIN)

Definition at line 263 of file q_shared.h.

Referenced by CL_GetHitProbability(), and Grid_MoveMark().

#define PLAYER_WIDTH   9
#define REJ_BANNED   "Banned."

Definition at line 376 of file q_shared.h.

Referenced by G_ClientConnect().

#define REJ_PASSWORD_REQUIRED_OR_INCORRECT   "Password required or incorrect."

Reject messages that are send to the client from the game module.

Definition at line 375 of file q_shared.h.

Referenced by CL_ConnectionlessPacket(), and G_ClientConnect().

#define SF_BODY   2

impact on actors

Definition at line 225 of file q_shared.h.

Referenced by G_ShootGrenade(), G_ShootSingle(), LE_AddGrenade(), and LE_AddProjectile().

#define SF_BOUNCED   8

at least hit the ground once and can now start to bounce

Definition at line 227 of file q_shared.h.

Referenced by CL_ActorDoShoot(), CL_ActorDoShootTime(), CL_ActorDoThrow(), CL_GetEventTime(), G_ShootGrenade(), and G_ShootSingle().

#define SF_BOUNCING   4

item should bounce around (like grenades)

Definition at line 226 of file q_shared.h.

Referenced by G_ShootGrenade(), G_ShootSingle(), LE_AddGrenade(), and LE_AddProjectile().

#define SF_IMPACT   1

impact on none actor objects

Definition at line 224 of file q_shared.h.

Referenced by G_ShootGrenade(), G_ShootSingle(), LE_AddGrenade(), and LE_AddProjectile().

#define SHOULD_USE_AUTOSTAND ( length   )     ((float) (2.0f * TU_CROUCH) * TU_CROUCH_MOVING_FACTOR / (TU_CROUCH_MOVING_FACTOR - 1.0f) < (float) (length))

Definition at line 221 of file q_shared.h.

Referenced by CL_ActorMoveMode(), and G_ClientMove().

#define SKIP_LOCAL_ENTITY   (-1)
#define ST_HEADGEAR   4

The headgear slot item should be used when shooting/using the item in the slot.

Note:
shoot_types_t value

Definition at line 205 of file q_shared.h.

Referenced by CL_ActorShoot().

#define ST_LEFT   2

The left hand should be used for shooting.

Note:
shoot_types_t value

Definition at line 195 of file q_shared.h.

Referenced by actorL_shoot(), and CL_ActorShoot().

#define ST_LEFT_REACTION   3

The left hand reaction fire should be used for shooting.

Note:
shoot_types_t value

Definition at line 200 of file q_shared.h.

#define ST_NUM_SHOOT_TYPES   5

Amount of shoottypes available.

Note:
shoot_types_t value

Definition at line 210 of file q_shared.h.

Referenced by AI_FighterCalcBestAction(), and G_PrepareShot().

#define ST_RIGHT   0

The right hand should be used for shooting.

Note:
shoot_types_t value

Definition at line 185 of file q_shared.h.

Referenced by actorL_shoot(), AI_FighterCalcBestAction(), and CL_ActorShoot().

#define ST_RIGHT_REACTION   1

The right hand reaction fire should be used for shooting.

Note:
shoot_types_t value

Definition at line 190 of file q_shared.h.

Referenced by G_ReactionFireTryToShoot().

#define STATE_CROUCHED   0x0004
#define STATE_DAZED   0x0080

dazed and unable to move

Definition at line 245 of file q_shared.h.

#define STATE_DEAD   0x0003

0 alive, 1-3 different deaths

See also:
MAX_DEATH

Definition at line 238 of file q_shared.h.

Referenced by CL_ActorStateChange(), G_ClientDisconnect(), and G_ClientGetFreeSpawnPointForActorSize().

#define STATE_INSANE   0x0030

Definition at line 243 of file q_shared.h.

#define STATE_PANIC   0x0008

Definition at line 240 of file q_shared.h.

#define STATE_PUBLIC   0x00FF

mask to separate private flags from events

Definition at line 237 of file q_shared.h.

Referenced by G_AppearPerishEvent(), G_SendInvisible(), and G_SendState().

#define STATE_RAGE   0x0010

pretty self-explaining

Definition at line 242 of file q_shared.h.

#define STATE_REACTION   0x0300
#define STATE_REACTION_MANY   0x0200
#define STATE_REACTION_ONCE   0x0100
#define STATE_SHAKEN   0x0400

forced reaction fire

Definition at line 251 of file q_shared.h.

#define STATE_STUN   0x0043

stunned - includes death

Definition at line 244 of file q_shared.h.

Referenced by G_ActorStun(), and G_ClientGetFreeSpawnPointForActorSize().

#define STATE_XVI   0x0800

controlled by the other team

Definition at line 252 of file q_shared.h.

#define TEAM_ALIEN   7
#define TEAM_CIVILIAN   0
#define TEAM_MAX_HUMAN   TEAM_ALIEN - 1

Definition at line 65 of file q_shared.h.

Referenced by CL_SpawnParseEntitystring().

#define TEAM_NO_ACTIVE   -1
#define TEAM_PHALANX   1

Typedef Documentation

typedef struct csi_s csi_t

The csi structure is the client-server-information structure which contains all the UFO info needed by the server and the client.

Note:
Most of this comes from the script files

Available shoot types - also see the ST_ constants.

Definition at line 180 of file q_shared.h.


Enumeration Type Documentation

Enumerator:
ET_NULL 
ET_ACTORSPAWN 
ET_ACTOR 
ET_ITEM 
ET_BREAKABLE 
ET_TRIGGER 
ET_TRIGGER_HURT 
ET_TRIGGER_TOUCH 
ET_TRIGGER_RESCUE 
ET_DOOR 
ET_ROTATING 
ET_ACTOR2x2SPAWN 
ET_ACTOR2x2 
ET_CIVILIANTARGET 
ET_MISSION 
ET_ACTORHIDDEN 
ET_PARTICLE 
ET_SOUND 
ET_SOLID 
ET_MESSAGE 
ENTITY_TYPE_ENSURE_32BIT 

Definition at line 136 of file q_shared.h.

enum event_t

Possible event values.

See also:
cl_parse.c for event bindings
ev_func
Enumerator:
EV_NULL 
EV_RESET 
EV_START 
EV_ENDROUND 

ends the current team's round CL_DoEndRound

EV_ENDROUNDANNOUNCE 
EV_RESULTS 
EV_CENTERVIEW 
EV_ENT_APPEAR 
EV_ENT_PERISH 

empty container or destroy inventory - set le invis to qtrue see CL_EntPerish

EV_ENT_DESTROY 
EV_ADD_BRUSH_MODEL 
EV_ADD_EDICT 
EV_ACTOR_APPEAR 
EV_ACTOR_ADD 
EV_ACTOR_TURN 

turn an actor around

EV_ACTOR_MOVE 
EV_ACTOR_REACTIONFIRECHANGE 
EV_ACTOR_START_SHOOT 
EV_ACTOR_SHOOT 
EV_ACTOR_SHOOT_HIDDEN 
EV_ACTOR_THROW 
EV_ACTOR_DIE 
EV_ACTOR_REVITALISED 
EV_ACTOR_STATS 
EV_ACTOR_STATECHANGE 

set an actor to crouched or reaction fire

EV_ACTOR_RESERVATIONCHANGE 
EV_INV_ADD 
EV_INV_DEL 
EV_INV_AMMO 
EV_INV_RELOAD 
EV_INV_TRANSFER 
EV_MODEL_EXPLODE 

delay the event execution by the impact time

EV_MODEL_EXPLODE_TRIGGERED 

don't delay the model explode event

EV_PARTICLE_APPEAR 
EV_PARTICLE_SPAWN 
EV_DOOR_OPEN 
EV_DOOR_CLOSE 
EV_DOOR_ACTION 
EV_RESET_CLIENT_ACTION 
EV_NUM_EVENTS 

Definition at line 81 of file q_shared.h.

Enumerator:
PA_NULL 
PA_TURN 
PA_MOVE 
PA_STATE 
PA_SHOOT 
PA_USE_DOOR 
PA_INVMOVE 
PA_REACT_SELECT 
PA_RESERVE_STATE 
PA_NUM_EVENTS 

Definition at line 163 of file q_shared.h.


Function Documentation

void void Com_DPrintf ( int  level,
const char *  msg,
  ... 
)
void Com_Printf ( const char *  msg,
  ... 
)
void format ( printf  ,
,
 
)
void Sys_Error ( const char *  error,
  ... 
)

Variable Documentation

Definition at line 35 of file common.c.

Referenced by AII_CarriedItems(), AII_GetCraftitemTechsByType(), AIR_GetStorageRoom(), AIR_MoveEmployeeInventoryIntoStorage(), AIR_TransferItemsCarriedByCharacterToBase(), AL_AlienTypeToName(), AL_FillInContainment(), AL_GetAlienGlobalIDX(), AL_GetAlienIDX(), B_InitialEquipment(), B_RemoveItemsExceedingCapacity(), B_SaveStorageXML(), B_UpdateStorageCap(), BS_BuyType(), BS_InitMarket(), BS_SaveXML(), CL_ActorAdd(), CL_ActorAppear(), CL_ActorEquipmentSelect_f(), CL_ActorGetContainerForReload(), CL_ActorReload(), CL_CampaignRunMarket(), CL_CanMultiplayerStart(), CL_CleanTempInventory(), CL_CleanupAircraftCrew(), CL_EntPerish(), CL_InvAdd(), CL_InvDel(), CL_LoadItemXML(), CL_NetSendInventory(), CL_PrecacheCharacterModels(), CL_ReadSinglePlayerData(), CL_ResetSinglePlayerData(), CL_SaveInventoryXML(), CL_SaveItemXML(), CL_TeamDefInitMenu(), CL_UpdateEmployeeList(), CL_ViewLoadMedia(), CL_ViewPrecacheModels(), Com_AddObjectLinks(), Com_GetCharacterTemplateByID(), Com_GetTeamDefinitionByID(), Com_GetUGVByID(), Com_GetUGVByIDSilent(), Com_ParseArmourOrResistance(), Com_ParseCharacterTemplate(), Com_ParseDamageTypes(), Com_ParseEquipment(), Com_ParseInventory(), Com_ParseItem(), Com_ParseScripts(), Com_ParseTeam(), Com_ParseUGVs(), Com_ParseValue(), Com_ValueToStr(), CP_AddItemAsCollected_f(), CP_AddWeaponAmmo(), CP_ItemsSanityCheck(), CP_SetAlienEquipmentByInterest(), CP_SetMissionVars(), E_RemoveInventoryFromStorage(), GAME_SetMode(), GAME_SK_ChangeEquip_f(), GAME_SK_SetMissionParameters(), GAME_Spawn(), HUD_GetLeftHandWeapon(), HUD_RefreshButtons(), HUD_ReloadLeft_f(), HUD_ReloadRight_f(), HUD_UpdateActor(), I_EquipActor(), INV_EquipmentDefSanityCheck(), INV_GetEquipmentDefinitionByID(), INV_ItemDescription(), INV_UpdateObject_f(), LE_AddProjectile(), LE_Cleanup(), LET_Projectile(), MP_SaveTeamMultiplayer(), PR_UpdateProductionList(), ResetInventoryList(), RS_InitTree(), S_LoadSamples(), SV_InitGameProgs(), SV_Map(), testItemMassActions(), TR_CargoList(), TR_CargoListSelect_f(), TR_CheckItem(), TR_EmptyTransferCargo(), TR_TransferAlienAfterMissionStart(), TR_TransferList_Scroll_f(), TR_TransferListClear_f(), TR_TransferListSelect_f(), TR_TransferSelect(), TR_TransferStart(), UI_BaseInventoryNodeDrawItems(), UI_BaseInventoryNodeGetItem(), UI_ContainerItemIteratorNext(), UI_ContainerNodeAutoPlace(), UI_ContainerNodeDraw(), UI_ContainerNodeDrawSingle(), UI_ContainerNodeUpdateEquipment(), and UP_Article().

const char* pa_format[PA_NUM_EVENTS]

Player action format strings for netchannel transfer.

Note:
They all have a prefix
See also:
MSG_Write_PA

Definition at line 34 of file q_shared.c.

Referenced by G_ClientAction(), and MSG_Write_PA().


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