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"
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 |
Common header file.
Definition in file q_shared.h.
#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 |
which lightmap to use
Definition at line 308 of file q_shared.h.
Referenced by CL_CanMultiplayerStart(), CL_ViewLoadMedia(), SP_misc_particle(), SP_misc_sound(), SP_worldspawn(), SV_Map(), SV_SetConfigString(), and SV_Status_f().
#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 |
#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) |
Definition at line 313 of file q_shared.h.
Referenced by CL_ParseConfigString(), CL_PlayerGetName(), G_ClientBegin(), and G_ClientUserinfoChanged().
#define CS_POSITIONS (CS_TILES+MAX_TILESTRINGS) |
Definition at line 311 of file q_shared.h.
Referenced by CL_CanMultiplayerStart(), CL_SetConfigString(), CL_ViewLoadMedia(), SV_Map(), SV_SetConfigString(), and UI_InitRadar().
#define CS_TILES 16 |
Definition at line 310 of file q_shared.h.
Referenced by CL_CanMultiplayerStart(), CL_DownloadMap(), CL_SetConfigString(), CL_ViewLoadMedia(), SCR_DrawLoading(), SV_Map(), SV_SetConfigString(), and UI_InitRadar().
#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)) |
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)) |
Definition at line 290 of file q_shared.h.
Referenced by CHRSH_CharGenAbilitySkills(), G_AppearPerishEvent(), G_ClientAssignDefaultActorValues(), G_Morale(), and G_MoraleBehaviour().
#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 |
Definition at line 281 of file q_shared.h.
Referenced by CL_TargetingGrenade(), Com_GrenadeTarget(), G_EventActorFall(), G_ShootGrenade(), and LE_AddGrenade().
#define IS_SHOT_HEADGEAR | ( | x | ) | ((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 | ) | ((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 | ) | ((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 | ) | ((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) |
Definition at line 315 of file q_shared.h.
Referenced by CL_GetConfigString(), CL_GetConfigStringInteger(), CL_SetConfigString(), CL_ShowConfigstrings_f(), SV_Configstring(), SV_GetConfigString(), SV_GetConfigStringInteger(), SV_New_f(), SV_PrintConfigStrings_f(), and SV_SetConfigString().
#define MAX_DEATH 3 |
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 |
Definition at line 283 of file q_shared.h.
Referenced by CHRSH_CharGenAbilitySkills(), CL_ActorGetSkillString(), and G_AppearPerishEvent().
#define PLAYER2x2_WIDTH 18 |
Width of a 2x2 unit.
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 |
Definition at line 260 of file q_shared.h.
Referenced by CL_ActorVis(), G_Actor2x2Spawn(), G_ActorSpawn(), G_ActorVis(), G_ClientMove(), SP_2x2_start(), SP_misc_mission(), and SP_misc_mission_aliens().
#define PLAYER_STAND 20 |
Definition at line 257 of file q_shared.h.
Referenced by CL_ActorVis(), G_Actor2x2Spawn(), G_ActorSetMaxs(), G_ActorSpawn(), G_ActorVis(), SP_2x2_start(), SP_misc_mission(), and SP_misc_mission_aliens().
#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 |
Definition at line 261 of file q_shared.h.
Referenced by AI_CheckFF(), CL_GetHitProbability(), G_ActorSetMaxs(), G_ActorSpawn(), R_DrawFloor(), SP_2x2_start(), SP_misc_mission(), and SP_misc_mission_aliens().
#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) |
Definition at line 231 of file q_shared.h.
Referenced by CL_ActorAppear(), CL_ActorDoShoot(), G_AppearPerishEvent(), G_EventShoot(), and LE_Get().
#define ST_HEADGEAR 4 |
The headgear slot item should be used when shooting/using the item in the slot.
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.
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.
Definition at line 200 of file q_shared.h.
#define ST_NUM_SHOOT_TYPES 5 |
Amount of shoottypes available.
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.
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.
Definition at line 190 of file q_shared.h.
Referenced by G_ReactionFireTryToShoot().
#define STATE_CROUCHED 0x0004 |
Definition at line 239 of file q_shared.h.
Referenced by AI_ActorThink(), AI_PrepBestAction(), AIL_crouch(), CL_ActorStandCrouch_f(), CL_ActorStateChange(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientMove(), G_ClientStateChange(), G_ThinkActorGoCrouch(), LE_GetAnim(), and LE_PlaySoundFileForContents().
#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
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 |
reaction - once or many
Definition at line 250 of file q_shared.h.
Referenced by AIL_reactionfire(), CL_ActorReservedTUs(), CL_ActorStateChange(), G_ClientStateChange(), G_ReactionFireIsPossible(), G_ReactionFireUpdate(), HUD_RefreshButtons(), HUD_ToggleReaction_f(), HUD_UpdateCursor(), and HUD_UsableReactionTUs().
#define STATE_REACTION_MANY 0x0200 |
Definition at line 249 of file q_shared.h.
Referenced by AIL_reactionfire(), CL_ActorStateChange(), G_ClientStateChange(), G_MoraleBehaviour(), HUD_DisplayImpossibleReaction(), HUD_DisplayPossibleReaction(), HUD_ToggleReaction_f(), and HUD_UpdateCursor().
#define STATE_REACTION_ONCE 0x0100 |
Definition at line 248 of file q_shared.h.
Referenced by AI_InitPlayer(), AIL_reactionfire(), CL_ActorStateChange(), G_ClientStateChange(), HUD_DisplayImpossibleReaction(), HUD_DisplayPossibleReaction(), HUD_ToggleReaction_f(), and HUD_UpdateCursor().
#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 |
Definition at line 64 of file q_shared.h.
Referenced by AI_CheckForMissionTargets(), AI_CheckUsingDoor(), AI_CivilianCalcBestAction(), AI_GetHidingTeam(), AI_InitPlayer(), AIL_Init(), CL_ActorDie(), CL_ActorRevitalised(), Com_ParseValue(), Com_SetValue(), Com_ValueToStr(), E_CreateEmployeeAtIndex(), G_MatchEndCheck(), G_MatchSendResults(), G_MissionTouch(), G_Morale(), G_PrintActorStats(), G_SpawnEntities(), G_UpdateCharacterBodycount(), G_UpdateHitScore(), GAME_Abort_f(), GAME_IsArmourUseableForTeam(), GAME_SK_Results(), SP_alien_start(), and SP_misc_mission_aliens().
#define TEAM_CIVILIAN 0 |
Definition at line 62 of file q_shared.h.
Referenced by AI_CheckForMissionTargets(), AI_CheckUsingDoor(), AI_CivilianCalcBestAction(), AI_CreatePlayer(), AI_InitPlayer(), AI_SetCharacterValues(), AIL_Init(), CL_ActorAppear(), CL_ActorDie(), CL_ActorRevitalised(), CL_AddTargetingBox(), CL_EntPerish(), CL_NextAlien_f(), CL_TeamNum_f(), Com_ParseValue(), Com_SetValue(), Com_ValueToStr(), G_GetTeam(), G_Morale(), G_MoraleBehaviour(), G_PrintActorStats(), G_SpawnAIPlayer(), G_SpawnEntities(), G_UpdateCharacterBodycount(), G_UpdateHitScore(), GAME_CP_Results(), GAME_IsArmourUseableForTeam(), GAME_SK_Results(), SP_civilian_start(), SP_civilian_target(), SP_worldspawn(), SVCmd_AI_Add_f(), and SVCmd_Win_f().
#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 |
Definition at line 61 of file q_shared.h.
Referenced by CL_ParseTeamInfoMessage(), G_ClientTeamInfo(), G_ClientUserinfoChanged(), G_GetNextActiveTeam(), G_MatchIsRunning(), G_SendInvisible(), G_SetTeamForPlayer(), G_SpawnEntities(), and SVC_TeamInfo().
#define TEAM_PHALANX 1 |
Definition at line 63 of file q_shared.h.
Referenced by AI_CivilianCalcBestAction(), AIL_Init(), CL_ActorDie(), CL_ActorRevitalised(), CL_ParseCampaign(), Com_ParseValue(), Com_SetValue(), Com_ValueToStr(), G_GetTeam(), G_UpdateCharacterBodycount(), GAME_CP_CampaignListClick_f(), GAME_IsArmourUseableForTeam(), SP_2x2_start(), SP_human_start(), and SP_misc_mission().
The csi structure is the client-server-information structure which contains all the UFO info needed by the server and the client.
typedef int32_t shoot_types_t |
Available shoot types - also see the ST_
constants.
Definition at line 180 of file q_shared.h.
enum entity_type_t |
Definition at line 136 of file q_shared.h.
enum event_t |
Possible event values.
Definition at line 81 of file q_shared.h.
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 |
Definition at line 163 of file q_shared.h.
void void Com_DPrintf | ( | int | level, | |
const char * | msg, | |||
... | ||||
) |
void Com_Printf | ( | const char * | msg, | |
... | ||||
) |
void format | ( | printf | , | |
1 | , | |||
2 | ||||
) |
void Sys_Error | ( | const char * | error, | |
... | ||||
) |
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.
Definition at line 34 of file q_shared.c.
Referenced by G_ClientAction(), and MSG_Write_PA().