36#define PM_ALL 0xFFFFFFFF
37#define G_PlayerToPM(player) ((player).getNum() < game.sv_maxplayersperteam ? 1 << ((player).getNum()) : 0)
item instance data, with linked list capability
void G_EventSendParticle(playermask_t playerMask, const Edict &ent)
void G_EventSendEdict(const Edict &ent)
Send the bounding box info to the client.
void G_EventStartShoot(const Edict &ent, teammask_t teamMask, shoot_types_t shootType, const pos3_t at)
Start the shooting event.
void G_EventReactionFireChange(const Edict &ent)
void G_EventInventoryDelete(const Edict &ent, playermask_t playerMask, const containerIndex_t containerId, int x, int y)
Tell the client to remove the item from the container.
void G_EventEndRoundAnnounce(const Player &player)
void G_EventSpawnFootstepSound(const Edict &ent, const char *sound)
void G_EventDoorOpen(const Edict &door)
void G_EventActorStats(const Edict &ent, playermask_t playerMask)
void G_EventAdd(playermask_t playerMask, int eType, int entnum)
void G_EventActorTurn(const Edict &ent)
Send the turn event for the given entity.
void G_EventDestroyEdict(const Edict &ent)
Unregister an edict at the client.
void G_EventActorAppear(playermask_t playerMask, const Actor &check, const Edict *ent)
void G_EventSetClientAction(const Edict &ent)
Informs the client that an interaction with the world is possible.
void G_EventReactionFireAddTarget(const Edict &shooter, const Edict &target, int tusG_EventReactionFireAddTarget, int step)
void G_EventReactionFireRemoveTarget(const Edict &shooter, const Edict &target, int step)
void G_EventInventoryAmmo(const Edict &ent, const objDef_t *ammo, int amount, shoot_types_t shootType)
Change the amount of available ammo for the given entity.
void G_EventMoveCameraTo(playermask_t playerMask, const pos3_t pos)
Centers the view for all clients that are seeing the given edict on the world position of the edict.
void G_EventActorDie(const Edict &ent, bool attacker)
Announce the actor die event for the clients that are seeing the actor.
void G_EventActorAdd(playermask_t playerMask, const Edict &ent, const bool instant=false)
void G_EventThrow(teammask_t teamMask, const fireDef_t *fd, float dt, byte flags, const vec3_t position, const vec3_t velocity)
void G_EventEndShoot(const Edict &ent, teammask_t teamMask)
Ends the shooting event.
void G_EventShootHidden(teammask_t teamMask, const fireDef_t *fd, bool firstShoot, const vec3_t impact, int flags, const Edict *targetEdict)
Start the shooting event for hidden actors.
void G_EventAddBrushModel(playermask_t playerMask, const Edict &ent)
void G_EventCenterView(const Edict &ent)
Centers the view for all clients that are seeing the given edict on the world position of the edict.
void G_EventInventoryAdd(const Edict &ent, playermask_t playerMask, int itemAmount)
Tell the client to add the item from the container.
void G_EventStart(const Player &player, bool teamplay)
void G_EventCameraAppear(playermask_t playerMask, const Edict &ent)
Send an appear event to the client.
void G_EventCenterViewAt(playermask_t playerMask, const pos3_t pos)
Centers the view for all clients that are seeing the given edict on the world position of the edict.
void G_EventActorFall(const Edict &ent)
void G_EventEdictPerish(playermask_t playerMask, const Edict &ent)
Send disappear event.
void G_EventSpawnSound(playermask_t playerMask, const Edict &ent, const vec3_t origin, const char *sound)
Spawns a sound (that will be spatialized on the client side).
void G_EventEndRound(void)
End of turn event for the current active team.
void G_EventActorSendReservations(const Edict &ent)
Will inform the player about the real TU reservation.
void G_EventPerish(const Edict &ent)
Send an event to all clients that are seeing the given edict, that it just has disappeared.
void G_EventReset(const Player &player, int activeTeam)
void G_EventSendState(playermask_t playerMask, const Edict &ent)
void G_EventActorRevitalise(const Edict &ent)
Announce the actor revitalize event for the clients that are seeing the actor.
void G_EventDoorClose(const Edict &door)
void G_EventActorWound(const Edict &ent, const int bodyPart)
Send info about an actor's wounds to the client.
void G_EventInventoryReload(const Edict &ent, playermask_t playerMask, const Item *item, const invDef_t *invDef, const Item *ic)
void G_EventReactionFireTargetUpdate(const Edict &shooter, const Edict &target, int tus, int step)
void G_EventResetClientAction(const Edict &ent)
Reset the client actions for the given entity.
void G_EventParticleSpawn(playermask_t playerMask, const char *name, int levelFlags, const vec3_t s, const vec3_t v, const vec3_t a)
Spawn a new particle for the client.
void G_EventActorStateChange(playermask_t playerMask, const Edict &ent)
void G_EventShoot(const Edict &ent, teammask_t teamMask, const fireDef_t *fd, bool firstShoot, shoot_types_t shootType, int flags, const trace_t *trace, const vec3_t from, const vec3_t impact)
Do the shooting.
unsigned int playermask_t
void G_EventReactionFireAbortShot(const Edict &shooter, const Edict &target, int step)
void G_EventEdictAppear(playermask_t playerMask, const Edict &ent)
Send an appear event to the client.
void G_EventModelExplode(const Edict &ent, const char *sound)
void G_EventModelExplodeTriggered(const Edict &ent, const char *sound)
int32_t shoot_types_t
Available shoot types - also see the ST_ constants.
QGL_EXTERN int GLboolean GLfloat * v
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
this is a fire definition for our weapons/ammo
inventory definition for our menus
Defines all attributes of objects used in the inventory.