UFO: Alien Invasion
Loading...
Searching...
No Matches
g_local.h File Reference

Local definitions for game module. More...

#include "q_shared.h"
#include "inventory.h"
#include "../shared/infostring.h"
#include <lua.h>
#include "game.h"
#include "g_events.h"
#include "g_edict.h"
Include dependency graph for g_local.h:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

struct  game_locals_t
 this structure is left intact through an entire game it should be initialized at game library load time More...
struct  level_locals_t
 this structure is cleared as each map is entered More...
struct  moveinfo_t
 actor movement More...
struct  AI_t
 Artificial intelligence of a character. More...
struct  camera_edict_data_t

Macros

#define _(String)
#define ngettext(x, y, cnt)
#define GAME_INCLUDE
#define GAMEVERSION   "baseufo"
#define MAX_SPOT_DIST_CAMERA   768
#define MAX_SPOT_DIST   4096
#define SERVER_FRAME_SECONDS   0.1
#define TAG_GAME   765 /* clear when unloading the game library */
#define TAG_LEVEL   766 /* clear when loading a new level */
#define INVDEF(containerID)
#define G_FreeTags(tag)
#define G_TagMalloc(size, tag)
#define G_MemFree(ptr)
#define G_IsActor(ent)
#define G_IsActive(ent)
#define G_IsCamera(ent)
#define G_IsActiveCamera(ent)
#define G_IsSmoke(ent)
#define G_IsFire(ent)
#define G_IsTriggerNextMap(ent)
#define G_IsItem(ent)
#define G_IsDoor(ent)
#define G_IsBreakable(ent)
#define G_IsBrushModel(ent)
#define G_IsVisibleOnBattlefield(ent)
#define G_IsAI(ent)
#define G_IsAIPlayer(player)
#define G_TeamToVisMask(team)
#define G_IsVisibleForTeam(ent, team)
#define G_IsMultiPlayer()
#define G_IsSinglePlayer()
#define G_IsCivilian(ent)
#define G_IsAlien(ent)
#define G_IsBlockingMovementActor(ent)
#define MORALE_RANDOM(mod)
#define FL_DESTROYABLE   0x00000004
 If an edict is destroyable (like ET_BREAKABLE, ET_DOOR [if health set] or maybe a ET_MISSION [if health set]).
#define FL_GROUPSLAVE   0x00000008
 not the first on the team
#define FL_CLIENTACTION   0x00000010
 Edict flag to indicate, that the edict can be used in the context of a client action.
#define FL_TRIGGERED   0x00000100
 Trigger the edict at spawn.

Enumerations

enum  edictMaterial_t {
  MAT_GLASS , MAT_METAL , MAT_ELECTRICAL , MAT_WOOD ,
  MAT_MAX
}
 e.g. used for breakable objects More...

Functions

void G_InitCamera (Edict *ent, camera_type_t cameraType, float angle, bool rotate)
void G_ClientCommand (Player &player)
void G_MoraleBehaviour (int team)
 Applies morale behaviour on actors.
void G_CheckForceEndRound (void)
 Check whether a forced turn end should be executed.
void G_ClientEndRound (Player &player)
void G_SendStats (Edict &ent)
 Send stats to network buffer.
void G_SendPlayerStats (const Player &player)
 Write player stats to network buffer.
void G_ServerCommand (void)
 ServerCommand will be called when an "sv" command is issued. The game can issue gi.Cmd_Argc() / gi.Cmd_Argv() commands to get the rest of the parameters.
bool SV_FilterPacket (const char *from)

Variables

game_locals_t game
level_locals_t level
game_import_t gi
game_export_t globals
cvar_tsv_maxentities
cvar_tpassword
cvar_tsv_needpass
cvar_tsv_dedicated
cvar_tdeveloper
cvar_tlogstats
FILElogstatsfile
cvar_tsv_filterban
cvar_tsv_maxvelocity
cvar_tsv_maxclients
cvar_tsv_shot_origin
cvar_tsv_hurtaliens
cvar_tsv_maxplayersperteam
cvar_tsv_maxsoldiersperteam
cvar_tsv_maxsoldiersperplayer
cvar_tsv_enablemorale
cvar_tsv_roundtimelimit
cvar_tsv_maxteams
cvar_tsv_ai
cvar_tsv_teamplay
cvar_tai_alienteam
cvar_tai_civilianteam
cvar_tai_equipment
cvar_tai_singleplayeraliens
cvar_tai_numcivilians
cvar_tai_multiplayeraliens
cvar_tmob_death
cvar_tmob_wound
cvar_tmob_shoot
cvar_tmof_watching
cvar_tmof_teamkill
cvar_tmof_civilian
cvar_tmof_enemy
cvar_tmor_pain
cvar_tmor_default
cvar_tmor_distance
cvar_tmor_victim
cvar_tmor_attacker
cvar_tmon_teamfactor
cvar_tmor_regeneration
cvar_tmor_shaken
cvar_tmor_panic
cvar_tmor_brave
cvar_tm_sanity
cvar_tm_rage
cvar_tm_rage_stop
cvar_tm_panic_stop
cvar_tg_endlessaliens
cvar_tg_ailua
cvar_tg_aihumans
cvar_tg_aidebug
cvar_tg_drawtraces
cvar_tg_nodamage
cvar_tg_notu
cvar_tg_nospawn
cvar_tg_actorspeed
cvar_tg_lastseen
cvar_tflood_msgs
cvar_tflood_persecond
cvar_tflood_waitdelay
cvar_tg_difficulty

Detailed Description

Local definitions for game module.

Definition in file g_local.h.

Macro Definition Documentation

◆ _

#define _ ( String)
Value:
String

no gettext support for game lib - but we must be able to mark the strings

Definition at line 39 of file g_local.h.

◆ FL_CLIENTACTION

#define FL_CLIENTACTION   0x00000010

Edict flag to indicate, that the edict can be used in the context of a client action.

Definition at line 298 of file g_local.h.

Referenced by G_ActorSetClientAction(), G_EventSetClientAction(), Reset_TouchTrigger(), SP_func_door(), and Touch_TouchTrigger().

◆ FL_DESTROYABLE

#define FL_DESTROYABLE   0x00000004

If an edict is destroyable (like ET_BREAKABLE, ET_DOOR [if health set] or maybe a ET_MISSION [if health set]).

Note
e.g. misc_mission, func_breakable, func_door
If you mark an edict as breakable, you have to provide a destroy callback, too

Definition at line 289 of file g_local.h.

Referenced by G_ClientGetFreeSpawnPointForActorSize(), G_InitCamera(), SP_func_breakable(), SP_func_door(), SP_func_door_sliding(), and SP_func_rotating().

◆ FL_GROUPSLAVE

#define FL_GROUPSLAVE   0x00000008

not the first on the team

See also
groupMaster and groupChain

Definition at line 294 of file g_local.h.

Referenced by G_ActorUseDoor(), G_FindEdictGroups(), and Touch_DoorTrigger().

◆ FL_TRIGGERED

#define FL_TRIGGERED   0x00000100

Trigger the edict at spawn.

Definition at line 302 of file g_local.h.

Referenced by SP_func_door().

◆ G_FreeTags

#define G_FreeTags ( tag)
Value:
gi.FreeTags((tag), __FILE__, __LINE__)
game_import_t gi
Definition g_main.cpp:39

Definition at line 63 of file g_local.h.

Referenced by G_FreeAllInventory(), G_Shutdown(), and G_SpawnEntities().

◆ G_IsActive

#define G_IsActive ( ent)
Value:
((ent)->active)

Definition at line 128 of file g_local.h.

◆ G_IsActiveCamera

#define G_IsActiveCamera ( ent)
Value:
(G_IsCamera(ent) && G_IsActive(ent))
#define G_IsCamera(ent)
Definition g_local.h:129
#define G_IsActive(ent)
Definition g_local.h:128

Definition at line 130 of file g_local.h.

Referenced by G_FrustumVis(), G_Vis(), and G_VisCheckDist().

◆ G_IsActor

◆ G_IsAI

◆ G_IsAIPlayer

#define G_IsAIPlayer ( player)
Value:
((player)->pers.ai)

Definition at line 142 of file g_local.h.

Referenced by G_ClientEndRound(), G_ClientPrintf(), G_ClientShoot(), G_SetTeamForPlayer(), TEST_F(), and TEST_F().

◆ G_IsAlien

◆ G_IsBlockingMovementActor

#define G_IsBlockingMovementActor ( ent)
Value:
(((ent)->type == ET_ACTOR && !G_IsDead(ent)) || ent->type == ET_ACTOR2x2)
#define G_IsDead(ent)
Definition g_actor.h:34

Definition at line 150 of file g_local.h.

Referenced by G_ActorCheckRevitalise(), G_ActorFall(), G_ActorShouldStopInMidMove(), and G_BuildForbiddenList().

◆ G_IsBreakable

#define G_IsBreakable ( ent)
Value:
((ent)->flags & FL_DESTROYABLE)
#define FL_DESTROYABLE
If an edict is destroyable (like ET_BREAKABLE, ET_DOOR [if health set] or maybe a ET_MISSION [if heal...
Definition g_local.h:289

Definition at line 137 of file g_local.h.

Referenced by AI_CheckLineOfFire(), AI_SearchDestroyableObject(), G_ActorFall(), G_Damage(), G_EventShoot(), G_EventShootHidden(), G_ShootSingle(), G_SplashDamage(), and G_TakeDamage().

◆ G_IsBrushModel

#define G_IsBrushModel ( ent)
Value:
((ent)->type == ET_BREAKABLE || G_IsDoor(ent) || (ent)->type == ET_ROTATING)
#define G_IsDoor(ent)
Definition g_local.h:135
@ ET_ROTATING
Definition q_shared.h:158
@ ET_BREAKABLE
Definition q_shared.h:150
QGL_EXTERN GLint GLenum type
Definition r_gl.h:94

Definition at line 138 of file g_local.h.

Referenced by AI_CheckLineOfFire(), G_Damage(), and G_SplashDamage().

◆ G_IsCamera

#define G_IsCamera ( ent)
Value:
((ent)->type == ET_CAMERA)
@ ET_CAMERA
Definition q_shared.h:171

Definition at line 129 of file g_local.h.

◆ G_IsCivilian

◆ G_IsDoor

#define G_IsDoor ( ent)
Value:
((ent)->type == ET_DOOR || (ent)->type == ET_DOOR_SLIDING)
@ ET_DOOR
Definition q_shared.h:156
@ ET_DOOR_SLIDING
Definition q_shared.h:157

Definition at line 135 of file g_local.h.

Referenced by G_ClientAction().

◆ G_IsFire

#define G_IsFire ( ent)
Value:
((ent)->type == ET_FIRE)
@ ET_FIRE
Definition q_shared.h:169

Definition at line 132 of file g_local.h.

◆ G_IsItem

#define G_IsItem ( ent)
Value:
((ent)->type == ET_ITEM)
@ ET_ITEM
Definition q_shared.h:149

Definition at line 134 of file g_local.h.

Referenced by G_SendInventory().

◆ G_IsMultiPlayer

◆ G_IsSinglePlayer

#define G_IsSinglePlayer ( )

◆ G_IsSmoke

#define G_IsSmoke ( ent)
Value:
((ent)->type == ET_SMOKE)
@ ET_SMOKE
Definition q_shared.h:168

Definition at line 131 of file g_local.h.

Referenced by G_SmokeVis(), and G_TeamPointVis().

◆ G_IsTriggerNextMap

#define G_IsTriggerNextMap ( ent)
Value:
((ent)->type == ET_TRIGGER_NEXTMAP)
@ ET_TRIGGER_NEXTMAP
Definition q_shared.h:155

Definition at line 133 of file g_local.h.

Referenced by G_EdictsGetTriggerNextMaps().

◆ G_IsVisibleForTeam

#define G_IsVisibleForTeam ( ent,
team )

◆ G_IsVisibleOnBattlefield

#define G_IsVisibleOnBattlefield ( ent)
Value:
(G_IsActor((ent)) || G_IsItem(ent) || G_IsCamera(ent) || (ent)->type == ET_PARTICLE)
#define G_IsItem(ent)
Definition g_local.h:134
#define G_IsActor(ent)
Definition g_local.h:127
@ ET_PARTICLE
Definition q_shared.h:164
Note
Every none solid (none-bmodel) edict that is visible for the client

Definition at line 140 of file g_local.h.

Referenced by G_AppearPerishEvent(), and G_Vis().

◆ G_MemFree

#define G_MemFree ( ptr)
Value:
gi.TagFree((ptr), __FILE__, __LINE__)

Definition at line 65 of file g_local.h.

Referenced by AiAreaSearch::LQueue::clear(), AiAreaSearch::LQueue::dequeue(), G_FreeInventory(), and G_TriggerRemoveFromList().

◆ G_TagMalloc

#define G_TagMalloc ( size,
tag )

◆ G_TeamToVisMask

#define G_TeamToVisMask ( team)

◆ GAME_INCLUDE

#define GAME_INCLUDE
Note
define GAME_INCLUDE so that game.h does not define the short, server-visible player_t and Edict structures, because we define the full size ones in this file

Definition at line 45 of file g_local.h.

◆ GAMEVERSION

#define GAMEVERSION   "baseufo"

the "gameversion" client command will print this plus compile date

Definition at line 49 of file g_local.h.

Referenced by G_Init().

◆ INVDEF

#define INVDEF ( containerID)
Value:
(&gi.csi->ids[(containerID)])

Definition at line 61 of file g_local.h.

◆ MAX_SPOT_DIST

#define MAX_SPOT_DIST   4096

Definition at line 52 of file g_local.h.

Referenced by G_VisCheckDist().

◆ MAX_SPOT_DIST_CAMERA

#define MAX_SPOT_DIST_CAMERA   768

Definition at line 51 of file g_local.h.

Referenced by G_VisCheckDist().

◆ MORALE_RANDOM

#define MORALE_RANDOM ( mod)
Value:
( (mod) * (1.0 + 0.3*crand()) )
float crand(void)
Return random values between -1 and 1.
Definition mathlib.cpp:517

Definition at line 248 of file g_local.h.

Referenced by G_Morale(), and G_MoraleBehaviour().

◆ ngettext

◆ SERVER_FRAME_SECONDS

#define SERVER_FRAME_SECONDS   0.1

server is running at 10 fps

Definition at line 55 of file g_local.h.

Referenced by G_EdictsThink(), and G_RunFrame().

◆ TAG_GAME

#define TAG_GAME   765 /* clear when unloading the game library */

memory tags to allow dynamic memory to be cleaned up

Definition at line 58 of file g_local.h.

Referenced by G_EdictsConstruct(), G_Init(), G_Shutdown(), and Touch_NextMapTrigger().

◆ TAG_LEVEL

#define TAG_LEVEL   766 /* clear when loading a new level */

Enumeration Type Documentation

◆ edictMaterial_t

e.g. used for breakable objects

Enumerator
MAT_GLASS 
MAT_METAL 
MAT_ELECTRICAL 
MAT_WOOD 
MAT_MAX 

Definition at line 267 of file g_local.h.

Function Documentation

◆ G_CheckForceEndRound()

void G_CheckForceEndRound ( void )

Check whether a forced turn end should be executed.

Definition at line 39 of file g_round.cpp.

References _, G_ClientEndRound(), G_IsSinglePlayer, G_MatchIsRunning(), G_PlayerGetNextActiveHuman(), gi, level, PRINT_HUD, and sv_roundtimelimit.

Referenced by G_RunFrame().

◆ G_ClientCommand()

void G_ClientCommand ( Player & player)

Definition at line 423 of file g_cmds.cpp.

References G_Players_f(), G_Say_f(), gi, and Q_strcasecmp.

Referenced by GetGameAPI().

◆ G_ClientEndRound()

◆ G_InitCamera()

◆ G_MoraleBehaviour()

◆ G_SendPlayerStats()

void G_SendPlayerStats ( const Player & player)

Write player stats to network buffer.

See also
G_SendStats

Definition at line 49 of file g_stats.cpp.

References G_EdictsGetNextActor(), G_EventActorStats(), G_PlayerToPM, G_SendWoundStats(), and Edict::getTeam().

Referenced by G_ClientStartMatch().

◆ G_SendStats()

◆ G_ServerCommand()

void G_ServerCommand ( void )

ServerCommand will be called when an "sv" command is issued. The game can issue gi.Cmd_Argc() / gi.Cmd_Argv() commands to get the rest of the parameters.

See also
serverCommandList

Definition at line 337 of file g_svcmds.cpp.

References gi, Q_strcasecmp, SVCmd_AddIP_f(), SVCmd_AI_Add_f(), SVCmd_ListIP_f(), SVCmd_RemoveIP_f(), SVCmd_Win_f(), and SVCmd_WriteIP_f().

Referenced by GetGameAPI().

◆ SV_FilterPacket()

bool SV_FilterPacket ( const char * from)

Definition at line 104 of file g_svcmds.cpp.

References i, ipfilters, m, numipfilters, and sv_filterban.

Referenced by G_ClientConnect().

Variable Documentation

◆ ai_alienteam

cvar_t* ai_alienteam
extern

Definition at line 69 of file g_main.cpp.

Referenced by G_Init().

◆ ai_civilianteam

cvar_t* ai_civilianteam
extern

Definition at line 70 of file g_main.cpp.

Referenced by G_Init().

◆ ai_equipment

cvar_t* ai_equipment
extern

Definition at line 71 of file g_main.cpp.

Referenced by G_Init().

◆ ai_multiplayeraliens

cvar_t* ai_multiplayeraliens
extern

Definition at line 74 of file g_main.cpp.

Referenced by AI_CreatePlayer(), G_Init(), G_SpawnEntities(), and SP_alien_start().

◆ ai_numcivilians

cvar_t* ai_numcivilians
extern

Definition at line 73 of file g_main.cpp.

Referenced by AI_CreatePlayer(), G_Init(), and SP_civilian_start().

◆ ai_singleplayeraliens

cvar_t* ai_singleplayeraliens
extern

Definition at line 72 of file g_main.cpp.

Referenced by AI_CreatePlayer(), and G_Init().

◆ developer

cvar_t* developer
extern

Definition at line 46 of file common.cpp.

Referenced by Com_DPrintf(), Com_DPrintf(), G_Init(), Qcommon_Init(), and TEST_Shutdown().

◆ flood_msgs

cvar_t* flood_msgs
extern

Definition at line 121 of file g_main.cpp.

Referenced by G_CheckFlood(), and G_Init().

◆ flood_persecond

cvar_t* flood_persecond
extern

Definition at line 122 of file g_main.cpp.

Referenced by G_CheckFlood(), and G_Init().

◆ flood_waitdelay

cvar_t* flood_waitdelay
extern

Definition at line 123 of file g_main.cpp.

Referenced by G_CheckFlood(), and G_Init().

◆ g_actorspeed

cvar_t* g_actorspeed
extern

Definition at line 119 of file g_main.cpp.

Referenced by G_ClientMove(), and G_Init().

◆ g_aidebug

cvar_t* g_aidebug
extern

Definition at line 114 of file g_main.cpp.

Referenced by G_Init(), and G_TestVis().

◆ g_aihumans

cvar_t* g_aihumans
extern

Definition at line 113 of file g_main.cpp.

Referenced by AI_PlayerRun(), AI_Run(), and G_Init().

◆ g_ailua

cvar_t* g_ailua
extern

Definition at line 112 of file g_main.cpp.

Referenced by AI_ActorRun(), AI_PlayerRun(), AIL_select(), AIL_squad(), and G_Init().

◆ g_difficulty

cvar_t* g_difficulty
extern

Definition at line 125 of file g_main.cpp.

Referenced by AIL_difficulty(), G_Damage(), and G_Init().

◆ g_drawtraces

cvar_t* g_drawtraces
extern

Definition at line 115 of file g_main.cpp.

Referenced by G_Init(), and G_TraceDraw().

◆ g_endlessaliens

cvar_t* g_endlessaliens
extern

Definition at line 111 of file g_main.cpp.

Referenced by AI_CheckRespawn(), and G_Init().

◆ g_lastseen

cvar_t* g_lastseen
extern

Definition at line 120 of file g_main.cpp.

Referenced by G_ClientEndRound(), and G_Init().

◆ g_nodamage

cvar_t* g_nodamage
extern

Definition at line 116 of file g_main.cpp.

Referenced by G_Damage(), and G_Init().

◆ g_nospawn

cvar_t* g_nospawn
extern

Definition at line 118 of file g_main.cpp.

Referenced by G_Init(), and G_SetTeamForPlayer().

◆ g_notu

cvar_t* g_notu
extern

Definition at line 117 of file g_main.cpp.

Referenced by G_ActorSetTU(), and G_Init().

◆ game

◆ gi

game_import_t gi
extern

Definition at line 39 of file g_main.cpp.

Referenced by AI_CheckLineOfFire(), AI_CheckUsingDoor(), AI_CivilianCalcActionScore(), AI_CreatePlayer(), AI_FindBestFiredef(), AI_InitPlayer(), AI_PrepBestAction(), AI_SetCharacterValues(), AI_SetStats(), AI_TurnIntoDirection(), AIL_ActorThink(), AIL_Init(), AIL_InitActor(), AIL_missiontargets(), AIL_positionapproach(), AIL_positionmission(), AIL_positionshoot(), AIL_positionwander(), AIL_print(), AIL_see(), AIL_select(), AIL_Shutdown(), AIL_squad(), AIL_TeamThink(), AIL_toDistInt(), AIL_toShotPInt(), AIL_toSortInt(), AIL_toTeamInt(), AIL_toTeamString(), AIL_toVisInt(), AIL_toWanderPInt(), AIL_waypoints(), Edict::calcOrigin(), ReactionFire::canReact(), CheckNeedPass(), Com_DPrintf(), Com_Printf(), ReactionFireTargets::create(), ReactionFireTargets::destroy(), Destroy_Breakable(), Door_Use(), ED_ParseEdict(), FS_LoadPackFile(), G_Actor2x2Spawn(), G_ActorDieOrStun(), G_ActorFall(), G_ActorGetContentFlags(), G_ActorGetInjuryPenalty(), G_ActorInvMove(), G_ActorModifyCounters(), G_ActorMoveLength(), G_ActorSetMaxs(), G_ActorSpawn(), G_AddItemToFloor(), G_AppearPerishEvent(), G_CheckForceEndRound(), G_ClientAction(), G_ClientAssignDefaultActorValues(), G_ClientBegin(), G_ClientCommand(), G_ClientConnect(), G_ClientDisconnect(), G_ClientEndRound(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientInitActorStates(), G_ClientMove(), G_ClientPrintf(), G_ClientReadCharacter(), G_ClientReadInventory(), G_ClientShoot(), G_ClientSkipActorInfo(), G_ClientStartMatch(), G_ClientStateChange(), G_ClientTeamInfo(), G_ClientUserinfoChanged(), G_Damage(), G_EdictsGetByNum(), G_EventActorAdd(), G_EventActorAppear(), G_EventActorDie(), G_EventActorFall(), G_EventActorRevitalise(), G_EventActorSendReservations(), G_EventActorStateChange(), G_EventActorStats(), G_EventActorTurn(), G_EventActorWound(), G_EventAdd(), G_EventAddBrushModel(), G_EventCameraAppear(), G_EventCenterViewAt(), G_EventEdictAppear(), G_EventEdictPerish(), G_EventEnd(), G_EventEndRound(), G_EventEndRoundAnnounce(), G_EventInventoryAdd(), G_EventInventoryAmmo(), G_EventInventoryDelete(), G_EventInventoryReload(), G_EventModelExplode(), G_EventModelExplodeTriggered(), G_EventMoveCameraTo(), G_EventParticleSpawn(), G_EventReactionFireAbortShot(), G_EventReactionFireAddTarget(), G_EventReactionFireChange(), G_EventReactionFireRemoveTarget(), G_EventReactionFireTargetUpdate(), G_EventReset(), G_EventSendEdict(), G_EventSendParticle(), G_EventSendState(), G_EventSetClientAction(), G_EventShoot(), G_EventShootHidden(), G_EventSpawnFootstepSound(), G_EventSpawnSound(), G_EventStart(), G_EventStartShoot(), G_EventThrow(), G_FillDirectionTable(), G_FindPath(), G_FireAffectedSurface(), G_FreeEdict(), G_GetEquipDefByID(), G_GetEquipmentForAISpawn(), G_GetObjectForFiredef(), G_GetTeam(), G_Init(), G_InitCamera(), G_InventoryDropToFloorCheck(), G_InventoryRemoveItemByID(), G_InventoryToFloor(), G_MatchDoEnd(), G_MatchSendResults(), G_MissionAddVictoryMessage(), G_MissionReset(), G_MissionThink(), G_MissionTouch(), G_MissionUse(), G_MoveCalcLocal(), G_PrepareShot(), G_PrintStats(), G_ReadItem(), G_RecalcRouting(), G_RunFrame(), G_Say_f(), G_SendCharacterData(), G_SendFootstepSound(), G_ServerCommand(), G_SetTeamForPlayer(), G_ShootGrenade(), G_ShootSingle(), G_ShotMorale(), G_Shutdown(), G_Spawn(), G_SpawnAIPlayer(), G_SpawnEntities(), G_SpawnField(), G_SpawnFieldGroup(), G_SpawnFieldPart(), G_SpawnFloor(), G_SplashDamage(), G_TestLine(), G_TestLineWithEnts(), G_Trace(), G_TreatActor(), G_TriggerSpawn(), G_WriteItem(), G_WriteStep(), GetGameAPI(), AiAreaSearch::plotPos(), pos3L_goto(), SP_civilian_target(), SP_func_breakable(), SP_func_door(), SP_func_door_sliding(), SP_func_rotating(), SP_misc_fire(), SP_misc_item(), SP_misc_message(), SP_misc_mission(), SP_misc_model(), SP_misc_smoke(), SP_misc_smokestun(), SP_trigger_hurt(), SP_trigger_nextmap(), SP_trigger_rescue(), SP_trigger_touch(), SP_worldspawn(), SVCmd_AddIP_f(), SVCmd_AI_Add_f(), SVCmd_ListIP_f(), SVCmd_RemoveIP_f(), SVCmd_Win_f(), SVCmd_WriteIP_f(), Sys_Error(), Think_NextMapTrigger(), Touch_HurtTrigger(), and Touch_TouchTrigger().

◆ globals

◆ level

level_locals_t level
extern

Definition at line 38 of file g_main.cpp.

Referenced by cgame_import_t::__attribute__(), AI_CheckForMissionTargets(), AI_CheckRespawn(), AI_CivilianCalcActionScore(), AI_CreatePlayer(), AI_FighterCalcActionScore(), AI_FindMissionLocation(), AI_PanicCalcActionScore(), AI_PlayerRun(), AI_PrepBestAction(), AI_Run(), AI_SetStats(), AI_TurnIntoDirection(), AIL_findweapons(), AIL_missiontargets(), AIL_positionapproach(), AIL_positionflee(), AIL_positionmission(), AIL_positionshoot(), AIL_positionwander(), AIL_see(), AIL_waypoints(), B_Build(), CL_BattlescapeRadarGenerate_f(), CL_BattlescapeRadarGenerateAll(), Com_DPrintf(), Com_DPrintf(), Com_DPrintf(), G_ActionCheckForCurrentTeam(), G_Actor2x2Spawn(), G_ActorModifyCounters(), G_ActorMoveLength(), G_ActorSpawn(), G_ActorSpawnIsAllowed(), G_AddToWayPointList(), G_CheckFlood(), G_CheckForceEndRound(), G_CheckVis(), G_ClientBegin(), G_ClientDisconnect(), G_ClientEndRound(), G_ClientGetFreeSpawnPoint(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientMove(), G_ClientReadInventory(), G_ClientStartMatch(), G_EdictsThink(), G_EventEndRound(), G_FillDirectionTable(), G_FindPath(), G_GetActiveTeam(), G_GetEarnedExperience(), G_GetNextActiveTeam(), G_GetStartingTeam(), G_GetTeam(), G_MatchDoEnd(), G_MatchEndCheck(), G_MatchEndTrigger(), G_MatchIsRunning(), G_MatchSendResults(), G_MissionThink(), G_MissionTouch(), G_Morale(), G_MoveCalc(), G_ReactionFireCanBeEnabled(), G_RunFrame(), G_SendInvisible(), G_SetTeamForPlayer(), G_ShootGrenade(), G_SpawnEntities(), G_SpawnField(), glTexImage2D(), HOS_Entry(), ReactionFire::isEnemy(), IsInLevel(), MakeBspBrushList(), MapBrushesBounds(), OF(), OF(), pos3L_distance(), pos3L_goto(), R_AddClump(), R_GenerateGrass(), R_OrganizeClumps(), RADAR_Initialise(), RADAR_NotifyUFORemoved(), RADAR_UpdateBaseRadarCoverage_f(), SP_player_start(), SP_trigger_nextmap(), SP_worldspawn(), SV_BroadcastPrintf(), SV_BroadcastPrintf(), SV_ClientPrintf(), SV_ClientPrintf(), SV_PlayerPrintf(), TEST_F(), TEST_F(), TEST_F(), GameTest::testCountSpawnpointsForMapInMultiplayerMode(), GameTest::testCountSpawnpointsForMapInSingleplayerMode(), Think_SmokeAndFire(), Touch_NextMapTrigger(), TR_BuildTracingNode_r(), TR_TestLineSingleTile(), TR_TileTestLine(), TR_TileTestLineDM(), UI_CheckRadarImage(), UI_PrintNodeTree(), unzOpenCurrentFile2(), unzOpenCurrentFile3(), WEB_ListCGameFilesCallback(), and XVI_LoadXML().

◆ logstats

cvar_t* logstats
extern

Definition at line 48 of file g_main.cpp.

Referenced by G_Init().

◆ logstatsfile

FILE* logstatsfile
extern

Definition at line 49 of file g_main.cpp.

Referenced by G_Init(), G_PrintStats(), and G_Shutdown().

◆ m_panic_stop

cvar_t* m_panic_stop
extern

Definition at line 109 of file g_main.cpp.

Referenced by G_Init(), and G_MoraleStopPanic().

◆ m_rage

cvar_t* m_rage
extern

Definition at line 107 of file g_main.cpp.

Referenced by G_Init(), and G_MoraleBehaviour().

◆ m_rage_stop

cvar_t* m_rage_stop
extern

Definition at line 108 of file g_main.cpp.

Referenced by G_Init(), and G_MoraleStopRage().

◆ m_sanity

cvar_t* m_sanity
extern

Definition at line 106 of file g_main.cpp.

Referenced by G_Init(), and G_MoraleBehaviour().

◆ mob_death

cvar_t* mob_death
extern

Definition at line 77 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ mob_shoot

cvar_t* mob_shoot
extern

Definition at line 79 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ mob_wound

cvar_t* mob_wound
extern

Definition at line 78 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ mof_civilian

cvar_t* mof_civilian
extern

Definition at line 82 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ mof_enemy

cvar_t* mof_enemy
extern

Definition at line 83 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ mof_teamkill

cvar_t* mof_teamkill
extern

Definition at line 81 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ mof_watching

cvar_t* mof_watching
extern

Definition at line 80 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ mon_teamfactor

cvar_t* mon_teamfactor
extern

Definition at line 99 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ mor_attacker

cvar_t* mor_attacker
extern

Definition at line 96 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ mor_brave

cvar_t* mor_brave
extern

Definition at line 104 of file g_main.cpp.

Referenced by actorL_morale(), AI_HideNeeded(), and G_Init().

◆ mor_default

cvar_t* mor_default
extern

Definition at line 87 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ mor_distance

cvar_t* mor_distance
extern

Definition at line 90 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ mor_pain

cvar_t* mor_pain
extern

Definition at line 84 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ mor_panic

◆ mor_regeneration

cvar_t* mor_regeneration
extern

Definition at line 101 of file g_main.cpp.

Referenced by G_Init(), and G_MoraleBehaviour().

◆ mor_shaken

cvar_t* mor_shaken
extern

Definition at line 102 of file g_main.cpp.

Referenced by G_Init(), G_MoraleBehaviour(), and ReactionFire::isEnemy().

◆ mor_victim

cvar_t* mor_victim
extern

Definition at line 93 of file g_main.cpp.

Referenced by G_Init(), and G_Morale().

◆ password

◆ sv_ai

cvar_t* sv_ai
extern

Definition at line 60 of file g_main.cpp.

Referenced by AI_CreatePlayer(), and G_Init().

◆ sv_dedicated

◆ sv_enablemorale

cvar_t* sv_enablemorale
extern

Definition at line 55 of file g_main.cpp.

Referenced by G_Init(), G_IsMoraleEnabled(), SP_worldspawn(), and SV_Init().

◆ sv_filterban

cvar_t* sv_filterban
extern

Definition at line 58 of file g_main.cpp.

Referenced by G_Init(), SV_FilterPacket(), and SVCmd_WriteIP_f().

◆ sv_hurtaliens

cvar_t* sv_hurtaliens
extern

Definition at line 62 of file g_main.cpp.

Referenced by G_Init(), and G_SpawnEntities().

◆ sv_maxclients

cvar_t* sv_maxclients
extern

Definition at line 43 of file g_main.cpp.

◆ sv_maxentities

cvar_t* sv_maxentities
extern

Definition at line 57 of file g_main.cpp.

Referenced by G_Init().

◆ sv_maxplayersperteam

cvar_t* sv_maxplayersperteam
extern

Definition at line 52 of file g_main.cpp.

Referenced by G_Init().

◆ sv_maxsoldiersperplayer

cvar_t* sv_maxsoldiersperplayer
extern

Definition at line 54 of file g_main.cpp.

Referenced by G_ActorSpawnIsAllowed(), G_Init(), SP_worldspawn(), and SV_Init().

◆ sv_maxsoldiersperteam

cvar_t* sv_maxsoldiersperteam
extern

Definition at line 53 of file g_main.cpp.

Referenced by G_ActorSpawnIsAllowed(), G_Init(), SP_player_start(), SP_worldspawn(), and SV_Init().

◆ sv_maxteams

cvar_t* sv_maxteams
extern

Definition at line 59 of file g_main.cpp.

Referenced by G_GetTeam(), G_Init(), G_RunFrame(), and SP_worldspawn().

◆ sv_maxvelocity

cvar_t* sv_maxvelocity
extern

◆ sv_needpass

cvar_t* sv_needpass
extern

Definition at line 51 of file g_main.cpp.

Referenced by G_Init().

◆ sv_roundtimelimit

cvar_t* sv_roundtimelimit
extern

Definition at line 56 of file g_main.cpp.

Referenced by G_CheckForceEndRound(), G_ClientStartMatch(), G_Init(), and G_RunFrame().

◆ sv_shot_origin

cvar_t* sv_shot_origin
extern

Definition at line 63 of file g_main.cpp.

Referenced by G_Init(), and G_ShootSingle().

◆ sv_teamplay

cvar_t* sv_teamplay
extern

Definition at line 61 of file g_main.cpp.

Referenced by G_ClientBegin(), G_ClientEndRound(), G_GetTeam(), G_Init(), and G_SetTeamForPlayer().