66 gi.BroadcastPrintf(
PRINT_HUD,
_(
"%s forces are attacking %s target zone!"),
86 touched = touched->
next;
92 gi.BroadcastPrintf(
PRINT_HUD,
_(
"%s forces have occupied their target zone!"), actorTeam);
102 Item* item =
nullptr;
135 touched = touched->
next;
142 gi.BroadcastPrintf(
PRINT_HUD,
_(
"%s forces have left their target zone!"), actTeam);
155 gi.DPrintf(
"Target '%s' wasn't found for misc_mission\n", self->
target);
167 }
else if (target->
use)
168 target->
use(target, activator);
179 touched = touched->
next;
216 for (; ic; ic = ic->
getNext()) {
234 const int endTime =
level.actualRound - chain->
count;
239 if (!chain->
count || endTime < chain->time ||
240 (endTime == chain->
time && spawnIndex < currentIndex))
251 const bool endMission = self->
target ==
nullptr;
254 const int team = self->
getTeam();
260 if (chain->
item !=
nullptr) {
262 if (item !=
nullptr) {
271 if (chain->
link !=
nullptr) {
273 if (particle !=
nullptr) {
277 chain->
link =
nullptr;
282 const char* msg = chain->
message;
#define INVDEF(containerID)
Item * getNextItem(const Item *prev) const
const invDef_t * def() const
bool isSameTeamAs(const Edict *other) const
bool(* use)(Edict *self, Edict *activator)
bool(* destroy)(Edict *self)
bool isOpponent(const Actor *actor) const
Check if given actor is an enemy.
linkedList_t * touchedList
const Container * getNextCont(const Container *prev, bool inclTemp=false) const
item instance data, with linked list capability
const objDef_t * def(void) const
void Com_Printf(const char *const fmt,...)
bool G_IsLivingActor(const Edict *ent)
Checks whether the given edict is a living actor.
bool G_ActorInvMove(Actor *actor, const invDef_t *fromContType, Item *fItem, const invDef_t *toContType, int tx, int ty, bool checkaction)
Moves an item inside an inventory. Floors are handled special.
void G_AppearPerishEvent(playermask_t playerMask, bool appear, Edict &check, const Edict *ent)
Send the appear or perish event to the affected clients.
playermask_t G_VisToPM(teammask_t teamMask)
Converts vis mask to player mask.
Interface for g_client.cpp.
Actor * makeActor(Edict *ent)
Convert an Edict pointer into an Actor pointer.
Edict * G_EdictsFindTargetEntity(const char *target)
Searches the edict that has the given target as targetname set.
functions to handle the storage and lifecycle of all edicts in the game module.
void G_EventPerish(const Edict &ent)
Send an event to all clients that are seeing the given edict, that it just has disappeared.
bool G_InventoryRemoveItemByID(const char *itemID, Edict *ent, containerIndex_t container)
Removes one particular item from a given container.
Edict * G_GetFloorItems(Edict *ent)
Prepares a list of items on the floor at given entity position.
#define G_IsCivilian(ent)
void G_MatchEndTrigger(int team, int timeGap)
Triggers the end of the game. Will be executed in the next server (or game) frame.
bool G_MatchIsRunning(void)
Checks whether the game is running (active team and no intermission time).
static const char * G_MissionGetTeamString(const int team)
bool G_MissionTouch(Edict *self, Edict *activator)
Mission trigger.
static bool G_MissionIsTouched(Edict *self)
bool G_MissionUse(Edict *self, Edict *activator)
Mission trigger use function.
void G_MissionThink(Edict *self)
void G_MissionReset(Edict *self, Edict *activator)
void G_MissionAddVictoryMessage(const char *message)
Mission related code - king of the hill and so on.
Edict * G_SpawnParticle(const vec3_t origin, int spawnflags, const char *particle)
Brings new objects into the world.
#define G_ValidMessage(ent)
Edict * G_GetEdictFromPos(const pos3_t pos, const entity_type_t type)
Searches an edict of the given type at the given grid location.
bool G_UseEdict(Edict *ent, Edict *activator)
Call the 'use' function for the given edict and all its group members.
void G_FreeEdict(Edict *ent)
Marks the edict as free.
Misc utility functions for game module.
#define CS_VICTORY_CONDITIONS
const char * va(const char *format,...)
does a varargs printf into a temp buffer, so I don't need to have varargs versions of all text functi...
Defines all attributes of objects used in the inventory.