unsigned int playermask_t
Local definitions for game module.
void G_GenerateEntList(const char *entList[MAX_EDICTS])
creates an entity list
void G_CompleteRecalcRouting(void)
void G_RecalcRouting(const char *model, const GridBox &box)
playermask_t G_GetClosePlayerMask(const vec3_t origin, float radius)
Assembles a player mask for those players that have a living team member close to the given location.
uint32_t G_GetLevelFlagsFromPos(const pos3_t pos)
Calculates the level flags for a given grid position.
void G_TouchEdicts(Edict *trigger, float extend)
Call after linking a new trigger in or destroying a bmodel during gameplay to force all entities it c...
int G_TouchSolids(Edict *ent, float extend)
Call after making a step to a new grid tile to immediately touch edicts whose bbox intersects with th...
int G_TouchTriggers(Edict *ent, const entity_type_t type)
Check the world against triggers for the current entity.
void G_PrintActorStats(const Edict *victim, const Edict *attacker, const fireDef_t *fd)
Prints stats about who killed who with what and how.
Edict * G_FindRadius(Edict *from, const vec3_t org, float rad, entity_type_t type)
Returns entities that have origins within a spherical area.
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.
trace_t G_Trace(const Line &trLine, const Edict *passent, int contentmask)
collision detection - this version is more accurate and includes entity tests
const char * G_GetPlayerName(int pnum)
Returns the player name for a give player number.
void G_TakeDamage(Edict *ent, int damage)
Applies the given damage value to an edict that is either an actor or has the FL_DESTROYABLE flag set...
bool G_TestLine(const vec3_t start, const vec3_t end)
fast version of a line trace but without including entities
bool G_TestLineWithEnts(const vec3_t start, const vec3_t end)
fast version of a line trace including entities
void G_FreeEdict(Edict *e)
Marks the edict as free.
void G_PrintStats(const char *format,...) __attribute__((format(__printf__
const char * G_GetWeaponNameForFiredef(const fireDef_t *fd)
Returns the corresponding weapon name for a given fire definition.
Player * G_GetPlayerForTeam(int team)
Gets player for given team.
Edict * G_GetEdictFromPosExcluding(const pos3_t pos, const int n,...)
Searches an edict that is not of the given types at the given grid location.
void format(__printf__, 1, 2)))
QGL_EXTERN GLint GLenum type
this is a fire definition for our weapons/ammo