nuclide/src/server/defs.h

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/*
* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#define CLASSEXPORT(classname,classa) void classname ( void ) { spawnfunc_##classa(); }
var int autocvar_mp_flashlight = TRUE;
var int g_hlbsp_materials = FALSE;
void Effect_Impact( int iType, vector vPos, vector vNormal );
void Effect_CreateExplosion( vector vPos );
void Effect_GibHuman( vector vPos);
void Footsteps_Update( void );
void Vox_Broadcast(string sMessage);
void TraceAttack_FireBullets(int , vector, int, vector, int);
void Damage_Radius( vector, entity, float, float, int, int);
void Damage_Apply( entity, entity, float, int, int);
void Client_TriggerCamera( entity eTarget, vector vPos, vector vEndPos, float fResetTime );
void Client_FixAngle(entity, vector);
void Game_Input(void);
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int Rules_IsTeamPlay(void);
entity eActivator;
entity g_eAttacker;
/* Generic entity fields */
.void() PlayerUse;
.int iBleeds;
.entity eUser;
.float material;
.float armor;
.float deaths;
.float fStepTime;
/* in idTech the .owner field causes collisions to fail against set entity,
* we don't want this all of the time. so use this as a fallback */
.entity real_owner;
string startspot;
string __fullspawndata;
hashtable hashMaterials;
.float gflags;
enumflags
{
GF_CANRESPAWN,
GF_USE_RELEASED,
GF_IN_VEHICLE,
GF_FROZEN,
GF_SEMI_TOGGLED,
GF_GAMESTARTS
};