nuclide/src/server/defs.h

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/*
* Copyright (c) 2016-2020 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.
*/
#include "gamerules.h"
#include "sentences.h"
#include "skill.h"
#include "logging.h"
#include "vox.h"
#include "nodes.h"
#include "spawn.h"
#include "weapons.h"
#include "plugins.h"
#include "vehicles.h"
#define CLASSEXPORT(classname,classa) void classname(void) { spawnfunc_##classa(); }
#define AREAPORTAL_CLOSED 0
#define AREAPORTAL_OPEN 1
var int autocvar_mp_flashlight = TRUE;
void FX_Impact(int, vector, vector);
void FX_Explosion(vector);
void FX_GibHuman(vector);
void Footsteps_Update(void);
void Vox_Broadcast(string sMessage);
void TraceAttack_FireBullets(int, vector, int, vector, int);
#ifdef BULLETPENETRATION
void TraceAttack_SetPenetrationPower(int);
#endif
void Damage_Radius(vector, entity, float, float, int, int);
void Damage_Apply(entity, entity, float, int, int);
void Client_TriggerCamera(entity, vector, vector, float);
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(void) PlayerUse;
.int iBleeds;
.entity eUser;
.float material;
.float deaths;
.float fStepTime;
.float identity;
/* 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;
int trace_surfaceflagsi;
string startspot;
string __fullspawndata;
hashtable hashMaterials;
/* damage related tempglobals, like trace_* */
entity g_dmg_eAttacker;
entity g_dmg_eTarget;
int g_dmg_iDamage;
int g_dmg_iHitBody;
int g_dmg_iFlags;
int g_dmg_iWeapon;