/* * Copyright (c) 2016-2021 Marco Hladik * * 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 "nodes.h" #include "spawn.h" #include "weapons.h" #include "plugins.h" #include "traceattack.h" #include "footsteps.h" #define AREAPORTAL_CLOSED 0 #define AREAPORTAL_OPEN 1 var int autocvar_mp_flashlight = TRUE; void FX_Impact(impactType_t, vector, vector); void FX_Explosion(vector); void FX_GibHuman(vector); void Footsteps_Update(void); 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, damageType_t); void Client_FixAngle(entity, vector); void Client_ShakeOnce(vector, float, float, float, float); void Game_ServerModelEvent(float, int, string); void Event_ServerModelEvent(float, int, string); void Game_Input(void); int Rules_IsTeamPlay(void); entity eActivator; /* Generic entity fields */ .void(void) PlayerUse; .int iBleeds; .entity eUser; .float material; .float deaths; .float identity; .float botinfo; /* 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_iRealDamage; bodyType_t g_dmg_iHitBody; int g_dmg_iFlags; int g_dmg_iWeapon; var int g_ents_initialized = FALSE; /* main is a qcc leftover */ void main(void) { } #define SAVE_DECIMAL(x,y,z) fputs(x, sprintf("%S \"%d\" ", y, z)) #define SAVE_INTEGER(x,y,z) fputs(x, sprintf("%S \"%i\" ", y, z)) #define SAVE_FLOAT(x,y,z) fputs(x, sprintf("%S \"%f\" ", y, z)) #define SAVE_VECTOR(x,y,z) fputs(x, sprintf("%S \"%v\" ", y, z)) #define SAVE_STRING(x,y,z) fputs(x, sprintf("%S \"%s\" ", y, z)) #define SAVE_HEX(x,y,z) fputs(x, sprintf("%S \"%x\" ", y, z))