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Definition at line 26 of file g_public.h. |
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Definition at line 38 of file g_public.h. Referenced by LogExit(). |
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Definition at line 39 of file g_public.h. |
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Definition at line 47 of file g_public.h. |
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Definition at line 36 of file g_public.h. |
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Definition at line 32 of file g_public.h. |
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Definition at line 44 of file g_public.h. |
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Definition at line 48 of file g_public.h. |
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Definition at line 40 of file g_public.h. |
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Definition at line 41 of file g_public.h. |
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Definition at line 397 of file g_public.h. 00397 {
00398 GAME_INIT, // ( int levelTime, int randomSeed, int restart );
00399 // init and shutdown will be called every single level
00400 // The game should call G_GET_ENTITY_TOKEN to parse through all the
00401 // entity configuration text and spawn gentities.
00402
00403 GAME_SHUTDOWN, // (void);
00404
00405 GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime, qboolean isBot );
00406 // return NULL if the client is allowed to connect, otherwise return
00407 // a text string with the reason for denial
00408
00409 GAME_CLIENT_BEGIN, // ( int clientNum );
00410
00411 GAME_CLIENT_USERINFO_CHANGED, // ( int clientNum );
00412
00413 GAME_CLIENT_DISCONNECT, // ( int clientNum );
00414
00415 GAME_CLIENT_COMMAND, // ( int clientNum );
00416
00417 GAME_CLIENT_THINK, // ( int clientNum );
00418
00419 GAME_RUN_FRAME, // ( int levelTime );
00420
00421 GAME_CONSOLE_COMMAND, // ( void );
00422 // ConsoleCommand will be called when a command has been issued
00423 // that is not recognized as a builtin function.
00424 // The game can issue trap_argc() / trap_argv() commands to get the command
00425 // and parameters. Return qfalse if the game doesn't recognize it as a command.
00426
00427 BOTAI_START_FRAME // ( int time );
00428 } gameExport_t;
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Definition at line 106 of file g_public.h. 00106 {
00107 //============== general Quake services ==================
00108
00109 G_PRINT, // ( const char *string );
00110 // print message on the local console
00111
00112 G_ERROR, // ( const char *string );
00113 // abort the game
00114
00115 G_MILLISECONDS, // ( void );
00116 // get current time for profiling reasons
00117 // this should NOT be used for any game related tasks,
00118 // because it is not journaled
00119
00120 // console variable interaction
00121 G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
00122 G_CVAR_UPDATE, // ( vmCvar_t *vmCvar );
00123 G_CVAR_SET, // ( const char *var_name, const char *value );
00124 G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name );
00125
00126 G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize );
00127
00128 G_ARGC, // ( void );
00129 // ClientCommand and ServerCommand parameter access
00130
00131 G_ARGV, // ( int n, char *buffer, int bufferLength );
00132
00133 G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode );
00134 G_FS_READ, // ( void *buffer, int len, fileHandle_t f );
00135 G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f );
00136 G_FS_FCLOSE_FILE, // ( fileHandle_t f );
00137
00138 G_SEND_CONSOLE_COMMAND, // ( const char *text );
00139 // add commands to the console as if they were typed in
00140 // for map changing, etc
00141
00142
00143 //=========== server specific functionality =============
00144
00145 G_LOCATE_GAME_DATA, // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
00146 // playerState_t *clients, int sizeofGameClient );
00147 // the game needs to let the server system know where and how big the gentities
00148 // are, so it can look at them directly without going through an interface
00149
00150 G_DROP_CLIENT, // ( int clientNum, const char *reason );
00151 // kick a client off the server with a message
00152
00153 G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... );
00154 // reliably sends a command string to be interpreted by the given
00155 // client. If clientNum is -1, it will be sent to all clients
00156
00157 G_SET_CONFIGSTRING, // ( int num, const char *string );
00158 // config strings hold all the index strings, and various other information
00159 // that is reliably communicated to all clients
00160 // All of the current configstrings are sent to clients when
00161 // they connect, and changes are sent to all connected clients.
00162 // All confgstrings are cleared at each level start.
00163
00164 G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize );
00165
00166 G_GET_USERINFO, // ( int num, char *buffer, int bufferSize );
00167 // userinfo strings are maintained by the server system, so they
00168 // are persistant across level loads, while all other game visible
00169 // data is completely reset
00170
00171 G_SET_USERINFO, // ( int num, const char *buffer );
00172
00173 G_GET_SERVERINFO, // ( char *buffer, int bufferSize );
00174 // the serverinfo info string has all the cvars visible to server browsers
00175
00176 G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name );
00177 // sets mins and maxs based on the brushmodel name
00178
00179 G_TRACE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
00180 // collision detection against all linked entities
00181
00182 G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum );
00183 // point contents against all linked entities
00184
00185 G_IN_PVS, // ( const vec3_t p1, const vec3_t p2 );
00186
00187 G_IN_PVS_IGNORE_PORTALS, // ( const vec3_t p1, const vec3_t p2 );
00188
00189 G_ADJUST_AREA_PORTAL_STATE, // ( gentity_t *ent, qboolean open );
00190
00191 G_AREAS_CONNECTED, // ( int area1, int area2 );
00192
00193 G_LINKENTITY, // ( gentity_t *ent );
00194 // an entity will never be sent to a client or used for collision
00195 // if it is not passed to linkentity. If the size, position, or
00196 // solidity changes, it must be relinked.
00197
00198 G_UNLINKENTITY, // ( gentity_t *ent );
00199 // call before removing an interactive entity
00200
00201 G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
00202 // EntitiesInBox will return brush models based on their bounding box,
00203 // so exact determination must still be done with EntityContact
00204
00205 G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
00206 // perform an exact check against inline brush models of non-square shape
00207
00208 // access for bots to get and free a server client (FIXME?)
00209 G_BOT_ALLOCATE_CLIENT, // ( void );
00210
00211 G_BOT_FREE_CLIENT, // ( int clientNum );
00212
00213 G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd )
00214
00215 G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize )
00216 // Retrieves the next string token from the entity spawn text, returning
00217 // false when all tokens have been parsed.
00218 // This should only be done at GAME_INIT time.
00219
00220 G_FS_GETFILELIST,
00221 G_DEBUG_POLYGON_CREATE,
00222 G_DEBUG_POLYGON_DELETE,
00223 G_REAL_TIME,
00224 G_SNAPVECTOR,
00225
00226 G_TRACECAPSULE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
00227 G_ENTITY_CONTACTCAPSULE, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
00228
00229 // 1.32
00230 G_FS_SEEK,
00231
00232 BOTLIB_SETUP = 200, // ( void );
00233 BOTLIB_SHUTDOWN, // ( void );
00234 BOTLIB_LIBVAR_SET,
00235 BOTLIB_LIBVAR_GET,
00236 BOTLIB_PC_ADD_GLOBAL_DEFINE,
00237 BOTLIB_START_FRAME,
00238 BOTLIB_LOAD_MAP,
00239 BOTLIB_UPDATENTITY,
00240 BOTLIB_TEST,
00241
00242 BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent );
00243 BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size );
00244 BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd );
00245
00246 BOTLIB_AAS_ENABLE_ROUTING_AREA = 300,
00247 BOTLIB_AAS_BBOX_AREAS,
00248 BOTLIB_AAS_AREA_INFO,
00249 BOTLIB_AAS_ENTITY_INFO,
00250
00251 BOTLIB_AAS_INITIALIZED,
00252 BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX,
00253 BOTLIB_AAS_TIME,
00254
00255 BOTLIB_AAS_POINT_AREA_NUM,
00256 BOTLIB_AAS_TRACE_AREAS,
00257
00258 BOTLIB_AAS_POINT_CONTENTS,
00259 BOTLIB_AAS_NEXT_BSP_ENTITY,
00260 BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY,
00261 BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY,
00262 BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY,
00263 BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY,
00264
00265 BOTLIB_AAS_AREA_REACHABILITY,
00266
00267 BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA,
00268
00269 BOTLIB_AAS_SWIMMING,
00270 BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT,
00271
00272 BOTLIB_EA_SAY = 400,
00273 BOTLIB_EA_SAY_TEAM,
00274 BOTLIB_EA_COMMAND,
00275
00276 BOTLIB_EA_ACTION,
00277 BOTLIB_EA_GESTURE,
00278 BOTLIB_EA_TALK,
00279 BOTLIB_EA_ATTACK,
00280 BOTLIB_EA_USE,
00281 BOTLIB_EA_RESPAWN,
00282 BOTLIB_EA_CROUCH,
00283 BOTLIB_EA_MOVE_UP,
00284 BOTLIB_EA_MOVE_DOWN,
00285 BOTLIB_EA_MOVE_FORWARD,
00286 BOTLIB_EA_MOVE_BACK,
00287 BOTLIB_EA_MOVE_LEFT,
00288 BOTLIB_EA_MOVE_RIGHT,
00289
00290 BOTLIB_EA_SELECT_WEAPON,
00291 BOTLIB_EA_JUMP,
00292 BOTLIB_EA_DELAYED_JUMP,
00293 BOTLIB_EA_MOVE,
00294 BOTLIB_EA_VIEW,
00295
00296 BOTLIB_EA_END_REGULAR,
00297 BOTLIB_EA_GET_INPUT,
00298 BOTLIB_EA_RESET_INPUT,
00299
00300
00301 BOTLIB_AI_LOAD_CHARACTER = 500,
00302 BOTLIB_AI_FREE_CHARACTER,
00303 BOTLIB_AI_CHARACTERISTIC_FLOAT,
00304 BOTLIB_AI_CHARACTERISTIC_BFLOAT,
00305 BOTLIB_AI_CHARACTERISTIC_INTEGER,
00306 BOTLIB_AI_CHARACTERISTIC_BINTEGER,
00307 BOTLIB_AI_CHARACTERISTIC_STRING,
00308
00309 BOTLIB_AI_ALLOC_CHAT_STATE,
00310 BOTLIB_AI_FREE_CHAT_STATE,
00311 BOTLIB_AI_QUEUE_CONSOLE_MESSAGE,
00312 BOTLIB_AI_REMOVE_CONSOLE_MESSAGE,
00313 BOTLIB_AI_NEXT_CONSOLE_MESSAGE,
00314 BOTLIB_AI_NUM_CONSOLE_MESSAGE,
00315 BOTLIB_AI_INITIAL_CHAT,
00316 BOTLIB_AI_REPLY_CHAT,
00317 BOTLIB_AI_CHAT_LENGTH,
00318 BOTLIB_AI_ENTER_CHAT,
00319 BOTLIB_AI_STRING_CONTAINS,
00320 BOTLIB_AI_FIND_MATCH,
00321 BOTLIB_AI_MATCH_VARIABLE,
00322 BOTLIB_AI_UNIFY_WHITE_SPACES,
00323 BOTLIB_AI_REPLACE_SYNONYMS,
00324 BOTLIB_AI_LOAD_CHAT_FILE,
00325 BOTLIB_AI_SET_CHAT_GENDER,
00326 BOTLIB_AI_SET_CHAT_NAME,
00327
00328 BOTLIB_AI_RESET_GOAL_STATE,
00329 BOTLIB_AI_RESET_AVOID_GOALS,
00330 BOTLIB_AI_PUSH_GOAL,
00331 BOTLIB_AI_POP_GOAL,
00332 BOTLIB_AI_EMPTY_GOAL_STACK,
00333 BOTLIB_AI_DUMP_AVOID_GOALS,
00334 BOTLIB_AI_DUMP_GOAL_STACK,
00335 BOTLIB_AI_GOAL_NAME,
00336 BOTLIB_AI_GET_TOP_GOAL,
00337 BOTLIB_AI_GET_SECOND_GOAL,
00338 BOTLIB_AI_CHOOSE_LTG_ITEM,
00339 BOTLIB_AI_CHOOSE_NBG_ITEM,
00340 BOTLIB_AI_TOUCHING_GOAL,
00341 BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE,
00342 BOTLIB_AI_GET_LEVEL_ITEM_GOAL,
00343 BOTLIB_AI_AVOID_GOAL_TIME,
00344 BOTLIB_AI_INIT_LEVEL_ITEMS,
00345 BOTLIB_AI_UPDATE_ENTITY_ITEMS,
00346 BOTLIB_AI_LOAD_ITEM_WEIGHTS,
00347 BOTLIB_AI_FREE_ITEM_WEIGHTS,
00348 BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC,
00349 BOTLIB_AI_ALLOC_GOAL_STATE,
00350 BOTLIB_AI_FREE_GOAL_STATE,
00351
00352 BOTLIB_AI_RESET_MOVE_STATE,
00353 BOTLIB_AI_MOVE_TO_GOAL,
00354 BOTLIB_AI_MOVE_IN_DIRECTION,
00355 BOTLIB_AI_RESET_AVOID_REACH,
00356 BOTLIB_AI_RESET_LAST_AVOID_REACH,
00357 BOTLIB_AI_REACHABILITY_AREA,
00358 BOTLIB_AI_MOVEMENT_VIEW_TARGET,
00359 BOTLIB_AI_ALLOC_MOVE_STATE,
00360 BOTLIB_AI_FREE_MOVE_STATE,
00361 BOTLIB_AI_INIT_MOVE_STATE,
00362
00363 BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON,
00364 BOTLIB_AI_GET_WEAPON_INFO,
00365 BOTLIB_AI_LOAD_WEAPON_WEIGHTS,
00366 BOTLIB_AI_ALLOC_WEAPON_STATE,
00367 BOTLIB_AI_FREE_WEAPON_STATE,
00368 BOTLIB_AI_RESET_WEAPON_STATE,
00369
00370 BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION,
00371 BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC,
00372 BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC,
00373 BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL,
00374 BOTLIB_AI_GET_MAP_LOCATION_GOAL,
00375 BOTLIB_AI_NUM_INITIAL_CHATS,
00376 BOTLIB_AI_GET_CHAT_MESSAGE,
00377 BOTLIB_AI_REMOVE_FROM_AVOID_GOALS,
00378 BOTLIB_AI_PREDICT_VISIBLE_POSITION,
00379
00380 BOTLIB_AI_SET_AVOID_GOAL_TIME,
00381 BOTLIB_AI_ADD_AVOID_SPOT,
00382 BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL,
00383 BOTLIB_AAS_PREDICT_ROUTE,
00384 BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX,
00385
00386 BOTLIB_PC_LOAD_SOURCE,
00387 BOTLIB_PC_FREE_SOURCE,
00388 BOTLIB_PC_READ_TOKEN,
00389 BOTLIB_PC_SOURCE_FILE_AND_LINE
00390
00391 } gameImport_t;
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1.3.9.1