codemp/game/bg_public.h File Reference

#include "bg_weapons.h"
#include "anims.h"
#include "bg_vehicles.h"
#include "../namespace_begin.h"
#include "../namespace_end.h"

Go to the source code of this file.

Data Structures

struct  animation_s
struct  animevent_s
struct  bgEntity_s
struct  bgLoadedAnim_t
struct  bgLoadedEvents_t
struct  gitem_s
struct  pmove_t
struct  saberMoveData_t

Defines

#define MAX_SPAWN_VARS   64
#define MAX_SPAWN_VARS_CHARS   4096
#define GAME_VERSION   "basejka-1"
#define STEPSIZE   18
#define DEFAULT_GRAVITY   800
#define GIB_HEALTH   -40
#define ARMOR_PROTECTION   0.50
#define ARMOR_REDUCTION_FACTOR   0.50
#define JUMP_VELOCITY   225
#define MAX_ITEMS   256
#define RANK_TIED_FLAG   0x4000
#define ITEM_RADIUS   15
#define SCORE_NOT_PRESENT   -9999
#define VOTE_TIME   30000
#define DEFAULT_MINS_2   -24
#define DEFAULT_MAXS_2   40
#define CROUCH_MAXS_2   16
#define STANDARD_VIEWHEIGHT_OFFSET   -4
#define MINS_Z   -24
#define DEFAULT_VIEWHEIGHT   (DEFAULT_MAXS_2+STANDARD_VIEWHEIGHT_OFFSET)
#define CROUCH_VIEWHEIGHT   (CROUCH_MAXS_2+STANDARD_VIEWHEIGHT_OFFSET)
#define DEAD_VIEWHEIGHT   -16
#define MAX_CLIENT_SCORE_SEND   20
#define CS_MUSIC   2
#define CS_MESSAGE   3
#define CS_MOTD   4
#define CS_WARMUP   5
#define CS_SCORES1   6
#define CS_SCORES2   7
#define CS_VOTE_TIME   8
#define CS_VOTE_STRING   9
#define CS_VOTE_YES   10
#define CS_VOTE_NO   11
#define CS_TEAMVOTE_TIME   12
#define CS_TEAMVOTE_STRING   14
#define CS_TEAMVOTE_YES   16
#define CS_TEAMVOTE_NO   18
#define CS_GAME_VERSION   20
#define CS_LEVEL_START_TIME   21
#define CS_INTERMISSION   22
#define CS_FLAGSTATUS   23
#define CS_SHADERSTATE   24
#define CS_BOTINFO   25
#define CS_ITEMS   27
#define CS_CLIENT_JEDIMASTER   28
#define CS_CLIENT_DUELWINNER   29
#define CS_CLIENT_DUELISTS   30
#define CS_CLIENT_DUELHEALTHS   31
#define CS_GLOBAL_AMBIENT_SET   32
#define CS_AMBIENT_SET   37
#define CS_SIEGE_STATE   (CS_AMBIENT_SET+MAX_AMBIENT_SETS)
#define CS_SIEGE_OBJECTIVES   (CS_SIEGE_STATE+1)
#define CS_SIEGE_TIMEOVERRIDE   (CS_SIEGE_OBJECTIVES+1)
#define CS_SIEGE_WINTEAM   (CS_SIEGE_TIMEOVERRIDE+1)
#define CS_SIEGE_ICONS   (CS_SIEGE_WINTEAM+1)
#define CS_MODELS   (CS_SIEGE_ICONS+1)
#define CS_SKYBOXORG   (CS_MODELS+MAX_MODELS)
#define CS_SOUNDS   (CS_SKYBOXORG+1)
#define CS_ICONS   (CS_SOUNDS+MAX_SOUNDS)
#define CS_PLAYERS   (CS_ICONS+MAX_ICONS)
#define CS_G2BONES   (CS_PLAYERS+MAX_CLIENTS)
#define CS_LOCATIONS   (CS_G2BONES+MAX_G2BONES)
#define CS_PARTICLES   (CS_LOCATIONS+MAX_LOCATIONS)
#define CS_EFFECTS   (CS_PARTICLES+MAX_LOCATIONS)
#define CS_LIGHT_STYLES   (CS_EFFECTS + MAX_FX)
#define CS_TERRAINS   (CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
#define CS_BSP_MODELS   (CS_TERRAINS + MAX_TERRAINS)
#define CS_MAX   (CS_BSP_MODELS + MAX_SUB_BSP)
#define G2_MODEL_PART   50
#define BG_NUM_TOGGLEABLE_SURFACES   31
#define MAX_CUSTOM_SIEGE_SOUNDS   30
#define TOSS_DEBOUNCE_TIME   5000
#define MAX_ANIM_FILES   16
#define MAX_ANIM_EVENTS   300
#define MAX_RANDOM_ANIM_SOUNDS   4
#define AED_ARRAY_SIZE   (MAX_RANDOM_ANIM_SOUNDS+3)
#define AED_SOUNDINDEX_START   0
#define AED_SOUNDINDEX_END   (MAX_RANDOM_ANIM_SOUNDS-1)
#define AED_SOUND_NUMRANDOMSNDS   (MAX_RANDOM_ANIM_SOUNDS)
#define AED_SOUND_PROBABILITY   (MAX_RANDOM_ANIM_SOUNDS+1)
#define AED_SOUNDCHANNEL   (MAX_RANDOM_ANIM_SOUNDS+2)
#define AED_FOOTSTEP_TYPE   0
#define AED_FOOTSTEP_PROBABILITY   1
#define AED_EFFECTINDEX   0
#define AED_BOLTINDEX   1
#define AED_EFFECT_PROBABILITY   2
#define AED_MODELINDEX   3
#define AED_FIRE_ALT   0
#define AED_FIRE_PROBABILITY   1
#define AED_MOVE_FWD   0
#define AED_MOVE_RT   1
#define AED_MOVE_UP   2
#define AED_SABER_SWING_SABERNUM   0
#define AED_SABER_SWING_TYPE   1
#define AED_SABER_SWING_PROBABILITY   2
#define AED_SABER_SPIN_SABERNUM   0
#define AED_SABER_SPIN_TYPE   1
#define AED_SABER_SPIN_PROBABILITY   2
#define PMF_DUCKED   1
#define PMF_JUMP_HELD   2
#define PMF_ROLLING   4
#define PMF_BACKWARDS_JUMP   8
#define PMF_BACKWARDS_RUN   16
#define PMF_TIME_LAND   32
#define PMF_TIME_KNOCKBACK   64
#define PMF_FIX_MINS   128
#define PMF_TIME_WATERJUMP   256
#define PMF_RESPAWNED   512
#define PMF_USE_ITEM_HELD   1024
#define PMF_UPDATE_ANIM   2048
#define PMF_FOLLOW   4096
#define PMF_SCOREBOARD   8192
#define PMF_STUCK_TO_WALL   16384
#define PMF_ALL_TIMES   (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
#define MAXTOUCH   32
#define SETANIM_TORSO   1
#define SETANIM_LEGS   2
#define SETANIM_BOTH   SETANIM_TORSO|SETANIM_LEGS
#define SETANIM_FLAG_NORMAL   0
#define SETANIM_FLAG_OVERRIDE   1
#define SETANIM_FLAG_HOLD   2
#define SETANIM_FLAG_RESTART   4
#define SETANIM_FLAG_HOLDLESS   8
#define EF_G2ANIMATING   (1<<0)
#define EF_DEAD   (1<<1)
#define EF_RADAROBJECT   (1<<2)
#define EF_TELEPORT_BIT   (1<<3)
#define EF_SHADER_ANIM   (1<<4)
#define EF_PLAYER_EVENT   (1<<5)
#define EF_RAG   (1<<6)
#define EF_PERMANENT   (1<<7)
#define EF_NODRAW   (1<<8)
#define EF_FIRING   (1<<9)
#define EF_ALT_FIRING   (1<<10)
#define EF_JETPACK_ACTIVE   (1<<11)
#define EF_NOT_USED_1   (1<<12)
#define EF_TALK   (1<<13)
#define EF_CONNECTION   (1<<14)
#define EF_NOT_USED_6   (1<<15)
#define EF_NOT_USED_2   (1<<16)
#define EF_NOT_USED_3   (1<<17)
#define EF_NOT_USED_4   (1<<18)
#define EF_BODYPUSH   (1<<19)
#define EF_DOUBLE_AMMO   (1<<20)
#define EF_SEEKERDRONE   (1<<21)
#define EF_MISSILE_STICK   (1<<22)
#define EF_ITEMPLACEHOLDER   (1<<23)
#define EF_SOUNDTRACKER   (1<<24)
#define EF_DROPPEDWEAPON   (1<<25)
#define EF_DISINTEGRATION   (1<<26)
#define EF_INVULNERABLE   (1<<27)
#define EF_CLIENTSMOOTH   (1<<28)
#define EF_JETPACK   (1<<29)
#define EF_JETPACK_FLAMING   (1<<30)
#define EF_NOT_USED_5   (1<<31)
#define EF2_HELD_BY_MONSTER   (1<<0)
#define EF2_USE_ALT_ANIM   (1<<1)
#define EF2_ALERTED   (1<<2)
#define EF2_GENERIC_NPC_FLAG   (1<<3)
#define EF2_FLYING   (1<<4)
#define EF2_HYPERSPACE   (1<<5)
#define EF2_BRACKET_ENTITY   (1<<6)
#define EF2_SHIP_DEATH   (1<<7)
#define EF2_NOT_USED_1   (1<<8)
#define PLAYEREVENT_DENIEDREWARD   0x0001
#define PLAYEREVENT_GAUNTLETREWARD   0x0002
#define EV_EVENT_BIT1   0x00000100
#define EV_EVENT_BIT2   0x00000200
#define EV_EVENT_BITS   (EV_EVENT_BIT1|EV_EVENT_BIT2)
#define EVENT_VALID_MSEC   300
#define TEAM_LOCATION_UPDATE_TIME   1000
#define TEAM_MAXOVERLAY   32
#define MAX_ITEM_MODELS   4
#define ITEM_INDEX(x)   ((x)-bg_itemlist)
#define SABER_BLOCK_DUR   150
#define DF_NO_FALLING   8
#define DF_FIXED_FOV   16
#define DF_NO_FOOTSTEPS   32
#define MASK_ALL   (-1)
#define MASK_SOLID   (CONTENTS_SOLID|CONTENTS_TERRAIN)
#define MASK_PLAYERSOLID   (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY|CONTENTS_TERRAIN)
#define MASK_NPCSOLID   (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BODY|CONTENTS_TERRAIN)
#define MASK_DEADSOLID   (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_TERRAIN)
#define MASK_WATER   (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE   (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_TERRAIN)
#define MASK_SHOT   (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE|CONTENTS_TERRAIN)
#define FX_STATE_OFF   0
#define FX_STATE_ONE_SHOT   1
#define FX_STATE_ONE_SHOT_LIMIT   10
#define FX_STATE_CONTINUOUS   20
#define ARENAS_PER_TIER   4
#define MAX_ARENAS   1024
#define MAX_ARENAS_TEXT   8192
#define MAX_BOTS   1024
#define MAX_BOTS_TEXT   8192
#define HYPERSPACE_TIME   4000
#define HYPERSPACE_TELEPORT_FRAC   0.75f
#define HYPERSPACE_SPEED   10000.0f
#define HYPERSPACE_TURN_RATE   45.0f

Typedefs

typedef int gametype_t
typedef animation_s animation_t
typedef animevent_s animevent_t
typedef bgEntity_s bgEntity_t
typedef int powerup_t
typedef int holdable_t
typedef int team_t
typedef int itemType_t
typedef gitem_s gitem_t
typedef int saberMoveName_t

Enumerations

enum  g2ModelParts_t {
  G2_MODELPART_HEAD = 10, G2_MODELPART_WAIST, G2_MODELPART_LARM, G2_MODELPART_RARM,
  G2_MODELPART_RHAND, G2_MODELPART_LLEG, G2_MODELPART_RLEG
}
enum  forceHandAnims_t {
  HANDEXTEND_NONE = 0, HANDEXTEND_FORCEPUSH, HANDEXTEND_FORCEPULL, HANDEXTEND_FORCE_HOLD,
  HANDEXTEND_SABERPULL, HANDEXTEND_CHOKE, HANDEXTEND_WEAPONREADY, HANDEXTEND_DODGE,
  HANDEXTEND_KNOCKDOWN, HANDEXTEND_DUELCHALLENGE, HANDEXTEND_TAUNT, HANDEXTEND_PRETHROW,
  HANDEXTEND_POSTTHROW, HANDEXTEND_PRETHROWN, HANDEXTEND_POSTTHROWN, HANDEXTEND_DRAGGING,
  HANDEXTEND_JEDITAUNT
}
enum  brokenLimb_t { BROKENLIMB_NONE = 0, BROKENLIMB_LARM, BROKENLIMB_RARM, NUM_BROKENLIMBS }
enum  {
  GT_FFA, GT_HOLOCRON, GT_JEDIMASTER, GT_DUEL,
  GT_POWERDUEL, GT_SINGLE_PLAYER, GT_TEAM, GT_SIEGE,
  GT_CTF, GT_CTY, GT_MAX_GAME_TYPE
}
enum  gender_t { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER }
enum  {
  SABERLOCK_TOP, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_BREAK,
  SABERLOCK_SUPERBREAK, SABERLOCK_WIN, SABERLOCK_LOSE
}
enum  { DIR_RIGHT, DIR_LEFT, DIR_FRONT, DIR_BACK }
enum  footstepType_t {
  FOOTSTEP_R, FOOTSTEP_L, FOOTSTEP_HEAVY_R, FOOTSTEP_HEAVY_L,
  NUM_FOOTSTEP_TYPES
}
enum  animEventType_t {
  AEV_NONE, AEV_SOUND, AEV_FOOTSTEP, AEV_EFFECT,
  AEV_FIRE, AEV_MOVE, AEV_SOUNDCHAN, AEV_SABER_SWING,
  AEV_SABER_SPIN, AEV_NUM_AEV
}
enum  pmtype_t {
  PM_NORMAL, PM_JETPACK, PM_FLOAT, PM_NOCLIP,
  PM_SPECTATOR, PM_DEAD, PM_FREEZE, PM_INTERMISSION,
  PM_SPINTERMISSION
}
enum  weaponstate_t {
  WEAPON_READY, WEAPON_RAISING, WEAPON_DROPPING, WEAPON_FIRING,
  WEAPON_CHARGING, WEAPON_CHARGING_ALT, WEAPON_IDLE
}
enum  {
  FORCE_MASTERY_UNINITIATED, FORCE_MASTERY_INITIATE, FORCE_MASTERY_PADAWAN, FORCE_MASTERY_JEDI,
  FORCE_MASTERY_JEDI_GUARDIAN, FORCE_MASTERY_JEDI_ADEPT, FORCE_MASTERY_JEDI_KNIGHT, FORCE_MASTERY_JEDI_MASTER,
  NUM_FORCE_MASTERY_LEVELS
}
enum  statIndex_t {
  STAT_HEALTH, STAT_HOLDABLE_ITEM, STAT_HOLDABLE_ITEMS, STAT_PERSISTANT_POWERUP,
  STAT_WEAPONS = 4, STAT_ARMOR, STAT_DEAD_YAW, STAT_CLIENTS_READY,
  STAT_MAX_HEALTH
}
enum  persEnum_t {
  PERS_SCORE, PERS_HITS, PERS_RANK, PERS_TEAM,
  PERS_SPAWN_COUNT, PERS_PLAYEREVENTS, PERS_ATTACKER, PERS_ATTACKEE_ARMOR,
  PERS_KILLED, PERS_IMPRESSIVE_COUNT, PERS_EXCELLENT_COUNT, PERS_DEFEND_COUNT,
  PERS_ASSIST_COUNT, PERS_GAUNTLET_FRAG_COUNT, PERS_CAPTURES
}
enum  effectTypes_t {
  EFFECT_NONE = 0, EFFECT_SMOKE, EFFECT_EXPLOSION, EFFECT_EXPLOSION_PAS,
  EFFECT_SPARK_EXPLOSION, EFFECT_EXPLOSION_TRIPMINE, EFFECT_EXPLOSION_DETPACK, EFFECT_EXPLOSION_FLECHETTE,
  EFFECT_STUNHIT, EFFECT_EXPLOSION_DEMP2ALT, EFFECT_EXPLOSION_TURRET, EFFECT_SPARKS,
  EFFECT_WATER_SPLASH, EFFECT_ACID_SPLASH, EFFECT_LAVA_SPLASH, EFFECT_LANDING_MUD,
  EFFECT_LANDING_SAND, EFFECT_LANDING_DIRT, EFFECT_LANDING_SNOW, EFFECT_LANDING_GRAVEL,
  EFFECT_MAX
}
enum  {
  PW_NONE, PW_QUAD, PW_BATTLESUIT, PW_PULL,
  PW_REDFLAG, PW_BLUEFLAG, PW_NEUTRALFLAG, PW_SHIELDHIT,
  PW_SPEEDBURST, PW_DISINT_4, PW_SPEED, PW_CLOAKED,
  PW_FORCE_ENLIGHTENED_LIGHT, PW_FORCE_ENLIGHTENED_DARK, PW_FORCE_BOON, PW_YSALAMIRI,
  PW_NUM_POWERUPS
}
enum  {
  HI_NONE, HI_SEEKER, HI_SHIELD, HI_MEDPAC,
  HI_MEDPAC_BIG, HI_BINOCULARS, HI_SENTRY_GUN, HI_JETPACK,
  HI_HEALTHDISP, HI_AMMODISP, HI_EWEB, HI_CLOAK,
  HI_NUM_HOLDABLE
}
enum  ctfMsg_t {
  CTFMESSAGE_FRAGGED_FLAG_CARRIER, CTFMESSAGE_FLAG_RETURNED, CTFMESSAGE_PLAYER_RETURNED_FLAG, CTFMESSAGE_PLAYER_CAPTURED_FLAG,
  CTFMESSAGE_PLAYER_GOT_FLAG
}
enum  pdSounds_t {
  PDSOUND_NONE, PDSOUND_PROTECTHIT, PDSOUND_PROTECT, PDSOUND_ABSORBHIT,
  PDSOUND_ABSORB, PDSOUND_FORCEJUMP, PDSOUND_FORCEGRIP
}
enum  entity_event_t {
  EV_NONE, EV_CLIENTJOIN, EV_FOOTSTEP, EV_FOOTSTEP_METAL,
  EV_FOOTSPLASH, EV_FOOTWADE, EV_SWIM, EV_STEP_4,
  EV_STEP_8, EV_STEP_12, EV_STEP_16, EV_FALL,
  EV_JUMP_PAD, EV_GHOUL2_MARK, EV_GLOBAL_DUEL, EV_PRIVATE_DUEL,
  EV_JUMP, EV_ROLL, EV_WATER_TOUCH, EV_WATER_LEAVE,
  EV_WATER_UNDER, EV_WATER_CLEAR, EV_ITEM_PICKUP, EV_GLOBAL_ITEM_PICKUP,
  EV_VEH_FIRE, EV_NOAMMO, EV_CHANGE_WEAPON, EV_FIRE_WEAPON,
  EV_ALT_FIRE, EV_SABER_ATTACK, EV_SABER_HIT, EV_SABER_BLOCK,
  EV_SABER_CLASHFLARE, EV_SABER_UNHOLSTER, EV_BECOME_JEDIMASTER, EV_DISRUPTOR_MAIN_SHOT,
  EV_DISRUPTOR_SNIPER_SHOT, EV_DISRUPTOR_SNIPER_MISS, EV_DISRUPTOR_HIT, EV_DISRUPTOR_ZOOMSOUND,
  EV_PREDEFSOUND, EV_TEAM_POWER, EV_SCREENSHAKE, EV_LOCALTIMER,
  EV_USE, EV_USE_ITEM0, EV_USE_ITEM1, EV_USE_ITEM2,
  EV_USE_ITEM3, EV_USE_ITEM4, EV_USE_ITEM5, EV_USE_ITEM6,
  EV_USE_ITEM7, EV_USE_ITEM8, EV_USE_ITEM9, EV_USE_ITEM10,
  EV_USE_ITEM11, EV_USE_ITEM12, EV_USE_ITEM13, EV_USE_ITEM14,
  EV_USE_ITEM15, EV_ITEMUSEFAIL, EV_ITEM_RESPAWN, EV_ITEM_POP,
  EV_PLAYER_TELEPORT_IN, EV_PLAYER_TELEPORT_OUT, EV_GRENADE_BOUNCE, EV_MISSILE_STICK,
  EV_PLAY_EFFECT, EV_PLAY_EFFECT_ID, EV_PLAY_PORTAL_EFFECT_ID, EV_PLAYDOORSOUND,
  EV_PLAYDOORLOOPSOUND, EV_BMODEL_SOUND, EV_MUTE_SOUND, EV_VOICECMD_SOUND,
  EV_GENERAL_SOUND, EV_GLOBAL_SOUND, EV_GLOBAL_TEAM_SOUND, EV_ENTITY_SOUND,
  EV_PLAY_ROFF, EV_GLASS_SHATTER, EV_DEBRIS, EV_MISC_MODEL_EXP,
  EV_CONC_ALT_IMPACT, EV_MISSILE_HIT, EV_MISSILE_MISS, EV_MISSILE_MISS_METAL,
  EV_BULLET, EV_PAIN, EV_DEATH1, EV_DEATH2,
  EV_DEATH3, EV_OBITUARY, EV_POWERUP_QUAD, EV_POWERUP_BATTLESUIT,
  EV_FORCE_DRAINED, EV_GIB_PLAYER, EV_SCOREPLUM, EV_CTFMESSAGE,
  EV_BODYFADE, EV_SIEGE_ROUNDOVER, EV_SIEGE_OBJECTIVECOMPLETE, EV_DESTROY_GHOUL2_INSTANCE,
  EV_DESTROY_WEAPON_MODEL, EV_GIVE_NEW_RANK, EV_SET_FREE_SABER, EV_SET_FORCE_DISABLE,
  EV_WEAPON_CHARGE, EV_WEAPON_CHARGE_ALT, EV_SHIELD_HIT, EV_DEBUG_LINE,
  EV_TESTLINE, EV_STOPLOOPINGSOUND, EV_STARTLOOPINGSOUND, EV_TAUNT,
  EV_ANGER1, EV_ANGER2, EV_ANGER3, EV_VICTORY1,
  EV_VICTORY2, EV_VICTORY3, EV_CONFUSE1, EV_CONFUSE2,
  EV_CONFUSE3, EV_PUSHED1, EV_PUSHED2, EV_PUSHED3,
  EV_CHOKE1, EV_CHOKE2, EV_CHOKE3, EV_FFWARN,
  EV_FFTURN, EV_CHASE1, EV_CHASE2, EV_CHASE3,
  EV_COVER1, EV_COVER2, EV_COVER3, EV_COVER4,
  EV_COVER5, EV_DETECTED1, EV_DETECTED2, EV_DETECTED3,
  EV_DETECTED4, EV_DETECTED5, EV_LOST1, EV_OUTFLANK1,
  EV_OUTFLANK2, EV_ESCAPING1, EV_ESCAPING2, EV_ESCAPING3,
  EV_GIVEUP1, EV_GIVEUP2, EV_GIVEUP3, EV_GIVEUP4,
  EV_LOOK1, EV_LOOK2, EV_SIGHT1, EV_SIGHT2,
  EV_SIGHT3, EV_SOUND1, EV_SOUND2, EV_SOUND3,
  EV_SUSPICIOUS1, EV_SUSPICIOUS2, EV_SUSPICIOUS3, EV_SUSPICIOUS4,
  EV_SUSPICIOUS5, EV_COMBAT1, EV_COMBAT2, EV_COMBAT3,
  EV_JDETECTED1, EV_JDETECTED2, EV_JDETECTED3, EV_TAUNT1,
  EV_TAUNT2, EV_TAUNT3, EV_JCHASE1, EV_JCHASE2,
  EV_JCHASE3, EV_JLOST1, EV_JLOST2, EV_JLOST3,
  EV_DEFLECT1, EV_DEFLECT2, EV_DEFLECT3, EV_GLOAT1,
  EV_GLOAT2, EV_GLOAT3, EV_PUSHFAIL, EV_SIEGESPEC
}
enum  global_team_sound_t {
  GTS_RED_CAPTURE, GTS_BLUE_CAPTURE, GTS_RED_RETURN, GTS_BLUE_RETURN,
  GTS_RED_TAKEN, GTS_BLUE_TAKEN, GTS_REDTEAM_SCORED, GTS_BLUETEAM_SCORED,
  GTS_REDTEAM_TOOK_LEAD, GTS_BLUETEAM_TOOK_LEAD, GTS_TEAMS_ARE_TIED
}
enum  {
  TEAM_FREE, TEAM_RED, TEAM_BLUE, TEAM_SPECTATOR,
  TEAM_NUM_TEAMS
}
enum  duelTeam_t { DUELTEAM_FREE, DUELTEAM_LONE, DUELTEAM_DOUBLE, DUELTEAM_SINGLE }
enum  teamtask_t {
  TEAMTASK_NONE, TEAMTASK_OFFENSE, TEAMTASK_DEFENSE, TEAMTASK_PATROL,
  TEAMTASK_FOLLOW, TEAMTASK_RETRIEVE, TEAMTASK_ESCORT, TEAMTASK_CAMP
}
enum  meansOfDeath_t {
  MOD_UNKNOWN, MOD_STUN_BATON, MOD_MELEE, MOD_SABER,
  MOD_BRYAR_PISTOL, MOD_BRYAR_PISTOL_ALT, MOD_BLASTER, MOD_TURBLAST,
  MOD_DISRUPTOR, MOD_DISRUPTOR_SPLASH, MOD_DISRUPTOR_SNIPER, MOD_BOWCASTER,
  MOD_REPEATER, MOD_REPEATER_ALT, MOD_REPEATER_ALT_SPLASH, MOD_DEMP2,
  MOD_DEMP2_ALT, MOD_FLECHETTE, MOD_FLECHETTE_ALT_SPLASH, MOD_ROCKET,
  MOD_ROCKET_SPLASH, MOD_ROCKET_HOMING, MOD_ROCKET_HOMING_SPLASH, MOD_THERMAL,
  MOD_THERMAL_SPLASH, MOD_TRIP_MINE_SPLASH, MOD_TIMED_MINE_SPLASH, MOD_DET_PACK_SPLASH,
  MOD_VEHICLE, MOD_CONC, MOD_CONC_ALT, MOD_FORCE_DARK,
  MOD_SENTRY, MOD_WATER, MOD_SLIME, MOD_LAVA,
  MOD_CRUSH, MOD_TELEFRAG, MOD_FALLING, MOD_SUICIDE,
  MOD_TARGET_LASER, MOD_TRIGGER_HURT, MOD_TEAM_CHANGE, MOD_MAX
}
enum  {
  IT_BAD, IT_WEAPON, IT_AMMO, IT_ARMOR,
  IT_HEALTH, IT_POWERUP, IT_HOLDABLE, IT_PERSISTANT_POWERUP,
  IT_TEAM
}
enum  entityType_t {
  ET_GENERAL, ET_PLAYER, ET_ITEM, ET_MISSILE,
  ET_SPECIAL, ET_HOLOCRON, ET_MOVER, ET_BEAM,
  ET_PORTAL, ET_SPEAKER, ET_PUSH_TRIGGER, ET_TELEPORT_TRIGGER,
  ET_INVISIBLE, ET_NPC, ET_TEAM, ET_BODY,
  ET_TERRAIN, ET_FX, ET_EVENTS
}
enum  {
  LS_INVALID = -1, LS_NONE = 0, LS_READY, LS_DRAW,
  LS_PUTAWAY, LS_A_TL2BR, LS_A_L2R, LS_A_BL2TR,
  LS_A_BR2TL, LS_A_R2L, LS_A_TR2BL, LS_A_T2B,
  LS_A_BACKSTAB, LS_A_BACK, LS_A_BACK_CR, LS_ROLL_STAB,
  LS_A_LUNGE, LS_A_JUMP_T__B_, LS_A_FLIP_STAB, LS_A_FLIP_SLASH,
  LS_JUMPATTACK_DUAL, LS_JUMPATTACK_ARIAL_LEFT, LS_JUMPATTACK_ARIAL_RIGHT, LS_JUMPATTACK_CART_LEFT,
  LS_JUMPATTACK_CART_RIGHT, LS_JUMPATTACK_STAFF_LEFT, LS_JUMPATTACK_STAFF_RIGHT, LS_BUTTERFLY_LEFT,
  LS_BUTTERFLY_RIGHT, LS_A_BACKFLIP_ATK, LS_SPINATTACK_DUAL, LS_SPINATTACK,
  LS_LEAP_ATTACK, LS_SWOOP_ATTACK_RIGHT, LS_SWOOP_ATTACK_LEFT, LS_TAUNTAUN_ATTACK_RIGHT,
  LS_TAUNTAUN_ATTACK_LEFT, LS_KICK_F, LS_KICK_B, LS_KICK_R,
  LS_KICK_L, LS_KICK_S, LS_KICK_BF, LS_KICK_RL,
  LS_KICK_F_AIR, LS_KICK_B_AIR, LS_KICK_R_AIR, LS_KICK_L_AIR,
  LS_STABDOWN, LS_STABDOWN_STAFF, LS_STABDOWN_DUAL, LS_DUAL_SPIN_PROTECT,
  LS_STAFF_SOULCAL, LS_A1_SPECIAL, LS_A2_SPECIAL, LS_A3_SPECIAL,
  LS_UPSIDE_DOWN_ATTACK, LS_PULL_ATTACK_STAB, LS_PULL_ATTACK_SWING, LS_SPINATTACK_ALORA,
  LS_DUAL_FB, LS_DUAL_LR, LS_HILT_BASH, LS_S_TL2BR,
  LS_S_L2R, LS_S_BL2TR, LS_S_BR2TL, LS_S_R2L,
  LS_S_TR2BL, LS_S_T2B, LS_R_TL2BR, LS_R_L2R,
  LS_R_BL2TR, LS_R_BR2TL, LS_R_R2L, LS_R_TR2BL,
  LS_R_T2B, LS_T1_BR__R, LS_T1_BR_TR, LS_T1_BR_T_,
  LS_T1_BR_TL, LS_T1_BR__L, LS_T1_BR_BL, LS_T1__R_BR,
  LS_T1__R_TR, LS_T1__R_T_, LS_T1__R_TL, LS_T1__R__L,
  LS_T1__R_BL, LS_T1_TR_BR, LS_T1_TR__R, LS_T1_TR_T_,
  LS_T1_TR_TL, LS_T1_TR__L, LS_T1_TR_BL, LS_T1_T__BR,
  LS_T1_T___R, LS_T1_T__TR, LS_T1_T__TL, LS_T1_T___L,
  LS_T1_T__BL, LS_T1_TL_BR, LS_T1_TL__R, LS_T1_TL_TR,
  LS_T1_TL_T_, LS_T1_TL__L, LS_T1_TL_BL, LS_T1__L_BR,
  LS_T1__L__R, LS_T1__L_TR, LS_T1__L_T_, LS_T1__L_TL,
  LS_T1__L_BL, LS_T1_BL_BR, LS_T1_BL__R, LS_T1_BL_TR,
  LS_T1_BL_T_, LS_T1_BL_TL, LS_T1_BL__L, LS_B1_BR,
  LS_B1__R, LS_B1_TR, LS_B1_T_, LS_B1_TL,
  LS_B1__L, LS_B1_BL, LS_D1_BR, LS_D1__R,
  LS_D1_TR, LS_D1_T_, LS_D1_TL, LS_D1__L,
  LS_D1_BL, LS_D1_B_, LS_V1_BR, LS_V1__R,
  LS_V1_TR, LS_V1_T_, LS_V1_TL, LS_V1__L,
  LS_V1_BL, LS_V1_B_, LS_H1_T_, LS_H1_TR,
  LS_H1_TL, LS_H1_BR, LS_H1_B_, LS_H1_BL,
  LS_K1_T_, LS_K1_TR, LS_K1_TL, LS_K1_BR,
  LS_K1_BL, LS_PARRY_UP, LS_PARRY_UR, LS_PARRY_UL,
  LS_PARRY_LR, LS_PARRY_LL, LS_REFLECT_UP, LS_REFLECT_UR,
  LS_REFLECT_UL, LS_REFLECT_LR, LS_REFLECT_LL, LS_MOVE_MAX
}
enum  saberQuadrant_t {
  Q_BR, Q_R, Q_TR, Q_T,
  Q_TL, Q_L, Q_BL, Q_B,
  Q_NUM_QUADS
}

Functions

void PM_UpdateViewAngles (playerState_t *ps, const usercmd_t *cmd)
void Pmove (pmove_t *pmove)
float vectoyaw (const vec3_t vec)
gitem_tBG_FindItem (const char *classname)
gitem_tBG_FindItemForWeapon (weapon_t weapon)
gitem_tBG_FindItemForPowerup (powerup_t pw)
gitem_tBG_FindItemForHoldable (holdable_t pw)
qboolean BG_CanItemBeGrabbed (int gametype, const entityState_t *ent, const playerState_t *ps)
bgEntity_tPM_BGEntForNum (int num)
qboolean BG_KnockDownable (playerState_t *ps)
qboolean BG_LegalizedForcePowers (char *powerOut, int maxRank, qboolean freeSaber, int teamForce, int gametype, int fpDisabled)
void BG_IK_MoveArm (void *ghoul2, int lHandBolt, int time, entityState_t *ent, int basePose, vec3_t desiredPos, qboolean *ikInProgress, vec3_t origin, vec3_t angles, vec3_t scale, int blendTime, qboolean forceHalt)
void BG_G2PlayerAngles (void *ghoul2, int motionBolt, entityState_t *cent, int time, vec3_t cent_lerpOrigin, vec3_t cent_lerpAngles, vec3_t legs[3], vec3_t legsAngles, qboolean *tYawing, qboolean *tPitching, qboolean *lYawing, float *tYawAngle, float *tPitchAngle, float *lYawAngle, int frametime, vec3_t turAngles, vec3_t modelScale, int ciLegs, int ciTorso, int *corrTime, vec3_t lookAngles, vec3_t lastHeadAngles, int lookTime, entityState_t *emplaced, int *crazySmoothFactor)
void BG_G2ATSTAngles (void *ghoul2, int time, vec3_t cent_lerpAngles)
int BG_AnimLength (int index, animNumber_t anim)
qboolean BG_InSpecialJump (int anim)
qboolean BG_InSaberStandAnim (int anim)
qboolean BG_InReboundJump (int anim)
qboolean BG_InReboundHold (int anim)
qboolean BG_InReboundRelease (int anim)
qboolean BG_InBackFlip (int anim)
qboolean BG_DirectFlippingAnim (int anim)
qboolean BG_SaberInAttack (int move)
qboolean BG_SaberInSpecial (int move)
qboolean BG_KickMove (int move)
qboolean BG_SaberInIdle (int move)
qboolean BG_FlippingAnim (int anim)
qboolean BG_SpinningSaberAnim (int anim)
qboolean BG_SaberInSpecialAttack (int anim)
qboolean BG_SaberInKata (int saberMove)
qboolean BG_InKataAnim (int anim)
qboolean BG_KickingAnim (int anim)
int BG_InGrappleMove (int anim)
int BG_BrokenParryForAttack (int move)
int BG_BrokenParryForParry (int move)
int BG_KnockawayForParry (int move)
qboolean BG_InRoll (playerState_t *ps, int anim)
qboolean BG_InDeathAnim (int anim)
qboolean BG_InSaberLockOld (int anim)
qboolean BG_InSaberLock (int anim)
void BG_SaberStartTransAnim (int clientNum, int saberAnimLevel, int weapon, int anim, float *animSpeed, int broken)
void BG_ForcePowerDrain (playerState_t *ps, forcePowers_t forcePower, int overrideAmt)
void BG_EvaluateTrajectory (const trajectory_t *tr, int atTime, vec3_t result)
void BG_EvaluateTrajectoryDelta (const trajectory_t *tr, int atTime, vec3_t result)
void BG_AddPredictableEventToPlayerstate (int newEvent, int eventParm, playerState_t *ps)
void BG_TouchJumpPad (playerState_t *ps, entityState_t *jumppad)
void BG_PlayerStateToEntityState (playerState_t *ps, entityState_t *s, qboolean snap)
void BG_PlayerStateToEntityStateExtraPolate (playerState_t *ps, entityState_t *s, int time, qboolean snap)
qboolean BG_PlayerTouchesItem (playerState_t *ps, entityState_t *item, int atTime)
void BG_InitAnimsets (void)
void BG_ClearAnimsets (void)
int BG_ParseAnimationFile (const char *filename, animation_t *animSet, qboolean isHumanoid)
int BG_ParseAnimationEvtFile (const char *as_filename, int animFileIndex, int eventFileIndex)
qboolean BG_HasAnimation (int animIndex, int animation)
int BG_PickAnim (int animIndex, int minAnim, int maxAnim)
int BG_GetItemIndexByTag (int tag, int type)
qboolean BG_IsItemSelectable (playerState_t *ps, int item)
qboolean BG_HasYsalamiri (int gametype, playerState_t *ps)
qboolean BG_CanUseFPNow (int gametype, playerState_t *ps, int time, forcePowers_t power)
void * BG_Alloc (int size)
void * BG_AllocUnaligned (int size)
void * BG_TempAlloc (int size)
void BG_TempFree (int size)
char * BG_StringAlloc (const char *source)
qboolean BG_OutOfMemory (void)
void BG_BLADE_ActivateTrail (bladeInfo_t *blade, float duration)
void BG_BLADE_DeactivateTrail (bladeInfo_t *blade, float duration)
void BG_SI_Activate (saberInfo_t *saber)
void BG_SI_Deactivate (saberInfo_t *saber)
void BG_SI_BladeActivate (saberInfo_t *saber, int iBlade, qboolean bActive)
qboolean BG_SI_Active (saberInfo_t *saber)
void BG_SI_SetLength (saberInfo_t *saber, float length)
void BG_SI_SetDesiredLength (saberInfo_t *saber, float len, int bladeNum)
void BG_SI_SetLengthGradual (saberInfo_t *saber, int time)
float BG_SI_Length (saberInfo_t *saber)
float BG_SI_LengthMax (saberInfo_t *saber)
void BG_SI_ActivateTrail (saberInfo_t *saber, float duration)
void BG_SI_DeactivateTrail (saberInfo_t *saber, float duration)
void BG_AttachToRancor (void *ghoul2, float rancYaw, vec3_t rancOrigin, int time, qhandle_t *modelList, vec3_t modelScale, qboolean inMouth, vec3_t out_origin, vec3_t out_angles, vec3_t out_axis[3])

Variables

const char * bg_customSiegeSoundNames [MAX_CUSTOM_SIEGE_SOUNDS]
const char * bgToggleableSurfaces [BG_NUM_TOGGLEABLE_SURFACES]
const int bgToggleableSurfaceDebris [BG_NUM_TOGGLEABLE_SURFACES]
vec3_t WP_MuzzlePoint [WP_NUM_WEAPONS]
int forcePowerSorted [NUM_FORCE_POWERS]
qboolean BGPAFtextLoaded
animation_t bgHumanoidAnimations [MAX_TOTALANIMATIONS]
stringID_table_t animEventTypeTable [MAX_ANIM_EVENTS+1]
stringID_table_t footstepTypeTable [NUM_FOOTSTEP_TYPES+1]
bgLoadedAnim_t bgAllAnims [MAX_ANIM_FILES]
bgLoadedEvents_t bgAllEvents [MAX_ANIM_FILES]
int bgNumAnimEvents
char * forceMasteryLevels [NUM_FORCE_MASTERY_LEVELS]
int forceMasteryPoints [NUM_FORCE_MASTERY_LEVELS]
int bgForcePowerCost [NUM_FORCE_POWERS][NUM_FORCE_POWER_LEVELS]
pmove_tpm
gitem_t bg_itemlist []
int bg_numItems
saberMoveData_t saberMoveData [LS_MOVE_MAX]
int WeaponReadyAnim [WP_NUM_WEAPONS]
int WeaponAttackAnim [WP_NUM_WEAPONS]
int forcePowerDarkLight [NUM_FORCE_POWERS]


Define Documentation

#define AED_ARRAY_SIZE   (MAX_RANDOM_ANIM_SOUNDS+3)
 

Definition at line 272 of file bg_public.h.

Referenced by BG_ParseAnimationEvtFile().

#define AED_BOLTINDEX   1
 

Definition at line 285 of file bg_public.h.

Referenced by CG_PlayerAnimEventDo().

#define AED_EFFECT_PROBABILITY   2
 

Definition at line 286 of file bg_public.h.

Referenced by CG_PlayerAnimEvents(), and ParseAnimationEvtBlock().

#define AED_EFFECTINDEX   0
 

Definition at line 284 of file bg_public.h.

Referenced by CG_PlayerAnimEventDo(), and ParseAnimationEvtBlock().

#define AED_FIRE_ALT   0
 

Definition at line 289 of file bg_public.h.

Referenced by ParseAnimationEvtBlock().

#define AED_FIRE_PROBABILITY   1
 

Definition at line 290 of file bg_public.h.

Referenced by CG_PlayerAnimEvents(), and ParseAnimationEvtBlock().

#define AED_FOOTSTEP_PROBABILITY   1
 

Definition at line 282 of file bg_public.h.

Referenced by CG_PlayerAnimEvents(), and ParseAnimationEvtBlock().

#define AED_FOOTSTEP_TYPE   0
 

Definition at line 281 of file bg_public.h.

Referenced by CG_PlayerAnimEventDo(), and ParseAnimationEvtBlock().

#define AED_MODELINDEX   3
 

Definition at line 287 of file bg_public.h.

Referenced by CG_PlayerAnimEventDo().

#define AED_MOVE_FWD   0
 

Definition at line 292 of file bg_public.h.

Referenced by ParseAnimationEvtBlock().

#define AED_MOVE_RT   1
 

Definition at line 293 of file bg_public.h.

Referenced by ParseAnimationEvtBlock().

#define AED_MOVE_UP   2
 

Definition at line 294 of file bg_public.h.

Referenced by ParseAnimationEvtBlock().

#define AED_SABER_SPIN_PROBABILITY   2
 

Definition at line 302 of file bg_public.h.

Referenced by CG_PlayerAnimEvents(), and ParseAnimationEvtBlock().

#define AED_SABER_SPIN_SABERNUM   0
 

Definition at line 300 of file bg_public.h.

Referenced by CG_PlayerAnimEventDo(), and ParseAnimationEvtBlock().

#define AED_SABER_SPIN_TYPE   1
 

Definition at line 301 of file bg_public.h.

Referenced by CG_PlayerAnimEventDo(), and ParseAnimationEvtBlock().

#define AED_SABER_SWING_PROBABILITY   2
 

Definition at line 298 of file bg_public.h.

Referenced by CG_PlayerAnimEvents(), and ParseAnimationEvtBlock().

#define AED_SABER_SWING_SABERNUM   0
 

Definition at line 296 of file bg_public.h.

Referenced by CG_PlayerAnimEventDo(), and ParseAnimationEvtBlock().

#define AED_SABER_SWING_TYPE   1
 

Definition at line 297 of file bg_public.h.

Referenced by CG_PlayerAnimEventDo(), and ParseAnimationEvtBlock().

#define AED_SOUND_NUMRANDOMSNDS   (MAX_RANDOM_ANIM_SOUNDS)
 

Definition at line 276 of file bg_public.h.

Referenced by CG_PlayerAnimEventDo(), and ParseAnimationEvtBlock().

#define AED_SOUND_PROBABILITY   (MAX_RANDOM_ANIM_SOUNDS+1)
 

Definition at line 277 of file bg_public.h.

Referenced by CG_PlayerAnimEvents(), and ParseAnimationEvtBlock().

#define AED_SOUNDCHANNEL   (MAX_RANDOM_ANIM_SOUNDS+2)
 

Definition at line 279 of file bg_public.h.

Referenced by CG_PlayerAnimEventDo(), and ParseAnimationEvtBlock().

#define AED_SOUNDINDEX_END   (MAX_RANDOM_ANIM_SOUNDS-1)
 

Definition at line 275 of file bg_public.h.

Referenced by ParseAnimationEvtBlock().

#define AED_SOUNDINDEX_START   0
 

Definition at line 274 of file bg_public.h.

Referenced by CG_PlayerAnimEventDo(), and ParseAnimationEvtBlock().

#define ARENAS_PER_TIER   4
 

Definition at line 1670 of file bg_public.h.

#define ARMOR_PROTECTION   0.50
 

Definition at line 26 of file bg_public.h.

Referenced by CG_ColorForHealth(), CG_GetColorForHealth(), and CheckArmor().

#define ARMOR_REDUCTION_FACTOR   0.50
 

Definition at line 27 of file bg_public.h.

Referenced by CheckArmor().

#define BG_NUM_TOGGLEABLE_SURFACES   31
 

Definition at line 138 of file bg_public.h.

Referenced by CG_G2Animated(), and NPC_SetSurfaceOnOff().

#define CROUCH_MAXS_2   16
 

Definition at line 43 of file bg_public.h.

Referenced by ClientSpawn(), G_DriveATST(), NPC_ParseParms(), SP_waypoint(), and SP_waypoint_small().

#define CROUCH_VIEWHEIGHT   (CROUCH_MAXS_2+STANDARD_VIEWHEIGHT_OFFSET)
 

Definition at line 48 of file bg_public.h.

Referenced by CG_CalcMuzzlePoint().

#define CS_AMBIENT_SET   37
 

Definition at line 90 of file bg_public.h.

Referenced by CG_EntityEvent(), CG_PlayDoorLoopSound(), CG_PlayDoorSound(), and G_SoundSetIndex().

#define CS_BOTINFO   25
 

Definition at line 80 of file bg_public.h.

#define CS_BSP_MODELS   (CS_TERRAINS + MAX_TERRAINS)
 

Definition at line 118 of file bg_public.h.

Referenced by G_BSPIndex().

#define CS_CLIENT_DUELHEALTHS   31
 

Definition at line 87 of file bg_public.h.

Referenced by CheckTournament(), and G_InitGame().

#define CS_CLIENT_DUELISTS   30
 

Definition at line 86 of file bg_public.h.

Referenced by CG_SetConfigValues(), CheckIntermissionExit(), CheckTournament(), and G_InitGame().

#define CS_CLIENT_DUELWINNER   29
 

Definition at line 85 of file bg_public.h.

Referenced by AdjustTournamentScores(), BeginIntermission(), CalculateRanks(), CG_SetConfigValues(), CheckIntermissionExit(), and G_InitGame().

#define CS_CLIENT_JEDIMASTER   28
 

Definition at line 84 of file bg_public.h.

Referenced by CG_SetConfigValues(), G_InitGame(), JMSaberTouch(), and ThrowSaberToAttacker().

#define CS_EFFECTS   (CS_PARTICLES+MAX_LOCATIONS)
 

Definition at line 113 of file bg_public.h.

Referenced by CG_EntityEvent(), and G_EffectIndex().

#define CS_FLAGSTATUS   23
 

Definition at line 78 of file bg_public.h.

Referenced by CG_SetConfigValues(), and Team_SetFlagStatus().

#define CS_G2BONES   (CS_PLAYERS+MAX_CLIENTS)
 

Definition at line 106 of file bg_public.h.

Referenced by CG_G2ServerBoneAngles(), and G_BoneIndex().

#define CS_GAME_VERSION   20
 

Definition at line 75 of file bg_public.h.

Referenced by CG_Init(), and SP_worldspawn().

#define CS_GLOBAL_AMBIENT_SET   32
 

Definition at line 88 of file bg_public.h.

Referenced by CG_DrawActiveFrame(), multi_trigger_run(), and SP_worldspawn().

#define CS_ICONS   (CS_SOUNDS+MAX_SOUNDS)
 

Definition at line 101 of file bg_public.h.

Referenced by G_IconIndex().

#define CS_INTERMISSION   22
 

Definition at line 77 of file bg_public.h.

Referenced by LogExit().

#define CS_ITEMS   27
 

Definition at line 82 of file bg_public.h.

Referenced by SaveRegisteredItems().

#define CS_LEVEL_START_TIME   21
 

Definition at line 76 of file bg_public.h.

Referenced by CG_Init(), CG_SetConfigValues(), and SP_worldspawn().

#define CS_LIGHT_STYLES   (CS_EFFECTS + MAX_FX)
 

Definition at line 114 of file bg_public.h.

Referenced by CG_SetLightstyle(), and SP_worldspawn().

#define CS_LOCATIONS   (CS_G2BONES+MAX_G2BONES)
 

Definition at line 111 of file bg_public.h.

Referenced by CG_DrawNewTeamInfo().

#define CS_MAX   (CS_BSP_MODELS + MAX_SUB_BSP)
 

Definition at line 120 of file bg_public.h.

#define CS_MESSAGE   3
 

Definition at line 60 of file bg_public.h.

Referenced by CG_DrawInformation(), and SP_worldspawn().

#define CS_MODELS   (CS_SIEGE_ICONS+1)
 

Definition at line 98 of file bg_public.h.

Referenced by CG_G2AnimEntModelLoad(), CG_Player(), G_ModelIndex(), and TurretClientRun().

#define CS_MOTD   4
 

Definition at line 61 of file bg_public.h.

Referenced by CG_DrawInformation(), and SP_worldspawn().

#define CS_MUSIC   2
 

Definition at line 59 of file bg_public.h.

Referenced by CG_StartMusic(), SP_worldspawn(), and target_play_music_use().

#define CS_PARTICLES   (CS_LOCATIONS+MAX_LOCATIONS)
 

Definition at line 112 of file bg_public.h.

#define CS_PLAYERS   (CS_ICONS+MAX_ICONS)
 

Definition at line 102 of file bg_public.h.

Referenced by CG_DrawSiegeInfo(), CG_LoadingClient(), CG_NewClientInfo(), ClientDisconnect(), and ClientUserinfoChanged().

#define CS_SCORES1   6
 

Definition at line 63 of file bg_public.h.

Referenced by CalculateRanks(), and CG_SetConfigValues().

#define CS_SCORES2   7
 

Definition at line 64 of file bg_public.h.

Referenced by CalculateRanks(), and CG_SetConfigValues().

#define CS_SHADERSTATE   24
 

Definition at line 79 of file bg_public.h.

Referenced by CG_ShaderStateChanged(), G_RemapTeamShaders(), and G_UseTargets2().

#define CS_SIEGE_ICONS   (CS_SIEGE_WINTEAM+1)
 

Definition at line 96 of file bg_public.h.

#define CS_SIEGE_OBJECTIVES   (CS_SIEGE_STATE+1)
 

Definition at line 93 of file bg_public.h.

Referenced by G_SiegeSetObjectiveComplete(), and InitSiegeMode().

#define CS_SIEGE_STATE   (CS_AMBIENT_SET+MAX_AMBIENT_SETS)
 

Definition at line 92 of file bg_public.h.

Referenced by SiegeBeginRound(), SiegeCheckTimers(), and SiegeRoundComplete().

#define CS_SIEGE_TIMEOVERRIDE   (CS_SIEGE_OBJECTIVES+1)
 

Definition at line 94 of file bg_public.h.

Referenced by InitSiegeMode().

#define CS_SIEGE_WINTEAM   (CS_SIEGE_TIMEOVERRIDE+1)
 

Definition at line 95 of file bg_public.h.

Referenced by SiegeSetCompleteData().

#define CS_SKYBOXORG   (CS_MODELS+MAX_MODELS)
 

Definition at line 99 of file bg_public.h.

Referenced by CG_DrawActiveFrame(), and SP_misc_skyportal().

#define CS_SOUNDS   (CS_SKYBOXORG+1)
 

Definition at line 100 of file bg_public.h.

Referenced by CG_EntityEvent(), and G_SoundIndex().

#define CS_TEAMVOTE_NO   18
 

Definition at line 73 of file bg_public.h.

Referenced by Cmd_CallTeamVote_f(), and Cmd_TeamVote_f().

#define CS_TEAMVOTE_STRING   14
 

Definition at line 71 of file bg_public.h.

Referenced by Cmd_CallTeamVote_f().

#define CS_TEAMVOTE_TIME   12
 

Definition at line 70 of file bg_public.h.

Referenced by CheckTeamVote(), and Cmd_CallTeamVote_f().

#define CS_TEAMVOTE_YES   16
 

Definition at line 72 of file bg_public.h.

Referenced by Cmd_CallTeamVote_f(), and Cmd_TeamVote_f().

#define CS_TERRAINS   (CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
 

Definition at line 117 of file bg_public.h.

Referenced by CG_ParseServerinfo(), and SP_terrain().

#define CS_VOTE_NO   11
 

Definition at line 68 of file bg_public.h.

Referenced by Cmd_CallVote_f(), and Cmd_Vote_f().

#define CS_VOTE_STRING   9
 

Definition at line 66 of file bg_public.h.

Referenced by Cmd_CallVote_f().

#define CS_VOTE_TIME   8
 

Definition at line 65 of file bg_public.h.

Referenced by CheckVote(), and Cmd_CallVote_f().

#define CS_VOTE_YES   10
 

Definition at line 67 of file bg_public.h.

Referenced by Cmd_CallVote_f(), and Cmd_Vote_f().

#define CS_WARMUP   5
 

Definition at line 62 of file bg_public.h.

Referenced by CG_SetConfigValues(), CheckTournament(), and SP_worldspawn().

#define DEAD_VIEWHEIGHT   -16
 

Definition at line 49 of file bg_public.h.

#define DEFAULT_GRAVITY   800
 

Definition at line 24 of file bg_public.h.

Referenced by BG_EvaluateTrajectory(), and BG_EvaluateTrajectoryDelta().

#define DEFAULT_MAXS_2   40
 

Definition at line 42 of file bg_public.h.

Referenced by BotTrace_Strafe(), CG_BuildSolidList(), CG_CalcEntityLerpPositions(), CG_DrawAutoMap(), CG_EntityEvent(), ClientSpawn(), G_DriveATST(), G_RMGPathing(), misc_faller_create(), NAVNEW_TestNodeConnectionBlocked(), NPC_ParseParms(), SP_waypoint(), SP_waypoint_small(), VEH_TryEject(), and waypoint_testDirection().

#define DEFAULT_MINS_2   -24
 

Definition at line 41 of file bg_public.h.

Referenced by BG_VehicleAdjustBBoxForOrientation(), CG_BuildSolidList(), CG_CalcEntityLerpPositions(), CG_CalcVehicleMuzzlePoint(), CG_DrawAutoMap(), CG_EntityEvent(), G_RMGPathing(), misc_faller_create(), NAVNEW_TestNodeConnectionBlocked(), NPC_ParseParms(), SP_waypoint(), SP_waypoint_small(), VEH_TryEject(), waypoint_testDirection(), and WP_VehCheckTraceFromCamPos().

#define DEFAULT_VIEWHEIGHT   (DEFAULT_MAXS_2+STANDARD_VIEWHEIGHT_OFFSET)
 

Definition at line 47 of file bg_public.h.

Referenced by CG_CalcMuzzlePoint().

#define DF_FIXED_FOV   16
 

Definition at line 1163 of file bg_public.h.

#define DF_NO_FALLING   8
 

Definition at line 1162 of file bg_public.h.

Referenced by ClientEvents().

#define DF_NO_FOOTSTEPS   32
 

Definition at line 1164 of file bg_public.h.

Referenced by CG_PredictPlayerState(), and ClientThink_real().

#define EF2_ALERTED   (1<<2)
 

Definition at line 618 of file bg_public.h.

Referenced by Rancor_CheckRoar().

#define EF2_BRACKET_ENTITY   (1<<6)
 

Definition at line 622 of file bg_public.h.

Referenced by finish_spawning_turretG2().

#define EF2_FLYING   (1<<4)
 

Definition at line 620 of file bg_public.h.

Referenced by Boba_Flying(), Boba_FlyStart(), Boba_FlyStop(), Boba_StopKnockdown(), ClientThink_real(), Interrogator_die(), NPC_MoveToGoal(), NPC_ParseParms(), NPC_SetMiscDefaultData(), PM_SetSpecialMoveValues(), and WP_SaberStartMissileBlockCheck().

#define EF2_GENERIC_NPC_FLAG   (1<<3)
 

Definition at line 619 of file bg_public.h.

Referenced by CG_Player(), G_HeldByMonster(), and NPC_BSRancor_Default().

#define EF2_HELD_BY_MONSTER   (1<<0)
 

Definition at line 616 of file bg_public.h.

Referenced by CG_Player(), ClientThink_real(), NPC_ClearLookTarget(), NPC_RemoveBody(), NPC_SetLookTarget(), NPC_TempLookTarget(), Rancor_Bite(), Rancor_DropVictim(), Rancor_Smash(), Rancor_Swing(), WP_SaberRadiusDamage(), and WP_SaberStartMissileBlockCheck().

#define EF2_HYPERSPACE   (1<<5)
 

Definition at line 621 of file bg_public.h.

Referenced by CG_Player(), hyperspace_touch(), PM_VehFaceHyperspacePoint(), and SP_func_static().

#define EF2_NOT_USED_1   (1<<8)
 

Definition at line 624 of file bg_public.h.

#define EF2_SHIP_DEATH   (1<<7)
 

Definition at line 623 of file bg_public.h.

Referenced by CG_Player(), ClientThink_real(), MaintainBodyQueue(), and player_die().

#define EF2_USE_ALT_ANIM   (1<<1)
 

Definition at line 617 of file bg_public.h.

Referenced by NPC_BSRancor_Default(), NPC_BSWampa_Default(), and Wampa_Move().

#define EF_ALT_FIRING   (1<<10)
 

Definition at line 583 of file bg_public.h.

Referenced by CG_AddPlayerWeapon(), CG_EntityEvent(), CreateMissile(), G_MissileImpact(), PM_AdjustAttackStates(), PmoveSingle(), WP_DisruptorAltFire(), and WP_FireVehicleWeapon().

#define EF_BODYPUSH   (1<<19)
 

Definition at line 596 of file bg_public.h.

Referenced by CG_Player(), and ClientThink_real().

#define EF_CLIENTSMOOTH   (1<<28)
 

Definition at line 607 of file bg_public.h.

Referenced by G_SpecialSpawnItem(), misc_faller_create(), and SP_misc_siege_item().

#define EF_CONNECTION   (1<<14)
 

Definition at line 589 of file bg_public.h.

Referenced by ClientEndFrame().

#define EF_DEAD   (1<<1)
 

Definition at line 561 of file bg_public.h.

Referenced by BG_FighterUpdate(), BG_G2PlayerAngles(), BG_PlayerStateToEntityState(), BG_PlayerStateToEntityStateExtraPolate(), CG_CalcEntityLerpPositions(), CG_CheckPlayerG2Weapons(), CG_DrawPlayerShield(), CG_DrawPlayerSphere(), CG_DrawSiegeInfo(), CG_G2Animated(), CG_G2PlayerHeadAnims(), CG_Player(), CG_ResetPlayerEntity(), DoFall(), G_Damage(), ItemUse_Jetpack(), ItemUse_UseCloak(), multi_trigger(), P_DamageFeedback(), PM_ItemUsable(), WP_ForcePowersUpdate(), and WP_ForcePowerUsable().

#define EF_DISINTEGRATION   (1<<26)
 

Definition at line 604 of file bg_public.h.

Referenced by body_die(), CG_Player(), ClientThink_real(), CorpsePhysics(), PmoveSingle(), and WP_DisruptorAltFire().

#define EF_DOUBLE_AMMO   (1<<20)
 

Definition at line 598 of file bg_public.h.

Referenced by ammo_generic_power_converter_use(), CG_DrawSiegeInfo(), CG_ParseSiegeExtendedDataEntry(), and ClientSpawn().

#define EF_DROPPEDWEAPON   (1<<25)
 

Definition at line 603 of file bg_public.h.

Referenced by BG_CanItemBeGrabbed(), and LaunchItem().

#define EF_FIRING   (1<<9)
 

Definition at line 582 of file bg_public.h.

Referenced by CG_AddPlayerWeapon(), CG_AddViewWeapon(), ClientIntermissionThink(), ClientThink_real(), laserTrapStick(), laserTrapThink(), PM_AdjustAttackStates(), and PmoveSingle().

#define EF_G2ANIMATING   (1<<0)
 

Definition at line 560 of file bg_public.h.

Referenced by EWeb_SetBoneAnim(), and TurboLaser_SetBoneAnim().

#define EF_INVULNERABLE   (1<<27)
 

Definition at line 605 of file bg_public.h.

Referenced by CG_Player(), ClientEvents(), ClientSpawn(), ClientThink_real(), DoGripAction(), ForceDrainDamage(), ForceLightningDamage(), ForceThrow(), G_CheapWeaponFire(), G_Damage(), JMSaberTouch(), and WP_SaberPositionUpdate().

#define EF_ITEMPLACEHOLDER   (1<<23)
 

Definition at line 601 of file bg_public.h.

Referenced by RespawnItem(), and Touch_Item().

#define EF_JETPACK   (1<<29)
 

Definition at line 609 of file bg_public.h.

Referenced by CG_Player(), and ClientThink_real().

#define EF_JETPACK_ACTIVE   (1<<11)
 

Definition at line 584 of file bg_public.h.

Referenced by CG_G2MarkEvent(), CG_Player(), CG_VehicleWeaponImpact(), ClientThink_real(), G_RunMissile(), and WP_FireVehicleWeapon().

#define EF_JETPACK_FLAMING   (1<<30)
 

Definition at line 610 of file bg_public.h.

Referenced by CG_Player(), ClientThink_real(), and PmoveSingle().

#define EF_MISSILE_STICK   (1<<22)
 

Definition at line 600 of file bg_public.h.

Referenced by CreateLaserTrap(), ForceThrow(), funcBBrushDieGo(), G_MissileImpact(), G_RunMissile(), and WP_SaberStartMissileBlockCheck().

#define EF_NODRAW   (1<<8)
 

Definition at line 581 of file bg_public.h.

Referenced by CG_Player(), ClientThink_real(), CorpsePhysics(), CreateShield(), Disappear(), FinishSpawningItem(), ForceThrow(), func_usable_use(), func_wait_return_solid(), FX_DrawPortableShield(), JMSaberThink(), JMSaberTouch(), NPC_Begin(), NPC_BSRemove(), NPC_CheckInvestigate(), NPC_ClearGoal(), NPC_PickEnemy(), NPC_SearchForWeapons(), NPC_Spawn_Do(), PlaceShield(), PmoveSingle(), Q3_GetFloat(), Rancor_Attack(), Rancor_DropVictim(), RespawnItem(), ShieldGoNotSolid(), ShieldGoSolid(), SiegeItemUse(), SP_func_usable(), SP_func_wall(), SP_misc_siege_item(), ThrowSaberToAttacker(), Touch_Item(), use_wall(), and WP_SaberInitBladeData().

#define EF_NOT_USED_1   (1<<12)
 

Definition at line 586 of file bg_public.h.

#define EF_NOT_USED_2   (1<<16)
 

Definition at line 592 of file bg_public.h.

#define EF_NOT_USED_3   (1<<17)
 

Definition at line 593 of file bg_public.h.

#define EF_NOT_USED_4   (1<<18)
 

Definition at line 594 of file bg_public.h.

#define EF_NOT_USED_5   (1<<31)
 

Definition at line 612 of file bg_public.h.

#define EF_NOT_USED_6   (1<<15)
 

Definition at line 590 of file bg_public.h.

#define EF_PERMANENT   (1<<7)
 

Definition at line 579 of file bg_public.h.

Referenced by CG_AddSaberBlade(), SP_func_static(), SP_misc_bsp(), SP_target_speaker(), and SP_terrain().

#define EF_PLAYER_EVENT   (1<<5)
 

Definition at line 570 of file bg_public.h.

Referenced by CG_CheckEvents(), and SendPendingPredictableEvents().

#define EF_RADAROBJECT   (1<<2)
 

Definition at line 564 of file bg_public.h.

Referenced by CG_DrawRadar(), SiegeIconUse(), SiegeItemUse(), siegeTriggerUse(), SP_func_rotating(), SP_info_siege_objective(), SP_info_siege_radaricon(), SP_misc_ammo_floor_unit(), SP_misc_model_health_power_converter(), SP_misc_shield_floor_unit(), SP_misc_siege_item(), SP_misc_turretG2(), and WP_FireVehicleWeapon().

#define EF_RAG   (1<<6)
 

Definition at line 576 of file bg_public.h.

Referenced by CG_CalcEntityLerpPositions(), CG_G2Animated(), CG_Player(), CG_RagDoll(), ClientCommand(), hurt_touch(), misc_faller_create(), and TryUse().

#define EF_SEEKERDRONE   (1<<21)
 

Definition at line 599 of file bg_public.h.

Referenced by BG_PlayerStateToEntityState(), BG_PlayerStateToEntityStateExtraPolate(), CG_Player(), G_ItemUsable(), ItemUse_Seeker(), PM_ItemUsable(), and SeekerDroneUpdate().

#define EF_SHADER_ANIM   (1<<4)
 

Definition at line 568 of file bg_public.h.

Referenced by func_usable_use(), G_EntIsRemovableUsable(), SP_func_door(), SP_func_static(), SP_func_usable(), SP_misc_turretG2(), turretG2_base_use(), turretG2_die(), and turretG2_respawn().

#define EF_SOUNDTRACKER   (1<<24)
 

Definition at line 602 of file bg_public.h.

Referenced by CG_EntityEvent(), CG_UpdateSoundTrackers(), G_FreeEntity(), G_MuteSound(), G_RunFrame(), and G_Sound().

#define EF_TALK   (1<<13)
 

Definition at line 588 of file bg_public.h.

Referenced by ClientIntermissionThink(), and PmoveSingle().

#define EF_TELEPORT_BIT   (1<<3)
 

Definition at line 566 of file bg_public.h.

Referenced by ClientSpawn(), and TeleportPlayer().

#define EV_EVENT_BIT1   0x00000100
 

Definition at line 728 of file bg_public.h.

Referenced by G_AddEvent().

#define EV_EVENT_BIT2   0x00000200
 

Definition at line 729 of file bg_public.h.

#define EV_EVENT_BITS   (EV_EVENT_BIT1|EV_EVENT_BIT2)
 

Definition at line 730 of file bg_public.h.

Referenced by CG_CheckEvents(), CG_EntityEvent(), and G_AddEvent().

#define EVENT_VALID_MSEC   300
 

Definition at line 732 of file bg_public.h.

Referenced by G_RunFrame().

#define FX_STATE_CONTINUOUS   20
 

Definition at line 1183 of file bg_public.h.

Referenced by fx_runner_think().

#define FX_STATE_OFF   0
 

Definition at line 1180 of file bg_public.h.

Referenced by fx_runner_use(), and SP_fx_runner().

#define FX_STATE_ONE_SHOT   1
 

Definition at line 1181 of file bg_public.h.

Referenced by fx_runner_use().

#define FX_STATE_ONE_SHOT_LIMIT   10
 

Definition at line 1182 of file bg_public.h.

Referenced by fx_runner_use().

#define G2_MODEL_PART   50
 

Definition at line 136 of file bg_public.h.

Referenced by G_BounceMissile(), G_DeflectMissile(), G_Dismember(), G_MissileImpact(), G_ReflectMissile(), and G_RunMissile().

#define GAME_VERSION   "basejka-1"
 

Definition at line 20 of file bg_public.h.

Referenced by CG_Init(), and SP_worldspawn().

#define GIB_HEALTH   -40
 

Definition at line 25 of file bg_public.h.

Referenced by BG_PlayerStateToEntityState(), BG_PlayerStateToEntityStateExtraPolate(), body_die(), and player_die().

#define HYPERSPACE_SPEED   10000.0f
 

Definition at line 1679 of file bg_public.h.

#define HYPERSPACE_TELEPORT_FRAC   0.75f
 

Definition at line 1678 of file bg_public.h.

Referenced by hyperspace_touch(), and PM_VehFaceHyperspacePoint().

#define HYPERSPACE_TIME   4000
 

Definition at line 1677 of file bg_public.h.

Referenced by hyperspace_touch(), PM_UpdateViewAngles(), PM_VehFaceHyperspacePoint(), PmoveSingle(), and shipboundary_touch().

#define HYPERSPACE_TURN_RATE   45.0f
 

Definition at line 1680 of file bg_public.h.

#define ITEM_INDEX  )     ((x)-bg_itemlist)
 

Definition at line 1150 of file bg_public.h.

Referenced by CG_DrawFlagModel().

#define ITEM_RADIUS   15
 

Definition at line 35 of file bg_public.h.

Referenced by LaunchItem().

#define JUMP_VELOCITY   225
 

Definition at line 29 of file bg_public.h.

Referenced by Jedi_SaberBlockGo(), and WP_GetVelocityForForceJump().

#define MASK_ALL   (-1)
 

Definition at line 1168 of file bg_public.h.

#define MASK_DEADSOLID   (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_TERRAIN)
 

Definition at line 1172 of file bg_public.h.

Referenced by SP_waypoint(), and SP_waypoint_small().

#define MASK_NPCSOLID   (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BODY|CONTENTS_TERRAIN)
 

Definition at line 1171 of file bg_public.h.

Referenced by BG_FighterUpdate(), NAV_FindClosestWaypointForPoint2(), NAVNEW_TestNodeConnectionBlocked(), NPC_Begin(), NPC_Spawn_Do(), and NPC_SpotWouldTelefrag().

#define MASK_OPAQUE   (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_TERRAIN)
 

Definition at line 1174 of file bg_public.h.

Referenced by CanSee(), G_ClearLOS(), G_FindLocalInterestPoint(), and TryUse().

#define MASK_PLAYERSOLID   (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY|CONTENTS_TERRAIN)
 

Definition at line 1170 of file bg_public.h.

Referenced by BotTrace_Duck(), BotTrace_Jump(), BotTrace_Strafe(), CalcEntitySpot(), CanGetToVectorTravel(), CG_CalcEntityLerpPositions(), CG_G2MarkEvent(), CG_G2SaberEffects(), CG_PredictPlayerState(), CG_SaberCompWork(), CheckForFriendInLOF(), ClientCommand(), ClientSpawn(), ClientThink_real(), Cmd_EngageDuel_f(), Do_Strike(), DoGripAction(), EWeb_Create(), EWebPositionUser(), ForceGrip(), ForceTelepathyCheckDirectNPCTarget(), ForceThrow(), G_ItemUsable(), G_RunItem(), MakeDeadSaber(), misc_faller_create(), PM_AdjustAngleForWallJump(), PM_AdjustAngleForWallRun(), PM_AdjustAngleForWallRunUp(), PM_CanBackstab(), PM_CheckStabDown(), PM_ItemUsable(), PM_RocketLock(), PM_SomeoneInFront(), PM_WeaponLightsaber(), saberFirstThrown(), SaberUpdateSelf(), SiegeItemUse(), SP_misc_siege_item(), SpectatorThink(), WP_SaberInitBladeData(), WP_SaberPositionUpdate(), WP_SaberStartMissileBlockCheck(), and WPOrgVisible().

#define MASK_SHOT   (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE|CONTENTS_TERRAIN)
 

Definition at line 1175 of file bg_public.h.

Referenced by Boba_FireDecide(), Boba_FireFlameThrower(), CanShoot(), CreateLaserTrap(), CreateShield(), drop_charge(), EWebFire(), FireVehicleWeapon(), ForceShootDrain(), ForceShootLightning(), ForceThrow(), G_ItemUsable(), Howler_TryDamage(), ImperialProbe_FireBlaster(), Jedi_FindEnemyInCone(), laserTrapThink(), maglock_link(), Mark1_FireBlaster(), Mark1_FireRocket(), Mark1Dead_FireBlaster(), Mark1Dead_FireRocket(), Mark2_FireBlaster(), MineMonster_TryDamage(), NPC_BSAdvanceFight(), NPC_BSGM_Attack(), NPC_BSSniper_Attack(), NPC_CheckCanAttack(), NPC_ClearShot(), NPC_ShotEntity(), pas_adjust_enemy(), PlaceShield(), PM_ItemUsable(), Remote_Fire(), Seeker_Fire(), Sentry_Fire(), Sniper_FaceEnemy(), turret_base_think(), turretG2_base_think(), VEH_TurretThink(), WP_DisruptorAltFire(), WP_FireBlasterMissile(), WP_FireEmplacedMissile(), WP_FireGenericBlasterMissile(), WP_FireMelee(), WP_FireStunBaton(), WP_FireThermalDetonator(), WP_FireTurboLaserMissile(), WP_FireTurretMissile(), WP_FireVehicleWeapon(), and WP_SaberPositionUpdate().

#define MASK_SOLID   (CONTENTS_SOLID|CONTENTS_TERRAIN)
 

Definition at line 1169 of file bg_public.h.

Referenced by BotFallbackNavigation(), BotSurfaceNear(), CanDamage(), CanGetToVector(), CG_AddSaberBlade(), CG_DrawAutoMap(), CG_EntityEvent(), CG_RagDoll(), CheckForFunc(), ConnectTrail(), CTFFlagMovement(), DoorBlockingSection(), EntityVisibleBox(), FinishSpawningItem(), FlagObjects(), G_Dismember(), G_EstimateCamPos(), G_ItemUsable(), G_RMGPathing(), G_SpecialSpawnItem(), G_TestEntityPosition(), GetNearestBadThing(), GetNewFlagPoint(), ImperialProbe_Strafe(), ImperialProbe_Wait(), Interrogator_Strafe(), ItemUse_Sentry(), MeleeCombatHandling(), NPC_Probe_Pain(), NPC_SpawnType(), OrgVisible(), OrgVisibleBox(), OrgVisibleCurve(), pitch_roll_for_slope(), PlaceShield(), PM_GroundDistance(), PM_ItemUsable(), PM_pitch_roll_for_slope(), PM_WalkableGroundDistance(), Remote_Strafe(), SaberCombatHandling(), saberFirstThrown(), saberKnockDown(), Seeker_Strafe(), SeekerDroneUpdate(), Sentry_Strafe(), SiegeTakesPriority(), SP_emplaced_gun(), SP_info_jedimaster_start(), SP_misc_ammo_floor_unit(), SP_misc_holocron(), SP_misc_model_ammo_power_converter(), SP_misc_model_health_power_converter(), SP_misc_model_shield_power_converter(), SP_misc_shield_floor_unit(), StrafeTracing(), W_TraceSetStart(), and WPOrgVisible().

#define MASK_WATER   (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
 

Definition at line 1173 of file bg_public.h.

#define MAX_ANIM_EVENTS   300
 

Definition at line 256 of file bg_public.h.

Referenced by BG_ParseAnimationEvtFile(), CG_PlayerAnimEvents(), CheckAnimFrameForEventType(), and ParseAnimationEvtBlock().

#define MAX_ANIM_FILES   16
 

Definition at line 255 of file bg_public.h.

Referenced by BG_AnimsetAlloc(), BG_ParseAnimationEvtFile(), and UI_AnimsetAlloc().

#define MAX_ARENAS   1024
 

Definition at line 1671 of file bg_public.h.

Referenced by G_ParseInfos(), and UI_ParseInfos().

#define MAX_ARENAS_TEXT   8192
 

Definition at line 1672 of file bg_public.h.

#define MAX_BOTS   1024
 

Definition at line 1674 of file bg_public.h.

#define MAX_BOTS_TEXT   8192
 

Definition at line 1675 of file bg_public.h.

#define MAX_CLIENT_SCORE_SEND   20
 

Definition at line 51 of file bg_public.h.

Referenced by DeathmatchScoreboardMessage().

#define MAX_CUSTOM_SIEGE_SOUNDS   30
 

Definition at line 140 of file bg_public.h.

Referenced by CG_GetStringForVoiceSound(), CG_LoadCISounds(), and G_InitGame().

#define MAX_ITEM_MODELS   4
 

Definition at line 1118 of file bg_public.h.

Referenced by CG_DestroyAllGhoul2().

#define MAX_ITEMS   256
 

Definition at line 31 of file bg_public.h.

Referenced by CG_DestroyAllGhoul2(), and SaveRegisteredItems().

#define MAX_RANDOM_ANIM_SOUNDS   4
 

Definition at line 271 of file bg_public.h.

Referenced by ParseAnimationEvtBlock().

#define MAX_SPAWN_VARS   64
 

Definition at line 16 of file bg_public.h.

Referenced by CG_ParseSpawnVars(), and G_ParseSpawnVars().

#define MAX_SPAWN_VARS_CHARS   4096
 

Definition at line 17 of file bg_public.h.

Referenced by CG_AddSpawnVarToken(), and G_AddSpawnVarToken().

#define MAXTOUCH   32
 

Definition at line 421 of file bg_public.h.

Referenced by PM_AddTouchEnt().

#define MINS_Z   -24
 

Definition at line 46 of file bg_public.h.

Referenced by PM_CheckFixMins().

#define PLAYEREVENT_DENIEDREWARD   0x0001
 

Definition at line 716 of file bg_public.h.

Referenced by CG_CheckLocalSounds(), and Pickup_Powerup().

#define PLAYEREVENT_GAUNTLETREWARD   0x0002
 

Definition at line 717 of file bg_public.h.

Referenced by CG_CheckLocalSounds(), and player_die().

#define PMF_ALL_TIMES   (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
 

Definition at line 419 of file bg_public.h.

#define PMF_BACKWARDS_JUMP   8
 

Definition at line 406 of file bg_public.h.

#define PMF_BACKWARDS_RUN   16
 

Definition at line 407 of file bg_public.h.

Referenced by PmoveSingle().

#define PMF_DUCKED   1
 

Definition at line 403 of file bg_public.h.

Referenced by emplaced_gun_use(), Jedi_SaberBlockGo(), NPC_CheckEnemyStealth(), PM_CheckFixMins(), PM_SaberAttackForMovement(), PM_SetSaberMove(), PM_WeaponLightsaber(), and WP_SabersCheckLock().

#define PMF_FIX_MINS   128
 

Definition at line 410 of file bg_public.h.

Referenced by PM_CheckDualForwardJumpDuck(), and PM_CheckFixMins().

#define PMF_FOLLOW   4096
 

Definition at line 415 of file bg_public.h.

Referenced by CG_CheckPlayerG2Weapons(), CG_DrawAutoMap(), CG_DrawRadar(), CG_EntityEvent(), CG_NextForcePower_f(), CG_NextInventory_f(), CG_NextWeapon_f(), CG_Player(), CG_PredictPlayerState(), CG_PrevForcePower_f(), CG_PrevInventory_f(), CG_PrevWeapon_f(), CG_Weapon_f(), CG_WeaponClean_f(), CheckExitRules(), ClientThink_real(), DownedSaberThink(), G_CheckClientIdle(), G_RunFrame(), NPC_SomeoneLookingAtMe(), NPC_Think(), SaberUpdateSelf(), SiegeBeginRound(), SiegeItemThink(), SpectatorClientEndFrame(), StopFollowing(), Touch_Multi(), TryUse(), Use_Target_Escapetrig(), WP_ForcePowersUpdate(), WP_ForcePowerUsable(), and WP_SaberStartMissileBlockCheck().

#define PMF_JUMP_HELD   2
 

Definition at line 404 of file bg_public.h.

Referenced by PM_AdjustAngleForWallJump(), PM_AdjustAngleForWallRunUp(), PM_ForceJumpingUp(), PM_SaberAttackForMovement(), Pmove(), PmoveSingle(), StandardBotAI(), and WP_ForcePowersUpdate().

#define PMF_RESPAWNED   512
 

Definition at line 412 of file bg_public.h.

Referenced by ClientSpawn(), NPC_Begin(), PM_AdjustAttackStates(), and PmoveSingle().

#define PMF_ROLLING   4
 

Definition at line 405 of file bg_public.h.

#define PMF_SCOREBOARD   8192
 

Definition at line 416 of file bg_public.h.

Referenced by CG_DrawActive(), and SpectatorClientEndFrame().

#define PMF_STUCK_TO_WALL   16384
 

Definition at line 417 of file bg_public.h.

Referenced by ForceThrow(), G_Damage(), G_LetGoOfWall(), player_die(), PM_AdjustAngleForWallJump(), PM_ClipVelocity(), PM_GrabWallForJump(), PM_SlideMove(), PmoveSingle(), and WP_ForcePowerUsable().

#define PMF_TIME_KNOCKBACK   64
 

Definition at line 409 of file bg_public.h.

Referenced by ClientSpawn(), G_ApplyKnockback(), G_Damage(), G_Throw(), Jedi_SaberBlockGo(), NPC_Begin(), PM_AdjustAngleForWallJump(), TeleportPlayer(), and WP_ResistForcePush().

#define PMF_TIME_LAND   32
 

Definition at line 408 of file bg_public.h.

#define PMF_TIME_WATERJUMP   256
 

Definition at line 411 of file bg_public.h.

Referenced by PmoveSingle().

#define PMF_UPDATE_ANIM   2048
 

Definition at line 414 of file bg_public.h.

#define PMF_USE_ITEM_HELD   1024
 

Definition at line 413 of file bg_public.h.

Referenced by G_ItemUsable(), and PM_ItemUsable().

#define RANK_TIED_FLAG   0x4000
 

Definition at line 33 of file bg_public.h.

Referenced by CalculateRanks(), and CG_PlaceString().

#define SABER_BLOCK_DUR   150
 

Definition at line 1157 of file bg_public.h.

#define SCORE_NOT_PRESENT   -9999
 

Definition at line 37 of file bg_public.h.

Referenced by CalculateRanks().

#define SETANIM_BOTH   SETANIM_TORSO|SETANIM_LEGS
 

Definition at line 500 of file bg_public.h.

Referenced by AnimateRiders(), ATST_Idle(), ClientSpawn(), Cmd_DebugSetBodyAnim_f(), G_BreakArm(), G_CheckClientIdle(), G_DriveATST(), G_SpecialRollGetup(), G_VehicleAttachDroidUnit(), GM_StartGloat(), Howler_Attack(), ImperialProbe_AttackDecision(), ImperialProbe_Hunt(), ImperialProbe_Patrol(), Initialize(), Jedi_Ambush(), Jedi_CheckFlipEvasions(), Jedi_SaberBlockGo(), Mark1_BlasterAttack(), Mark1_die(), Mark1_Idle(), Mark2_AttackDecision(), MineMonster_Attack(), NPC_Begin(), NPC_BSGM_Attack(), NPC_BSJump(), NPC_BSSearch(), NPC_BSST_Patrol(), NPC_BSWander(), NPC_ChoosePainAnimation(), NPC_Droid_Pain(), NPC_Howler_Pain(), NPC_Mark1_Pain(), NPC_MineMonster_Pain(), NPC_Probe_Pain(), NPC_Rancor_Pain(), NPC_Sentry_Pain(), NPC_Wampa_Pain(), player_die(), PM_AdjustAngleForWallJump(), PM_AdjustAngleForWallRun(), PM_AdjustAngleForWallRunUp(), PM_GrabWallForJump(), PM_SaberLockLoseAnim(), PM_SaberLockResultAnim(), PM_SaberLockWinAnim(), PM_SetSaberMove(), PM_VehicleWeaponAnimate(), PmoveSingle(), R2D2_TurnAnims(), Rancor_Attack(), Rancor_Bite(), Rancor_CheckRoar(), Rancor_Swing(), Sentry_Fire(), Sentry_Idle(), Sentry_RangedAttack(), sentry_use(), StandardSetBodyAnim(), TryGrapple(), Wampa_Attack(), Wampa_CheckRoar(), Wampa_Slash(), WP_ResistForcePush(), and WP_SaberPositionUpdate().

#define SETANIM_FLAG_HOLD   2
 

Definition at line 504 of file bg_public.h.

Referenced by AnimateRiders(), BG_SetAnimFinal(), Boba_DoFlameThrower(), ClientCommand(), ClientSpawn(), EWebPositionUser(), G_BreakArm(), G_CheckClientIdle(), G_RunFrame(), G_SpecialRollGetup(), G_VehicleAttachDroidUnit(), GM_StartGloat(), Howler_Attack(), ImperialProbe_Hunt(), Jedi_Ambush(), Jedi_CheckFlipEvasions(), Jedi_SaberBlockGo(), Mark1_BlasterAttack(), Mark1_die(), Mark1_RocketAttack(), Mark2_AttackDecision(), MineMonster_Attack(), NPC_BSDefault(), NPC_BSGM_Attack(), NPC_BSJump(), NPC_BSST_Patrol(), NPC_ChoosePainAnimation(), NPC_Droid_Pain(), NPC_GM_StartLaser(), NPC_Howler_Pain(), NPC_Jedi_Pain(), NPC_Mark1_Pain(), NPC_MineMonster_Pain(), NPC_Probe_Pain(), NPC_Rancor_Pain(), NPC_Sentry_Pain(), NPC_Wampa_Pain(), player_die(), PM_AdjustAngleForWallJump(), PM_AdjustAngleForWallRun(), PM_AdjustAngleForWallRunUp(), PM_GrabWallForJump(), PM_SaberLockLoseAnim(), PM_SaberLockResultAnim(), PM_SaberLockWinAnim(), PM_VehicleWeaponAnimate(), PM_WeaponLightsaber(), PmoveSingle(), R2D2_TurnAnims(), Rancor_Attack(), Rancor_Bite(), Rancor_CheckRoar(), Rancor_Swing(), Sentry_Fire(), Sentry_Idle(), Sentry_RangedAttack(), sentry_use(), Touch_Multi(), TryGrapple(), TryHeal(), TryUse(), Wampa_Attack(), Wampa_CheckRoar(), Wampa_Slash(), WP_ResistForcePush(), and WP_SaberPositionUpdate().

#define SETANIM_FLAG_HOLDLESS   8
 

Definition at line 506 of file bg_public.h.

Referenced by AnimateRiders(), BG_SetAnimFinal(), ClientCommand(), and ClientSpawn().

#define SETANIM_FLAG_NORMAL   0
 

Definition at line 502 of file bg_public.h.

Referenced by AnimateRiders(), ATST_Idle(), ImperialProbe_AttackDecision(), ImperialProbe_Patrol(), Initialize(), Mark1_Idle(), NPC_Begin(), NPC_BSSearch(), NPC_BSWander(), NPC_ExecuteBState(), PM_VehicleWeaponAnimate(), and PM_WeaponLightsaber().

#define SETANIM_FLAG_OVERRIDE   1
 

Definition at line 503 of file bg_public.h.

Referenced by AnimateRiders(), BG_SetAnim(), BG_SetAnimFinal(), Boba_DoFlameThrower(), ClientCommand(), ClientSpawn(), EWebPositionUser(), G_BreakArm(), G_CheckClientIdle(), G_DriveATST(), G_RunFrame(), G_SpecialRollGetup(), G_VehicleAttachDroidUnit(), GM_StartGloat(), Howler_Attack(), ImperialProbe_Hunt(), Jedi_Ambush(), Jedi_CheckFlipEvasions(), Jedi_SaberBlockGo(), Mark1_BlasterAttack(), Mark1_die(), Mark1_RocketAttack(), Mark2_AttackDecision(), MineMonster_Attack(), NPC_BSGM_Attack(), NPC_BSJump(), NPC_BSST_Patrol(), NPC_ChoosePainAnimation(), NPC_Droid_Pain(), NPC_GM_StartLaser(), NPC_Howler_Pain(), NPC_Jedi_Pain(), NPC_Mark1_Pain(), NPC_MineMonster_Pain(), NPC_Probe_Pain(), NPC_Rancor_Pain(), NPC_Sentry_Pain(), NPC_Wampa_Pain(), player_die(), PM_AdjustAngleForWallJump(), PM_AdjustAngleForWallRun(), PM_AdjustAngleForWallRunUp(), PM_BeginWeaponChange(), PM_FinishWeaponChange(), PM_GrabWallForJump(), PM_SaberLockLoseAnim(), PM_SaberLockResultAnim(), PM_SaberLockWinAnim(), PM_SetSaberMove(), PM_VehicleWeaponAnimate(), PM_WeaponLightsaber(), PmoveSingle(), R2D2_TurnAnims(), Rancor_Attack(), Rancor_Bite(), Rancor_CheckRoar(), Rancor_Swing(), Sentry_Fire(), Sentry_Idle(), Sentry_RangedAttack(), sentry_use(), Touch_Multi(), TryGrapple(), TryHeal(), TryUse(), Wampa_Attack(), Wampa_CheckRoar(), Wampa_Slash(), WP_ResistForcePush(), and WP_SaberPositionUpdate().

#define SETANIM_FLAG_RESTART   4
 

Definition at line 505 of file bg_public.h.

Referenced by AnimateRiders(), BG_SetAnim(), BG_SetAnimFinal(), player_die(), PM_AdjustAngleForWallJump(), PM_GrabWallForJump(), PM_SetSaberMove(), and PM_VehicleWeaponAnimate().

#define SETANIM_LEGS   2
 

Definition at line 499 of file bg_public.h.

Referenced by BG_FlipPart(), BG_SetAnim(), BG_SetAnimFinal(), EWebPositionUser(), Jedi_CheckFlipEvasions(), NPC_BSJump(), NPC_ChoosePainAnimation(), NPC_Jedi_Pain(), PM_AdjustAngleForWallJump(), PM_SetSaberMove(), and PM_WeaponLightsaber().

#define SETANIM_TORSO   1
 

Definition at line 498 of file bg_public.h.

Referenced by BG_FlipPart(), BG_SetAnim(), BG_SetAnimFinal(), BG_StartTorsoAnim(), Boba_DoFlameThrower(), ClientSpawn(), G_RunFrame(), Mark1_RocketAttack(), NPC_BSDefault(), NPC_BSGM_Attack(), NPC_BSST_Patrol(), NPC_ExecuteBState(), NPC_GM_StartLaser(), NPC_Jedi_Pain(), PM_BeginWeaponChange(), PM_FinishWeaponChange(), PM_SetSaberMove(), PM_WeaponLightsaber(), Rancor_Attack(), Touch_Multi(), TryHeal(), TryUse(), and WP_ResistForcePush().

#define STANDARD_VIEWHEIGHT_OFFSET   -4
 

Definition at line 44 of file bg_public.h.

Referenced by G_DriveATST().

#define STEPSIZE   18
 

Definition at line 22 of file bg_public.h.

Referenced by NAV_CheckAhead(), NAV_ClearPathToPoint(), NAV_TestBestNode(), NAVNEW_PushBlocker(), NAVNEW_SidestepBlocker(), NAVNEW_TestNodeConnectionBlocked(), NPC_MoveDirClear(), PM_StepSlideMove(), and waypoint_testDirection().

#define TEAM_LOCATION_UPDATE_TIME   1000
 

Definition at line 1028 of file bg_public.h.

Referenced by CheckTeamStatus().

#define TEAM_MAXOVERLAY   32
 

Definition at line 1031 of file bg_public.h.

Referenced by TeamplayInfoMessage().

#define TOSS_DEBOUNCE_TIME   5000
 

Definition at line 181 of file bg_public.h.

Referenced by ItemUse_UseDisp().

#define VOTE_TIME   30000
 

Definition at line 39 of file bg_public.h.

Referenced by CheckTeamVote(), and CheckVote().


Typedef Documentation

typedef struct animation_s animation_t
 

Referenced by BG_AnimsetAlloc(), BG_AnimsetFree(), BG_HasAnimation(), BG_ParseAnimationEvtFile(), BG_ParseAnimationFile(), BG_SetAnim(), BG_SetAnimFinal(), CG_NewClientInfo(), CG_PlayerAnimEvents(), CG_RagDoll(), G_UpdateClientAnims(), ItemParse_asset_model_go(), ParseAnimationEvtBlock(), PM_SaberLocked(), UI_AnimsetAlloc(), and UI_ParseAnimationFile().

typedef struct animevent_s animevent_t
 

Referenced by BG_ParseAnimationEvtFile(), CG_PlayerAnimEventDo(), CG_PlayerAnimEvents(), CheckAnimFrameForEventType(), and ParseAnimationEvtBlock().

typedef struct bgEntity_s bgEntity_t
 

Referenced by BG_AdjustClientSpeed(), BG_VehTraceFromCamPos(), Board(), CG_G2AnimEntModelLoad(), CG_Player(), CG_PmoveClientPointerUpdate(), CG_PredictPlayerState(), ClientDisconnect(), ClientThink_real(), Eject(), ForceGrip(), ForceThrow(), NPC_Begin(), NPC_Spawn_Do(), NPC_Use(), player_die(), PM_AdjustAttackStates(), PM_BGEntForNum(), PM_CanBackstab(), PM_CheckStabDown(), PM_HoverTrace(), PM_pitch_roll_for_slope(), PM_RocketLock(), PM_SaberLocked(), PM_SetSpecialMoveValues(), PM_SlideMove(), PM_SomeoneInFront(), PM_StepSlideMove(), PM_VehFaceHyperspacePoint(), PM_VehForcedTurning(), PM_VehicleImpact(), PM_VehicleViewAngles(), PM_VehicleWeaponAnimate(), PM_WeaponLightsaber(), PmoveSingle(), SetParent(), SetPilot(), SpectatorThink(), TryUse(), ValidateBoard(), and WP_VehCheckTraceFromCamPos().

typedef int gametype_t
 

Definition at line 199 of file bg_public.h.

typedef struct gitem_s gitem_t
 

Referenced by BG_CanItemBeGrabbed(), BG_FindItem(), BG_FindItemForAmmo(), BG_FindItemForHoldable(), BG_FindItemForPowerup(), BG_FindItemForWeapon(), CG_DrawFlagModel(), CG_DrawNewTeamInfo(), CG_EntityEvent(), CG_Init(), CG_InitG2Weapons(), CG_LoadingItem(), CG_RegisterItemVisuals(), CG_RegisterWeapon(), Cmd_Give_f(), Drop_Item(), G_CallSpawn(), G_CheckTeamItems(), G_DriveATST(), G_ItemDisabled(), G_PrecacheDispensers(), G_SpawnItem(), G_SpecialSpawnItem(), ItemUse_UseDisp(), LaunchItem(), NPC_PrecacheWeapons(), PlaceShield(), RegisterItem(), SP_gametype_item(), TossClientItems(), TossClientWeapon(), and UI_SiegeSetCvarsForClass().

typedef int holdable_t
 

Definition at line 704 of file bg_public.h.

Referenced by BG_FindItemForHoldable().

typedef int itemType_t
 

Definition at line 1116 of file bg_public.h.

typedef int powerup_t
 

Definition at line 684 of file bg_public.h.

Referenced by BG_FindItemForPowerup().

typedef int saberMoveName_t
 

Definition at line 1480 of file bg_public.h.

Referenced by PM_AttackMoveForQuad(), PM_CheckPullAttack(), PM_CheckStabDown(), PM_SaberAttackForMovement(), PM_SaberBackflipAttackMove(), PM_SaberFlipOverAttackMove(), PM_SaberJumpAttackMove(), PM_SaberJumpAttackMove2(), PM_SaberLungeAttackMove(), and PM_WeaponLightsaber().

typedef int team_t
 

Definition at line 1017 of file bg_public.h.

Referenced by AI_DistributeAttack(), AI_GetGroupSize(), CG_GetClassCount(), CG_GetTeamCount(), CG_GetTeamNonScoreCount(), G_ReadSessionData(), G_TeamCommand(), NPC_Kill_f(), NPC_Pain(), NPC_ParseParms(), NPC_Precache(), NPC_PrecacheWeapons(), NPC_WeaponsForTeam(), PickTeam(), SelectCTFSpawnPoint(), SelectInitialSpawnPoint(), SelectRandomFurthestSpawnPoint(), SelectRandomTeamSpawnPoint(), SelectSiegeSpawnPoint(), SelectSpawnPoint(), and TeamCount().


Enumeration Type Documentation

anonymous enum
 

Enumeration values:
PW_NONE 
PW_QUAD 
PW_BATTLESUIT 
PW_PULL 
PW_REDFLAG 
PW_BLUEFLAG 
PW_NEUTRALFLAG 
PW_SHIELDHIT 
PW_SPEEDBURST 
PW_DISINT_4 
PW_SPEED 
PW_CLOAKED 
PW_FORCE_ENLIGHTENED_LIGHT 
PW_FORCE_ENLIGHTENED_DARK 
PW_FORCE_BOON 
PW_YSALAMIRI 
PW_NUM_POWERUPS 

Definition at line 652 of file bg_public.h.

00652              {
00653         PW_NONE,
00654 
00655         PW_QUAD,
00656         PW_BATTLESUIT,
00657         PW_PULL,
00658         //PW_INVIS, //rww - removed
00659         //PW_REGEN, //rww - removed
00660         //PW_FLIGHT, //rww - removed
00661 
00662         PW_REDFLAG,
00663         PW_BLUEFLAG,
00664         PW_NEUTRALFLAG,
00665 
00666         PW_SHIELDHIT,
00667 
00668         //PW_SCOUT, //rww - removed
00669         //PW_GUARD, //rww - removed
00670         //PW_DOUBLER, //rww - removed
00671         //PW_AMMOREGEN, //rww - removed
00672         PW_SPEEDBURST,
00673         PW_DISINT_4,
00674         PW_SPEED,
00675         PW_CLOAKED,
00676         PW_FORCE_ENLIGHTENED_LIGHT,
00677         PW_FORCE_ENLIGHTENED_DARK,
00678         PW_FORCE_BOON,
00679         PW_YSALAMIRI,
00680 
00681         PW_NUM_POWERUPS
00682 
00683 };

anonymous enum
 

Enumeration values:
HI_NONE 
HI_SEEKER 
HI_SHIELD 
HI_MEDPAC 
HI_MEDPAC_BIG 
HI_BINOCULARS 
HI_SENTRY_GUN 
HI_JETPACK 
HI_HEALTHDISP 
HI_AMMODISP 
HI_EWEB 
HI_CLOAK 
HI_NUM_HOLDABLE 

Definition at line 686 of file bg_public.h.

00686              {
00687         HI_NONE,
00688 
00689         HI_SEEKER,
00690         HI_SHIELD,
00691         HI_MEDPAC,
00692         HI_MEDPAC_BIG,
00693         HI_BINOCULARS,
00694         HI_SENTRY_GUN,
00695         HI_JETPACK,
00696 
00697         HI_HEALTHDISP,
00698         HI_AMMODISP,
00699         HI_EWEB,
00700         HI_CLOAK,
00701 
00702         HI_NUM_HOLDABLE
00703 };

anonymous enum
 

Enumeration values:
TEAM_FREE 
TEAM_RED 
TEAM_BLUE 
TEAM_SPECTATOR 
TEAM_NUM_TEAMS 

Definition at line 1009 of file bg_public.h.

01009              {
01010         TEAM_FREE,
01011         TEAM_RED,
01012         TEAM_BLUE,
01013         TEAM_SPECTATOR,
01014 
01015         TEAM_NUM_TEAMS
01016 };

anonymous enum
 

Enumeration values:
IT_BAD 
IT_WEAPON 
IT_AMMO 
IT_ARMOR 
IT_HEALTH 
IT_POWERUP 
IT_HOLDABLE 
IT_PERSISTANT_POWERUP 
IT_TEAM 

Definition at line 1103 of file bg_public.h.

01103              {
01104         IT_BAD,
01105         IT_WEAPON,                              // EFX: rotate + upscale + minlight
01106         IT_AMMO,                                // EFX: rotate
01107         IT_ARMOR,                               // EFX: rotate + minlight
01108         IT_HEALTH,                              // EFX: static external sphere + rotating internal
01109         IT_POWERUP,                             // instant on, timer based
01110                                                         // EFX: rotate + external ring that rotates
01111         IT_HOLDABLE,                    // single use, holdable item
01112                                                         // EFX: rotate + bob
01113         IT_PERSISTANT_POWERUP,
01114         IT_TEAM
01115 };

anonymous enum
 

Enumeration values:
LS_INVALID 
LS_NONE 
LS_READY 
LS_DRAW 
LS_PUTAWAY 
LS_A_TL2BR 
LS_A_L2R 
LS_A_BL2TR 
LS_A_BR2TL 
LS_A_R2L 
LS_A_TR2BL 
LS_A_T2B 
LS_A_BACKSTAB 
LS_A_BACK 
LS_A_BACK_CR 
LS_ROLL_STAB 
LS_A_LUNGE 
LS_A_JUMP_T__B_ 
LS_A_FLIP_STAB 
LS_A_FLIP_SLASH 
LS_JUMPATTACK_DUAL 
LS_JUMPATTACK_ARIAL_LEFT 
LS_JUMPATTACK_ARIAL_RIGHT 
LS_JUMPATTACK_CART_LEFT 
LS_JUMPATTACK_CART_RIGHT 
LS_JUMPATTACK_STAFF_LEFT 
LS_JUMPATTACK_STAFF_RIGHT 
LS_BUTTERFLY_LEFT 
LS_BUTTERFLY_RIGHT 
LS_A_BACKFLIP_ATK 
LS_SPINATTACK_DUAL 
LS_SPINATTACK 
LS_LEAP_ATTACK 
LS_SWOOP_ATTACK_RIGHT 
LS_SWOOP_ATTACK_LEFT 
LS_TAUNTAUN_ATTACK_RIGHT 
LS_TAUNTAUN_ATTACK_LEFT 
LS_KICK_F 
LS_KICK_B 
LS_KICK_R 
LS_KICK_L 
LS_KICK_S 
LS_KICK_BF 
LS_KICK_RL 
LS_KICK_F_AIR 
LS_KICK_B_AIR 
LS_KICK_R_AIR 
LS_KICK_L_AIR 
LS_STABDOWN 
LS_STABDOWN_STAFF 
LS_STABDOWN_DUAL 
LS_DUAL_SPIN_PROTECT 
LS_STAFF_SOULCAL 
LS_A1_SPECIAL 
LS_A2_SPECIAL 
LS_A3_SPECIAL 
LS_UPSIDE_DOWN_ATTACK 
LS_PULL_ATTACK_STAB 
LS_PULL_ATTACK_SWING 
LS_SPINATTACK_ALORA 
LS_DUAL_FB 
LS_DUAL_LR 
LS_HILT_BASH 
LS_S_TL2BR 
LS_S_L2R 
LS_S_BL2TR 
LS_S_BR2TL 
LS_S_R2L 
LS_S_TR2BL 
LS_S_T2B 
LS_R_TL2BR 
LS_R_L2R 
LS_R_BL2TR 
LS_R_BR2TL 
LS_R_R2L 
LS_R_TR2BL 
LS_R_T2B 
LS_T1_BR__R 
LS_T1_BR_TR 
LS_T1_BR_T_ 
LS_T1_BR_TL 
LS_T1_BR__L 
LS_T1_BR_BL 
LS_T1__R_BR 
LS_T1__R_TR 
LS_T1__R_T_ 
LS_T1__R_TL 
LS_T1__R__L 
LS_T1__R_BL 
LS_T1_TR_BR 
LS_T1_TR__R 
LS_T1_TR_T_ 
LS_T1_TR_TL 
LS_T1_TR__L 
LS_T1_TR_BL 
LS_T1_T__BR 
LS_T1_T___R 
LS_T1_T__TR 
LS_T1_T__TL 
LS_T1_T___L 
LS_T1_T__BL 
LS_T1_TL_BR 
LS_T1_TL__R 
LS_T1_TL_TR 
LS_T1_TL_T_ 
LS_T1_TL__L 
LS_T1_TL_BL 
LS_T1__L_BR 
LS_T1__L__R 
LS_T1__L_TR 
LS_T1__L_T_ 
LS_T1__L_TL 
LS_T1__L_BL 
LS_T1_BL_BR 
LS_T1_BL__R 
LS_T1_BL_TR 
LS_T1_BL_T_ 
LS_T1_BL_TL 
LS_T1_BL__L 
LS_B1_BR 
LS_B1__R 
LS_B1_TR 
LS_B1_T_ 
LS_B1_TL 
LS_B1__L 
LS_B1_BL 
LS_D1_BR 
LS_D1__R 
LS_D1_TR 
LS_D1_T_ 
LS_D1_TL 
LS_D1__L 
LS_D1_BL 
LS_D1_B_ 
LS_V1_BR 
LS_V1__R 
LS_V1_TR 
LS_V1_T_ 
LS_V1_TL 
LS_V1__L 
LS_V1_BL 
LS_V1_B_ 
LS_H1_T_ 
LS_H1_TR 
LS_H1_TL 
LS_H1_BR 
LS_H1_B_ 
LS_H1_BL 
LS_K1_T_ 
LS_K1_TR 
LS_K1_TL 
LS_K1_BR 
LS_K1_BL 
LS_PARRY_UP 
LS_PARRY_UR 
LS_PARRY_UL 
LS_PARRY_LR 
LS_PARRY_LL 
LS_REFLECT_UP 
LS_REFLECT_UR 
LS_REFLECT_UL 
LS_REFLECT_LR 
LS_REFLECT_LL 
LS_MOVE_MAX 

Definition at line 1287 of file bg_public.h.

01287              {
01288         //totally invalid
01289         LS_INVALID      = -1,
01290         // Invalid, or saber not armed
01291         LS_NONE         = 0,
01292 
01293         // General movements with saber
01294         LS_READY,
01295         LS_DRAW,
01296         LS_PUTAWAY,
01297 
01298         // Attacks
01299         LS_A_TL2BR,//4
01300         LS_A_L2R,
01301         LS_A_BL2TR,
01302         LS_A_BR2TL,
01303         LS_A_R2L,
01304         LS_A_TR2BL,
01305         LS_A_T2B,
01306         LS_A_BACKSTAB,
01307         LS_A_BACK,
01308         LS_A_BACK_CR,
01309         LS_ROLL_STAB,
01310         LS_A_LUNGE,
01311         LS_A_JUMP_T__B_,
01312         LS_A_FLIP_STAB,
01313         LS_A_FLIP_SLASH,
01314         LS_JUMPATTACK_DUAL,
01315         LS_JUMPATTACK_ARIAL_LEFT,
01316         LS_JUMPATTACK_ARIAL_RIGHT,
01317         LS_JUMPATTACK_CART_LEFT,
01318         LS_JUMPATTACK_CART_RIGHT,
01319         LS_JUMPATTACK_STAFF_LEFT,
01320         LS_JUMPATTACK_STAFF_RIGHT,
01321         LS_BUTTERFLY_LEFT,
01322         LS_BUTTERFLY_RIGHT,
01323         LS_A_BACKFLIP_ATK,
01324         LS_SPINATTACK_DUAL,
01325         LS_SPINATTACK,
01326         LS_LEAP_ATTACK,
01327         LS_SWOOP_ATTACK_RIGHT,
01328         LS_SWOOP_ATTACK_LEFT,
01329         LS_TAUNTAUN_ATTACK_RIGHT,
01330         LS_TAUNTAUN_ATTACK_LEFT,
01331         LS_KICK_F,
01332         LS_KICK_B,
01333         LS_KICK_R,
01334         LS_KICK_L,
01335         LS_KICK_S,
01336         LS_KICK_BF,
01337         LS_KICK_RL,
01338         LS_KICK_F_AIR,
01339         LS_KICK_B_AIR,
01340         LS_KICK_R_AIR,
01341         LS_KICK_L_AIR,
01342         LS_STABDOWN,
01343         LS_STABDOWN_STAFF,
01344         LS_STABDOWN_DUAL,
01345         LS_DUAL_SPIN_PROTECT,
01346         LS_STAFF_SOULCAL,
01347         LS_A1_SPECIAL,
01348         LS_A2_SPECIAL,
01349         LS_A3_SPECIAL,
01350         LS_UPSIDE_DOWN_ATTACK,
01351         LS_PULL_ATTACK_STAB,
01352         LS_PULL_ATTACK_SWING,
01353         LS_SPINATTACK_ALORA,
01354         LS_DUAL_FB,
01355         LS_DUAL_LR,
01356         LS_HILT_BASH,
01357 
01358         //starts
01359         LS_S_TL2BR,//26
01360         LS_S_L2R,
01361         LS_S_BL2TR,//# Start of attack chaining to SLASH LR2UL
01362         LS_S_BR2TL,//# Start of attack chaining to SLASH LR2UL
01363         LS_S_R2L,
01364         LS_S_TR2BL,
01365         LS_S_T2B,
01366 
01367         //returns
01368         LS_R_TL2BR,//33
01369         LS_R_L2R,
01370         LS_R_BL2TR,
01371         LS_R_BR2TL,
01372         LS_R_R2L,
01373         LS_R_TR2BL,
01374         LS_R_T2B,
01375 
01376         //transitions
01377         LS_T1_BR__R,//40
01378         LS_T1_BR_TR,
01379         LS_T1_BR_T_,
01380         LS_T1_BR_TL,
01381         LS_T1_BR__L,
01382         LS_T1_BR_BL,
01383         LS_T1__R_BR,//46
01384         LS_T1__R_TR,
01385         LS_T1__R_T_,
01386         LS_T1__R_TL,
01387         LS_T1__R__L,
01388         LS_T1__R_BL,
01389         LS_T1_TR_BR,//52
01390         LS_T1_TR__R,
01391         LS_T1_TR_T_,
01392         LS_T1_TR_TL,
01393         LS_T1_TR__L,
01394         LS_T1_TR_BL,
01395         LS_T1_T__BR,//58
01396         LS_T1_T___R,
01397         LS_T1_T__TR,
01398         LS_T1_T__TL,
01399         LS_T1_T___L,
01400         LS_T1_T__BL,
01401         LS_T1_TL_BR,//64
01402         LS_T1_TL__R,
01403         LS_T1_TL_TR,
01404         LS_T1_TL_T_,
01405         LS_T1_TL__L,
01406         LS_T1_TL_BL,
01407         LS_T1__L_BR,//70
01408         LS_T1__L__R,
01409         LS_T1__L_TR,
01410         LS_T1__L_T_,
01411         LS_T1__L_TL,
01412         LS_T1__L_BL,
01413         LS_T1_BL_BR,//76
01414         LS_T1_BL__R,
01415         LS_T1_BL_TR,
01416         LS_T1_BL_T_,
01417         LS_T1_BL_TL,
01418         LS_T1_BL__L,
01419 
01420         //Bounces
01421         LS_B1_BR,
01422         LS_B1__R,
01423         LS_B1_TR,
01424         LS_B1_T_,
01425         LS_B1_TL,
01426         LS_B1__L,
01427         LS_B1_BL,
01428 
01429         //Deflected attacks
01430         LS_D1_BR,
01431         LS_D1__R,
01432         LS_D1_TR,
01433         LS_D1_T_,
01434         LS_D1_TL,
01435         LS_D1__L,
01436         LS_D1_BL,
01437         LS_D1_B_,
01438 
01439         //Reflected attacks
01440         LS_V1_BR,
01441         LS_V1__R,
01442         LS_V1_TR,
01443         LS_V1_T_,
01444         LS_V1_TL,
01445         LS_V1__L,
01446         LS_V1_BL,
01447         LS_V1_B_,
01448 
01449         // Broken parries
01450         LS_H1_T_,//
01451         LS_H1_TR,
01452         LS_H1_TL,
01453         LS_H1_BR,
01454         LS_H1_B_,
01455         LS_H1_BL,
01456 
01457         // Knockaways
01458         LS_K1_T_,//
01459         LS_K1_TR,
01460         LS_K1_TL,
01461         LS_K1_BR,
01462         LS_K1_BL,
01463 
01464         // Parries
01465         LS_PARRY_UP,//
01466         LS_PARRY_UR,
01467         LS_PARRY_UL,
01468         LS_PARRY_LR,
01469         LS_PARRY_LL,
01470 
01471         // Projectile Reflections
01472         LS_REFLECT_UP,//
01473         LS_REFLECT_UR,
01474         LS_REFLECT_UL,
01475         LS_REFLECT_LR,
01476         LS_REFLECT_LL,
01477 
01478         LS_MOVE_MAX//
01479 };

anonymous enum
 

Enumeration values:
GT_FFA 
GT_HOLOCRON 
GT_JEDIMASTER 
GT_DUEL 
GT_POWERDUEL 
GT_SINGLE_PLAYER 
GT_TEAM 
GT_SIEGE 
GT_CTF 
GT_CTY 
GT_MAX_GAME_TYPE 

Definition at line 183 of file bg_public.h.

00183              {
00184         GT_FFA,                         // free for all
00185         GT_HOLOCRON,            // holocron ffa
00186         GT_JEDIMASTER,          // jedi master
00187         GT_DUEL,                // one on one tournament
00188         GT_POWERDUEL,
00189         GT_SINGLE_PLAYER,       // single player ffa
00190 
00191         //-- team games go after this --
00192 
00193         GT_TEAM,                        // team deathmatch
00194         GT_SIEGE,                       // siege
00195         GT_CTF,                         // capture the flag
00196         GT_CTY,
00197         GT_MAX_GAME_TYPE
00198 };

anonymous enum
 

Enumeration values:
SABERLOCK_TOP 
SABERLOCK_SIDE 
SABERLOCK_LOCK 
SABERLOCK_BREAK 
SABERLOCK_SUPERBREAK 
SABERLOCK_WIN 
SABERLOCK_LOSE 

Definition at line 209 of file bg_public.h.

00210 {
00211         SABERLOCK_TOP,
00212         SABERLOCK_SIDE,
00213         SABERLOCK_LOCK,
00214         SABERLOCK_BREAK,
00215         SABERLOCK_SUPERBREAK,
00216         SABERLOCK_WIN,
00217         SABERLOCK_LOSE
00218 };

anonymous enum
 

Enumeration values:
DIR_RIGHT 
DIR_LEFT 
DIR_FRONT 
DIR_BACK 

Definition at line 220 of file bg_public.h.

00221 {
00222         DIR_RIGHT,
00223         DIR_LEFT,
00224         DIR_FRONT,
00225         DIR_BACK
00226 };

anonymous enum
 

Enumeration values:
FORCE_MASTERY_UNINITIATED 
FORCE_MASTERY_INITIATE 
FORCE_MASTERY_PADAWAN 
FORCE_MASTERY_JEDI 
FORCE_MASTERY_JEDI_GUARDIAN 
FORCE_MASTERY_JEDI_ADEPT 
FORCE_MASTERY_JEDI_KNIGHT 
FORCE_MASTERY_JEDI_MASTER 
NUM_FORCE_MASTERY_LEVELS 

Definition at line 383 of file bg_public.h.

enum animEventType_t
 

Enumeration values:
AEV_NONE 
AEV_SOUND 
AEV_FOOTSTEP 
AEV_EFFECT 
AEV_FIRE 
AEV_MOVE 
AEV_SOUNDCHAN 
AEV_SABER_SWING 
AEV_SABER_SPIN 
AEV_NUM_AEV 

Definition at line 304 of file bg_public.h.

Referenced by ParseAnimationEvtBlock().

00305 {//NOTENOTE:  Be sure to update animEventTypeTable and ParseAnimationEvtBlock(...) if you change this enum list!
00306         AEV_NONE,
00307         AEV_SOUND,              //# animID AEV_SOUND framenum soundpath randomlow randomhi chancetoplay
00308         AEV_FOOTSTEP,   //# animID AEV_FOOTSTEP framenum footstepType chancetoplay
00309         AEV_EFFECT,             //# animID AEV_EFFECT framenum effectpath boltName chancetoplay
00310         AEV_FIRE,               //# animID AEV_FIRE framenum altfire chancetofire
00311         AEV_MOVE,               //# animID AEV_MOVE framenum forwardpush rightpush uppush
00312         AEV_SOUNDCHAN,  //# animID AEV_SOUNDCHAN framenum CHANNEL soundpath randomlow randomhi chancetoplay 
00313         AEV_SABER_SWING,  //# animID AEV_SABER_SWING framenum CHANNEL randomlow randomhi chancetoplay 
00314         AEV_SABER_SPIN,  //# animID AEV_SABER_SPIN framenum CHANNEL chancetoplay 
00315         AEV_NUM_AEV
00316 } animEventType_t;

enum brokenLimb_t
 

Enumeration values:
BROKENLIMB_NONE 
BROKENLIMB_LARM 
BROKENLIMB_RARM 
NUM_BROKENLIMBS 

Definition at line 172 of file bg_public.h.

00173 {
00174         BROKENLIMB_NONE = 0,
00175         BROKENLIMB_LARM,
00176         BROKENLIMB_RARM,
00177         NUM_BROKENLIMBS
00178 } brokenLimb_t;

enum ctfMsg_t
 

Enumeration values:
CTFMESSAGE_FRAGGED_FLAG_CARRIER 
CTFMESSAGE_FLAG_RETURNED 
CTFMESSAGE_PLAYER_RETURNED_FLAG 
CTFMESSAGE_PLAYER_CAPTURED_FLAG 
CTFMESSAGE_PLAYER_GOT_FLAG 

Definition at line 707 of file bg_public.h.

enum duelTeam_t
 

Enumeration values:
DUELTEAM_FREE 
DUELTEAM_LONE 
DUELTEAM_DOUBLE 
DUELTEAM_SINGLE 

Definition at line 1019 of file bg_public.h.

01019              {
01020         DUELTEAM_FREE,
01021         DUELTEAM_LONE,
01022         DUELTEAM_DOUBLE,
01023 
01024         DUELTEAM_SINGLE,                // for regular duel matches (not power duel)
01025 } duelTeam_t;

enum effectTypes_t
 

Enumeration values:
EFFECT_NONE 
EFFECT_SMOKE 
EFFECT_EXPLOSION 
EFFECT_EXPLOSION_PAS 
EFFECT_SPARK_EXPLOSION 
EFFECT_EXPLOSION_TRIPMINE 
EFFECT_EXPLOSION_DETPACK 
EFFECT_EXPLOSION_FLECHETTE 
EFFECT_STUNHIT 
EFFECT_EXPLOSION_DEMP2ALT 
EFFECT_EXPLOSION_TURRET 
EFFECT_SPARKS 
EFFECT_WATER_SPLASH 
EFFECT_ACID_SPLASH 
EFFECT_LAVA_SPLASH 
EFFECT_LANDING_MUD 
EFFECT_LANDING_SAND 
EFFECT_LANDING_DIRT 
EFFECT_LANDING_SNOW 
EFFECT_LANDING_GRAVEL 
EFFECT_MAX 

Definition at line 627 of file bg_public.h.

enum entity_event_t
 

Enumeration values:
EV_NONE 
EV_CLIENTJOIN 
EV_FOOTSTEP 
EV_FOOTSTEP_METAL 
EV_FOOTSPLASH 
EV_FOOTWADE 
EV_SWIM 
EV_STEP_4 
EV_STEP_8 
EV_STEP_12 
EV_STEP_16 
EV_FALL 
EV_JUMP_PAD 
EV_GHOUL2_MARK 
EV_GLOBAL_DUEL 
EV_PRIVATE_DUEL 
EV_JUMP 
EV_ROLL 
EV_WATER_TOUCH 
EV_WATER_LEAVE 
EV_WATER_UNDER 
EV_WATER_CLEAR 
EV_ITEM_PICKUP 
EV_GLOBAL_ITEM_PICKUP 
EV_VEH_FIRE 
EV_NOAMMO 
EV_CHANGE_WEAPON 
EV_FIRE_WEAPON 
EV_ALT_FIRE 
EV_SABER_ATTACK 
EV_SABER_HIT 
EV_SABER_BLOCK 
EV_SABER_CLASHFLARE 
EV_SABER_UNHOLSTER 
EV_BECOME_JEDIMASTER 
EV_DISRUPTOR_MAIN_SHOT 
EV_DISRUPTOR_SNIPER_SHOT 
EV_DISRUPTOR_SNIPER_MISS 
EV_DISRUPTOR_HIT 
EV_DISRUPTOR_ZOOMSOUND 
EV_PREDEFSOUND 
EV_TEAM_POWER 
EV_SCREENSHAKE 
EV_LOCALTIMER 
EV_USE 
EV_USE_ITEM0 
EV_USE_ITEM1 
EV_USE_ITEM2 
EV_USE_ITEM3 
EV_USE_ITEM4 
EV_USE_ITEM5 
EV_USE_ITEM6 
EV_USE_ITEM7 
EV_USE_ITEM8 
EV_USE_ITEM9 
EV_USE_ITEM10 
EV_USE_ITEM11 
EV_USE_ITEM12 
EV_USE_ITEM13 
EV_USE_ITEM14 
EV_USE_ITEM15 
EV_ITEMUSEFAIL 
EV_ITEM_RESPAWN 
EV_ITEM_POP 
EV_PLAYER_TELEPORT_IN 
EV_PLAYER_TELEPORT_OUT 
EV_GRENADE_BOUNCE 
EV_MISSILE_STICK 
EV_PLAY_EFFECT 
EV_PLAY_EFFECT_ID 
EV_PLAY_PORTAL_EFFECT_ID 
EV_PLAYDOORSOUND 
EV_PLAYDOORLOOPSOUND 
EV_BMODEL_SOUND 
EV_MUTE_SOUND 
EV_VOICECMD_SOUND 
EV_GENERAL_SOUND 
EV_GLOBAL_SOUND 
EV_GLOBAL_TEAM_SOUND 
EV_ENTITY_SOUND 
EV_PLAY_ROFF 
EV_GLASS_SHATTER 
EV_DEBRIS 
EV_MISC_MODEL_EXP 
EV_CONC_ALT_IMPACT 
EV_MISSILE_HIT 
EV_MISSILE_MISS 
EV_MISSILE_MISS_METAL 
EV_BULLET 
EV_PAIN 
EV_DEATH1 
EV_DEATH2 
EV_DEATH3 
EV_OBITUARY 
EV_POWERUP_QUAD 
EV_POWERUP_BATTLESUIT 
EV_FORCE_DRAINED 
EV_GIB_PLAYER 
EV_SCOREPLUM 
EV_CTFMESSAGE 
EV_BODYFADE 
EV_SIEGE_ROUNDOVER 
EV_SIEGE_OBJECTIVECOMPLETE 
EV_DESTROY_GHOUL2_INSTANCE 
EV_DESTROY_WEAPON_MODEL 
EV_GIVE_NEW_RANK 
EV_SET_FREE_SABER 
EV_SET_FORCE_DISABLE 
EV_WEAPON_CHARGE 
EV_WEAPON_CHARGE_ALT 
EV_SHIELD_HIT 
EV_DEBUG_LINE 
EV_TESTLINE 
EV_STOPLOOPINGSOUND 
EV_STARTLOOPINGSOUND 
EV_TAUNT 
EV_ANGER1 
EV_ANGER2 
EV_ANGER3 
EV_VICTORY1 
EV_VICTORY2 
EV_VICTORY3 
EV_CONFUSE1 
EV_CONFUSE2 
EV_CONFUSE3 
EV_PUSHED1 
EV_PUSHED2 
EV_PUSHED3 
EV_CHOKE1 
EV_CHOKE2 
EV_CHOKE3 
EV_FFWARN 
EV_FFTURN 
EV_CHASE1 
EV_CHASE2 
EV_CHASE3 
EV_COVER1 
EV_COVER2 
EV_COVER3 
EV_COVER4 
EV_COVER5 
EV_DETECTED1 
EV_DETECTED2 
EV_DETECTED3 
EV_DETECTED4 
EV_DETECTED5 
EV_LOST1 
EV_OUTFLANK1 
EV_OUTFLANK2 
EV_ESCAPING1 
EV_ESCAPING2 
EV_ESCAPING3 
EV_GIVEUP1 
EV_GIVEUP2 
EV_GIVEUP3 
EV_GIVEUP4 
EV_LOOK1 
EV_LOOK2 
EV_SIGHT1 
EV_SIGHT2 
EV_SIGHT3 
EV_SOUND1 
EV_SOUND2 
EV_SOUND3 
EV_SUSPICIOUS1 
EV_SUSPICIOUS2 
EV_SUSPICIOUS3 
EV_SUSPICIOUS4 
EV_SUSPICIOUS5 
EV_COMBAT1 
EV_COMBAT2 
EV_COMBAT3 
EV_JDETECTED1 
EV_JDETECTED2 
EV_JDETECTED3 
EV_TAUNT1 
EV_TAUNT2 
EV_TAUNT3 
EV_JCHASE1 
EV_JCHASE2 
EV_JCHASE3 
EV_JLOST1 
EV_JLOST2 
EV_JLOST3 
EV_DEFLECT1 
EV_DEFLECT2 
EV_DEFLECT3 
EV_GLOAT1 
EV_GLOAT2 
EV_GLOAT3 
EV_PUSHFAIL 
EV_SIEGESPEC 

Definition at line 745 of file bg_public.h.

00745              {
00746         EV_NONE,
00747 
00748         EV_CLIENTJOIN,
00749 
00750         EV_FOOTSTEP,
00751         EV_FOOTSTEP_METAL,
00752         EV_FOOTSPLASH,
00753         EV_FOOTWADE,
00754         EV_SWIM,
00755 
00756         EV_STEP_4,
00757         EV_STEP_8,
00758         EV_STEP_12,
00759         EV_STEP_16,
00760 
00761         EV_FALL,
00762 
00763         EV_JUMP_PAD,                    // boing sound at origin, jump sound on player
00764 
00765         EV_GHOUL2_MARK,                 //create a projectile impact mark on something with a client-side g2 instance.
00766 
00767         EV_GLOBAL_DUEL,
00768         EV_PRIVATE_DUEL,
00769 
00770         EV_JUMP,
00771         EV_ROLL,
00772         EV_WATER_TOUCH, // foot touches
00773         EV_WATER_LEAVE, // foot leaves
00774         EV_WATER_UNDER, // head touches
00775         EV_WATER_CLEAR, // head leaves
00776 
00777         EV_ITEM_PICKUP,                 // normal item pickups are predictable
00778         EV_GLOBAL_ITEM_PICKUP,  // powerup / team sounds are broadcast to everyone
00779 
00780         EV_VEH_FIRE,
00781 
00782         EV_NOAMMO,
00783         EV_CHANGE_WEAPON,
00784         EV_FIRE_WEAPON,
00785         EV_ALT_FIRE,
00786         EV_SABER_ATTACK,
00787         EV_SABER_HIT,
00788         EV_SABER_BLOCK,
00789         EV_SABER_CLASHFLARE,
00790         EV_SABER_UNHOLSTER,
00791         EV_BECOME_JEDIMASTER,
00792         EV_DISRUPTOR_MAIN_SHOT,
00793         EV_DISRUPTOR_SNIPER_SHOT,
00794         EV_DISRUPTOR_SNIPER_MISS,
00795         EV_DISRUPTOR_HIT,
00796         EV_DISRUPTOR_ZOOMSOUND,
00797 
00798         EV_PREDEFSOUND,
00799 
00800         EV_TEAM_POWER,
00801 
00802         EV_SCREENSHAKE,
00803 
00804         EV_LOCALTIMER,
00805 
00806         EV_USE,                 // +Use key
00807 
00808         EV_USE_ITEM0,
00809         EV_USE_ITEM1,
00810         EV_USE_ITEM2,
00811         EV_USE_ITEM3,
00812         EV_USE_ITEM4,
00813         EV_USE_ITEM5,
00814         EV_USE_ITEM6,
00815         EV_USE_ITEM7,
00816         EV_USE_ITEM8,
00817         EV_USE_ITEM9,
00818         EV_USE_ITEM10,
00819         EV_USE_ITEM11,
00820         EV_USE_ITEM12,
00821         EV_USE_ITEM13,
00822         EV_USE_ITEM14,
00823         EV_USE_ITEM15,
00824 
00825         EV_ITEMUSEFAIL,
00826 
00827         EV_ITEM_RESPAWN,
00828         EV_ITEM_POP,
00829         EV_PLAYER_TELEPORT_IN,
00830         EV_PLAYER_TELEPORT_OUT,
00831 
00832         EV_GRENADE_BOUNCE,              // eventParm will be the soundindex
00833         EV_MISSILE_STICK,               // eventParm will be the soundindex
00834 
00835         EV_PLAY_EFFECT,
00836         EV_PLAY_EFFECT_ID,
00837         EV_PLAY_PORTAL_EFFECT_ID,
00838 
00839         EV_PLAYDOORSOUND,
00840         EV_PLAYDOORLOOPSOUND,
00841         EV_BMODEL_SOUND,
00842 
00843         EV_MUTE_SOUND,
00844         EV_VOICECMD_SOUND,
00845         EV_GENERAL_SOUND,
00846         EV_GLOBAL_SOUND,                // no attenuation
00847         EV_GLOBAL_TEAM_SOUND,
00848         EV_ENTITY_SOUND,
00849 
00850         EV_PLAY_ROFF,
00851 
00852         EV_GLASS_SHATTER,
00853         EV_DEBRIS,
00854         EV_MISC_MODEL_EXP,
00855 
00856         EV_CONC_ALT_IMPACT,
00857 
00858         EV_MISSILE_HIT,
00859         EV_MISSILE_MISS,
00860         EV_MISSILE_MISS_METAL,
00861         EV_BULLET,                              // otherEntity is the shooter
00862 
00863         EV_PAIN,
00864         EV_DEATH1,
00865         EV_DEATH2,
00866         EV_DEATH3,
00867         EV_OBITUARY,
00868 
00869         EV_POWERUP_QUAD,
00870         EV_POWERUP_BATTLESUIT,
00871         //EV_POWERUP_REGEN,
00872 
00873         EV_FORCE_DRAINED,
00874 
00875         EV_GIB_PLAYER,                  // gib a previously living player
00876         EV_SCOREPLUM,                   // score plum
00877 
00878         EV_CTFMESSAGE,
00879 
00880         EV_BODYFADE,
00881 
00882         EV_SIEGE_ROUNDOVER,
00883         EV_SIEGE_OBJECTIVECOMPLETE,
00884 
00885         EV_DESTROY_GHOUL2_INSTANCE,
00886 
00887         EV_DESTROY_WEAPON_MODEL,
00888 
00889         EV_GIVE_NEW_RANK,
00890         EV_SET_FREE_SABER,
00891         EV_SET_FORCE_DISABLE,
00892 
00893         EV_WEAPON_CHARGE,
00894         EV_WEAPON_CHARGE_ALT,
00895 
00896         EV_SHIELD_HIT,
00897 
00898         EV_DEBUG_LINE,
00899         EV_TESTLINE,
00900         EV_STOPLOOPINGSOUND,
00901         EV_STARTLOOPINGSOUND,
00902         EV_TAUNT,
00903 
00904         //rww - Begin NPC sound events
00905         EV_ANGER1,      //Say when acquire an enemy when didn't have one before
00906         EV_ANGER2,
00907         EV_ANGER3,
00908 
00909         EV_VICTORY1,    //Say when killed an enemy
00910         EV_VICTORY2,
00911         EV_VICTORY3,
00912 
00913         EV_CONFUSE1,    //Say when confused
00914         EV_CONFUSE2,
00915         EV_CONFUSE3,
00916 
00917         EV_PUSHED1,             //Say when pushed
00918         EV_PUSHED2,
00919         EV_PUSHED3,
00920 
00921         EV_CHOKE1,              //Say when choking
00922         EV_CHOKE2,
00923         EV_CHOKE3,
00924 
00925         EV_FFWARN,              //ffire founds
00926         EV_FFTURN,
00927         //extra sounds for ST
00928         EV_CHASE1,
00929         EV_CHASE2,
00930         EV_CHASE3,
00931         EV_COVER1,
00932         EV_COVER2,
00933         EV_COVER3,
00934         EV_COVER4,
00935         EV_COVER5,
00936         EV_DETECTED1,
00937         EV_DETECTED2,
00938         EV_DETECTED3,
00939         EV_DETECTED4,
00940         EV_DETECTED5,
00941         EV_LOST1,
00942         EV_OUTFLANK1,
00943         EV_OUTFLANK2,
00944         EV_ESCAPING1,
00945         EV_ESCAPING2,
00946         EV_ESCAPING3,
00947         EV_GIVEUP1,
00948         EV_GIVEUP2,
00949         EV_GIVEUP3,
00950         EV_GIVEUP4,
00951         EV_LOOK1,
00952         EV_LOOK2,
00953         EV_SIGHT1,
00954         EV_SIGHT2,
00955         EV_SIGHT3,
00956         EV_SOUND1,
00957         EV_SOUND2,
00958         EV_SOUND3,
00959         EV_SUSPICIOUS1,
00960         EV_SUSPICIOUS2,
00961         EV_SUSPICIOUS3,
00962         EV_SUSPICIOUS4,
00963         EV_SUSPICIOUS5,
00964         //extra sounds for Jedi
00965         EV_COMBAT1,
00966         EV_COMBAT2,
00967         EV_COMBAT3,
00968         EV_JDETECTED1,
00969         EV_JDETECTED2,
00970         EV_JDETECTED3,
00971         EV_TAUNT1,
00972         EV_TAUNT2,
00973         EV_TAUNT3,
00974         EV_JCHASE1,
00975         EV_JCHASE2,
00976         EV_JCHASE3,
00977         EV_JLOST1,
00978         EV_JLOST2,
00979         EV_JLOST3,
00980         EV_DEFLECT1,
00981         EV_DEFLECT2,
00982         EV_DEFLECT3,
00983         EV_GLOAT1,
00984         EV_GLOAT2,
00985         EV_GLOAT3,
00986         EV_PUSHFAIL,
00987 
00988         EV_SIEGESPEC,
00989         
00990 } entity_event_t;                       // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness)

enum entityType_t
 

Enumeration values:
ET_GENERAL 
ET_PLAYER 
ET_ITEM 
ET_MISSILE 
ET_SPECIAL 
ET_HOLOCRON 
ET_MOVER 
ET_BEAM 
ET_PORTAL 
ET_SPEAKER 
ET_PUSH_TRIGGER 
ET_TELEPORT_TRIGGER 
ET_INVISIBLE 
ET_NPC 
ET_TEAM 
ET_BODY 
ET_TERRAIN 
ET_FX 
ET_EVENTS 

Definition at line 1188 of file bg_public.h.

01188              {
01189         ET_GENERAL,
01190         ET_PLAYER,
01191         ET_ITEM,
01192         ET_MISSILE,
01193         ET_SPECIAL,                             // rww - force fields
01194         ET_HOLOCRON,                    // rww - holocron icon displays
01195         ET_MOVER,
01196         ET_BEAM,
01197         ET_PORTAL,
01198         ET_SPEAKER,
01199         ET_PUSH_TRIGGER,
01200         ET_TELEPORT_TRIGGER,
01201         ET_INVISIBLE,
01202         ET_NPC,                                 // ghoul2 player-like entity
01203         ET_TEAM,
01204         ET_BODY,
01205         ET_TERRAIN,
01206         ET_FX,
01207 
01208         ET_EVENTS                               // any of the EV_* events can be added freestanding
01209                                                         // by setting eType to ET_EVENTS + eventNum
01210                                                         // this avoids having to set eFlags and eventNum
01211 } entityType_t;

enum footstepType_t
 

Enumeration values:
FOOTSTEP_R 
FOOTSTEP_L 
FOOTSTEP_HEAVY_R 
FOOTSTEP_HEAVY_L 
NUM_FOOTSTEP_TYPES 

Definition at line 258 of file bg_public.h.

Referenced by CG_PlayerAnimEventDo().

00259 {
00260         FOOTSTEP_R,
00261         FOOTSTEP_L,
00262         FOOTSTEP_HEAVY_R,
00263         FOOTSTEP_HEAVY_L,
00264         NUM_FOOTSTEP_TYPES
00265 } footstepType_t;

enum forceHandAnims_t
 

Enumeration values:
HANDEXTEND_NONE 
HANDEXTEND_FORCEPUSH 
HANDEXTEND_FORCEPULL 
HANDEXTEND_FORCE_HOLD 
HANDEXTEND_SABERPULL 
HANDEXTEND_CHOKE 
HANDEXTEND_WEAPONREADY 
HANDEXTEND_DODGE 
HANDEXTEND_KNOCKDOWN 
HANDEXTEND_DUELCHALLENGE 
HANDEXTEND_TAUNT 
HANDEXTEND_PRETHROW 
HANDEXTEND_POSTTHROW 
HANDEXTEND_PRETHROWN 
HANDEXTEND_POSTTHROWN 
HANDEXTEND_DRAGGING 
HANDEXTEND_JEDITAUNT 

Definition at line 149 of file bg_public.h.

00149              {
00150         HANDEXTEND_NONE = 0,
00151         HANDEXTEND_FORCEPUSH,
00152         HANDEXTEND_FORCEPULL,
00153         HANDEXTEND_FORCE_HOLD,
00154         HANDEXTEND_SABERPULL,
00155         HANDEXTEND_CHOKE, //use handextend priorities to choke someone being gripped
00156         HANDEXTEND_WEAPONREADY,
00157         HANDEXTEND_DODGE,
00158         HANDEXTEND_KNOCKDOWN,
00159         HANDEXTEND_DUELCHALLENGE,
00160         HANDEXTEND_TAUNT,
00161 
00162         HANDEXTEND_PRETHROW,
00163         HANDEXTEND_POSTTHROW,
00164         HANDEXTEND_PRETHROWN,
00165         HANDEXTEND_POSTTHROWN,
00166 
00167         HANDEXTEND_DRAGGING,
00168 
00169         HANDEXTEND_JEDITAUNT,
00170 } forceHandAnims_t;

enum g2ModelParts_t
 

Enumeration values:
G2_MODELPART_HEAD 
G2_MODELPART_WAIST 
G2_MODELPART_LARM 
G2_MODELPART_RARM 
G2_MODELPART_RHAND 
G2_MODELPART_LLEG 
G2_MODELPART_RLEG 

Definition at line 126 of file bg_public.h.

enum gender_t
 

Enumeration values:
GENDER_MALE 
GENDER_FEMALE 
GENDER_NEUTER 

Definition at line 201 of file bg_public.h.

enum global_team_sound_t
 

Enumeration values:
GTS_RED_CAPTURE 
GTS_BLUE_CAPTURE 
GTS_RED_RETURN 
GTS_BLUE_RETURN 
GTS_RED_TAKEN 
GTS_BLUE_TAKEN 
GTS_REDTEAM_SCORED 
GTS_BLUETEAM_SCORED 
GTS_REDTEAM_TOOK_LEAD 
GTS_BLUETEAM_TOOK_LEAD 
GTS_TEAMS_ARE_TIED 

Definition at line 993 of file bg_public.h.

enum meansOfDeath_t
 

Enumeration values:
MOD_UNKNOWN 
MOD_STUN_BATON 
MOD_MELEE 
MOD_SABER 
MOD_BRYAR_PISTOL 
MOD_BRYAR_PISTOL_ALT 
MOD_BLASTER 
MOD_TURBLAST 
MOD_DISRUPTOR 
MOD_DISRUPTOR_SPLASH 
MOD_DISRUPTOR_SNIPER 
MOD_BOWCASTER 
MOD_REPEATER 
MOD_REPEATER_ALT 
MOD_REPEATER_ALT_SPLASH 
MOD_DEMP2 
MOD_DEMP2_ALT 
MOD_FLECHETTE 
MOD_FLECHETTE_ALT_SPLASH 
MOD_ROCKET 
MOD_ROCKET_SPLASH 
MOD_ROCKET_HOMING 
MOD_ROCKET_HOMING_SPLASH 
MOD_THERMAL 
MOD_THERMAL_SPLASH 
MOD_TRIP_MINE_SPLASH 
MOD_TIMED_MINE_SPLASH 
MOD_DET_PACK_SPLASH 
MOD_VEHICLE 
MOD_CONC 
MOD_CONC_ALT 
MOD_FORCE_DARK 
MOD_SENTRY 
MOD_WATER 
MOD_SLIME 
MOD_LAVA 
MOD_CRUSH 
MOD_TELEFRAG 
MOD_FALLING 
MOD_SUICIDE 
MOD_TARGET_LASER 
MOD_TRIGGER_HURT 
MOD_TEAM_CHANGE 
MOD_MAX 

Definition at line 1046 of file bg_public.h.

01046              {
01047         MOD_UNKNOWN,
01048         MOD_STUN_BATON,
01049         MOD_MELEE,
01050         MOD_SABER,
01051         MOD_BRYAR_PISTOL,
01052         MOD_BRYAR_PISTOL_ALT,
01053         MOD_BLASTER,
01054         MOD_TURBLAST,
01055         MOD_DISRUPTOR,
01056         MOD_DISRUPTOR_SPLASH,
01057         MOD_DISRUPTOR_SNIPER,
01058         MOD_BOWCASTER,
01059         MOD_REPEATER,
01060         MOD_REPEATER_ALT,
01061         MOD_REPEATER_ALT_SPLASH,
01062         MOD_DEMP2,
01063         MOD_DEMP2_ALT,
01064         MOD_FLECHETTE,
01065         MOD_FLECHETTE_ALT_SPLASH,
01066         MOD_ROCKET,
01067         MOD_ROCKET_SPLASH,
01068         MOD_ROCKET_HOMING,
01069         MOD_ROCKET_HOMING_SPLASH,
01070         MOD_THERMAL,
01071         MOD_THERMAL_SPLASH,
01072         MOD_TRIP_MINE_SPLASH,
01073         MOD_TIMED_MINE_SPLASH,
01074         MOD_DET_PACK_SPLASH,
01075         MOD_VEHICLE,
01076         MOD_CONC,
01077         MOD_CONC_ALT,
01078         MOD_FORCE_DARK,
01079         MOD_SENTRY,
01080         MOD_WATER,
01081         MOD_SLIME,
01082         MOD_LAVA,
01083         MOD_CRUSH,
01084         MOD_TELEFRAG,
01085         MOD_FALLING,
01086         MOD_SUICIDE,
01087         MOD_TARGET_LASER,
01088         MOD_TRIGGER_HURT,
01089         MOD_TEAM_CHANGE,
01090         //AURELIO: when/if you put this back in, remember to make a case for it in all the other places where
01091         //mod's are checked. Also, it probably isn't the most elegant solution for what you want - just add
01092         //a frag back to the player after you call the player_die (and keep a local of his pre-death score to
01093         //make sure he actually lost points, there may be cases where you don't lose points on changing teams
01094         //or suiciding, and so you would actually be giving him a point) -Rich
01095         // I put it back in for now, if it becomes a problem we'll work around it later (it shouldn't though)...
01096         MOD_MAX
01097 } meansOfDeath_t;

enum pdSounds_t
 

Enumeration values:
PDSOUND_NONE 
PDSOUND_PROTECTHIT 
PDSOUND_PROTECT 
PDSOUND_ABSORBHIT 
PDSOUND_ABSORB 
PDSOUND_FORCEJUMP 
PDSOUND_FORCEGRIP 

Definition at line 734 of file bg_public.h.

enum persEnum_t
 

Enumeration values:
PERS_SCORE 
PERS_HITS 
PERS_RANK 
PERS_TEAM 
PERS_SPAWN_COUNT 
PERS_PLAYEREVENTS 
PERS_ATTACKER 
PERS_ATTACKEE_ARMOR 
PERS_KILLED 
PERS_IMPRESSIVE_COUNT 
PERS_EXCELLENT_COUNT 
PERS_DEFEND_COUNT 
PERS_ASSIST_COUNT 
PERS_GAUNTLET_FRAG_COUNT 
PERS_CAPTURES 

Definition at line 539 of file bg_public.h.

00539              {
00540         PERS_SCORE,                                             // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
00541         PERS_HITS,                                              // total points damage inflicted so damage beeps can sound on change
00542         PERS_RANK,                                              // player rank or team rank
00543         PERS_TEAM,                                              // player team
00544         PERS_SPAWN_COUNT,                               // incremented every respawn
00545         PERS_PLAYEREVENTS,                              // 16 bits that can be flipped for events
00546         PERS_ATTACKER,                                  // clientnum of last damage inflicter
00547         PERS_ATTACKEE_ARMOR,                    // health/armor of last person we attacked
00548         PERS_KILLED,                                    // count of the number of times you died
00549         // player awards tracking
00550         PERS_IMPRESSIVE_COUNT,                  // two railgun hits in a row
00551         PERS_EXCELLENT_COUNT,                   // two successive kills in a short amount of time
00552         PERS_DEFEND_COUNT,                              // defend awards
00553         PERS_ASSIST_COUNT,                              // assist awards
00554         PERS_GAUNTLET_FRAG_COUNT,               // kills with the guantlet
00555         PERS_CAPTURES                                   // captures
00556 } persEnum_t;

enum pmtype_t
 

Enumeration values:
PM_NORMAL 
PM_JETPACK 
PM_FLOAT 
PM_NOCLIP 
PM_SPECTATOR 
PM_DEAD 
PM_FREEZE 
PM_INTERMISSION 
PM_SPINTERMISSION 

Definition at line 360 of file bg_public.h.

00360              {
00361         PM_NORMAL,              // can accelerate and turn
00362         PM_JETPACK,             // special jetpack movement
00363         PM_FLOAT,               // float with no gravity in general direction of velocity (intended for gripping)
00364         PM_NOCLIP,              // noclip movement
00365         PM_SPECTATOR,   // still run into walls
00366         PM_DEAD,                // no acceleration or turning, but free falling
00367         PM_FR