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Changelog.txt
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Disabled warning supressions and fixed issues with the code if there where any:
4136 conversion between different floating-point types
4018 signed/unsigned mismatch
4201 nonstandard extension used : nameless struct/union
4512 Class: assignment operator could not be generated
4115 type: named type definition in parentheses
4051 type conversion, possible loss of data
4057 slightly different base types
4514 unreferenced inline/local function has been removed
4710 did not inline this function
4711 selected for automatic inline expansion
THE FOLLOWING CODE NEEDS TO BE CHECK BEFORE ANY RELASE
bool gamefixAPI_commandsUpdate(int clientNum, const str &cmd) -> remove printout
DISABLED CODE POTENCIALLY CAUSING ISSUES
void Object::Setup( Event *ev ) - is sets health on objects, as far as I recall this was not in the original game release
Fixed: Phaser shots and hits being count on a per bullet rather as per beam basis.
Fixed: Weapon accuracy bug, not counting destructibles.
IGNORING THE FOLLOWING CODE WARNINGS:
Warning C4996: void ClassEvents( const char *classname, qboolean print_to_disk )
Warning C4996: inline bool VectorFromString ( const char *ss, vec3_t v )
Warning C4996: inline Vector::Vector( const char *text ): x( 0 ), y( 0 ), z( 0 )
Warning #####: deleting void* is undefined: listener.cpp:888:14 [-Wdelete-incomplete] ::delete[]( ( void * )event ); - No solution to hadle this right was found
Warning C26495: class Event : public Class -> Event *next;
Warning C26495: class Event : public Class -> Event *prev;
Warning C6386: Buffer overflow while writing to objlist -> template< class Type > void Container<Type>::Resize
Warning C6385: Invalid data is being read from objlist-> template< class Type > void Container<Type>::Resize
WARNING C6269: Potentially incorrect order of operations -> int BotAI(int client, float thinktime)
Fixed: Using/Checking for, client 0 only / Added: Multiplayer compatibility
void Actor::BranchDialog(Event* ev)
void Actor::setBranchDialog( void )
BehaviorReturnCode_t FlyCloseToPlayer::Evaluate
BehaviorReturnCode_t FlyToNodeNearestPlayer::Evaluate
HelperNode* HelperNode::FindClosestHelperNodeThatCannotSeeEntity( Actor &self , int mask , unsigned int clipMask , float maxDist , float minDist , Entity *ent , float minDistFromPlayer )
HelperNode* HelperNode::FindClosestHelperNode( Actor &self , int mask , float maxDist , float minDistanceFromPlayer, bool unreserveCurrentNode )
qboolean Actor::checkSpecifiedFollowTargetOutOfRange()
qboolean Actor::checkWithinFollowRangeMin()
void MoveFromConeOfFire::_setDirectionVectors(Actor &self)
PathNode *MoveFromConeOfFire::_FindNode( Actor &self )
Entity* CircleStrafeEntity::_getStrafeTarget( Actor &self, const str &target )
qboolean Actor::checkPlayerWeaponNamed( const str& weaponNameOfPlayer )
void GotoLiftPosition::_findLiftNode( Actor &self )
void DefaultStrategos::_CheckForInTheWay()
void StationaryFireCombatEX::updateEnemy()
void TorsoAimAndFireWeapon::updateEnemy()
void WatchEntity::init( Actor &self )
void SensoryPerception::SenseEnemies()
void CloseInOnPlayer::findPlayer()
void FollowInFormation::SetDefaultFollowTarget( Actor &self )
void Actor::TurnTowardsPlayer( Event *ev )
void Actor::Killed( Event *ev )
qboolean Actor::checkenemyrelativeyaw( Conditional &condition )
qboolean Actor::checkPlayerValid( Conditional &condition )
qboolean Actor::checkInAbsoluteRange( Conditional &condition )
void Actor::setBranchDialog( void )
void Actor::SetHeadWatchTarget( Event *ev )
void RotateToEntity::Begin( Actor &self )
qboolean Actor::checkplayerranged()
qboolean Actor::checkInPreferredRange( Conditional &condition )
void SnipeEnemy::updateEnemy()
Added: Function to write contents of a file
bool gamefix_setFileContents(str sFile, str& contents)
Added: Function to update a section
gamefix_iniSectionSet(const str& file, const str& file_contents, const str& section_name, const str& new_section_contents);
Added: check for illegal vote command/argument
void MultiplayerManager::callVote( Player *player, const str &command, const str &arg )
Added: Cleanup of mapname
void MultiplayerManager::callVote( Player *player, const str &command, const str &arg )
Added: Function to clean string of given illegal chars
str gamefix_filterChars(const str filthy, str illegal)
Added: Function to clean string of given chars if they are dublicated
str gamefix_stripDoubleChar(const str filthy, str illegal)
Added: Function to return cleaned up mapname
str gamefix_cleanMapName(const str& mapname)
Added: Function to duplicate a string
char* gamefix_duplicateString(const char* source)
Added: Printouts for various missing mp_flags
void MultiplayerManager::checkModifiedCvars( bool informPlayers )
Added: Function to manage game startup / shutdown / level-change
void gamefix_shutdownGame()
void gameFixAPI_initGame()
void gamefix_cleanupGame(qboolean restart)
Added: Support for ini-files
gamefix_iniFileSection* gamefix_iniFileParseSections(const str& file, const char* data, int* section_count)
str gamefix_iniSectionGet(const str& file, const str& data, const char* section_name)
str gamefix_iniKeyGet(const str& file, const str& section_contents, const str& key);
void gamefix_iniSectionsNamesGet(const str& file, Container<str> §ionList, const str& contents)
Added: Function to extract two integers from a str representing a min/max range with various separators
void gamefix_extractIntegerRange(const str& input, int& first, int& second)
Added: Function to extract two floats from a str representing a min/max range with various separators
void gamefix_extractFloatRange(const str& input, float& first, float& second)
Added: Function to allow spawning Object, pretty much like in the scripts
Entity* gamefix_spawn(char const* className, char const* model, char const* origin, char const* targetname, const int spawnflags)
Added: Function to get file extension from string - taken from q_shared
const char* gamefix_getExtension(const char* in)
Added: Function finding first occurence of given any of the single chars, returning its position
int gamefix_findChars(const char* str, const char* find)
Added: Function finding first occurence of given single char, returning its position
int gamefix_findChar(const char* str, const char find)
Added: Function returning a substr/part of a string
str gamefix_getStringUntil(const str& sString, int iStart, int iEnd)
Added: Function finding first occurence of given char, returning string prior to its occurence
str gamefix_getStringUntilChar(const str& source, const char& delimiter)
char* gamefix_getStringUntilChar(const char* source, const char& delimiter)
Added: Function finding first occurence of given string, returning its position
int gamefix_findString(const char* str, const char* find)
int gamefix_findStringCase(const str& latinumstack,const str& find)
int gamefix_findStringCase(const str& latinumstack, const str& find, bool wholeWord)
Added: Function to trim whitespace from a string
char* gameFix_trimWhitespace(char* str)
gameFix_trimWhitespace(const str& input)
Added: Function To check if a map came with the game
bool gameFixAPI_mapIsStock(const str& name)
Added: Function to check if a map is listed as Singleplayer
bool gameFixAPI_mapForSingleplayer(const str& name)
Added: Function to check if a map is listed as Multiplayer
bool gameFixAPI_mapForMultiplayer(const str& name)
Added: Support for ini-file based custom vote commands
bool gameFixAPI_callvoteIniHandle(const Player* player ,const str &command, const str &arg, const str& file, str &voteCommand, str &contentsSections)
void gameFixAPI_callvoteIniGet(const str& file, const str& sectionName, str& iniContents, str& iniContentsSection, Container<str>& iniSectionNames);
void gameFixAPI_callvoteIniHudPrintSectionNames(Player* player, Container<str>& iniSectionNames);
Added: Support for Delayed serverCommands for players
void gamefix_playerClearDelayedServerCommand(int entNum)
void gamefix_playerHandleDelayedServerCommand(void)
void gamefix_playerDelayedServerCommand(int entNum, const char* commandText)
void gamefix_runFrame(int levelTime, int frameTime)
extern "C" void G_RunFrame( int levelTime, int frameTime )
Added: Votes that pass will not count towards player max vote limit
void MultiplayerManager::cleanup( qboolean restart )
void MultiplayerManager::callVote( Player *player, const str &command, const str &arg )
void MultiplayerManager::checkVote( void )
class MultiplayerManager : public Class
void MultiplayerManager::removePlayer( Player *player )
Added: Null-Terminator at +1 to prevent a off-by-one error leading to a buffer overrun
Added: Print warning, so that we know if there are issues with a specific file
void Script::LoadFile( const char *name )
Added: Function to list seperated values in a str container
void gamefix_listSeperatedItems(Container<str>& container, const str& source, const str& seperator)
Added: Function to check if text contains non ANSI Chars
bool gamefix_containsNonANSI(const unsigned char* buffer, size_t length)
Added: Function to convert UTF-8 Umlaut and others withing ASCII bounds to ANSI
char* gamefix_convertUtf8UmlautsToAnsi(const char* utf8_str)
Added: Umlauts to the list of valid chars
char *COM_ParseExt( char **data_p, qboolean allowLineBreaks )
Added: Check to prevent singleplayer maps to be voted if not allowed by cvar gfix_allowSpMaps
void MultiplayerManager::callVote( Player *player, const str &command, const str &arg )
Added: Warning if a non standard/stock map is voted - that players might get dropped
void MultiplayerManager::callVote( Player *player, const str &command, const str &arg )
void MultiplayerManager::callVote( Player *player, const str &command, const str &arg )
Added: Script Code based client commands allowing delayed handle to prevent overflow
void CThread::SendClientCommand( Event *ev )
Fixed: Hudprint/Hudsay for bots, which creates crashes depending on the text
void Player::hudPrint( const str &string )
void MultiplayerManager::HUDSay( int entnum, const str &string )
Added: Voteoption to kick all bots with callvote kick bots
void MultiplayerManager::checkVote( void )
Added: Function kick all bots from server
void gamefix_kickBots()
Added: Voteoption to get next/previous map during map and nextmap vote by using + or - instead of a mapname - or even * for random
void MultiplayerManager::callVote( Player *player, const str &command, const str &arg )
bool gameFixAPI_callvoteMap(Player* player, str command, str arg);
Added: Function to count how many occurences of a char are in a string
int gamefix_countCharOccurrences(const char* str,const char& ch)
Added: sv_floodprotect disable to fix various issues in multiplayer
World::World()
Added: sv_floodProtect replacment functions
void G_ClientCommand( gentity_t *ent )
void MultiplayerManager::makePlayerSpectator( Player *player, SpectatorTypes spectatorType, bool byChoice )
void MultiplayerManager::joinTeam( Player *player, const str &teamName )
bool gamefixAPI_commandsUpdate(int clientNum, const str &cmd)
void MultiplayerManager::say( Player *player, const str &text, bool team )
void MultiplayerManager::tell( Player *player, const str &text, int entnum )
bool gamefixAPI_chatUpdate(int clientNum)
Fixed: Command tell discarding space char, gluing words together
qboolean G_TellCmd( const gentity_t *ent )
Changed: Printout to always print
bool Program::FinishCompilation( void )
void Program::Compile( const char *filename )
void Interpreter::RunError( const char *error, ... )
float GetAnimationRate( Entity &entity, const int animation )
Fixed: String operations
int Program::AllocString()
void Program::setString( int offset, const char *text )
Fixed: Drowning making normal pain instead of a gulp sound
void Player::WorldEffects( void )
void Player::Pain( Event *ev )
Added: Restoring part of health, after starting to drown
void Player::WorldEffects( void )
Fixed: Drowning for Players, waterlevel always being 0
void Player::CalcBlend( void )
void Player::GetMoveInfo( pmove_t *pm )
void Player::TouchStuff( const pmove_t *pm )
Fixed: Water Color not being set when crouching to get under water
void Player::CalcBlend( void )
Fixed: Crouch, Stand and View Heights
CROUCH_HEIGHT
CROUCH_EYE_HEIGHT
STAND_HEIGHT
STAND_EYE_HEIGHT
Fixed: Linux Server possibly starting in Singleplayer
void Level::NewMap( const char *temp_mapname, const char *entities, int levelTime )
Added: Function returning activator or the closest player actor cansee
Player* gamefix_getActivatorOrClosestPlayerCansee(Actor* actor)
Added: Multiplayer compatibility - BranchDialog
void Actor::BranchDialog(Event* ev)
void Actor::setBranchDialog( void )
Added: Multiplayer compatibility - SimplePlayDialog
void Entity::simplePlayDialog( Event *ev )
Added: Multiplayer compatibility - PlayDialog
void Actor::PlayDialog( Sentient *user, float volume, float min_dist, const char *dialog_name, const char *state_name, qboolean headDisplay , bool useTalk , bool important )
void gamefix_dialogSetupPlayers(Actor* speaker, char localizedDialogName[MAX_QPATH], bool headDisplay);
Added: Multiplayer compatibility - Puzzle Modulation
void PuzzleObject::useEvent(Event* event)
void PuzzleObject::timedUse( void )
void PuzzleObject::timedPuzzleSolved( void )
void PuzzleObject::timedPuzzleCanceled( void )
void PuzzleObject::showTimerHud( void )
void PuzzleObject::hideTimerHud( void )
Added: Multiplayer compatibility - Camera Fov
void Camera::SetFOV( float fov, float time )
Disabled: Assert
void GotoSpecified::SetArgs ( Event *ev)
Added: Function handling player game event
extern "C" void G_ClientBegin( gentity_t *ent, const usercmd_t *cmd )
void MultiplayerManager::joinTeam( Player *player, const str &teamName )
void gamefix_playerChangedTeam(Player* player,const str &realTeamName)
void MultiplayerManager::makePlayerSpectator( Player *player, SpectatorTypes spectatorType, bool byChoice )
void gamefix_playerSpectator(Player* player); - multiplayer only
void Player::Killed( Event *ev )
void gamefix_playerKilled(Player* player);
Player::Player()
void gamefix_playerEntered(Player* player);
void MultiplayerManager::playerEnterArena( int entnum, float health )
void gamefix_playerSpawn(Player* player);
void MultiplayerManager::changePlayerModel( Player *player, const char *modelName, bool force )
void gamefix_playerModelChanged(Player* player); - multiplayer only
void Player::EventUseItem( Event *ev )
void gamefix_playerUseItem(Player* player, const char* name)
void Player::Score( Event *ev )
void gamefix_playerScore(Player* player)
Fixed: Use vsnprintf to prevent possbile buffer overflow
const char *va( const char *format, ... )
Fixed: Added NULL check to prevent crash
void G_CacheStateMachineAnims( Entity *ent, const char *stateMachineName )
qboolean G_SendCommandToPlayer( const gentity_t *ent, const char *command )
BehaviorReturnCode_t GroupFollow::Hold( Actor &self )
Fixed: Added check to prevent crash if a error is thrown before the level is loaded fully
void L_ClearEventList( void )
Fixed: Gamecode assuming Followtarget is always a valid entity
BehaviorReturnCode_t GroupFollow::CloseWithTarget( Actor &self )
BehaviorReturnCode_t GroupFollow::FindFollowTarget( Actor &self )
float GroupFollow::ComputeAnimationRate( Actor &self, const str &animationName, const float scale )
Fixed: Kill of Teammate Actor always being tributed to a player, regardless who killed it
void Actor::Killed( Event *ev )
Added: Function to check quicky if there is any valid player
bool gamefix_PlayerValid(Player *player)
bool gamefix_PlayerValid()
DISABLED THE FOLLOWING CODE/WARNING:
WARNING C4189: Local variable is initialized but not referenced. -> void TestStringClass( void )
Code: Fakk2 relic, secret thread -> TriggerSecret::TriggerSecret()
Code: Unknown server command, print out, we handle it as chat text anyway -> void G_ServerCommand( void )
Fixed: Warning C33010/C33011: The lower/upper bound for the enumeration used as an index ? has been disabled.
void Weapon::UseAmmo( int temp_amount, firemode_t mode )
void Weapon::updateViewShake( void )
void Weapon::startViewShake( void )
void Weapon::Think( void )
void Weapon::SetStartAmmo( Event *ev )
void Weapon::setAmmoBoost( Event *ev )
void Weapon::SetMaxChargeTime( Event *ev )
void Weapon::SetAmmoRequired( Event *ev )
void Weapon::SetAmmoClipSize( Event * ev )
void Weapon::SetAmmoInClip( Event * ev )
void Weapon::SetActionLevelIncrement( Event *ev )
void Weapon::SetFireType( Event *ev )
void Weapon::SetProjectile( Event *ev )
void Weapon::SetBulletDamage( Event *ev )
void Weapon::SetBulletKnockback( Event *ev )
void Weapon::SetBulletRange( Event *ev )
void Weapon::SetBulletSpread( float spreadX , float spreadY )
void Weapon::SetBulletSpread( Event *ev )
void Weapon::SetBulletCount( Event *ev )
void Weapon::SetLoopFire( Event *ev )
void Weapon::SetMeansOfDeath( Event *ev )
void Weapon::SetWorldHitSpawn( Event *ev )
void Weapon::SetFireTimer( Event *ev )
qboolean Weapon::HasAmmoInClip( firemode_t mode, int numShots )
void Weapon::setChargedModels( Event *ev )
void Weapon::DoneReloading( Event *ev )
void Weapon::DoneReloadingBurst( Event *ev )
int Weapon::GetRequiredAmmo( firemode_t mode )
int Weapon::ClipAmmo( firemode_t mode )
bool Sentient::ChangeWeapon( Weapon *weapon, weaponhand_t hand )
Fixed: Warning C26444: Do not attempt to declare an unnamed local variable (es.84).
Weapon::Weapon( const char *file )
Fixed: Warning C6292: Incorrectly defined for-loop.
void ViewMaster::Save( Event *ev )
Fixed: Warning C6386: Buffer Overflow.
int Interpreter::EnterFunction( dfunction_t *f )
Fixed: Warning C6385: Invalid data is being read from ?.
int Interpreter::LeaveFunction( void )
void Sentient::ReleaseFireWeapon( Event *ev )
void Sentient::FireWeapon( Event *ev )
void Sentient::StopFireWeapon( Event *ev )
const char *MOD_NumToName( int meansOfDeath )
void Weapon::updateViewShake( void )
void Weapon::startViewShake( void )
void Sentient::StartChargeFire( Event *ev )
void Weapon::Fire( firemode_t mode )
bool MultiplayerModeBase::isEndOfMatch( void )
void MultiplayerModeBase::obituary( Player *killedPlayer, Player *attackingPlayer, int meansOfDeath )
bool MultiplayerModeBase::shouldStartMatch( void )
int MultiplayerModeBase::getStat( Player *player, int statNum, int value )
Warning C4018: Signed/unsigned mismatch.
int MultiplayerModeBase::findPlayer( const Player *player )
void MultiplayerModeBase::obituary( Player *killedPlayer, Player *attackingPlayer, int meansOfDeath )
int MultiplayerModeBase::getStat( Player *player, int statNum, int value )
int MultiplayerModeBase::getStat( Player *player, int statNum, int value )
void MultiplayerModeBase::startMatch( void )
void MultiplayerModeBase::endMatch( void )
void ModeCaptureTheFlag::score( const Player *player )
void ModeTeamDeathmatch::score( const Player *player )
float ModeCaptureTheFlag::findNearestTeamFlagCarrierDist( const str &teamName, const Vector &position )
int MultiplayerModeBase::getPlace( Player *player, bool *tied )
void MultiplayerModeBase::_beginMatch()
int ModeDeathmatch::getHighestPoints( int entnum )
void ModeDeathmatch::update( float frameTime )
void Event::PrintDocumentation( FILE *event_file, qboolean html )
void HTMLDocFileOutput::OutputEvent(Event *ev)
void ToolDocFileOutput::OutputEvent(Event *ev)
void PathFinder<Heuristic>::PropagateDown(PathNode *node)
Class * Archiver::ReadObject( void )
void MultiplayerModeBase::declareWinner( void )
int MultiplayerModeBase::getHighestPoints( void )
extern "C" void G_ClientUserinfoChanged( gentity_t *ent, const char *userinfo )
qboolean G_SendCommandToAllPlayers( const char *command )
char *Script::EvaluateMacroString( const char *theMacroString )
qboolean G_SetWidgetTextOfPlayer( const gentity_t *ent, const char *widgetName, const char *widgetText )
Entity* MultiplayerModeBase::getRandomSpawnpoint( bool useCounter )
bool ModeTeamBase::isEndOfMatch( void )
void EventArgDef::Setup( const char *eventName, const char *argName, const char *argType, const char *argRange )
void Sentient::CheckAnimations( Event *ev )
Player *MultiplayerModeBase::getPlayer( int entnum )
gentity_t *Event::GetConsoleEdict( void )
Fixed: Warning C6031 Return value ignored: sscanf.
void BotMatch_CheckPoint(bot_state_t *bs, bot_match_t *match)
void SoundManager::UpdateRandomSpeaker( RandomSpeaker * speaker )
void SoundManager::UpdateSpeaker( TriggerSpeaker * speaker )
void SoundManager::UpdateTriggerMusic( TriggerMusic * music )
inline Vector::Vector( const char *text ): x( 0 ), y( 0 ), z( 0 )
void CameraManager::UpdateEvent( Event* ev )
void BotReadSessionData(bot_state_t *bs)
Fixed: Warning C6011 Dereferencing NULL-Pointer.
void MultiplayerManager::say( Player *player, const str &text, bool team )
Projectile *ProjectileAttack( const Vector &start, Vector &dir, Entity *owner, const str &projectileModel, float fraction,float real_speed )
Event::Event( const char *command, int flags, const char *theFormatspec, const char *theArgument_names, const char *theDocumentation )
Event::Event( const char *command )
Class * Archiver::ReadObject( void )
void Player::ClientThink( Event *ev )
void Player::LevelCleanup( void )
void Player::SetPlayerViewUsingActorController( Camera *camera )
void Entity::quitTeam(void)
void Entity::SetEntNum(int num)
void MultiplayerModeBase::obituary( Player *killedPlayer, Player *attackingPlayer, int meansOfDeath )
void GotoSpecified::setupWarpToPathNode( Actor &self )
Actor* Actor::GetAttachedChildActor( const str& childName )
qboolean SensoryPerception::InFOV( const Vector &pos, float check_fov, float check_fovdot )
int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart)
void Entity::quitTeam(void)
void BotDeathmatchAI(bot_state_t *bs, float thinktime)
Event::Event( int num )
Event::Event( const str &command )
void ModeCaptureTheFlag::returnFlag( MultiplayerItem *item, Player *player )
Entity *FallingRock::SetNextBounceDir( void )
void MultiplayerModeBase::obituary( Player *killedPlayer, Player *attackingPlayer, int meansOfDeath )
void ModifierDestruction::update( float frameTime )
Fixed: Possible buffer overflow risk
const char *Info_ValueForKey (const char *s, const char *key)
void COM_StripExtension(const char* in, char* out, int destsize)
Changed: Ammo Regeneration ammount given to player, rune was useless in fast paced combat, was 1 new 3 - chrissstrahl
void RuneAmmoRegen::specificUpdate( float frameTime )
Fixed: Warning: C6053 Due to the previous call to strncpy, the string ? may not be null-terminated.
int NumPlayersOnSameTeam(bot_state_t *bs)
void BotTeamplayReport(void)
void BotUpdateInfoConfigStrings(void)
int BotNumActivePlayers(void)
char *BotFirstClientInRankings(void)
char *BotRandomOpponentName(bot_state_t *bs)
char *BotLastClientInRankings(void)
char *BotFirstClientInRankings(void)
int BotNumTeamMates(bot_state_t *bs)
void BotTeamOrders(bot_state_t *bs)
int BotSortTeamMatesByBaseTravelTime(bot_state_t *bs, int *teammates, int maxteammates)
Fixed: Warning: C28182 Dereferencing NULL-Pointer ?, contains same NULL-Value as ?
void BotInterbreedBots(void)
void SelectSpawnPoint( Vector &org, Vector &ang, str &thread )
Fixed: Return value being bool instead of qboolean.
qboolean SensoryPerception::InFOV( const Vector &pos, float check_fov, float check_fovdot )
The function uses ? bytes of stack. Consider moving some data to the heap.
void Com_sprintf (char *dest, int size, const char *fmt, ...)
void str::snprintf( char *dst, int size, const char *fmt, ... )
void Animate::NewAnim( int animnum, bodypart_t part )
Fixed: Warning: Possible NULL char
void Q_strncpyz( char *dest, const char *src, int destsize )
char *Q_CleanStr( char *string )
void COM_FileName (const char *in, char *out)
Fixed: C4996 strcpy: This function or variable may be unsafe. Using instead: Q_strncpyz
inline str::str(const char *text)
inline str::str(const str& text)
inline str::str(const float num)
inline str::str(const int num)
inline str::str(const unsigned num)
inline str& str::operator=(const str& text)
inline str& str::operator=(const char *text)
inline void Entity::SetModelEvent(Event *ev)
Fixed: C4996 strcat: This function or variable may be unsafe. Using instead: Q_strcat
inline void str::append(const char *text)
inline void str::append(const str& text)
Fixed: C4996 sprintf: This function or variable may be unsafe. Using instead: snprintf
str operator+( const str& a, const float b )
str operator+( const str& a, const int b )
str operator+( const str& a, const unsigned b )
str& str::operator+=( const float a )
str& str::operator+=( const int a )
str& str::operator+=( const unsigned a )
Fixed: C4996 vsprintf: This function or variable may be unsafe. Using instead: vsnprintf
void CLASS_Print( FILE *class_file, const char *fmt, ... )
void Class::warning( const char *function, const char *fmt, ... )
void Class::error( const char *function, const char *fmt, ... )
void str::snprintf( char *dst, int size, const char *fmt, ... )
Fixed: C4996 sprintf: This function or variable may be unsafe. Using instead: Com_sprintf
inline str::str(const int num)
inline str::str(const unsigned num)
inline str::str(const float num)
Fixed: Warning C4459: declaration of ? hides global definition.
int FindClientByName(char *name)
int FindEnemyByName(bot_state_t *bs, char *name)
int NumPlayersOnSameTeam(bot_state_t *bs)
int BotNumTeamMates(bot_state_t *bs)
int BotSortTeamMatesByBaseTravelTime(bot_state_t *bs, int *teammates, int maxteammates)
void BotTeamOrders(bot_state_t *bs)
Fixed: Warning C26495: The Variable ? was not initialized. A Variable needs always to be initialized (type.6)
class Entity : public Listener
class Quaternion
class WatchEntityEX : public Behavior
class Work : public Behavior
class WatchEntity : public Behavior
class HVMoveMode_FollowPath : public VehicleMoveMode
class VehicleBase : public ScriptModel
class Vehicle : public VehicleBase
class UseAlarm : public Behavior
class Damage : public Class
class FuzzyEngine : public Class
class StateMap : public Class
class SnipeEnemy : public Behavior
class ShrapnelBomb : public Projectile
class SelectBestWeapon : public Behavior
class SinkObject : public ScriptSlave
class RunThrough : public Entity
class RangedCombatWithWeapon : public Behavior
class PatrolWorkWander : public Behavior
class ScriptSkyOrigin : public ScriptSlave
class ScriptModel : public ScriptSlave
class ScriptSlave : public Trigger
class PatrolWorkHibernate : public Behavior
class GravPath : public Listener
class GravPathNode : public Entity
class Gib : public Entity
class GeneralCombatWithRangedWeapon : public Behavior
class Fulcrum : public ScriptSlave
class FollowNodePath : public Class
class FollowPath : public Steering
class Explosion : public Projectile
class Script : public Class
class StationaryFireCombat : public Behavior
class StationaryFireCombatEX : public Behavior
class SuppressionFireCombat : public Behavior
class TargetList : public Class
class DynamicLightInfo
class WindInfo
class WeatherInfo
class World : public Entity
class ThrowObject : public Object
class TorsoAimAndFireWeapon : public Behavior
TeammateData
scriptmarker_t
script_label_t
LineOfSight_t
HateListEntry_t
pushed_t
part_t
StateVar
Tendency_t
PackageTendency_t
BehaviorPackageEntry_t
FollowTargetData_t
IgnoreHelperNodeData_t
CurrentHelperNodeData_t
customAnimListEntry_t
struct Condition
class GotoHelperNode : public Behavior
class GotoHelperNodeEX : public Behavior
class GotoHelperNodeNearestEnemy : public Behavior
class Level : public Class
class FallingRock : public Entity
class PushObject : public Entity
class Waypoint : public Entity
class UseObject : public Entity
class UseAnimDestination : public Entity
class UseAnim : public Entity
class TeleporterDestination : public Entity
class Teleporter : public Trigger
class ExplodingWall : public Trigger
class Exploder : public Trigger
class MultiExploder : public Trigger
class ExplodeObject : public MultiExploder
class ScriptDoor : public Door
class SlidingDoor : public Door
class RotatingDoor : public Door
class DoAttack : public Behavior
class CorridorCombatWithRangedWeapon : public Behavior
class Door : public ScriptSlave
class SpecialtyItem
class def_t : public Class
class Projectile : public Entity
class Program : public Class
class PostureController
class PlayerHeuristics : public Class
class PlayAnim : public Behavior
class Patrol : public Behavior
class MoveRandomDirection : public Behavior
class Mover : public Listener
class ModifierDiffusion : public MultiplayerModifier
class DiffusionBombPlace
class EliminationPlayerData
class ModifierDestruction : public MultiplayerModifier
class DestructionPlayerData
class Trajectory
class Angle
class Group : public Listener
class GotoCurrentHelperNode : public Behavior
class GeneralCombatWithMeleeWeapon : public Behavior
class State : public Class
class Expression : public Class
class Conditional : public Class
class CombatSubsystem
class CameraWatchState : public Class
class EnemyManager
class EFGameComponent : public ActorGameComponent
class Earthquake : public Trigger
void Door::SetDir( Event *ev )
Door::Door()
class Personality
class PackageManager
class DefaultStrategos : public Strategos
class Actor : public Sentient
class CameraManager : public Listener
class Camera : public Entity
class CameraState : public Class
class AnimatedTeleportToPlayer : public Behavior
class FollowPathBlindly : public Behavior
class SimpleMelee : public Behavior
class MoveToDistanceFromEnemy : public Behavior
class GroupFollow : public Behavior
class FollowInFormation : public Behavior
class CircleStrafeEntity : public Behavior
class Strafe : public Behavior
class MoveFromConeOfFire : public Behavior
class WarpToEntity : public Behavior
class WarpToPosition : public Behavior
class GoDirectlyToPoint : public Steering
class FollowPathToEntity : public FollowPath
class GotoEntity : public Behavior
class CloseInOnPlayer : public Behavior
class CloseInOnEnemy : public Behavior
class CloseInOnEnemyWhileFiringWeapon : public Behavior
class MultiplayerModeBase : public Class
class Event : public Class
class ChangePosture : public Behavior
class CinematicArmature : public Listener
class Cinematic : public Entity
class CinematicOrigin : public Listener
class CinematicCut : public Listener
class CinematicCamera : public Listener
class CinematicActor : public Listener
class CameraMoveState : public Class
class BackAwayFromEnemy : public Behavior
class AmmoEntity : public Item
class Rune : public PowerupBase
class PowerupBase : public Item
class Powerup : public PowerupBase
class RuneAmmoRegen : public Rune
class SensoryPerception
class TriggerSetVariable : public Trigger
class TriggerPushAny : public Trigger
class TriggerPush : public Trigger
class TriggerPlaySound : public Trigger
class TouchField : public Trigger
class WorkTrigger : public Trigger
class Trigger : public Entity
class TriggerEntryAndExit : public Trigger
class TriggerCallVolume : public Trigger
class TriggerGroupEvent : public Trigger
class TriggerGivePowerup : public Trigger
class TriggerReverb : public Trigger
class TriggerMusic : public Trigger
class TriggerDamageTargets : public Trigger
class TriggerHurt : public TriggerUse
class RandomSpeaker : public TriggerSpeaker
class AwardSystem : public Class
class PathManager : public Listener
class PathNode : public Listener
class PathFinder : public Class
class MovementSubsystem
class MultiplayerPlayerData
class MultiplayerDialogData
class MultiplayerManager : public Class
class ModifierActionHero : public MultiplayerModifier
class ModifierInstantKill : public MultiplayerModifier
class ModifierControlPoints : public MultiplayerModifier
class PointsPerWeaponData
class HandicapPlayerData
class ModifierSpecialties : public MultiplayerModifier
class ModifierElimination : public MultiplayerModifier
class ModifierDiffusion : public MultiplayerModifier
class LocomotionController
class Lexer
class Item : public Trigger
class HoldPosition : public Behavior
class GotoLiftPosition : public Behavior
class Hibernate : public Behavior
class HelperNode : public Listener
class HealGroupMember : public Behavior
class HeadWatcher
class Hover : public Behavior
class VerticalTakeOff : public Behavior
class FlySplinePath : public Behavior
class FlyClimb : public Behavior
class FlyStrafe : public Behavior
class FindEnemyMovement : public StandardMovement
class FindFleeMovement : public StandardMovement
class FindCoverMovement : public StandardMovement
class GetCloseToEnemy : public Behavior
class CircleCurrentEnemy : public Behavior
class ChaoticDodge : public Behavior
class FlyToNode : public Behavior
class FlyWander : public Behavior
class FlyDescend: public Behavior
class FlyCloseToParent : public Behavior
class FlyCloseToPlayer : public Behavior
class FindEnemy : public Behavior
class FindFlee : public Behavior
class FindCover : public Behavior
class Flee : public Behavior
class GotoPathNode : public Behavior
class FallToDeath : public Behavior
class TorsoWatchEnemy : public Behavior
class TorsoTurn : public Behavior
class EyeWatch : public Behavior
class HeadWatchEnemy : public Behavior
class HeadWatch : public Behavior
class PickupEntity : public Behavior
class RotateToEnemy : public Behavior
class TurnTo : public Behavior
class PickupEnemy : public Behavior
class DragEnemy : public Behavior
class CircleAttack : public Behavior
class ShockDown : public Behavior
class MultiShock : public Behavior
class Shock : public Behavior
class ShockWater : public Behavior
class BurrowAttack : public Behavior
class CircleEnemy : public Behavior
class Turn : public Behavior
class Watch : public Behavior
class Pain : public Behavior
class Idle : public Behavior
class Behavior : public Listener
class HelicopterStrafeAttack : public Behavior
class HelicopterFlyToWaypoint : public Behavior
class HelicopterFlyCircle : public Behavior
class HelicopterFlyToPoint : public Behavior
class FlyCircleAroundWaypoint : public Behavior
class GhostAttack : public Behavior
class TeleportToPosition : public Behavior
class TurnToEnemy : public Behavior
class TurnInvestigate : public Behavior
class Investigate : public Behavior
class RetreatFromEnemy : public Behavior
class GetWithinRangeOfPlayer : public Behavior
class GetCloseToPlayer : public Behavior
class Ammo : public Class
class FlyToPoint : public Behavior
class AimAndMelee : public Behavior
class AimAndShoot : public Behavior
class Aim : public Behavior
class GotoPoint : public Behavior
class CoverCombatWithRangedWeapon : public Behavior
class ModeCaptureTheFlag : public ModeTeamBase
class CtfFlag
class MultiplayerPlayerCtfData
class StringEntry
class GameScriptMarker : public Class
class DamageModifierDamageType : public DamageModifier
class DamageModifierGroup : public DamageModifier
class DamageModifierActorType : public DamageModifier
class DamageModifier : public Class
class Strategos
class __declspec( dllexport ) str
class type_t : public Class
class EventArgDef : public Class
class dfunction_t : public Class
class HorseVehicle : public DrivableVehicle
class Animate : public Listener
class CameraManager : public Listener
class FinishingMove : public Class
class PendingDelta
class Weapon : public Item
class WeaponSetItem : public Class
class WeaponProperty : public Class
class RotateToEntity : public Behavior
class DoBeamAttack : public Behavior
class AlertIdle : public Behavior
class WeaponProperty : public Class
class FireWeapon : public Behavior
class WarpToEntity : public Behavior
class WarpToPosition : public Behavior
class Wander : public Behavior
class ThrowEntity : public Behavior
class Talk : public Behavior
class StandardMovement : public Class
class MoveDirectlyToPoint : public Behavior
class GotoSpecified : public Behavior
class GotoWayPoint : public Behavior
class FindMovement : public StandardMovement
Fixed: Warning C4458: declaration of ? hides class member. Renamed to: temp_?
void Level::NewMap( const char *temp_mapname, const char *entities, int levelTime )
PuzzleObject::PuzzleObject()
void Equipment::airStrike(Event *ev)
Player::Player()
void Sentient::MeleeAttackStart( Event *ev )
void SpawnChain::DoSpawn( Event *ev )
void Weapon::Shoot( Event *ev )
void Weapon::AdvancedMeleeAttack(const char* tag1, const char* tag2, bool criticalHit)
void Player::EventUseItem( Event *ev )
void Sentient::DropItemsOnDeath()
painDirection_t Player::Pain_string_to_int( const str &temp_pain )
qboolean Level::inhibitEntity( int temp_spawnflags )
void SplinePath::CreatePath( Event *ev )
void SplinePath::OffsetSpline( Event *ev )
void SplinePath::TurnSpline( Event *ev )
qboolean Entity::CanDamage( const Entity *temp_target, const Entity *skip_ent )
void Entity::FadeNoRemove( Event *ev )
void Entity::FadeIn( Event *ev )
void Entity::Fade( Event *ev )
void Entity::ProjectileAttackEntity( Event *ev )
void GravPathNode::Activate( Event *ev )
void GravPathNode::Deactivate(Event *ev)
void GravPathNode::CreatePath(Event *ev)
void ThrowObject::Throw( const Entity *owner, float speed, const Sentient *targetent, float gravity, float throw_damage )
bool Player::GetProjectileLaunchAngles( Vector &launchAngles, const Vector &launchPoint, const float initialSpeed, const float gravity ) const
void PortalSurface::LocateCamera( Event *ev )
TargetList * World::GetTargetList( const str &temp_targetname, qboolean createnew )
void World::AddTargetEntity( const str &temp_targetname, Entity * ent )
void World::RemoveTargetEntity( const str &temp_targetname, Entity * ent )
Entity * World::GetNextEntity( const str &temp_targetname, Entity * ent )
void Interpreter::CleanupStack( int temp_localstack_used, int oldstacktop )
void Script::Parse( const char *data, int temp_length, const char *name )
void Script::LoadFile( const char *name )
void Spawn::setSpawnKeyValue( Event *ev )
void CameraManager::Load( Event* ev )
void FuncBeam::Shoot( Event *ev )
void DrivableVehicle::Killed(Event *ev)
inline void SoundManager::Archive(Archiver &arc)
void SoundManager::UpdateTriggerMusic( TriggerMusic * music )
void Weapon::SetCHOffset(int temp_chx, int temp_chy)
void CameraManager::DestroyKFCPath( Event* ev )
void Gib::Damage( Event *ev )
void ExplodingWall::Explode( Event *ev )
void ExplodingWall::Explode( Event *ev )
bool UseAnim::GetInformation( const Entity *activator, Vector *org, Vector *temp_angles, str *animation, int *loopcount, str *temp_state, str *temp_camera )
void Player::StartUseAnim( void )
void Player::SetPlayerViewUsingCinematicController( Camera *temp_camera )
void Player::SetPlayerViewUsingActorController( Camera *temp_camera )
int State::addCondition( const char *temp_name, Script &script )
qboolean ScriptVariable::isVariableCommand( const char *temp_name )
qboolean State::setCameraType( const str &ctype )
void State::readMoveType( Script &script )
void Event::Archive( Archiver &arc )
void CameraManager::SavePath( const str& temp_pathName )
void CameraManager::SetPath( const str& temp_pathName )
void Weapon::SetRank( int order, int temp_rank )
void TouchField::Setup( Entity *ownerentity, const Event &touchevent, const Vector &min, const Vector &max, int temp_respondto )
void Level::CleanUp( qboolean temp_restart )
float Camera::CalculateFov( void )
void Vehicle::VehicleTouched( Event *ev )
bool UseAnim::GetInformation( const Entity *activator, Vector *org, Vector *temp_angles, str *animation, int *loopcount, str *temp_state, str *camera )
inline void Entity::Archive( Archiver &arc )
Fixed: Warning C4456: Declaration of ? hides previous local declaration.
void Weapon::Shoot( Event *ev )
void CThread::Spawn( Event *ev )
void Animate::NewAnim( int animnum, bodypart_t part )
void DrivableVehicle::Killed(Event *ev)
void ModifierSpecialties::setupSpecialty( Player *player, SpecialtyType specialty, bool chosen )
void ModeCaptureTheFlag::playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath )
bool ModeTeamBase::canJoinTeam( Player *player, const str &teamName )
inline void Weapon::Archive( Archiver &arc )
inline void Player::Archive( Archiver &arc )
void AdaptiveArmor::_UpdateAdaption( int MeansOfDeath , float damage )
void Player::UpdateStats( void )
qboolean PathNode::TestMove( Entity *ent, const Vector &original_start, const Vector &original_end, const Vector &min, const Vector &max, qboolean allowdoors, qboolean fulltest )
void ViewMaster::Spawn( Event *ev )
float BulletAttack( ... )
Fixed: Warning C4459: declaration of program hides global definition.
CThread *ScriptMaster::CreateThread( Program *temp_program )
CThread *ScriptMaster::CreateThread( const char *label, Program *temp_program )
Fixed: Warning C4458: declaration of buffer hides class member. Renamed to: temp_buffer
char *Script::EvaluateMacroString( const char *theMacroString )
void Script::LoadFile( const char *name )
Fixed: Warning C4458: declaration of client hides class member. Renamed to: temp_client
void Camera::Cut( Event* ev )
void TriggerCameraUse::TriggerCamera( Event *ev )
void TriggerReverb::ChangeReverb( Event *ev )
void TriggerReverb::AltChangeReverb( Event *ev )
Fixed: Warning C4458: declaration of hand hides class member. Renamed to: temp_hand
void Weapon::AttachGun( weaponhand_t temp_hand, qboolean holstering )
void Weapon::AttachToHolster( weaponhand_t temp_hand )
void Weapon::AttachToOwner( weaponhand_t temp_hand )
void Equipment::AttachToOwner(weaponhand_t temp_hand)
void WeaponDualWield::AttachToOwner( weaponhand_t temp_hand )
Fixed: Warning C4458: declaration of ent hides class member. Renamed to: temp_ent
void FlySplinePath::Begin(Actor &self)
void ScriptSlave::FollowPath( Event *ev )
Fixed: Warning C4458: declaration of entnum hides class member. Renamed to: temp_entnum
void Player::UpdateStats( void )
int Sentient::GiveAmmo( const str &type, int amount, bool pickedUp, int maxamount )
void Sentient::ListInventory( void )
Fixed: Warning C4458: declaration of edict hides class member. Renamed to: temp_edict
Actor *Player::getBestActorToUse( int *entityList, int count )
bool HoldableItemExplosive::isPlayerInRange( const Vector &position, float maxDistance )
Fixed: Warning C4458: declaration of fov hides class member. Renamed to: temp_fov
Entity* Player::FindHeadTarget( const Vector &temp_origin, const Vector &forward, const float temp_fov, const float maxdist )
Fixed: Warning C4459: declaration of level hides global definition.
void Player::SetReverb( int type, float temp_level )
void Player::SetReverb( const str &type, float temp_level )
int Player::AwardPoints(int numPoints)
void TriggerReverb::SetReverb( int type, float temp_level )
void TriggerReverb::SetAltReverb( int type, float temp_level )
void G_Error( int temp_level, const char *fmt, ... )
void Com_Error ( int temp_level, const char *error, ... )
Fixed: Warning C4458: declaration of index hides class member. Renamed to: temp_index
Entity * TargetList::GetNextEntity( Entity * ent )
Fixed: Warning C4458: declaration of owner hides class member. Renamed to: temp_owner
void Projectile::Explode( Event *ev )
void Projectile::didDamage( void )
void Weapon::GetActorMuzzlePosition( Vector *position, Vector *forward, Vector *right, Vector *up, const char* tagname )
void Weapon::GetMuzzlePosition( Vector *position, Vector *forward, Vector *right, Vector *up )
void Weapon::Shoot( Event *ev )
void Weapon::SetAimType( Event *ev )
void Weapon::TargetIdleThink( Event *ev )
void Weapon::AdvancedMeleeAttack(const char* tag1, const char* tag2, bool criticalHit)
void ThrowObject::Throw( const Entity *temp_owner, float speed, const Sentient *targetent, float gravity, float throw_damage )
void ThrowObject::Throw( Event *ev )
void GooDebris::Touch( Event *ev )
void GooProjectile::Explode( Event *ev )
void PowerupBase::init( const str &modelName, Sentient *temp_owner )
Fixed: Warning C4459: declaration of p hides global definition.
int BoxOnPlaneSide2 ( const vec3_t emins, const vec3_t emaxs, const struct cplane_s *temp_p )
Fixed: Warning C4458: declaration of origin hides class member. Renamed to: temp_origin
virtual void spawn( const Vector &origin ) {};
inline void Cinematic::Archive(Archiver &arc)
void Cinematic::startAtNamedOrigin( const str &originName, bool callStartThread )
void Cinematic::startAtOrigin( const Vector &temp_origin, float yaw, bool callStartThread )
void Cinematic::handleBeginAtEvent( Event *ev )
void Powerup::spawn( const Vector &temp_origin )
void Rune::spawn( const Vector &temp_origin )
Entity *Entity::SpawnEffect( const str &name, const Vector &temp_origin, const Vector &temp_angles, float removeTime )
Entity* Player::FindHeadTarget( const Vector &temp_origin, const Vector &forward, const float fov, const float maxdist )
void Weapon::WorldHitSpawn( firemode_t mode, const Vector &temp_origin, const Vector &temp_angles, float life )
Fixed: Warning C4458: declaration of angles hides class member. Renamed to: temp_angles
void FuncBeam::setAngles( const Vector &temp_angles )
void Entity::SetControllerAngles(int num,vec3_t temp_angles)
void Entity::SetControllerAngles(Event *ev)
Entity *Entity::SpawnEffect( const str &name, const Vector &origin, const Vector &temp_angles, float removeTime )
void Equipment::airStrike(Event *ev)
bool UseAnim::GetInformation( const Entity *activator, Vector *org, Vector *temp_angles, str *animation, int *loopcount, str *state, str *camera )
Actor *Player::getBestActorToUse( int *entityList, int count )
void Player::turnTowardsEntity( Event *ev )
void ShrapnelBomb::Explode( void )
void Vehicle::SetDriverAngles( const Vector &temp_angles )
void Vehicle::DriverUse( Event *ev )
void HorseVehicle::DriverUse( Event *ev )
void Weapon::WorldHitSpawn( firemode_t mode, const Vector &origin, const Vector &temp_angles, float life )
Fixed: Warning C4458: declaration of angle hides class member. Renamed to: temp_angle