git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1235 e016b1c5-ed68-44aa-a2f7-31cac88cffde
381 lines
14 KiB
C
381 lines
14 KiB
C
// protos for ALL external functions in cube...
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#ifndef STANDALONE
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// GL_ARB_multitexture
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extern PFNGLACTIVETEXTUREARBPROC glActiveTexture_;
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extern PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTexture_;
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extern PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2f_;
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extern PFNGLMULTITEXCOORD3FARBPROC glMultiTexCoord3f_;
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// GL_EXT_multi_draw_arrays
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extern PFNGLMULTIDRAWARRAYSEXTPROC glMultiDrawArrays_;
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extern PFNGLMULTIDRAWELEMENTSEXTPROC glMultiDrawElements_;
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// command
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extern bool persistidents;
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extern int variable(char *name, int min, int cur, int max, int *storage, void (*fun)(), bool persist);
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extern void setvar(char *name, int i);
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extern int getvar(char *name);
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extern bool identexists(char *name);
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extern bool addcommand(char *name, void (*fun)(), int narg);
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extern int execute(char *p);
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extern void exec(char *cfgfile);
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extern bool execfile(char *cfgfile);
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extern void resetcomplete();
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extern void complete(char *s);
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extern void alias(char *name, char *action);
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extern char *getalias(char *name);
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extern void writecfg();
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extern void identnames(vector<char *> &names, bool builtinonly);
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// console
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extern void keypress(int code, bool isdown, int cooked);
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extern void rendercommand(int x, int y);
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extern void renderconsole();
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extern char *getcurcommand();
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extern char *addreleaseaction(char *s);
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extern void writebinds(FILE *f);
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extern void conoutf(const char *s, ...);
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// menus
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extern bool rendermenu();
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extern void menumanual(void *menu, int n, char *text, char *action = NULL);
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extern void menuheader(void *menu, char *header = NULL, char *footer = NULL);
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extern bool menukey(int code, bool isdown);
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extern void *addmenu(char *name, char *title = NULL, bool allowinput = true, void (__cdecl *refreshfunc)(void *, bool) = NULL);
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extern void rendermenumdl();
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extern void menuset(void *m);
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extern void menuselect(void *menu, int sel);
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extern void drawmenubg(int x1, int y1, int x2, int y2, bool border);
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// serverbrowser
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extern void addserver(char *servername);
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extern char *getservername(int n);
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extern bool resolverwait(const char *name, ENetAddress *address);
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extern int connectwithtimeout(ENetSocket sock, char *hostname, ENetAddress &remoteaddress);
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extern void writeservercfg();
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extern void refreshservers(void *menu, bool init);
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// rendergl
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extern void gl_init(int w, int h, int bpp, int depth, int fsaa);
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extern void cleangl();
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extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
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extern void box(block &b, float z1, float z2, float z3, float z4);
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extern void dot(int x, int y, float z);
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extern void linestyle(float width, int r, int g, int b);
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extern void blendbox(int x1, int y1, int x2, int y2, bool border, int tex = -1);
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extern void quad(GLuint tex, float x, float y, float s, float tx, float ty, float tsx, float tsy = 0);
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extern void circle(GLuint tex, float x, float y, float r, float tx, float ty, float tr, int subdiv = 32);
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extern void gl_drawframe(int w, int h, float changelod, float curfps);
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extern void clearminimap();
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// texture
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struct Texture
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{
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char *name;
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int xs, ys;
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GLuint id;
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};
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extern Texture *crosshair;
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extern void createtexture(int tnum, int w, int h, void *pixels, int clamp, bool mipmap, GLenum format);
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extern Texture *textureload(const char *name, int clamp = 0);
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extern Texture *lookuptexture(int tex);
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extern void draw_envbox(int fogdist);
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extern int maxtmus;
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extern void inittmus();
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extern void resettmu(int n);
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extern void scaletmu(int n, int rgbscale, int alphascale = 0);
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extern void colortmu(int n, float r = 0, float g = 0, float b = 0, float a = 0);
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extern void setuptmu(int n, const char *rgbfunc = NULL, const char *alphafunc = NULL);
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// rendercubes
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extern void mipstats(int a, int b, int c);
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extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);
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extern void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);
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extern void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2, bool topleft);
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extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v);
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extern void setwatercolor(char *r = "", char *g = "", char *b = "", char *a = "");
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extern void addwaterquad(int x, int y, int size);
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extern int renderwater(float hf, GLuint reflecttex, GLuint refracttex);
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extern void resetcubes();
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extern void setupstrips();
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extern void renderstripssky();
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extern void renderstrips();
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// client
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extern void connects(char *servername, char *port = NULL, char *password = NULL);
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extern void abortconnect();
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extern void disconnect(int onlyclean = 0, int async = 0);
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extern void toserver(char *text);
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extern void addmsg(int type, const char *fmt = NULL, ...);
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extern bool multiplayer(bool msg = true);
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extern bool allowedittoggle();
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extern void sendpackettoserv(int chan, ENetPacket *packet);
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extern void gets2c();
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extern void c2sinfo(playerent *d);
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extern void c2skeepalive();
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extern void neterr(char *s);
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extern int getclientnum();
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extern void changemapserv(char *name, int mode);
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extern void changeteam(int team, bool forced = false);
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extern void newteam(char *name);
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extern bool securemapcheck(char *map);
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extern void sendintro();
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// clientgame
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extern flaginfo flaginfos[2];
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extern bool autoteambalance;
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extern void updateworld(int curtime, int lastmillis);
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extern void startmap(char *name);
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extern void changemap(char *name);
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extern void initclient();
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extern void deathstate(playerent *pl);
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extern void spawnplayer(playerent *d);
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extern void dodamage(int damage, playerent *pl, playerent *actor, bool gib = false, bool local = true);
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extern void dokill(playerent *pl, playerent *act, bool gib = false);
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extern playerent *newplayerent();
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extern botent *newbotent();
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extern void freebotent(botent *d);
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extern char *getclientmap();
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extern void zapplayer(playerent *&d);
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extern playerent *getclient(int cn);
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extern playerent *newclient(int cn);
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extern void timeupdate(int timeremain);
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extern void respawnself();
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extern void setskin(playerent *pl, uint skin);
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//game mode extras
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extern void flagpickup();
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extern void tryflagdrop(bool reset = false);
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extern void flagreturn();
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extern void flagscore();
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extern void flagstolen(int flag, int action, int act);
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extern void flagdropped(int flag, int action, short x, short y, short z);
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extern void flaginbase(int flag, int action, int act);
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extern void flagmsg(int flag, int action);
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extern void arenarespawn();
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extern void respawn();
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extern void findplayerstart(playerent *d);
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extern void serveropcommand(int cmd, int arg1);
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extern void refreshsopmenu(void *menu, bool init);
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extern char *colorname(playerent *d, int num = 0, char *name = NULL, char *prefix = "");
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extern char *colorping(int ping);
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// scoreboard
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extern void showscores(bool on);
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extern void renderscores(void *menu, bool init);
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// world
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extern void setupworld(int factor);
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extern void empty_world(int factor, bool force);
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extern void remip(block &b, int level = 0);
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extern void remipmore(block &b, int level = 0);
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extern int closestent();
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extern int findentity(int type, int index = 0);
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extern int findentity(int type, int index, uchar attr2);
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extern entity *newentity(int x, int y, int z, char *what, int v1, int v2, int v3, int v4);
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// worldlight
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extern void calclight();
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extern void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner);
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extern void cleardlights();
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extern block *blockcopy(block &b);
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extern void blockpaste(block &b);
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extern void freeblock(block *&b);
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// worldrender
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extern void render_world(float vx, float vy, float vh, float changelod, int yaw, int pitch, float widef, int w, int h);
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extern int lod_factor();
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// worldocull
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extern void computeraytable(float vx, float vy);
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extern int isoccluded(float vx, float vy, float cx, float cy, float csize);
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// main
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extern void keyrepeat(bool on);
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extern bool initwarning();
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// rendertext
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struct font
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{
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struct charinfo
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{
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short x, y, w, h;
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};
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char *name;
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Texture *tex;
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vector<charinfo> chars;
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short defaultw, defaulth;
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short offsetx, offsety, offsetw, offseth;
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};
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#define VIRTH 1800
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#define FONTH (curfont->defaulth)
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#define PIXELTAB (VIRTW/12)
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extern int VIRTW; // virtual screen size for text & HUD
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extern font *curfont;
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extern bool setfont(char *name);
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extern void draw_text(const char *str, int left, int top);
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extern void draw_textf(const char *fstr, int left, int top, ...);
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extern int char_width(int c, int x = 0);
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extern int text_width(const char *str, int limit = -1);
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extern int text_visible(const char *str, int max);
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extern void text_block(const char *str, int max, vector<char *> &lines);
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extern void text_startcolumns();
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extern void text_endcolumns();
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// editing
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extern void cursorupdate();
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extern void toggleedit();
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extern char *editinfo();
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extern void editdrag(bool isdown);
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extern void setvdeltaxy(int delta, block &sel);
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extern void editequalisexy(bool isfloor, block &sel);
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extern void edittypexy(int type, block &sel);
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extern void edittexxy(int type, int t, block &sel);
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extern void editheightxy(bool isfloor, int amount, block &sel);
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extern bool noteditmode();
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extern void pruneundos(int maxremain = 0);
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// renderhud
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extern void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater);
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extern void damageblend(int n);
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extern void loadingscreen(const char *fmt = NULL, ...);
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extern void show_out_of_renderloop_progress(float bar1, const char *text1, float bar2 = 0, const char *text2 = NULL);
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// renderparticles
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extern void particleinit();
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extern void particlereset();
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extern void particle_splash(int type, int num, int fade, vec &p);
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extern void particle_trail(int type, int fade, vec &from, vec &to);
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extern void particle_fireball(int type, vec &o);
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extern void addshotline(dynent *d, vec &from, vec &to);
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extern bool addbullethole(vec &from, vec &to, float radius = 1);
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extern bool addscorchmark(vec &o, float radius = 7);
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extern void render_particles(int time);
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// worldio
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extern void save_world(char *fname);
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extern void load_world(char *mname);
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extern void writemap(char *mname, int msize, uchar *mdata);
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extern uchar *readmap(char *mname, int *msize);
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// physics
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extern float raycube(const vec &o, const vec &ray, vec &surface);
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extern void moveplayer(physent *pl, int moveres, bool local);
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extern void moveplayer(physent *pl, int moveres, bool local, int curtime);
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extern bool collide(physent *d, bool spawn, float drop, float rise);
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extern void entinmap(physent *d);
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extern void physicsframe();
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extern void mousemove(int dx, int dy);
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extern void fixcamerarange(physent *cam = camera1);
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extern float floor(short x, short y);
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// sound
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extern void playsound(int n, vec *loc = 0);
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extern void playsoundc(int n);
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extern void initsound();
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extern void cleansound();
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extern void music(char *name);
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// rendermodel
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extern void rendermodel(char *mdl, int anim, int tex, float rad, const vec &o, float yaw, float pitch, float speed = 0, int basetime = 0, playerent *d = NULL, char *vwepmdl = NULL, float scale = 1.0f);
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extern void startmodelbatches();
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extern void endmodelbatches();
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extern mapmodelinfo &getmminfo(int i);
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extern int findanim(const char *name);
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extern void loadskin(const char *dir, const char *altdir, Texture *&skin);
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extern model *loadmodel(const char *name, int i = -1);
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extern void preload_playermodels();
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extern void preload_entmodels();
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extern void preload_hudguns();
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extern void preload_mapmodels();
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extern void renderclients();
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extern void renderclient(playerent *d);
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extern void renderclient(playerent *d, char *mdlname, char *vwepname, int tex = 0);
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// hudgun
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extern char *gunnames[];
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extern void renderhudgun();
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// weapon
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extern bool scoped;
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extern void shoot(playerent *d, vec &to);
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extern void shootv(int gun, vec &from, vec &to, playerent *d = 0, bool local = false, int nademillis=0);
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extern void createrays(vec &from, vec &to);
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extern void moveprojectiles(float time);
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extern bounceent *newbounceent();
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extern void removebounceents(playerent *owner);
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extern void movebounceents();
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extern void clearbounceents();
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extern void renderbounceents();
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extern void addgib(playerent *d);
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extern void projreset();
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extern void removeprojectiles(playerent *d);
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extern playerent *playerincrosshair();
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extern int reloadtime(int gun);
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extern void reload(playerent *d);
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extern int attackdelay(int gun);
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extern int magsize(int gun);
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extern int kick_rot(int gun);
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extern int kick_back(int gun);
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extern bool akimboside;
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extern void checkweaponswitch();
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extern void weaponswitch(int gun);
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extern void setscope(bool activate);
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extern bool intersect(dynent *d, const vec &from, const vec &to, vec *end = NULL);
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extern bool intersect(entity *e, const vec &from, const vec &to, vec *end = NULL);
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extern void damageeffect(int damage, playerent *d);
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// entities
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extern char *entnames[];
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extern void putitems(ucharbuf &p);
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extern void pickupeffects(int n, playerent *d);
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extern void renderentities();
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extern void resetspawns();
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extern void setspawn(int i, bool on);
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extern void checkitems(playerent *d);
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// rndmap
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extern void perlinarea(block &b, int scale, int seed, int psize);
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// doc
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extern void renderdoc(int x, int y);
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extern void renderdocmenu(void *menu, bool init);
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extern void toggledoc();
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extern void scrolldoc(int i);
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#endif
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// server
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extern void localservertoclient(int chan, uchar *buf, int len);
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extern const char *modestr(int n);
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extern void fatal(char *s, char *o = "");
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extern void initserver(bool dedicated, int uprate, char *sdesc, char *ip, int port, char *master, char *passwd, int maxcl, char *maprot, char *adminpwd, char *srvmsg, int scthreshold);
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extern void cleanupserver();
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extern void localconnect();
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extern void localdisconnect();
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extern void localclienttoserver(int chan, ENetPacket *);
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extern void serverslice(uint timeout);
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extern void putint(ucharbuf &p, int n);
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extern int getint(ucharbuf &p);
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extern void putuint(ucharbuf &p, int n);
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extern int getuint(ucharbuf &p);
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extern void sendstring(const char *t, ucharbuf &p);
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extern void getstring(char *t, ucharbuf &p, int len = MAXTRANS);
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extern void filtertext(char *dst, const char *src, bool whitespace = true, int len = sizeof(string)-1);
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extern void startintermission();
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extern void restoreserverstate(vector<entity> &ents);
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extern uchar *retrieveservers(uchar *buf, int buflen);
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extern char msgsizelookup(int msg);
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extern void serverms(int mode, int numplayers, int minremain, char *smapname, int millis);
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extern void servermsinit(const char *master, char *ip, char *sdesc, bool listen);
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extern bool serverpickup(int i, int sender);
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