Cube  Diff

Differences From Artifact [73b9deaf3f]:

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// protos for ALL external functions in cube... 

// command
extern int variable(char *name, int min, int cur, int max, int *storage, void (*fun)(), bool persist);

extern void setvar(char *name, int i);
extern int getvar(char *name);
extern bool identexists(char *name);
extern bool addcommand(char *name, void (*fun)(), int narg);
extern int execute(char *p, bool down = true);
extern void exec(char *cfgfile);
extern bool execfile(char *cfgfile);
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// protos for ALL external functions in cube...

// command
extern int variable(char *name, int min, int cur, int max, int *storage,
    void (*fun)(), bool persist);
extern void setvar(char *name, int i);
extern int getvar(char *name);
extern bool identexists(char *name);
extern bool addcommand(char *name, void (*fun)(), int narg);
extern int execute(char *p, bool down = true);
extern void exec(char *cfgfile);
extern bool execfile(char *cfgfile);
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extern char *getservername(int n);
extern void writeservercfg();

// rendergl
extern void gl_init(int w, int h);
extern void cleangl();
extern void gl_drawframe(int w, int h, float curfps);

extern bool installtex(int tnum, char *texname, int &xs, int &ys, bool clamp = false);
extern void mipstats(int a, int b, int c);
extern void vertf(float v1, float v2, float v3, sqr *ls, float t1, float t2);
extern void addstrip(int tex, int start, int n);
extern int lookuptexture(int tex, int &xs, int &ys);

// rendercubes
extern void resetcubes();
extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);

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);


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);


extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v);

extern void addwaterquad(int x, int y, int size);
extern int renderwater(float hf);
extern void finishstrips();
extern void setarraypointers();

// client
extern void localservertoclient(uchar *buf, int len);







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extern char *getservername(int n);
extern void writeservercfg();

// rendergl
extern void gl_init(int w, int h);
extern void cleangl();
extern void gl_drawframe(int w, int h, float curfps);
extern bool installtex(
    int tnum, char *texname, int &xs, int &ys, bool clamp = false);
extern void mipstats(int a, int b, int c);
extern void vertf(float v1, float v2, float v3, sqr *ls, float t1, float t2);
extern void addstrip(int tex, int start, int n);
extern int lookuptexture(int tex, int &xs, int &ys);

// rendercubes
extern void resetcubes();
extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1,
    sqr *l2, sqr *l3, sqr *l4, bool isceil);
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);
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);
extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2,
    sqr *s, sqr *t, sqr *u, sqr *v);
extern void addwaterquad(int x, int y, int size);
extern int renderwater(float hf);
extern void finishstrips();
extern void setarraypointers();

// client
extern void localservertoclient(uchar *buf, int len);
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extern void initclientnet();
extern bool netmapstart();
extern int getclientnum();
extern void changemapserv(char *name, int mode);
extern void writeclientinfo(FILE *f);

// clientgame
extern void mousemove(int dx, int dy); 
extern void updateworld(int millis);
extern void startmap(char *name);
extern void changemap(char *name);
extern void initclient();
extern void spawnplayer(dynent *d);
extern void selfdamage(int damage, int actor, dynent *act);
extern dynent *newdynent();
extern char *getclientmap();
extern const char *modestr(int n);
extern void zapdynent(dynent *&d);
extern dynent *getclient(int cn);
extern void timeupdate(int timeremain);
extern void resetmovement(dynent *d);
extern void fixplayer1range();

// clientextras
extern void renderclients();

extern void renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale);
void showscores(bool on);
extern void renderscores();

// world
extern void setupworld(int factor);
extern void empty_world(int factor, bool force);
extern void remip(block &b, int level = 0);
extern void remipmore(block &b, int level = 0);
extern int closestent();
extern int findentity(int type, int index = 0);
extern void trigger(int tag, int type, bool savegame);
extern void resettagareas();
extern void settagareas();

extern entity *newentity(int x, int y, int z, char *what, int v1, int v2, int v3, int v4);

// worldlight
extern void calclight();

extern void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner);
extern void cleardlights();
extern block *blockcopy(block &b);
extern void blockpaste(block &b);

// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch, float widef, int w, int h);


// worldocull
extern void computeraytable(float vx, float vy);
extern int isoccluded(float vx, float vy, float cx, float cy, float csize);

// main
extern void fatal(char *s, char *o = "");







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extern void initclientnet();
extern bool netmapstart();
extern int getclientnum();
extern void changemapserv(char *name, int mode);
extern void writeclientinfo(FILE *f);

// clientgame
extern void mousemove(int dx, int dy);
extern void updateworld(int millis);
extern void startmap(char *name);
extern void changemap(char *name);
extern void initclient();
extern void spawnplayer(dynent *d);
extern void selfdamage(int damage, int actor, dynent *act);
extern dynent *newdynent();
extern char *getclientmap();
extern const char *modestr(int n);
extern void zapdynent(dynent *&d);
extern dynent *getclient(int cn);
extern void timeupdate(int timeremain);
extern void resetmovement(dynent *d);
extern void fixplayer1range();

// clientextras
extern void renderclients();
extern void renderclient(
    dynent *d, bool team, char *mdlname, bool hellpig, float scale);
void showscores(bool on);
extern void renderscores();

// world
extern void setupworld(int factor);
extern void empty_world(int factor, bool force);
extern void remip(block &b, int level = 0);
extern void remipmore(block &b, int level = 0);
extern int closestent();
extern int findentity(int type, int index = 0);
extern void trigger(int tag, int type, bool savegame);
extern void resettagareas();
extern void settagareas();
extern entity *newentity(
    int x, int y, int z, char *what, int v1, int v2, int v3, int v4);

// worldlight
extern void calclight();
extern void dodynlight(
    vec &vold, vec &v, int reach, int strength, dynent *owner);
extern void cleardlights();
extern block *blockcopy(block &b);
extern void blockpaste(block &b);

// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
    float widef, int w, int h);

// worldocull
extern void computeraytable(float vx, float vy);
extern int isoccluded(float vx, float vy, float cx, float cy, float csize);

// main
extern void fatal(char *s, char *o = "");
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// renderextras
extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
extern void box(block &b, float z1, float z2, float z3, float z4);
extern void dot(int x, int y, float z);
extern void linestyle(float width, int r, int g, int b);
extern void newsphere(vec &o, float max, int type);
extern void renderspheres(int time);

extern void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater);
extern void readdepth(int w, int h);
extern void blendbox(int x1, int y1, int x2, int y2, bool border);
extern void damageblend(int n);

// renderparticles
extern void setorient(vec &r, vec &u);
extern void particle_splash(int type, int num, int fade, vec &p);







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// renderextras
extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
extern void box(block &b, float z1, float z2, float z3, float z4);
extern void dot(int x, int y, float z);
extern void linestyle(float width, int r, int g, int b);
extern void newsphere(vec &o, float max, int type);
extern void renderspheres(int time);
extern void gl_drawhud(
    int w, int h, int curfps, int nquads, int curvert, bool underwater);
extern void readdepth(int w, int h);
extern void blendbox(int x1, int y1, int x2, int y2, bool border);
extern void damageblend(int n);

// renderparticles
extern void setorient(vec &r, vec &u);
extern void particle_splash(int type, int num, int fade, vec &p);
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// sound
extern void playsound(int n, vec *loc = 0);
extern void playsoundc(int n);
extern void initsound();
extern void cleansound();

// rendermd2
extern void rendermodel(char *mdl, int frame, int range, int tex, float rad, float x, float y, float z, float yaw, float pitch, bool teammate, float scale, float speed, int snap = 0, int basetime = 0);


extern mapmodelinfo &getmminfo(int i);

// server
extern void initserver(bool dedicated, int uprate, char *sdesc, char *ip, char *master, char *passwd, int maxcl);

extern void cleanupserver();
extern void localconnect();
extern void localdisconnect();
extern void localclienttoserver(struct _ENetPacket *);
extern void serverslice(int seconds, unsigned int timeout);
extern void putint(uchar *&p, int n);
extern int getint(uchar *&p);
extern void sendstring(char *t, uchar *&p);
extern void startintermission();
extern void restoreserverstate(vector<entity> &ents);
extern uchar *retrieveservers(uchar *buf, int buflen);
extern char msgsizelookup(int msg);
extern void serverms(int mode, int numplayers, int minremain, char *smapname, int seconds, bool isfull);

extern void servermsinit(const char *master, char *sdesc, bool listen);
extern void sendmaps(int n, string mapname, int mapsize, uchar *mapdata);
extern ENetPacket *recvmap(int n);

// weapon
extern void selectgun(int a = -1, int b = -1, int c =-1);
extern void shoot(dynent *d, vec &to);

extern void shootv(int gun, vec &from, vec &to, dynent *d = 0, bool local = false);
extern void createrays(vec &from, vec &to);
extern void moveprojectiles(float time);
extern void projreset();
extern char *playerincrosshair();
extern int reloadtime(int gun);

// monster







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// sound
extern void playsound(int n, vec *loc = 0);
extern void playsoundc(int n);
extern void initsound();
extern void cleansound();

// rendermd2
extern void rendermodel(char *mdl, int frame, int range, int tex, float rad,
    float x, float y, float z, float yaw, float pitch, bool teammate,
    float scale, float speed, int snap = 0, int basetime = 0);
extern mapmodelinfo &getmminfo(int i);

// server
extern void initserver(bool dedicated, int uprate, char *sdesc, char *ip,
    char *master, char *passwd, int maxcl);
extern void cleanupserver();
extern void localconnect();
extern void localdisconnect();
extern void localclienttoserver(struct _ENetPacket *);
extern void serverslice(int seconds, unsigned int timeout);
extern void putint(uchar *&p, int n);
extern int getint(uchar *&p);
extern void sendstring(char *t, uchar *&p);
extern void startintermission();
extern void restoreserverstate(vector<entity> &ents);
extern uchar *retrieveservers(uchar *buf, int buflen);
extern char msgsizelookup(int msg);
extern void serverms(int mode, int numplayers, int minremain, char *smapname,
    int seconds, bool isfull);
extern void servermsinit(const char *master, char *sdesc, bool listen);
extern void sendmaps(int n, string mapname, int mapsize, uchar *mapdata);
extern ENetPacket *recvmap(int n);

// weapon
extern void selectgun(int a = -1, int b = -1, int c = -1);
extern void shoot(dynent *d, vec &to);
extern void shootv(
    int gun, vec &from, vec &to, dynent *d = 0, bool local = false);
extern void createrays(vec &from, vec &to);
extern void moveprojectiles(float time);
extern void projreset();
extern char *playerincrosshair();
extern int reloadtime(int gun);

// monster
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extern void resetspawns();
extern void setspawn(uint i, bool on);
extern void teleport(int n, dynent *d);
extern void baseammo(int gun);

// rndmap
extern void perlinarea(block &b, int scale, int seed, int psize);








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extern void resetspawns();
extern void setspawn(uint i, bool on);
extern void teleport(int n, dynent *d);
extern void baseammo(int gun);

// rndmap
extern void perlinarea(block &b, int scale, int seed, int psize);