Odamex
Setting the Standard in Multiplayer Doom
common/p_interaction.cpp File Reference

Functions

 EXTERN_CVAR (sv_doubleammo) EXTERN_CVAR(sv_weaponstay) EXTERN_CVAR(sv_fraglimit) EXTERN_CVAR(sv_fragexitswitch) EXTERN_CVAR(sv_friendlyfire) EXTERN_CVAR(sv_allowexit) int shotclock=0
void AM_Stop (void)
void SV_SpawnMobj (AActor *mobj)
void STACK_ARGS SV_BroadcastPrintf (int level, const char *fmt,...)
void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker)
void SV_UpdateFrags (player_t &player)
void SV_CTFEvent (flag_t f, flag_score_t event, player_t &who)
void SV_TouchSpecial (AActor *special, player_t *player)
bool SV_FlagTouch (player_t &player, flag_t f, bool firstgrab)
void SV_SocketTouch (player_t &player, flag_t f)
void SV_SendKillMobj (AActor *source, AActor *target, AActor *inflictor, bool joinkill)
void SV_SendDamagePlayer (player_t *player, int pain)
void SV_SendDamageMobj (AActor *target, int pain)
void SV_ActorTarget (AActor *actor)
void PickupMessage (AActor *toucher, const char *message)
void WeaponPickupMessage (AActor *toucher, weapontype_t &Weapon)
BOOL P_GiveAmmo (player_t *player, ammotype_t ammo, int num)
BOOL P_GiveWeapon (player_t *player, weapontype_t weapon, BOOL dropped)
BOOL P_GiveBody (player_t *player, int num)
BOOL P_GiveArmor (player_t *player, int armortype)
void P_GiveCard (player_t *player, card_t card)
BOOL P_GivePower (player_t *player, intpower)
void P_TouchSpecialThing (AActor *special, AActor *toucher, bool FromServer)
void SexMessage (const char *from, char *to, int gender)
void P_KillMobj (AActor *source, AActor *target, AActor *inflictor, bool joinkill)
void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int mod, int flags)

Variables

bool predicting
bool singleplayerjustdied
int MeansOfDeath
int maxammo [NUMAMMO] = {200, 50, 300, 50}
int clipammo [NUMAMMO] = {10, 4, 20, 1}

Function Documentation

void AM_Stop ( void  )
void ClientObituary ( AActor self,
AActor inflictor,
AActor attacker 
)
EXTERN_CVAR ( sv_doubleammo  ) [pure virtual]
void P_DamageMobj ( AActor target,
AActor inflictor,
AActor source,
int  damage,
int  mod,
int  flags 
)
BOOL P_GiveAmmo ( player_t player,
ammotype_t  ammo,
int  num 
)
BOOL P_GiveArmor ( player_t player,
int  armortype 
)
BOOL P_GiveBody ( player_t player,
int  num 
)
void P_GiveCard ( player_t player,
card_t  card 
)
BOOL P_GivePower ( player_t player,
int  power 
)
BOOL P_GiveWeapon ( player_t player,
weapontype_t  weapon,
BOOL  dropped 
)
void P_KillMobj ( AActor source,
AActor target,
AActor inflictor,
bool  joinkill 
)
void P_TouchSpecialThing ( AActor special,
AActor toucher,
bool  FromServer 
)
void PickupMessage ( AActor toucher,
const char *  message 
)
void SexMessage ( const char *  from,
char *  to,
int  gender 
)
void SV_ActorTarget ( AActor actor)
void STACK_ARGS SV_BroadcastPrintf ( int  level,
const char *  fmt,
  ... 
)
void SV_CTFEvent ( flag_t  f,
flag_score_t  event,
player_t who 
)
bool SV_FlagTouch ( player_t player,
flag_t  f,
bool  firstgrab 
)
void SV_SendDamageMobj ( AActor target,
int  pain 
)
void SV_SendDamagePlayer ( player_t player,
int  pain 
)
void SV_SendKillMobj ( AActor source,
AActor target,
AActor inflictor,
bool  joinkill 
)
void SV_SocketTouch ( player_t player,
flag_t  f 
)
void SV_SpawnMobj ( AActor mobj)
void SV_TouchSpecial ( AActor special,
player_t player 
)
void SV_UpdateFrags ( player_t player)
void WeaponPickupMessage ( AActor toucher,
weapontype_t Weapon 
)

Variable Documentation

int clipammo[NUMAMMO] = {10, 4, 20, 1}
int maxammo[NUMAMMO] = {200, 50, 300, 50}
bool predicting
 All Data Structures Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends