void trap_SetUserCmdValue( int stateValue, float sensitivityScale, float mPitchOverride, float mYawOverride, float mSensitivityOverride, int fpSel, int invenSel, qboolean fighterControls ) { syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale), PASSFLOAT(mPitchOverride), PASSFLOAT(mYawOverride), PASSFLOAT(mSensitivityOverride), fpSel, invenSel, fighterControls ); }
void trap_SetClientTurnExtent(float turnAdd, float turnSub, int turnTime) { syscall( CG_SETCLIENTTURNEXTENT, PASSFLOAT(turnAdd), PASSFLOAT(turnSub), turnTime ); }
void trap_Cvar_SetValue(const char *var_name, float value) { syscall(UI_CVAR_SETVALUE, var_name, PASSFLOAT(value)); }
int trap_AAS_PredictPlayerMovement(void /* struct aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize, int contentmask) { return syscall( BOTLIB_AAS_PREDICT_PLAYER_MOVEMENT, move, entnum, origin, presencetype, onground, velocity, cmdmove, cmdframes, maxframes, PASSFLOAT(frametime), stopevent, stopareanum, visualize, contentmask ); }
int trap_R_ModelBounds( clipHandle_t handle, vec3_t mins, vec3_t maxs, int startFrame, int endFrame, float frac ) { return syscall( G_R_MODELBOUNDS, handle, mins, maxs, startFrame, endFrame, PASSFLOAT(frac) ); }
int trap_R_LerpTag( orientation_t *tag, clipHandle_t handle, int startFrame, int endFrame, float frac, const char *tagName ) { return syscall( G_R_LERPTAG, tag, handle, startFrame, endFrame, PASSFLOAT(frac), tagName ); }
float trap_Characteristic_BFloat(int character, int index, float min, float max) { int temp; temp = syscall( BOTLIB_AI_CHARACTERISTIC_BFLOAT, character, index, PASSFLOAT(min), PASSFLOAT(max) ); return (*(float*)&temp); }
void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input) { syscall( BOTLIB_EA_GET_INPUT, client, PASSFLOAT(thinktime), input ); }
void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime) { syscall( BOTLIB_AI_SET_AVOID_GOAL_TIME, goalstate, number, PASSFLOAT(avoidtime)); }
int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime) { return syscall( BOTLIB_AI_CHOOSE_NBG_ITEM, goalstate, origin, inventory, travelflags, ltg, PASSFLOAT(maxtime) ); }
void testPrintFloat( char *string, float f ) { syscall( CG_TESTPRINTFLOAT, string, PASSFLOAT(f) ); }
void trap_SetUserCmdValue( int stateValue, float sensitivityScale ) { syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale) ); }
void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ) { syscall( CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader ); }
void trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { syscall( CG_R_ADDADDITIVELIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); }
void trap_FX_Draw2DEffects ( float screenXScale, float screenYScale ) { syscall( CG_FX_DRAW_2D_EFFECTS, PASSFLOAT(screenXScale), PASSFLOAT(screenYScale) ); }
void trap_EA_Move(int client, vec3_t dir, float speed) { syscall( BOTLIB_EA_MOVE, client, dir, PASSFLOAT(speed) ); }
void trap_EA_EndRegular(int client, float thinktime) { syscall( BOTLIB_EA_END_REGULAR, client, PASSFLOAT(thinktime) ); }
void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type) { syscall( BOTLIB_AI_ADD_AVOID_SPOT, movestate, origin, PASSFLOAT(radius), type); }
int trap_BotLoadCharacter(char *charfile, float skill) { return syscall( BOTLIB_AI_LOAD_CHARACTER, charfile, PASSFLOAT(skill)); }
int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type) { return syscall( BOTLIB_AI_MOVE_IN_DIRECTION, movestate, dir, PASSFLOAT(speed), type ); }
void trap_Cvar_CheckRange( const char *var_name, float min, float max, qboolean integral ) { syscall( G_CVAR_CHECK_RANGE, var_name, PASSFLOAT(min), PASSFLOAT(max), integral ); }
int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target) { return syscall( BOTLIB_AI_MOVEMENT_VIEW_TARGET, movestate, goal, travelflags, PASSFLOAT(lookahead), target ); }
int trap_R_LerpTagFrameModel( orientation_t *tag, clipHandle_t mod, clipHandle_t frameModel, int startFrame, clipHandle_t endFrameModel, int endFrame, float frac, const char *tagName, int *tagIndex ) { return syscall( G_R_LERPTAG_FRAMEMODEL, tag, mod, frameModel, startFrame, endFrameModel, endFrame, PASSFLOAT(frac), tagName, tagIndex ); }
qboolean trap_G2API_SetBoneAnim(void *ghoul2, const int modelIndex, const char *boneName, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame , const int blendTime ) { return syscall(G_G2_PLAYANIM, ghoul2, modelIndex, boneName, startFrame, endFrame, flags, PASSFLOAT(animSpeed), currentTime, PASSFLOAT(setFrame), blendTime); }
int trap_BotLibStartFrame(float time) { return syscall( BOTLIB_START_FRAME, PASSFLOAT( time ) ); }
void trap_G2API_CollisionDetectCache ( CollisionRecord_t *collRecMap, void* ghoul2, const vec3_t angles, const vec3_t position, int frameNumber, int entNum, vec3_t rayStart, vec3_t rayEnd, vec3_t scale, int traceFlags, int useLod, float fRadius ) { syscall ( G_G2_COLLISIONDETECTCACHE, collRecMap, ghoul2, angles, position, frameNumber, entNum, rayStart, rayEnd, scale, traceFlags, useLod, PASSFLOAT(fRadius) ); }
int trap_AAS_HorizontalVelocityForJump(float zvel, vec3_t start, vec3_t end, float *velocity) { return syscall( BOTLIB_AAS_HORIZONTAL_VELOCITY_FOR_JUMP, PASSFLOAT( zvel ), start, end, velocity ); }
qboolean trap_G2API_RagPCJGradientSpeed(void *ghoul2, const char *boneName, const float speed) //override the default gradient movespeed for a pcj bone { return syscall(G_G2_RAGPCJGRADIENTSPEED, ghoul2, boneName, PASSFLOAT(speed)); }
// ydnar: new dlight system //% void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b, int overdraw ) { //% syscall( UI_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b), overdraw ); //% } void trap_R_AddLightToScene(const vec3_t org, float radius, float intensity, float r, float g, float b, qhandle_t hShader, int flags) { syscall(UI_R_ADDLIGHTTOSCENE, org, PASSFLOAT(radius), PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b), hShader, flags); }
//server culling to reduce traffic on open maps -rww void trap_SetServerCull(float cullDistance) { syscall(G_SET_SERVER_CULL, PASSFLOAT(cullDistance)); }