// Game Specific only. Not going through Engine updates to existing classes.
//------------------------------------------------------------------------------------------------------------------------
| Globals
//------------------------------------------------------------------------------------------------------------------------
const bool StartMapMP(const kStr&in mapPath); // Path to map to change to in multiplayer
const int FindClosestRegion(const kVec3&in pos); // Returns -1 if couldn't find a region
void SetUserData(const kStr&in data); // sets cvar "g_userdata"
kStr GetUserData();
void SetUserData2(const kStr&in data); // sets cvar "g_userdata2"
kStr GetUserData2();
void SetUserData3(const kStr&in data); // sets cvar "g_userdata3"
kStr GetUserData3();
//------------------------------------------------------------------------------------------------------------------------
| kAnimTrackComponent
//------------------------------------------------------------------------------------------------------------------------
const kStr AnimName() const; // Filename of the anim
//------------------------------------------------------------------------------------------------------------------------
| kRenderMeshComponent
//------------------------------------------------------------------------------------------------------------------------
const kStr MeshName() const; // Filename of the mesh
const uint ModelFlags() const; // Each bit set indicates that mesh is visible
//------------------------------------------------------------------------------------------------------------------------
| kWorldComponent
//------------------------------------------------------------------------------------------------------------------------
const float GetRegionWaterHeight(const int region);
void SetRegionWaterHeight(const int region, const float height);
float GetFloorHeight() const;
float GetCeilingHeight() const;
const int GetRegionArg(const int region, const int arg);
const int GetRegionFlags(const int region, const int flagsNum); // flagsNum 0..2 to return one of the three flags integers.
//------------------------------------------------------------------------------------------------------------------------
| kPlayer LocalPlayer
//------------------------------------------------------------------------------------------------------------------------
void ChangeWeapon(const int weapon);
int PlayerNumber() const; // The playerID value from 0 to 15
kStr &PlayerName(); // Could return an empty string or "Unmanned Player" if unable to get the players name.
kStr &PlayerSkin();
int Team() const; // -1 is None, 0 = Red, 1 = Blue
bool IsLocal(); // player is local (up to 8 players splitscreen can be local)
bool GiveAmmo(const int weapon, const bool altAmmo, const int amount); // Use negative amount values to take ammo