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Verilog
// 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
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