fixed some warnings from pvs-studio

bot's don't change enemy to teamkiller if currently busy with real enemy
checks for user rendering (invisibility, got from podbot_mm)
no hunting of seek cover when escaping from bomb
This commit is contained in:
jeefo 2015-06-28 19:43:31 +03:00
commit b6159188bd
12 changed files with 442 additions and 366 deletions

View file

@ -25,7 +25,7 @@ int BotCommandHandler (edict_t *ent, const char *arg0, const char *arg1, const c
g_botManager->AddBot (arg4, arg1, arg2, arg3, arg5);
// adding one bot with high difficulty parameters to random team
if (stricmp (arg0, "addbot_hs") == 0 || stricmp (arg0, "addhs") == 0)
else if (stricmp (arg0, "addbot_hs") == 0 || stricmp (arg0, "addhs") == 0)
g_botManager->AddBot (arg4, "4", "1", arg3, arg5);
// adding one bot with random parameters to terrorist team
@ -448,7 +448,7 @@ void ParseVoiceEvent (const String &base, int type, float timeToRepeat)
Array <String> temp = String (base).Split (',');
ChatterItem chatterItem;
IterateArray (temp, i)
FOR_EACH_AE (temp, i)
{
temp[i].Trim ().TrimQuotes ();
@ -590,7 +590,7 @@ void InitConfig (void)
replyKey.keywords.RemoveAll ();
replyKey.keywords = String (&line[4]).Split (',');
IterateArray (replyKey.keywords, i)
FOR_EACH_AE (replyKey.keywords, i)
replyKey.keywords[i].Trim ().TrimQuotes ();
}
else if (!replyKey.keywords.IsEmpty ())
@ -721,7 +721,7 @@ void InitConfig (void)
if (array.GetElementNumber () != 2)
AddLogEntry (true, LL_FATAL, "Error in chatter config file syntax... Please correct all Errors.");
IterateArray (array, i)
FOR_EACH_AE (array, i)
array[i].Trim ().Trim (); // double trim
// just to be more unique :)
@ -755,37 +755,37 @@ void InitConfig (void)
PARSE_VOICE_EVENT (Radio_EnemyDown, FLT_MAX);
// voice system
PARSE_VOICE_EVENT (Chatter_SpotTheBomber, 4.3);
PARSE_VOICE_EVENT (Chatter_VIPSpotted, 5.3);
PARSE_VOICE_EVENT (Chatter_FriendlyFire, 2.1);
PARSE_VOICE_EVENT (Chatter_SpotTheBomber, 4.3f);
PARSE_VOICE_EVENT (Chatter_VIPSpotted, 5.3f);
PARSE_VOICE_EVENT (Chatter_FriendlyFire, 2.1f);
PARSE_VOICE_EVENT (Chatter_DiePain, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_GotBlinded, 5.0);
PARSE_VOICE_EVENT (Chatter_GotBlinded, 5.0f);
PARSE_VOICE_EVENT (Chatter_GoingToPlantBomb, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_GoingToGuardVIPSafety, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_RescuingHostages, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_GoingToCamp, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_TeamKill, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_ReportingIn, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_GuardDroppedC4, 3.0);
PARSE_VOICE_EVENT (Chatter_GuardDroppedC4, 3.0f);
PARSE_VOICE_EVENT (Chatter_Camp, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_GuardingVipSafety, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_PlantingC4, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_DefusingC4, 3.0);
PARSE_VOICE_EVENT (Chatter_DefusingC4, 3.0f);
PARSE_VOICE_EVENT (Chatter_InCombat, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_SeeksEnemy, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_Nothing, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_EnemyDown, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_UseHostage, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_FoundC4, 5.5);
PARSE_VOICE_EVENT (Chatter_FoundC4, 5.5f);
PARSE_VOICE_EVENT (Chatter_WonTheRound, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_ScaredEmotion, 6.1);
PARSE_VOICE_EVENT (Chatter_HeardEnemy, 12.2);
PARSE_VOICE_EVENT (Chatter_SniperWarning, 4.3);
PARSE_VOICE_EVENT (Chatter_SniperKilled, 2.1);
PARSE_VOICE_EVENT (Chatter_ScaredEmotion, 6.1f);
PARSE_VOICE_EVENT (Chatter_HeardEnemy, 12.2f);
PARSE_VOICE_EVENT (Chatter_SniperWarning, 4.3f);
PARSE_VOICE_EVENT (Chatter_SniperKilled, 2.1f);
PARSE_VOICE_EVENT (Chatter_QuicklyWonTheRound, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_OneEnemyLeft, 2.5);
PARSE_VOICE_EVENT (Chatter_TwoEnemiesLeft, 2.5);
PARSE_VOICE_EVENT (Chatter_ThreeEnemiesLeft, 2.5);
PARSE_VOICE_EVENT (Chatter_OneEnemyLeft, 2.5f);
PARSE_VOICE_EVENT (Chatter_TwoEnemiesLeft, 2.5f);
PARSE_VOICE_EVENT (Chatter_ThreeEnemiesLeft, 2.5f);
PARSE_VOICE_EVENT (Chatter_NoEnemiesLeft, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_FoundBombPlace, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_WhereIsTheBomb, FLT_MAX);
@ -793,18 +793,18 @@ void InitConfig (void)
PARSE_VOICE_EVENT (Chatter_BarelyDefused, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_NiceshotCommander, FLT_MAX);
PARSE_VOICE_EVENT (Chatter_NiceshotPall, 2.0);
PARSE_VOICE_EVENT (Chatter_GoingToGuardHostages, 3.0);
PARSE_VOICE_EVENT (Chatter_GoingToGuardDoppedBomb, 3.0);
PARSE_VOICE_EVENT (Chatter_OnMyWay, 1.5);
PARSE_VOICE_EVENT (Chatter_LeadOnSir, 5.0);
PARSE_VOICE_EVENT (Chatter_Pinned_Down, 5.0);
PARSE_VOICE_EVENT (Chatter_GottaFindTheBomb, 3.0);
PARSE_VOICE_EVENT (Chatter_You_Heard_The_Man, 3.0);
PARSE_VOICE_EVENT (Chatter_Lost_The_Commander, 4.5);
PARSE_VOICE_EVENT (Chatter_NewRound, 3.5);
PARSE_VOICE_EVENT (Chatter_CoverMe, 3.5);
PARSE_VOICE_EVENT (Chatter_BehindSmoke, 3.5);
PARSE_VOICE_EVENT (Chatter_BombSiteSecured, 3.5);
PARSE_VOICE_EVENT (Chatter_GoingToGuardHostages, 3.0f);
PARSE_VOICE_EVENT (Chatter_GoingToGuardDoppedBomb, 3.0f);
PARSE_VOICE_EVENT (Chatter_OnMyWay, 1.5f);
PARSE_VOICE_EVENT (Chatter_LeadOnSir, 5.0f);
PARSE_VOICE_EVENT (Chatter_Pinned_Down, 5.0f);
PARSE_VOICE_EVENT (Chatter_GottaFindTheBomb, 3.0f);
PARSE_VOICE_EVENT (Chatter_You_Heard_The_Man, 3.0f);
PARSE_VOICE_EVENT (Chatter_Lost_The_Commander, 4.5f);
PARSE_VOICE_EVENT (Chatter_NewRound, 3.5f);
PARSE_VOICE_EVENT (Chatter_CoverMe, 3.5f);
PARSE_VOICE_EVENT (Chatter_BehindSmoke, 3.5f);
PARSE_VOICE_EVENT (Chatter_BombSiteSecured, 3.5f);
}
}
fp.Close ();
@ -835,7 +835,7 @@ void InitConfig (void)
if (!IsNullString (buffer))
{
strtrim (buffer);
temp.translated = strdup (buffer);
temp.translated = _strdup (buffer);
buffer[0] = 0x0;
}
@ -845,7 +845,7 @@ void InitConfig (void)
else if (strncmp (line, "[TRANSLATED]", 12) == 0)
{
strtrim (buffer);
temp.original = strdup (buffer);
temp.original = _strdup (buffer);
buffer[0] = 0x0;
langState = Lang_Translate;
@ -1046,7 +1046,7 @@ void UpdateClientData (const struct edict_s *ent, int sendweapons, struct client
void ClientPutInServer (edict_t *ent)
{
g_botManager->CheckAutoVacate (ent);
g_botManager->CheckAutoVacate ();
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
@ -1565,7 +1565,7 @@ void ClientCommand (edict_t *ent)
{
case 1:
case 2:
if (FindNearestPlayer (reinterpret_cast <void **> (&bot), client->ent, 4096.0, true, true, true))
if (FindNearestPlayer (reinterpret_cast <void **> (&bot), client->ent, 300.0f, true, true, true))
{
if (!bot->m_hasC4 && !bot->HasHostage () )
{
@ -1588,7 +1588,7 @@ void ClientCommand (edict_t *ent)
case 3:
case 4:
if (FindNearestPlayer (reinterpret_cast <void **> (&bot), ent, 300.0, true, true, true))
if (FindNearestPlayer (reinterpret_cast <void **> (&bot), ent, 300.0f, true, true, true))
bot->DiscardWeaponForUser (ent, selection == 4 ? false : true);
break;
@ -1967,7 +1967,7 @@ void ClientCommand (edict_t *ent)
if (FStrEq (arg1, "dropme") || FStrEq (arg1, "dropc4"))
{
if (FindNearestPlayer (reinterpret_cast <void **> (&bot), ent, 300.0, true, true, true))
if (FindNearestPlayer (reinterpret_cast <void **> (&bot), ent, 300.0f, true, true, true))
bot->DiscardWeaponForUser (ent, IsNullString (strstr (arg1, "c4")) ? false : true);
return;
@ -2241,7 +2241,7 @@ int Spawn_Post (edict_t *ent)
RETURN_META_VALUE (MRES_IGNORED, 0);
}
void ServerActivate_Post (edict_t *pentEdictList, int edictCount, int clientMax)
void ServerActivate_Post (edict_t *, int, int)
{
// this function is called when the server has fully loaded and is about to manifest itself
// on the network as such. Since a mapchange is actually a server shutdown followed by a
@ -2758,7 +2758,7 @@ void pfnAlertMessage (ALERT_TYPE alertType, char *format, ...)
gamedll_funcs_t gameDLLFunc;
export int GetEntityAPI2 (gamefuncs_t *functionTable, int *interfaceVersion)
export int GetEntityAPI2 (gamefuncs_t *functionTable, int *)
{
// this function is called right after FuncPointers_t() by the engine in the game DLL (or
// what it BELIEVES to be the game DLL), in order to copy the list of MOD functions that can
@ -2803,7 +2803,7 @@ export int GetEntityAPI2 (gamefuncs_t *functionTable, int *interfaceVersion)
return TRUE;
}
export int GetEntityAPI2_Post (gamefuncs_t *functionTable, int *interfaceVersion)
export int GetEntityAPI2_Post (gamefuncs_t *functionTable, int *)
{
// this function is called right after FuncPointers_t() by the engine in the game DLL (or
// what it BELIEVES to be the game DLL), in order to copy the list of MOD functions that can
@ -2845,7 +2845,7 @@ export int GetNewDLLFunctions (newgamefuncs_t *functionTable, int *interfaceVers
return TRUE;
}
export int GetEngineFunctions (enginefuncs_t *functionTable, int *interfaceVersion)
export int GetEngineFunctions (enginefuncs_t *functionTable, int *)
{
if (g_isMetamod)
memset (functionTable, 0, sizeof (enginefuncs_t));
@ -2875,7 +2875,7 @@ export int GetEngineFunctions (enginefuncs_t *functionTable, int *interfaceVersi
return TRUE;
}
export int GetEngineFunctions_Post (enginefuncs_t *functionTable, int *interfaceVersion)
export int GetEngineFunctions_Post (enginefuncs_t *functionTable, int *)
{
memset (functionTable, 0, sizeof (enginefuncs_t));
@ -3027,7 +3027,7 @@ void FixDirectoryStructure (void)
directories.Push (DirectoryTransition ("config", "conf"));
directories.Push (DirectoryTransition ("conf/language", "conf/lang"));
IterateArray (directories, it)
FOR_EACH_AE (directories, it)
directories[it].TryToRename ();
directories.RemoveAll ();
@ -3227,7 +3227,7 @@ export void entityFunction (entvars_t *pev) \
static EntityPtr_t funcPtr = NULL; \
\
if (funcPtr == NULL) \
funcPtr = (EntityPtr_t) g_gameLib->GetFunctionAddr (#entityFunction); \
funcPtr = reinterpret_cast <EntityPtr_t> (g_gameLib->GetFunctionAddr (#entityFunction)); \
\
if (funcPtr == NULL) \
return; \
@ -3236,199 +3236,199 @@ export void entityFunction (entvars_t *pev) \
} \
// entities in counter-strike...
LINK_ENTITY (DelayedUse);
LINK_ENTITY (ambient_generic);
LINK_ENTITY (ammo_338magnum);
LINK_ENTITY (ammo_357sig);
LINK_ENTITY (ammo_45acp);
LINK_ENTITY (ammo_50ae);
LINK_ENTITY (ammo_556nato);
LINK_ENTITY (ammo_556natobox);
LINK_ENTITY (ammo_57mm);
LINK_ENTITY (ammo_762nato);
LINK_ENTITY (ammo_9mm);
LINK_ENTITY (ammo_buckshot);
LINK_ENTITY (armoury_entity);
LINK_ENTITY (beam);
LINK_ENTITY (bodyque);
LINK_ENTITY (button_target);
LINK_ENTITY (cycler);
LINK_ENTITY (cycler_prdroid);
LINK_ENTITY (cycler_sprite);
LINK_ENTITY (cycler_weapon);
LINK_ENTITY (cycler_wreckage);
LINK_ENTITY (env_beam);
LINK_ENTITY (env_beverage);
LINK_ENTITY (env_blood);
LINK_ENTITY (env_bombglow);
LINK_ENTITY (env_bubbles);
LINK_ENTITY (env_debris);
LINK_ENTITY (env_explosion);
LINK_ENTITY (env_fade);
LINK_ENTITY (env_funnel);
LINK_ENTITY (env_global);
LINK_ENTITY (env_glow);
LINK_ENTITY (env_laser);
LINK_ENTITY (env_lightning);
LINK_ENTITY (env_message);
LINK_ENTITY (env_rain);
LINK_ENTITY (env_render);
LINK_ENTITY (env_shake);
LINK_ENTITY (env_shooter);
LINK_ENTITY (env_snow);
LINK_ENTITY (env_sound);
LINK_ENTITY (env_spark);
LINK_ENTITY (env_sprite);
LINK_ENTITY (fireanddie);
LINK_ENTITY (func_bomb_target);
LINK_ENTITY (func_breakable);
LINK_ENTITY (func_button);
LINK_ENTITY (func_buyzone);
LINK_ENTITY (func_conveyor);
LINK_ENTITY (func_door);
LINK_ENTITY (func_door_rotating);
LINK_ENTITY (func_escapezone);
LINK_ENTITY (func_friction);
LINK_ENTITY (func_grencatch);
LINK_ENTITY (func_guntarget);
LINK_ENTITY (func_healthcharger);
LINK_ENTITY (func_hostage_rescue);
LINK_ENTITY (func_illusionary);
LINK_ENTITY (func_ladder);
LINK_ENTITY (func_monsterclip);
LINK_ENTITY (func_mortar_field);
LINK_ENTITY (func_pendulum);
LINK_ENTITY (func_plat);
LINK_ENTITY (func_platrot);
LINK_ENTITY (func_pushable);
LINK_ENTITY (func_rain);
LINK_ENTITY (func_recharge);
LINK_ENTITY (func_rot_button);
LINK_ENTITY (func_rotating);
LINK_ENTITY (func_snow);
LINK_ENTITY (func_tank);
LINK_ENTITY (func_tankcontrols);
LINK_ENTITY (func_tanklaser);
LINK_ENTITY (func_tankmortar);
LINK_ENTITY (func_tankrocket);
LINK_ENTITY (func_trackautochange);
LINK_ENTITY (func_trackchange);
LINK_ENTITY (func_tracktrain);
LINK_ENTITY (func_train);
LINK_ENTITY (func_traincontrols);
LINK_ENTITY (func_vehicle);
LINK_ENTITY (func_vehiclecontrols);
LINK_ENTITY (func_vip_safetyzone);
LINK_ENTITY (func_wall);
LINK_ENTITY (func_wall_toggle);
LINK_ENTITY (func_water);
LINK_ENTITY (func_weaponcheck);
LINK_ENTITY (game_counter);
LINK_ENTITY (game_counter_set);
LINK_ENTITY (game_end);
LINK_ENTITY (game_player_equip);
LINK_ENTITY (game_player_hurt);
LINK_ENTITY (game_player_team);
LINK_ENTITY (game_score);
LINK_ENTITY (game_team_master);
LINK_ENTITY (game_team_set);
LINK_ENTITY (game_text);
LINK_ENTITY (game_zone_player);
LINK_ENTITY (gibshooter);
LINK_ENTITY (grenade);
LINK_ENTITY (hostage_entity);
LINK_ENTITY (info_bomb_target);
LINK_ENTITY (info_hostage_rescue);
LINK_ENTITY (info_intermission);
LINK_ENTITY (info_landmark);
LINK_ENTITY (info_map_parameters);
LINK_ENTITY (info_null);
LINK_ENTITY (info_player_deathmatch);
LINK_ENTITY (info_player_start);
LINK_ENTITY (info_target);
LINK_ENTITY (info_teleport_destination);
LINK_ENTITY (info_vip_start);
LINK_ENTITY (infodecal);
LINK_ENTITY (item_airtank);
LINK_ENTITY (item_antidote);
LINK_ENTITY (item_assaultsuit);
LINK_ENTITY (item_battery);
LINK_ENTITY (item_healthkit);
LINK_ENTITY (item_kevlar);
LINK_ENTITY (item_longjump);
LINK_ENTITY (item_security);
LINK_ENTITY (item_sodacan);
LINK_ENTITY (item_suit);
LINK_ENTITY (item_thighpack);
LINK_ENTITY (light);
LINK_ENTITY (light_environment);
LINK_ENTITY (light_spot);
LINK_ENTITY (momentary_door);
LINK_ENTITY (momentary_rot_button);
LINK_ENTITY (monster_hevsuit_dead);
LINK_ENTITY (monster_mortar);
LINK_ENTITY (monster_scientist);
LINK_ENTITY (multi_manager);
LINK_ENTITY (multisource);
LINK_ENTITY (path_corner);
LINK_ENTITY (path_track);
LINK_ENTITY (player);
LINK_ENTITY (player_loadsaved);
LINK_ENTITY (player_weaponstrip);
LINK_ENTITY (soundent);
LINK_ENTITY (spark_shower);
LINK_ENTITY (speaker);
LINK_ENTITY (target_cdaudio);
LINK_ENTITY (test_effect);
LINK_ENTITY (trigger);
LINK_ENTITY (trigger_auto);
LINK_ENTITY (trigger_autosave);
LINK_ENTITY (trigger_camera);
LINK_ENTITY (trigger_cdaudio);
LINK_ENTITY (trigger_changelevel);
LINK_ENTITY (trigger_changetarget);
LINK_ENTITY (trigger_counter);
LINK_ENTITY (trigger_endsection);
LINK_ENTITY (trigger_gravity);
LINK_ENTITY (trigger_hurt);
LINK_ENTITY (trigger_monsterjump);
LINK_ENTITY (trigger_multiple);
LINK_ENTITY (trigger_once);
LINK_ENTITY (trigger_push);
LINK_ENTITY (trigger_relay);
LINK_ENTITY (trigger_teleport);
LINK_ENTITY (trigger_transition);
LINK_ENTITY (weapon_ak47);
LINK_ENTITY (weapon_aug);
LINK_ENTITY (weapon_awp);
LINK_ENTITY (weapon_c4);
LINK_ENTITY (weapon_deagle);
LINK_ENTITY (weapon_elite);
LINK_ENTITY (weapon_famas);
LINK_ENTITY (weapon_fiveseven);
LINK_ENTITY (weapon_flashbang);
LINK_ENTITY (weapon_g3sg1);
LINK_ENTITY (weapon_galil);
LINK_ENTITY (weapon_glock18);
LINK_ENTITY (weapon_hegrenade);
LINK_ENTITY (weapon_knife);
LINK_ENTITY (weapon_m249);
LINK_ENTITY (weapon_m3);
LINK_ENTITY (weapon_m4a1);
LINK_ENTITY (weapon_mac10);
LINK_ENTITY (weapon_mp5navy);
LINK_ENTITY (weapon_p228);
LINK_ENTITY (weapon_p90);
LINK_ENTITY (weapon_scout);
LINK_ENTITY (weapon_sg550);
LINK_ENTITY (weapon_sg552);
LINK_ENTITY (weapon_shield);
LINK_ENTITY (weapon_shieldgun);
LINK_ENTITY (weapon_smokegrenade);
LINK_ENTITY (weapon_tmp);
LINK_ENTITY (weapon_ump45);
LINK_ENTITY (weapon_usp);
LINK_ENTITY (weapon_xm1014);
LINK_ENTITY (weaponbox);
LINK_ENTITY (world_items);
LINK_ENTITY (worldspawn);
LINK_ENTITY (DelayedUse)
LINK_ENTITY (ambient_generic)
LINK_ENTITY (ammo_338magnum)
LINK_ENTITY (ammo_357sig)
LINK_ENTITY (ammo_45acp)
LINK_ENTITY (ammo_50ae)
LINK_ENTITY (ammo_556nato)
LINK_ENTITY (ammo_556natobox)
LINK_ENTITY (ammo_57mm)
LINK_ENTITY (ammo_762nato)
LINK_ENTITY (ammo_9mm)
LINK_ENTITY (ammo_buckshot)
LINK_ENTITY (armoury_entity)
LINK_ENTITY (beam)
LINK_ENTITY (bodyque)
LINK_ENTITY (button_target)
LINK_ENTITY (cycler)
LINK_ENTITY (cycler_prdroid)
LINK_ENTITY (cycler_sprite)
LINK_ENTITY (cycler_weapon)
LINK_ENTITY (cycler_wreckage)
LINK_ENTITY (env_beam)
LINK_ENTITY (env_beverage)
LINK_ENTITY (env_blood)
LINK_ENTITY (env_bombglow)
LINK_ENTITY (env_bubbles)
LINK_ENTITY (env_debris)
LINK_ENTITY (env_explosion)
LINK_ENTITY (env_fade)
LINK_ENTITY (env_funnel)
LINK_ENTITY (env_global)
LINK_ENTITY (env_glow)
LINK_ENTITY (env_laser)
LINK_ENTITY (env_lightning)
LINK_ENTITY (env_message)
LINK_ENTITY (env_rain)
LINK_ENTITY (env_render)
LINK_ENTITY (env_shake)
LINK_ENTITY (env_shooter)
LINK_ENTITY (env_snow)
LINK_ENTITY (env_sound)
LINK_ENTITY (env_spark)
LINK_ENTITY (env_sprite)
LINK_ENTITY (fireanddie)
LINK_ENTITY (func_bomb_target)
LINK_ENTITY (func_breakable)
LINK_ENTITY (func_button)
LINK_ENTITY (func_buyzone)
LINK_ENTITY (func_conveyor)
LINK_ENTITY (func_door)
LINK_ENTITY (func_door_rotating)
LINK_ENTITY (func_escapezone)
LINK_ENTITY (func_friction)
LINK_ENTITY (func_grencatch)
LINK_ENTITY (func_guntarget)
LINK_ENTITY (func_healthcharger)
LINK_ENTITY (func_hostage_rescue)
LINK_ENTITY (func_illusionary)
LINK_ENTITY (func_ladder)
LINK_ENTITY (func_monsterclip)
LINK_ENTITY (func_mortar_field)
LINK_ENTITY (func_pendulum)
LINK_ENTITY (func_plat)
LINK_ENTITY (func_platrot)
LINK_ENTITY (func_pushable)
LINK_ENTITY (func_rain)
LINK_ENTITY (func_recharge)
LINK_ENTITY (func_rot_button)
LINK_ENTITY (func_rotating)
LINK_ENTITY (func_snow)
LINK_ENTITY (func_tank)
LINK_ENTITY (func_tankcontrols)
LINK_ENTITY (func_tanklaser)
LINK_ENTITY (func_tankmortar)
LINK_ENTITY (func_tankrocket)
LINK_ENTITY (func_trackautochange)
LINK_ENTITY (func_trackchange)
LINK_ENTITY (func_tracktrain)
LINK_ENTITY (func_train)
LINK_ENTITY (func_traincontrols)
LINK_ENTITY (func_vehicle)
LINK_ENTITY (func_vehiclecontrols)
LINK_ENTITY (func_vip_safetyzone)
LINK_ENTITY (func_wall)
LINK_ENTITY (func_wall_toggle)
LINK_ENTITY (func_water)
LINK_ENTITY (func_weaponcheck)
LINK_ENTITY (game_counter)
LINK_ENTITY (game_counter_set)
LINK_ENTITY (game_end)
LINK_ENTITY (game_player_equip)
LINK_ENTITY (game_player_hurt)
LINK_ENTITY (game_player_team)
LINK_ENTITY (game_score)
LINK_ENTITY (game_team_master)
LINK_ENTITY (game_team_set)
LINK_ENTITY (game_text)
LINK_ENTITY (game_zone_player)
LINK_ENTITY (gibshooter)
LINK_ENTITY (grenade)
LINK_ENTITY (hostage_entity)
LINK_ENTITY (info_bomb_target)
LINK_ENTITY (info_hostage_rescue)
LINK_ENTITY (info_intermission)
LINK_ENTITY (info_landmark)
LINK_ENTITY (info_map_parameters)
LINK_ENTITY (info_null)
LINK_ENTITY (info_player_deathmatch)
LINK_ENTITY (info_player_start)
LINK_ENTITY (info_target)
LINK_ENTITY (info_teleport_destination)
LINK_ENTITY (info_vip_start)
LINK_ENTITY (infodecal)
LINK_ENTITY (item_airtank)
LINK_ENTITY (item_antidote)
LINK_ENTITY (item_assaultsuit)
LINK_ENTITY (item_battery)
LINK_ENTITY (item_healthkit)
LINK_ENTITY (item_kevlar)
LINK_ENTITY (item_longjump)
LINK_ENTITY (item_security)
LINK_ENTITY (item_sodacan)
LINK_ENTITY (item_suit)
LINK_ENTITY (item_thighpack)
LINK_ENTITY (light)
LINK_ENTITY (light_environment)
LINK_ENTITY (light_spot)
LINK_ENTITY (momentary_door)
LINK_ENTITY (momentary_rot_button)
LINK_ENTITY (monster_hevsuit_dead)
LINK_ENTITY (monster_mortar)
LINK_ENTITY (monster_scientist)
LINK_ENTITY (multi_manager)
LINK_ENTITY (multisource)
LINK_ENTITY (path_corner)
LINK_ENTITY (path_track)
LINK_ENTITY (player)
LINK_ENTITY (player_loadsaved)
LINK_ENTITY (player_weaponstrip)
LINK_ENTITY (soundent)
LINK_ENTITY (spark_shower)
LINK_ENTITY (speaker)
LINK_ENTITY (target_cdaudio)
LINK_ENTITY (test_effect)
LINK_ENTITY (trigger)
LINK_ENTITY (trigger_auto)
LINK_ENTITY (trigger_autosave)
LINK_ENTITY (trigger_camera)
LINK_ENTITY (trigger_cdaudio)
LINK_ENTITY (trigger_changelevel)
LINK_ENTITY (trigger_changetarget)
LINK_ENTITY (trigger_counter)
LINK_ENTITY (trigger_endsection)
LINK_ENTITY (trigger_gravity)
LINK_ENTITY (trigger_hurt)
LINK_ENTITY (trigger_monsterjump)
LINK_ENTITY (trigger_multiple)
LINK_ENTITY (trigger_once)
LINK_ENTITY (trigger_push)
LINK_ENTITY (trigger_relay)
LINK_ENTITY (trigger_teleport)
LINK_ENTITY (trigger_transition)
LINK_ENTITY (weapon_ak47)
LINK_ENTITY (weapon_aug)
LINK_ENTITY (weapon_awp)
LINK_ENTITY (weapon_c4)
LINK_ENTITY (weapon_deagle)
LINK_ENTITY (weapon_elite)
LINK_ENTITY (weapon_famas)
LINK_ENTITY (weapon_fiveseven)
LINK_ENTITY (weapon_flashbang)
LINK_ENTITY (weapon_g3sg1)
LINK_ENTITY (weapon_galil)
LINK_ENTITY (weapon_glock18)
LINK_ENTITY (weapon_hegrenade)
LINK_ENTITY (weapon_knife)
LINK_ENTITY (weapon_m249)
LINK_ENTITY (weapon_m3)
LINK_ENTITY (weapon_m4a1)
LINK_ENTITY (weapon_mac10)
LINK_ENTITY (weapon_mp5navy)
LINK_ENTITY (weapon_p228)
LINK_ENTITY (weapon_p90)
LINK_ENTITY (weapon_scout)
LINK_ENTITY (weapon_sg550)
LINK_ENTITY (weapon_sg552)
LINK_ENTITY (weapon_shield)
LINK_ENTITY (weapon_shieldgun)
LINK_ENTITY (weapon_smokegrenade)
LINK_ENTITY (weapon_tmp)
LINK_ENTITY (weapon_ump45)
LINK_ENTITY (weapon_usp)
LINK_ENTITY (weapon_xm1014)
LINK_ENTITY (weaponbox)
LINK_ENTITY (world_items)
LINK_ENTITY (worldspawn)