_matchStartTime = multiplayerManager.getTime();
_gameStartTime = multiplayerManager.getTime();
_gameStarted
waitingForPlayer
level.startTime
level.time
level.timeInLevel
// Record the time entered
ent->client->pers.enterTime = level.time;

multiplayerManager.broadcastSound( "localization/sound/dialog/comp_initprog.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
sound\dialog\dm\comp_initprog.mp3
sound\dialog\dm\comp_5.mp3
sound\dialog\m6l1\comp_lockdownini.mp3



GAMECODE STRUCTURE

//START - INIT GAME - Called when dll/so file is called for the first time at the start of the game/server SP/MP
extern "C" void G_InitGame( int startTime, int randomSeed )

//EXIT - EXIT GAME - Called when the game/server is closed SP/MP
extern "C" void G_ShutdownGame( void )

//LEVEL - CLEANUP - Called if level is left
extern "C" void G_CleanupGame( qboolean restart )
-> void Level::CleanUp( qboolean restart )

//LEVEL - START -
extern "C" void G_SpawnEntities( const char *mapname, const char *entities, int levelTime )
-> void Level::NewMap( const char *mapname, const char *entities, int levelTime )
-> void Level::SpawnEntities( const char *themapname, const char *entities, int levelTime )
-> void Level::Start( void )
-> void Level::loadLevelStrings( void )


//TRIGGER - CHANGE_LEVEL - Called when special trigger to change level is fiereing
void TriggerChangeLevel::ChangeLevel( Event *ev )

//WORLD - CLASS DESTROYED - Called when the level is deleted after it was left
World::~World()

//DATA - MEMORY - manages memory
void G_AllocGameData( void )
void G_DeAllocGameData( void )

//PLAYER - called whenever the player updates a userinfo variable. - like name or model
extern "C" void G_ClientUserinfoChanged( gentity_t *ent, const char *userinfo )

//PLAYER - connecting
extern "C" const char *G_ClientConnect( int clientNum, qboolean firstTime, qboolean isBot, qboolean checkPassword )

//PLAYER - connected - called when a client has finished connecting, and is ready to be placed into the game.  This will happen every level load.
extern "C" void G_ClientBegin( gentity_t *ent, const usercmd_t *cmd )

//PLAYER - disconnecting
extern "C" void G_ClientDisconnect( gentity_t *ent )


//This is only called when the game first initializes in single player,
//but is called after each death and level change in deathmatch
void Level::ResetEdicts( void )
-> void G_InitClientPersistant( gclient_t *client )

void MultiplayerModeBase::ActivatePlayer( Player* player )
-> void MultiplayerManager::playerEnterArena( int entnum, float health )

void MultiplayerModeBase::startMatch( void )
void MultiplayerModeBase::initItems( void )
void MultiplayerManager::update( float frameTime )

extern "C" void G_SpawnEntities( const char *mapname, const char *entities, int levelTime )
extern "C" void G_PostLoad( void )

void Player::LevelCleanup( void )
void Player::EndLevel( Event *ev )
void Player::ClientMove( usercmd_t *ucmd )
void G_ClientCommand( gentity_t *ent )
