+ entityframeqw_database_t *entitydatabaseqw;
+
+ // quakeworld stuff
+
+ // local copy of the server infostring
+ char qw_serverinfo[MAX_SERVERINFO_STRING];
+
+ // time of last qw "pings" command sent to server while showing scores
+ double last_ping_request;
+
+ // used during connect
+ int qw_servercount;
+
+ // updated from serverinfo
+ int qw_teamplay;
+
+ // indicates whether the player is spectating
+ qboolean qw_spectator;
+
+ // movement parameters for client prediction
+ float qw_movevars_gravity;
+ float qw_movevars_stopspeed;
+ float qw_movevars_maxspeed; // can change during play
+ float qw_movevars_spectatormaxspeed;
+ float qw_movevars_accelerate;
+ float qw_movevars_airaccelerate;
+ float qw_movevars_wateraccelerate;
+ float qw_movevars_friction;
+ float qw_movevars_waterfriction;
+ float qw_movevars_entgravity; // can change during play
+
+ // models used by qw protocol
+ int qw_modelindex_spike;
+ int qw_modelindex_player;
+ int qw_modelindex_flag;
+ int qw_modelindex_s_explod;
+
+ vec3_t qw_intermission_origin;
+ vec3_t qw_intermission_angles;
+
+ // 255 is the most nails the QW protocol could send
+ int qw_num_nails;
+ vec_t qw_nails[255][6];
+
+ float qw_weaponkick;
+
+ int qw_validsequence;
+
+ qw_usercmd_t qw_moves[QW_UPDATE_BACKUP];
+
+ int qw_deltasequence[QW_UPDATE_BACKUP];