#define CMDBUFSIZE 655360 ///< maximum script size that can be loaded by the exec command (8192 in Quake)
#define MAX_ARGS 80 ///< maximum number of parameters to a console command or alias
#define CMDBUFSIZE 655360 ///< maximum script size that can be loaded by the exec command (8192 in Quake)
#define MAX_ARGS 80 ///< maximum number of parameters to a console command or alias
#define MAX_PACKETFRAGMENT 1024 ///< max length of packet fragment
#define MAX_EDICTS 32768 ///< max number of objects in game world at once (32768 protocol limit)
#define MAX_MODELS 8192 ///< max number of models loaded at once (including during level transitions)
#define MAX_PACKETFRAGMENT 1024 ///< max length of packet fragment
#define MAX_EDICTS 32768 ///< max number of objects in game world at once (32768 protocol limit)
#define MAX_MODELS 8192 ///< max number of models loaded at once (including during level transitions)
#define MAX_BINDMAPS 8
#define MAX_PARTICLES_INITIAL 8192 ///< initial allocation for cl.particles
#define MAX_PARTICLES 1048576 ///< upper limit on cl.particles size
#define MAX_BINDMAPS 8
#define MAX_PARTICLES_INITIAL 8192 ///< initial allocation for cl.particles
#define MAX_PARTICLES 1048576 ///< upper limit on cl.particles size
-#define MAX_ENITIES_INITIAL 256 ///< initial size of cl.entities
-#define MAX_STATICENTITIES 1024 ///< limit on size of cl.static_entities
+#define MAX_ENTITIES_INITIAL 256 ///< initial size of cl.entities
+#define MAX_STATICENTITIES 4096 ///< limit on size of cl.static_entities
#define MAX_EFFECTS 256 ///< limit on size of cl.effects
#define MAX_BEAMS 256 ///< limit on size of cl.beams
#define MAX_TEMPENTITIES 4096 ///< max number of temporary models visible per frame (certain sprite effects, certain types of CSQC entities also use this)
#define MAX_EFFECTS 256 ///< limit on size of cl.effects
#define MAX_BEAMS 256 ///< limit on size of cl.beams
#define MAX_TEMPENTITIES 4096 ///< max number of temporary models visible per frame (certain sprite effects, certain types of CSQC entities also use this)
double realtime; // the accumulated mainloop time since application started (with filtering), without any slowmo or clamping
double dirtytime; // the main loop wall time for this frame, equal to Sys_DirtyTime() at the start of this host frame
double sleeptime; // time spent sleeping overall
double realtime; // the accumulated mainloop time since application started (with filtering), without any slowmo or clamping
double dirtytime; // the main loop wall time for this frame, equal to Sys_DirtyTime() at the start of this host frame
double sleeptime; // time spent sleeping overall
- qboolean restless; // don't sleep
- qboolean paused; // global paused state, pauses both client and server
- cbuf_t *cbuf;
+ qbool restless; // don't sleep
+ qbool paused; // global paused state, pauses both client and server
+ cmd_buf_t *cbuf;
+
+ struct
+ {
+ void (*ConnectLocal)(void);
+ } hook;
// In Quake, any char in 0..32 counts as whitespace
//#define ISWHITESPACE(ch) ((unsigned char) ch <= (unsigned char) ' ')
#define ISWHITESPACE(ch) (!(ch) || (ch) == ' ' || (ch) == '\t' || (ch) == '\r' || (ch) == '\n')
// In Quake, any char in 0..32 counts as whitespace
//#define ISWHITESPACE(ch) ((unsigned char) ch <= (unsigned char) ' ')
#define ISWHITESPACE(ch) (!(ch) || (ch) == ' ' || (ch) == '\t' || (ch) == '\r' || (ch) == '\n')
// This also includes extended characters, and ALL control chars
#define ISWHITESPACEORCONTROL(ch) ((signed char) (ch) <= (signed char) ' ')
// This also includes extended characters, and ALL control chars
#define ISWHITESPACEORCONTROL(ch) ((signed char) (ch) <= (signed char) ' ')