vec3_t origin;
double starttime;
float framerate;
- int modelindex;
+ dp_model_t *model;
int startframe;
int endframe;
// these are for interpolation
float sensitivityscale;
csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
qboolean csqc_wantsmousemove;
- qboolean csqc_paused; // vortex: int because could be flags
struct model_s *csqc_model_precache[MAX_MODELS];
// local amount for smoothing stepups
//
// cvars
//
-extern cvar_t name;
+extern cvar_t cl_name;
extern cvar_t cl_color;
-extern cvar_t rate;
-extern cvar_t rate_burstsize;
-extern cvar_t pmodel;
-extern cvar_t playermodel;
-extern cvar_t playerskin;
+extern cvar_t cl_rate;
+extern cvar_t cl_rate_burstsize;
+extern cvar_t cl_pmodel;
+extern cvar_t cl_playermodel;
+extern cvar_t cl_playerskin;
extern cvar_t rcon_password;
extern cvar_t rcon_address;
// cl_main
//
+double CL_Frame(double time);
+
void CL_Shutdown (void);
void CL_Init (void);
void CL_ClearTempEntities (void);
entity_render_t *CL_NewTempEntity (double shadertime);
-void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
+void CL_Effect(vec3_t org, dp_model_t *model, int startframe, int framecount, float framerate);
void CL_ClearState (void);
void CL_ExpandEntities(int num);
const char *Key_KeynumToString (int keynum, char *buf, size_t buflength);
int Key_StringToKeynum (const char *str);
+//
+// cl_cmd.c
+//
+/// adds the string as a clc_stringcmd to the client message.
+/// (used when there is no reason to generate a local command to do it)
+void CL_ForwardToServer (const char *s);
+
+/// adds the current command line as a clc_stringcmd to the client message.
+/// things like godmode, noclip, etc, are commands directed to the server,
+/// so when they are typed in at the console, they will need to be forwarded.
+void CL_ForwardToServer_f (cmd_state_t *cmd);
+void CL_InitCommands(void);
+
+
//
// cl_demo.c
//
void V_StopPitchDrift (void);
void V_Init (void);
-float V_CalcRoll (const vec3_t angles, const vec3_t velocity);
void V_UpdateBlends (void);
void V_ParseDamage (void);