typedef struct entity_persistent_s
{
+ int linkframe;
+
+ vec3_t trail_origin;
+
// particle trail
float trail_time;
//
typedef struct
{
+ // true if playing in a local game and no one else is connected
+ int islocalgame;
+
// when connecting to the server throw out the first couple move messages
// so the player doesn't accidentally do something the first frame
int movemessages;
// entity database stuff
entity_database_t entitydatabase;
+ entity_database4_t *entitydatabase4;
}
client_state_t;