char name[128];
// max client number
int maxplayers;
- // number of currently connected players
+ // number of currently connected players (including bots)
int numplayers;
+ // number of currently connected players that are bots
+ int numbots;
+ // number of currently connected players that are not bots
+ int numhumans;
// protocol version
int protocol;
// game data version
SLIF_MAXPLAYERS,
SLIF_NUMPLAYERS,
SLIF_PROTOCOL,
+ SLIF_NUMBOTS,
+ SLIF_NUMHUMANS,
SLIF_COUNT
} serverlist_infofield_t;
extern sizebuf_t net_message;
+extern cvar_t sv_public;
+
extern cvar_t cl_netlocalping;
extern cvar_t cl_netport;
//extern cvar_t net_netaddress_ipv6;
qboolean NetConn_CanSend(netconn_t *conn);
-int NetConn_SendUnreliableMessage(netconn_t *conn, sizebuf_t *data, protocolversion_t protocol, int rate);
+int NetConn_SendUnreliableMessage(netconn_t *conn, sizebuf_t *data, protocolversion_t protocol, int rate, qboolean quakesignon_suppressreliables);
+qboolean NetConn_HaveClientPorts(void);
+qboolean NetConn_HaveServerPorts(void);
void NetConn_CloseClientPorts(void);
void NetConn_OpenClientPorts(void);
void NetConn_CloseServerPorts(void);