#define MAX_SAVEGAMES 12
#define SAVEGAME_COMMENT_LENGTH 39
#define MAX_CLIENTNETWORKEYES 2
+#define MAX_LEVELNETWORKEYES 0 // no portal support
#define MAX_OCCLUSION_QUERIES 256
+#define MAX_NETWM_ICON 1026 // one 32x32
+
#define MAX_WATERPLANES 2
#define MAX_CUBEMAPS 64
#define MAX_EXPLOSIONS 8
#define MAX_DEMONAME 16 ///< max demo name length for demos command
#define MAX_SAVEGAMES 12 ///< max savegames listed in savegame menu
#define SAVEGAME_COMMENT_LENGTH 39 ///< max comment length of savegame in menu
-#define MAX_CLIENTNETWORKEYES 2 ///< max number of locations that can be added to pvs when culling network entities (must be at least 2 for prediction)
+#define MAX_CLIENTNETWORKEYES 16 ///< max number of locations that can be added to pvs when culling network entities (must be at least 2 for prediction)
+#define MAX_LEVELNETWORKEYES 512 ///< max number of locations that can be added to pvs when culling network entities (must be at least 2 for prediction)
#define MAX_OCCLUSION_QUERIES 4096 ///< max number of GL_ARB_occlusion_query objects that can be used in one frame
+#define MAX_NETWM_ICON 352822 // 16x16, 22x22, 24x24, 32x32, 48x48, 64x64, 128x128, 256x256, 512x512
+
#define MAX_WATERPLANES 16 ///< max number of water planes visible (each one causes additional view renders)
#define MAX_CUBEMAPS 256 ///< max number of cubemap textures loaded for light filters
#define MAX_EXPLOSIONS 64 ///< max number of explosion shell effects active at once (not particle related)
#define MAX_DECALS_INITIAL 8192 ///< initial allocation for cl.decals
#define MAX_DECALS 1048576 ///< upper limit on cl.decals size
#define MAX_ENITIES_INITIAL 256 ///< initial size of cl.entities
-#define MAX_STATICENTITIES 256 ///< limit on size of cl.static_entities
+#define MAX_STATICENTITIES 1024 ///< 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 STAT_TIME 17 ///< FTE
//#define STAT_VIEW2 20 ///< FTE
#define STAT_VIEWZOOM 21 ///< DP
+#define STAT_MOVEVARS_AIRCONTROL_PENALTY 221 ///< DP
+#define STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW 222 ///< DP
+#define STAT_MOVEVARS_AIRSTRAFEACCEL_QW 223 ///< DP
+#define STAT_MOVEVARS_AIRCONTROL_POWER 224 ///< DP
#define STAT_MOVEFLAGS 225 ///< DP
#define STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL 226 ///< DP
#define STAT_MOVEVARS_WARSOWBUNNY_ACCEL 227 ///< DP
// moveflags values
#define MOVEFLAG_VALID 0x80000000
#define MOVEFLAG_Q2AIRACCELERATE 0x00000001
+#define MOVEFLAG_NOGRAVITYONGROUND 0x00000002
+#define MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE 0x00000004
// stock defines
extern cvar_t developer_loadfile;
extern cvar_t developer_loading;
+#define STARTCONFIGFILENAME "quake.rc"
+#define CONFIGFILENAME "config.cfg"
+
/* Preprocessor macros to identify platform
DP_OS_NAME - "friendly" name of the OS, for humans to read
DP_OS_STR - "identifier" of the OS, more suited for code to use