// crc of clientside progs at time of level start
int csqc_progcrc; // -1 = no progs
+ int csqc_progsize; // -1 = no progs
char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
+ // collision culling data
+ world_t world;
+
// map name
char name[64];
// maps/<name>.bsp, for model_precache[0]
// note this is in server_t rather than server_static_t so that it is
// reset on each map command (such as New Game in singleplayer)
server_connectfloodaddress_t connectfloodaddresses[MAX_CONNECTFLOODADDRESSES];
+
+#define SV_MAX_PARTICLEEFFECTNAME 256
+ qboolean particleeffectnamesloaded;
+ char particleeffectname[SV_MAX_PARTICLEEFFECTNAME][MAX_QPATH];
} server_t;
// if defined this does ping smoothing, otherwise it does not
char playermodel[MAX_QPATH], old_model[MAX_QPATH];
char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
+ // netaddress support
+ char netaddress[MAX_QPATH];
+
// visibility state
float visibletime[MAX_EDICTS];
entityframe4_database_t *entitydatabase4;
entityframe5_database_t *entitydatabase5;
+ // delta compression of stats
+ unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
+ int stats[MAX_CL_STATS];
+
+ unsigned char unreliablemsg_data[NET_MAXMESSAGE];
+ sizebuf_t unreliablemsg;
+ int unreliablemsg_splitpoints;
+ int unreliablemsg_splitpoint[NET_MAXMESSAGE/16];
+
// information on an active download if any
qfile_t *download_file;
int download_expectedposition; // next position the client should ack
qboolean download_started;
char download_name[MAX_QPATH];
+
+ // fixangle data
+ qboolean fixangle_angles_set;
+ vec3_t fixangle_angles;
} client_t;
#define FL_WATERJUMP 2048 // player jumping out of water
#define FL_JUMPRELEASED 4096 // for jump debouncing
-// entity effects
-
-#define EF_BRIGHTFIELD 1
-#define EF_MUZZLEFLASH 2
-#define EF_BRIGHTLIGHT 4
-#define EF_DIMLIGHT 8
-// added EF_ effects:
-#define EF_NODRAW 16
-#define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
-#define EF_BLUE 64
-#define EF_RED 128
-
#define SPAWNFLAG_NOT_EASY 256
#define SPAWNFLAG_NOT_MEDIUM 512
#define SPAWNFLAG_NOT_HARD 1024
void SV_DropClient (qboolean crash);
void SV_SendClientMessages (void);
-void SV_ClearDatagram (void);
void SV_ReadClientMessage(void);
int SV_ModelIndex(const char *s, int precachemode);
int SV_SoundIndex(const char *s, int precachemode);
+int SV_ParticleEffectIndex(const char *name);
+
void SV_SetIdealPitch (void);
void SV_AddUpdates (void);
void SV_BroadcastPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
void SV_Physics (void);
+void SV_Physics_ClientMove (void);
void SV_Physics_ClientEntity (prvm_edict_t *ent);
qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
qboolean SV_CheckBottom (prvm_edict_t *ent);
-qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink);
+qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean settrace);
+
+// Needs to be called any time an entity changes origin, mins, maxs, or solid
+// sets ent->v.absmin and ent->v.absmax
+// if touchtriggers, calls prog functions for the intersected triggers
+void SV_LinkEdict (prvm_edict_t *ent, qboolean touch_triggers);
+
+// calculates hitsupercontentsmask for a generic qc entity
+int SV_GenericHitSuperContentsMask(const prvm_edict_t *edict);
+// traces a box move against worldmodel and all entities in the specified area
+trace_t SV_Move(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
-struct trace_s SV_ClipMoveToEntity(prvm_edict_t *ent, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int movetype, int hitsupercontents);
+#define SV_PointSuperContents(point) (SV_Move((point), vec3_origin, vec3_origin, (point), sv_gameplayfix_swiminbmodels.integer ? MOVE_NOMONSTERS : MOVE_WORLDONLY, NULL, 0).startsupercontents)
+void SV_FlushBroadcastMessages(void);
void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
void SV_MoveToGoal (void);