typedef struct server_static_s
{
// number of svs.clients slots (updated by maxplayers command)
- int maxclients;
+ int maxclients, maxclients_next;
// client slots
struct client_s *clients;
// episode completion information
qboolean active;
qboolean paused;
+ double pausedstart;
// handle connections specially
qboolean loadgame;
int csqc_progcrc; // -1 = no progs
int csqc_progsize; // -1 = no progs
char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
+ unsigned char *csqc_progdata;
+ size_t csqc_progsize_deflated;
+ unsigned char *csqc_progdata_deflated;
// collision culling data
world_t world;
int writeentitiestoclient_pvsbytes;
unsigned char writeentitiestoclient_pvs[MAX_MAP_LEAFS/8];
entity_state_t writeentitiestoclient_sendstates[MAX_EDICTS];
+
+ int numsendentities;
+ entity_state_t sendentities[MAX_EDICTS];
+ entity_state_t *sendentitiesindex[MAX_EDICTS];
+
+ int sententitiesmark;
+ int sententities[MAX_EDICTS];
+ int sententitiesconsideration[MAX_EDICTS];
+
+ // legacy support for self.Version based csqc entity networking
+ unsigned char csqcentityversion[MAX_EDICTS]; // legacy
} server_t;
+#define NUM_CSQCENTITIES_PER_FRAME 1024
+typedef struct csqcentityframedb_s
+{
+ int framenum;
+ int num;
+ unsigned short entno[NUM_CSQCENTITIES_PER_FRAME];
+ int sendflags[NUM_CSQCENTITIES_PER_FRAME];
+} csqcentityframedb_t;
+
// if defined this does ping smoothing, otherwise it does not
//#define NUM_PING_TIMES 16
// this is used by sv_clmovement_minping code
double clmovement_disabletimeout;
- // this is used by sv_clmvoement_waitforinput code
- int clmovement_skipphysicsframes;
+ // this is used by sv_clmovement_inputtimeout code
+ float clmovement_inputtimeout;
// spawn parms are carried from level to level
float spawn_parms[NUM_SPAWN_PARMS];
// visibility state
float visibletime[MAX_EDICTS];
- // version number of csqc-based entity to decide whether to send it
- unsigned char csqcentityversion[MAX_EDICTS];
+ // scope is whether an entity is currently being networked to this client
+ // sendflags is what properties have changed on the entity since the last
+ // update that was sent
+ int csqcnumedicts;
+ unsigned char csqcentityscope[MAX_EDICTS];
+ unsigned int csqcentitysendflags[MAX_EDICTS];
+
+#define NUM_CSQCENTITYDB_FRAMES 64
+ unsigned char csqcentityglobalhistory[MAX_EDICTS]; // set to 1 if the entity was ever csqc networked to the client, and never reset back to 0
+ csqcentityframedb_t csqcentityframehistory[NUM_CSQCENTITYDB_FRAMES];
+ int csqcentityframehistory_next;
// prevent animated names
float nametime;
char weaponmodel[MAX_QPATH];
int weaponmodelindex;
+ // clientcamera (entity to use as camera)
+ int clientcamera;
+
entityframe_database_t *entitydatabase;
entityframe4_database_t *entitydatabase4;
entityframe5_database_t *entitydatabase5;
int download_expectedposition; // next position the client should ack
qboolean download_started;
char download_name[MAX_QPATH];
+ qboolean download_deflate;
// fixangle data
qboolean fixangle_angles_set;
vec3_t fixangle_angles;
+
+ // demo recording
+ qfile_t *sv_demo_file;
} client_t;
extern cvar_t sv_clmovement_enable;
extern cvar_t sv_clmovement_minping;
extern cvar_t sv_clmovement_minping_disabletime;
-extern cvar_t sv_clmovement_waitforinput;
+extern cvar_t sv_clmovement_inputtimeout;
extern cvar_t sv_cullentities_nevercullbmodels;
extern cvar_t sv_cullentities_pvs;
extern cvar_t sv_cullentities_stats;
extern cvar_t sv_freezenonclients;
extern cvar_t sv_friction;
extern cvar_t sv_gameplayfix_blowupfallenzombies;
+extern cvar_t sv_gameplayfix_delayprojectiles;
extern cvar_t sv_gameplayfix_droptofloorstartsolid;
+extern cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect;
+extern cvar_t sv_gameplayfix_easierwaterjump;
extern cvar_t sv_gameplayfix_findradiusdistancetobox;
extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
extern cvar_t sv_gameplayfix_multiplethinksperframe;
+extern cvar_t sv_gameplayfix_slidemoveprojectiles;
extern cvar_t sv_gameplayfix_noairborncorpse;
-extern cvar_t sv_gameplayfix_qwplayerphysics;
extern cvar_t sv_gameplayfix_setmodelrealbox;
extern cvar_t sv_gameplayfix_stepdown;
extern cvar_t sv_gameplayfix_stepwhilejumping;
extern cvar_t sv_gameplayfix_swiminbmodels;
extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
+extern cvar_t sv_gameplayfix_gravityunaffectedbyticrate;
extern cvar_t sv_gravity;
extern cvar_t sv_idealpitchscale;
extern cvar_t sv_jumpstep;
void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation);
+void SV_StartPointSound (vec3_t origin, const char *sample, int volume, float attenuation);
void SV_ConnectClient (int clientnum, netconn_t *netconnection);
void SV_DropClient (qboolean crash);
// if touchtriggers, calls prog functions for the intersected triggers
void SV_LinkEdict (prvm_edict_t *ent, qboolean touch_triggers);
+// move an entity that is stuck by small amounts in various directions to try to nudge it back into the collision hull
+// returns true if it found a better place
+qboolean SV_UnstickEntity (prvm_edict_t *ent);
+
// 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);
-#define SV_PointSuperContents(point) (SV_Move((point), vec3_origin, vec3_origin, (point), sv_gameplayfix_swiminbmodels.integer ? MOVE_NOMONSTERS : MOVE_WORLDONLY, NULL, 0).startsupercontents)
+int SV_PointSuperContents(const vec3_t point);
void SV_FlushBroadcastMessages(void);
void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);