int writeentitiestoclient_cliententitynumber;
int writeentitiestoclient_clientnumber;
sizebuf_t *writeentitiestoclient_msg;
- vec3_t writeentitiestoclient_testeye;
+ vec3_t writeentitiestoclient_eyes[MAX_CLIENTNETWORKEYES];
+ int writeentitiestoclient_numeyes;
int writeentitiestoclient_pvsbytes;
unsigned char writeentitiestoclient_pvs[MAX_MAP_LEAFS/8];
- entity_state_t writeentitiestoclient_sendstates[MAX_EDICTS];
+ const entity_state_t *writeentitiestoclient_sendstates[MAX_EDICTS];
unsigned short writeentitiestoclient_csqcsendstates[MAX_EDICTS];
int numsendentities;
netconn_t *netconnection;
int movesequence;
+ signed char movement_count[NETGRAPH_PACKETS];
+ int movement_highestsequence_seen; // not the same as movesequence if prediction is off
/// movement
usercmd_t cmd;
/// intended motion calced from cmd
#define MOVETYPE_BOUNCEMISSILE 11 ///< bounce w/o gravity
#define MOVETYPE_FOLLOW 12 ///< track movement of aiment
#define MOVETYPE_FAKEPUSH 13 ///< tenebrae's push that doesn't push
+#define MOVETYPE_PHYSICS 32 ///< indicates this object is physics controlled
// edict->solid values
#define SOLID_NOT 0 ///< no interaction with other objects
#define SOLID_BSP 4 ///< bsp clip, touch on edge, block
// LordHavoc: corpse code
#define SOLID_CORPSE 5 ///< same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
+// LordHavoc: physics
+#define SOLID_PHYSICS_BOX 32 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
+#define SOLID_PHYSICS_SPHERE 33 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
+#define SOLID_PHYSICS_CAPSULE 34 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
// edict->deadflag values
#define DEAD_NO 0
extern cvar_t sv_freezenonclients;
extern cvar_t sv_friction;
extern cvar_t sv_gameplayfix_blowupfallenzombies;
+extern cvar_t sv_gameplayfix_consistentplayerprethink;
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_gravityunaffectedbyticrate;
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_noairborncorpse_allowsuspendeditems;
+extern cvar_t sv_gameplayfix_nudgeoutofsolid;
+extern cvar_t sv_gameplayfix_nudgeoutofsolid_bias;
extern cvar_t sv_gameplayfix_setmodelrealbox;
+extern cvar_t sv_gameplayfix_slidemoveprojectiles;
extern cvar_t sv_gameplayfix_stepdown;
extern cvar_t sv_gameplayfix_stepwhilejumping;
+extern cvar_t sv_gameplayfix_stepmultipletimes;
extern cvar_t sv_gameplayfix_swiminbmodels;
extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
-extern cvar_t sv_gameplayfix_gravityunaffectedbyticrate;
+extern cvar_t sv_gameplayfix_downtracesupportsongroundflag;
extern cvar_t sv_gravity;
extern cvar_t sv_idealpitchscale;
extern cvar_t sv_jumpstep;
extern cvar_t sv_maxrate;
extern cvar_t sv_maxspeed;
extern cvar_t sv_maxvelocity;
-extern cvar_t sv_newflymove;
extern cvar_t sv_nostep;
extern cvar_t sv_playerphysicsqc;
extern cvar_t sv_progs;
int SV_ParticleEffectIndex(const char *name);
+dp_model_t *SV_GetModelByIndex(int modelindex);
+dp_model_t *SV_GetModelFromEdict(prvm_edict_t *ed);
+
void SV_SetIdealPitch (void);
void SV_AddUpdates (void);
void SV_Physics (void);
void SV_Physics_ClientMove (void);
-void SV_Physics_ClientEntity (prvm_edict_t *ent);
+//void SV_Physics_ClientEntity (prvm_edict_t *ent);
qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
qboolean SV_CheckBottom (prvm_edict_t *ent);
*/
void SV_LinkEdict(prvm_edict_t *ent);
void SV_LinkEdict_TouchAreaGrid(prvm_edict_t *ent);
+void SV_LinkEdict_TouchAreaGrid_Call(prvm_edict_t *touch, prvm_edict_t *ent); // if we detected a touch from another source
/*! 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
trace_t SV_TraceLine(const vec3_t start, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
trace_t SV_TracePoint(const vec3_t start, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
+qboolean SV_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
+
int SV_PointSuperContents(const vec3_t point);
void SV_FlushBroadcastMessages(void);
const char *Host_TimingReport(void); ///< for output in Host_Status_f
+int SV_GetPitchSign(prvm_edict_t *ent);
+void SV_GetEntityMatrix (prvm_edict_t *ent, matrix4x4_t *out, qboolean viewmatrix);
+
#endif