float radius;
// drop this each second
float decay;
- // the entity that spawned this light (can be NULL if it will never be replaced)
- //entity_render_t *ent;
+ // the entity that owns this light (can be NULL)
+ struct entity_render_s *ent;
}
dlight_t;
#define SIGNONS 4 // signon messages to receive before connected
-#define MAX_MAPSTRING 2048
#define MAX_DEMOS 8
#define MAX_DEMONAME 16
{
cactive_t state;
-// personalization data sent to server
- char mapstring[MAX_QPATH];
- // to restart a level
- //char spawnparms[MAX_MAPSTRING];
-
// demo loop control
// -1 = don't play demos
int demonum;
void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
void CL_EntityParticles (entity_t *ent);
void CL_BlobExplosion (vec3_t org);
-void CL_ParticleExplosion (vec3_t org, int smoke);
+void CL_ParticleExplosion (vec3_t org);
void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
void CL_LavaSplash (vec3_t org);
void CL_TeleportSplash (vec3_t org);
// fullscreen color blend
float viewblend[4];
- // weapon model
- entity_render_t viewent;
-
entity_render_t **entities;
int numentities;
int maxentities;
#include "cgamevm.h"
+void Host_PerformSpawnServerAndLoadGame(void);
+
#endif