int sendflags[NUM_CSQCENTITIES_PER_FRAME];
} csqcentityframedb_t;
-// if defined this does ping smoothing, otherwise it does not
-//#define NUM_PING_TIMES 16
-
#define NUM_SPAWN_PARMS 16
typedef struct client_s
/// PRVM_EDICT_NUM(clientnum+1)
prvm_edict_t *edict;
-#ifdef NUM_PING_TIMES
- float ping_times[NUM_PING_TIMES];
- /// ping_times[num_pings%NUM_PING_TIMES]
- int num_pings;
-#endif
/// LadyHavoc: can be used for prediction or whatever...
float ping;
double SV_Frame(double time);
void SV_Shutdown(void);
-int SV_IsLocalGame(void);
+int SV_IsLocalServer(void);
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_ApplyClientMove (void);
void SV_SaveSpawnparms (void);
-qbool SV_IsLocalServer(void);
void SV_SpawnServer (const char *map);
void SV_CheckVelocity (prvm_edict_t *ent);
void SV_Spawn_f(cmd_state_t *cmd);
void SV_Begin_f(cmd_state_t *cmd);
+qbool SV_VM_ConsoleCommand (const char *text);
+
#endif