/// collision culling data
world_t world;
- /// map name
- char name[64]; // %s followed by entrance name
// variants of map name
- char worldmessage[40]; // map title (not related to filename)
char worldbasename[MAX_QPATH]; // %s
char worldname[MAX_QPATH]; // maps/%s.bsp
char worldnamenoextension[MAX_QPATH]; // maps/%s
/*! 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
+ * Replaces SV_TryUnstick() and SV_CheckStuck() which in Quake applied to players only.
*/
qbool SV_UnstickEntity (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);
+qbool SV_VM_ConsoleCommand(const char *text, size_t textlen);
#endif