typedef struct
{
int entity;
+ // draw this as lightning polygons, or a model?
+ int lightning;
struct model_s *model;
float endtime;
vec3_t start, end;
+ // if this beam is owned by an entity, this is the beam start relative to
+ // that entity's matrix for per frame start updates
+ vec3_t relativestart;
+ vec3_t relativeend;
+ // indicates whether relativestart is valid
+ int relativestartvalid;
}
beam_t;
qboolean timedemo;
// -1 = use normal cd track
int forcetrack;
- QFile *demofile;
+ qfile_t *demofile;
// to meter out one message a frame
int td_lastframe;
// host_framecount at start
// LordHavoc: pausedemo
qboolean demopaused;
+ qboolean connect_trying;
+ int connect_remainingtries;
+ double connect_nextsendtime;
+ lhnetsocket_t *connect_mysocket;
+ lhnetaddress_t connect_address;
// connection information
// 0 to SIGNONS
int signon;
- // network socket
- struct qsocket_s *netcon;
+ // network connection
+ netconn_t *netcon;
// writing buffer to send to server
sizebuf_t message;
}
// [cl.maxclients]
scoreboard_t *scores;
- // used by view code for setting up eye position
- vec3_t viewentorigin;
// LordHavoc: sniping zoom, QC controlled
float viewzoom;
// for interpolation
float viewzoomold, viewzoomnew;
// entity database stuff
- vec3_t viewentoriginold, viewentoriginnew;
entity_database_t entitydatabase;
}
client_state_t;
void CL_Init (void);
-void CL_EstablishConnection (char *host);
+void CL_EstablishConnection(const char *host);
void CL_Disconnect (void);
void CL_Disconnect_f (void);
//
// cl_demo.c
//
-void CL_StopPlayback (void);
-int CL_GetMessage (void);
+void CL_StopPlayback(void);
+void CL_ReadDemoMessage(void);
+void CL_WriteDemoMessage(void);
-void CL_NextDemo (void);
-void CL_Stop_f (void);
-void CL_Record_f (void);
-void CL_PlayDemo_f (void);
-void CL_TimeDemo_f (void);
+void CL_NextDemo(void);
+void CL_Stop_f(void);
+void CL_Record_f(void);
+void CL_PlayDemo_f(void);
+void CL_TimeDemo_f(void);
//
// cl_parse.c
//
void CL_Parse_Init(void);
void CL_ParseServerMessage(void);
+void CL_Parse_DumpPacket(void);
//
// view
void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
void CL_LavaSplash (vec3_t org);
void CL_TeleportSplash (vec3_t org);
+void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
+void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
+void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
void CL_MoveParticles(void);
void R_MoveExplosions(void);
void R_NewExplosion(vec3_t org);