/// collision culling data
world_t world;
- /// map name
- char name[64]; // %s followed by entrance name
// variants of map name
char worldbasename[MAX_QPATH]; // %s
char worldname[MAX_QPATH]; // maps/%s.bsp
sizebuf_t *writeentitiestoclient_msg;
vec3_t writeentitiestoclient_eyes[MAX_CLIENTNETWORKEYES];
int writeentitiestoclient_numeyes;
- int writeentitiestoclient_pvsbytes;
- unsigned char writeentitiestoclient_pvs[MAX_MAP_LEAFS/8];
+ unsigned char *writeentitiestoclient_pvs;
const entity_state_t *writeentitiestoclient_sendstates[MAX_EDICTS];
unsigned short writeentitiestoclient_csqcsendstates[MAX_EDICTS];
extern cvar_t sv_gameplayfix_findradiusdistancetobox;
extern cvar_t sv_gameplayfix_gravityunaffectedbyticrate;
extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
+extern cvar_t sv_gameplayfix_impactbeforeonground;
extern cvar_t sv_gameplayfix_multiplethinksperframe;
extern cvar_t sv_gameplayfix_noairborncorpse;
extern cvar_t sv_gameplayfix_noairborncorpse_allowsuspendeditems;
/*! 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);