typedef enum server_state_e {ss_loading, ss_active} server_state_t;
+#define MAX_CONNECTFLOODADDRESSES 16
+typedef struct server_connectfloodaddress_s
+{
+ double lasttime;
+ lhnetaddress_t address;
+}
+server_connectfloodaddress_t;
+
typedef struct server_s
{
// false if only a net client
int lastcheck;
double lastchecktime;
+ // crc of clientside progs at time of level start
+ int csqc_progcrc; // -1 = no progs
+ char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
+
// map name
char name[64];
// maps/<name>.bsp, for model_precache[0]
sizebuf_t signon;
// LordHavoc: increased signon message buffer from 8192
unsigned char signon_buf[NET_MAXMESSAGE];
+
+ // connection flood blocking
+ // note this is in server_t rather than server_static_t so that it is
+ // reset on each map command (such as New Game in singleplayer)
+ server_connectfloodaddress_t connectfloodaddresses[MAX_CONNECTFLOODADDRESSES];
} server_t;
// if defined this does ping smoothing, otherwise it does not
#endif
// LordHavoc: can be used for prediction or whatever...
float ping;
-
+
// this is used by sv_clmovement_minping code
- double clmovement_disable_minpingtimeout;
+ double clmovement_disabletimeout;
+ // this is used by sv_clmvoement_waitforinput code
+ int clmovement_skipphysicsframes;
// spawn parms are carried from level to level
float spawn_parms[NUM_SPAWN_PARMS];
extern cvar_t sv_gameplayfix_blowupfallenzombies;
extern cvar_t sv_gameplayfix_findradiusdistancetobox;
extern cvar_t sv_gameplayfix_qwplayerphysics;
+extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
extern cvar_t sys_ticrate;
extern cvar_t sv_fixedframeratesingleplayer;