// 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];
+
+#define SV_MAX_PARTICLEEFFECTNAME 256
+ qboolean particleeffectnamesloaded;
+ char particleeffectname[SV_MAX_PARTICLEEFFECTNAME][MAX_QPATH];
} server_t;
// if defined this does ping smoothing, otherwise it does not
int download_expectedposition; // next position the client should ack
qboolean download_started;
char download_name[MAX_QPATH];
+
+ // fixangle data
+ qboolean fixangle_angles_set;
+ vec3_t fixangle_angles;
} client_t;
int SV_ModelIndex(const char *s, int precachemode);
int SV_SoundIndex(const char *s, int precachemode);
+int SV_ParticleEffectIndex(const char *name);
+
void SV_SetIdealPitch (void);
void SV_AddUpdates (void);
void SV_BroadcastPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
void SV_Physics (void);
+void SV_Physics_ClientMove (void);
void SV_Physics_ClientEntity (prvm_edict_t *ent);
qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
qboolean SV_CheckBottom (prvm_edict_t *ent);
-qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink);
+qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean settrace);
// Needs to be called any time an entity changes origin, mins, maxs, or solid
// sets ent->v.absmin and ent->v.absmax
// if touchtriggers, calls prog functions for the intersected triggers
void SV_LinkEdict (prvm_edict_t *ent, qboolean touch_triggers);
-// traces a box move against a single entity
-// mins and maxs are relative
-//
-// if the entire move stays in a single solid brush, trace.allsolid will be set
-//
-// if the starting point is in a solid, it will be allowed to move out to an
-// open area, and trace.startsolid will be set
-//
-// type is one of the MOVE_ values such as MOVE_NOMONSTERS which skips box
-// entities, only colliding with SOLID_BSP entities (doors, lifts)
-//
-// passedict is excluded from clipping checks
-struct trace_s SV_Move_ClipToEntity(prvm_edict_t *ent, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int movetype, int hitsupercontents);
-
+// calculates hitsupercontentsmask for a generic qc entity
+int SV_GenericHitSuperContentsMask(const prvm_edict_t *edict);
// traces a box move against worldmodel and all entities in the specified area
-trace_t SV_Move(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict);
+trace_t SV_Move(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
-#define SV_PointSuperContents(point) (SV_Move((point), vec3_origin, vec3_origin, (point), sv_gameplayfix_swiminbmodels.integer ? MOVE_NOMONSTERS : MOVE_WORLDONLY, NULL).startsupercontents)
+#define SV_PointSuperContents(point) (SV_Move((point), vec3_origin, vec3_origin, (point), sv_gameplayfix_swiminbmodels.integer ? MOVE_NOMONSTERS : MOVE_WORLDONLY, NULL, 0).startsupercontents)
void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);