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
+ int csqc_progsize; // -1 = no progs
+ char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
+
+ // collision culling data
+ world_t world;
+
// 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];
+
+#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
#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];
entityframe_database_t *entitydatabase;
entityframe4_database_t *entitydatabase4;
entityframe5_database_t *entitydatabase5;
+
+ // information on an active download if any
+ qfile_t *download_file;
+ 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;
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 sv_gameplayfix_droptofloorstartsolid;
extern cvar_t sys_ticrate;
extern cvar_t sv_fixedframeratesingleplayer;
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_ClientThink (void);
void SV_ClientPrint(const char *msg);
-void SV_ClientPrintf(const char *fmt, ...);
+void SV_ClientPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
void SV_BroadcastPrint(const char *msg);
-void SV_BroadcastPrintf(const char *fmt, ...);
+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);
+
+// 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, int hitsupercontentsmask);
-struct trace_s SV_ClipMoveToEntity(prvm_edict_t *ent, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int movetype, int hitsupercontents);
+#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);