int serverflags;
// cleared when at SV_SpawnServer
qboolean changelevel_issued;
+ // server infostring
+ char serverinfo[MAX_SERVERINFO_STRING];
} server_static_t;
//=============================================================================
// one of the PROTOCOL_ values
protocolversion_t protocol;
- // used for running multiple steps in one frame, etc
- double timer;
-
double time;
double frametime;
qboolean clientconnectcalled;
// false = don't send datagrams
qboolean spawned;
- // only valid before spawned
- qboolean sendsignon;
// requested rate in bytes per second
int rate;
// realtime this client connected
double connecttime;
- // reliable messages must be sent periodically
- double last_message;
+ // keepalive messages must be sent periodically during signon
+ double keepalivetime;
// communications handle
netconn_t *netconnection;
// LordHavoc: can be used for prediction or whatever...
float ping;
+ // this is used by sv_clmovement_minping code
+ 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_gravity;
extern cvar_t sv_nostep;
extern cvar_t sv_friction;
+extern cvar_t sv_waterfriction;
extern cvar_t sv_edgefriction;
extern cvar_t sv_stopspeed;
extern cvar_t sv_maxspeed;
extern cvar_t sv_maxairspeed;
extern cvar_t sv_accelerate;
+extern cvar_t sv_airaccelerate;
+extern cvar_t sv_wateraccelerate;
extern cvar_t sv_idealpitchscale;
extern cvar_t sv_aim;
extern cvar_t sv_stepheight;
extern cvar_t sv_gameplayfix_setmodelrealbox;
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;