float radius;
// drop this each second
float decay;
- // the entity that spawned this light (can be NULL if it will never be replaced)
- //entity_render_t *ent;
+ // the entity that owns this light (can be NULL)
+ struct entity_render_s *ent;
}
dlight_t;
#define SIGNONS 4 // signon messages to receive before connected
-#define MAX_MAPSTRING 2048
#define MAX_DEMOS 8
#define MAX_DEMONAME 16
{
cactive_t state;
-// personalization data sent to server
- char mapstring[MAX_QPATH];
- // to restart a level
- //char spawnparms[MAX_MAPSTRING];
-
// demo loop control
// -1 = don't play demos
int demonum;
#include "cgamevm.h"
+void Host_PerformSpawnServerAndLoadGame(void);
+
#endif