// LordHavoc: 256 dynamic lights
#define MAX_DLIGHTS 256
-// this is the maximum number of input packets that can be lost without a
-// misprediction
-#define CL_MAX_USERCMDS 16
+// this is the maximum number of input packets that can be predicted
+#define CL_MAX_USERCMDS 256
// flags for rtlight rendering
#define LIGHTFLAG_NORMALMODE 1
double time;
double receivetime;
- int msec; // for qw moves
+ int msec; // for predicted moves
int buttons;
int impulse;
int sequence;
qboolean applied; // if false we're still accumulating a move
qboolean predicted; // if true the sequence should be sent as 0
+
+ // derived properties
+ double frametime;
+ qboolean canjump;
+ qboolean jump;
+ qboolean crouch;
} usercmd_t;
typedef struct lightstyle_s
}
cl_downloadack_t;
+typedef struct cl_soundstats_s
+{
+ int mixedsounds;
+ int totalsounds;
+ int latency_milliseconds;
+}
+cl_soundstats_t;
+
//
// the client_static_t structure is persistent through an arbitrary number
// of server connections
// LordHavoc: pausedemo
qboolean demopaused;
+ // sound mixer statistics for showsound display
+ cl_soundstats_t soundstats;
+
qboolean connect_trying;
int connect_remainingtries;
double connect_nextsendtime;
qboolean movement_predicted;
// if true the CL_ClientMovement_Replay function will update origin, etc
qboolean movement_replay;
- // this is set true by svc_time parsing and causes a new movement to be
- // queued for prediction purposes
- qboolean movement_needupdate;
- // timestamps of latest two predicted moves for interpolation
- double movement_time[4];
// simulated data (this is valid even if cl.movement is false)
vec3_t movement_origin;
- vec3_t movement_oldorigin;
vec3_t movement_velocity;
- // queue of proposed moves
- int movement_numqueue;
- client_movementqueue_t movement_queue[256];
// whether the replay should allow a jump at the first sequence
qboolean movement_replay_canjump;
float movevars_wallfriction;
float movevars_waterfriction;
float movevars_friction;
- float movevars_packetinterval; // in game time (cl.time), not realtime
float movevars_timescale;
float movevars_gravity;
float movevars_stopspeed;