]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - client.h
***map loader generates portals for the map*** (can you tell this is a big deal? :)
[xonotic/darkplaces.git] / client.h
index f7aa2af01e3519275146367beaf504606b280fc5..cc6551d382e64fb6bec4481e46d2e727e310810e 100644 (file)
--- a/client.h
+++ b/client.h
@@ -77,7 +77,7 @@ typedef struct
 beam_t;
 
 // LordHavoc: increased MAX_EFRAGS from 640 to 2048
-#define        MAX_EFRAGS              2048
+//#define      MAX_EFRAGS              2048
 
 #define        MAX_MAPSTRING   2048
 #define        MAX_DEMOS               8
@@ -144,7 +144,7 @@ typedef struct
 // information for local display
        int                     stats[MAX_CL_STATS];    // health, etc
        int                     items;                  // inventory bit flags
-       float   item_gettime[32];       // cl.time of aquiring item, for blinking
+       float           item_gettime[32];       // cl.time of acquiring item, for blinking
        float           faceanimtime;   // use anim frame if cl.time < this
 
        cshift_t        cshifts[NUM_CSHIFTS];   // color shifts for damage, powerups
@@ -207,8 +207,8 @@ typedef struct
 
 // refresh related state
        struct model_s  *worldmodel;    // cl_entitites[0].model
-       struct efrag_s  *free_efrags;
-       int                     num_entities;   // held in cl_entities array
+//     struct efrag_s  *free_efrags;
+//     int                     num_entities;   // held in cl_entities array
        int                     num_statics;    // held in cl_staticentities array
        entity_t        viewent;                        // the gun model
 
@@ -262,7 +262,7 @@ extern      cvar_t  m_side;
 extern client_state_t  cl;
 
 // FIXME, allocate dynamically
-extern efrag_t                 cl_efrags[MAX_EFRAGS];
+//extern       efrag_t                 cl_efrags[MAX_EFRAGS];
 extern entity_t                cl_entities[MAX_EDICTS];
 extern entity_t                cl_static_entities[MAX_STATIC_ENTITIES];
 extern lightstyle_t    cl_lightstyle[MAX_LIGHTSTYLES];