// visibility state
float visibletime[MAX_EDICTS];
+
+ // prevent animated names
+ float nametime;
+
#ifdef QUAKEENTITIES
// delta compression state
float nextfullupdate[MAX_EDICTS];
extern cvar_t sv_stepheight;
extern cvar_t sv_jumpstep;
+extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
+extern cvar_t sv_gameplayfix_noairborncorpse;
+extern cvar_t sv_gameplayfix_stepdown;
+extern cvar_t sv_gameplayfix_stepwhilejumping;
+extern cvar_t sv_gameplayfix_swiminbmodels;
+
extern mempool_t *sv_clients_mempool;
extern mempool_t *sv_edicts_mempool;
void SV_ClientThink (void);
-void SV_ClientPrintf (const char *fmt, ...);
-void SV_BroadcastPrintf (const char *fmt, ...);
+void SV_ClientPrint(const char *msg);
+void SV_ClientPrintf(const char *fmt, ...);
+void SV_BroadcastPrint(const char *msg);
+void SV_BroadcastPrintf(const char *fmt, ...);
void SV_Physics (void);
+qboolean SV_PlayerCheckGround (edict_t *ent);
qboolean SV_CheckBottom (edict_t *ent);
qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);