// handle connections specially
qboolean loadgame;
+ // one of the PROTOCOL_ values
+ int protocol;
+ // this disables extensions when using PROTOCOL_QUAKE
+ qboolean netquakecompatible;
+
double time;
double frametime;
// prevent animated names
float nametime;
-#ifdef QUAKEENTITIES
- // delta compression state
- float nextfullupdate[MAX_EDICTS];
-#elif 0
- entity_database_t entitydatabase;
- int entityframenumber; // incremented each time an entity frame is sent
-#else
- entity_database4_t *entitydatabase4;
- int entityframenumber; // incremented each time an entity frame is sent
-#endif
+ entityframe_database_t *entitydatabase;
+ entityframe4_database_t *entitydatabase4;
+ entityframe5_database_t *entitydatabase5;
} client_t;
extern cvar_t sv_aim;
extern cvar_t sv_stepheight;
extern cvar_t sv_jumpstep;
+extern cvar_t sv_public;
+extern cvar_t sv_maxrate;
extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
extern cvar_t sv_gameplayfix_noairborncorpse;