typedef struct
{
+ // number of svs.clients slots (updated by maxplayers command)
int maxclients;
- // [maxclients]
+ // client slots
struct client_s *clients;
// episode completion information
int serverflags;
// 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;
server_state_t state;
sizebuf_t datagram;
- qbyte datagram_buf[MAX_DATAGRAM];
+ qbyte datagram_buf[NET_MAXMESSAGE];
// copied to all clients at end of frame
sizebuf_t reliable_datagram;
- qbyte reliable_datagram_buf[MAX_DATAGRAM];
+ qbyte reliable_datagram_buf[NET_MAXMESSAGE];
sizebuf_t signon;
- // LordHavoc: increased signon message buffer from 8192 to 32768
- qbyte signon_buf[32768];
+ // LordHavoc: increased signon message buffer from 8192
+ qbyte signon_buf[NET_MAXMESSAGE];
} server_t;
typedef struct client_s
{
- // false = client is free
+ // false = empty client slot
qboolean active;
// false = don't send datagrams
qboolean spawned;
qboolean sendsignon;
// remove this client immediately
qboolean deadsocket;
+ // index of this client in the svs.clients array
+ int number;
// reliable messages must be sent periodically
double last_message;
// can be added to at any time, copied and clear once per frame
sizebuf_t message;
- qbyte msgbuf[MAX_DATAGRAM];
+ qbyte msgbuf[NET_MAXMESSAGE];
// EDICT_NUM(clientnum+1)
edict_t *edict;
int num_pings;
// LordHavoc: can be used for prediction or whatever...
float ping;
- // LordHavoc: specifically used for prediction, accounts for sys_ticrate too
- float latency;
// spawn parms are carried from level to level
float spawn_parms[NUM_SPAWN_PARMS];
// visibility state
float visibletime[MAX_EDICTS];
-#ifdef QUAKEENTITIES
- // delta compression state
- float nextfullupdate[MAX_EDICTS];
-#else
- entity_database_t entitydatabase;
- int entityframenumber; // incremented each time an entity frame is sent
-#endif
+
+ // prevent animated names
+ float nametime;
+
+ entityframe_database_t *entitydatabase;
+ entityframe4_database_t *entitydatabase4;
+ entityframe5_database_t *entitydatabase5;
} client_t;
#define MOVETYPE_BOUNCE 10
#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
#define MOVETYPE_FOLLOW 12 // track movement of aiment
+#define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
// edict->solid values
#define SOLID_NOT 0 // no interaction with other objects
extern cvar_t sv_accelerate;
extern cvar_t sv_idealpitchscale;
extern cvar_t sv_aim;
-extern cvar_t sv_predict;
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;
+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;
// persistant server info
extern server_static_t svs;
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);
void SV_SaveSpawnparms (void);
void SV_SpawnServer (const char *server);
-void SV_SetMaxClients(int n);
-
void SV_CheckVelocity (edict_t *ent);
#endif