// 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;
// visibility state
float visibletime[MAX_EDICTS];
-#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
+
+ // prevent animated names
+ float nametime;
+
+ 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;
+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);