double receivetime;
int buttons;
int impulse;
+ int sequence;
} usercmd_t;
typedef struct
{
double time;
float frametime;
+ int sequence;
float viewangles[3];
float move[3];
qboolean jump;
// client movement simulation
// these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
qboolean movement;
+ // indicates the queue has been updated and should be replayed
+ qboolean movement_replay;
// simulated data (this is valid even if cl.movement is false)
vec3_t movement_origin;
vec3_t movement_oldorigin;
vec3_t movement_velocity;
// queue of proposed moves
int movement_numqueue;
- client_movementqueue_t movement_queue[256];
+ client_movementqueue_t movement_queue[64];
+ int movesequence;
+ int servermovesequence;
// pitch drifting vars
float idealpitch;
// type of game (deathmatch, coop, singleplayer)
int gametype;
+ // models and sounds used by engine code (particularly cl_parse.c)
+ model_t *model_bolt;
+ model_t *model_bolt2;
+ model_t *model_bolt3;
+ model_t *model_beam;
+ sfx_t *sfx_wizhit;
+ sfx_t *sfx_knighthit;
+ sfx_t *sfx_tink1;
+ sfx_t *sfx_ric1;
+ sfx_t *sfx_ric2;
+ sfx_t *sfx_ric3;
+ sfx_t *sfx_r_exp3;
+
// refresh related state
// cl_entitites[0].model
scoreboard_t *scores;
// protocol version of the server we're connected to
- int protocol;
+ protocolversion_t protocol;
// entity database stuff
// latest received entity frame numbers
void V_UpdateBlends (void);
void V_ParseDamage (void);
-
-//
-// cl_tent
-//
-void CL_InitTEnts (void);
-
//
// cl_part
//