qboolean loadgame; // handle connections specially
double time;
+
+ double frametime;
int lastcheck; // used by PF_checkclient
double lastchecktime;
qboolean active; // false = client is free
qboolean spawned; // false = don't send datagrams
qboolean dropasap; // has been told to go to another level
- qboolean privileged; // can execute any host command
qboolean sendsignon; // only valid before spawned
double last_message; // reliable messages must be sent
float ping_times[NUM_PING_TIMES];
int num_pings; // ping_times[num_pings%NUM_PING_TIMES]
+ float ping; // LordHavoc: can be used for prediction or whatever...
+ float latency; // LordHavoc: specifically used for prediction, accounts for sys_ticrate too
// spawn parms are carried from level to level
float spawn_parms[NUM_SPAWN_PARMS];
// client known data for deltas
int old_frags;
+ int pmodel;
+
+ // delta compression state
+ float nextfullupdate[MAX_EDICTS];
} client_t;
void SV_Init (void);
void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
-void SV_StartSound (edict_t *entity, int channel, char *sample, int volume,
- float attenuation);
+void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
+void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, float attenuation);
void SV_DropClient (qboolean crash);