// LordHavoc: precaches are now MAX_QPATH rather than a pointer
// updated by SV_SoundIndex
char sound_precache[MAX_SOUNDS][MAX_QPATH];
- char *lightstyles[MAX_LIGHTSTYLES];
+ char lightstyles[MAX_LIGHTSTYLES][64];
int num_edicts;
int max_edicts;
// small edict_t structures which just contain pointers
char name[64], old_name[64];
int colors, old_colors;
int frags, old_frags;
+ char playermodel[MAX_QPATH], old_model[MAX_QPATH];
+ char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
// visibility state
float visibletime[MAX_EDICTS];
extern cvar_t sv_gameplayfix_stepwhilejumping;
extern cvar_t sv_gameplayfix_swiminbmodels;
extern cvar_t sv_gameplayfix_setmodelrealbox;
+extern cvar_t sv_gameplayfix_blowupfallenzombies;
+extern cvar_t sv_gameplayfix_findradiusdistancetobox;
-extern mempool_t *sv_clients_mempool;
-extern mempool_t *sv_edicts_mempool;
+extern mempool_t *sv_mempool;
// persistant server info
extern server_static_t svs;
void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
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_StartSound (edict_t *entity, int channel, const char *sample, int volume, float attenuation);
void SV_ConnectClient (int clientnum, netconn_t *netconnection);
void SV_DropClient (qboolean crash);
// 0 = fail if not precached,
// 1 = warn if not found and precache if possible
// 2 = precache
-int SV_ModelIndex(char *s, int precachemode);
-int SV_SoundIndex(char *s, int precachemode);
+int SV_ModelIndex(const char *s, int precachemode);
+int SV_SoundIndex(const char *s, int precachemode);
void SV_SetIdealPitch (void);