qboolean loadgame; // handle connections specially
double time;
+
+ double frametime;
int lastcheck; // used by PF_checkclient
double lastchecktime;
//============================================================================
-extern cvar_t teamplay;
-extern cvar_t skill;
-extern cvar_t deathmatch;
-extern cvar_t coop;
-extern cvar_t fraglimit;
-extern cvar_t timelimit;
-
-extern server_static_t svs; // persistant server info
-extern server_t sv; // local server
-
-extern client_t *host_client;
-
-extern jmp_buf host_abortserver;
-
-extern double host_time;
-
-extern edict_t *sv_player;
+extern cvar_t teamplay;
+extern cvar_t skill;
+extern cvar_t deathmatch;
+extern cvar_t coop;
+extern cvar_t fraglimit;
+extern cvar_t timelimit;
+extern cvar_t pausable;
+extern cvar_t sv_deltacompress;
+extern cvar_t sv_maxvelocity;
+extern cvar_t sv_gravity;
+extern cvar_t sv_nostep;
+extern cvar_t sv_friction;
+extern cvar_t sv_edgefriction;
+extern cvar_t sv_stopspeed;
+extern cvar_t sv_maxspeed;
+extern cvar_t sv_accelerate;
+extern cvar_t sv_idealpitchscale;
+extern cvar_t sv_aim;
+extern cvar_t sv_predict;
+
+extern server_static_t svs; // persistant server info
+extern server_t sv; // local server
+
+extern client_t *host_client;
+
+extern jmp_buf host_abortserver;
+
+extern edict_t *sv_player;
//===========================================================
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);
void SV_CheckForNewClients (void);
void SV_RunClients (void);
-void SV_SaveSpawnparms ();
+void SV_SaveSpawnparms (void);
void SV_SpawnServer (char *server);