// handle connections specially
qboolean loadgame;
+ // one of the PROTOCOL_ values
+ protocolversion_t protocol;
+
+ // used for running multiple steps in one frame, etc
+ double timer;
+
double time;
double frametime;
char modelname[64];
struct model_s *worldmodel;
// NULL terminated
- char *model_precache[MAX_MODELS];
+ // LordHavoc: precaches are now MAX_QPATH rather than a pointer
+ // updated by SV_ModelIndex
+ char model_precache[MAX_MODELS][MAX_QPATH];
struct model_s *models[MAX_MODELS];
// NULL terminated
- char *sound_precache[MAX_SOUNDS];
- char *lightstyles[MAX_LIGHTSTYLES];
- int num_edicts;
- int max_edicts;
- // small edict_t structures which just contain pointers
- // (allocated at server startup only)
- edict_t *edicts;
- // engine private edict information
- // (dynamically resized - always access through edict_t!)
- edict_engineprivate_t *edictsengineprivate;
- // QuakeC fields array
- // (dynamically resized - always access through edict_t!)
- void *edictsfields;
+ // 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][64];
// PushMove sometimes has to move entities back from a failed move
// (dynamically resized)
- edict_t **moved_edicts;
+ prvm_edict_t **moved_edicts;
// some actions are only valid during load
server_state_t state;
{
// false = empty client slot
qboolean active;
+ // false = don't do ClientDisconnect on drop
+ qboolean clientconnectcalled;
// false = don't send datagrams
qboolean spawned;
// has been told to go to another level
qboolean dropasap;
// only valid before spawned
qboolean sendsignon;
- // remove this client immediately
- qboolean deadsocket;
- // index of this client in the svs.clients array
- int number;
+
+ // requested rate in bytes per second
+ int rate;
+
+ // realtime this client connected
+ double connecttime;
// reliable messages must be sent periodically
double last_message;
// communications handle
netconn_t *netconnection;
+ int movesequence;
// movement
usercmd_t cmd;
// intended motion calced from cmd
// can be added to at any time, copied and clear once per frame
sizebuf_t message;
qbyte msgbuf[NET_MAXMESSAGE];
- // EDICT_NUM(clientnum+1)
- edict_t *edict;
+ // PRVM_EDICT_NUM(clientnum+1)
+ prvm_edict_t *edict;
float ping_times[NUM_PING_TIMES];
// ping_times[num_pings%NUM_PING_TIMES]
char name[64], old_name[64];
int colors, old_colors;
int frags, old_frags;
- // other properties not sent across the network
- int pmodel;
+ char playermodel[MAX_QPATH], old_model[MAX_QPATH];
+ char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
// 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;
+
+ // latest received clc_ackframe (used to detect packet loss)
+ int latestframenum;
+
+ 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 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;
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_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 (prvm_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);
void SV_SendClientMessages (void);
void SV_ReadClientMessage(void);
-int SV_ModelIndex (const char *name);
+// precachemode values:
+// 0 = fail if not precached,
+// 1 = warn if not found and precache if possible
+// 2 = precache
+int SV_ModelIndex(const char *s, int precachemode);
+int SV_SoundIndex(const char *s, int precachemode);
void SV_SetIdealPitch (void);
void SV_Physics (void);
-qboolean SV_CheckBottom (edict_t *ent);
-qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);
+qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
+qboolean SV_CheckBottom (prvm_edict_t *ent);
+qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink);
-void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg);
+void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
void SV_MoveToGoal (void);
-void SV_RunClients (void);
+void SV_ApplyClientMove (void);
void SV_SaveSpawnparms (void);
void SV_SpawnServer (const char *server);
-void SV_CheckVelocity (edict_t *ent);
+void SV_CheckVelocity (prvm_edict_t *ent);
+
+void SV_SetupVM(void);
+
+void SV_VM_Begin(void);
+void SV_VM_End(void);
#endif