// handle connections specially
qboolean loadgame;
+ // one of the PROTOCOL_ values
+ int protocol;
+ // this disables extensions when using PROTOCOL_QUAKE
+ qboolean netquakecompatible;
+
+ // used for running multiple steps in one frame, etc
+ double timer;
+
double time;
double frametime;
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;
char name[64], old_name[64];
int colors, old_colors;
int frags, old_frags;
- // other properties not sent across the network
- int pmodel;
// visibility state
float visibletime[MAX_EDICTS];
// prevent animated names
float nametime;
-#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
+ 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 jmp_buf host_abortserver;
-extern edict_t *sv_player;
-
//===========================================================
void SV_Init (void);
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_ConnectClient (int clientnum, netconn_t *netconnection);
void SV_DropClient (qboolean crash);
void SV_SendClientMessages (void);
void SV_Physics (void);
+qboolean SV_PlayerCheckGround (edict_t *ent);
qboolean SV_CheckBottom (edict_t *ent);
qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);