diff --git a/code/qcommon/common.cpp b/code/qcommon/common.cpp index 555558c..7540d34 100644 --- a/code/qcommon/common.cpp +++ b/code/qcommon/common.cpp @@ -257,7 +257,6 @@ void QDECL Com_ErrorExt( int code, int module, qbool realError, PRINTF_FORMAT_ST if ( code == ERR_DROP_NDP ) { #if !defined(DEDICATED) - void CL_NDP_HandleError(); CL_NDP_HandleError(); #endif code = ERR_DROP; @@ -1480,12 +1479,6 @@ qbool Hunk_CheckMark() void Hunk_Clear() { -#ifndef DEDICATED - extern void CL_ShutdownCGame(); - extern void CL_ShutdownUI(); -#endif - extern void SV_ShutdownGameProgs(); - #ifndef DEDICATED CL_ShutdownCGame(); CL_ShutdownUI(); @@ -2516,7 +2509,6 @@ void Com_Frame( qbool demoPlayback ) { if ( setjmp(abortframe) ) { #ifndef DEDICATED - void CL_AbortFrame(); CL_AbortFrame(); #endif return; // an ERR_DROP was thrown @@ -2598,8 +2590,6 @@ void Com_Frame( qbool demoPlayback ) // client system // if ( !com_dedicated->integer ) { - // @TODO: - void R_WaitBeforeInputSampling(); R_WaitBeforeInputSampling(); // diff --git a/code/qcommon/qcommon.h b/code/qcommon/qcommon.h index b1e9c65..173b0d2 100644 --- a/code/qcommon/qcommon.h +++ b/code/qcommon/qcommon.h @@ -1049,13 +1049,18 @@ void CL_PacketEvent( netadr_t from, msg_t *msg ); void CL_ConsolePrint( const char* s ); +void CL_AbortFrame(); + +void CL_ShutdownCGame(); +void CL_ShutdownUI(); + void CL_MapLoading( void ); // do a screen update before starting to load a map // when the server is going to load a new map, the entire hunk // will be cleared, so the client must shutdown cgame, ui, and // the renderer -void CL_ForwardCommandToServer( const char *string ); +void CL_ForwardCommandToServer( const char *string ); // adds the current command line as a clc_clientCommand to the client message. // things like godmode, noclip, etc, are commands directed to the server, // so when they are typed in at the console, they will need to be forwarded. @@ -1089,6 +1094,9 @@ void CL_DisableFramerateLimiter(); void CL_SetMenuData( qboolean typeOnly ); // sets GUI data for CVars registered by ui.qvm and cgame.qvm +void CL_NDP_HandleError(); +// the new demo player's own error handler + void Key_KeyNameCompletion( void (*callback)(const char *s) ); // for /bind and /unbind auto-completion @@ -1098,6 +1106,9 @@ void Key_WriteBindings( fileHandle_t f ); void S_ClearSoundBuffer( void ); // call before filesystem access +void R_WaitBeforeInputSampling(); +// delays input sampling when V-Sync is enabled to reduce input latency + // // server interface @@ -1108,6 +1119,7 @@ void SV_Frame( int msec ); int SV_FrameSleepMS(); // the number of milli-seconds Com_Frame should sleep void SV_PacketEvent( const netadr_t& from, msg_t* msg ); qbool SV_GameCommand(); +void SV_ShutdownGameProgs(); //