moved a bunch of function declarations to qcommon.h

This commit is contained in:
myT 2023-11-11 18:41:50 +01:00
parent 7ad28bf32f
commit 37377591a0
2 changed files with 13 additions and 11 deletions

View file

@ -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();
//

View file

@ -1049,6 +1049,11 @@ 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
@ -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();
//