Rewrote FTE's NQ-compatable networking code. The nqnet functions have gone, as we support both udp and ipx through the qw code.
cl_netfps has also had some work. Added polling of http-based master servers (gameaholic). Lots of darkplaces compatability things added, for nexuiz. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1054 fc73d0e0-1445-4013-8a0c-d673dee63da5
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81 changed files with 2268 additions and 6880 deletions
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@ -284,9 +284,13 @@ typedef struct
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{
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// connection information
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cactive_t state;
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#ifdef Q2CLIENT
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qboolean q2server;
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#endif
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enum {
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CP_UNKNOWN,
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CP_QUAKEWORLD,
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CP_NETQUAKE,
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CP_QUAKE2
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} protocol;
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qboolean resendinfo;
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@ -362,7 +366,6 @@ typedef struct
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#endif
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unsigned long z_ext;
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#ifdef NQPROT
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struct qsocket_s *netcon;
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int signon;
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#endif
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translation_t language;
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@ -402,6 +405,7 @@ typedef struct
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float gamespeed;
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qboolean csqcdebug;
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qboolean allowsendpacket;
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char serverinfo[MAX_SERVERINFO_STRING];
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@ -448,6 +452,8 @@ typedef struct
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// is rendering at. allways <= realtime
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float gametime;
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float gametimemark;
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float oldgametime; //used as the old time to lerp cl.time from.
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//if it's 0, cl.time will casually increase.
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vec3_t simorg[MAX_SPLITS];
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vec3_t simvel[MAX_SPLITS];
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@ -664,7 +670,7 @@ void CL_ClampPitch (int pnum);
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int CL_ReadFromServer (void);
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void CL_WriteToServer (usercmd_t *cmd);
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void CL_BaseMove (usercmd_t *cmd, int pnum);
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void CL_BaseMove (usercmd_t *cmd, int pnum, float extra, float wantfps);
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float CL_KeyState (kbutton_t *key, int pnum);
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