mirror of
https://github.com/nzp-team/quakespasm.git
synced 2024-11-22 03:41:07 +00:00
395 lines
9.9 KiB
C
395 lines
9.9 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2010-2014 QuakeSpasm developers
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef _CLIENT_H_
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#define _CLIENT_H_
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// client.h
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typedef struct
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{
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int length;
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char map[MAX_STYLESTRING];
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char average; //johnfitz
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char peak; //johnfitz
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} lightstyle_t;
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typedef struct
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{
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char name[MAX_SCOREBOARDNAME];
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float entertime;
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int points;
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int maxpoints;
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int kills;
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int headshots;
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} scoreboard_t;
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typedef struct
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{
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int destcolor[3];
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int percent; // 0-256
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} cshift_t;
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typedef enum
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{
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lt_default, lt_muzzleflash, lt_explosion, lt_rocket,
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lt_red, lt_blue, lt_redblue, lt_green, NUM_DLIGHTTYPES,
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lt_explosion2, lt_explosion3, lt_rayred, lt_raygreen
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} dlighttype_t;
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#define CSHIFT_CONTENTS 0
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#define CSHIFT_DAMAGE 1
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#define CSHIFT_BONUS 2
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#define CSHIFT_POWERUP 3
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#define NUM_CSHIFTS 4
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#define NAME_LENGTH 64
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//
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// client_state_t should hold all pieces of the client state
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//
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#define SIGNONS 4 // signon messages to receive before connected
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#define MAX_DLIGHTS 64 //johnfitz -- was 32
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typedef struct
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{
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vec3_t origin;
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float radius;
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float die; // stop lighting after this time
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float decay; // drop this each second
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float minlight; // don't add when contributing less
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int key;
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vec3_t color; //johnfitz -- lit support via lordhavoc
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int type; // color
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} dlight_t;
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#define MAX_BEAMS 32 //johnfitz -- was 24
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typedef struct
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{
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int entity;
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struct qmodel_s *model;
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float endtime;
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vec3_t start, end;
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} beam_t;
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#define MAX_MAPSTRING 2048
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#define MAX_DEMOS 8
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#define MAX_DEMONAME 16
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typedef enum {
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ca_dedicated, // a dedicated server with no ability to start a client
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ca_disconnected, // full screen console with no connection
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ca_connected // valid netcon, talking to a server
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} cactive_t;
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//
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// the client_static_t structure is persistant through an arbitrary number
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// of server connections
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//
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typedef struct
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{
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cactive_t state;
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// personalization data sent to server
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char spawnparms[MAX_MAPSTRING]; // to restart a level
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// demo loop control
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int demonum; // -1 = don't play demos
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char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing
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// demo recording info must be here, because record is started before
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// entering a map (and clearing client_state_t)
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qboolean demorecording;
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qboolean demoplayback;
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// did the user pause demo playback? (separate from cl.paused because we don't
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// want a svc_setpause inside the demo to actually pause demo playback).
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qboolean demopaused;
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qboolean timedemo;
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int forcetrack; // -1 = use normal cd track
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FILE *demofile;
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int td_lastframe; // to meter out one message a frame
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int td_startframe; // host_framecount at start
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float td_starttime; // realtime at second frame of timedemo
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// connection information
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int signon; // 0 to SIGNONS
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struct qsocket_s *netcon;
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sizebuf_t message; // writing buffer to send to server
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} client_static_t;
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extern client_static_t cls;
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//
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// the client_state_t structure is wiped completely at every
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// server signon
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//
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typedef struct
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{
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int movemessages; // since connecting to this server
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// throw out the first couple, so the player
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// doesn't accidentally do something the
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// first frame
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usercmd_t cmd; // last command sent to the server
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// information for local display
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int stats[MAX_CL_STATS]; // health, etc
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int perks; // Perk icons.
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int progress_bar; // Perk icons.
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int items; // inventory bit flags
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float maxspeed; // Player's maximum allowed speed.
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int facingenemy; // Returns 1 if the player is facing an enemy
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float item_gettime[32]; // cl.time of aquiring item, for blinking
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float faceanimtime; // use anim frame if cl.time < this
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cshift_t cshifts[NUM_CSHIFTS]; // color shifts for damage, powerups
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cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
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// the client maintains its own idea of view angles, which are
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// sent to the server each frame. The server sets punchangle when
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// the view is temporarliy offset, and an angle reset commands at the start
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// of each level and after teleporting.
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vec3_t mviewangles[2]; // during demo playback viewangles is lerped
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// between these
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vec3_t viewangles;
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vec3_t mvelocity[2]; // update by server, used for lean+bob
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// (0 is newest)
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vec3_t velocity; // lerped between mvelocity[0] and [1]
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vec3_t punchangle; // temporary offset
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vec3_t gun_kick;
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vec3_t ads_offset; // Value to position a weapon for ADS
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vec3_t flash_offset; // Value to position the muzzleflash for a weapon
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int flash_size; // Size of muzzleflash
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// pitch drifting vars
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float idealpitch;
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float pitchvel;
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qboolean nodrift;
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float driftmove;
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double laststop;
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float viewheight;
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float crouch; // local amount for smoothing stepups
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qboolean paused; // send over by server
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qboolean onground;
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qboolean inwater;
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int intermission; // don't change view angle, full screen, etc
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int completed_time; // latched at intermission start
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double mtime[2]; // the timestamp of last two messages
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double time; // clients view of time, should be between
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// servertime and oldservertime to generate
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// a lerp point for other data
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double oldtime; // previous cl.time, time-oldtime is used
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// to decay light values and smooth step ups
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float last_received_message; // (realtime) for net trouble icon
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//
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// information that is static for the entire time connected to a server
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//
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struct qmodel_s *model_precache[MAX_MODELS];
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struct sfx_s *sound_precache[MAX_SOUNDS];
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char weaponname[32]; // name of the currently held weapon
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char touchname[32]; // name of the weapon/other string we're touching.
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char mapname[128];
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char levelname[128]; // for display on solo scoreboard //johnfitz -- was 40.
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int viewentity; // cl_entitites[cl.viewentity] = player
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int maxclients;
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int gametype;
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// refresh related state
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struct qmodel_s *worldmodel; // cl_entitites[0].model
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struct efrag_s *free_efrags;
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int num_efrags;
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int num_entities; // held in cl_entities array
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int num_statics; // held in cl_staticentities array
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entity_t viewent; // the gun model
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entity_t viewent2; // the second gun model
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int cdtrack, looptrack; // cd audio
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// frag scoreboard
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scoreboard_t *scores; // [cl.maxclients]
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unsigned protocol; //johnfitz
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unsigned protocolflags;
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} client_state_t;
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//
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// cvars
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//
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extern cvar_t cl_name;
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extern cvar_t cl_color;
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extern cvar_t cl_upspeed;
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extern cvar_t cl_movespeedkey;
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extern cvar_t cl_yawspeed;
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extern cvar_t cl_pitchspeed;
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extern cvar_t cl_anglespeedkey;
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extern cvar_t cl_alwaysrun; // QuakeSpasm
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extern cvar_t cl_autofire;
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extern cvar_t cl_shownet;
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extern cvar_t cl_nolerp;
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extern cvar_t cfg_unbindall;
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extern cvar_t cl_pitchdriftspeed;
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extern cvar_t lookspring;
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extern cvar_t lookstrafe;
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extern cvar_t sensitivity;
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extern cvar_t m_pitch;
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extern cvar_t m_yaw;
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extern cvar_t m_forward;
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extern cvar_t m_side;
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#define MAX_TEMP_ENTITIES 256 //johnfitz -- was 64
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#define MAX_STATIC_ENTITIES 4096 //ericw -- was 512 //johnfitz -- was 128
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#define MAX_VISEDICTS 4096 // larger, now we support BSP2
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extern client_state_t cl;
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// FIXME, allocate dynamically
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extern entity_t cl_static_entities[MAX_STATIC_ENTITIES];
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extern lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
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extern dlight_t cl_dlights[MAX_DLIGHTS];
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extern entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
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extern beam_t cl_beams[MAX_BEAMS];
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extern entity_t *cl_visedicts[MAX_VISEDICTS];
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extern int cl_numvisedicts;
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extern entity_t *cl_entities; //johnfitz -- was a static array, now on hunk
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extern int cl_max_edicts; //johnfitz -- only changes when new map loads
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//=============================================================================
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//
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// cl_main
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//
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dlight_t *CL_AllocDlight (int key);
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void CL_DecayLights (void);
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void CL_Init (void);
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void CL_EstablishConnection (const char *host);
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void CL_Signon1 (void);
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void CL_Signon2 (void);
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void CL_Signon3 (void);
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void CL_Signon4 (void);
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void CL_Disconnect (void);
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void CL_Disconnect_f (void);
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void CL_NextDemo (void);
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//
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// cl_input
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//
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typedef struct
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{
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int down[2]; // key nums holding it down
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int state; // low bit is down state
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} kbutton_t;
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extern kbutton_t in_mlook, in_klook;
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extern kbutton_t in_strafe;
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extern kbutton_t in_speed;
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void CL_InitInput (void);
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void CL_SendCmd (void);
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void CL_SendMove (const usercmd_t *cmd);
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int CL_ReadFromServer (void);
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void CL_BaseMove (usercmd_t *cmd);
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void CL_ParseTEnt (void);
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void CL_UpdateTEnts (void);
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void CL_ClearState (void);
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//
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// cl_demo.c
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//
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void CL_StopPlayback (void);
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int CL_GetMessage (void);
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void CL_Stop_f (void);
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void CL_Record_f (void);
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void CL_PlayDemo_f (void);
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void CL_TimeDemo_f (void);
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//
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// cl_parse.c
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//
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void CL_ParseServerMessage (void);
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void CL_NewTranslation (int slot);
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//
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// view
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//
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void V_StartPitchDrift (void);
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void V_StopPitchDrift (void);
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void V_RenderView (void);
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//void V_UpdatePalette (void); //johnfitz
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void V_Register (void);
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void V_ParseDamage (void);
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void V_SetContentsColor (int contents);
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//
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// cl_tent
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//
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void CL_InitTEnts (void);
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void CL_SignonReply (void);
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qboolean TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
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//
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// chase
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//
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extern cvar_t chase_active;
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void Chase_Init (void);
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void TraceLine (vec3_t start, vec3_t end, vec3_t impact);
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void Chase_UpdateForClient (void); //johnfitz
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void Chase_UpdateForDrawing (void); //johnfitz
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#endif /* _CLIENT_H_ */
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