2001-12-22 04:27:19 +00:00
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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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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// client.h -- primary header for client
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//define PARANOID // speed sapping error checking
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#include <math.h>
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#include <string.h>
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#include <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "ref.h"
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#include "vid.h"
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#include "screen.h"
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#include "sound.h"
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#include "input.h"
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#include "keys.h"
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#include "console.h"
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#include "cdaudio.h"
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//=============================================================================
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typedef struct
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{
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qboolean valid; // cleared if delta parsing was invalid
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int serverframe;
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int servertime; // server time the message is valid for (in msec)
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int deltaframe;
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byte areabits[MAX_MAP_AREAS/8]; // portalarea visibility bits
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player_state_t playerstate;
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int num_entities;
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int parse_entities; // non-masked index into cl_parse_entities array
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} frame_t;
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typedef struct
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{
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entity_state_t baseline; // delta from this if not from a previous frame
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entity_state_t current;
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entity_state_t prev; // will always be valid, but might just be a copy of current
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int serverframe; // if not current, this ent isn't in the frame
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int trailcount; // for diminishing grenade trails
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vec3_t lerp_origin; // for trails (variable hz)
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int fly_stoptime;
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} centity_t;
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#define MAX_CLIENTWEAPONMODELS 20 // PGM -- upped from 16 to fit the chainfist vwep
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typedef struct
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{
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char name[MAX_QPATH];
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char cinfo[MAX_QPATH];
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struct image_s *skin;
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struct image_s *icon;
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char iconname[MAX_QPATH];
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struct model_s *model;
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struct model_s *weaponmodel[MAX_CLIENTWEAPONMODELS];
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} clientinfo_t;
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extern char cl_weaponmodels[MAX_CLIENTWEAPONMODELS][MAX_QPATH];
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extern int num_cl_weaponmodels;
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#define CMD_BACKUP 64 // allow a lot of command backups for very fast systems
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//
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// the client_state_t structure is wiped completely at every
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// server map change
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//
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typedef struct
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{
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int timeoutcount;
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int timedemo_frames;
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int timedemo_start;
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qboolean refresh_prepped; // false if on new level or new ref dll
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qboolean sound_prepped; // ambient sounds can start
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qboolean force_refdef; // vid has changed, so we can't use a paused refdef
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int parse_entities; // index (not anded off) into cl_parse_entities[]
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usercmd_t cmd;
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usercmd_t cmds[CMD_BACKUP]; // each mesage will send several old cmds
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int cmd_time[CMD_BACKUP]; // time sent, for calculating pings
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short predicted_origins[CMD_BACKUP][3]; // for debug comparing against server
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float predicted_step; // for stair up smoothing
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unsigned predicted_step_time;
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vec3_t predicted_origin; // generated by CL_PredictMovement
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vec3_t predicted_angles;
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vec3_t prediction_error;
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frame_t frame; // received from server
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int surpressCount; // number of messages rate supressed
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frame_t frames[UPDATE_BACKUP];
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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. It is cleared to 0 upon entering each level.
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// the server sends a delta each frame which is added to the locally
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// tracked view angles to account for standing on rotating objects,
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// and teleport direction changes
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vec3_t viewangles;
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int time; // this is the time value that the client
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// is rendering at. always <= cls.realtime
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float lerpfrac; // between oldframe and frame
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refdef_t refdef;
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vec3_t v_forward, v_right, v_up; // set when refdef.angles is set
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//
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// transient data from server
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//
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char layout[1024]; // general 2D overlay
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int inventory[MAX_ITEMS];
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//
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// non-gameserver infornamtion
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// FIXME: move this cinematic stuff into the cin_t structure
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2002-01-03 20:09:12 +00:00
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QFile *cinematic_file;
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2001-12-22 04:27:19 +00:00
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int cinematictime; // cls.realtime for first cinematic frame
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int cinematicframe;
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char cinematicpalette[768];
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qboolean cinematicpalette_active;
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//
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// server state information
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//
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qboolean attractloop; // running the attract loop, any key will menu
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int servercount; // server identification for prespawns
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char gamedir[MAX_QPATH];
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int playernum;
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char configstrings[MAX_CONFIGSTRINGS][MAX_QPATH];
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//
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// locally derived information from server state
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//
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struct model_s *model_draw[MAX_MODELS];
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struct cmodel_s *model_clip[MAX_MODELS];
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struct sfx_s *sound_precache[MAX_SOUNDS];
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struct image_s *image_precache[MAX_IMAGES];
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clientinfo_t clientinfo[MAX_CLIENTS];
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clientinfo_t baseclientinfo;
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} client_state_t;
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extern client_state_t cl;
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/*
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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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*/
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typedef enum {
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ca_uninitialized,
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ca_disconnected, // not talking to a server
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ca_connecting, // sending request packets to the server
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ca_connected, // netchan_t established, waiting for svc_serverdata
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ca_active // game views should be displayed
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} connstate_t;
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typedef enum {
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dl_none,
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dl_model,
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dl_sound,
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dl_skin,
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dl_single
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} dltype_t; // download type
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typedef enum {key_game, key_console, key_message, key_menu} keydest_t;
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typedef struct
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{
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connstate_t state;
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keydest_t key_dest;
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int framecount;
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int realtime; // always increasing, no clamping, etc
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float frametime; // seconds since last frame
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// screen rendering information
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float disable_screen; // showing loading plaque between levels
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// or changing rendering dlls
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// if time gets > 30 seconds ahead, break it
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int disable_servercount; // when we receive a frame and cl.servercount
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// > cls.disable_servercount, clear disable_screen
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// connection information
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char servername[MAX_OSPATH]; // name of server from original connect
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float connect_time; // for connection retransmits
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int quakePort; // a 16 bit value that allows quake servers
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// to work around address translating routers
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netchan_t netchan;
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int serverProtocol; // in case we are doing some kind of version hack
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int challenge; // from the server to use for connecting
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2002-01-03 20:09:12 +00:00
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QFile *download; // file transfer from server
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2001-12-22 04:27:19 +00:00
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char downloadtempname[MAX_OSPATH];
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char downloadname[MAX_OSPATH];
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int downloadnumber;
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dltype_t downloadtype;
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int downloadpercent;
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// demo recording info must be here, so it isn't cleared on level change
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qboolean demorecording;
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qboolean demowaiting; // don't record until a non-delta message is received
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2002-01-03 20:09:12 +00:00
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QFile *demofile;
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2001-12-22 04:27:19 +00:00
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} client_static_t;
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extern client_static_t cls;
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//=============================================================================
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//
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// cvars
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//
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extern cvar_t *cl_stereo_separation;
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extern cvar_t *cl_stereo;
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extern cvar_t *cl_gun;
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extern cvar_t *cl_add_blend;
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extern cvar_t *cl_add_lights;
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extern cvar_t *cl_add_particles;
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extern cvar_t *cl_add_entities;
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extern cvar_t *cl_predict;
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extern cvar_t *cl_footsteps;
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extern cvar_t *cl_noskins;
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extern cvar_t *cl_autoskins;
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extern cvar_t *cl_upspeed;
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extern cvar_t *cl_forwardspeed;
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extern cvar_t *cl_sidespeed;
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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_run;
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extern cvar_t *cl_anglespeedkey;
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extern cvar_t *cl_shownet;
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extern cvar_t *cl_showmiss;
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extern cvar_t *cl_showclamp;
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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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extern cvar_t *freelook;
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extern cvar_t *cl_lightlevel; // FIXME HACK
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extern cvar_t *cl_paused;
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extern cvar_t *cl_timedemo;
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extern cvar_t *cl_vwep;
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typedef struct
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{
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int key; // so entities can reuse same entry
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vec3_t color;
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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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} cdlight_t;
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extern centity_t cl_entities[MAX_EDICTS];
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extern cdlight_t cl_dlights[MAX_DLIGHTS];
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// the cl_parse_entities must be large enough to hold UPDATE_BACKUP frames of
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// entities, so that when a delta compressed message arives from the server
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// it can be un-deltad from the original
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#define MAX_PARSE_ENTITIES 1024
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extern entity_state_t cl_parse_entities[MAX_PARSE_ENTITIES];
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//=============================================================================
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extern netadr_t net_from;
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extern sizebuf_t net_message;
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void DrawString (int x, int y, char *s);
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void DrawAltString (int x, int y, char *s); // toggle high bit
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qboolean CL_CheckOrDownloadFile (char *filename);
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void CL_AddNetgraph (void);
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//ROGUE
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typedef struct cl_sustain
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{
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int id;
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int type;
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int endtime;
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int nextthink;
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int thinkinterval;
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vec3_t org;
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vec3_t dir;
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int color;
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int count;
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int magnitude;
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void (*think)(struct cl_sustain *self);
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} cl_sustain_t;
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#define MAX_SUSTAINS 32
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void CL_ParticleSteamEffect2(cl_sustain_t *self);
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void CL_TeleporterParticles (entity_state_t *ent);
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void CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count);
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void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count);
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// RAFAEL
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void CL_ParticleEffect3 (vec3_t org, vec3_t dir, int color, int count);
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//=================================================
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// ========
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// PGM
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typedef struct particle_s
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{
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struct particle_s *next;
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float time;
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vec3_t org;
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vec3_t vel;
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vec3_t accel;
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float color;
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float colorvel;
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float alpha;
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float alphavel;
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} cparticle_t;
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#define PARTICLE_GRAVITY 40
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#define BLASTER_PARTICLE_COLOR 0xe0
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// PMM
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#define INSTANT_PARTICLE -10000.0
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// PGM
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// ========
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void CL_ClearEffects (void);
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void CL_ClearTEnts (void);
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void CL_BlasterTrail (vec3_t start, vec3_t end);
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void CL_QuadTrail (vec3_t start, vec3_t end);
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void CL_RailTrail (vec3_t start, vec3_t end);
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void CL_BubbleTrail (vec3_t start, vec3_t end);
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void CL_FlagTrail (vec3_t start, vec3_t end, float color);
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// RAFAEL
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void CL_IonripperTrail (vec3_t start, vec3_t end);
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// ========
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// PGM
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void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color);
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void CL_BlasterTrail2 (vec3_t start, vec3_t end);
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void CL_DebugTrail (vec3_t start, vec3_t end);
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void CL_SmokeTrail (vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing);
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void CL_Flashlight (int ent, vec3_t pos);
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void CL_ForceWall (vec3_t start, vec3_t end, int color);
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void CL_FlameEffects (centity_t *ent, vec3_t origin);
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void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel);
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void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist);
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void CL_Heatbeam (vec3_t start, vec3_t end);
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void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude);
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void CL_TrackerTrail (vec3_t start, vec3_t end, int particleColor);
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void CL_Tracker_Explode(vec3_t origin);
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void CL_TagTrail (vec3_t start, vec3_t end, float color);
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void CL_ColorFlash (vec3_t pos, int ent, int intensity, float r, float g, float b);
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void CL_Tracker_Shell(vec3_t origin);
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void CL_MonsterPlasma_Shell(vec3_t origin);
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void CL_ColorExplosionParticles (vec3_t org, int color, int run);
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void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude);
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void CL_Widowbeamout (cl_sustain_t *self);
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void CL_Nukeblast (cl_sustain_t *self);
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void CL_WidowSplash (vec3_t org);
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// PGM
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// ========
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int CL_ParseEntityBits (unsigned *bits);
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void CL_ParseDelta (entity_state_t *from, entity_state_t *to, int number, int bits);
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void CL_ParseFrame (void);
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void CL_ParseTEnt (void);
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void CL_ParseConfigString (void);
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void CL_ParseMuzzleFlash (void);
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void CL_ParseMuzzleFlash2 (void);
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void SmokeAndFlash(vec3_t origin);
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void CL_SetLightstyle (int i);
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void CL_RunParticles (void);
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void CL_RunDLights (void);
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void CL_RunLightStyles (void);
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void CL_AddEntities (void);
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void CL_AddDLights (void);
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void CL_AddTEnts (void);
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void CL_AddLightStyles (void);
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//=================================================
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void CL_PrepRefresh (void);
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void CL_RegisterSounds (void);
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void CL_Quit_f (void);
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void IN_Accumulate (void);
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void CL_ParseLayout (void);
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//
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// cl_main
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//
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extern refexport_t re; // interface to refresh .dll
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void CL_Init (void);
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void CL_FixUpGender(void);
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void CL_Disconnect (void);
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void CL_Disconnect_f (void);
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void CL_GetChallengePacket (void);
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void CL_PingServers_f (void);
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void CL_Snd_Restart_f (void);
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void CL_RequestNextDownload (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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unsigned downtime; // msec timestamp
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unsigned msec; // msec down this frame
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int 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 (usercmd_t *cmd);
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void CL_ClearState (void);
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void CL_ReadPackets (void);
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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);
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void IN_CenterView (void);
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float CL_KeyState (kbutton_t *key);
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char *Key_KeynumToString (int keynum);
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//
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// cl_demo.c
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//
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void CL_WriteDemoMessage (void);
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void CL_Stop_f (void);
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void CL_Record_f (void);
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//
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// cl_parse.c
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//
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extern char *svc_strings[256];
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void CL_ParseServerMessage (void);
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void CL_LoadClientinfo (clientinfo_t *ci, char *s);
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void SHOWNET(char *s);
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void CL_ParseClientinfo (int player);
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void CL_Download_f (void);
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//
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// cl_view.c
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//
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extern int gun_frame;
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extern struct model_s *gun_model;
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void V_Init (void);
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void V_RenderView( float stereo_separation );
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void V_AddEntity (entity_t *ent);
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void V_AddParticle (vec3_t org, int color, float alpha);
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void V_AddLight (vec3_t org, float intensity, float r, float g, float b);
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void V_AddLightStyle (int style, float r, float g, float b);
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//
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// cl_tent.c
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//
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void CL_RegisterTEntSounds (void);
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void CL_RegisterTEntModels (void);
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void CL_SmokeAndFlash(vec3_t origin);
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//
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// cl_pred.c
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//
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void CL_InitPrediction (void);
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void CL_PredictMove (void);
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void CL_CheckPredictionError (void);
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//
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// cl_fx.c
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//
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cdlight_t *CL_AllocDlight (int key);
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void CL_BigTeleportParticles (vec3_t org);
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void CL_RocketTrail (vec3_t start, vec3_t end, centity_t *old);
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void CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags);
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void CL_FlyEffect (centity_t *ent, vec3_t origin);
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void CL_BfgParticles (entity_t *ent);
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void CL_AddParticles (void);
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void CL_EntityEvent (entity_state_t *ent);
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// RAFAEL
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void CL_TrapParticles (entity_t *ent);
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//
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// menus
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//
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void M_Init (void);
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void M_Keydown (int key);
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void M_Draw (void);
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void M_Menu_Main_f (void);
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void M_ForceMenuOff (void);
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void M_AddToServerList (netadr_t adr, char *info);
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//
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|
|
// cl_inv.c
|
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//
|
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|
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void CL_ParseInventory (void);
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void CL_KeyInventory (int key);
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void CL_DrawInventory (void);
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//
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|
|
// cl_pred.c
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//
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void CL_PredictMovement (void);
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#if id386
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void x86_TimerStart( void );
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void x86_TimerStop( void );
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void x86_TimerInit( unsigned long smallest, unsigned longest );
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|
unsigned long *x86_TimerGetHistogram( void );
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#endif
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