quakeforge/nq/source/sv_ded.c

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/*
sv_ded.c
@description@
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
static __attribute__ ((used)) const char rcsid[] = "$Id$";
#include "QF/cdaudio.h"
#include "QF/cvar.h"
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#include "QF/plugin.h"
#include "QF/screen.h"
#include "host.h"
#include "server.h"
client_state_t cl;
client_static_t cls;
keydest_t key_dest = key_game;
cvar_t *cl_name;
cvar_t *cl_writecfg;
cvar_t *demo_speed;
cvar_t *chase_active;
int fps_count;
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int viewentity;
byte *vid_colormap;
vec3_t vpn, vright, vup;
qboolean r_active;
qboolean r_force_fullscreen;
double r_frametime;
qboolean r_inhibit_viewmodel;
vec3_t r_origin;
qboolean r_paused;
entity_t *r_view_model;
cvar_t *cl_rollangle;
cvar_t *cl_rollspeed;
void
CL_UpdateScreen (double realtime)
{
}
struct tex_s *
SCR_CaptureBGR (void)
{
return 0;
}
void
CL_Cmd_ForwardToServer (void)
{
}
void
CDAudio_Update (void)
{
}
void
CL_Disconnect (void)
{
}
void
CL_Disconnect_f (void)
{
}
void
CL_EstablishConnection (const char *host)
{
}
void
CL_Shutdown ()
{
}
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void
CL_Init (struct cbuf_s *cbuf)
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{
}
void
CL_InitCvars (void)
{
}
void
CL_NextDemo (void)
{
}
int
CL_ReadFromServer (void)
{
return 0;
}
void
CL_SendCmd (void)
{
}
void
CL_StopPlayback (void)
{
}
VISIBLE void
D_FlushCaches (void)
{
}
void
IN_ProcessEvents (void)
{
}
void
Key_WriteBindings (QFile *f)
{
}
void
R_DecayLights (double frametime)
{
}
void
S_Update (const vec3_t origin, const vec3_t v_forward, const vec3_t v_right,
const vec3_t v_up, const byte *ambient_sound_level)
{
}
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void
S_BlockSound (void)
{
}
void
S_UnblockSound (void)
{
}
plugin_t *console_client_PluginInfo (void);
plugin_t *
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console_client_PluginInfo (void)
{
return 0;
}