quakeforge/nq/source/sv_ded.c

306 lines
3.5 KiB
C

/*
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
*/
static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <stdio.h>
#include <stdarg.h>
#include "QF/cvar.h"
#include "QF/keys.h"
#include "QF/plugin.h"
#include "QF/sys.h"
#include "client.h"
#include "host.h"
client_state_t cl;
client_static_t cls;
keydest_t key_dest = key_game;
float scr_centertime_off;
cvar_t *cl_name;
cvar_t *cl_writecfg;
cvar_t *chase_active;
int fps_count;
int viewentity;
qboolean scr_disabled_for_loading;
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)
{
}
void
Cmd_ForwardToServer (void)
{
}
void
CDAudio_Init (void)
{
}
void
CDAudio_Shutdown (void)
{
}
void
CDAudio_Update (void)
{
}
void
CL_Disconnect (void)
{
}
void
CL_Disconnect_f (void)
{
}
void
CL_EstablishConnection (const char *host)
{
}
void
CL_Init (void)
{
}
void
CL_InitCvars (void)
{
cl_name = Cvar_Get ("_cl_name", "player", CVAR_ARCHIVE, NULL, "");
cl_writecfg = Cvar_Get ("cl_writecfg", "1", CVAR_NONE, NULL, "");
cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, NULL,
"How much your screen tilts when strafing");
cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, NULL,
"How quickly you straighten out after strafing");
}
void
CL_NextDemo (void)
{
}
int
CL_ReadFromServer (void)
{
return 0;
}
void
CL_SendCmd (void)
{
}
void
CL_SetState (cactive_t state)
{
}
void
CL_StopPlayback (void)
{
}
void
Chase_Init_Cvars (void)
{
chase_active = Cvar_Get ("chase_active", "0", CVAR_NONE, NULL, "None");
}
void
D_FlushCaches (void)
{
}
void
Draw_Init (void)
{
}
void
Host_Skin_Init (void)
{
}
void
Host_Skin_Init_Cvars (void)
{
}
void
IN_Commands (void)
{
}
void
IN_Init (void)
{
}
void
IN_Init_Cvars (void)
{
}
void
IN_SendKeyEvents (void)
{
}
void
IN_Shutdown (void)
{
}
void
Key_Init (void)
{
}
void
Key_Init_Cvars (void)
{
}
void
Key_WriteBindings (VFile *f)
{
}
void
R_DecayLights (double frametime)
{
}
void
R_Init (void)
{
}
void
R_Init_Cvars (void)
{
}
void
R_Particles_Init_Cvars (void)
{
}
void
SCR_Init (void)
{
}
void
S_Init (struct model_s **worldmodel, int *viewentity, double *host_frametime)
{
}
void
S_Init_Cvars (void)
{
}
void
S_Shutdown (void)
{
}
void
S_Update (const vec3_t origin, const vec3_t v_forward, const vec3_t v_right,
const vec3_t v_up)
{
}
void
Sbar_Init (void)
{
}
void
VID_Init (unsigned char *palette)
{
}
void
VID_Init_Cvars (void)
{
}
void
VID_Shutdown (void)
{
}
void
V_Init (void)
{
}
void
V_Init_Cvars (void)
{
}
QFPLUGIN plugin_t *
console_client_PluginInfo (void)
{
return 0;
}