448 lines
13 KiB
C
448 lines
13 KiB
C
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/*
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* $Header: /H2 Mission Pack/Server.h 6 2/27/98 11:53p Jweier $
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*/
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// server.h
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typedef struct
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{
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int maxclients;
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int maxclientslimit;
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struct client_s *clients; // [maxclients]
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int serverflags; // episode completion information
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qboolean changelevel_issued; // cleared when at SV_SpawnServer
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} server_static_t;
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//=============================================================================
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typedef enum {ss_loading, ss_active} server_state_t;
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typedef struct
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{
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qboolean active; // false if only a net client
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qboolean paused;
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qboolean loadgame; // handle connections specially
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double time;
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int lastcheck; // used by PF_checkclient
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double lastchecktime;
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char name[64]; // map name
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char midi_name[128]; // midi file name
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byte cd_track; // cd track number
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#ifdef QUAKE2RJ
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char startspot[64];
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#endif
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char modelname[64]; // maps/<name>.bsp, for model_precache[0]
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struct model_s *worldmodel;
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char *model_precache[MAX_MODELS]; // NULL terminated
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struct model_s *models[MAX_MODELS];
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char *sound_precache[MAX_SOUNDS]; // NULL terminated
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char *lightstyles[MAX_LIGHTSTYLES];
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struct EffectT Effects[MAX_EFFECTS];
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client_state2_t *states;
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int num_edicts;
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int max_edicts;
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edict_t *edicts; // can NOT be array indexed, because
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// edict_t is variable sized, but can
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// be used to reference the world ent
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server_state_t state; // some actions are only valid during load
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sizebuf_t datagram;
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byte datagram_buf[NET_MAXMESSAGE];
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sizebuf_t reliable_datagram; // copied to all clients at end of frame
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byte reliable_datagram_buf[NET_MAXMESSAGE];
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sizebuf_t signon;
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byte signon_buf[NET_MAXMESSAGE];
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} server_t;
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#define NUM_PING_TIMES 16
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#define NUM_SPAWN_PARMS 16
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typedef struct client_s
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{
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qboolean active; // false = client is free
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qboolean spawned; // false = don't send datagrams
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qboolean dropasap; // has been told to go to another level
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qboolean privileged; // can execute any host command
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qboolean sendsignon; // only valid before spawned
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double last_message; // reliable messages must be sent
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// periodically
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struct qsocket_s *netconnection; // communications handle
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usercmd_t cmd; // movement
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vec3_t wishdir; // intended motion calced from cmd
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sizebuf_t message; // can be added to at any time,
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// copied and clear once per frame
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byte msgbuf[MAX_MSGLEN];
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sizebuf_t datagram;
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byte datagram_buf[NET_MAXMESSAGE];
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edict_t *edict; // EDICT_NUM(clientnum+1)
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char name[32]; // for printing to other people
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int colors;
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float playerclass;
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float ping_times[NUM_PING_TIMES];
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int num_pings; // ping_times[num_pings%NUM_PING_TIMES]
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// spawn parms are carried from level to level
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float spawn_parms[NUM_SPAWN_PARMS];
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// client known data for deltas
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int old_frags;
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entvars_t old_v;
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qboolean send_all_v;
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byte current_frame, last_frame;
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byte current_sequence, last_sequence;
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long info_mask, info_mask2;
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} client_t;
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//=============================================================================
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// edict->movetype values
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#define MOVETYPE_NONE 0 // never moves
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#define MOVETYPE_ANGLENOCLIP 1
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#define MOVETYPE_ANGLECLIP 2
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#define MOVETYPE_WALK 3 // gravity
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#define MOVETYPE_STEP 4 // gravity, special edge handling
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#define MOVETYPE_FLY 5
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#define MOVETYPE_TOSS 6 // gravity
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#define MOVETYPE_PUSH 7 // no clip to world, push and crush
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#define MOVETYPE_NOCLIP 8
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#define MOVETYPE_FLYMISSILE 9 // extra size to monsters
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#define MOVETYPE_BOUNCE 10
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//#ifdef QUAKE2
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#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
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#define MOVETYPE_FOLLOW 12 // track movement of aiment
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//#endif
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#define MOVETYPE_PUSHPULL 13 // pushable/pullable object
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#define MOVETYPE_SWIM 14 // should keep the object in water
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// edict->solid values
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#define SOLID_NOT 0 // no interaction with other objects
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#define SOLID_TRIGGER 1 // touch on edge, but not blocking
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#define SOLID_BBOX 2 // touch on edge, block
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#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
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#define SOLID_BSP 4 // bsp clip, touch on edge, block
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#define SOLID_PHASE 5 // won't slow down when hitting entities flagged as FL_MONSTER
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// edict->deadflag values
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#define DEAD_NO 0
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#define DEAD_DYING 1
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#define DEAD_DEAD 2
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#define DAMAGE_NO 0 // Cannot be damaged
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#define DAMAGE_YES 1 // Can be damaged
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#define DAMAGE_NO_GRENADE 2 // Will not set off grenades
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// edict->flags
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#define FL_FLY 1
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#define FL_SWIM 2
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//#define FL_GLIMPSE 4
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#define FL_CONVEYOR 4
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#define FL_CLIENT 8
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#define FL_INWATER 16
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#define FL_MONSTER 32
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#define FL_GODMODE 64
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#define FL_NOTARGET 128
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#define FL_ITEM 256
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#define FL_ONGROUND 512
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#define FL_PARTIALGROUND 1024 // not all corners are valid
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#define FL_WATERJUMP 2048 // player jumping out of water
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#define FL_JUMPRELEASED 4096 // for jump debouncing
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#ifdef QUAKE2RJ
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#define FL_FLASHLIGHT 8192
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#define FL_ARCHIVE_OVERRIDE 1048576
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#endif
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#define FL_ARTIFACTUSED 16384
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#define FL_MOVECHAIN_ANGLE 32768 // when in a move chain, will update the angle
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#define FL_HUNTFACE 65536 //Makes monster go for enemy view_ofs thwn moving
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#define FL_NOZ 131072 //Monster will not automove on Z if flying or swimming
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#define FL_SET_TRACE 262144 //Trace will always be set for this monster (pentacles)
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#define FL_CLASS_DEPENDENT 2097152 // model will appear different to each player
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#define FL_SPECIAL_ABILITY1 4194304 // has 1st special ability
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#define FL_SPECIAL_ABILITY2 8388608 // has 2nd special ability
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#define FL2_CROUCHED 4096
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// edict->drawflags
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#define MLS_MASKIN 7 // MLS: Model Light Style
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#define MLS_MASKOUT 248
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#define MLS_NONE 0
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#define MLS_FULLBRIGHT 1
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#define MLS_POWERMODE 2
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#define MLS_TORCH 3
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#define MLS_TOTALDARK 4
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#define MLS_ABSLIGHT 7
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#define SCALE_TYPE_MASKIN 24
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#define SCALE_TYPE_MASKOUT 231
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#define SCALE_TYPE_UNIFORM 0 // Scale X, Y, and Z
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#define SCALE_TYPE_XYONLY 8 // Scale X and Y
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#define SCALE_TYPE_ZONLY 16 // Scale Z
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#define SCALE_ORIGIN_MASKIN 96
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#define SCALE_ORIGIN_MASKOUT 159
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#define SCALE_ORIGIN_CENTER 0 // Scaling origin at object center
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#define SCALE_ORIGIN_BOTTOM 32 // Scaling origin at object bottom
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#define SCALE_ORIGIN_TOP 64 // Scaling origin at object top
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#define DRF_TRANSLUCENT 128
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#define DRF_ANIMATEONCE 256
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// entity effects
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#define EF_BRIGHTFIELD 1
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#define EF_MUZZLEFLASH 2
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#define EF_BRIGHTLIGHT 4
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#define EF_DIMLIGHT 8
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#ifdef QUAKE2RJ
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#define EF_DARKLIGHT 16
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#define EF_DARKFIELD 32
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#define EF_LIGHT 64
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#define EF_NODRAW 128
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#endif
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// Player Classes
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#define CLASS_PALADIN 1
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#define CLASS_CLERIC 2
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#define CLASS_NECROMANCER 3
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#define CLASS_THEIF 4
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#define CLASS_DEMON 5
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// Built-in Spawn Flags
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#define SPAWNFLAG_NOT_PALADIN 0x00000100
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#define SPAWNFLAG_NOT_CLERIC 0x00000200
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#define SPAWNFLAG_NOT_NECROMANCER 0x00000400
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#define SPAWNFLAG_NOT_THEIF 0x00000800
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#define SPAWNFLAG_NOT_EASY 0x00001000
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#define SPAWNFLAG_NOT_MEDIUM 0x00002000
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#define SPAWNFLAG_NOT_HARD 0x00004000
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#define SPAWNFLAG_NOT_DEATHMATCH 0x00008000
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#define SPAWNFLAG_NOT_COOP 0x00010000
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#define SPAWNFLAG_NOT_SINGLE 0x00020000
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#define SPAWNFLAG_NOT_DEMON 0x00040000
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#ifdef QUAKE2RJ
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// server flags
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#define SFL_EPISODE_1 1
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#define SFL_EPISODE_2 2
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#define SFL_EPISODE_3 4
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#define SFL_EPISODE_4 8
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#define SFL_NEW_UNIT 16
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#define SFL_NEW_EPISODE 32
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#define SFL_CROSS_TRIGGERS 65280
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#endif
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//============================================================================
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extern cvar_t teamplay;
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extern cvar_t skill;
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extern cvar_t deathmatch;
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extern cvar_t randomclass;
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extern cvar_t coop;
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extern cvar_t fraglimit;
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extern cvar_t timelimit;
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extern server_static_t svs; // persistant server info
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extern server_t sv; // local server
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extern client_t *host_client;
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extern jmp_buf host_abortserver;
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extern double host_time;
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extern edict_t *sv_player;
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//===========================================================
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void SV_Init (void);
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void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
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void SV_StartParticle2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count);
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void SV_StartParticle3 (vec3_t org, vec3_t box, int color, int effect, int count);
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void SV_StartParticle4 (vec3_t org, float radius, int color, int effect, int count);
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void SV_StartSound (edict_t *entity, int channel, char *sample, int volume,
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float attenuation);
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void SV_DropClient (qboolean crash);
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void SV_SendClientMessages (void);
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void SV_ClearDatagram (void);
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int SV_ModelIndex (char *name);
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void SV_SetIdealPitch (void);
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void SV_AddUpdates (void);
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void SV_ClientThink (void);
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void SV_AddClientToServer (struct qsocket_s *ret);
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void SV_ClientPrintf (char *fmt, ...);
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void SV_BroadcastPrintf (char *fmt, ...);
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void SV_Physics (void);
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qboolean SV_CheckBottom (edict_t *ent);
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qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy,
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qboolean set_trace);
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void SV_WriteClientdataToMessage (client_t *client, edict_t *ent, sizebuf_t *msg);
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void SV_MoveToGoal (void);
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void SV_CheckForNewClients (void);
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void SV_RunClients (void);
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void SV_SaveSpawnparms ();
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#ifdef QUAKE2RJ
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void SV_SpawnServer (char *server, char *startspot);
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#else
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void SV_SpawnServer (char *server);
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#endif
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/*
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* $Log: /H2 Mission Pack/Server.h $
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*
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* 6 2/27/98 11:53p Jweier
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*
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* 5 1/22/98 5:01p Mgummelt
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*
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* 4 1/22/98 4:29p Jweier
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*
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* 3 1/18/98 8:06p Jmonroe
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* all of rick's patch code is in now
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*
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* 41 10/28/97 2:58p Jheitzman
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*
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* 39 9/15/97 11:15a Rjohnson
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* Updates
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*
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* 38 8/29/97 2:49p Rjohnson
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* Network updates
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*
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* 37 8/26/97 10:29a Rjohnson
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* Made flags2 be set when a player crouches
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*
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* 36 8/26/97 8:17a Rjohnson
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* Just a few changes
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*
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* 35 8/19/97 10:35p Rjohnson
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* Fix for buffer size
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*
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* 34 7/24/97 5:21p Rlove
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*
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* 33 7/15/97 1:58p Bgokey
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*
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* 32 7/14/97 4:47p Rjohnson
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* Fix for movetype_phase
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*
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* 31 7/01/97 10:00p Rjohnson
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* Fix for the size
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*
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* 30 7/01/97 4:41p Rjohnson
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* Fixed a network buffer size problem
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*
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* 29 6/05/97 11:07a Rjohnson
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* Models can be seen differently based upon class
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*
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* 28 5/23/97 3:04p Rjohnson
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* Included some more quake2 things
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*
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* 27 5/20/97 11:32a Rjohnson
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* Revised Effects
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*
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* 26 5/19/97 2:54p Rjohnson
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* Added new client effects
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*
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* 25 5/07/97 11:13a Rjohnson
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* Added a new field to the movement routines to allow setting of the
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* traceline info
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*
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* 24 4/22/97 3:50p Rjohnson
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* Added some more particle commands to cut back on the networking
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*
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* 23 4/15/97 9:02p Bgokey
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*
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* 22 4/15/97 11:52a Rjohnson
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* Updates from quake2 for multi-level trigger stuff
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*
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* 21 4/04/97 3:07p Rjohnson
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* Networking updates and corrections
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*
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* 20 3/31/97 7:24p Rjohnson
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* Added a playerclass field and made sure the server/clients handle it
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* properly
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*
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* 19 3/26/97 4:05p Rjohnson
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* Added the ability to link entities so that they will move together
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*
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* 18 3/25/97 12:50a Bgokey
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*
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* 17 3/22/97 4:52p Rjohnson
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* Moved the stone ability to be based upon the skin number
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*
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* 16 3/22/97 2:40p Rjohnson
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* Added the stone draw flag
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*
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* 15 3/21/97 5:25p Rlove
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* New movetype PUSHPULL
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*
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* 14 3/17/97 12:40p Rlove
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* New axe is in.
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*
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* 13 3/15/97 3:08p Rlove
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* Added COMA console command
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*
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* 12 3/13/97 9:57a Rlove
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* Changed constant DAMAGE_AIM to DAMAGE_YES and the old DAMAGE_YES to
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* DAMAGE_NO_GRENADE
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*
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* 11 3/12/97 10:58p Rjohnson
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* Revised the particle2 hexen-c command to allow a range for the velocity
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* - shouldn't be as taxing on the network to get better effects
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*
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* 10 3/03/97 5:00p Rjohnson
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* Added spawn flags and code to prevent items flagged from being spawned
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*
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* 9 3/03/97 4:03p Rjohnson
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* Added cd specifications to the world-spawn entity
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*
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* 8 2/27/97 4:11p Rjohnson
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* Midi file name is stored in the server and client structs
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|
*
|
||
|
* 7 2/20/97 12:13p Rjohnson
|
||
|
* Code fixes for id update
|
||
|
*
|
||
|
* 6 2/19/97 12:00p Rjohnson
|
||
|
* Id Updates
|
||
|
*
|
||
|
* 5 2/17/97 12:17p Bgokey
|
||
|
*
|
||
|
* 4 1/28/97 10:28a Rjohnson
|
||
|
* Added experience and level advancement
|
||
|
*
|
||
|
* 3 1/02/97 11:16a Rjohnson
|
||
|
* Christmas work - added adaptive time, game delays, negative light,
|
||
|
* particle effects, etc
|
||
|
*
|
||
|
* 2 11/26/96 4:10p Rjohnson
|
||
|
* Added sv_movestep to the quake c external functions. Modified the
|
||
|
* routine so that it can ignore enemy positions.
|
||
|
*/
|