mirror of
https://github.com/DrBeef/QuakeQuest.git
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614 lines
21 KiB
C
614 lines
21 KiB
C
/*
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Copyright (C) 1996-1997 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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// server.h
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#ifndef SERVER_H
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#define SERVER_H
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typedef struct server_static_s
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{
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/// number of svs.clients slots (updated by maxplayers command)
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int maxclients, maxclients_next;
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/// client slots
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struct client_s *clients;
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/// episode completion information
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int serverflags;
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/// cleared when at SV_SpawnServer
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qboolean changelevel_issued;
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/// server infostring
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char serverinfo[MAX_SERVERINFO_STRING];
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// performance data
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float perf_cpuload;
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float perf_lost;
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float perf_offset_avg;
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float perf_offset_max;
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float perf_offset_sdev;
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// temporary performance data accumulators
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float perf_acc_realtime;
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float perf_acc_sleeptime;
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float perf_acc_lost;
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float perf_acc_offset;
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float perf_acc_offset_squared;
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float perf_acc_offset_max;
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int perf_acc_offset_samples;
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// csqc stuff
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unsigned char *csqc_progdata;
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size_t csqc_progsize_deflated;
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unsigned char *csqc_progdata_deflated;
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// independent server thread (when running client)
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qboolean threaded; // true if server is running on separate thread
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qboolean volatile threadstop;
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void *threadmutex;
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void *thread;
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} server_static_t;
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//=============================================================================
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typedef enum server_state_e {ss_loading, ss_active} server_state_t;
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#define MAX_CONNECTFLOODADDRESSES 16
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#define MAX_GETSTATUSFLOODADDRESSES 128
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typedef struct server_floodaddress_s
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{
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double lasttime;
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lhnetaddress_t address;
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}
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server_floodaddress_t;
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typedef struct server_s
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{
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/// false if only a net client
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qboolean active;
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qboolean paused;
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double pausedstart;
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/// handle connections specially
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qboolean loadgame;
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/// one of the PROTOCOL_ values
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protocolversion_t protocol;
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double time;
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double frametime;
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// used by PF_checkclient
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int lastcheck;
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double lastchecktime;
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// crc of clientside progs at time of level start
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int csqc_progcrc; // -1 = no progs
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int csqc_progsize; // -1 = no progs
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char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
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/// collision culling data
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world_t world;
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/// map name
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char name[64]; // %s followed by entrance name
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// variants of map name
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char worldmessage[40]; // map title (not related to filename)
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char worldbasename[MAX_QPATH]; // %s
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char worldname[MAX_QPATH]; // maps/%s.bsp
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char worldnamenoextension[MAX_QPATH]; // maps/%s
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struct model_s *worldmodel;
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// NULL terminated
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// LordHavoc: precaches are now MAX_QPATH rather than a pointer
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// updated by SV_ModelIndex
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char model_precache[MAX_MODELS][MAX_QPATH];
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struct model_s *models[MAX_MODELS];
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// NULL terminated
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// LordHavoc: precaches are now MAX_QPATH rather than a pointer
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// updated by SV_SoundIndex
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char sound_precache[MAX_SOUNDS][MAX_QPATH];
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char lightstyles[MAX_LIGHTSTYLES][64];
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/// some actions are only valid during load
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server_state_t state;
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sizebuf_t datagram;
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unsigned char datagram_buf[NET_MAXMESSAGE];
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// copied to all clients at end of frame
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sizebuf_t reliable_datagram;
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unsigned char reliable_datagram_buf[NET_MAXMESSAGE];
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sizebuf_t signon;
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/// LordHavoc: increased signon message buffer from 8192
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unsigned char signon_buf[NET_MAXMESSAGE];
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/// connection flood blocking
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/// note this is in server_t rather than server_static_t so that it is
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/// reset on each map command (such as New Game in singleplayer)
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server_floodaddress_t connectfloodaddresses[MAX_CONNECTFLOODADDRESSES];
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server_floodaddress_t getstatusfloodaddresses[MAX_GETSTATUSFLOODADDRESSES];
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#define SV_MAX_PARTICLEEFFECTNAME 256
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qboolean particleeffectnamesloaded;
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char particleeffectname[SV_MAX_PARTICLEEFFECTNAME][MAX_QPATH];
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int writeentitiestoclient_stats_culled_pvs;
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int writeentitiestoclient_stats_culled_trace;
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int writeentitiestoclient_stats_visibleentities;
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int writeentitiestoclient_stats_totalentities;
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int writeentitiestoclient_cliententitynumber;
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int writeentitiestoclient_clientnumber;
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sizebuf_t *writeentitiestoclient_msg;
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vec3_t writeentitiestoclient_eyes[MAX_CLIENTNETWORKEYES];
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int writeentitiestoclient_numeyes;
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int writeentitiestoclient_pvsbytes;
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unsigned char writeentitiestoclient_pvs[MAX_MAP_LEAFS/8];
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const entity_state_t *writeentitiestoclient_sendstates[MAX_EDICTS];
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unsigned short writeentitiestoclient_csqcsendstates[MAX_EDICTS];
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int numsendentities;
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entity_state_t sendentities[MAX_EDICTS];
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entity_state_t *sendentitiesindex[MAX_EDICTS];
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int sententitiesmark;
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int sententities[MAX_EDICTS];
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int sententitiesconsideration[MAX_EDICTS];
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/// legacy support for self.Version based csqc entity networking
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unsigned char csqcentityversion[MAX_EDICTS]; // legacy
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} server_t;
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#define NUM_CSQCENTITIES_PER_FRAME 256
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typedef struct csqcentityframedb_s
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{
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int framenum;
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int num;
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unsigned short entno[NUM_CSQCENTITIES_PER_FRAME];
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int sendflags[NUM_CSQCENTITIES_PER_FRAME];
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} csqcentityframedb_t;
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// if defined this does ping smoothing, otherwise it does not
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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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/// false = empty client slot
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qboolean active;
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/// false = don't do ClientDisconnect on drop
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qboolean clientconnectcalled;
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/// false = don't allow spawn
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qboolean prespawned;
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/// false = don't allow begin
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qboolean spawned;
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/// false = don't send datagrams
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qboolean begun;
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/// 1 = send svc_serverinfo and advance to 2, 2 doesn't send, then advances to 0 (allowing unlimited sending) when prespawn is received
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int sendsignon;
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/// requested rate in bytes per second
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int rate;
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/// realtime this client connected
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double connecttime;
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/// keepalive messages must be sent periodically during signon
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double keepalivetime;
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/// communications handle
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netconn_t *netconnection;
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int movesequence;
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signed char movement_count[NETGRAPH_PACKETS];
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int movement_highestsequence_seen; // not the same as movesequence if prediction is off
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/// movement
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usercmd_t cmd;
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/// intended motion calced from cmd
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vec3_t wishdir;
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/// PRVM_EDICT_NUM(clientnum+1)
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prvm_edict_t *edict;
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#ifdef NUM_PING_TIMES
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float ping_times[NUM_PING_TIMES];
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/// ping_times[num_pings%NUM_PING_TIMES]
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int num_pings;
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#endif
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/// LordHavoc: can be used for prediction or whatever...
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float ping;
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/// this is used by sv_clmovement_minping code
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double clmovement_disabletimeout;
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/// this is used by sv_clmovement_inputtimeout code
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float clmovement_inputtimeout;
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/// spawn parms are carried from level to level
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prvm_vec_t spawn_parms[NUM_SPAWN_PARMS];
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// properties that are sent across the network only when changed
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char name[MAX_SCOREBOARDNAME], old_name[MAX_SCOREBOARDNAME];
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int colors, old_colors;
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int frags, old_frags;
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char playermodel[MAX_QPATH], old_model[MAX_QPATH];
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char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
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/// netaddress support
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char netaddress[MAX_QPATH];
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/// visibility state
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float visibletime[MAX_EDICTS];
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// scope is whether an entity is currently being networked to this client
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// sendflags is what properties have changed on the entity since the last
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// update that was sent
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int csqcnumedicts;
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unsigned char csqcentityscope[MAX_EDICTS];
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unsigned int csqcentitysendflags[MAX_EDICTS];
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#define NUM_CSQCENTITYDB_FRAMES 256
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unsigned char csqcentityglobalhistory[MAX_EDICTS]; // set to 1 if the entity was ever csqc networked to the client, and never reset back to 0
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csqcentityframedb_t csqcentityframehistory[NUM_CSQCENTITYDB_FRAMES];
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int csqcentityframehistory_next;
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int csqcentityframe_lastreset;
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/// prevent animated names
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float nametime;
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/// latest received clc_ackframe (used to detect packet loss)
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int latestframenum;
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/// cache weaponmodel name lookups
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char weaponmodel[MAX_QPATH];
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int weaponmodelindex;
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/// clientcamera (entity to use as camera)
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int clientcamera;
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entityframe_database_t *entitydatabase;
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entityframe4_database_t *entitydatabase4;
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entityframe5_database_t *entitydatabase5;
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// delta compression of stats
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unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
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int stats[MAX_CL_STATS];
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unsigned char unreliablemsg_data[NET_MAXMESSAGE];
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sizebuf_t unreliablemsg;
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int unreliablemsg_splitpoints;
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int unreliablemsg_splitpoint[NET_MAXMESSAGE/16];
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// information on an active download if any
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qfile_t *download_file;
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int download_expectedposition; ///< next position the client should ack
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qboolean download_started;
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char download_name[MAX_QPATH];
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qboolean download_deflate;
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// fixangle data
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qboolean fixangle_angles_set;
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vec3_t fixangle_angles;
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/// demo recording
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qfile_t *sv_demo_file;
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// number of skipped entity frames
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// if it exceeds a limit, an empty entity frame is sent
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int num_skippedentityframes;
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// last sent move sequence
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// if the move sequence changed, an empty entity frame is sent
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int lastmovesequence;
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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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#define MOVETYPE_BOUNCEMISSILE 11 ///< bounce w/o gravity
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#define MOVETYPE_FOLLOW 12 ///< track movement of aiment
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#define MOVETYPE_FAKEPUSH 13 ///< tenebrae's push that doesn't push
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#define MOVETYPE_PHYSICS 32 ///< indicates this object is physics controlled
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#define MOVETYPE_FLY_WORLDONLY 33 ///< like MOVETYPE_FLY, but uses MOVE_WORLDONLY for all its traces; objects of this movetype better be SOLID_NOT or SOLID_TRIGGER please, or else...
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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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// LordHavoc: corpse code
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#define SOLID_CORPSE 5 ///< same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
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// LordHavoc: physics
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// VorteX: now these fields are deprecated, as geomtype is more flexible
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#define SOLID_PHYSICS_BOX 32 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
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#define SOLID_PHYSICS_SPHERE 33 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
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#define SOLID_PHYSICS_CAPSULE 34 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
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#define SOLID_PHYSICS_TRIMESH 35 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
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#define SOLID_PHYSICS_CYLINDER 36 ///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
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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
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#define DAMAGE_YES 1
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#define DAMAGE_AIM 2
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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_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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#define SPAWNFLAG_NOT_EASY 256
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#define SPAWNFLAG_NOT_MEDIUM 512
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#define SPAWNFLAG_NOT_HARD 1024
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#define SPAWNFLAG_NOT_DEATHMATCH 2048
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//============================================================================
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extern cvar_t coop;
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extern cvar_t deathmatch;
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extern cvar_t fraglimit;
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extern cvar_t gamecfg;
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extern cvar_t noexit;
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extern cvar_t nomonsters;
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extern cvar_t pausable;
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extern cvar_t pr_checkextension;
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extern cvar_t samelevel;
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extern cvar_t saved1;
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extern cvar_t saved2;
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extern cvar_t saved3;
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extern cvar_t saved4;
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extern cvar_t savedgamecfg;
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extern cvar_t scratch1;
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extern cvar_t scratch2;
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extern cvar_t scratch3;
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extern cvar_t scratch4;
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extern cvar_t skill;
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extern cvar_t slowmo;
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extern cvar_t sv_accelerate;
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extern cvar_t sv_aim;
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extern cvar_t sv_airaccel_qw;
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extern cvar_t sv_airaccel_sideways_friction;
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extern cvar_t sv_airaccelerate;
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extern cvar_t sv_airstopaccelerate;
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extern cvar_t sv_airstrafeaccelerate;
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extern cvar_t sv_maxairstrafespeed;
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extern cvar_t sv_airstrafeaccel_qw;
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extern cvar_t sv_aircontrol;
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extern cvar_t sv_aircontrol_power;
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extern cvar_t sv_aircontrol_penalty;
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extern cvar_t sv_airspeedlimit_nonqw;
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extern cvar_t sv_allowdownloads;
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extern cvar_t sv_allowdownloads_archive;
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extern cvar_t sv_allowdownloads_config;
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extern cvar_t sv_allowdownloads_dlcache;
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extern cvar_t sv_allowdownloads_inarchive;
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extern cvar_t sv_areagrid_mingridsize;
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extern cvar_t sv_checkforpacketsduringsleep;
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extern cvar_t sv_clmovement_enable;
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extern cvar_t sv_clmovement_minping;
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extern cvar_t sv_clmovement_minping_disabletime;
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extern cvar_t sv_clmovement_inputtimeout;
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extern cvar_t sv_clmovement_maxnetfps;
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extern cvar_t sv_cullentities_nevercullbmodels;
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extern cvar_t sv_cullentities_pvs;
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extern cvar_t sv_cullentities_stats;
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extern cvar_t sv_cullentities_trace;
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extern cvar_t sv_cullentities_trace_delay;
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extern cvar_t sv_cullentities_trace_enlarge;
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extern cvar_t sv_cullentities_trace_prediction;
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extern cvar_t sv_cullentities_trace_samples;
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extern cvar_t sv_cullentities_trace_samples_extra;
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extern cvar_t sv_debugmove;
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extern cvar_t sv_echobprint;
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extern cvar_t sv_edgefriction;
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extern cvar_t sv_entpatch;
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extern cvar_t sv_fixedframeratesingleplayer;
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extern cvar_t sv_freezenonclients;
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extern cvar_t sv_friction;
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extern cvar_t sv_gameplayfix_blowupfallenzombies;
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extern cvar_t sv_gameplayfix_consistentplayerprethink;
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extern cvar_t sv_gameplayfix_delayprojectiles;
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extern cvar_t sv_gameplayfix_droptofloorstartsolid;
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extern cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect;
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extern cvar_t sv_gameplayfix_easierwaterjump;
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extern cvar_t sv_gameplayfix_findradiusdistancetobox;
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extern cvar_t sv_gameplayfix_gravityunaffectedbyticrate;
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extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
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extern cvar_t sv_gameplayfix_multiplethinksperframe;
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extern cvar_t sv_gameplayfix_noairborncorpse;
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extern cvar_t sv_gameplayfix_noairborncorpse_allowsuspendeditems;
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extern cvar_t sv_gameplayfix_nudgeoutofsolid;
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extern cvar_t sv_gameplayfix_nudgeoutofsolid_separation;
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extern cvar_t sv_gameplayfix_q2airaccelerate;
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extern cvar_t sv_gameplayfix_nogravityonground;
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extern cvar_t sv_gameplayfix_setmodelrealbox;
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extern cvar_t sv_gameplayfix_slidemoveprojectiles;
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extern cvar_t sv_gameplayfix_stepdown;
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extern cvar_t sv_gameplayfix_stepmultipletimes;
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extern cvar_t sv_gameplayfix_nostepmoveonsteepslopes;
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extern cvar_t sv_gameplayfix_swiminbmodels;
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extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
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extern cvar_t sv_gameplayfix_downtracesupportsongroundflag;
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extern cvar_t sv_gameplayfix_q1bsptracelinereportstexture;
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extern cvar_t sv_gameplayfix_unstickplayers;
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extern cvar_t sv_gameplayfix_unstickentities;
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extern cvar_t sv_gameplayfix_fixedcheckwatertransition;
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extern cvar_t sv_gravity;
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extern cvar_t sv_idealpitchscale;
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extern cvar_t sv_jumpstep;
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extern cvar_t sv_jumpvelocity;
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extern cvar_t sv_maxairspeed;
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extern cvar_t sv_maxrate;
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extern cvar_t sv_maxspeed;
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extern cvar_t sv_maxvelocity;
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extern cvar_t sv_nostep;
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extern cvar_t sv_playerphysicsqc;
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extern cvar_t sv_progs;
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extern cvar_t sv_protocolname;
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extern cvar_t sv_random_seed;
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extern cvar_t sv_ratelimitlocalplayer;
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extern cvar_t sv_sound_land;
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extern cvar_t sv_sound_watersplash;
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extern cvar_t sv_stepheight;
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extern cvar_t sv_stopspeed;
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extern cvar_t sv_wallfriction;
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extern cvar_t sv_wateraccelerate;
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extern cvar_t sv_waterfriction;
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extern cvar_t sv_areadebug;
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extern cvar_t teamplay;
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extern cvar_t temp1;
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extern cvar_t timelimit;
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extern mempool_t *sv_mempool;
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/// persistant server info
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extern server_static_t svs;
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/// local server
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extern server_t sv;
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extern client_t *host_client;
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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_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
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void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation, qboolean reliable, float speed);
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void SV_StartPointSound (vec3_t origin, const char *sample, int volume, float attenuation, float speed);
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void SV_ConnectClient (int clientnum, netconn_t *netconnection);
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void SV_DropClient (qboolean crash);
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void SV_SendClientMessages(void);
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void SV_ReadClientMessage(void);
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// precachemode values:
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// 0 = fail if not precached,
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// 1 = warn if not found and precache if possible
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// 2 = precache
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int SV_ModelIndex(const char *s, int precachemode);
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int SV_SoundIndex(const char *s, int precachemode);
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int SV_ParticleEffectIndex(const char *name);
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dp_model_t *SV_GetModelByIndex(int modelindex);
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dp_model_t *SV_GetModelFromEdict(prvm_edict_t *ed);
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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_ClientPrint(const char *msg);
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void SV_ClientPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
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void SV_BroadcastPrint(const char *msg);
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void SV_BroadcastPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
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void SV_Physics (void);
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void SV_Physics_ClientMove (void);
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//void SV_Physics_ClientEntity (prvm_edict_t *ent);
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qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
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qboolean SV_CheckBottom (prvm_edict_t *ent);
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qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean settrace);
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/*! Needs to be called any time an entity changes origin, mins, maxs, or solid
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* sets ent->v.absmin and ent->v.absmax
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* call TouchAreaGrid as well to fire triggers that overlap the box
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*/
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void SV_LinkEdict(prvm_edict_t *ent);
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void SV_LinkEdict_TouchAreaGrid(prvm_edict_t *ent);
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void SV_LinkEdict_TouchAreaGrid_Call(prvm_edict_t *touch, prvm_edict_t *ent); // if we detected a touch from another source
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/*! move an entity that is stuck by small amounts in various directions to try to nudge it back into the collision hull
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* returns true if it found a better place
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*/
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qboolean SV_UnstickEntity (prvm_edict_t *ent);
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/*! move an entity that is stuck out of the surface it is stuck in (can move large amounts)
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* returns true if it found a better place
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*/
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qboolean SV_NudgeOutOfSolid(prvm_edict_t *ent);
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/// calculates hitsupercontentsmask for a generic qc entity
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int SV_GenericHitSuperContentsMask(const prvm_edict_t *edict);
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/// traces a box move against worldmodel and all entities in the specified area
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trace_t SV_TraceBox(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
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trace_t SV_TraceLine(const vec3_t start, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
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trace_t SV_TracePoint(const vec3_t start, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
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int SV_EntitiesInBox(const vec3_t mins, const vec3_t maxs, int maxedicts, prvm_edict_t **resultedicts);
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qboolean SV_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
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int SV_PointSuperContents(const vec3_t point);
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void SV_FlushBroadcastMessages(void);
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void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
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void VM_SV_MoveToGoal(prvm_prog_t *prog);
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void SV_ApplyClientMove (void);
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void SV_SaveSpawnparms (void);
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void SV_SpawnServer (const char *server);
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void SV_CheckVelocity (prvm_edict_t *ent);
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void SV_SetupVM(void);
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const char *Host_TimingReport(char *buf, size_t buflen); ///< for output in Host_Status_f
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int SV_GetPitchSign(prvm_prog_t *prog, prvm_edict_t *ent);
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void SV_GetEntityMatrix(prvm_prog_t *prog, prvm_edict_t *ent, matrix4x4_t *out, qboolean viewmatrix);
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void SV_StartThread(void);
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void SV_StopThread(void);
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#define SV_LockThreadMutex() (void)(svs.threaded ? Thread_LockMutex(svs.threadmutex) : 0)
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#define SV_UnlockThreadMutex() (void)(svs.threaded ? Thread_UnlockMutex(svs.threadmutex) : 0)
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void VM_CustomStats_Clear(void);
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void VM_SV_UpdateCustomStats(client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
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void Host_Savegame_to(prvm_prog_t *prog, const char *name);
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void SV_SendServerinfo(client_t *client);
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#endif
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