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/*
Copyright (C) 1997-2001 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 the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
// client.h -- primary header for client
#include "shared/shared.h"
#include "shared/list.h"
#include "common/bsp.h"
#include "common/cmd.h"
#include "common/cmodel.h"
#include "common/common.h"
#include "common/cvar.h"
#include "common/field.h"
#include "common/files.h"
#include "common/pmove.h"
#include "common/math.h"
#include "common/msg.h"
#include "common/net/chan.h"
#include "common/net/net.h"
#include "common/prompt.h"
#include "common/protocol.h"
#include "common/sizebuf.h"
#include "common/zone.h"
#include "system/system.h"
#include "refresh/refresh.h"
#include "server/server.h"
#include "client/client.h"
#include "client/input.h"
#include "client/keys.h"
#include "client/sound/sound.h"
#include "client/ui.h"
#include "client/video.h"
#if USE_ZLIB
#include <zlib.h>
#endif
//=============================================================================
typedef struct centity_s {
entity_state_t current;
entity_state_t prev; // will always be valid, but might just be a copy of current
vec3_t mins, maxs;
int serverframe; // if not current, this ent isn't in the frame
int trailcount; // for diminishing grenade trails
vec3_t lerp_origin; // for trails (variable hz)
#if USE_FPS
int prev_frame;
int anim_start;
int event_frame;
#endif
int fly_stoptime;
} centity_t;
extern centity_t cl_entities[MAX_EDICTS];
#define MAX_CLIENTWEAPONMODELS 20 // PGM -- upped from 16 to fit the chainfist vwep
typedef struct clientinfo_s {
char name[MAX_QPATH];
qhandle_t skin;
qhandle_t icon;
char model_name[MAX_QPATH];
char skin_name[MAX_QPATH];
qhandle_t model;
qhandle_t weaponmodel[MAX_CLIENTWEAPONMODELS];
} clientinfo_t;
typedef struct {
unsigned sent; // time sent, for calculating pings
unsigned rcvd; // time rcvd, for calculating pings
unsigned cmdNumber; // current cmdNumber for this frame
} client_history_t;
typedef struct {
qboolean valid;
int number;
int delta;
byte areabits[MAX_MAP_AREA_BYTES];
int areabytes;
player_state_t ps;
int clientNum;
int numEntities;
int firstEntity;
} server_frame_t;
// locally calculated frame flags for debug display
#define FF_SERVERDROP (1<<4)
#define FF_BADFRAME (1<<5)
#define FF_OLDFRAME (1<<6)
#define FF_OLDENT (1<<7)
#define FF_NODELTA (1<<8)
// variable server FPS
#if USE_FPS
#define CL_FRAMETIME cl.frametime
#define CL_1_FRAMETIME cl.frametime_inv
#define CL_FRAMEDIV cl.framediv
#define CL_FRAMESYNC !(cl.frame.number % cl.framediv)
#define CL_KEYPS &cl.keyframe.ps
#define CL_OLDKEYPS &cl.oldkeyframe.ps
#define CL_KEYLERPFRAC cl.keylerpfrac
#else
#define CL_FRAMETIME BASE_FRAMETIME
#define CL_1_FRAMETIME BASE_1_FRAMETIME
#define CL_FRAMEDIV 1
#define CL_FRAMESYNC 1
#define CL_KEYPS &cl.frame.ps
#define CL_OLDKEYPS &cl.oldframe.ps
#define CL_KEYLERPFRAC cl.lerpfrac
#endif
//
// the client_state_t structure is wiped completely at every
// server map change
//
typedef struct client_state_s {
int timeoutcount;
unsigned lastTransmitTime;
unsigned lastTransmitCmdNumber;
unsigned lastTransmitCmdNumberReal;
qboolean sendPacketNow;
usercmd_t cmd;
usercmd_t cmds[CMD_BACKUP]; // each mesage will send several old cmds
unsigned cmdNumber;
short predicted_origins[CMD_BACKUP][3]; // for debug comparing against server
client_history_t history[CMD_BACKUP];
int initialSeq;
float predicted_step; // for stair up smoothing
unsigned predicted_step_time;
unsigned predicted_step_frame;
vec3_t predicted_origin; // generated by CL_PredictMovement
vec3_t predicted_angles;
vec3_t predicted_velocity;
vec3_t prediction_error;
// rebuilt each valid frame
centity_t *solidEntities[MAX_PACKET_ENTITIES];
int numSolidEntities;
entity_state_t baselines[MAX_EDICTS];
entity_state_t entityStates[MAX_PARSE_ENTITIES];
int numEntityStates;
msgEsFlags_t esFlags;
server_frame_t frames[UPDATE_BACKUP];
unsigned frameflags;
server_frame_t frame; // received from server
server_frame_t oldframe;
int servertime;
int serverdelta;
#if USE_FPS
server_frame_t keyframe;
server_frame_t oldkeyframe;
int keyservertime;
#endif
byte dcs[CS_BITMAP_BYTES];
// the client maintains its own idea of view angles, which are
// sent to the server each frame. It is cleared to 0 upon entering each level.
// the server sends a delta each frame which is added to the locally
// tracked view angles to account for standing on rotating objects,
// and teleport direction changes
vec3_t viewangles;
// interpolated movement vector used for local prediction,
// never sent to server, rebuilt each client frame
vec3_t localmove;
// accumulated mouse forward/side movement, added to both
// localmove and pending cmd, cleared each time cmd is finalized
vec2_t mousemove;
#if USE_SMOOTH_DELTA_ANGLES
short delta_angles[3]; // interpolated
#endif
int time; // this is the time value that the client
// is rendering at. always <= cl.servertime
float lerpfrac; // between oldframe and frame
#if USE_FPS
int keytime;
float keylerpfrac;
#endif
refdef_t refdef;
float fov_x; // interpolated
float fov_y; // derived from fov_x assuming 4/3 aspect ratio
int lightlevel;
vec3_t v_forward, v_right, v_up; // set when refdef.angles is set
qboolean thirdPersonView;
// predicted values, used for smooth player entity movement in thirdperson view
vec3_t playerEntityOrigin;
vec3_t playerEntityAngles;
//
// transient data from server
//
char layout[MAX_NET_STRING]; // general 2D overlay
int inventory[MAX_ITEMS];
//
// server state information
//
int serverstate; // ss_* constants
int servercount; // server identification for prespawns
char gamedir[MAX_QPATH];
int clientNum; // never changed during gameplay, set by serverdata packet
int maxclients;
pmoveParams_t pmp;
#if USE_FPS
int frametime; // variable server frame time
float frametime_inv; // 1/frametime
int framediv; // BASE_FRAMETIME/frametime
#endif
char baseconfigstrings[MAX_CONFIGSTRINGS][MAX_QPATH];
char configstrings[MAX_CONFIGSTRINGS][MAX_QPATH];
char mapname[MAX_QPATH]; // short format - q2dm1, etc
#if USE_AUTOREPLY
unsigned reply_time;
unsigned reply_delta;
#endif
//
// locally derived information from server state
//
bsp_t *bsp;
qhandle_t model_draw[MAX_MODELS];
mmodel_t *model_clip[MAX_MODELS];
qhandle_t sound_precache[MAX_SOUNDS];
qhandle_t image_precache[MAX_IMAGES];
clientinfo_t clientinfo[MAX_CLIENTS];
clientinfo_t baseclientinfo;
char weaponModels[MAX_CLIENTWEAPONMODELS][MAX_QPATH];
int numWeaponModels;
} client_state_t;
extern client_state_t cl;
/*
==================================================================
the client_static_t structure is persistant through an arbitrary number
of server connections
==================================================================
*/
// resend delay for challenge/connect packets
#define CONNECT_DELAY 3000u
#define CONNECT_INSTANT CONNECT_DELAY
#define CONNECT_FAST (CONNECT_DELAY - 1000u)
typedef enum {
ca_uninitialized,
ca_disconnected, // not talking to a server
ca_challenging, // sending getchallenge packets to the server
ca_connecting, // sending connect packets to the server
ca_connected, // netchan_t established, waiting for svc_serverdata
ca_loading, // loading level data
ca_precached, // loaded level data, waiting for svc_frame
ca_active, // game views should be displayed
ca_cinematic // running a cinematic
} connstate_t;
#define FOR_EACH_DLQ(q) \
LIST_FOR_EACH(dlqueue_t, q, &cls.download.queue, entry)
#define FOR_EACH_DLQ_SAFE(q, n) \
LIST_FOR_EACH_SAFE(dlqueue_t, q, n, &cls.download.queue, entry)
typedef enum {
// generic types
DL_OTHER,
DL_MAP,
DL_MODEL,
#if USE_CURL
// special types
DL_LIST,
DL_PAK
#endif
} dltype_t;
typedef enum {
DL_PENDING,
DL_RUNNING,
DL_DONE
} dlstate_t;
typedef struct {
list_t entry;
dltype_t type;
dlstate_t state;
char path[1];
} dlqueue_t;
typedef struct client_static_s {
connstate_t state;
keydest_t key_dest;
active_t active;
qboolean ref_initialized;
unsigned disable_screen;
int userinfo_modified;
cvar_t *userinfo_updates[MAX_PACKET_USERINFOS];
// this is set each time a CVAR_USERINFO variable is changed
// so that the client knows to send it to the server
int framecount;
unsigned realtime; // always increasing, no clamping, etc
float frametime; // seconds since last frame
// preformance measurement
#define C_FPS cls.measure.fps[0]
#define R_FPS cls.measure.fps[1]
#define C_MPS cls.measure.fps[2]
#define C_PPS cls.measure.fps[3]
#define C_FRAMES cls.measure.frames[0]
#define R_FRAMES cls.measure.frames[1]
#define M_FRAMES cls.measure.frames[2]
#define P_FRAMES cls.measure.frames[3]
struct {
unsigned time;
int frames[4];
int fps[4];
int ping;
} measure;
// connection information
netadr_t serverAddress;
char servername[MAX_OSPATH]; // name of server from original connect
unsigned connect_time; // for connection retransmits
int connect_count;
qboolean passive;
#if USE_ZLIB
z_stream z;
#endif
int quakePort; // a 16 bit value that allows quake servers
// to work around address translating routers
netchan_t *netchan;
int serverProtocol; // in case we are doing some kind of version hack
int protocolVersion; // minor version
int challenge; // from the server to use for connecting
#if USE_ICMP
qboolean errorReceived; // got an ICMP error from server
#endif
#define RECENT_ADDR 4
#define RECENT_MASK (RECENT_ADDR - 1)
netadr_t recent_addr[RECENT_ADDR];
int recent_head;
struct {
list_t queue; // queue of paths we need
int pending; // number of non-finished entries in queue
dlqueue_t *current; // path being downloaded
int percent; // how much downloaded
int position; // how much downloaded (in bytes)
qhandle_t file; // UDP file transfer from server
char temp[MAX_QPATH + 4];// account 4 bytes for .tmp suffix
#if USE_ZLIB
z_stream z; // UDP download zlib stream
#endif
string_entry_t *ignores; // list of ignored paths
} download;
// demo recording info must be here, so it isn't cleared on level change
struct {
qhandle_t playback;
qhandle_t recording;
unsigned time_start;
unsigned time_frames;
int last_server_frame; // number of server frame the last svc_frame was written
int frames_written; // number of frames written to demo file
int frames_dropped; // number of svc_frames that didn't fit
int others_dropped; // number of misc svc_* messages that didn't fit
int frames_read; // number of frames read from demo file
int last_snapshot; // number of demo frame the last snapshot was saved
int file_size;
int file_offset;
int file_percent;
sizebuf_t buffer;
list_t snapshots;
qboolean paused;
qboolean seeking;
qboolean eof;
} demo;
#if USE_CLIENT_GTV
struct {
connstate_t state;
netstream_t stream;
size_t msglen;
player_packed_t ps;
entity_packed_t entities[MAX_EDICTS];
sizebuf_t message;
} gtv;
#endif
} client_static_t;
extern client_static_t cls;
extern cmdbuf_t cl_cmdbuf;
extern char cl_cmdbuf_text[MAX_STRING_CHARS];
//=============================================================================
#define NOPART_GRENADE_EXPLOSION 1
#define NOPART_GRENADE_TRAIL 2
#define NOPART_ROCKET_EXPLOSION 4
#define NOPART_ROCKET_TRAIL 8
#define NOPART_BLOOD 16
#define NOEXP_GRENADE 1
#define NOEXP_ROCKET 2
//
// cvars
//
extern cvar_t *cl_gun;
extern cvar_t *cl_gunalpha;
extern cvar_t *cl_predict;
extern cvar_t *cl_footsteps;
extern cvar_t *cl_noskins;
extern cvar_t *cl_kickangles;
extern cvar_t *cl_rollhack;
extern cvar_t *cl_noglow;
extern cvar_t *cl_nolerp;
#ifdef _DEBUG
#define SHOWNET(level, ...) \
if (cl_shownet->integer > level) \
Com_LPrintf(PRINT_DEVELOPER, __VA_ARGS__)
#define SHOWCLAMP(level, ...) \
if (cl_showclamp->integer > level) \
Com_LPrintf(PRINT_DEVELOPER, __VA_ARGS__)
#define SHOWMISS(...) \
if (cl_showmiss->integer) \
Com_LPrintf(PRINT_DEVELOPER, __VA_ARGS__)
extern cvar_t *cl_shownet;
extern cvar_t *cl_showmiss;
extern cvar_t *cl_showclamp;
#else
#define SHOWNET(...)
#define SHOWCLAMP(...)
#define SHOWMISS(...)
#endif
extern cvar_t *cl_vwep;
extern cvar_t *cl_disable_particles;
extern cvar_t *cl_disable_explosions;
extern cvar_t *cl_chat_notify;
extern cvar_t *cl_chat_sound;
extern cvar_t *cl_chat_filter;
extern cvar_t *cl_disconnectcmd;
extern cvar_t *cl_changemapcmd;
extern cvar_t *cl_beginmapcmd;
extern cvar_t *cl_gibs;
extern cvar_t *cl_thirdperson;
extern cvar_t *cl_thirdperson_angle;
extern cvar_t *cl_thirdperson_range;
extern cvar_t *cl_async;
//
// userinfo
//
extern cvar_t *info_password;
extern cvar_t *info_spectator;
extern cvar_t *info_name;
extern cvar_t *info_skin;
extern cvar_t *info_rate;
extern cvar_t *info_fov;
extern cvar_t *info_msg;
extern cvar_t *info_hand;
extern cvar_t *info_gender;
extern cvar_t *info_uf;
//=============================================================================
//
// main.c
//
void CL_Init(void);
void CL_Quit_f(void);
void CL_Disconnect(error_type_t type);
void CL_UpdateRecordingSetting(void);
void CL_Begin(void);
void CL_CheckForResend(void);
void CL_ClearState(void);
void CL_RestartFilesystem(qboolean total);
void CL_RestartRefresh(qboolean total);
void CL_ClientCommand(const char *string);
void CL_SendRcon(const netadr_t *adr, const char *pass, const char *cmd);
const char *CL_Server_g(const char *partial, int argnum, int state);
void CL_CheckForPause(void);
void CL_UpdateFrameTimes(void);
qboolean CL_CheckForIgnore(const char *s);
//
// precache.c
//
typedef enum {
LOAD_NONE,
LOAD_MAP,
LOAD_MODELS,
LOAD_IMAGES,
LOAD_CLIENTS,
LOAD_SOUNDS
} load_state_t;
void CL_ParsePlayerSkin(char *name, char *model, char *skin, const char *s);
void CL_LoadClientinfo(clientinfo_t *ci, const char *s);
void CL_LoadState(load_state_t state);
void CL_RegisterSounds(void);
void CL_RegisterBspModels(void);
void CL_RegisterVWepModels(void);
void CL_PrepRefresh(void);
void CL_UpdateConfigstring(int index);
//
// download.c
//
qerror_t CL_QueueDownload(const char *path, dltype_t type);
qboolean CL_IgnoreDownload(const char *path);
void CL_FinishDownload(dlqueue_t *q);
void CL_CleanupDownloads(void);
void CL_LoadDownloadIgnores(void);
void CL_HandleDownload(byte *data, int size, int percent, int compressed);
qboolean CL_CheckDownloadExtension(const char *ext);
void CL_StartNextDownload(void);
void CL_RequestNextDownload(void);
void CL_ResetPrecacheCheck(void);
void CL_InitDownloads(void);
//
// input.c
//
void IN_Init(void);
void IN_Shutdown(void);
void IN_Frame(void);
void IN_Activate(void);
void CL_RegisterInput(void);
void CL_UpdateCmd(int msec);
void CL_FinalizeCmd(void);
void CL_SendCmd(void);
//
// parse.c
//
typedef struct {
int type;
vec3_t pos1;
vec3_t pos2;
vec3_t offset;
vec3_t dir;
int count;
int color;
int entity1;
int entity2;
int time;
} tent_params_t;
typedef struct {
int entity;
int weapon;
int silenced;
} mz_params_t;
typedef struct {
int flags;
int index;
int entity;
int channel;
vec3_t pos;
float volume;
float attenuation;
float timeofs;
} snd_params_t;
extern tent_params_t te;
extern mz_params_t mz;
extern snd_params_t snd;
void CL_ParseServerMessage(void);
void CL_SeekDemoMessage(void);
//
// entities.c
//
void CL_DeltaFrame(void);
void CL_AddEntities(void);
void CL_CalcViewValues(void);
#ifdef _DEBUG
void CL_CheckEntityPresent(int entnum, const char *what);
#endif
// the sound code makes callbacks to the client for entitiy position
// information, so entities can be dynamically re-spatialized
void CL_GetEntitySoundOrigin(int ent, vec3_t org);
//
// view.c
//
extern int gun_frame;
extern qhandle_t gun_model;
void V_Init(void);
void V_Shutdown(void);
void V_RenderView(void);
void V_AddEntity(entity_t *ent);
void V_AddParticle(particle_t *p);
#if USE_DLIGHTS
void V_AddLight(vec3_t org, float intensity, float r, float g, float b);
#else
#define V_AddLight(org, intensity, r, g, b)
#endif
#if USE_LIGHTSTYLES
void V_AddLightStyle(int style, vec4_t value);
#endif
void CL_UpdateBlendSetting(void);
//
// tent.c
//
typedef struct cl_sustain_s {
int id;
int type;
int endtime;
int nextthink;
int thinkinterval;
vec3_t org;
vec3_t dir;
int color;
int count;
int magnitude;
void (*think)(struct cl_sustain_s *self);
} cl_sustain_t;
void CL_SmokeAndFlash(vec3_t origin);
void CL_RegisterTEntSounds(void);
void CL_RegisterTEntModels(void);
void CL_ParseTEnt(void);
void CL_AddTEnts(void);
void CL_ClearTEnts(void);
void CL_InitTEnts(void);
//
// predict.c
//
void CL_PredictAngles(void);
void CL_PredictMovement(void);
void CL_CheckPredictionError(void);
//
// effects.c
//
#define PARTICLE_GRAVITY 40
#define BLASTER_PARTICLE_COLOR 0xe0
#define INSTANT_PARTICLE -10000.0
typedef struct cparticle_s {
struct cparticle_s *next;
float time;
vec3_t org;
vec3_t vel;
vec3_t accel;
int color; // -1 => use rgba
float alpha;
float alphavel;
color_t rgba;
} cparticle_t;
#if USE_DLIGHTS
typedef struct cdlight_s {
int key; // so entities can reuse same entry
vec3_t color;
vec3_t origin;
float radius;
float die; // stop lighting after this time
//float decay; // drop this each second
//float minlight; // don't add when contributing less
} cdlight_t;
#endif
void CL_BigTeleportParticles(vec3_t org);
void CL_RocketTrail(vec3_t start, vec3_t end, centity_t *old);
void CL_DiminishingTrail(vec3_t start, vec3_t end, centity_t *old, int flags);
void CL_FlyEffect(centity_t *ent, vec3_t origin);
void CL_BfgParticles(entity_t *ent);
void CL_ItemRespawnParticles(vec3_t org);
void CL_InitEffects(void);
void CL_ClearEffects(void);
void CL_BlasterParticles(vec3_t org, vec3_t dir);
void CL_ExplosionParticles(vec3_t org);
void CL_BFGExplosionParticles(vec3_t org);
void CL_BlasterTrail(vec3_t start, vec3_t end);
void CL_QuadTrail(vec3_t start, vec3_t end);
void CL_OldRailTrail(void);
void CL_BubbleTrail(vec3_t start, vec3_t end);
void CL_FlagTrail(vec3_t start, vec3_t end, int color);
void CL_MuzzleFlash(void);
void CL_MuzzleFlash2(void);
void CL_TeleporterParticles(vec3_t org);
void CL_TeleportParticles(vec3_t org);
void CL_ParticleEffect(vec3_t org, vec3_t dir, int color, int count);
void CL_ParticleEffect2(vec3_t org, vec3_t dir, int color, int count);
cparticle_t *CL_AllocParticle(void);
void CL_RunParticles(void);
void CL_AddParticles(void);
#if USE_DLIGHTS
cdlight_t *CL_AllocDlight(int key);
void CL_RunDLights(void);
void CL_AddDLights(void);
#endif
#if USE_LIGHTSTYLES
void CL_ClearLightStyles(void);
void CL_SetLightStyle(int index, const char *s);
void CL_RunLightStyles(void);
void CL_AddLightStyles(void);
#endif
//
// newfx.c
//
void CL_BlasterParticles2(vec3_t org, vec3_t dir, unsigned int color);
void CL_BlasterTrail2(vec3_t start, vec3_t end);
void CL_DebugTrail(vec3_t start, vec3_t end);
void CL_SmokeTrail(vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing);
#if USE_DLIGHTS
void CL_Flashlight(int ent, vec3_t pos);
#endif
void CL_ForceWall(vec3_t start, vec3_t end, int color);
void CL_GenericParticleEffect(vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel);
void CL_BubbleTrail2(vec3_t start, vec3_t end, int dist);
void CL_Heatbeam(vec3_t start, vec3_t end);
void CL_ParticleSteamEffect(vec3_t org, vec3_t dir, int color, int count, int magnitude);
void CL_TrackerTrail(vec3_t start, vec3_t end, int particleColor);
void CL_Tracker_Explode(vec3_t origin);
void CL_TagTrail(vec3_t start, vec3_t end, int color);
#if USE_DLIGHTS
void CL_ColorFlash(vec3_t pos, int ent, int intensity, float r, float g, float b);
#endif
void CL_Tracker_Shell(vec3_t origin);
void CL_MonsterPlasma_Shell(vec3_t origin);
void CL_ColorExplosionParticles(vec3_t org, int color, int run);
void CL_ParticleSmokeEffect(vec3_t org, vec3_t dir, int color, int count, int magnitude);
void CL_Widowbeamout(cl_sustain_t *self);
void CL_Nukeblast(cl_sustain_t *self);
void CL_WidowSplash(void);
void CL_IonripperTrail(vec3_t start, vec3_t end);
void CL_TrapParticles(entity_t *ent);
void CL_ParticleEffect3(vec3_t org, vec3_t dir, int color, int count);
void CL_ParticleSteamEffect2(cl_sustain_t *self);
//
// demo.c
//
void CL_InitDemos(void);
void CL_CleanupDemos(void);
void CL_DemoFrame(int msec);
qboolean CL_WriteDemoMessage(sizebuf_t *buf);
void CL_EmitDemoFrame(void);
void CL_EmitDemoSnapshot(void);
void CL_FirstDemoFrame(void);
void CL_Stop_f(void);
demoInfo_t *CL_GetDemoInfo(const char *path, demoInfo_t *info);
//
// locs.c
//
void LOC_Init(void);
void LOC_LoadLocations(void);
void LOC_FreeLocations(void);
void LOC_UpdateCvars(void);
void LOC_AddLocationsToScene(void);
//
// console.c
//
void Con_Init(void);
void Con_PostInit(void);
void Con_Shutdown(void);
void Con_DrawConsole(void);
void Con_RunConsole(void);
void Con_Print(const char *txt);
void Con_ClearNotify_f(void);
void Con_ToggleConsole_f(void);
void Con_ClearTyping(void);
void Con_Close(qboolean force);
void Con_Popup(qboolean force);
void Con_SkipNotify(qboolean skip);
void Con_RegisterMedia(void);
void Con_CheckResize(void);
void Key_Console(int key);
void Key_Message(int key);
void Char_Console(int key);
void Char_Message(int key);
//
// refresh.c
//
void CL_InitRefresh(void);
void CL_ShutdownRefresh(void);
void CL_RunRefresh(void);
//
// screen.c
//
extern vrect_t scr_vrect; // position of render window
void SCR_Init(void);
void SCR_Shutdown(void);
void SCR_UpdateScreen(void);
void SCR_SizeUp(void);
void SCR_SizeDown(void);
void SCR_CenterPrint(const char *str);
void SCR_FinishCinematic(void);
void SCR_PlayCinematic(const char *name);
void SCR_BeginLoadingPlaque(void);
void SCR_EndLoadingPlaque(void);
void SCR_DebugGraph(float value, int color);
void SCR_TouchPics(void);
void SCR_RegisterMedia(void);
void SCR_ModeChanged(void);
void SCR_LagSample(void);
void SCR_LagClear(void);
void SCR_SetCrosshairColor(void);
float SCR_FadeAlpha(unsigned startTime, unsigned visTime, unsigned fadeTime);
int SCR_DrawStringEx(int x, int y, int flags, size_t maxlen, const char *s, qhandle_t font);
void SCR_DrawStringMulti(int x, int y, int flags, size_t maxlen, const char *s, qhandle_t font);
void SCR_ClearChatHUD_f(void);
void SCR_AddToChatHUD(const char *text);
#ifdef _DEBUG
void CL_AddNetgraph(void);
#endif
//
// ascii.c
//
void CL_InitAscii(void);
//
// http.c
//
#if USE_CURL
void HTTP_Init(void);
void HTTP_Shutdown(void);
void HTTP_SetServer(const char *url);
qerror_t HTTP_QueueDownload(const char *path, dltype_t type);
void HTTP_RunDownloads(void);
void HTTP_CleanupDownloads(void);
#else
#define HTTP_Init() (void)0
#define HTTP_Shutdown() (void)0
#define HTTP_SetServer(url) (void)0
#define HTTP_QueueDownload(path, type) Q_ERR_NOSYS
#define HTTP_RunDownloads() (void)0
#define HTTP_CleanupDownloads() (void)0
#endif
//
// gtv.c
//
#if USE_CLIENT_GTV
void CL_GTV_EmitFrame(void);
void CL_GTV_WriteMessage(byte *data, size_t len);
void CL_GTV_Resume(void);
void CL_GTV_Suspend(void);
void CL_GTV_Transmit(void);
void CL_GTV_Run(void);
void CL_GTV_Init(void);
void CL_GTV_Shutdown(void);
#else
#define CL_GTV_EmitFrame() (void)0
#define CL_GTV_WriteMessage(data, len) (void)0
#define CL_GTV_Resume() (void)0
#define CL_GTV_Suspend() (void)0
#define CL_GTV_Transmit() (void)0
#define CL_GTV_Run() (void)0
#define CL_GTV_Init() (void)0
#define CL_GTV_Shutdown() (void)0
#endif
//
// crc.c
//
byte COM_BlockSequenceCRCByte(byte *base, size_t length, int sequence);
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