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Xash3DArchive/engine/client/client.h

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//=======================================================================
// Copyright XashXT Group 2009 <20>
// client.h -- primary header for client
//=======================================================================
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#ifndef CLIENT_H
#define CLIENT_H
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#include "mathlib.h"
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#include "clgame_api.h"
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#include "com_world.h"
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#define MAX_DEMOS 32
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#define COMMAND_HISTORY 32
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#define MAX_MESSAGES 1024
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#define ColorIndex(c) (((c) - '0') & 7)
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#define NUM_FOR_EDICT(e) ((int)((edict_t *)(e) - clgame.edicts))
#define EDICT_NUM( num ) CL_EDICT_NUM( num, __FILE__, __LINE__ )
#define STRING( offset ) CL_GetString( offset )
#define MAKE_STRING(str) CL_AllocString( str )
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// console stuff
typedef struct
{
string buffer;
int cursor;
int scroll;
int widthInChars;
} field_t;
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typedef struct player_info_s
{
char name[CS_SIZE];
char userinfo[MAX_INFO_STRING];
char model[CS_SIZE];
} player_info_t;
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//=============================================================================
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typedef struct frame_s
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{
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bool valid; // cleared if delta parsing was invalid
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int serverframe;
int deltaframe;
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int num_entities;
int parse_entities; // non-masked index into cl_parse_entities array
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} frame_t;
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#define CMD_BACKUP 64 // allow a lot of command backups for very fast systems
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#define CMD_MASK (CMD_BACKUP - 1)
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#define CL_UPDATE_MASK (CL_UPDATE_BACKUP - 1)
extern int CL_UPDATE_BACKUP;
// the cl_parse_entities must be large enough to hold CL_UPDATE_BACKUP frames of
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// entities, so that when a delta compressed message arives from the server
// it can be un-deltad from the original
#define MAX_PARSE_ENTITIES 2048
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// the client_t structure is wiped completely at every
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// server map change
typedef struct
{
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int timeoutcount;
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bool video_prepped; // false if on new level or new ref dll
bool audio_prepped; // false if on new level or new snd dll
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bool force_refdef; // vid has changed, so we can't use a paused refdef
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int parse_entities; // index (not anded off) into cl_parse_entities[]
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usercmd_t cmds[CMD_BACKUP]; // each mesage will send several old cmds
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frame_t frame; // received from server
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frame_t *oldframe; // previous frame to lerping from
int surpressCount; // number of messages rate supressed
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frame_t *frames; // alloced on svc_serverdata
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double time; // clients view of time, should be between
// servertime and oldservertime to generate
// a lerp point for other data
double oldtime; // previous cl.time, time-oldtime is used
// to decay light values and smooth step ups
double mtime[2]; // the timestamp of the last two messages
int render_flags; // clearing at end of frame
float lerpFrac; // interpolation value
ref_params_t refdef; // shared refdef
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cinematics_t *cin;
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char serverinfo[MAX_INFO_STRING];
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player_info_t players[MAX_CLIENTS];
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event_state_t events;
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// predicting stuff
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vec3_t predicted_origins[CMD_BACKUP];// for debug comparing against server
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vec3_t predicted_origin; // generated by CL_PredictMovement
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vec3_t predicted_viewofs;
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vec3_t predicted_angles;
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vec3_t predicted_velocity;
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vec3_t prediction_error;
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// server state information
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int playernum;
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int servercount; // server identification for prespawns
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int movemessages;
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char configstrings[MAX_CONFIGSTRINGS][CS_SIZE];
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char physinfo[MAX_INFO_STRING]; // physics info string
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entity_state_t entity_curstates[MAX_PARSE_ENTITIES]; // FIXME: this is must match with max_edicts ?
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// locally derived information from server state
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model_t models[MAX_MODELS];
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string_t edict_classnames[MAX_CLASSNAMES];
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sound_t sound_precache[MAX_SOUNDS];
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shader_t decal_shaders[MAX_DECALNAMES];
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} client_t;
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extern client_t cl;
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extern render_exp_t *re;
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/*
==================================================================
the client_static_t structure is persistant through an arbitrary number
of server connections
==================================================================
*/
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typedef enum
{
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ca_uninitialized = 0,
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ca_disconnected, // not talking to a server
ca_connecting, // sending request packets to the server
ca_connected, // netchan_t established, waiting for svc_serverdata
ca_active, // game views should be displayed
ca_cinematic, // playing a cinematic, not connected to a server
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} connstate_t;
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typedef enum
{
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dl_none,
dl_model,
dl_sound,
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dl_generic,
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} dltype_t; // download type
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typedef enum
{
scrshot_inactive,
scrshot_plaque, // levelshot
scrshot_savegame, // saveshot
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scrshot_demoshot, // for demos preview
scrshot_envshot, // cubemap view
scrshot_skyshot // skybox view
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} e_scrshot;
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// cl_private_edict_t
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struct cl_priv_s
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{
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link_t area; // linked to a division node or leaf
bool linked;
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int serverframe; // if not current, this ent isn't in the frame
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entity_state_t current;
entity_state_t prev; // will always be valid, but might just be a copy of current
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lerpframe_t frame; // holds the studio values for right lerping
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// studiomodels attachments
vec3_t origin[MAXSTUDIOATTACHMENTS];
vec3_t angles[MAXSTUDIOATTACHMENTS];
mouth_t mouth; // shared mouth info
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};
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typedef enum { key_console = 0, key_game, key_menu } keydest_t;
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typedef struct
{
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char name[32];
pfnUserMsgHook func; // user-defined function
} cl_hook_info_t;
typedef struct
{
char name[32];
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int number; // svc_ number
int size; // if size == -1, size come from first byte after svcnum
pfnUserMsgHook func; // user-defined function
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} cl_user_message_t;
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typedef struct
{
char name[CS_SIZE];
word index; // event index
pfnEventHook func; // user-defined function
} user_event_t;
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typedef struct
{
// temp handle
HSPRITE hSprite;
// scissor test
int scissor_x;
int scissor_y;
int scissor_width;
int scissor_height;
bool scissor_test;
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// centerprint stuff
int centerPrintY;
int centerPrintTime;
int centerPrintCharWidth;
char centerPrint[2048];
int centerPrintLines;
HSPRITE hHudFont;
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// crosshair members
HSPRITE hCrosshair;
wrect_t rcCrosshair;
rgba_t rgbaCrosshair;
} draw_stuff_t;
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typedef struct
{
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void *hInstance; // pointer to client.dll
HUD_FUNCTIONS dllFuncs; // dll exported funcs
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byte *mempool; // client edicts pool
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byte *private; // client.dll private pool
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string maptitle; // display map title
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union
{
edict_t *edicts; // acess by edict number
void *vp; // acess by offset in bytes
};
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// movement values from server
movevars_t movevars;
movevars_t oldmovevars;
playermove_t *pmove; // pmove state
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cl_globalvars_t *globals;
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cl_user_message_t msg[MAX_USER_MESSAGES]; // keep static to avoid fragment memory
cl_hook_info_t hook[MAX_USER_MESSAGES];
user_event_t *events[MAX_EVENTS];
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entity_state_t *baselines;
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draw_stuff_t ds; // draw2d stuff (hud, weaponmenu etc)
SCREENINFO scrInfo; // actual screen info
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client_textmessage_t *titles; // title messages, not network messages
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int numTitles;
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edict_t viewent; // viewmodel or playermodel in UI_PlayerSetup
edict_t playermodel; // uiPlayerSetup latched vars
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byte *stringspool; // for shared strings
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int hStringTable; // stringtable handle
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} clgame_static_t;
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typedef struct
{
connstate_t state;
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bool initialized;
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keydest_t key_dest;
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byte *mempool; // client premamnent pool: edicts etc
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int framecount;
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int quakePort; // a 16 bit value that allows quake servers
// to work around address translating routers
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// connection information
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string servername; // name of server from original connect
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double connect_time; // for connection retransmits
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netchan_t netchan;
int serverProtocol; // in case we are doing some kind of version hack
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int challenge; // from the server to use for connecting
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shader_t consoleFont; // current console font
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shader_t clientFont; // current client font
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shader_t consoleBack; // console background
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shader_t fillShader; // used for emulate FillRGBA to avoid wrong draw-sort
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shader_t particle; // used for drawing quake1 particles (SV_ParticleEffect)
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shader_t netIcon; // netIcon displayed bad network connection
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file_t *download; // file transfer from server
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string downloadname;
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string downloadtempname;
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int downloadnumber;
dltype_t downloadtype;
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e_scrshot scrshot_request; // request for screen shot
e_scrshot scrshot_action; // in-action
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const float *envshot_vieworg; // envshot position
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string shotname;
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// demo loop control
int demonum; // -1 = don't play demos
string demos[MAX_DEMOS]; // when not playing
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// demo recording info must be here, so it isn't clearing on level change
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bool demorecording;
bool demoplayback;
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bool demowaiting; // don't record until a non-delta message is received
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int drawplaque; // draw plaque when level is loading
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string demoname; // for demo looping
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file_t *demofile;
} client_static_t;
extern client_static_t cls;
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extern clgame_static_t clgame;
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/*
==============================================================
SCREEN CONSTS
==============================================================
*/
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extern rgba_t g_color_table[8];
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// basic console charwidths
#define TINYCHAR_WIDTH (SMALLCHAR_WIDTH)
#define TINYCHAR_HEIGHT (SMALLCHAR_HEIGHT/2)
#define SMALLCHAR_WIDTH 8
#define SMALLCHAR_HEIGHT 16
#define BIGCHAR_WIDTH 16
#define BIGCHAR_HEIGHT 24
#define GIANTCHAR_WIDTH 32
#define GIANTCHAR_HEIGHT 48
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
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//
// cvars
//
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extern cvar_t *cl_predict;
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extern cvar_t *cl_smooth;
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extern cvar_t *cl_showfps;
extern cvar_t *cl_shownet;
extern cvar_t *cl_envshot_size;
extern cvar_t *cl_font;
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extern cvar_t *cl_nodelta;
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extern cvar_t *cl_crosshair;
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extern cvar_t *cl_showmiss;
extern cvar_t *cl_testentities;
extern cvar_t *cl_testlights;
extern cvar_t *cl_testflashlight;
extern cvar_t *cl_levelshot_name;
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extern cvar_t *cl_lightstyle_lerping;
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extern cvar_t *scr_centertime;
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extern cvar_t *scr_download;
extern cvar_t *scr_loading;
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extern cvar_t *userinfo;
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extern cvar_t *con_font;
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//=============================================================================
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bool CL_CheckOrDownloadFile( const char *filename );
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void CL_ParseConfigString( sizebuf_t *msg );
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void CL_SetLightstyle( int i );
void CL_RunLightStyles( void );
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void CL_AddEntities( void );
void CL_AddDLights( void );
void CL_AddLightStyles( void );
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//=================================================
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void CL_PrepVideo( void );
void CL_PrepSound( void );
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//
// cl_cmds.c
//
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void CL_Quit_f( void );
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void CL_ScreenShot_f( void );
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void CL_EnvShot_f( void );
void CL_SkyShot_f( void );
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void CL_SaveShot_f( void );
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void CL_DemoShot_f( void );
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void CL_LevelShot_f( void );
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void CL_SetSky_f( void );
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void CL_SetFont_f( void );
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void SCR_Viewpos_f( void );
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//
// cl_main
//
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void CL_Init( void );
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void CL_SendCommand( void );
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void CL_Disconnect_f( void );
void CL_GetChallengePacket( void );
void CL_PingServers_f( void );
void CL_Snd_Restart_f( void );
void CL_RequestNextDownload( void );
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void CL_ClearState( void );
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//
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// cl_input.c
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//
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void CL_MouseEvent( int mx, int my );
void CL_SendCmd( void );
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//
// cl_demo.c
//
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void CL_DrawDemoRecording( void );
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void CL_WriteDemoMessage( sizebuf_t *msg, int head_size );
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void CL_ReadDemoMessage( void );
void CL_StopPlayback( void );
void CL_StopRecord( void );
void CL_PlayDemo_f( void );
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void CL_StartDemos_f( void );
void CL_Demos_f( void );
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void CL_DeleteDemo_f( void );
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void CL_Record_f( void );
void CL_Stop_f( void );
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//
// cl_progs.c
//
void CL_InitClientProgs( void );
void CL_FreeClientProgs( void );
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void CL_DrawHUD( int state );
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void CL_FadeAlpha( int starttime, int endtime, rgba_t color );
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void CL_InitEdicts( void );
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void CL_FreeEdicts( void );
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void CL_InitWorld( void );
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//
// cl_game.c
//
void CL_UnloadProgs( void );
bool CL_LoadProgs( const char *name );
void CL_ParseUserMessage( sizebuf_t *msg, int svc_num );
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void CL_LinkUserMessage( char *pszName, const int svc_num, int iSize );
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edict_t *CL_AllocEdict( void );
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void CL_InitEdict( edict_t *pEdict );
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void CL_FreeEdict( edict_t *pEdict );
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string_t CL_AllocString( const char *szValue );
const char *CL_GetString( string_t iString );
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void CL_CenterPrint( const char *text, int y, int charWidth );
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bool CL_IsValidEdict( const edict_t *e );
const char *CL_ClassName( const edict_t *e );
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void CL_SetEventIndex( const char *szEvName, int ev_index );
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void CL_TextMessageParse( byte *pMemFile, int fileSize );
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mouth_t *CL_GetEntityMouth( edict_t *ent );
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// TriAPI implementation
void TriRenderMode( kRenderMode_t mode );
shader_t TriGetSpriteFrame( int spriteIndex, int spriteFrame );
void TriBind( shader_t shader, int frame );
void TriBegin( int mode );
void TriEnd( void );
void TriEnable( int cap );
void TriDisable( int cap );
void TriVertex3f( float x, float y, float z );
void TriVertex3fv( const float *v );
void TriNormal3f( float x, float y, float z );
void TriNormal3fv( const float *v );
void TriColor4f( float r, float g, float b, float a );
void TriColor4ub( byte r, byte g, byte b, byte a );
void TriTexCoord2f( float u, float v );
void TriCullFace( int mode );
void TriScreenToWorld( float *screen, float *world );
int TriWorldToScreen( float *world, float *screen );
void TriFog( float flFogColor[3], float flStart, float flEnd, int bOn );
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_inline edict_t *CL_EDICT_NUM( int n, const char *file, const int line )
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{
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if((n >= 0) && (n < clgame.globals->maxEntities))
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return clgame.edicts + n;
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Host_Error( "CL_EDICT_NUM: bad number %i (called at %s:%i)\n", n, file, line );
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return NULL;
}
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//
// cl_parse.c
//
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int CL_CalcNet( void );
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void CL_ParseServerMessage( sizebuf_t *msg );
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void CL_RunBackgroundTrack( void );
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void CL_Download_f( void );
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//
// cl_scrn.c
//
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void SCR_RegisterShaders( void );
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void SCR_AdjustSize( float *x, float *y, float *w, float *h );
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void SCR_DrawPic( float x, float y, float width, float height, shader_t shader );
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void SCR_FillRect( float x, float y, float width, float height, const rgba_t color );
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void SCR_DrawSmallChar( int x, int y, int ch );
void SCR_DrawChar( int x, int y, float w, float h, int ch );
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void SCR_DrawSmallStringExt( int x, int y, const char *string, rgba_t setColor, bool forceColor );
void SCR_DrawStringExt( int x, int y, float w, float h, const char *string, rgba_t setColor, bool forceColor );
void SCR_DrawBigString( int x, int y, const char *s, byte alpha );
void SCR_DrawBigStringColor( int x, int y, const char *s, rgba_t color );
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void SCR_MakeScreenShot( void );
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void SCR_MakeLevelShot( void );
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void SCR_RSpeeds( void );
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void SCR_DrawFPS( void );
void SCR_DrawNet( void );
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//
// cl_view.c
//
void V_Init (void);
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void V_Shutdown( void );
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void V_ClearScene( void );
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bool V_PreRender( void );
void V_PostRender( void );
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void V_RenderView( void );
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float V_CalcFov( float fov_x, float width, float height );
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//
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// cl_move.c
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//
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void CL_InitClientMove( void );
void CL_PredictMove( void );
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void CL_CheckPredictionError( void );
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bool CL_IsPredicted( void );
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//
// cl_phys.c
//
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void CL_CheckVelocity( edict_t *ent );
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bool CL_CheckWater( edict_t *ent );
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void CL_UpdateBaseVelocity( edict_t *ent );
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//
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// cl_frame.c
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//
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void CL_ParseFrame( sizebuf_t *msg );
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void CL_GetEntitySpatialization( int ent, vec3_t origin, vec3_t velocity );
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//
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// cl_effects.c
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//
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void CL_AddParticles( void );
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void CL_ClearEffects( void );
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void CL_TestLights( void );
void CL_TestEntities( void );
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dlight_t *CL_AllocDlight( int key );
dlight_t *CL_AllocElight( int key );
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particle_t *CL_AllocParticle( void );
void CL_EntityParticles( edict_t *ent );
void CL_LavaSplash( const vec3_t org );
void CL_BlobExplosion( const vec3_t org );
void CL_TeleportSplash( const vec3_t org );
void CL_ParticleExplosion( const vec3_t org );
void CL_RocketTrail( const vec3_t start, const vec3_t end, int type );
void CL_ParticleExplosion2( const vec3_t org, int colorStart, int colorLength );
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void CL_GetPaletteColor( int colorIndex, vec3_t outColor );
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void CL_LightForPoint( const vec3_t point, vec3_t ambientLight );
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void CL_DecalShoot( HSPRITE hDecal, int entityIndex, int modelIndex, float *pos, int flags );
void CL_PlayerDecal( HSPRITE hDecal, int entityIndex, float *pos, byte *color );
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void CL_ParticleEffect( const vec3_t org, const vec3_t dir, int color, int count ); // q1 legacy
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void CL_QueueEvent( int flags, int index, float delay, event_args_t *args );
word CL_PrecacheEvent( const char *name );
void CL_ResetEvent( event_info_t *ei );
void CL_FireEvents( void );
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//
// cl_pred.c
//
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void CL_PredictMovement (void);
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//
// cl_tent.c
//
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int CL_AddEntity( edict_t *pEnt, int ed_type, shader_t customShader );
int CL_AddTempEntity( struct tempent_s *pTemp, shader_t customShader );
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//
// cl_con.c
//
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bool Con_Visible( void );
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void Con_CheckResize( void );
void Con_Init( void );
void Con_Clear_f( void );
void Con_ToggleConsole_f( void );
void Con_DrawNotify( void );
void Con_ClearNotify( void );
void Con_RunConsole( void );
void Con_DrawConsole( void );
void Con_PageUp( void );
void Con_PageDown( void );
void Con_Top( void );
void Con_Bottom( void );
void Con_Close( void );
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extern bool chat_team;
extern bool anykeydown;
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extern int g_console_field_width;
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extern field_t historyEditLines[COMMAND_HISTORY];
extern field_t g_consoleField;
extern field_t chatField;
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//
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// cl_menu.c
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//
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typedef enum { UI_CLOSEMENU, UI_MAINMENU } uiActiveMenu_t;
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void UI_UpdateMenu( int realtime );
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void UI_KeyEvent( int key, bool down );
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void UI_MouseMove( int x, int y );
void UI_SetActiveMenu( uiActiveMenu_t activeMenu );
void UI_AddServerToList( netadr_t adr, const char *info );
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void UI_GetCursorPos( POINT *pos );
void UI_SetCursorPos( int pos_x, int pos_y );
void UI_ShowCursor( bool show );
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bool UI_CreditsActive( void );
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void UI_CharEvent( int key );
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bool UI_MouseInRect( void );
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bool UI_IsVisible( void );
void UI_Precache( void );
void UI_Init( void );
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void UI_Shutdown( void );
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//
// cl_keys.c
//
void Field_Clear( field_t *edit );
void Field_CharEvent( field_t *edit, int ch );
void Field_KeyDownEvent( field_t *edit, int key );
void Field_Draw( field_t *edit, int x, int y, int width, bool showCursor );
void Field_BigDraw( field_t *edit, int x, int y, int width, bool showCursor );
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//
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// cl_video.c
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//
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void SCR_InitCinematic( void );
bool SCR_PlayCinematic( const char *name );
bool SCR_DrawCinematic( void );
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void SCR_RunCinematic( void );
void SCR_StopCinematic( void );
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void CL_PlayVideo_f( void );
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//
// cl_world.c
//
void CL_ClearWorld( void );
void CL_UnlinkEdict( edict_t *ent );
void CL_ClassifyEdict( edict_t *ent );
void CL_LinkEdict( edict_t *ent, bool touch_triggers );
int CL_AreaEdicts( const vec3_t mins, const vec3_t maxs, edict_t **list, int maxcount, int areatype );
trace_t CL_Move( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e );
edict_t *CL_TestPlayerPosition( const vec3_t origin, edict_t *pass, TraceResult *tr );
trace_t CL_MoveToss( edict_t *tossent, edict_t *ignore );
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int CL_TruePointContents( const vec3_t p );
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int CL_PointContents( const vec3_t p );
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#endif//CLIENT_H