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https://github.com/FWGS/xash3d-fwgs
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engine: server: static-ize few game API functions, set GAME_EXPORT attribute
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4c02c25506
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@ -653,15 +653,12 @@ void SV_SendUserReg( sizebuf_t *msg, sv_user_message_t *user );
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int pfnIndexOfEdict( const edict_t *pEdict );
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void pfnWriteBytes( const byte *bytes, int count );
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void SV_UpdateBaseVelocity( edict_t *ent );
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byte *pfnSetFatPVS( const float *org );
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byte *pfnSetFatPAS( const float *org );
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int pfnPrecacheModel( const char *s );
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int pfnModelIndex( const char *m );
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void pfnRemoveEntity( edict_t* e );
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void SV_RestartAmbientSounds( void );
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void SV_RestartDecals( void );
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void SV_RestartStaticEnts( void );
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int pfnGetCurrentPlayer( void );
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int pfnDropToFloor( edict_t* e );
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edict_t *SV_EdictNum( int n );
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char *SV_Localinfo( void );
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@ -4188,6 +4188,21 @@ void GAME_EXPORT SV_PlaybackEventFull( int flags, const edict_t *pInvoker, word
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}
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}
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/*
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=============
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pfnGetCurrentPlayer
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=============
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*/
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static int GAME_EXPORT pfnGetCurrentPlayer( void )
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{
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int idx = sv.current_client - svs.clients;
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if( idx < 0 || idx >= svs.maxclients )
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return -1;
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return idx;
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}
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/*
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=============
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pfnSetFatPVS
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@ -4196,7 +4211,7 @@ The client will interpolate the view position,
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so we can't use a single PVS point
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=============
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*/
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byte *pfnSetFatPVS( const float *org )
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static byte * GAME_EXPORT pfnSetFatPVS( const float *org )
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{
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qboolean fullvis = false;
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@ -4247,7 +4262,7 @@ The client will interpolate the hear position,
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so we can't use a single PHS point
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=============
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*/
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byte *pfnSetFatPAS( const float *org )
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static byte * GAME_EXPORT pfnSetFatPAS( const float *org )
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{
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qboolean fullvis = false;
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@ -4355,21 +4370,6 @@ int GAME_EXPORT pfnCanSkipPlayer( const edict_t *player )
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return FBitSet( cl->flags, FCL_LOCAL_WEAPONS ) ? true : false;
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}
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/*
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=============
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pfnGetCurrentPlayer
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=============
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*/
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int GAME_EXPORT pfnGetCurrentPlayer( void )
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{
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int idx = sv.current_client - svs.clients;
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if( idx < 0 || idx >= svs.maxclients )
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return -1;
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return idx;
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}
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/*
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=============
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pfnSetGroupMask
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