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// client.h typedef struct{	vec3_t viewangles; // intended velocities	float forwardmove;	float sidemove;	float upmove;} usercmd_t; typedef struct{	int length;	char map[MAX_STYLESTRING];} lightstyle_t; typedef struct{	char name[MAX_SCOREBOARDNAME];	float entertime;	int frags;	int colors; // two 4 bit fields	uint8_t translations[VID_GRADES*256];} scoreboard_t; typedef struct{	int destcolor[3];	int percent; // 0-256} cshift_t; #define CSHIFT_CONTENTS 0#define CSHIFT_DAMAGE 1#define CSHIFT_BONUS 2#define CSHIFT_POWERUP 3#define NUM_CSHIFTS 4 #define NAME_LENGTH 64 //// client_state_t should hold all pieces of the client state// #define SIGNONS 4 // signon messages to receive before connected #define MAX_DLIGHTS 128typedef struct{	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	int key;} dlight_t; #define MAX_BEAMS 24typedef struct{	int entity;	struct model_s *model;	float endtime;	vec3_t start, end;} beam_t; #define MAX_EFRAGS 640 #define MAX_MAPSTRING 2048#define MAX_DEMOS 8#define MAX_DEMONAME 16 typedef enum {ca_dedicated, // a dedicated server with no ability to start a clientca_disconnected, // full screen console with no connectionca_connected // valid netcon, talking to a server} cactive_t; //// the client_static_t structure is persistant through an arbitrary number// of server connections//typedef struct{	cactive_t state; // personalization data sent to server	char mapstring[MAX_QPATH];	char spawnparms[MAX_MAPSTRING]; // to restart a level // demo loop control	int demonum; // -1 = don't play demos	char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing // demo recording info must be here, because record is started before// entering a map (and clearing client_state_t)	bool demorecording;	bool demoplayback;	bool timedemo;	int forcetrack; // -1 = use normal cd track	FILE *demofile;	int td_lastframe; // to meter out one message a frame	int td_startframe; // host_framecount at start	float td_starttime; // realtime at second frame of timedemo // connection information	int signon; // 0 to SIGNONS	struct qsocket_s *netcon;	sizebuf_t message; // writing buffer to send to server } client_static_t; extern client_static_t cls; //// the client_state_t structure is wiped completely at every// server signon//typedef struct{	int movemessages; // since connecting to this server								// throw out the first couple, so the player								// doesn't accidentally do something the								// first frame	usercmd_t cmd; // last command sent to the server // information for local display	int stats[MAX_CL_STATS]; // health, etc	int items; // inventory bit flags	float item_gettime[32]; // cl.time of aquiring item, for blinking	float faceanimtime; // use anim frame if cl.time < this 	cshift_t cshifts[NUM_CSHIFTS]; // color shifts for damage, powerups	cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types // the client maintains its own idea of view angles, which are// sent to the server each frame. The server sets punchangle when// the view is temporarliy offset, and an angle reset commands at the start// of each level and after teleporting.	vec3_t mviewangles[2]; // during demo playback viewangles is lerped								// between these	vec3_t viewangles; 	vec3_t mvelocity[2]; // update by server, used for lean+bob								// (0 is newest)	vec3_t velocity; // lerped between mvelocity[0] and [1] 	vec3_t punchangle; // temporary offset // pitch drifting vars	float idealpitch;	float pitchvel;	bool nodrift;	float driftmove;	double laststop; 	float viewheight;	float crouch; // local amount for smoothing stepups 	bool paused; // send over by server	bool onground;	bool inwater; 	int intermission; // don't change view angle, full screen, etc	int completed_time; // latched at intermission start 	double mtime[2]; // the timestamp of last two messages	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 	float last_received_message; // (realtime) for net trouble icon //// information that is static for the entire time connected to a server//	struct model_s *model_precache[MAX_MODELS];	struct sfx_s *sound_precache[MAX_SOUNDS]; 	char levelname[40]; // for display on solo scoreboard	int viewentity; // cl_entitites[cl.viewentity] = player	int maxclients;	int gametype; // refresh related state	struct model_s *worldmodel; // cl_entitites[0].model	struct efrag_s *free_efrags;	int num_entities; // held in cl_entities array	int num_statics; // held in cl_staticentities array	entity_t viewent; // the gun model 	int cdtrack, looptrack; // cd audio // frag scoreboard	scoreboard_t *scores; // [cl.maxclients]} client_state_t; //// cvars//extern cvar_t cl_name;extern cvar_t cl_color; extern cvar_t cl_upspeed;extern cvar_t cl_forwardspeed;extern cvar_t cl_backspeed;extern cvar_t cl_sidespeed; extern cvar_t cl_movespeedkey; extern cvar_t cl_yawspeed;extern cvar_t cl_pitchspeed; extern cvar_t cl_anglespeedkey; extern cvar_t cl_autofire; extern cvar_t cl_shownet;extern cvar_t cl_nolerp; extern cvar_t cl_pitchdriftspeed;extern cvar_t lookspring;extern cvar_t lookstrafe;extern cvar_t sensitivity; extern cvar_t m_pitch;extern cvar_t m_yaw;extern cvar_t m_forward;extern cvar_t m_side; #define MAX_TEMP_ENTITIES 256 // lightning bolts, etc#define MAX_STATIC_ENTITIES 512 // torches, etc extern client_state_t cl; // FIXME, allocate dynamicallyextern efrag_t cl_efrags[MAX_EFRAGS];extern entity_t cl_entities[MAX_EDICTS];extern entity_t cl_static_entities[MAX_STATIC_ENTITIES];extern lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];extern dlight_t cl_dlights[MAX_DLIGHTS];extern entity_t cl_temp_entities[MAX_TEMP_ENTITIES];extern beam_t cl_beams[MAX_BEAMS]; //============================================================================= //// cl_main//dlight_t *CL_AllocDlight (int key);void CL_DecayLights (void); void CL_Init (void); void CL_EstablishConnection (char *host);void CL_Signon1 (void);void CL_Signon2 (void);void CL_Signon3 (void);void CL_Signon4 (void); void CL_Disconnect (void);void CL_Disconnect_f (void);void CL_NextDemo (void); #define MAX_VISEDICTS 1024extern int cl_numvisedicts;extern entity_t *cl_visedicts[MAX_VISEDICTS]; //// cl_input//typedef struct{	int down[2]; // key nums holding it down	int state; // low bit is down state} kbutton_t; extern kbutton_t in_mlook, in_klook;extern kbutton_t in_strafe;extern kbutton_t in_speed; void CL_InitInput (void);void CL_SendCmd (void);void CL_SendMove (usercmd_t *cmd); void CL_ParseTEnt (void);void CL_UpdateTEnts (void); void CL_ClearState (void); int CL_ReadFromServer (void);void CL_WriteToServer (usercmd_t *cmd);void CL_BaseMove (usercmd_t *cmd); char *Key_KeynumToString (int keynum); //// cl_demo.c//void CL_StopPlayback (void);int CL_GetMessage (void); void CL_Stop_f (void);void CL_Record_f (void);void CL_PlayDemo_f (void);void CL_TimeDemo_f (void); //// cl_parse.c//void CL_ParseServerMessage (void);void CL_NewTranslation (int slot); //// view//void V_StartPitchDrift (void);void V_StopPitchDrift (void); void V_RenderView (void);void V_UpdatePalette (void);void V_Register (void);void V_ParseDamage (void);void V_SetContentsColor (int contents); //// cl_tent//void CL_InitTEnts (void);void CL_SignonReply (void);

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