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#pragma once enum {	// edict->movetype values	MOVETYPE_NONE, // never moves	MOVETYPE_ANGLENOCLIP,	MOVETYPE_ANGLECLIP,	MOVETYPE_WALK, // gravity	MOVETYPE_STEP, // gravity, special edge handling	MOVETYPE_FLY,	MOVETYPE_TOSS, // gravity	MOVETYPE_PUSH, // no clip to world, push and crush	MOVETYPE_NOCLIP,	MOVETYPE_FLYMISSILE, // extra size to monsters	MOVETYPE_BOUNCE,	MOVETYPE_GIB,	MOVETYPE_FOLLOW, // track movement of aiment 	SIGNON_INIT = 0,	SIGNON_SENDING,	SIGNON_DONE,	SIGNON_KICK, 	NUM_PING_TIMES = 16, 	// edict->solid values	SOLID_NOT = 0, // no interaction with other objects	SOLID_TRIGGER, // touch on edge, but not blocking	SOLID_BBOX, // touch on edge, block	SOLID_SLIDEBOX, // touch on edge, but not an onground	SOLID_BSP, // bsp clip, touch on edge, block 	// edict->deadflag values	DEAD_NO = 0,	DEAD_DYING,	DEAD_DEAD, 	DAMAGE_NO = 0,	DAMAGE_YES,	DAMAGE_AIM, 	// edict->flags	FL_FLY = 1 << 0,	FL_SWIM = 1 << 1,	FL_CONVEYOR = 1 << 2,	FL_CLIENT = 1 << 3,	FL_INWATER = 1 << 4,	FL_MONSTER = 1 << 5,	FL_GODMODE = 1 << 6,	FL_NOTARGET = 1 << 7,	FL_ITEM = 1 << 8,	FL_ONGROUND = 1 << 9,	FL_PARTIALGROUND = 1 << 10, // not all corners are valid	FL_WATERJUMP = 1 << 11, // player jumping out of water	FL_JUMPRELEASED = 1 << 12, // for jump debouncing 	// entity effects	EF_BRIGHTFIELD = 1 << 0,	EF_MUZZLEFLASH = 1 << 1,	EF_BRIGHTLIGHT = 1 << 2,	EF_DIMLIGHT = 1 << 3,	EF_NODRAW = 1 << 4,	EF_ADDITIVE = 1 << 5,	EF_BLUE = 1 << 6,	EF_RED = 1 << 7, 	SPAWNFLAG_NOT_EASY = 1 << 8,	SPAWNFLAG_NOT_MEDIUM = 1 << 9,	SPAWNFLAG_NOT_HARD = 1 << 10,	SPAWNFLAG_NOT_DEATHMATCH = 1 << 11,}; typedef struct {	int maxclients;	int maxclientslimit;	struct client_s *clients; // [maxclients]	int serverflags; // episode completion information	bool changelevel_issued; // cleared when at SV_SpawnServer} server_static_t; typedef enum {	ss_loading,	ss_active,} server_state_t; typedef struct {	bool active; // false if only a net client	protocol_t *protocol; 	bool paused;	bool loadgame; // handle connections specially 	double time; 	int lastcheck; // used by PF_checkclient	double lastchecktime; 	char name[64]; // map name	char modelname[64]; // maps/<name>.bsp, for model_precache[0]	struct model_s *worldmodel;	const char *model_precache[MAX_MODELS];	struct model_s *models[MAX_MODELS];	const char *sound_precache[MAX_SOUNDS];	const char *lightstyles[Nlights];	server_state_t state; // some actions are only valid during load 	sizebuf_t datagram;	byte datagram_buf[MAX_DATAGRAM]; 	sizebuf_t reliable_datagram; // copied to all clients at end of frame	byte reliable_datagram_buf[MAX_DATAGRAM]; 	sizebuf_t *signon;	int signon_frame;	sizebuf_t *signons[256];	int numsignons; 	pr_t *pr;} server_t; typedef struct client_s {	bool active; // false = client is free	bool spawned; // false = don't send datagrams	bool dropasap; // has been told to go to another level 	struct {		int state;		int id;	} signon; 	double last_message; // reliable messages must be sent periodically 	struct qsocket_s *netconnection; // communications handle 	usercmd_t cmd; // movement	vec3_t wishdir; // intended motion calced from cmd 	sizebuf_t message; // can be added to at any time, copied and clear once per frame	byte msgbuf[NET_MAXMESSAGE];	edict_t *edict; // EDICT_NUM(clientnum+1)	char name[32]; // for printing to other people	int colors; 	float ping_times[NUM_PING_TIMES];	int num_pings; // ping_times[num_pings%NUM_PING_TIMES] 	// spawn parms are carried from level to level	float spawn_parms[Nparms]; 	// client known data for deltas	int old_frags;} client_t; extern cvar_t teamplay;extern cvar_t skill;extern cvar_t deathmatch;extern cvar_t coop;extern cvar_t fraglimit;extern cvar_t timelimit; extern server_static_t svs; // persistant server infoextern server_t sv; // local serverextern client_t *host_client;extern jmp_buf host_abortserver;extern double host_time;extern edict_t *sv_player; #pragma varargck argpos SV_ClientPrintf 1void SV_ClientPrintf(const char *fmt, ...) format_printf(1, 2);#pragma varargck argpos SV_BroadcastPrintf 1void SV_BroadcastPrintf(const char *fmt, ...) format_printf(1, 2); void SV_SignonFrame(void);void SV_Init(void);void SV_StartParticle(vec3_t org, vec3_t dir, int color, int count);voidSV_StartSound(edict_t *entity, int channel, const char *sample, int volume, float attenuation);void SV_DropClient(bool crash);void SV_SendClientMessages(void);void SV_ClearDatagram(void);int SV_ModelIndex(const char *name);void SV_SetIdealPitch(void);void SV_AddUpdates(void);void SV_ClientThink(void);void SV_AddClientToServer(struct qsocket_s *ret);void SV_Physics(pr_t *pr);bool SV_CheckBottom(pr_t *pr, edict_t *ent);bool SV_movestep(pr_t *pr, edict_t *ent, vec3_t move, bool relink);void SV_WriteClientdataToMessage(edict_t *ent, sizebuf_t *msg);void SV_CheckForNewClients(void);void SV_RunClients(void);void SV_SaveSpawnparms(void);void SV_SpawnServer(char *server);bool SV_StepDirection(pr_t *pr, edict_t *ent, float yaw, float dist);void SV_NewChaseDir(pr_t *pr, edict_t *actor, edict_t *enemy, float dist);

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