mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-27 00:39:41 +03:00
3cf7852e03
git-svn-id: svn://kolibrios.org@5131 a494cfbc-eb01-0410-851d-a64ba20cac60
337 lines
8.3 KiB
C
337 lines
8.3 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// quakedef.h -- primary header for client
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//#define GLTEST // experimental stuff
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#define QUAKE_GAME // as opposed to utilities
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#undef VERSION
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#define VERSION 1.09
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#define GLQUAKE_VERSION 1.00
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#define D3DQUAKE_VERSION 0.01
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#define WINQUAKE_VERSION 0.996
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#define LINUX_VERSION 1.30
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#define X11_VERSION 1.10
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//define PARANOID // speed sapping error checking
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#ifdef QUAKE2
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#define GAMENAME "id1" // directory to look in by default
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#else
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#define GAMENAME "id1"
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#endif
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#include <math.h>
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#include <string.h>
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#include <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <setjmp.h>
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#if defined(_WIN32) && !defined(WINDED)
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#if defined(_M_IX86)
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#define __i386__ 1
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#endif
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void VID_LockBuffer (void);
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void VID_UnlockBuffer (void);
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#else
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#define VID_LockBuffer()
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#define VID_UnlockBuffer()
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#endif
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#if defined(__i386__) && defined(USE_ASM)
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#define id386 1
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#else
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#define id386 0
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#endif
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#if id386
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#define UNALIGNED_OK 1 // set to 0 if unaligned accesses are not supported
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#else
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#define UNALIGNED_OK 0
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#endif
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// !!! if this is changed, it must be changed in d_ifacea.h too !!!
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#define CACHE_SIZE 32 // used to align key data structures
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#define UNUSED(x) (x = x) // for pesky compiler / lint warnings
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#define MINIMUM_MEMORY 0x550000
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#define MINIMUM_MEMORY_LEVELPAK (MINIMUM_MEMORY + 0x100000)
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#define MAX_NUM_ARGVS 50
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// up / down
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#define PITCH 0
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// left / right
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#define YAW 1
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// fall over
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#define ROLL 2
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#define MAX_QPATH 64 // max length of a quake game pathname
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#define MAX_OSPATH 128 // max length of a filesystem pathname
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#define ON_EPSILON 0.1 // point on plane side epsilon
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#define MAX_MSGLEN 8000 // max length of a reliable message
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#define MAX_DATAGRAM 1024 // max length of unreliable message
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//
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// per-level limits
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//
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#define MAX_EDICTS 600 // FIXME: ouch! ouch! ouch!
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#define MAX_LIGHTSTYLES 64
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#define MAX_MODELS 256 // these are sent over the net as bytes
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#define MAX_SOUNDS 256 // so they cannot be blindly increased
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#define SAVEGAME_COMMENT_LENGTH 39
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#define MAX_STYLESTRING 64
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//
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// stats are integers communicated to the client by the server
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//
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#define MAX_CL_STATS 32
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#define STAT_HEALTH 0
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#define STAT_FRAGS 1
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#define STAT_WEAPON 2
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#define STAT_AMMO 3
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#define STAT_ARMOR 4
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#define STAT_WEAPONFRAME 5
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#define STAT_SHELLS 6
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#define STAT_NAILS 7
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#define STAT_ROCKETS 8
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#define STAT_CELLS 9
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#define STAT_ACTIVEWEAPON 10
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#define STAT_TOTALSECRETS 11
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#define STAT_TOTALMONSTERS 12
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#define STAT_SECRETS 13 // bumped on client side by svc_foundsecret
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#define STAT_MONSTERS 14 // bumped by svc_killedmonster
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// stock defines
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#define IT_SHOTGUN 1
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#define IT_SUPER_SHOTGUN 2
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#define IT_NAILGUN 4
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#define IT_SUPER_NAILGUN 8
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#define IT_GRENADE_LAUNCHER 16
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#define IT_ROCKET_LAUNCHER 32
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#define IT_LIGHTNING 64
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#define IT_SUPER_LIGHTNING 128
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#define IT_SHELLS 256
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#define IT_NAILS 512
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#define IT_ROCKETS 1024
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#define IT_CELLS 2048
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#define IT_AXE 4096
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#define IT_ARMOR1 8192
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#define IT_ARMOR2 16384
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#define IT_ARMOR3 32768
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#define IT_SUPERHEALTH 65536
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#define IT_KEY1 131072
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#define IT_KEY2 262144
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#define IT_INVISIBILITY 524288
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#define IT_INVULNERABILITY 1048576
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#define IT_SUIT 2097152
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#define IT_QUAD 4194304
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#define IT_SIGIL1 (1<<28)
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#define IT_SIGIL2 (1<<29)
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#define IT_SIGIL3 (1<<30)
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#define IT_SIGIL4 (1<<31)
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//===========================================
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//rogue changed and added defines
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#define RIT_SHELLS 128
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#define RIT_NAILS 256
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#define RIT_ROCKETS 512
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#define RIT_CELLS 1024
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#define RIT_AXE 2048
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#define RIT_LAVA_NAILGUN 4096
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#define RIT_LAVA_SUPER_NAILGUN 8192
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#define RIT_MULTI_GRENADE 16384
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#define RIT_MULTI_ROCKET 32768
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#define RIT_PLASMA_GUN 65536
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#define RIT_ARMOR1 8388608
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#define RIT_ARMOR2 16777216
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#define RIT_ARMOR3 33554432
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#define RIT_LAVA_NAILS 67108864
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#define RIT_PLASMA_AMMO 134217728
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#define RIT_MULTI_ROCKETS 268435456
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#define RIT_SHIELD 536870912
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#define RIT_ANTIGRAV 1073741824
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#define RIT_SUPERHEALTH 2147483648
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//MED 01/04/97 added hipnotic defines
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//===========================================
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//hipnotic added defines
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#define HIT_PROXIMITY_GUN_BIT 16
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#define HIT_MJOLNIR_BIT 7
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#define HIT_LASER_CANNON_BIT 23
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#define HIT_PROXIMITY_GUN (1<<HIT_PROXIMITY_GUN_BIT)
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#define HIT_MJOLNIR (1<<HIT_MJOLNIR_BIT)
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#define HIT_LASER_CANNON (1<<HIT_LASER_CANNON_BIT)
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#define HIT_WETSUIT (1<<(23+2))
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#define HIT_EMPATHY_SHIELDS (1<<(23+3))
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//===========================================
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#define MAX_SCOREBOARD 16
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#define MAX_SCOREBOARDNAME 32
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#define SOUND_CHANNELS 8
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// This makes anyone on id's net privileged
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// Use for multiplayer testing only - VERY dangerous!!!
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// #define IDGODS
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#include "common.h"
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#include "bspfile.h"
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#include "vid.h"
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#include "sys.h"
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#include "zone.h"
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#include "mathlib.h"
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typedef struct
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{
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vec3_t origin;
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vec3_t angles;
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int modelindex;
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int frame;
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int colormap;
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int skin;
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int effects;
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} entity_state_t;
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#include "wad.h"
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#include "draw.h"
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#include "cvar.h"
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#include "screen.h"
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#include "net.h"
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#include "protocol.h"
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#include "cmd.h"
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#include "sbar.h"
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#include "sound.h"
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#include "render.h"
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#include "client.h"
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#include "progs.h"
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#include "server.h"
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#ifdef GLQUAKE
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#include "gl_model.h"
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#else
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#include "model.h"
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#include "d_iface.h"
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#endif
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#include "input.h"
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#include "world.h"
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#include "keys.h"
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#include "console.h"
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#include "view.h"
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#include "menu.h"
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#include "crc.h"
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#include "cdaudio.h"
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#ifdef GLQUAKE
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#include "glquake.h"
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#endif
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//=============================================================================
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// the host system specifies the base of the directory tree, the
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// command line parms passed to the program, and the amount of memory
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// available for the program to use
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typedef struct
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{
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char *basedir;
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char *cachedir; // for development over ISDN lines
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int argc;
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char **argv;
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void *membase;
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int memsize;
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} quakeparms_t;
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//=============================================================================
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extern qboolean noclip_anglehack;
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//
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// host
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//
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extern quakeparms_t host_parms;
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extern cvar_t sys_ticrate;
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extern cvar_t sys_nostdout;
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extern cvar_t developer;
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extern qboolean host_initialized; // true if into command execution
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extern double host_frametime;
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extern byte *host_basepal;
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extern byte *host_colormap;
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extern int host_framecount; // incremented every frame, never reset
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extern double realtime; // not bounded in any way, changed at
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// start of every frame, never reset
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void Host_ClearMemory (void);
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void Host_ServerFrame (void);
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void Host_InitCommands (void);
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void Host_Init (quakeparms_t *parms);
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void Host_Shutdown(void);
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void Host_Error (char *error, ...);
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void Host_EndGame (char *message, ...);
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void Host_Frame (float time);
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void Host_Quit_f (void);
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void Host_ClientCommands (char *fmt, ...);
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void Host_ShutdownServer (qboolean crash);
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extern qboolean msg_suppress_1; // suppresses resolution and cache size console output
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// an fullscreen DIB focus gain/loss
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extern int current_skill; // skill level for currently loaded level (in case
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// the user changes the cvar while the level is
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// running, this reflects the level actually in use)
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extern qboolean isDedicated;
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extern int minimum_memory;
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//
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// chase
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//
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extern cvar_t chase_active;
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void Chase_Init (void);
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void Chase_Reset (void);
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void Chase_Update (void);
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