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69 #define MAX_CLIENTWEAPONMODELS 20 // PGM -- upped from 16 to fit the chainfist vwep
85 #define CMD_BACKUP 64 // allow a lot of command backups for very fast systems
147 char cinematicpalette[768];
312 #define MAX_PARSE_ENTITIES 1024
342 #define MAX_SUSTAINS 32
373 #define PARTICLE_GRAVITY 40
374 #define BLASTER_PARTICLE_COLOR 0xe0
376 #define INSTANT_PARTICLE -10000.0
581 void x86_TimerStart(
void );
582 void x86_TimerStop(
void );
583 void x86_TimerInit(
unsigned long smallest,
unsigned longest );
584 unsigned long *x86_TimerGetHistogram(
void );
void CL_BubbleTrail(vec3_t start, vec3_t end)
void CL_ParticleSmokeEffect(vec3_t org, vec3_t dir, int color, int count, int magnitude)
void CL_AddParticles(void)
void CL_GenericParticleEffect(vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel)
int CL_ParseEntityBits(unsigned *bits)
just for protocol profiling
int CL_ReadFromServer(void)
void SmokeAndFlash(vec3_t origin)
void CL_ColorFlash(vec3_t pos, int ent, int intensity, float r, float g, float b)
void CL_KeyInventory(int key)
cdlight_t * CL_AllocDlight(int key)
entity_state_t cl_parse_entities[MAX_PARSE_ENTITIES]
void CL_RailTrail(vec3_t start, vec3_t end)
void CL_DrawInventory(void)
cvar_t * cl_anglespeedkey
cdlight_t cl_dlights[MAX_DLIGHTS]
void CL_Widowbeamout(cl_sustain_t *self)
void CL_RunParticles(void)
cvar_t * cl_stereo_separation
void CL_FlyEffect(centity_t *ent, vec3_t origin)
void CL_BfgParticles(entity_t *ent)
struct particle_s cparticle_t
void CL_BaseMove(usercmd_t *cmd)
void CL_ParseDelta(entity_state_t *from, entity_state_t *to, int number, int bits)
void CL_TagTrail(vec3_t start, vec3_t end, float color)
void CL_TrapParticles(entity_t *ent)
void CL_BlasterTrail(vec3_t start, vec3_t end)
void CL_ParseServerMessage(void)
void CL_WidowSplash(vec3_t org)
void CL_PingServers_f(void)
void CL_Snd_Restart_f(void)
void CL_FixUpGender(void)
void CL_Tracker_Explode(vec3_t origin)
void CL_CheckPredictionError(void)
void CL_ParseClientinfo(int player)
void CL_ParticleSteamEffect2(cl_sustain_t *self)
void CL_LoadClientinfo(clientinfo_t *ci, char *s)
void CL_Flashlight(int ent, vec3_t pos)
void CL_TrackerTrail(vec3_t start, vec3_t end, int particleColor)
void CL_Nukeblast(cl_sustain_t *self)
void CL_GetChallengePacket(void)
void CL_ParseInventory(void)
void CL_BlasterParticles2(vec3_t org, vec3_t dir, unsigned int color)
void DrawString(int x, int y, char *s)
centity_t cl_entities[MAX_EDICTS]
void CL_WriteDemoMessage(void)
float CL_KeyState(kbutton_t *key)
void CL_QuadTrail(vec3_t start, vec3_t end)
void CL_BlasterTrail2(vec3_t start, vec3_t end)
void V_AddLight(vec3_t org, float intensity, float r, float g, float b)
void CL_DebugTrail(vec3_t start, vec3_t end)
void CL_AddEntities(void)
void V_AddEntity(entity_t *ent)
void CL_ParseMuzzleFlash(void)
void CL_PrepRefresh(void)
qboolean CL_CheckOrDownloadFile(char *filename)
void CL_ParticleEffect3(vec3_t org, vec3_t dir, int color, int count)
char * Key_KeynumToString(int keynum)
void CL_AddNetgraph(void)
struct model_s * gun_model
cvar_t * cl_add_particles
void CL_ParticleSteamEffect(vec3_t org, vec3_t dir, int color, int count, int magnitude)
void CL_AddLightStyles(void)
void CL_BubbleTrail2(vec3_t start, vec3_t end, int dist)
void CL_RegisterSounds(void)
void CL_DiminishingTrail(vec3_t start, vec3_t end, centity_t *old, int flags)
void CL_ParseConfigString(void)
void CL_ParticleEffect2(vec3_t org, vec3_t dir, int color, int count)
#define MAX_CLIENTWEAPONMODELS
void CL_RocketTrail(vec3_t start, vec3_t end, centity_t *old)
clientinfo_t baseclientinfo
GLfloat GLfloat GLfloat alpha
void CL_RunLightStyles(void)
void CL_InitPrediction(void)
void DrawAltString(int x, int y, char *s)
unsigned predicted_step_time
void CL_FlagTrail(vec3_t start, vec3_t end, float color)
void CL_ForceWall(vec3_t start, vec3_t end, int color)
#define MAX_CONFIGSTRINGS
qboolean cinematicpalette_active
void CL_ParticleEffect(vec3_t org, vec3_t dir, int color, int count)
void(* think)(struct cl_sustain *self)
void CL_Tracker_Shell(vec3_t origin)
void CL_WriteToServer(usercmd_t *cmd)
player_state_t playerstate
#define MAX_PARSE_ENTITIES
void CL_Heatbeam(vec3_t start, vec3_t end)
void CL_TeleporterParticles(entity_state_t *ent)
struct cl_sustain cl_sustain_t
void CL_ClearEffects(void)
void CL_RegisterTEntModels(void)
void M_ForceMenuOff(void)
void CL_RegisterTEntSounds(void)
void CL_RequestNextDownload(void)
void CL_ParseMuzzleFlash2(void)
void CL_ParseLayout(void)
void CL_ColorExplosionParticles(vec3_t org, int color, int run)
void CL_IonripperTrail(vec3_t start, vec3_t end)
void M_AddToServerList(netadr_t adr, char *info)
void CL_Disconnect_f(void)
void CL_SmokeAndFlash(vec3_t origin)
void V_AddParticle(vec3_t org, int color, float alpha)
void CL_PredictMovement(void)
void CL_FlameEffects(centity_t *ent, vec3_t origin)
void CL_SetLightstyle(int i)
char cl_weaponmodels[MAX_CLIENTWEAPONMODELS][MAX_QPATH]
void CL_SendMove(usercmd_t *cmd)
void CL_BigTeleportParticles(vec3_t org)
void CL_SmokeTrail(vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing)
void CL_ReadPackets(void)
void CL_MonsterPlasma_Shell(vec3_t origin)
void CL_EntityEvent(entity_state_t *ent)
void(APIENTRY *qglAccum)(GLenum op
void V_RenderView(float stereo_separation)
void V_AddLightStyle(int style, float r, float g, float b)
void CL_PredictMove(void)