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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+
+
+#define CMD_BACKUP 64
+#define CMD_MASK (CMD_BACKUP - 1)
+// allow a lot of command backups for very fast systems
+// multiple commands may be combined into a single packet, so this
+// needs to be larger than PACKET_BACKUP
+
+
+#define MAX_ENTITIES_IN_SNAPSHOT 256
+
+// snapshots are a view of the server at a given time
+
+// Snapshots are generated at regular time intervals by the server,
+// but they may not be sent if a client's rate level is exceeded, or
+// they may be dropped by the network.
+typedef struct {
+ int snapFlags; // SNAPFLAG_RATE_DELAYED, etc
+ int ping;
+
+ int serverTime; // server time the message is valid for (in msec)
+
+ byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
+
+ playerState_t ps; // complete information about the current player at this time
+
+ int numEntities; // all of the entities that need to be presented
+ entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot
+
+ int numServerCommands; // text based server commands to execute when this
+ int serverCommandSequence; // snapshot becomes current
+} snapshot_t;
+
+enum {
+ CGAME_EVENT_NONE,
+ CGAME_EVENT_TEAMMENU,
+ CGAME_EVENT_SCOREBOARD,
+ CGAME_EVENT_EDITHUD
+};
+
+
+/*
+==================================================================
+
+functions imported from the main executable
+
+==================================================================
+*/
+
+#define CGAME_IMPORT_API_VERSION 4
+
+typedef enum {
+ CG_PRINT,
+ CG_ERROR,
+ CG_MILLISECONDS,
+ CG_CVAR_REGISTER,
+ CG_CVAR_UPDATE,
+ CG_CVAR_SET,
+ CG_CVAR_VARIABLESTRINGBUFFER,
+ CG_ARGC,
+ CG_ARGV,
+ CG_ARGS,
+ CG_FS_FOPENFILE,
+ CG_FS_READ,
+ CG_FS_WRITE,
+ CG_FS_FCLOSEFILE,
+ CG_SENDCONSOLECOMMAND,
+ CG_ADDCOMMAND,
+ CG_SENDCLIENTCOMMAND,
+ CG_UPDATESCREEN,
+ CG_CM_LOADMAP,
+ CG_CM_NUMINLINEMODELS,
+ CG_CM_INLINEMODEL,
+ CG_CM_LOADMODEL,
+ CG_CM_TEMPBOXMODEL,
+ CG_CM_POINTCONTENTS,
+ CG_CM_TRANSFORMEDPOINTCONTENTS,
+ CG_CM_BOXTRACE,
+ CG_CM_TRANSFORMEDBOXTRACE,
+ CG_CM_MARKFRAGMENTS,
+ CG_S_STARTSOUND,
+ CG_S_STARTLOCALSOUND,
+ CG_S_CLEARLOOPINGSOUNDS,
+ CG_S_ADDLOOPINGSOUND,
+ CG_S_UPDATEENTITYPOSITION,
+ CG_S_RESPATIALIZE,
+ CG_S_REGISTERSOUND,
+ CG_S_STARTBACKGROUNDTRACK,
+ CG_R_LOADWORLDMAP,
+ CG_R_REGISTERMODEL,
+ CG_R_REGISTERSKIN,
+ CG_R_REGISTERSHADER,
+ CG_R_CLEARSCENE,
+ CG_R_ADDREFENTITYTOSCENE,
+ CG_R_ADDPOLYTOSCENE,
+ CG_R_ADDLIGHTTOSCENE,
+ CG_R_RENDERSCENE,
+ CG_R_SETCOLOR,
+ CG_R_DRAWSTRETCHPIC,
+ CG_R_MODELBOUNDS,
+ CG_R_LERPTAG,
+ CG_GETGLCONFIG,
+ CG_GETGAMESTATE,
+ CG_GETCURRENTSNAPSHOTNUMBER,
+ CG_GETSNAPSHOT,
+ CG_GETSERVERCOMMAND,
+ CG_GETCURRENTCMDNUMBER,
+ CG_GETUSERCMD,
+ CG_SETUSERCMDVALUE,
+ CG_R_REGISTERSHADERNOMIP,
+ CG_MEMORY_REMAINING,
+ CG_R_REGISTERFONT,
+ CG_KEY_ISDOWN,
+ CG_KEY_GETCATCHER,
+ CG_KEY_SETCATCHER,
+ CG_KEY_GETKEY,
+ CG_PC_ADD_GLOBAL_DEFINE,
+ CG_PC_LOAD_SOURCE,
+ CG_PC_FREE_SOURCE,
+ CG_PC_READ_TOKEN,
+ CG_PC_SOURCE_FILE_AND_LINE,
+ CG_S_STOPBACKGROUNDTRACK,
+ CG_REAL_TIME,
+ CG_SNAPVECTOR,
+ CG_REMOVECOMMAND,
+ CG_R_LIGHTFORPOINT,
+ CG_CIN_PLAYCINEMATIC,
+ CG_CIN_STOPCINEMATIC,
+ CG_CIN_RUNCINEMATIC,
+ CG_CIN_DRAWCINEMATIC,
+ CG_CIN_SETEXTENTS,
+ CG_R_REMAP_SHADER,
+ CG_S_ADDREALLOOPINGSOUND,
+ CG_S_STOPLOOPINGSOUND,
+
+ CG_CM_TEMPCAPSULEMODEL,
+ CG_CM_CAPSULETRACE,
+ CG_CM_TRANSFORMEDCAPSULETRACE,
+ CG_R_ADDADDITIVELIGHTTOSCENE,
+ CG_GET_ENTITY_TOKEN,
+ CG_R_ADDPOLYSTOSCENE,
+ CG_R_INPVS,
+ // 1.32
+ CG_FS_SEEK,
+
+/*
+ CG_LOADCAMERA,
+ CG_STARTCAMERA,
+ CG_GETCAMERAINFO,
+*/
+
+ CG_MEMSET = 100,
+ CG_MEMCPY,
+ CG_STRNCPY,
+ CG_SIN,
+ CG_COS,
+ CG_ATAN2,
+ CG_SQRT,
+ CG_FLOOR,
+ CG_CEIL,
+ CG_TESTPRINTINT,
+ CG_TESTPRINTFLOAT,
+ CG_ACOS
+} cgameImport_t;
+
+
+/*
+==================================================================
+
+functions exported to the main executable
+
+==================================================================
+*/
+
+typedef enum {
+ CG_INIT,
+// void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum )
+ // called when the level loads or when the renderer is restarted
+ // all media should be registered at this time
+ // cgame will display loading status by calling SCR_Update, which
+ // will call CG_DrawInformation during the loading process
+ // reliableCommandSequence will be 0 on fresh loads, but higher for
+ // demos, tourney restarts, or vid_restarts
+
+ CG_SHUTDOWN,
+// void (*CG_Shutdown)( void );
+ // oportunity to flush and close any open files
+
+ CG_CONSOLE_COMMAND,
+// qboolean (*CG_ConsoleCommand)( void );
+ // a console command has been issued locally that is not recognized by the
+ // main game system.
+ // use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the
+ // command is not known to the game
+
+ CG_DRAW_ACTIVE_FRAME,
+// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
+ // Generates and draws a game scene and status information at the given time.
+ // If demoPlayback is set, local movement prediction will not be enabled
+
+ CG_CROSSHAIR_PLAYER,
+// int (*CG_CrosshairPlayer)( void );
+
+ CG_LAST_ATTACKER,
+// int (*CG_LastAttacker)( void );
+
+ CG_KEY_EVENT,
+// void (*CG_KeyEvent)( int key, qboolean down );
+
+ CG_MOUSE_EVENT,
+// void (*CG_MouseEvent)( int dx, int dy );
+ CG_EVENT_HANDLING
+// void (*CG_EventHandling)(int type);
+} cgameExport_t;
+
+//----------------------------------------------