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📄 client.h

📁 quakeIII源码这个不用我多说吧
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	qboolean	uiStarted;
	qboolean	cgameStarted;

	int			framecount;
	int			frametime;			// msec since last frame

	int			realtime;			// ignores pause
	int			realFrametime;		// ignoring pause, so console always works

	int			numlocalservers;
	serverInfo_t	localServers[MAX_OTHER_SERVERS];

	int			numglobalservers;
	serverInfo_t  globalServers[MAX_GLOBAL_SERVERS];
	// additional global servers
	int			numGlobalServerAddresses;
	serverAddress_t		globalServerAddresses[MAX_GLOBAL_SERVERS];

	int			numfavoriteservers;
	serverInfo_t	favoriteServers[MAX_OTHER_SERVERS];

	int			nummplayerservers;
	serverInfo_t	mplayerServers[MAX_OTHER_SERVERS];

	int pingUpdateSource;		// source currently pinging or updating

	int masterNum;

	// update server info
	netadr_t	updateServer;
	char		updateChallenge[MAX_TOKEN_CHARS];
	char		updateInfoString[MAX_INFO_STRING];

	netadr_t	authorizeServer;

	// rendering info
	glconfig_t	glconfig;
	qhandle_t	charSetShader;
	qhandle_t	whiteShader;
	qhandle_t	consoleShader;
} clientStatic_t;

extern	clientStatic_t		cls;

//=============================================================================

extern	vm_t			*cgvm;	// interface to cgame dll or vm
extern	vm_t			*uivm;	// interface to ui dll or vm
extern	refexport_t		re;		// interface to refresh .dll


//
// cvars
//
extern	cvar_t	*cl_nodelta;
extern	cvar_t	*cl_debugMove;
extern	cvar_t	*cl_noprint;
extern	cvar_t	*cl_timegraph;
extern	cvar_t	*cl_maxpackets;
extern	cvar_t	*cl_packetdup;
extern	cvar_t	*cl_shownet;
extern	cvar_t	*cl_showSend;
extern	cvar_t	*cl_timeNudge;
extern	cvar_t	*cl_showTimeDelta;
extern	cvar_t	*cl_freezeDemo;

extern	cvar_t	*cl_yawspeed;
extern	cvar_t	*cl_pitchspeed;
extern	cvar_t	*cl_run;
extern	cvar_t	*cl_anglespeedkey;

extern	cvar_t	*cl_sensitivity;
extern	cvar_t	*cl_freelook;

extern	cvar_t	*cl_mouseAccel;
extern	cvar_t	*cl_showMouseRate;

extern	cvar_t	*m_pitch;
extern	cvar_t	*m_yaw;
extern	cvar_t	*m_forward;
extern	cvar_t	*m_side;
extern	cvar_t	*m_filter;

extern	cvar_t	*cl_timedemo;

extern	cvar_t	*cl_activeAction;

extern	cvar_t	*cl_allowDownload;
extern	cvar_t	*cl_conXOffset;
extern	cvar_t	*cl_inGameVideo;

//=================================================

//
// cl_main
//

void CL_Init (void);
void CL_FlushMemory(void);
void CL_ShutdownAll(void);
void CL_AddReliableCommand( const char *cmd );

void CL_StartHunkUsers( void );

void CL_Disconnect_f (void);
void CL_GetChallengePacket (void);
void CL_Vid_Restart_f( void );
void CL_Snd_Restart_f (void);
void CL_StartDemoLoop( void );
void CL_NextDemo( void );
void CL_ReadDemoMessage( void );

void CL_InitDownloads(void);
void CL_NextDownload(void);

void CL_GetPing( int n, char *buf, int buflen, int *pingtime );
void CL_GetPingInfo( int n, char *buf, int buflen );
void CL_ClearPing( int n );
int CL_GetPingQueueCount( void );

void CL_ShutdownRef( void );
void CL_InitRef( void );
qboolean CL_CDKeyValidate( const char *key, const char *checksum );
int CL_ServerStatus( char *serverAddress, char *serverStatusString, int maxLen );


//
// cl_input
//
typedef struct {
	int			down[2];		// key nums holding it down
	unsigned	downtime;		// msec timestamp
	unsigned	msec;			// msec down this frame if both a down and up happened
	qboolean	active;			// current state
	qboolean	wasPressed;		// set when down, not cleared when up
} 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_ClearState (void);
void CL_ReadPackets (void);

void CL_WritePacket( void );
void IN_CenterView (void);

void CL_VerifyCode( void );

float CL_KeyState (kbutton_t *key);
char *Key_KeynumToString (int keynum);

//
// cl_parse.c
//
extern int cl_connectedToPureServer;

void CL_SystemInfoChanged( void );
void CL_ParseServerMessage( msg_t *msg );

//====================================================================

void	CL_ServerInfoPacket( netadr_t from, msg_t *msg );
void	CL_LocalServers_f( void );
void	CL_GlobalServers_f( void );
void	CL_FavoriteServers_f( void );
void	CL_Ping_f( void );
qboolean CL_UpdateVisiblePings_f( int source );


//
// console
//
void Con_DrawCharacter (int cx, int line, int num);

void Con_CheckResize (void);
void Con_Init (void);
void Con_Clear_f (void);
void Con_ToggleConsole_f (void);
void Con_DrawNotify (void);
void Con_ClearNotify (void);
void Con_RunConsole (void);
void Con_DrawConsole (void);
void Con_PageUp( void );
void Con_PageDown( void );
void Con_Top( void );
void Con_Bottom( void );
void Con_Close( void );


//
// cl_scrn.c
//
void	SCR_Init (void);
void	SCR_UpdateScreen (void);

void	SCR_DebugGraph (float value, int color);

int		SCR_GetBigStringWidth( const char *str );	// returns in virtual 640x480 coordinates

void	SCR_AdjustFrom640( float *x, float *y, float *w, float *h );
void	SCR_FillRect( float x, float y, float width, float height, 
					 const float *color );
void	SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
void	SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname );

void	SCR_DrawBigString( int x, int y, const char *s, float alpha );			// draws a string with embedded color control characters with fade
void	SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color );	// ignores embedded color control characters
void	SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor );
void	SCR_DrawSmallChar( int x, int y, int ch );


//
// cl_cin.c
//

void CL_PlayCinematic_f( void );
void SCR_DrawCinematic (void);
void SCR_RunCinematic (void);
void SCR_StopCinematic (void);
int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
e_status CIN_StopCinematic(int handle);
e_status CIN_RunCinematic (int handle);
void CIN_DrawCinematic (int handle);
void CIN_SetExtents (int handle, int x, int y, int w, int h);
void CIN_SetLooping (int handle, qboolean loop);
void CIN_UploadCinematic(int handle);
void CIN_CloseAllVideos(void);

//
// cl_cgame.c
//
void CL_InitCGame( void );
void CL_ShutdownCGame( void );
qboolean CL_GameCommand( void );
void CL_CGameRendering( stereoFrame_t stereo );
void CL_SetCGameTime( void );
void CL_FirstSnapshot( void );
void CL_ShaderStateChanged(void);

//
// cl_ui.c
//
void CL_InitUI( void );
void CL_ShutdownUI( void );
int Key_GetCatcher( void );
void Key_SetCatcher( int catcher );
void LAN_LoadCachedServers();
void LAN_SaveServersToCache();


//
// cl_net_chan.c
//
void CL_Netchan_Transmit( netchan_t *chan, msg_t* msg);	//int length, const byte *data );
void CL_Netchan_TransmitNextFragment( netchan_t *chan );
qboolean CL_Netchan_Process( netchan_t *chan, msg_t *msg );

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