/* server.h - primary header for server Copyright (C) 2009 Uncle Mike This program 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 3 of the License, or (at your option) any later version. This program 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. */ #ifndef SERVER_H #define SERVER_H #include "xash3d_mathlib.h" #include "edict.h" #include "eiface.h" #include "physint.h" // physics interface #include "mod_local.h" #include "pm_defs.h" #include "pm_movevars.h" #include "entity_state.h" #include "protocol.h" #include "netchan.h" #include "custom.h" #include "world.h" //============================================================================= #define SV_UPDATE_MASK (SV_UPDATE_BACKUP - 1) #if XASH_LOW_MEMORY == 2 #define SV_UPDATE_BACKUP SINGLEPLAYER_BACKUP #else extern int SV_UPDATE_BACKUP; #endif // hostflags #define SVF_SKIPLOCALHOST BIT( 0 ) #define SVF_MERGE_VISIBILITY BIT( 1 ) // we are do portal pass // mapvalid flags #define MAP_IS_EXIST BIT( 0 ) #define MAP_HAS_SPAWNPOINT BIT( 1 ) #define MAP_HAS_LANDMARK BIT( 2 ) #define MAP_INVALID_VERSION BIT( 3 ) #define SV_SPAWN_TIME 0.1 // group flags #define GROUP_OP_AND 0 #define GROUP_OP_NAND 1 #ifdef NDEBUG #define SV_IsValidEdict( e ) ( e && !e->free ) #else #define SV_IsValidEdict( e ) SV_CheckEdict( e, __FILE__, __LINE__ ) #endif #define NUM_FOR_EDICT(e) ((int)((edict_t *)(e) - svgame.edicts)) #define EDICT_NUM( num ) SV_EdictNum( num ) #define STRING( offset ) SV_GetString( offset ) #define ALLOC_STRING(str) SV_AllocString( str ) #define MAKE_STRING(str) SV_MakeString( str ) #define MAX_PUSHED_ENTS 256 #define MAX_VIEWENTS 128 #define FCL_RESEND_USERINFO BIT( 0 ) #define FCL_RESEND_MOVEVARS BIT( 1 ) #define FCL_SKIP_NET_MESSAGE BIT( 2 ) #define FCL_SEND_NET_MESSAGE BIT( 3 ) #define FCL_PREDICT_MOVEMENT BIT( 4 ) // movement prediction is enabled #define FCL_LOCAL_WEAPONS BIT( 5 ) // weapon prediction is enabled #define FCL_LAG_COMPENSATION BIT( 6 ) // lag compensation is enabled #define FCL_FAKECLIENT BIT( 7 ) // this client is a fake player controlled by the game DLL #define FCL_HLTV_PROXY BIT( 8 ) // this is a proxy for a HLTV client (spectator) #define FCL_SEND_RESOURCES BIT( 9 ) #define FCL_FORCE_UNMODIFIED BIT( 10 ) typedef enum { ss_dead, // no map loaded ss_loading, // spawning level edicts ss_active // actively running } sv_state_t; typedef enum { cs_free = 0, // can be reused for a new connection cs_zombie, // client has been disconnected, but don't reuse connection for a couple seconds cs_connected, // has been assigned to a sv_client_t, but not in game yet cs_spawned // client is fully in game } cl_state_t; typedef enum { us_inactive = 0, us_processing, us_complete, } cl_upload_t; // instanced baselines container typedef struct { const char *classname; entity_state_t baseline; } sv_baseline_t; typedef struct { qboolean active; qboolean net_log; netadr_t net_address; file_t *file; } server_log_t; typedef struct server_s { sv_state_t state; // precache commands are only valid during load qboolean background; // this is background map qboolean loadgame; // client begins should reuse existing entity double time; // sv.time += sv.frametime double time_residual; // unclamped float frametime; // 1.0 / sv_fps->value int framecount; // count physic frames struct sv_client_s *current_client; // current client who network message sending on int hostflags; // misc server flags: predicting etc CRC32_t worldmapCRC; // check crc for catch cheater maps int progsCRC; // this is used with feature ENGINE_QUAKE_COMPATIBLE char name[MAX_QPATH]; // map name char startspot[MAX_QPATH]; double lastchecktime; int lastcheck; // number of last checked client char model_precache[MAX_MODELS][MAX_QPATH]; char sound_precache[MAX_SOUNDS][MAX_QPATH]; char files_precache[MAX_CUSTOM][MAX_QPATH]; char event_precache[MAX_EVENTS][MAX_QPATH]; byte model_precache_flags[MAX_MODELS]; model_t *models[MAX_MODELS]; int num_static_entities; // run local lightstyles to let SV_LightPoint grab the actual information lightstyle_t lightstyles[MAX_LIGHTSTYLES]; consistency_t consistency_list[MAX_MODELS]; resource_t resources[MAX_RESOURCES]; int num_consistency; // typically check model bounds on this int num_resources; sv_baseline_t instanced[MAX_CUSTOM_BASELINES]; // instanced baselines int last_valid_baseline;// all the entities with number more than that was created in-game and doesn't have the baseline int num_instanced; // unreliable data to send to clients. sizebuf_t datagram; byte datagram_buf[MAX_DATAGRAM]; // reliable data to send to clients. sizebuf_t reliable_datagram; // copied to all clients at end of frame byte reliable_datagram_buf[MAX_DATAGRAM]; // the multicast buffer is used to send a message to a set of clients sizebuf_t multicast; byte multicast_buf[MAX_MULTICAST]; sizebuf_t signon; byte signon_buf[MAX_INIT_MSG]; // need a get to maximum size sizebuf_t spec_datagram; byte spectator_buf[MAX_MULTICAST]; model_t *worldmodel; // pointer to world qboolean playersonly; qboolean simulating; // physics is running qboolean paused; // statistics int ignored_static_ents; int ignored_world_decals; int static_ents_overflow; } server_t; typedef struct { double senttime; float ping_time; clientdata_t clientdata; weapon_data_t weapondata[MAX_LOCAL_WEAPONS]; int num_entities; int first_entity; // into the circular sv_packet_entities[] } client_frame_t; typedef struct sv_client_s { cl_state_t state; cl_upload_t upstate; // uploading state char name[32]; // extracted from userinfo, color string allowed uint flags; // client flags, some info CRC32_t crcValue; char userinfo[MAX_INFO_STRING]; // name, etc (received from client) char physinfo[MAX_INFO_STRING]; // set on server (transmit to client) netchan_t netchan; int chokecount; // number of messages rate supressed int delta_sequence; // -1 = no compression. double next_messagetime; // time when we should send next world state update double next_checkpingtime; // time to send all players pings to client double next_sendinfotime; // time to send info about all players double cl_updaterate; // client requested updaterate double timebase; // client timebase double connection_started; char hashedcdkey[34]; // MD5 hash is 32 hex #'s, plus trailing 0 customization_t customdata; // player customization linked list resource_t resourcesonhand; resource_t resourcesneeded; // from client (server downloading) usercmd_t lastcmd; // for filling in big drops double connecttime; double cmdtime; double ignorecmdtime; int packet_loss; float latency; int ignored_ents; // if visibility list is full we should know how many entities will be ignored edict_t *edict; // EDICT_NUM(clientnum+1) edict_t *pViewEntity; // svc_setview member edict_t *viewentity[MAX_VIEWENTS]; // list of portal cameras in player PVS int num_viewents; // num of portal cameras that can merge PVS qboolean m_bLoopback; // Does this client want to hear his own voice? uint listeners; // which other clients does this guy's voice stream go to? // the datagram is written to by sound calls, prints, temp ents, etc. // it can be harmlessly overflowed. sizebuf_t datagram; byte datagram_buf[MAX_DATAGRAM]; client_frame_t *frames; // updates can be delta'd from here event_state_t events; // delta-updated events cycle int challenge; // challenge of this user, randomly generated int userid; // identifying number on server int extensions; char useragent[MAX_INFO_STRING]; } sv_client_t; /* ============================================================================= a client can leave the server in one of four ways: dropping properly by quiting or disconnecting timing out if no valid messages are received for timeout.value seconds getting kicked off by the server operator a program error, like an overflowed reliable buffer ============================================================================= */ // MAX_CHALLENGES is made large to prevent a denial // of service attack that could cycle all of them // out before legitimate users connected #define MAX_CHALLENGES 1024 typedef struct { netadr_t adr; double time; int challenge; qboolean connected; } challenge_t; typedef struct { char name[32]; // in GoldSrc max name length is 12 int number; // svc_ number int size; // if size == -1, size come from first byte after svcnum } sv_user_message_t; typedef struct { edict_t *ent; vec3_t origin; vec3_t angles; int fixangle; } sv_pushed_t; typedef struct { qboolean active; qboolean moving; qboolean firstframe; qboolean nointerp; vec3_t mins; vec3_t maxs; vec3_t curpos; vec3_t oldpos; vec3_t newpos; vec3_t finalpos; } sv_interp_t; typedef struct { // user messages stuff const char *msg_name; // just for debug sv_user_message_t msg[MAX_USER_MESSAGES]; // user messages array int msg_size_index; // write message size at this pos in bitbuf int msg_realsize; // left in bytes int msg_index; // for debug messages int msg_dest; // msg destination ( MSG_ONE, MSG_ALL etc ) qboolean msg_started; // to avoid recursive included messages edict_t *msg_ent; // user message member entity vec3_t msg_org; // user message member origin qboolean msg_trace; // trace this message void *hInstance; // pointer to game.dll edict_t *edicts; // solid array of server entities int numEntities; // actual entities count movevars_t movevars; // movement variables curstate movevars_t oldmovevars; // movement variables oldstate playermove_t *pmove; // pmove state sv_interp_t interp[MAX_CLIENTS]; // interpolate clients sv_pushed_t pushed[MAX_PUSHED_ENTS]; // no reason to keep array for all edicts // 256 it should be enough for any game situation globalvars_t *globals; // server globals DLL_FUNCTIONS dllFuncs; // dll exported funcs NEW_DLL_FUNCTIONS dllFuncs2; // new dll exported funcs (may be NULL) physics_interface_t physFuncs; // physics interface functions (Xash3D extension) poolhandle_t mempool; // server premamnent pool: edicts etc poolhandle_t stringspool; // for engine strings } svgame_static_t; typedef struct { qboolean initialized; // sv_init has completed qboolean game_library_loaded; // is game library loaded in SV_InitGame double timestart; // just for profiling int maxclients; // server max clients int groupmask; int groupop; server_log_t log; char serverinfo[MAX_SERVERINFO_STRING]; char localinfo[MAX_LOCALINFO_STRING]; int spawncount; // incremented each server start // used to check late spawns sv_client_t *clients; // [svs.maxclients] int num_client_entities; // svs.maxclients*UPDATE_BACKUP*MAX_PACKET_ENTITIES int next_client_entities; // next client_entity to use entity_state_t *packet_entities; // [num_client_entities] entity_state_t *baselines; // [GI->max_edicts] entity_state_t *static_entities; // [MAX_STATIC_ENTITIES]; challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting } server_static_t; //============================================================================= extern server_static_t svs; // persistant server info extern server_t sv; // local server extern svgame_static_t svgame; // persistant game info extern areanode_t sv_areanodes[]; // AABB dynamic tree extern convar_t mp_logecho; extern convar_t mp_logfile; extern convar_t sv_log_onefile; extern convar_t sv_log_singleplayer; extern convar_t sv_unlag; extern convar_t sv_maxunlag; extern convar_t sv_unlagpush; extern convar_t sv_unlagsamples; extern convar_t rcon_enable; extern convar_t sv_instancedbaseline; extern convar_t sv_background_freeze; extern convar_t sv_minupdaterate; extern convar_t sv_maxupdaterate; extern convar_t sv_minrate; extern convar_t sv_maxrate; extern convar_t sv_downloadurl; extern convar_t sv_newunit; extern convar_t sv_clienttrace; extern convar_t sv_failuretime; extern convar_t sv_send_resources; extern convar_t sv_send_logos; extern convar_t sv_allow_upload; extern convar_t sv_allow_download; extern convar_t sv_airaccelerate; extern convar_t sv_accelerate; extern convar_t sv_friction; extern convar_t sv_edgefriction; extern convar_t sv_gravity; extern convar_t sv_stopspeed; extern convar_t sv_maxspeed; extern convar_t sv_wateralpha; extern convar_t sv_wateramp; extern convar_t sv_voiceenable; extern convar_t sv_voicequality; extern convar_t sv_stepsize; extern convar_t sv_maxvelocity; extern convar_t sv_rollangle; extern convar_t sv_rollspeed; extern convar_t sv_skyname; extern convar_t sv_skycolor_r; extern convar_t sv_skycolor_g; extern convar_t sv_skycolor_b; extern convar_t sv_skyvec_x; extern convar_t sv_skyvec_y; extern convar_t sv_skyvec_z; extern convar_t sv_consistency; extern convar_t sv_password; extern convar_t sv_uploadmax; extern convar_t sv_trace_messages; extern convar_t sv_enttools_enable; extern convar_t sv_enttools_maxfire; extern convar_t sv_autosave; extern convar_t deathmatch; extern convar_t hostname; extern convar_t skill; extern convar_t coop; extern convar_t sv_cheats; extern convar_t public_server; extern convar_t sv_nat; extern convar_t *sv_pausable; // allows pause in multiplayer extern convar_t *sv_check_errors; extern convar_t *sv_reconnect_limit; extern convar_t *sv_lighting_modulate; extern convar_t *sv_novis; extern convar_t *sv_hostmap; extern convar_t *sv_validate_changelevel; //=========================================================== // // sv_main.c // void SV_FinalMessage( const char *message, qboolean reconnect ); void SV_DropClient( sv_client_t *cl, qboolean crash ); void SV_UpdateMovevars( qboolean initialize ); int SV_ModelIndex( const char *name ); int SV_SoundIndex( const char *name ); int SV_EventIndex( const char *name ); int SV_GenericIndex( const char *name ); int SV_CalcPacketLoss( sv_client_t *cl ); void SV_ExecuteUserCommand (char *s); void SV_InitOperatorCommands( void ); void SV_KillOperatorCommands( void ); void SV_UserinfoChanged( sv_client_t *cl ); void SV_RemoteCommand( netadr_t from, sizebuf_t *msg ); void SV_PrepWorldFrame( void ); void SV_ProcessFile( sv_client_t *cl, const char *filename ); void SV_SendResource( resource_t *pResource, sizebuf_t *msg ); void SV_SendResourceList( sv_client_t *cl ); void SV_AddToMaster( netadr_t from, sizebuf_t *msg ); qboolean SV_ProcessUserAgent( netadr_t from, const char *useragent ); void Host_SetServerState( int state ); qboolean SV_IsSimulating( void ); void SV_FreeClients( void ); // // sv_init.c // qboolean SV_InitGame( void ); void SV_ActivateServer( int runPhysics ); qboolean SV_SpawnServer( const char *server, const char *startspot, qboolean background ); model_t *SV_ModelHandle( int modelindex ); void SV_DeactivateServer( void ); // // sv_phys.c // void SV_Physics( void ); qboolean SV_InitPhysicsAPI( void ); void SV_CheckVelocity( edict_t *ent ); qboolean SV_CheckWater( edict_t *ent ); qboolean SV_RunThink( edict_t *ent ); qboolean SV_PlayerRunThink( edict_t *ent, float frametime, double time ); qboolean SV_TestEntityPosition( edict_t *ent, edict_t *blocker ); void SV_Impact( edict_t *e1, edict_t *e2, trace_t *trace ); qboolean SV_CanPushed( edict_t *ent ); void SV_FreeOldEntities( void ); void SV_CheckAllEnts( void ); // // sv_move.c // qboolean SV_MoveStep( edict_t *ent, vec3_t move, qboolean relink ); qboolean SV_MoveTest( edict_t *ent, vec3_t move, qboolean relink ); void SV_MoveToOrigin( edict_t *ed, const vec3_t goal, float dist, int iMode ); qboolean SV_CheckBottom( edict_t *ent, int iMode ); float SV_VecToYaw( const vec3_t src ); void SV_WaterMove( edict_t *ent ); // // sv_send.c // void SV_SendClientMessages( void ); void SV_ClientPrintf( sv_client_t *cl, const char *fmt, ... ) _format( 2 ); void SV_BroadcastCommand( const char *fmt, ... ) _format( 1 ); // // sv_client.c // char *SV_StatusString( void ); void SV_RefreshUserinfo( void ); void SV_GetChallenge( netadr_t from ); void SV_TogglePause( const char *msg ); qboolean SV_ShouldUpdatePing( sv_client_t *cl ); const char *SV_GetClientIDString( sv_client_t *cl ); sv_client_t *SV_ClientById( int id ); sv_client_t *SV_ClientByName( const char *name ); void SV_FullClientUpdate( sv_client_t *cl, sizebuf_t *msg ); void SV_FullUpdateMovevars( sv_client_t *cl, sizebuf_t *msg ); void SV_GetPlayerStats( sv_client_t *cl, int *ping, int *packet_loss ); void SV_SendServerdata( sizebuf_t *msg, sv_client_t *cl ); void SV_ClientThink( sv_client_t *cl, usercmd_t *cmd ); void SV_ExecuteClientMessage( sv_client_t *cl, sizebuf_t *msg ); void SV_ConnectionlessPacket( netadr_t from, sizebuf_t *msg ); edict_t *SV_FakeConnect( const char *netname ); void SV_ExecuteClientCommand( sv_client_t *cl, const char *s ); void SV_RunCmd( sv_client_t *cl, usercmd_t *ucmd, int random_seed ); void SV_BuildReconnect( sizebuf_t *msg ); qboolean SV_IsPlayerIndex( int idx ); int SV_CalcPing( sv_client_t *cl ); void SV_InitClientMove( void ); void SV_UpdateServerInfo( void ); void SV_EndRedirect( void ); void SV_RejectConnection( netadr_t from, const char *fmt, ... ) _format( 2 ); void SV_GetPlayerCount( int *clients, int *bots ); // // sv_cmds.c // void SV_Status_f( void ); void SV_Newgame_f( void ); void SV_InitHostCommands( void ); // // sv_custom.c // void SV_AddToResourceList( resource_t *pResource, resource_t *pList ); void SV_MoveToOnHandList( sv_client_t *cl, resource_t *pResource ); void SV_RemoveFromResourceList( resource_t *pResource ); void SV_ParseConsistencyResponse( sv_client_t *cl, sizebuf_t *msg ); int SV_EstimateNeededResources( sv_client_t *cl ); void SV_ClearResourceList( resource_t *pList ); void SV_BatchUploadRequest( sv_client_t *cl ); void SV_SendResources( sv_client_t *cl, sizebuf_t *msg ); void SV_ClearResourceLists( sv_client_t *cl ); void SV_TransferConsistencyInfo( void ); void SV_RequestMissingResources( void ); // // sv_filter.c // void SV_InitFilter( void ); void SV_ShutdownFilter( void ); qboolean SV_CheckIP( netadr_t *adr ); qboolean SV_CheckID( const char *id ); // // sv_frame.c // void SV_InactivateClients( void ); int SV_FindBestBaselineForStatic( int index, entity_state_t **baseline, entity_state_t *to ); void SV_WriteFrameToClient( sv_client_t *client, sizebuf_t *msg ); void SV_BuildClientFrame( sv_client_t *client ); void SV_SendMessagesToAll( void ); void SV_SkipUpdates( void ); // // sv_game.c // qboolean SV_LoadProgs( const char *name ); void SV_UnloadProgs( void ); void SV_FreeEdicts( void ); edict_t *SV_AllocEdict( void ); void SV_FreeEdict( edict_t *pEdict ); void SV_InitEdict( edict_t *pEdict ); const char *SV_ClassName( const edict_t *e ); void SV_FreePrivateData( edict_t *pEdict ); void SV_CopyTraceToGlobal( trace_t *trace ); qboolean SV_CheckEdict( const edict_t *e, const char *file, const int line ); void SV_SetMinMaxSize( edict_t *e, const float *min, const float *max, qboolean relink ); edict_t* SV_FindEntityByString( edict_t *pStartEdict, const char *pszField, const char *pszValue ); void SV_PlaybackEventFull( int flags, const edict_t *pInvoker, word eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ); void SV_PlaybackReliableEvent( sizebuf_t *msg, word eventindex, float delay, event_args_t *args ); int SV_BuildSoundMsg( sizebuf_t *msg, edict_t *ent, int chan, const char *sample, int vol, float attn, int flags, int pitch, const vec3_t pos ); qboolean SV_BoxInPVS( const vec3_t org, const vec3_t absmin, const vec3_t absmax ); void SV_QueueChangeLevel( const char *level, const char *landname ); void SV_WriteEntityPatch( const char *filename ); float SV_AngleMod( float ideal, float current, float speed ); void SV_SpawnEntities( const char *mapname ); edict_t* SV_AllocPrivateData( edict_t *ent, string_t className ); edict_t* SV_CreateNamedEntity( edict_t *ent, string_t className ); string_t SV_AllocString( const char *szValue ); string_t SV_MakeString( const char *szValue ); const char *SV_GetString( string_t iString ); void SV_SetStringArrayMode( qboolean dynamic ); void SV_EmptyStringPool( void ); #ifdef XASH_64BIT void SV_PrintStr64Stats_f( void ); #endif sv_client_t *SV_ClientFromEdict( const edict_t *pEdict, qboolean spawned_only ); uint SV_MapIsValid( const char *filename, const char *spawn_entity, const char *landmark_name ); void SV_StartSound( edict_t *ent, int chan, const char *sample, float vol, float attn, int flags, int pitch ); edict_t *SV_FindGlobalEntity( string_t classname, string_t globalname ); qboolean SV_CreateStaticEntity( struct sizebuf_s *msg, int index ); void SV_SendUserReg( sizebuf_t *msg, sv_user_message_t *user ); int pfnIndexOfEdict( const edict_t *pEdict ); void pfnWriteBytes( const byte *bytes, int count ); void SV_UpdateBaseVelocity( edict_t *ent ); byte *pfnSetFatPVS( const float *org ); byte *pfnSetFatPAS( const float *org ); int pfnPrecacheModel( const char *s ); int pfnModelIndex( const char *m ); void pfnRemoveEntity( edict_t* e ); void SV_RestartAmbientSounds( void ); void SV_RestartDecals( void ); void SV_RestartStaticEnts( void ); int pfnGetCurrentPlayer( void ); int pfnDropToFloor( edict_t* e ); edict_t *SV_EdictNum( int n ); char *SV_Localinfo( void ); void SV_SetModel( edict_t *ent, const char *name ); // // sv_log.c // void Log_Close( void ); void Log_Open( void ); void Log_PrintServerVars( void ); void SV_ServerLog_f( void ); void SV_SetLogAddress_f( void ); // // sv_save.c // qboolean SV_SaveGame( const char *pName ); qboolean SV_LoadGame( const char *pName ); int SV_LoadGameState( char const *level ); void SV_ChangeLevel( qboolean loadfromsavedgame, const char *mapname, const char *start, qboolean background ); const char *SV_GetLatestSave( void ); void SV_InitSaveRestore( void ); void SV_ClearGameState( void ); // // sv_pmove.c // void SV_GetTrueOrigin( sv_client_t *cl, int edictnum, vec3_t origin ); void SV_GetTrueMinMax( sv_client_t *cl, int edictnum, vec3_t mins, vec3_t maxs ); qboolean SV_PlayerIsFrozen( edict_t *pClient ); // // sv_world.c // void SV_ClearWorld( void ); void SV_UnlinkEdict( edict_t *ent ); void SV_ClipMoveToEntity( edict_t *ent, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, trace_t *trace ); void SV_CustomClipMoveToEntity( edict_t *ent, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, trace_t *trace ); trace_t SV_TraceHull( edict_t *ent, int hullNum, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end ); trace_t SV_Move( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e, qboolean monsterclip ); trace_t SV_MoveNoEnts( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e ); trace_t SV_MoveNormal( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e ); const char *SV_TraceTexture( edict_t *ent, const vec3_t start, const vec3_t end ); msurface_t *SV_TraceSurface( edict_t *ent, const vec3_t start, const vec3_t end ); trace_t SV_MoveToss( edict_t *tossent, edict_t *ignore ); void SV_LinkEdict( edict_t *ent, qboolean touch_triggers ); void SV_TouchLinks( edict_t *ent, areanode_t *node ); int SV_TruePointContents( const vec3_t p ); int SV_PointContents( const vec3_t p ); void SV_RunLightStyles( void ); void SV_SetLightStyle( int style, const char* s, float f ); const char *SV_GetLightStyle( int style ); int SV_LightForEntity( edict_t *pEdict ); #endif//SERVER_H