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DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
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#include <server.h>
| server_floodaddress_t server_t::connectfloodaddresses[MAX_CONNECTFLOODADDRESSES] |
connection flood blocking note this is in server_t rather than server_static_t so that it is reset on each map command (such as New Game in singleplayer)
| unsigned char server_t::csqcentityversion[MAX_EDICTS] |
| unsigned char server_t::datagram_buf[NET_MAXMESSAGE] |
| server_floodaddress_t server_t::getstatusfloodaddresses[MAX_GETSTATUSFLOODADDRESSES] |
| char server_t::lightstyles[MAX_LIGHTSTYLES][64] |
| char server_t::model_precache[MAX_MODELS][MAX_QPATH] |
| struct model_s* server_t::models[MAX_MODELS] |
| char server_t::particleeffectname[MAX_PARTICLEEFFECTNAME][MAX_QPATH] |
| protocolversion_t server_t::protocol |
| unsigned char server_t::reliable_datagram_buf[NET_MAXMESSAGE] |
| entity_state_t server_t::sendentities[MAX_EDICTS] |
| entity_state_t* server_t::sendentitiesindex[MAX_EDICTS] |
| int server_t::sententities[MAX_EDICTS] |
| int server_t::sententitiesconsideration[MAX_EDICTS] |
| unsigned char server_t::signon_buf[NET_MAXMESSAGE] |
| char server_t::sound_precache[MAX_SOUNDS][MAX_QPATH] |
| server_state_t server_t::state |
| unsigned short server_t::writeentitiestoclient_csqcsendstates[MAX_EDICTS] |
| vec3_t server_t::writeentitiestoclient_eyes[MAX_CLIENTNETWORKEYES] |
| const entity_state_t* server_t::writeentitiestoclient_sendstates[MAX_EDICTS] |