/* * PARSEC HEADER: e_global_sv.h */ #ifndef _E_GLOBAL_SV_H_ #define _E_GLOBAL_SV_H_ // include data info tables ------------------------------- #include "gd_tabs.h" // global externals (ENGINE CORE) ------------------------- extern int NumLoadedObjects; extern objectinfo_s ObjectInfo[]; extern char CurWorkDir[]; extern char* sys_ProgramName; extern colrgba_s LightColorAmbient; extern colrgba_s LightColorDiffuse; extern colrgba_s LightColorSpecular; extern Vector3 GlobalDirLight; extern char* sys_ProgramName; #define VISFRAME_NEVER 0xFFFFFFFF extern int RecordingActive; extern FILE* RecordingFp; extern int RecordRemotePackets; extern int RemoteRecSessionId; extern int RemoteRecPacketId; extern int ConsoleSliding; extern int ConsoleHeight; extern GenObject* VObjList; extern GenObject* ObjClasses[]; extern int NumObjClasses; extern dword NextObjNumber; extern int AuxEnabling[]; extern int AuxData[]; extern refframe_t RefFrameFrequency; // forward decls -------------------------------------------------------------- // class G_CollDet; class G_ExtraManager; class G_Input; class G_Main; class NET_PacketDriver; class NET_UDPDriver; class E_DistManager; class E_SimNetInput; class E_SimNetOutput; class E_Simulator; class E_World; class E_ConnManager; class E_GameServer; class MasterServer; class E_PacketHandler; // global variables, these are set in SV_MAIN::main() and in E_GameServer::Init() // extern G_CollDet* TheGameCollDet; extern G_ExtraManager* TheGameExtraManager; extern G_Input* TheGameInput; extern G_Main* TheGame; extern NET_PacketDriver* ThePacketDriver; extern NET_UDPDriver* TheUDPDriver; extern E_DistManager* TheDistManager; extern E_World* TheWorld; extern E_SimNetInput* TheSimNetInput; extern E_SimNetOutput* TheSimNetOutput; extern E_Simulator* TheSimulator; extern E_ConnManager* TheConnManager; extern E_GameServer* TheServer; extern MasterServer* TheMaster; extern E_PacketHandler* ThePacketHandler; #endif // _E_GLOBAL_SV_H_