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/*
* 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_
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