text: /*
  Copyright (C) 1996-1997 Id Software, Inc.
  
  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 2
  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.
  
  You should have received a copy of the GNU General Public License
  along with this program; if not, write to the Free Software
  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
  
  */
  // server.h
  
  #ifndef SERVER_H
  #define SERVER_H
  
  typedef struct server_static_s
  {
  	/// number of svs.clients slots (updated by maxplayers command)
  	int maxclients, maxclients_next;
  	/// client slots
  	struct client_s *clients;
  	/// episode completion information
  	int serverflags;
  	/// cleared when at SV_SpawnServer
  	qboolean changelevel_issued;
  	/// server infostring
  	char serverinfo[MAX_SERVERINFO_STRING];
  	// performance data
  	float perf_cpuload;
  	float perf_lost;
  	float perf_offset_avg;
  	float perf_offset_max;
  	float perf_offset_sdev;
  	// temporary performance data accumulators
  	float perf_acc_realtime;
  	float perf_acc_sleeptime;
  	float perf_acc_lost;
  	float perf_acc_offset;
  	float perf_acc_offset_squared;
  	float perf_acc_offset_max;
  	int perf_acc_offset_samples;
  
  	// csqc stuff
  	unsigned char *csqc_progdata;
  	size_t csqc_progsize_deflated;
  	unsigned char *csqc_progdata_deflated;
  
  	// independent server thread (when running client)
  	qboolean threaded; // true if server is running on separate thread
  	qboolean volatile threadstop;
  	void *threadmutex;
  	void *thread;
  } server_static_t;
  
  //=============================================================================
  
  typedef enum server_state_e {ss_loading, ss_active} server_state_t;
  
  #define MAX_CONNECTFLOODADDRESSES 16
  #define MAX_GETSTATUSFLOODADDRESSES 128
  typedef struct server_floodaddress_s
  {
  	double lasttime;
  	lhnetaddress_t address;
  }
  server_floodaddress_t;
  
  typedef struct server_s
  {
  	/// false if only a net client
  	qboolean active;
  
  	qboolean paused;
  	double pausedstart;
  	/// handle connections specially
  	qboolean loadgame;
  
  	/// one of the PROTOCOL_ values
  	protocolversion_t protocol;
  
  	double time;
  
  	double frametime;
  
  	// used by PF_checkclient
  	int lastcheck;
  	double lastchecktime;
  
  	// crc of clientside progs at time of level start
  	int csqc_progcrc; // -1 = no progs
  	int csqc_progsize; // -1 = no progs
  	char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
  
  	/// collision culling data
  	world_t world;
  
  	/// map name
  	char name[64]; // %s followed by entrance name
  	// variants of map name
  	char worldmessage[40]; // map title (not related to filename)
  	char worldbasename[MAX_QPATH]; // %s
  	char worldname[MAX_QPATH]; // maps/%s.bsp
  	char worldnamenoextension[MAX_QPATH]; // maps/%s
  	struct model_s *worldmodel;
  	// NULL terminated
  	// LordHavoc: precaches are now MAX_QPATH rather than a pointer
  	// updated by SV_ModelIndex
  	char model_precache[MAX_MODELS][MAX_QPATH];
  	struct model_s *models[MAX_MODELS];
  	// NULL terminated
  	// LordHavoc: precaches are now MAX_QPATH rather than a pointer
  	// updated by SV_SoundIndex
  	char sound_precache[MAX_SOUNDS][MAX_QPATH];
  	char lightstyles[MAX_LIGHTSTYLES][64];
  	/// some actions are only valid during load
  	server_state_t state;
  
  	sizebuf_t datagram;
  	unsigned char datagram_buf[NET_MAXMESSAGE];
  
  	// copied to all clients at end of frame
  	sizebuf_t reliable_datagram;
  	unsigned char reliable_datagram_buf[NET_MAXMESSAGE];
  
  	sizebuf_t signon;
  	/// LordHavoc: increased signon message buffer from 8192
  	unsigned char signon_buf[NET_MAXMESSAGE];
  
  	/// 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)
  	server_floodaddress_t connectfloodaddresses[MAX_CONNECTFLOODADDRESSES];
  	server_floodaddress_t getstatusfloodaddresses[MAX_GETSTATUSFLOODADDRESSES];
  
  #define SV_MAX_PARTICLEEFFECTNAME 256
  	qboolean particleeffectnamesloaded;
  	char particleeffectname[SV_MAX_PARTICLEEFFECTNAME][MAX_QPATH];
  
  	int writeentitiestoclient_stats_culled_pvs;
  	int writeentitiestoclient_stats_culled_trace;
  	int writeentitiestoclient_stats_visibleentities;
  	int writeentitiestoclient_stats_totalentities;
  	int writeentitiestoclient_cliententitynumber;
  	int writeentitiestoclient_clientnumber;
  	sizebuf_t *writeentitiestoclient_msg;
  	vec3_t writeentitiestoclient_eyes[MAX_CLIENTNETWORKEYES];
  	int writeentitiestoclient_numeyes;
  	int writeentitiestoclient_pvsbytes;
  	unsigned char writeentitiestoclient_pvs[MAX_MAP_LEAFS/8];
  	const entity_state_t *writeentitiestoclient_sendstates[MAX_EDICTS];
  	unsigned short writeentitiestoclient_csqcsendstates[MAX_EDICTS];
  
  	int numsendentities;
  	entity_state_t sendentities[MAX_EDICTS];
  	entity_state_t *sendentitiesindex[MAX_EDICTS];
  
  	int sententitiesmark;
  	int sententities[MAX_EDICTS];
  	int sententitiesconsideration[MAX_EDICTS];
  
  	/// legacy support for self.Version based csqc entity networking
  	unsigned char csqcentityversion[MAX_EDICTS]; // legacy
  } server_t;
  
  #define NUM_CSQCENTITIES_PER_FRAME 256
  typedef struct csqcentityframedb_s
  {
  	int framenum;
  	int num;
  	unsigned short entno[NUM_CSQCENTITIES_PER_FRAME];
  	int sendflags[NUM_CSQCENTITIES_PER_FRAME];
  } csqcentityframedb_t;
  
  // if defined this does ping smoothing, otherwise it does not
  //#define NUM_PING_TIMES 16
  
  #define NUM_SPAWN_PARMS 16
  
  typedef struct client_s
  {
  	/// false = empty client slot
  	qboolean active;
  	/// false = don't do ClientDisconnect on drop
  	qboolean clientconnectcalled;
  	/// false = don't allow spawn
  	qboolean prespawned;
  	/// false = don't allow begin
  	qboolean spawned;
  	/// false = don't send datagrams
  	qboolean begun;
  	/// 1 = send svc_serverinfo and advance to 2, 2 doesn't send, then advances to 0 (allowing unlimited sending) when prespawn is received
  	int sendsignon;
  
  	/// requested rate in bytes per second
  	int rate;
  
  	/// realtime this client connected
  	double connecttime;
  
  	/// keepalive messages must be sent periodically during signon
  	double keepalivetime;
  
  	/// communications handle
  	netconn_t *netconnection;
  
  	int movesequence;
  	signed char movement_count[NETGRAPH_PACKETS];
  	int movement_highestsequence_seen; // not the same as movesequence if prediction is off
  	/// movement
  	usercmd_t cmd;
  	/// intended motion calced from cmd
  	vec3_t wishdir;
  
  	/// PRVM_EDICT_NUM(clientnum+1)
  	prvm_edict_t *edict;
  
  #ifdef NUM_PING_TIMES
  	float ping_times[NUM_PING_TIMES];
  	/// ping_times[num_pings%NUM_PING_TIMES]
  	int num_pings;
  #endif
  	/// LordHavoc: can be used for prediction or whatever...
  	float ping;
  
  	/// this is used by sv_clmovement_minping code
  	double clmovement_disabletimeout;
  	/// this is used by sv_clmovement_inputtimeout code
  	float clmovement_inputtimeout;
  
  /// spawn parms are carried from level to level
  	prvm_vec_t spawn_parms[NUM_SPAWN_PARMS];
  
  	// properties that are sent across the network only when changed
  	char name[MAX_SCOREBOARDNAME], old_name[MAX_SCOREBOARDNAME];
  	int colors, old_colors;
  	int frags, old_frags;
  	char playermodel[MAX_QPATH], old_model[MAX_QPATH];
  	char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
  
  	/// netaddress support
  	char netaddress[MAX_QPATH];
  
  	/// visibility state
  	float visibletime[MAX_EDICTS];
  
  	// scope is whether an entity is currently being networked to this client
  	// sendflags is what properties have changed on the entity since the last
  	// update that was sent
  	int csqcnumedicts;
  	unsigned char csqcentityscope[MAX_EDICTS];
  	unsigned int csqcentitysendflags[MAX_EDICTS];
  
  #define NUM_CSQCENTITYDB_FRAMES 256
  	unsigned char csqcentityglobalhistory[MAX_EDICTS]; // set to 1 if the entity was ever csqc networked to the client, and never reset back to 0
  	csqcentityframedb_t csqcentityframehistory[NUM_CSQCENTITYDB_FRAMES];
  	int csqcentityframehistory_next;
  	int csqcentityframe_lastreset;
  
  	/// prevent animated names
  	float nametime;
  
  	/// latest received clc_ackframe (used to detect packet loss)
  	int latestframenum;
  
  	/// cache weaponmodel name lookups
  	char weaponmodel[MAX_QPATH];
  	int weaponmodelindex;
  
  	/// clientcamera (entity to use as camera)
  	int clientcamera;
  
  	entityframe_database_t *entitydatabase;
  	entityframe4_database_t *entitydatabase4;
  	entityframe5_database_t *entitydatabase5;
  
  	// delta compression of stats
  	unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
  	int stats[MAX_CL_STATS];
  
  	unsigned char unreliablemsg_data[NET_MAXMESSAGE];
  	sizebuf_t unreliablemsg;
  	int unreliablemsg_splitpoints;
  	int unreliablemsg_splitpoint[NET_MAXMESSAGE/16];
  
  	// information on an active download if any
  	qfile_t *download_file;
  	int download_expectedposition; ///< next position the client should ack
  	qboolean download_started;
  	char download_name[MAX_QPATH];
  	qboolean download_deflate;
  
  	// fixangle data
  	qboolean fixangle_angles_set;
  	vec3_t fixangle_angles;
  
  	/// demo recording
  	qfile_t *sv_demo_file;
  
  	// number of skipped entity frames
  	// if it exceeds a limit, an empty entity frame is sent
  	int num_skippedentityframes;
  
  	// last sent move sequence
  	// if the move sequence changed, an empty entity frame is sent
  	int lastmovesequence;
  } client_t;
  
  
  //=============================================================================
  
  // edict->movetype values
  #define	MOVETYPE_NONE			0		///< never moves
  #define	MOVETYPE_ANGLENOCLIP	1
  #define	MOVETYPE_ANGLECLIP		2
  #define	MOVETYPE_WALK			3		///< gravity
  #define	MOVETYPE_STEP			4		///< gravity, special edge handling
  #define	MOVETYPE_FLY			5
  #define	MOVETYPE_TOSS			6		///< gravity
  #define	MOVETYPE_PUSH			7		///< no clip to world, push and crush
  #define	MOVETYPE_NOCLIP			8
  #define	MOVETYPE_FLYMISSILE		9		///< extra size to monsters
  #define	MOVETYPE_BOUNCE			10
  #define MOVETYPE_BOUNCEMISSILE	11		///< bounce w/o gravity
  #define MOVETYPE_FOLLOW			12		///< track movement of aiment
  #define MOVETYPE_FAKEPUSH		13		///< tenebrae's push that doesn't push
  #define MOVETYPE_PHYSICS		32		///< indicates this object is physics controlled
  #define MOVETYPE_FLY_WORLDONLY		33		///< like MOVETYPE_FLY, but uses MOVE_WORLDONLY for all its traces; objects of this movetype better be SOLID_NOT or SOLID_TRIGGER please, or else...
  
  // edict->solid values
  #define	SOLID_NOT				0		///< no interaction with other objects
  #define	SOLID_TRIGGER			1		///< touch on edge, but not blocking
  #define	SOLID_BBOX				2		///< touch on edge, block
  #define	SOLID_SLIDEBOX			3		///< touch on edge, but not an onground
  #define	SOLID_BSP				4		///< bsp clip, touch on edge, block
  // LordHavoc: corpse code
  #define	SOLID_CORPSE			5		///< same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
  // LordHavoc: physics
  // VorteX: now these fields are deprecated, as geomtype is more flexible
  #define	SOLID_PHYSICS_BOX		32		///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
  #define	SOLID_PHYSICS_SPHERE	33		///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
  #define	SOLID_PHYSICS_CAPSULE	34		///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
  #define	SOLID_PHYSICS_TRIMESH	35		///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
  #define	SOLID_PHYSICS_CYLINDER	36		///< physics object (mins, maxs, mass, origin, axis_forward, axis_left, axis_up, velocity, spinvelocity)
  
  // edict->deadflag values
  #define	DEAD_NO					0
  #define	DEAD_DYING				1
  #define	DEAD_DEAD				2
  
  #define	DAMAGE_NO				0
  #define	DAMAGE_YES				1
  #define	DAMAGE_AIM				2
  
  // edict->flags
  #define	FL_FLY					1
  #define	FL_SWIM					2
  #define	FL_CONVEYOR				4
  #define	FL_CLIENT				8
  #define	FL_INWATER				16
  #define	FL_MONSTER				32
  #define	FL_GODMODE				64
  #define	FL_NOTARGET				128
  #define	FL_ITEM					256
  #define	FL_ONGROUND				512
  #define	FL_PARTIALGROUND		1024	///< not all corners are valid
  #define	FL_WATERJUMP			2048	///< player jumping out of water
  #define	FL_JUMPRELEASED			4096	///< for jump debouncing
  
  #define	SPAWNFLAG_NOT_EASY			256
  #define	SPAWNFLAG_NOT_MEDIUM		512
  #define	SPAWNFLAG_NOT_HARD			1024
  #define	SPAWNFLAG_NOT_DEATHMATCH	2048
  
  //============================================================================
  
  extern cvar_t coop;
  extern cvar_t deathmatch;
  extern cvar_t fraglimit;
  extern cvar_t gamecfg;
  extern cvar_t noexit;
  extern cvar_t nomonsters;
  extern cvar_t pausable;
  extern cvar_t pr_checkextension;
  extern cvar_t samelevel;
  extern cvar_t saved1;
  extern cvar_t saved2;
  extern cvar_t saved3;
  extern cvar_t saved4;
  extern cvar_t savedgamecfg;
  extern cvar_t scratch1;
  extern cvar_t scratch2;
  extern cvar_t scratch3;
  extern cvar_t scratch4;
  extern cvar_t skill;
  extern cvar_t slowmo;
  extern cvar_t sv_accelerate;
  extern cvar_t sv_aim;
  extern cvar_t sv_airaccel_qw;
  extern cvar_t sv_airaccel_sideways_friction;
  extern cvar_t sv_airaccelerate;
  extern cvar_t sv_airstopaccelerate;
  extern cvar_t sv_airstrafeaccelerate;
  extern cvar_t sv_maxairstrafespeed;
  extern cvar_t sv_airstrafeaccel_qw;
  extern cvar_t sv_aircontrol;
  extern cvar_t sv_aircontrol_power;
  extern cvar_t sv_aircontrol_penalty;
  extern cvar_t sv_airspeedlimit_nonqw;
  extern cvar_t sv_allowdownloads;
  extern cvar_t sv_allowdownloads_archive;
  extern cvar_t sv_allowdownloads_config;
  extern cvar_t sv_allowdownloads_dlcache;
  extern cvar_t sv_allowdownloads_inarchive;
  extern cvar_t sv_areagrid_mingridsize;
  extern cvar_t sv_checkforpacketsduringsleep;
  extern cvar_t sv_clmovement_enable;
  extern cvar_t sv_clmovement_minping;
  extern cvar_t sv_clmovement_minping_disabletime;
  extern cvar_t sv_clmovement_inputtimeout;
  extern cvar_t sv_clmovement_maxnetfps;
  extern cvar_t sv_cullentities_nevercullbmodels;
  extern cvar_t sv_cullentities_pvs;
  extern cvar_t sv_cullentities_stats;
  extern cvar_t sv_cullentities_trace;
  extern cvar_t sv_cullentities_trace_delay;
  extern cvar_t sv_cullentities_trace_enlarge;
  extern cvar_t sv_cullentities_trace_prediction;
  extern cvar_t sv_cullentities_trace_samples;
  extern cvar_t sv_cullentities_trace_samples_extra;
  extern cvar_t sv_debugmove;
  extern cvar_t sv_echobprint;
  extern cvar_t sv_edgefriction;
  extern cvar_t sv_entpatch;
  extern cvar_t sv_fixedframeratesingleplayer;
  extern cvar_t sv_freezenonclients;
  extern cvar_t sv_friction;
  extern cvar_t sv_gameplayfix_blowupfallenzombies;
  extern cvar_t sv_gameplayfix_consistentplayerprethink;
  extern cvar_t sv_gameplayfix_delayprojectiles;
  extern cvar_t sv_gameplayfix_droptofloorstartsolid;
  extern cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect;
  extern cvar_t sv_gameplayfix_easierwaterjump;
  extern cvar_t sv_gameplayfix_findradiusdistancetobox;
  extern cvar_t sv_gameplayfix_gravityunaffectedbyticrate;
  extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
  extern cvar_t sv_gameplayfix_multiplethinksperframe;
  extern cvar_t sv_gameplayfix_noairborncorpse;
  extern cvar_t sv_gameplayfix_noairborncorpse_allowsuspendeditems;
  extern cvar_t sv_gameplayfix_nudgeoutofsolid;
  extern cvar_t sv_gameplayfix_nudgeoutofsolid_separation;
  extern cvar_t sv_gameplayfix_q2airaccelerate;
  extern cvar_t sv_gameplayfix_nogravityonground;
  extern cvar_t sv_gameplayfix_setmodelrealbox;
  extern cvar_t sv_gameplayfix_slidemoveprojectiles;
  extern cvar_t sv_gameplayfix_stepdown;
  extern cvar_t sv_gameplayfix_stepmultipletimes;
  extern cvar_t sv_gameplayfix_nostepmoveonsteepslopes;
  extern cvar_t sv_gameplayfix_swiminbmodels;
  extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
  extern cvar_t sv_gameplayfix_downtracesupportsongroundflag;
  extern cvar_t sv_gameplayfix_q1bsptracelinereportstexture;
  extern cvar_t sv_gameplayfix_unstickplayers;
  extern cvar_t sv_gameplayfix_unstickentities;
  extern cvar_t sv_gameplayfix_fixedcheckwatertransition;
  extern cvar_t sv_gravity;
  extern cvar_t sv_idealpitchscale;
  extern cvar_t sv_jumpstep;
  extern cvar_t sv_jumpvelocity;
  extern cvar_t sv_maxairspeed;
  extern cvar_t sv_maxrate;
  extern cvar_t sv_maxspeed;
  extern cvar_t sv_maxvelocity;
  extern cvar_t sv_nostep;
  extern cvar_t sv_playerphysicsqc;
  extern cvar_t sv_progs;
  extern cvar_t sv_protocolname;
  extern cvar_t sv_random_seed;
  extern cvar_t sv_ratelimitlocalplayer;
  extern cvar_t sv_sound_land;
  extern cvar_t sv_sound_watersplash;
  extern cvar_t sv_stepheight;
  extern cvar_t sv_stopspeed;
  extern cvar_t sv_wallfriction;
  extern cvar_t sv_wateraccelerate;
  extern cvar_t sv_waterfriction;
  extern cvar_t sv_areadebug;
  extern cvar_t sys_ticrate;
  extern cvar_t teamplay;
  extern cvar_t temp1;
  extern cvar_t timelimit;
  
  extern mempool_t *sv_mempool;
  
  /// persistant server info
  extern server_static_t svs;
  /// local server
  extern server_t sv;
  
  extern client_t *host_client;
  
  //===========================================================
  
  void SV_Init (void);
  
  void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
  void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
  void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation, qboolean reliable, float speed);
  void SV_StartPointSound (vec3_t origin, const char *sample, int volume, float attenuation, float speed);
  
  void SV_ConnectClient (int clientnum, netconn_t *netconnection);
  void SV_DropClient (qboolean crash);
  
  void SV_SendClientMessages(void);
  
  void SV_ReadClientMessage(void);
  
  // precachemode values:
  // 0 = fail if not precached,
  // 1 = warn if not found and precache if possible
  // 2 = precache
  int SV_ModelIndex(const char *s, int precachemode);
  int SV_SoundIndex(const char *s, int precachemode);
  
  int SV_ParticleEffectIndex(const char *name);
  
  dp_model_t *SV_GetModelByIndex(int modelindex);
  dp_model_t *SV_GetModelFromEdict(prvm_edict_t *ed);
  
  void SV_SetIdealPitch (void);
  
  void SV_AddUpdates (void);
  
  void SV_ClientThink (void);
  
  void SV_ClientPrint(const char *msg);
  void SV_ClientPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
  void SV_BroadcastPrint(const char *msg);
  void SV_BroadcastPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
  
  void SV_Physics (void);
  void SV_Physics_ClientMove (void);
  //void SV_Physics_ClientEntity (prvm_edict_t *ent);
  
  qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
  qboolean SV_CheckBottom (prvm_edict_t *ent);
  qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean settrace);
  
  /*! Needs to be called any time an entity changes origin, mins, maxs, or solid
   * sets ent->v.absmin and ent->v.absmax
   * call TouchAreaGrid as well to fire triggers that overlap the box
   */
  void SV_LinkEdict(prvm_edict_t *ent);
  void SV_LinkEdict_TouchAreaGrid(prvm_edict_t *ent);
  void SV_LinkEdict_TouchAreaGrid_Call(prvm_edict_t *touch, prvm_edict_t *ent); // if we detected a touch from another source
  
  /*! move an entity that is stuck by small amounts in various directions to try to nudge it back into the collision hull
   * returns true if it found a better place
   */
  qboolean SV_UnstickEntity (prvm_edict_t *ent);
  /*! move an entity that is stuck out of the surface it is stuck in (can move large amounts)
   * returns true if it found a better place
   */
  qboolean SV_NudgeOutOfSolid(prvm_edict_t *ent);
  
  /// calculates hitsupercontentsmask for a generic qc entity
  int SV_GenericHitSuperContentsMask(const prvm_edict_t *edict);
  /// traces a box move against worldmodel and all entities in the specified area
  trace_t SV_TraceBox(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
  trace_t SV_TraceLine(const vec3_t start, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
  trace_t SV_TracePoint(const vec3_t start, int type, prvm_edict_t *passedict, int hitsupercontentsmask);
  int SV_EntitiesInBox(const vec3_t mins, const vec3_t maxs, int maxedicts, prvm_edict_t **resultedicts);
  
  qboolean SV_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs);
  
  int SV_PointSuperContents(const vec3_t point);
  
  void SV_FlushBroadcastMessages(void);
  void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
  
  void VM_SV_MoveToGoal(prvm_prog_t *prog);
  
  void SV_ApplyClientMove (void);
  void SV_SaveSpawnparms (void);
  void SV_SpawnServer (const char *server);
  
  void SV_CheckVelocity (prvm_edict_t *ent);
  
  void SV_SetupVM(void);
  
  const char *Host_TimingReport(char *buf, size_t buflen); ///< for output in Host_Status_f
  
  int SV_GetPitchSign(prvm_prog_t *prog, prvm_edict_t *ent);
  void SV_GetEntityMatrix(prvm_prog_t *prog, prvm_edict_t *ent, matrix4x4_t *out, qboolean viewmatrix);
  
  void SV_StartThread(void);
  void SV_StopThread(void);
  #define SV_LockThreadMutex() (void)(svs.threaded ? Thread_LockMutex(svs.threadmutex) : 0)
  #define SV_UnlockThreadMutex() (void)(svs.threaded ? Thread_UnlockMutex(svs.threadmutex) : 0)
  
  void VM_CustomStats_Clear(void);
  void VM_SV_UpdateCustomStats(client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
  void Host_Savegame_to(prvm_prog_t *prog, const char *name);
  void SV_SendServerinfo(client_t *client);
  
  #endif
  
  