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typedef vector<char *> cvector;
20
typedef vector<int> ivector;
22
// globals ooh naughty
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extern sqr *world, *wmip[]; // map data, the mips are sequential 2D arrays in memory
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extern header hdr; // current map header
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extern int sfactor, ssize; // ssize = 2^sfactor
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extern int cubicsize, mipsize; // cubicsize = ssize^2
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extern physent *camera1; // camera representing perspective of player, usually player1
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extern playerent *player1; // special client ent that receives input and acts as camera
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extern vector<playerent *> players; // all the other clients (in multiplayer)
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extern vector<bounceent *> bounceents;
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extern vector<entity> ents; // map entities
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extern vec worldpos, camup, camright, camdir; // current target of the crosshair in the world
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extern int lastmillis, totalmillis; // last time
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extern int curtime; // current frame time
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extern int gamemode, nextmode;
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extern float fovy, aspect;
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extern bool minimap, reflecting, refracting;
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extern int stenciling, stencilshadow;
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extern bool intermission;
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extern int arenaintermission;
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extern hashtable<char *, enet_uint32> mapinfo;
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extern int numspawn[3], maploaded, numflagspawn[2];
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#include "protos.h" // external function decls
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#define AC_VERSION 1041
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#define AC_MASTER_URI "masterserver.cubers.net/cgi-bin/actioncube.pl/" // FIXME, change DNS on ac release