Index: neither/darkwar/enginedesign.txt
diff -u neither/darkwar/enginedesign.txt:1.16 neither/darkwar/enginedesign.txt:1.17
--- neither/darkwar/enginedesign.txt:1.16	Sun Nov 21 11:05:32 2004
+++ neither/darkwar/enginedesign.txt	Tue Nov 23 21:24:59 2004
@@ -93,6 +93,7 @@
 sound.c - resource loader for .wav, used by Sound
 system.c - sets up video and sound for the SDL platform, OS-specific stuff goes here, and general startup/shutdown, owns the global System_Zone which owns all memory zones, and this almost immediately calls Game
 texture.c - resource loader for .tga image files for use by Render
+util.c - utility functions (parsing and such)
 video.c - resource loader for video, format not yet decided
 
 Notes:
@@ -107,6 +108,21 @@
 The map can be edited using the ingame layout editor, rearranging the map
 rooms as desired, just like any other entities.
 
+Server-wide events:
+void G_Server_BroadcastPrintf(const char *format, ...);
+void G_Server_ClientPrintf(NUint32 clientnum, const char *format, ...);
+void G_Server_ClientConnect(Net_Connection *connection);
+void G_Server_DropClient(NUint32 clientnum, const char *message);
+void G_Server_DropClients(const char *message);
+void G_Server_Start(void);
+void G_Server_Shutdown(const char *message);
+void G_Server_LoadLevel(const char *filename);
+void G_RemoveEntities(void);
+void G_Map_Load(const char *filename);
+void G_Map_Save(const char *filename);
+void G_Map_Clear(void);
+void G_Map_Spawn(void);
+
 Scraps of incomplete gamecode to explain the overall design:
 void G_LoadLevel(char *mapfilename)
 {