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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#pragma once
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#if !defined(ENTITY_STATE_H)
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#define ENTITY_STATE_H
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// For entityType below
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#define ENTITY_NORMAL (1<<0)
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#define ENTITY_BEAM (1<<1)
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// Entity state is used for the baseline and for delta compression of a packet of
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// entities that is sent to a client.
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typedef struct entity_state_s entity_state_t;
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struct entity_state_s
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{
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// Fields which are filled in by routines outside of delta compression
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int entityType;
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// Index into cl_entities array for this entity.
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int number;
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float msg_time;
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// Message number last time the player/entity state was updated.
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int messagenum;
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// Fields which can be transitted and reconstructed over the network stream
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vec3_t origin;
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vec3_t angles;
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int modelindex;
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int sequence;
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float frame;
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int colormap;
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short skin;
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short solid;
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int effects;
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float scale;
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byte eflags;
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// Render information
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int rendermode;
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int renderamt;
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color24 rendercolor;
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int renderfx;
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int movetype;
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float animtime;
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float framerate;
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int body;
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byte controller[4];
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byte blending[4];
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vec3_t velocity;
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// Send bbox down to client for use during prediction.
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vec3_t mins;
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vec3_t maxs;
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int aiment;
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// If owned by a player, the index of that player ( for projectiles ).
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int owner;
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// Friction, for prediction.
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float friction;
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// Gravity multiplier
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float gravity;
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// PLAYER SPECIFIC
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int team;
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int playerclass;
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int health;
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qboolean spectator;
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int weaponmodel;
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int gaitsequence;
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// If standing on conveyor, e.g.
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vec3_t basevelocity;
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// Use the crouched hull, or the regular player hull.
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int usehull;
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// Latched buttons last time state updated.
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int oldbuttons;
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// -1 = in air, else pmove entity number
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int onground;
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int iStepLeft;
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// How fast we are falling
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float flFallVelocity;
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float fov;
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int weaponanim;
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// Parametric movement overrides
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vec3_t startpos;
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vec3_t endpos;
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float impacttime;
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float starttime;
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// For mods
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int iuser1;
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int iuser2;
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int iuser3;
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int iuser4;
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float fuser1;
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float fuser2;
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float fuser3;
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float fuser4;
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vec3_t vuser1;
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vec3_t vuser2;
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vec3_t vuser3;
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vec3_t vuser4;
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};
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#include "pm_info.h"
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typedef struct clientdata_s
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{
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vec3_t origin;
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vec3_t velocity;
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int viewmodel;
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vec3_t punchangle;
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int flags;
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int waterlevel;
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int watertype;
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vec3_t view_ofs;
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float health;
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int bInDuck;
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int weapons; // remove?
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int flTimeStepSound;
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int flDuckTime;
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int flSwimTime;
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int waterjumptime;
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float maxspeed;
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float fov;
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int weaponanim;
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int m_iId;
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int ammo_shells;
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int ammo_nails;
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int ammo_cells;
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int ammo_rockets;
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float m_flNextAttack;
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int tfstate;
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int pushmsec;
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int deadflag;
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char physinfo[MAX_PHYSINFO_STRING];
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// For mods
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int iuser1;
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int iuser2;
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int iuser3;
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int iuser4;
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float fuser1;
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float fuser2;
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float fuser3;
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float fuser4;
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vec3_t vuser1;
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vec3_t vuser2;
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vec3_t vuser3;
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vec3_t vuser4;
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} clientdata_t;
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#include "weaponinfo.h"
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typedef struct local_state_s
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{
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entity_state_t playerstate;
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clientdata_t client;
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weapon_data_t weapondata[64];
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} local_state_t;
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#endif//ENTITY_STATE_H
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