You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
193 lines
3.8 KiB
193 lines
3.8 KiB
/*** |
|
* |
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
|
* |
|
* This product contains software technology licensed from Id |
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
|
* All Rights Reserved. |
|
* |
|
* Use, distribution, and modification of this source code and/or resulting |
|
* object code is restricted to non-commercial enhancements to products from |
|
* Valve LLC. All other use, distribution, or modification is prohibited |
|
* without written permission from Valve LLC. |
|
* |
|
****/ |
|
#if !defined( ENTITY_STATEH ) |
|
#define ENTITY_STATEH |
|
#ifdef _WIN32 |
|
#pragma once |
|
#endif |
|
|
|
// For entityType below |
|
#define ENTITY_NORMAL (1<<0) |
|
#define ENTITY_BEAM (1<<1) |
|
|
|
// Entity state is used for the baseline and for delta compression of a packet of |
|
// entities that is sent to a client. |
|
typedef struct entity_state_s entity_state_t; |
|
|
|
struct entity_state_s |
|
{ |
|
// Fields which are filled in by routines outside of delta compression |
|
int entityType; |
|
// Index into cl_entities array for this entity. |
|
int number; |
|
float msg_time; |
|
|
|
// Message number last time the player/entity state was updated. |
|
int messagenum; |
|
|
|
// Fields which can be transitted and reconstructed over the network stream |
|
vec3_t origin; |
|
vec3_t angles; |
|
|
|
int modelindex; |
|
int sequence; |
|
float frame; |
|
int colormap; |
|
short skin; |
|
short solid; |
|
int effects; |
|
float scale; |
|
|
|
byte eflags; |
|
|
|
// Render information |
|
int rendermode; |
|
int renderamt; |
|
color24 rendercolor; |
|
int renderfx; |
|
|
|
int movetype; |
|
float animtime; |
|
float framerate; |
|
int body; |
|
byte controller[4]; |
|
byte blending[4]; |
|
vec3_t velocity; |
|
|
|
// Send bbox down to client for use during prediction. |
|
vec3_t mins; |
|
vec3_t maxs; |
|
|
|
int aiment; |
|
// If owned by a player, the index of that player ( for projectiles ). |
|
int owner; |
|
|
|
// Friction, for prediction. |
|
float friction; |
|
// Gravity multiplier |
|
float gravity; |
|
|
|
// PLAYER SPECIFIC |
|
int team; |
|
int playerclass; |
|
int health; |
|
qboolean spectator; |
|
int weaponmodel; |
|
int gaitsequence; |
|
// If standing on conveyor, e.g. |
|
vec3_t basevelocity; |
|
// Use the crouched hull, or the regular player hull. |
|
int usehull; |
|
// Latched buttons last time state updated. |
|
int oldbuttons; |
|
// -1 = in air, else pmove entity number |
|
int onground; |
|
int iStepLeft; |
|
// How fast we are falling |
|
float flFallVelocity; |
|
|
|
float fov; |
|
int weaponanim; |
|
|
|
// Parametric movement overrides |
|
vec3_t startpos; |
|
vec3_t endpos; |
|
float impacttime; |
|
float starttime; |
|
|
|
// For mods |
|
int iuser1; |
|
int iuser2; |
|
int iuser3; |
|
int iuser4; |
|
float fuser1; |
|
float fuser2; |
|
float fuser3; |
|
float fuser4; |
|
vec3_t vuser1; |
|
vec3_t vuser2; |
|
vec3_t vuser3; |
|
vec3_t vuser4; |
|
}; |
|
|
|
#include "pm_info.h" |
|
|
|
typedef struct clientdata_s |
|
{ |
|
vec3_t origin; |
|
vec3_t velocity; |
|
|
|
int viewmodel; |
|
vec3_t punchangle; |
|
int flags; |
|
int waterlevel; |
|
int watertype; |
|
vec3_t view_ofs; |
|
float health; |
|
|
|
int bInDuck; |
|
|
|
int weapons; // remove? |
|
|
|
int flTimeStepSound; |
|
int flDuckTime; |
|
int flSwimTime; |
|
int waterjumptime; |
|
|
|
float maxspeed; |
|
|
|
float fov; |
|
int weaponanim; |
|
|
|
int m_iId; |
|
int ammo_shells; |
|
int ammo_nails; |
|
int ammo_cells; |
|
int ammo_rockets; |
|
float m_flNextAttack; |
|
|
|
int tfstate; |
|
|
|
int pushmsec; |
|
|
|
int deadflag; |
|
|
|
char physinfo[ MAX_PHYSINFO_STRING ]; |
|
|
|
// For mods |
|
int iuser1; |
|
int iuser2; |
|
int iuser3; |
|
int iuser4; |
|
float fuser1; |
|
float fuser2; |
|
float fuser3; |
|
float fuser4; |
|
vec3_t vuser1; |
|
vec3_t vuser2; |
|
vec3_t vuser3; |
|
vec3_t vuser4; |
|
} clientdata_t; |
|
|
|
#include "weaponinfo.h" |
|
|
|
typedef struct local_state_s |
|
{ |
|
entity_state_t playerstate; |
|
clientdata_t client; |
|
weapon_data_t weapondata[ 32 ]; |
|
} local_state_t; |
|
|
|
#endif // !ENTITY_STATEH
|
|
|