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188 lines
3.7 KiB
188 lines
3.7 KiB
/*** |
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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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#ifndef 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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#define MAX_LOCAL_WEAPONS 64 // max weapons that can be predicted on the client |
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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[MAX_LOCAL_WEAPONS]; |
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} local_state_t; |
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#endif//ENTITY_STATE_H
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