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224 lines
4.9 KiB
224 lines
4.9 KiB
/*** |
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* |
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* Copyright (c) 1999, 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 PROGDEFS_H |
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#define PROGDEFS_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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typedef struct |
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{ |
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float time; |
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float frametime; |
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float force_retouch; |
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string_t mapname; |
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string_t startspot; |
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float deathmatch; |
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float coop; |
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float teamplay; |
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float serverflags; |
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float found_secrets; |
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vec3_t v_forward; |
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vec3_t v_up; |
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vec3_t v_right; |
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float trace_allsolid; |
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float trace_startsolid; |
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float trace_fraction; |
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vec3_t trace_endpos; |
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vec3_t trace_plane_normal; |
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float trace_plane_dist; |
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edict_t *trace_ent; |
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float trace_inopen; |
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float trace_inwater; |
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int trace_hitgroup; |
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int trace_flags; |
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int msg_entity; |
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int cdAudioTrack; |
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int maxClients; |
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int maxEntities; |
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const char *pStringBase; |
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void *pSaveData; |
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vec3_t vecLandmarkOffset; |
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} globalvars_t; |
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typedef struct entvars_s |
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{ |
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string_t classname; |
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string_t globalname; |
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vec3_t origin; |
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vec3_t oldorigin; |
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vec3_t velocity; |
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vec3_t basevelocity; |
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vec3_t clbasevelocity; // Base velocity that was passed in to server physics so |
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// client can predict conveyors correctly. Server zeroes it, so we need to store here, too. |
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vec3_t movedir; |
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vec3_t angles; // Model angles |
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vec3_t avelocity; // angle velocity (degrees per second) |
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vec3_t punchangle; // auto-decaying view angle adjustment |
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vec3_t v_angle; // Viewing angle (player only) |
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// For parametric entities |
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vec3_t endpos; |
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vec3_t startpos; |
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float impacttime; |
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float starttime; |
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int fixangle; // 0:nothing, 1:force view angles, 2:add avelocity |
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float idealpitch; |
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float pitch_speed; |
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float ideal_yaw; |
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float yaw_speed; |
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int modelindex; |
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string_t model; |
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int viewmodel; // player's viewmodel |
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int weaponmodel; // what other players see |
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vec3_t absmin; // BB max translated to world coord |
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vec3_t absmax; // BB max translated to world coord |
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vec3_t mins; // local BB min |
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vec3_t maxs; // local BB max |
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vec3_t size; // maxs - mins |
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float ltime; |
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float nextthink; |
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int movetype; |
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int solid; |
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int skin; |
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int body; // sub-model selection for studiomodels |
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int effects; |
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float gravity; // % of "normal" gravity |
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float friction; // inverse elasticity of MOVETYPE_BOUNCE |
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int light_level; |
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int sequence; // animation sequence |
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int gaitsequence; // movement animation sequence for player (0 for none) |
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float frame; // % playback position in animation sequences (0..255) |
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float animtime; // world time when frame was set |
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float framerate; // animation playback rate (-8x to 8x) |
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byte controller[4]; // bone controller setting (0..255) |
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byte blending[2]; // blending amount between sub-sequences (0..255) |
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float scale; // sprite rendering scale (0..255) |
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int rendermode; |
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float renderamt; |
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vec3_t rendercolor; |
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int renderfx; |
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float health; |
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float frags; |
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int weapons; // bit mask for available weapons |
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float takedamage; |
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int deadflag; |
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vec3_t view_ofs; // eye position |
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int button; |
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int impulse; |
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edict_t *chain; // Entity pointer when linked into a linked list |
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edict_t *dmg_inflictor; |
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edict_t *enemy; |
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edict_t *aiment; // entity pointer when MOVETYPE_FOLLOW |
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edict_t *owner; |
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edict_t *groundentity; |
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int spawnflags; |
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int flags; |
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int colormap; // lowbyte topcolor, highbyte bottomcolor |
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int team; |
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float max_health; |
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float teleport_time; |
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float armortype; |
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float armorvalue; |
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int waterlevel; |
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int watertype; |
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string_t target; |
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string_t targetname; |
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string_t netname; |
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string_t message; |
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float dmg_take; |
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float dmg_save; |
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float dmg; |
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float dmgtime; |
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string_t noise; |
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string_t noise1; |
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string_t noise2; |
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string_t noise3; |
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float speed; |
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float air_finished; |
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float pain_finished; |
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float radsuit_finished; |
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edict_t *pContainingEntity; |
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int playerclass; |
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float maxspeed; |
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float fov; |
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int weaponanim; |
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int pushmsec; |
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int bInDuck; |
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int flTimeStepSound; |
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int flSwimTime; |
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int flDuckTime; |
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int iStepLeft; |
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float flFallVelocity; |
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int gamestate; |
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int oldbuttons; |
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int groupinfo; |
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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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edict_t *euser1; |
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edict_t *euser2; |
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edict_t *euser3; |
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edict_t *euser4; |
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} entvars_t; |
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#endif // PROGDEFS_H
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