mirror of
https://github.com/nzp-team/glquake.git
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188 lines
3.6 KiB
C
188 lines
3.6 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/* file generated by qcc, do not modify */
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typedef struct
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{ int pad[28];
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int self;
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int other;
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int world;
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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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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 rounds;
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float rounds_change;
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float parm1;
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float parm2;
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float parm3;
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float parm4;
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float parm5;
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float parm6;
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float parm7;
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float parm8;
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float parm9;
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float parm10;
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float parm11;
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float parm12;
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float parm13;
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float parm14;
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float parm15;
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float parm16;
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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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int trace_ent;
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float trace_inopen;
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float trace_inwater;
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int msg_entity;
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func_t main;
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func_t StartFrame;
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func_t EndFrame;
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func_t PlayerPreThink;
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func_t PlayerPostThink;
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func_t ClientKill;
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func_t ClientConnect;
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func_t PutClientInServer;
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func_t ClientDisconnect;
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func_t SetNewParms;
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func_t SetChangeParms;
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func_t ParseClientCommand;
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string_t CMD_STRING;
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func_t Soft_Restart;
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} globalvars_t;
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typedef struct
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{
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float modelindex;
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vec3_t absmin;
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vec3_t absmax;
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float ltime;
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float movetype;
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float solid;
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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 angles;
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vec3_t avelocity;
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vec3_t punchangle;
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string_t classname;
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string_t model;
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float frame;
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float skin;
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float effects;
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vec3_t mins;
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vec3_t maxs;
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vec3_t size;
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func_t touch;
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func_t use;
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func_t think;
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func_t blocked;
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float nextthink;
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int groundentity;
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float health;
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float points;
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float kills;
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float weapon;
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string_t weaponmodel;
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string_t weapon2model;
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float weaponframe;
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float weapon2frame;
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float currentammo;
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float currentmag;
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float zoom;
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float weaponskin;
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float weapon2skin;
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float primary_grenades;
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float secondary_grenades;
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float grenades;
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float perks;
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float takedamage;
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int chain;
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float deadflag;
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vec3_t view_ofs;
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float button0;
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float button1;
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float button2;
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float button3;
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float button4;
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float button5;
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float button6;
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float button7;
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float button8;
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float impulse;
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float fixangle;
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vec3_t v_angle;
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float idealpitch;
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string_t netname;
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int enemy;
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float flags;
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float colormap;
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float team;
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float max_health;
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float teleport_time;
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float waterlevel;
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float watertype;
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float ideal_yaw;
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float yaw_speed;
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int aiment;
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int head;
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int larm;
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int rarm;
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int goalentity;
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float spawnflags;
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string_t target;
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string_t targetname;
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float bleed_out;
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float progress_bar;
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int dmg_inflictor;
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int owner;
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vec3_t movedir;
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string_t message;
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float sounds;
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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 x2_icon;
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float insta_icon;
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vec3_t ADS_Offset;
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vec3_t Flash_Offset;
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float Flash_Size;
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string_t Weapon_Name;
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string_t Weapon_Name_Touch;
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float currentmag2;
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float maxspeed;
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float facingenemy;
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} entvars_t;
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#define PROGHEADER_CRC 5927
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