/* TODO: Use FTEQCC to autogenerate this. */ typedef struct { int pad[28]; int self; int other; int world; float time; float frametime; float force_retouch; string_t mapname; float deathmatch; float coop; float teamplay; float serverflags; float rounds; float rounds_change; float parm1; float parm2; float parm3; float parm4; float parm5; float parm6; float parm7; float parm8; float parm9; float parm10; float parm11; float parm12; float parm13; float parm14; float parm15; float parm16; vec3_t v_forward; vec3_t v_up; vec3_t v_right; float trace_allsolid; float trace_startsolid; float trace_fraction; vec3_t trace_endpos; vec3_t trace_plane_normal; float trace_plane_dist; int trace_ent; float trace_inopen; float trace_inwater; int msg_entity; func_t main; func_t StartFrame; func_t EndFrame; func_t PlayerPreThink; func_t PlayerPostThink; func_t ClientKill; func_t ClientConnect; func_t PutClientInServer; func_t ClientDisconnect; func_t SetNewParms; func_t SetChangeParms; func_t ParseClientCommand; // special command calls string_t CMD_STRING; func_t Soft_Restart; } globalvars_t; typedef struct { float modelindex; vec3_t absmin; vec3_t absmax; float ltime; float movetype; float solid; vec3_t origin; vec3_t oldorigin; vec3_t velocity; vec3_t angles; vec3_t avelocity; vec3_t punchangle; string_t classname; string_t model; float frame; float skin; float iframetime; float effects; vec3_t mins; vec3_t maxs; vec3_t size; func_t touch; func_t use; func_t think; func_t blocked; float nextthink; int groundentity; float health; float points; float kills; float weapon; string_t weaponmodel; string_t weapon2model; float weaponframe; float weapon2frame; float currentammo; float currentmag; float zoom; float weaponskin; float weapon2skin; float primary_grenades; float secondary_grenades; float grenades; float perks; float takedamage; int chain; float deadflag; vec3_t view_ofs; float button0; float button1; float button2; float button3; float button4; float button5; float button6; float button7; float button8; float impulse; float fixangle; vec3_t v_angle; float idealpitch; string_t netname; int enemy; float flags; float colormap; float team; float max_health; float teleport_time; float waterlevel; float watertype; float ideal_yaw; float yaw_speed; int aiment; int head; int larm; int rarm; int goalentity; float spawnflags; string_t target; string_t targetname; float bleed_out; float progress_bar; int dmg_inflictor; int owner; vec3_t movedir; string_t message; float sounds; string_t noise; string_t noise1; string_t noise2; string_t noise3; float x2_icon; float insta_icon; vec3_t ADS_Offset; vec3_t Flash_Offset; float Flash_Size; string_t Weapon_Name; string_t Weapon_Name_Touch; float currentmag2; float maxspeed; float facingenemy; float scale; } entvars_t;