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clean out unused fields
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1 changed files with 56 additions and 68 deletions
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@ -83,82 +83,70 @@ extern sv_funcs_t sv_funcs;
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typedef struct
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typedef struct
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{
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{
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int modelindex; //float *
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int modelindex; //float
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int absmin; //vec3_t * *
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int absmin; //vec3_t
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int absmax; //vec3_t *
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int absmax; //vec3_t
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int ltime; //float *
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int ltime; //float
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int lastruntime; //float *
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int lastruntime; //float
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int movetype; //float *
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int movetype; //float
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int solid; //float *
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int solid; //float
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int origin; //vec3_t *
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int origin; //vec3_t
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int oldorigin; //vec3_t *
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int oldorigin; //vec3_t
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int velocity; //vec3_t *
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int velocity; //vec3_t
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int angles; //vec3_t *
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int angles; //vec3_t
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int avelocity; //vec3_t *
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int avelocity; //vec3_t
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int classname; //string_t
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int classname; //string_t
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int model; //string_t *
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int model; //string_t
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int frame; //float *
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int frame; //float
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int skin; //float *
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int skin; //float
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int effects; //float *
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int effects; //float
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int mins; //vec3_t *
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int mins; //vec3_t
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int maxs; //vec3_t *
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int maxs; //vec3_t
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int size; //vec3_t *
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int size; //vec3_t
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int touch; //func_t *
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int touch; //func_t
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//int use; //func_t
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int think; //func_t
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int think; //func_t *
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int blocked; //func_t
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int blocked; //func_t *
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int nextthink; //float
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int nextthink; //float *
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int groundentity; //int
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int groundentity; //int *
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int health; //float
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int health; //float *
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int frags; //float
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int frags; //float *
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int weapon; //float
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int weapon; //float *
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int weaponmodel; //string_t
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int weaponmodel; //string_t *
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int weaponframe; //float
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int weaponframe; //float *
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int currentammo; //float
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int currentammo; //float
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int ammo_shells; //float *
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int ammo_shells; //float
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int ammo_nails; //float *
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int ammo_nails; //float
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int ammo_rockets; //float *
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int ammo_rockets; //float
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int ammo_cells; //float *
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int ammo_cells; //float
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int items; //float *
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int items; //float
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int takedamage; //float
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int takedamage; //float
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int chain; //int *
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int chain; //int
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//int deadflag; //float
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int view_ofs; //vec3_t
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int view_ofs; //vec3_t *
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int button0; //float
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int button0; //float *
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int button1; //float
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int button1; //float *
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int button2; //float
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int button2; //float *
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int impulse; //float
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int impulse; //float
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int fixangle; //float *
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int fixangle; //float
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int v_angle; //vec3_t *
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int v_angle; //vec3_t
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int netname; //string_t *
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int netname; //string_t
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int enemy; //int *
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int enemy; //int
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int flags; //float *
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int flags; //float
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int colormap; //float *
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int colormap; //float
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int team; //float
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int team; //float
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//int max_health; //float
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int teleport_time; //float
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int teleport_time; //float *
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int armorvalue; //float
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//int armortype; //float
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int waterlevel; //float
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int armorvalue; //float *
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int watertype; //float
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int waterlevel; //float *
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int ideal_yaw; //float
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int watertype; //float *
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int yaw_speed; //float
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int ideal_yaw; //float *
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int goalentity; //int
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int yaw_speed; //float *
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int spawnflags; //float
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//int aiment; //int
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int dmg_take; //float
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int goalentity; //int *
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int dmg_save; //float
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int spawnflags; //float *
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int dmg_inflictor; //int
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//int target; //string_t
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//int targetname; //string_t
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int dmg_take; //float *
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int dmg_save; //float *
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int dmg_inflictor; //int *
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int owner; //int
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int owner; //int
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//int movedir; //vec3_t
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int message; //string_t
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int message; //string_t
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int sounds; //float
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int sounds; //float
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//int noise; //string_t
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//int noise1; //string_t
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//int noise2; //string_t
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//int noise3; //string_t
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} sv_fields_t;
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} sv_fields_t;
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extern sv_fields_t sv_fields;
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extern sv_fields_t sv_fields;
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