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clean out unused fields

This commit is contained in:
Bill Currie 2001-03-01 19:05:40 +00:00
parent ef38fd2e79
commit 4fcf7704d3

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