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https://git.code.sf.net/p/quake/quakeforge
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8acd5c558b
This puts the hierarchy (transform) reference, animation, visibility, renderer, active, and old_origin data in separate components. There are a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately in sw, reasons known, missing brush models in vulkan). While quake doesn't really need an ECS, the direction I want to take QF does, and it does seem to have improved memory bandwidth a little (uncertain). However, there's a lot more work to go (especially fixing the above bugs), but this seems to be a good start.
62 lines
1.5 KiB
C
62 lines
1.5 KiB
C
/*
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state.h
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client state
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Copyright (C) 2013 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2013/01/31
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __client_state_h
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#define __client_state_h
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#include "QF/qdefs.h" // FIXME for MAX_CL_STATS
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typedef struct player_info_s {
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int userid;
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struct info_s *userinfo;
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// scoreboard information
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struct info_key_s *name;
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struct info_key_s *team;
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struct info_key_s *chat;
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float entertime;
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int frags;
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int ping;
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byte pl;
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// skin information
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int topcolor;
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int bottomcolor;
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struct info_key_s *skinname;
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struct skin_s *skin;
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entity_t flag_ent;
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int spectator;
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int stats[MAX_CL_STATS]; // health, etc
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int prevcount;
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} player_info_t;
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#endif//__client_state_h
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