quakeforge/include/client/state.h
Bill Currie 8acd5c558b [scene] Make entity_t just an entity id for ECS
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.
2022-10-23 22:24:36 +09:00

62 lines
1.5 KiB
C

/*
state.h
client state
Copyright (C) 2013 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2013/01/31
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __client_state_h
#define __client_state_h
#include "QF/qdefs.h" // FIXME for MAX_CL_STATS
typedef struct player_info_s {
int userid;
struct info_s *userinfo;
// scoreboard information
struct info_key_s *name;
struct info_key_s *team;
struct info_key_s *chat;
float entertime;
int frags;
int ping;
byte pl;
// skin information
int topcolor;
int bottomcolor;
struct info_key_s *skinname;
struct skin_s *skin;
entity_t flag_ent;
int spectator;
int stats[MAX_CL_STATS]; // health, etc
int prevcount;
} player_info_t;
#endif//__client_state_h