/*** * * Copyright (c) 1999, 2000, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #if !defined( ENTITY_STATEH ) #define ENTITY_STATEH #ifdef _WIN32 #pragma once #endif #include "common/const.h" // For entityType below #define ENTITY_NORMAL (1<<0) #define ENTITY_BEAM (1<<1) // Entity state is used for the baseline and for delta compression of a packet of // entities that is sent to a client. typedef struct entity_state_s entity_state_t; struct entity_state_s { // Fields which are filled in by routines outside of delta compression int entityType; // Index into cl_entities array for this entity. int number; float msg_time; // Message number last time the player/entity state was updated. int messagenum; // Fields which can be transitted and reconstructed over the network stream vec3_t origin; vec3_t angles; int modelindex; int sequence; float frame; int colormap; short skin; short solid; int effects; float scale; byte eflags; // Render information int rendermode; int renderamt; color24 rendercolor; int renderfx; int movetype; float animtime; float framerate; int body; byte controller[4]; byte blending[4]; vec3_t velocity; // Send bbox down to client for use during prediction. vec3_t mins; vec3_t maxs; int aiment; // If owned by a player, the index of that player ( for projectiles ). int owner; // Friction, for prediction. float friction; // Gravity multiplier float gravity; // PLAYER SPECIFIC int team; int playerclass; int health; qboolean spectator; int weaponmodel; int gaitsequence; // If standing on conveyor, e.g. vec3_t basevelocity; // Use the crouched hull, or the regular player hull. int usehull; // Latched buttons last time state updated. int oldbuttons; // -1 = in air, else pmove entity number int onground; int iStepLeft; // How fast we are falling float flFallVelocity; float fov; int weaponanim; // Parametric movement overrides vec3_t startpos; vec3_t endpos; float impacttime; float starttime; // For mods int iuser1; int iuser2; int iuser3; int iuser4; float fuser1; float fuser2; float fuser3; float fuser4; vec3_t vuser1; vec3_t vuser2; vec3_t vuser3; vec3_t vuser4; }; #include "pm_info.h" typedef struct clientdata_s { vec3_t origin; vec3_t velocity; int viewmodel; vec3_t punchangle; int flags; int waterlevel; int watertype; vec3_t view_ofs; float health; int bInDuck; int weapons; // remove? int flTimeStepSound; int flDuckTime; int flSwimTime; int waterjumptime; float maxspeed; float fov; int weaponanim; int m_iId; int ammo_shells; int ammo_nails; int ammo_cells; int ammo_rockets; float m_flNextAttack; int tfstate; int pushmsec; int deadflag; char physinfo[ MAX_PHYSINFO_STRING ]; // For mods int iuser1; int iuser2; int iuser3; int iuser4; float fuser1; float fuser2; float fuser3; float fuser4; vec3_t vuser1; vec3_t vuser2; vec3_t vuser3; vec3_t vuser4; } clientdata_t; #include "weaponinfo.h" typedef struct local_state_s { entity_state_t playerstate; clientdata_t client; weapon_data_t weapondata[ 32 ]; } local_state_t; #endif // !ENTITY_STATEH