176 lines
No EOL
4.2 KiB
C
176 lines
No EOL
4.2 KiB
C
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef PROGDEFS_H
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#define PROGDEFS_H
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typedef struct
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{
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float time;
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float frametime;
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float force_retouch;
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string_t mapname;
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string_t startspot;
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float deathmatch;
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float coop;
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float teamplay;
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float serverflags;
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float found_secrets;
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vec3_t v_forward;
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vec3_t v_up;
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vec3_t v_right;
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float trace_allsolid;
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float trace_startsolid;
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float trace_fraction;
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vec3_t trace_endpos;
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vec3_t trace_plane_normal;
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float trace_plane_dist;
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edict_t *trace_ent;
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float trace_inopen;
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float trace_inwater;
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int trace_hitgroup;
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int trace_flags;
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int msg_entity;
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int cdAudioTrack;
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int maxClients;
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int maxEntities;
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const char *pStringBase;
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void *pSaveData;
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vec3_t vecLandmarkOffset;
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} globalvars_t;
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typedef struct
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{
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string_t classname;
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string_t globalname;
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vec3_t origin;
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vec3_t oldorigin;
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vec3_t velocity;
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vec3_t basevelocity;
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vec3_t clbasevelocity; // Base velocity that was passed in to server physics so
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// client can predict conveyors correctly. Server zeroes it, so we need to store here, too.
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vec3_t movedir;
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vec3_t angles; // Model angles
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vec3_t avelocity; // angle velocity (degrees per second)
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vec3_t punchangle; // auto-decaying view angle adjustment
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vec3_t v_angle; // Viewing angle (player only)
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int fixangle; // 0:nothing, 1:force view angles, 2:add avelocity
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float idealpitch;
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float pitch_speed;
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float ideal_yaw;
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float yaw_speed;
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int modelindex;
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string_t model;
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int viewmodel; // player's viewmodel
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int weaponmodel; // what other players see
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vec3_t absmin; // BB max translated to world coord
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vec3_t absmax; // BB max translated to world coord
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vec3_t mins; // local BB min
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vec3_t maxs; // local BB max
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vec3_t size; // maxs - mins
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float ltime;
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float nextthink;
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int movetype;
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int solid;
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int skin;
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int body; // sub-model selection for studiomodels
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int effects;
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float gravity; // % of "normal" gravity
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float friction; // inverse elasticity of MOVETYPE_BOUNCE
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int light_level;
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int sequence; // animation sequence
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int gaitsequence; // movement animation sequence for player (0 for none)
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float frame; // % playback position in animation sequences (0..255)
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float animtime; // world time when frame was set
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float framerate; // animation playback rate (-8x to 8x)
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byte controller[4]; // bone controller setting (0..255)
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byte blending[2]; // blending amount between sub-sequences (0..255)
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float scale; // sprite rendering scale (0..255)
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int rendermode;
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float renderamt;
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vec3_t rendercolor;
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int renderfx;
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float health;
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float frags;
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int weapons; // bit mask for available weapons
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float takedamage;
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int deadflag;
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vec3_t view_ofs; // eye position
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int button;
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int impulse;
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edict_t *chain; // Entity pointer when linked into a linked list
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edict_t *dmg_inflictor;
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edict_t *enemy;
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edict_t *aiment; // entity pointer when MOVETYPE_FOLLOW
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edict_t *owner;
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edict_t *groundentity;
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int spawnflags;
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int flags;
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int colormap; // lowbyte topcolor, highbyte bottomcolor
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int team;
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float max_health;
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float teleport_time;
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float armortype;
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float armorvalue;
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int waterlevel;
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int watertype;
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string_t target;
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string_t targetname;
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string_t netname;
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string_t message;
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float dmg_take;
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float dmg_save;
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float dmg;
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float dmgtime;
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string_t noise;
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string_t noise1;
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string_t noise2;
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string_t noise3;
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float speed;
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float air_finished;
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float pain_finished;
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float radsuit_finished;
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edict_t *pContainingEntity;
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} entvars_t;
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#endif // PROGDEFS_H
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