/*** * * Copyright (c) 1996-2001, 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. * ****/ // cl_entity.h #if !defined( CL_ENTITYH ) #define CL_ENTITYH #ifdef _WIN32 #pragma once #endif typedef struct efrag_s { struct mleaf_s *leaf; struct efrag_s *leafnext; struct cl_entity_s *entity; struct efrag_s *entnext; } efrag_t; typedef struct { byte mouthopen; // 0 = mouth closed, 255 = mouth agape byte sndcount; // counter for running average int sndavg; // running average } mouth_t; typedef struct { float prevanimtime; float sequencetime; byte prevseqblending[2]; vec3_t prevorigin; vec3_t prevangles; int prevsequence; float prevframe; byte prevcontroller[4]; byte prevblending[2]; } latchedvars_t; typedef struct { // Time stamp for this movement float animtime; vec3_t origin; vec3_t angles; } position_history_t; typedef struct cl_entity_s cl_entity_t; #define HISTORY_MAX 64 // Must be power of 2 #define HISTORY_MASK ( HISTORY_MAX - 1 ) #if !defined( ENTITY_STATEH ) #include "entity_state.h" #endif #if !defined( PROGS_H ) #include "progs.h" #endif struct cl_entity_s { int index; // Index into cl_entities ( should match actual slot, but not necessarily ) qboolean player; // True if this entity is a "player" entity_state_t baseline; // The original state from which to delta during an uncompressed message entity_state_t prevstate; // The state information from the penultimate message received from the server entity_state_t curstate; // The state information from the last message received from server int current_position; // Last received history update index position_history_t ph[ HISTORY_MAX ]; // History of position and angle updates for this player mouth_t mouth; // For synchronizing mouth movements. latchedvars_t latched; // Variables used by studio model rendering routines // Information based on interplocation, extrapolation, prediction, or just copied from last msg received. // float lastmove; // Actual render position and angles vec3_t origin; vec3_t angles; // Attachment points vec3_t attachment[4]; // Other entity local information int trivial_accept; struct model_s *model; // cl.model_precache[ curstate.modelindes ]; all visible entities have a model struct efrag_s *efrag; // linked list of efrags struct mnode_s *topnode; // for bmodels, first world node that splits bmodel, or NULL if not split float syncbase; // for client-side animations -- used by obsolete alias animation system, remove? int visframe; // last frame this entity was found in an active leaf colorVec cvFloorColor; }; #endif // !CL_ENTITYH