ReGameDLL_CS/regamedll/common/entity_state.h
2015-12-07 01:18:51 +04:00

160 lines
4.2 KiB
C

/*
*
* 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 the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#ifndef ENTITY_STATE_H
#define ENTITY_STATE_H
#ifdef _WIN32
#pragma once
#endif
#include "const.h"
#include "pm_info.h"
#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;
/* <47642> ../common/entity_state.h:15 */
struct entity_state_s
{
int entityType;
int number; // Index into cl_entities array for this entity.
float msg_time;
int messagenum; // Message number last time the player/entity state was updated.
vec3_t origin; // Fields which can be transitted and reconstructed over the network stream
vec3_t angles;
int modelindex;
int sequence;
float frame;
int colormap;
short skin;
short solid;
int effects;
float scale;
byte eflags;
int rendermode; // Render information
int renderamt;
color24 rendercolor;
int renderfx;
int movetype;
float animtime;
float framerate;
int body;
byte controller[4];
byte blending[4];
vec3_t velocity;
vec3_t mins; // Send bbox down to client for use during prediction.
vec3_t maxs;
int aiment;
int owner; // If owned by a player, the index of that player ( for projectiles ).
float friction; // Friction, for prediction.
float gravity; // Gravity multiplier
int team;
int playerclass;
int health;
qboolean spectator;
int weaponmodel;
int gaitsequence;
vec3_t basevelocity; // If standing on conveyor, e.g.
int usehull; // Use the crouched hull, or the regular player hull.
int oldbuttons; // Latched buttons last time state updated.
int onground; // -1 = in air, else pmove entity number
int iStepLeft;
float flFallVelocity; // How fast we are falling
float fov;
int weaponanim;
vec3_t startpos; // Parametric movement overrides
vec3_t endpos;
float impacttime;
float starttime;
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;
};/* size: 340, cachelines: 6, members: 62 */
typedef struct clientdata_s
{
Vector origin;
Vector velocity;
int viewmodel;
Vector punchangle;
int flags;
int waterlevel;
int watertype;
Vector view_ofs;
float health;
int bInDuck;
int weapons;
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 ];
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
Vector vuser1;
Vector vuser2;
Vector vuser3;
Vector vuser4;
} clientdata_t;
/* size: 476, cachelines: 8, members: 40 */
#endif // ENTITY_STATE_H