#ifndef _INCLUDE_ENGINE_ENTSTUFF #define _INCLUDE_ENGINE_ENTSTUFF #include "engine.h" enum { gamestate, oldbuttons, groupinfo, iuser1, iuser2, iuser3, iuser4, weaponanim, pushmsec, bInDuck, flTimeStepSound, flSwimTime, flDuckTime, iStepLeft, movetype, solid, skin, body, effects, light_level, sequence, gaitsequence, modelindex, playerclass, waterlevel, watertype, spawnflags, flags, colormap, team, fixangle, weapons, rendermode, renderfx, button, impulse, deadflag, }; enum { impacttime, starttime, idealpitch, pitch_speed, ideal_yaw, yaw_speed, ltime, nextthink, gravity, friction, frame, animtime, framerate, health, frags, takedamage, max_health, teleport_time, armortype, armorvalue, dmg_take, dmg_save, dmg, dmgtime, speed, air_finished, pain_finished, radsuit_finished, scale, renderamt, maxspeed, fov, flFallVelocity, fuser1, fuser2, fuser3, fuser4, }; enum { origin, oldorigin, velocity, basevelocity, clbasevelocity, movedir, angles, avelocity, punchangle, v_angle, endpos, startpos, absmin, absmax, mins, maxs, size, rendercolor, view_ofs, vuser1, vuser2, vuser3, vuser4, }; enum { chain, dmg_inflictor, enemy, aiment, owner, groundentity, pContainingEntity, euser1, euser2, euser3, euser4, }; enum { classname, globalname, model, target, targetname, netname, message, noise, noise1, noise2, noise3, viewmodel, weaponmodel, }; enum { controller1, controller2, controller3, controller4, blending1, blending2, }; void UTIL_SetSize(edict_t *pev, const Vector &vecMin, const Vector &vecMax); extern AMX_NATIVE_INFO ent_Natives[]; extern AMX_NATIVE_INFO ent_NewNatives[]; #endif //_INCLUDE_ENGINE_ENTSTUFF