mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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217 lines
5.3 KiB
C
217 lines
5.3 KiB
C
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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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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#ifdef _WIN32
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#pragma once
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#endif
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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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Vector v_forward;
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Vector v_up;
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Vector 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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Vector trace_endpos;
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Vector 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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Vector vecLandmarkOffset;
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} globalvars_t;
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typedef struct entvars_s
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{
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string_t classname;
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string_t globalname;
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Vector origin;
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Vector oldorigin;
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Vector velocity;
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Vector basevelocity;
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Vector 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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Vector movedir;
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Vector angles; // Model angles
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Vector avelocity; // angle velocity (degrees per second)
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Vector punchangle; // auto-decaying view angle adjustment
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Vector v_angle; // Viewing angle (player only)
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Vector endpos;
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Vector startpos;
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float impacttime;
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float starttime;
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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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string_t viewmodel; // player's viewmodel
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string_t weaponmodel; // what other players see
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Vector absmin; // BB max translated to world coord
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Vector absmax; // BB max translated to world coord
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Vector mins; // local BB min
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Vector maxs; // local BB max
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Vector 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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Vector 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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Vector 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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int playerclass;
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float maxspeed;
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float fov;
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int weaponanim;
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int pushmsec;
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int bInDuck;
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int flTimeStepSound;
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int flSwimTime;
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int flDuckTime;
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int iStepLeft;
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float flFallVelocity;
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int gamestate;
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int oldbuttons;
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int groupinfo;
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// For mods
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int iuser1;
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int iuser2;
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int iuser3;
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int iuser4;
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float fuser1;
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float fuser2;
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float fuser3;
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float fuser4;
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Vector vuser1;
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Vector vuser2;
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Vector vuser3;
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Vector vuser4;
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edict_t *euser1;
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edict_t *euser2;
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edict_t *euser3;
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edict_t *euser4;
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} entvars_t;
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#endif // PROGDEFS_H
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