mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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158 lines
4.0 KiB
C
158 lines
4.0 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 ENTITY_STATE_H
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#define ENTITY_STATE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "const.h"
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#include "pm_info.h"
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#define ENTITY_NORMAL (1<<0)
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#define ENTITY_BEAM (1<<1)
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// Entity state is used for the baseline and for delta
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// compression of a packet of entities that is sent to a client.
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typedef struct entity_state_s entity_state_t;
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/* <47642> ../common/entity_state.h:15 */
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struct entity_state_s
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{
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int entityType;
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int number; // Index into cl_entities array for this entity.
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float msg_time;
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int messagenum; // Message number last time the player/entity state was updated.
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vec3_t origin; // Fields which can be transitted and reconstructed over the network stream
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vec3_t angles;
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int modelindex;
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int sequence;
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float frame;
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int colormap;
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short skin;
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short solid;
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int effects;
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float scale;
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byte eflags;
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int rendermode; // Render information
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int renderamt;
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color24 rendercolor;
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int renderfx;
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int movetype;
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float animtime;
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float framerate;
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int body;
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byte controller[4];
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byte blending[4];
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vec3_t velocity;
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vec3_t mins; // Send bbox down to client for use during prediction.
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vec3_t maxs;
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int aiment;
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int owner; // If owned by a player, the index of that player ( for projectiles ).
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float friction; // Friction, for prediction.
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float gravity; // Gravity multiplier
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int team;
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int playerclass;
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int health;
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qboolean spectator;
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int weaponmodel;
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int gaitsequence;
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vec3_t basevelocity; // If standing on conveyor, e.g.
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int usehull; // Use the crouched hull, or the regular player hull.
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int oldbuttons; // Latched buttons last time state updated.
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int onground; // -1 = in air, else pmove entity number
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int iStepLeft;
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float flFallVelocity; // How fast we are falling
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float fov;
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int weaponanim;
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vec3_t startpos; // Parametric movement overrides
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vec3_t endpos;
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float impacttime;
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float starttime;
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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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vec3_t vuser1;
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vec3_t vuser2;
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vec3_t vuser3;
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vec3_t vuser4;
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};
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typedef struct clientdata_s
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{
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Vector origin;
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Vector velocity;
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int viewmodel;
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Vector punchangle;
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int flags;
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int waterlevel;
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int watertype;
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Vector view_ofs;
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float health;
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int bInDuck;
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int weapons;
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int flTimeStepSound;
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int flDuckTime;
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int flSwimTime;
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int waterjumptime;
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float maxspeed;
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float fov;
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int weaponanim;
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int m_iId;
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int ammo_shells;
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int ammo_nails;
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int ammo_cells;
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int ammo_rockets;
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float m_flNextAttack;
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int tfstate;
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int pushmsec;
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int deadflag;
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char physinfo[ MAX_PHYSINFO_STRING ];
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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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} clientdata_t;
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#endif // ENTITY_STATE_H
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