2008-12-15 22:00:00 +01:00
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//=======================================================================
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// Copyright XashXT Group 2008 <20>
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// svprog_def.h - engine <-> svgame communications
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//=======================================================================
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#ifndef SVDEFS_API_H
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#define SVDEFS_API_H
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typedef struct ed_priv_s ed_priv_t; // engine private data
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typedef struct edict_s edict_t;
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typedef struct globalvars_s
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{
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float time;
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float frametime;
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string_t mapname;
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string_t startspot;
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vec3_t spotOffset; // landmark offset
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2008-12-17 22:00:00 +01:00
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BOOL deathmatch;
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BOOL coop;
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BOOL teamplay;
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int serverflags;
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int maxClients;
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int numClients; // actual clients count
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int maxEntities;
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int numEntities; // actual ents count
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vec3_t v_forward;
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vec3_t v_right;
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vec3_t v_up;
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2008-12-17 22:00:00 +01:00
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BOOL trace_allsolid;
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BOOL trace_startsolid;
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BOOL trace_startstuck;
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float trace_fraction;
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vec3_t trace_endpos;
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vec3_t trace_plane_normal;
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float trace_plane_dist;
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int trace_start_contents;
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int trace_contents;
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int trace_hitgroup;
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const char *trace_texture; // texture name that we hitting (brushes and studiomodels)
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edict_t *trace_ent;
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int total_secrets;
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int found_secrets; // number of secrets found
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int total_monsters;
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int killed_monsters; // number of monsters killed
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void *pSaveData; // savedata base offset
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} globalvars_t;
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// NOT FINALIZED!
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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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edict_t *chain; // entity pointer when linked into a linked list
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vec3_t origin;
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vec3_t angles; // model angles
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int modelindex;
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vec3_t oldorigin; // interpolated values
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vec3_t oldangles;
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vec3_t m_pmatrix[3]; // rotational matrix
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vec3_t m_pcentre[3]; // physical centre of mass
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vec3_t velocity;
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vec3_t avelocity; // angle velocity (degrees per second)
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vec3_t basevelocity;
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vec3_t movedir;
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vec3_t force; // linear physical impulse vector
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vec3_t torque; // angular physical impulse vector
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string_t model;
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string_t weaponmodel; // monster or player weaponmodel
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vec3_t absmin; // bbox max translated to world coord
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vec3_t absmax; // bbox max translated to world coord
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vec3_t mins; // local bbox min
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vec3_t maxs; // local bbox max
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vec3_t size; // maxs - mins
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float mass; // physobject mass
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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 sequence; // animation sequence
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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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float controller[16]; // bone controller setting (0..255)
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float blending[16]; // blending amount between sub-sequences (0..255)
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float scale; // model rendering scale (0..255)
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int waterlevel;
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int watertype;
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int contents;
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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 rendermode;
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float renderamt;
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vec3_t 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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vec3_t view_ofs; // eye position
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int button;
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int impulse;
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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; // spwanflags are used only during level loading
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int aiflags; // monsters and player flags
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int phflags; // physic state flags
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int flags; // generic flags that can be send to client
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// player specific only
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vec3_t punchangle; // auto-decaying view angle adjustment
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vec3_t v_angle; // viewing angle (player only)
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int fixangle; // 0 - nothing, 1 - force view angles, 2 - add avelocity
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string_t viewmodel; // player's viewmodel
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float weaponframe; // viewmodel frame
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int weaponsequence;
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int weaponbody; // viewmodel body
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int weaponskin; // viewmodel skin
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int gaitsequence; // movement animation sequence for player (0 for none)
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short colormap; // lowbyte topcolor, highbyte bottomcolor
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int playerclass;
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int team; // for teamplay
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int weaponanim;
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float max_health;
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float teleport_time;
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int armortype;
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float armorvalue;
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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 dmgtime;
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float dmg;
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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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string_t ambient;
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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; // ptr to class for consistency
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} entvars_t;
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// FIXME: make pvEngineData as generic ptr for both types (client and server are valid, entvars are shared)
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struct edict_s
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{
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2008-12-17 22:00:00 +01:00
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BOOL free;
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2008-12-15 22:00:00 +01:00
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float freetime; // sv.time when the object was freed
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int serialnumber;
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ed_priv_t *pvEngineData; // alloced, freed and used by engine only
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void *pvServerData; // alloced and freed by engine, used by DLLs
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entvars_t v; // C exported fields from progs (network relative)
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// other fields from progs come immediately after
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};
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#endif//SVDEFS_API_H
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