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Xash3DArchive/engine/server/sv_edict.h

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//=======================================================================
// Copyright XashXT Group 2008 <20>
// sv_edict.h - server prvm edict
//=======================================================================
#ifndef SV_EDICT_H
#define SV_EDICT_H
struct sv_globalvars_s
{
int pad[34];
int pev;
int other;
int world;
float time;
float frametime;
float serverflags;
string_t mapname;
string_t startspot;
vec3_t spotoffset;
float deathmatch;
float teamplay;
float coop;
float total_secrets;
float found_secrets;
float total_monsters;
float killed_monsters;
vec3_t v_forward;
vec3_t v_right;
vec3_t v_up;
float trace_allsolid;
float trace_startsolid;
float trace_fraction;
float trace_plane_dist;
vec3_t trace_endpos;
vec3_t trace_plane_normal;
float trace_contents;
float trace_hitgroup;
float trace_flags;
int trace_ent;
func_t CreateAPI;
func_t StartFrame;
func_t EndFrame;
func_t PlayerPreThink;
func_t PlayerPostThink;
func_t ClientConnect;
func_t ClientDisconnect;
func_t PutClientInServer;
func_t ClientCommand;
func_t ClientUserInfoChanged;
};
struct sv_entvars_s
{
string_t classname;
string_t globalname;
int chain;
func_t precache;
func_t activate;
func_t blocked;
func_t touch;
func_t think;
func_t use;
vec3_t origin;
vec3_t angles;
float modelindex;
vec3_t old_origin;
vec3_t old_angles;
vec3_t velocity;
vec3_t avelocity;
vec3_t m_pcentre[3];
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vec3_t m_pmatrix[3];
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vec3_t movedir;
vec3_t force;
vec3_t torque;
vec3_t post_origin;
vec3_t post_angles;
vec3_t origin_offset;
vec3_t absmin;
vec3_t absmax;
vec3_t mins;
vec3_t maxs;
vec3_t size;
float mass;
float solid;
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float scale;
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float contents;
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float movetype;
float waterlevel;
float watertype;
float ltime;
string_t model;
float skin;
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float body;
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float frame;
float speed;
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float sequence;
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float animtime;
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float framerate;
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float effects;
float renderfx;
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float rendermode;
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float renderamt;
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vec3_t rendercolor;
float gaitsequence;
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float colormap;
float style;
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float flags;
float aiflags;
float spawnflags;
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float controller[16];
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float blending[16];
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vec3_t v_angle;
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vec3_t view_ofs;
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float fixangle;
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vec3_t punchangle;
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float button0;
float button1;
float button2;
float impulse;
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float weapon;
float items;
float currentammo;
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float v_sequence;
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float v_frame;
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string_t v_model;
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float v_body;
float v_skin;
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float p_sequence;
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float p_frame;
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string_t p_model;
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float p_body;
float p_skin;
string_t loopsound;
float loopsndvol;
float loopsndattn;
int owner;
int enemy;
int aiment;
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int goalentity;
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float teleport_time;
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float ideal_yaw;
float yaw_speed;
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float m_flGroundSpeed;
float m_flFrameRate;
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float m_flWeaponFrameRate;
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int groundentity;
float takedamage;
float nextthink;
float gravity;
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float health;
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float frags;
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float team;
};
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#define PROG_CRC_SERVER 3519
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#endif//SV_EDICT_H