//======================================================================= // Copyright XashXT Group 2008 © // 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]; vec3_t m_pmatrix[4]; 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; float contents; float movetype; float waterlevel; float watertype; float ltime; string_t model; float skin; float body; float frame; float speed; float sequence; float animtime; float framerate; float style; float gaitsequence; float effects; float rendermode; float renderfx; float renderamt; float colormap; float flags; float aiflags; float spawnflags; float fixangle; vec3_t v_angle; vec3_t view_ofs; vec3_t punchangle; float button0; float button1; float button2; float impulse; string_t v_model; float v_frame; float v_body; float v_skin; float v_sequence; string_t p_model; float p_sequence; float p_frame; float p_body; float p_skin; string_t loopsound; float loopsndvol; float loopsndattn; int owner; int enemy; int aiment; int goalentity; float teleport_time; float ideal_yaw; float yaw_speed; float m_flGroundSpeed; float m_flFrameRate; int groundentity; float takedamage; float nextthink; float gravity; float health; float frags; float team; }; #define PROG_CRC_SERVER 8066 #endif//SV_EDICT_H