//======================================================================= // Copyright XashXT Group 2008 © // entity_def.h - generic engine edict //======================================================================= #ifndef ENTITY_DEF_H #define ENTITY_DEF_H // Legend: // ENG - engine can modify this variable for some reasons [only // NET - field that shared on client across network // Modifiers: // [player] - all notify for this field is valid only for client entity // [all] - valid for all ents // [phys] - valid only for rigid bodies // [solid] - only for solid entities // [push] - only ents with SOLID_BSP and MOVETYPE_PUSH have affect on this field typedef struct entvars_s { string_t classname; // ENG [all], NET [all] string_t globalname; // global entity name transmitted across levels vec3_t origin; // ENG [all], NET [all] vec3_t oldorigin; // ENG [all], NET [all] vec3_t velocity; vec3_t basevelocity; vec3_t movedir; vec3_t angles; // ENG [all], NET [all] vec3_t oldangles; // ENG [all], NET [all] vec3_t avelocity; // angular velocity (degrees per second) vec3_t punchangle; // NET [player], auto-decaying view angle adjustment vec3_t viewangles; // NET [player], viewing angle (old name was v_angle) int fixangle; // 0 - nothing, 1 - force view angles, 2 - add avelocity float ideal_pitch; float pitch_speed; float ideal_yaw; float yaw_speed; int modelindex; // ENG [all], NET [all] string_t model; // model name string_t viewmodel; // player's viewmodel (no network updates) string_t weaponmodel; // NET [all] - sending weaponmodel index, not name vec3_t absmin; // ENG [all] - pfnSetAbsBox passed to modify this values vec3_t absmax; // ENG [all] - pfnSetAbsBox passed to modify this values vec3_t mins; // ENG [all], NET [solid] vec3_t maxs; // ENG [all], NET [solid] vec3_t size; // ENG [all], restored on client-side from mins-maxs float ltime; // [push] float nextthink; // time to next call of think function int movetype; // ENG [all], NET [all] int solid; // ENG [all], NET [all] int skin; // NET [all] int body; // NET [all], sub-model selection for studiomodels int weaponbody; // NET [all], sub-model selection for weaponmodel int weaponskin; // NET [all], int effects; // ENG [all], NET [all] float gravity; // % of "normal" gravity float friction; // inverse elasticity of MOVETYPE_BOUNCE float speed; float mass; // [phys] physic mass int light_level; // entity current lightlevel int sequence; // ENG [all], NET [all], animation sequence int gaitsequence; // NET [player], movement animation sequence for player (0 for none) float frame; // NET [all], % playback position in animation sequences (0..255) float animtime; // NET [all], world time when frame was set float framerate; // NET [all], animation playback rate (-8x to 8x) byte controller[16]; // NET [all], bone controller setting (0..255) byte blending[16]; // NET [all], blending amount between sub-sequences (0..255) float scale; // NET [all], sprites and models rendering scale (0..255) int rendermode; // NET [all] float renderamt; // NET [all] vec3_t rendercolor; // NET [all] int renderfx; // NET [all] float fov; // NET [player], client fov, used instead m_iFov float health; // NET [player] float frags; int weapons; // NET [player], bit mask for available weapons int items; // from Q1, can use for holdable items or user flags float takedamage; float maxspeed; // NET [player], uses to limit speed for current client int deadflag; vec3_t view_ofs; // NET [player], eye position int button; int impulse; edict_t *chain; // linked list for EntitiesInPHS\PVS edict_t *dmg_inflictor; edict_t *enemy; edict_t *aiment; // NET [all], entity pointer when MOVETYPE_FOLLOW edict_t *owner; // NET [all] edict_t *groundentity; // NET [all], only if FL_ONGROUND is set int spawnflags; // spwanflags are used only during level loading int flags; // generic flags that can be send to client short colormap; // lowbyte topcolor, highbyte bottomcolor int team; // ENG [player], NET [player], for teamplay float max_health; float teleport_time; // ENG [all], NET [all], engine will be reset value on next frame int armortype; float armorvalue; int waterlevel; // ENG [all] int watertype; // ENG [all] int contents; // hl-coders: use this instead of pev->skin, to set entity contents string_t target; // various server strings string_t targetname; string_t netname; string_t message; string_t noise; string_t noise1; string_t noise2; string_t noise3; float dmg_take; float dmg_save; float dmg; float dmgtime; edict_t *pContainingEntity; // filled by engine, don't save, don't modifiy // pm_shared test stuff int bInDuck; int flTimeStepSound; // Next time we can play a step sound int flSwimTime; // In process of ducking or ducked already? int flDuckTime; // Time we started duck int iStepLeft; // 0 - 4 float flFallVelocity; // falling velocity z int oldbuttons; // buttons last usercmd int groupinfo; // entities culling (on server) int iSpecMode; // OBS_ROAMING etc (was iuser1) } entvars_t; struct edict_s { BOOL free; // shared parms float freetime; // sv.time when the object was freed int serialnumber; // must match with entity num union { sv_priv_t *pvServerData; // alloced, freed and used by engine only cl_priv_t *pvClientData; // alloced, freed and used by engine only }; void *pvPrivateData; // alloced and freed by engine, used by DLLs entvars_t v; // C exported fields from progs (network relative) }; #endif//ENTITY_DEF_H