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https://github.com/FWGS/xash3d-fwgs
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105 lines
2.9 KiB
C
105 lines
2.9 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef CL_ENTITY_H
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#define CL_ENTITY_H
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typedef struct efrag_s
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{
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struct mleaf_s *leaf;
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struct efrag_s *leafnext;
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struct cl_entity_s *entity;
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struct efrag_s *entnext;
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} efrag_t;
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typedef struct
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{
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byte mouthopen; // 0 = mouth closed, 255 = mouth agape
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byte sndcount; // counter for running average
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int sndavg; // running average
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} mouth_t;
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typedef struct
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{
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float prevanimtime;
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float sequencetime;
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byte prevseqblending[2];
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vec3_t prevorigin;
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vec3_t prevangles;
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int prevsequence;
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float prevframe;
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byte prevcontroller[4];
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byte prevblending[2];
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} latchedvars_t;
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typedef struct
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{
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// Time stamp for this movement
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float animtime;
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vec3_t origin;
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vec3_t angles;
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} position_history_t;
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typedef struct cl_entity_s cl_entity_t;
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#define HISTORY_MAX 64 // Must be power of 2
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#define HISTORY_MASK ( HISTORY_MAX - 1 )
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#include "entity_state.h"
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#include "event_args.h"
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struct cl_entity_s
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{
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int index; // Index into cl_entities ( should match actual slot, but not necessarily )
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qboolean player; // True if this entity is a "player"
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entity_state_t baseline; // The original state from which to delta during an uncompressed message
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entity_state_t prevstate; // The state information from the penultimate message received from the server
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entity_state_t curstate; // The state information from the last message received from server
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int current_position; // Last received history update index
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position_history_t ph[HISTORY_MAX]; // History of position and angle updates for this player
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mouth_t mouth; // For synchronizing mouth movements.
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latchedvars_t latched; // Variables used by studio model rendering routines
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// Information based on interplocation, extrapolation, prediction, or just copied from last msg received.
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//
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float lastmove;
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// Actual render position and angles
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vec3_t origin;
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vec3_t angles;
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// Attachment points
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vec3_t attachment[4];
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// Other entity local information
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int trivial_accept;
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struct model_s *model; // cl.model_precache[ curstate.modelindes ]; all visible entities have a model
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struct efrag_s *efrag; // linked list of efrags
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struct mnode_s *topnode; // for bmodels, first world node that splits bmodel, or NULL if not split
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float syncbase; // for client-side animations -- used by obsolete alias animation system, remove?
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int visframe; // last frame this entity was found in an active leaf
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colorVec cvFloorColor;
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};
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#endif//CL_ENTITY_H
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