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https://github.com/FWGS/xash3d-fwgs
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The `.editorconfig` file in this repo is configured to trim all trailing whitespace regardless of whether the line is modified. Trims all trailing whitespace in the repository to make the codebase easier to work with in editors that respect `.editorconfig`. `git blame` becomes less useful on these lines but it already isn't very useful. Commands: ``` find . -type f -name '*.h' -exec sed --in-place 's/[[:space:]]\+$//' {} \+ find . -type f -name '*.c' -exec sed --in-place 's/[[:space:]]\+$//' {} \+ ```
219 lines
4.7 KiB
C
219 lines
4.7 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 PROGDEFS_H
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#define PROGDEFS_H
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typedef struct
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{
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float time;
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float frametime;
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float force_retouch;
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string_t mapname;
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string_t startspot;
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float deathmatch;
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float coop;
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float teamplay;
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float serverflags;
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float found_secrets;
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vec3_t v_forward;
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vec3_t v_up;
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vec3_t v_right;
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float trace_allsolid;
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float trace_startsolid;
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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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edict_t *trace_ent;
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float trace_inopen;
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float trace_inwater;
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int trace_hitgroup;
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int trace_flags;
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int changelevel; // transition in progress when true (was msg_entity)
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int cdAudioTrack;
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int maxClients;
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int maxEntities;
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const char *pStringBase;
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void *pSaveData; // (SAVERESTOREDATA *) pointer
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vec3_t vecLandmarkOffset;
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} globalvars_t;
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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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vec3_t origin;
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vec3_t oldorigin;
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vec3_t velocity;
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vec3_t basevelocity;
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vec3_t clbasevelocity; // Base velocity that was passed in to server physics so
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// client can predict conveyors correctly. Server zeroes it, so we need to store here, too.
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vec3_t movedir;
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vec3_t angles; // Model angles
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vec3_t avelocity; // angle velocity (degrees per second)
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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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// For parametric entities
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vec3_t endpos;
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vec3_t startpos;
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float impacttime;
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float starttime;
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int fixangle; // 0:nothing, 1:force view angles, 2:add avelocity
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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 modelindex;
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string_t model;
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int viewmodel; // player's viewmodel
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int weaponmodel; // what other players see
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vec3_t absmin; // BB max translated to world coord
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vec3_t absmax; // BB max translated to world coord
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vec3_t mins; // local BB min
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vec3_t maxs; // local BB max
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vec3_t size; // maxs - mins
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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 light_level;
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int sequence; // animation sequence
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int gaitsequence; // movement animation sequence for player (0 for none)
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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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byte controller[4]; // bone controller setting (0..255)
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byte blending[2]; // blending amount between sub-sequences (0..255)
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float scale; // sprites and models rendering scale (0..255)
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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 *chain; // Entity pointer when linked into a linked list
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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;
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int flags;
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int colormap; // lowbyte topcolor, highbyte bottomcolor
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int team;
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float max_health;
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float teleport_time;
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float armortype;
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float armorvalue;
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int waterlevel;
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int watertype;
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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 dmg;
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float dmgtime;
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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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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;
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int playerclass;
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float maxspeed;
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float fov;
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int weaponanim;
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int pushmsec;
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int bInDuck;
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int flTimeStepSound;
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int flSwimTime;
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int flDuckTime;
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int iStepLeft;
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float flFallVelocity;
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int gamestate;
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int oldbuttons;
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int groupinfo;
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// For mods
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int iuser1;
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int iuser2;
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int iuser3;
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int iuser4;
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float fuser1;
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float fuser2;
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float fuser3;
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float fuser4;
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vec3_t vuser1;
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vec3_t vuser2;
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vec3_t vuser3;
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vec3_t vuser4;
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edict_t *euser1;
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edict_t *euser2;
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edict_t *euser3;
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edict_t *euser4;
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} entvars_t;
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#endif//PROGDEFS_H
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