/*** * * Copyright (c) 1999, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #ifndef PROGDEFS_H #define PROGDEFS_H typedef struct { float time; float frametime; float force_retouch; string_t mapname; string_t startspot; float deathmatch; float coop; float teamplay; float serverflags; float found_secrets; vec3_t v_forward; vec3_t v_up; vec3_t v_right; float trace_allsolid; float trace_startsolid; float trace_fraction; vec3_t trace_endpos; vec3_t trace_plane_normal; float trace_plane_dist; edict_t *trace_ent; float trace_inopen; float trace_inwater; int trace_hitgroup; int trace_flags; int msg_entity; int cdAudioTrack; int maxClients; int maxEntities; const char *pStringBase; void *pSaveData; vec3_t vecLandmarkOffset; } globalvars_t; typedef struct { string_t classname; string_t globalname; vec3_t origin; vec3_t oldorigin; vec3_t velocity; vec3_t basevelocity; vec3_t clbasevelocity; // Base velocity that was passed in to server physics so // client can predict conveyors correctly. Server zeroes it, so we need to store here, too. vec3_t movedir; vec3_t angles; // Model angles vec3_t avelocity; // angle velocity (degrees per second) vec3_t punchangle; // auto-decaying view angle adjustment vec3_t v_angle; // Viewing angle (player only) int fixangle; // 0:nothing, 1:force view angles, 2:add avelocity float idealpitch; float pitch_speed; float ideal_yaw; float yaw_speed; int modelindex; string_t model; int viewmodel; // player's viewmodel int weaponmodel; // what other players see vec3_t absmin; // BB max translated to world coord vec3_t absmax; // BB max translated to world coord vec3_t mins; // local BB min vec3_t maxs; // local BB max vec3_t size; // maxs - mins float ltime; float nextthink; int movetype; int solid; int skin; int body; // sub-model selection for studiomodels int effects; float gravity; // % of "normal" gravity float friction; // inverse elasticity of MOVETYPE_BOUNCE int light_level; int sequence; // animation sequence int gaitsequence; // movement animation sequence for player (0 for none) float frame; // % playback position in animation sequences (0..255) float animtime; // world time when frame was set float framerate; // animation playback rate (-8x to 8x) byte controller[4]; // bone controller setting (0..255) byte blending[2]; // blending amount between sub-sequences (0..255) float scale; // sprite rendering scale (0..255) int rendermode; float renderamt; vec3_t rendercolor; int renderfx; float health; float frags; int weapons; // bit mask for available weapons float takedamage; int deadflag; vec3_t view_ofs; // eye position int button; int impulse; edict_t *chain; // Entity pointer when linked into a linked list edict_t *dmg_inflictor; edict_t *enemy; edict_t *aiment; // entity pointer when MOVETYPE_FOLLOW edict_t *owner; edict_t *groundentity; int spawnflags; int flags; int colormap; // lowbyte topcolor, highbyte bottomcolor int team; float max_health; float teleport_time; float armortype; float armorvalue; int waterlevel; int watertype; string_t target; string_t targetname; string_t netname; string_t message; float dmg_take; float dmg_save; float dmg; float dmgtime; string_t noise; string_t noise1; string_t noise2; string_t noise3; float speed; float air_finished; float pain_finished; float radsuit_finished; edict_t *pContainingEntity; } entvars_t; #endif // PROGDEFS_H