halflife-photomode/engine/progdefs.h

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/***
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*
* Copyright (c) 1996-2002, 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.
*
****/
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#pragma once
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;
Vector v_forward;
Vector v_up;
Vector v_right;
float trace_allsolid;
float trace_startsolid;
float trace_fraction;
Vector trace_endpos;
Vector 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;
Vector vecLandmarkOffset;
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} globalvars_t;
constexpr int NUM_ENT_CONTROLLERS = 4;
constexpr int NUM_ENT_BLENDERS = 2;
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typedef struct entvars_s
{
string_t classname;
string_t globalname;
Vector origin;
Vector oldorigin;
Vector velocity;
Vector basevelocity;
Vector 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.
Vector movedir;
Vector angles; // Model angles
Vector avelocity; // angle velocity (degrees per second)
Vector punchangle; // auto-decaying view angle adjustment
Vector v_angle; // Viewing angle (player only)
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// For parametric entities
Vector endpos;
Vector startpos;
float impacttime;
float starttime;
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
Vector absmin; // BB max translated to world coord
Vector absmax; // BB max translated to world coord
Vector mins; // local BB min
Vector maxs; // local BB max
Vector 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[NUM_ENT_CONTROLLERS]; // bone controller setting (0..255)
byte blending[NUM_ENT_BLENDERS]; // blending amount between sub-sequences (0..255)
float scale; // sprite rendering scale (0..255)
int rendermode;
float renderamt;
Vector rendercolor;
int renderfx;
float health;
float frags;
int weapons; // bit mask for available weapons
float takedamage;
int deadflag;
Vector 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;
int playerclass;
float maxspeed;
float fov;
int weaponanim;
int pushmsec;
int bInDuck;
int flTimeStepSound;
int flSwimTime;
int flDuckTime;
int iStepLeft;
float flFallVelocity;
int gamestate;
int oldbuttons;
int groupinfo;
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// For mods
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
Vector vuser1;
Vector vuser2;
Vector vuser3;
Vector vuser4;
edict_t* euser1;
edict_t* euser2;
edict_t* euser3;
edict_t* euser4;
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} entvars_t;