Author: Not specified Language: c
Description: Not specified Timestamp: 2013-06-17 20:00:11 +0000
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  1. struct gentity_s {
  2.         //rww - entstate must be first, to correspond with the bg shared entity structure
  3.         entityState_t   s;                              // communicated by server to clients
  4.         playerState_t   *playerState;   //ptr to playerstate if applicable (for bg ents)
  5.         Vehicle_t               *m_pVehicle; //vehicle data
  6.         void                    *ghoul2; //g2 instance
  7.         int                             localAnimIndex; //index locally (game/cgame) to anim data for this skel
  8.         vec3_t                  modelScale; //needed for g2 collision
  9.  
  10.         //From here up must be the same as centity_t/bgEntity_t
  11.  
  12.         entityShared_t  r;                              // shared by both the server system and game
  13.  
  14.         //rww - these are shared icarus things. They must be in this order as well in relation to the entityshared structure.
  15.         int                             taskID[NUM_TIDS];
  16.         parms_t                 *parms;
  17.         char                    *behaviorSet[NUM_BSETS];
  18.         char                    *script_targetname;
  19.         int                             delayScriptTime;
  20.         char                    *fullName;
  21.  
  22.         //rww - targetname and classname are now shared as well. ICARUS needs access to them.
  23.         char                    *targetname;
  24.         char                    *classname;                     // set in QuakeEd
  25.  
  26.         //rww - and yet more things to share. This is because the nav code is in the exe because it's all C++.
  27.         int                             waypoint;                       //Set once per frame, if you've moved, and if someone asks
  28.         int                             lastWaypoint;           //To make sure you don't double-back
  29.         int                             lastValidWaypoint;      //ALWAYS valid -used for tracking someone you lost
  30.         int                             noWaypointTime;         //Debouncer - so don't keep checking every waypoint in existance every frame that you can't find one
  31.         int                             combatPoint;
  32.         int                             failedWaypoints[MAX_FAILED_NODES];
  33.         int                             failedWaypointCheckTime;
  34.  
  35.         int                             next_roff_time; //rww - npc's need to know when they're getting roff'd
  36.  
  37.         // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
  38.         // EXPECTS THE FIELDS IN THAT ORDER!
  39.         //================================
  40.  
  41.         struct gclient_s        *client;                        // NULL if not a client
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