2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "pr_comp.h" // defs shared with qcc
25 #define ENTITYGRIDAREAS 16
26 #define MAX_ENTITYCLUSTERS 16
28 #define JOINTTYPE_POINT 1
29 #define JOINTTYPE_HINGE 2
30 #define JOINTTYPE_SLIDER 3
31 #define JOINTTYPE_UNIVERSAL 4
32 #define JOINTTYPE_HINGE2 5
33 #define JOINTTYPE_FIXED -1
35 typedef struct edict_engineprivate_s
37 // true if this edict is unused
39 // sv.time when the object was freed (to prevent early reuse which could
40 // mess up client interpolation or obscure severe QuakeC bugs)
42 // mark for the leak detector
44 // place in the code where it was allocated (for the leak detector)
45 const char *allocation_origin;
46 // initially false to prevent projectiles from moving on their first frame
47 // (even if they were spawned by an synchronous client think)
50 // cached cluster links for quick stationary object visibility checking
51 vec3_t cullmins, cullmaxs;
53 int pvs_clusterlist[MAX_ENTITYCLUSTERS];
55 // physics grid areas this edict is linked into
56 link_t areagrid[ENTITYGRIDAREAS];
57 // since the areagrid can have multiple references to one entity,
58 // we should avoid extensive checking on entities already encountered
59 int areagridmarknumber;
60 // mins/maxs passed to World_LinkEdict
61 vec3_t areamins, areamaxs;
63 // PROTOCOL_QUAKE, PROTOCOL_QUAKEDP, PROTOCOL_NEHAHRAMOVIE, PROTOCOL_QUAKEWORLD
65 entity_state_t baseline;
67 // LordHavoc: gross hack to make floating items still work
68 int suspendedinairflag;
70 // cached position to avoid redundant SV_CheckWaterTransition calls on monsters
71 qboolean waterposition_forceupdate; // force an update on this entity (set by SV_PushMove code for moving water entities)
72 vec3_t waterposition_origin; // updates whenever this changes
74 // used by PushMove to keep track of where objects were before they were
75 // moved, in case they need to be moved back
77 vec3_t moved_fromangles;
79 framegroupblend_t framegroupblend[MAX_FRAMEGROUPBLENDS];
80 frameblend_t frameblend[MAX_FRAMEBLENDS];
101 vec_t ode_movelimit; // smallest component of (maxs[]-mins[])
102 matrix4x4_t ode_offsetmatrix;
103 matrix4x4_t ode_offsetimatrix;
106 int ode_joint_aiment;
107 vec3_t ode_joint_origin; // joint anchor
108 vec3_t ode_joint_angles; // joint axis
109 vec3_t ode_joint_velocity; // second joint axis
110 vec3_t ode_joint_movedir; // parameters
113 edict_engineprivate_t;