#define RENDER_NOSELFSHADOW 262144 // render lighting on this entity before its own shadow is added to the scene
// (note: all RENDER_NOSELFSHADOW entities are grouped together and rendered in a batch before their shadows are rendered, so they can not shadow eachother either)
-// this is 96 bytes
+// this is 80 bytes
typedef struct entity_state_s
{
// ! means this is not sent to client
float netcenter[3]; // ! for network prioritization, this is the center of the bounding box (which may differ from the origin)
float origin[3];
float angles[3];
- int number; // entity number this state is for
int effects;
- unsigned int customizeentityforclient; // !
+ unsigned short number; // entity number this state is for
unsigned short modelindex;
unsigned short frame;
unsigned short tagentity;
- unsigned short specialvisibilityradius; // ! larger if it has effects/light
- unsigned short viewmodelforclient; // !
- unsigned short exteriormodelforclient; // ! not shown if first person viewing from this entity, shown in all other cases
- unsigned short nodrawtoclient; // !
- unsigned short drawonlytoclient; // !
unsigned short light[4]; // color*256 (0.00 to 255.996), and radius*1
unsigned char active; // true if a valid state
unsigned char lightstyle;
unsigned char glowsize;
unsigned char glowcolor;
unsigned char flags;
+ unsigned char internaleffects; // INTEF_FLAG1QW and so on
unsigned char tagindex;
unsigned char colormod[3];
- unsigned char internaleffects; // INTEF_FLAG1QW and so on
// padding to a multiple of 8 bytes (to align the double time)
unsigned char unused;
}