#define EF_ADDITIVE 32
#define EF_BLUE 64
#define EF_RED 128
-#define EF_UNUSED8 256
+#define EF_NOGUNBOB 256 // LordHavoc: when used with .viewmodelforclient this makes the entity attach to the view without gun bobbing and such effects, it also works on the player entity to disable gun bobbing of the engine-managed .viewmodel (without affecting any .viewmodelforclient entities attached to the player)
#define EF_FULLBRIGHT 512 // LordHavoc: fullbright
#define EF_FLAME 1024 // LordHavoc: on fire
#define EF_STARDUST 2048 // LordHavoc: showering sparks
#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 80 bytes
+// this is 96 bytes
typedef struct entity_state_s
{
// ! means this is not sent to client
float origin[3];
float angles[3];
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 tagindex;
unsigned char colormod[3];
// padding to a multiple of 8 bytes (to align the double time)
- unsigned char unused;
+ unsigned char unused[5];
}
entity_state_t;