- entity_state_t state_baseline; // baseline for entity
- entity_state_t state_previous; // previous state (interpolating from this)
- entity_state_t state_current; // current state (interpolating to this)
-
- struct
- {
- vec3_t origin;
- vec3_t angles;
-
- // LordHavoc: added support for alpha transprency and other effects
- float alpha; // opacity (alpha) of the model
- float colormod[3]; // color tint for model
- float scale; // size the model is shown
- float glowsize; // how big the glow is
- byte glowcolor; // color of glow and particle trail (paletted)
- byte flags; // render flags
-
- struct model_s *model; // NULL = no model
- int frame; // current desired frame (usually identical to frame2, but frame2 is not always used)
- int colormap;
- int effects; // light, particles, etc
- int skinnum; // for Alias models
-
- int visframe; // last frame this entity was found in an active leaf
-
- struct model_s *lerp_model; // lerp resets when model changes
- double lerp_starttime; // start of this transition
- int frame1; // frame that the model is interpolating from
- int frame2; // frame that the model is interpolating to
- double framelerp; // interpolation factor, usually computed from lerp_starttime
- double frame1start; // time frame1 began playing (for framegroup animations)
- double frame2start; // time frame2 began playing (for framegroup animations)
-
- int dlightframe; // dynamic lighting
- int dlightbits[8];
-
- float trail_time;
- }
- render;
+ entity_state_t state_baseline; // baseline for entity
+ entity_state_t state_previous; // previous state (interpolating from this)
+ entity_state_t state_current; // current state (interpolating to this)
+
+ entity_render_t render;