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 typedef struct edict_engineprivate_s
30 // true if this edict is unused
32 // sv.time when the object was freed (to prevent early reuse which could
33 // mess up client interpolation or obscure severe QuakeC bugs)
35 // mark for the leak detector
37 // place in the code where it was allocated (for the leak detector)
38 const char *allocation_origin;
39 // initially false to prevent projectiles from moving on their first frame
40 // (even if they were spawned by an synchronous client think)
43 // cached cluster links for quick stationary object visibility checking
44 vec3_t cullmins, cullmaxs;
46 int pvs_clusterlist[MAX_ENTITYCLUSTERS];
48 // physics grid areas this edict is linked into
49 link_t areagrid[ENTITYGRIDAREAS];
50 // since the areagrid can have multiple references to one entity,
51 // we should avoid extensive checking on entities already encountered
52 int areagridmarknumber;
53 // mins/maxs passed to World_LinkEdict
54 vec3_t areamins, areamaxs;
56 // PROTOCOL_QUAKE, PROTOCOL_QUAKEDP, PROTOCOL_NEHAHRAMOVIE, PROTOCOL_QUAKEWORLD
58 entity_state_t baseline;
60 // LordHavoc: gross hack to make floating items still work
61 int suspendedinairflag;
63 // cached position to avoid redundant SV_CheckWaterTransition calls on monsters
64 qboolean waterposition_forceupdate; // force an update on this entity (set by SV_PushMove code for moving water entities)
65 vec3_t waterposition_origin; // updates whenever this changes
67 // used by PushMove to keep track of where objects were before they were
68 // moved, in case they need to be moved back
70 vec3_t moved_fromangles;
89 vec_t ode_movelimit; // smallest component of (maxs[]-mins[])
90 matrix4x4_t ode_offsetmatrix;
91 matrix4x4_t ode_offsetimatrix;
93 edict_engineprivate_t;