#include "quakedef.h" void ClearStateToDefault(entity_state_t *s) { s->time = 0; VectorClear(s->origin); VectorClear(s->angles); s->effects = 0; s->modelindex = 0; s->frame = 0; s->colormap = 0; s->skin = 0; s->alpha = 255; s->scale = 16; s->glowsize = 0; s->glowcolor = 254; s->flags = 0; s->active = 0; } // (server) clears the database to contain no frames (thus delta compression compresses against nothing) void EntityFrame_ClearDatabase(entity_database_t *d) { memset(d, 0, sizeof(*d)); d->ackframe = -1; } // (server) acknowledge a frame as recieved by client (removes old frames from database, will use this new frame for delta compression) void EntityFrame_AckFrame(entity_database_t *d, int frame) { } // (server) clears frame, to prepare for adding entities void EntityFrame_Clear(entity_frame_t *f) { memset(f, 0, sizeof(*f)); } // (server) allocates an entity slot in frame, returns NULL if full entity_state_t *EntityFrame_NewEntity(entity_frame_t *f, int number) { entity_state_t *e; if (f->numentities >= MAX_ENTITY_DATABASE) return NULL; e = &f->entitydata[f->numentities++]; e->active = true; e->number = number; return e; } // (server) writes a frame to network stream void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, int deltaframe, int newframe, sizebuf_t *msg) { } // (client) reads a frame from network stream void EntityFrame_Read(entity_database_t *d, entity_frame_t *f) { } // (client) fetchs an entity from the database, read with _Read, fills in structs for current and previous state void EntityFrame_FetchEntity(entity_database_t *d, entity_state_t *previous, entity_state_t *current) { }