struct efrag_s *entnext;
} efrag_t;
+#define RENDER_STEP 1
+#define RENDER_GLOWTRAIL 2
+#define RENDER_VIEWMODEL 4
+
+// LordHavoc: made this more compact, and added some more fields
+typedef struct
+{
+ double time; // time this state was updated
+ vec3_t origin;
+ vec3_t angles;
+ int effects;
+ unsigned short modelindex;
+ unsigned short frame;
+ byte colormap;
+ byte skin;
+ byte alpha;
+ byte scale;
+ byte glowsize;
+ byte glowcolor;
+ byte colormod;
+ byte flags;
+} entity_state_t;
typedef struct entity_s
{
- qboolean forcelink; // model changed
-
- int update_type;
-
- entity_state_t baseline; // to fill in defaults in updates
- entity_state_t deltabaseline; // LordHavoc: previous frame
-
- double msgtime; // time of last update
- vec3_t msg_origins[2]; // last two updates (0 is newest)
- vec3_t origin;
- vec3_t msg_angles[2]; // last two updates (0 is newest)
- 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 trail_time;
- float glowsize; // how big the glow is
- byte glowcolor; // color of glow and particle trail (paletted)
- byte glowtrail; // leaves a trail of particles
- byte isviewmodel; // attached to view
-
- struct model_s *model; // NULL = no model
- struct efrag_s *efrag; // linked list of efrags
- int frame; // current desired frame (usually identical to frame2, but frame2 is not always used)
- struct model_s *lerp_model; // lerp resets when model changes
- float 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)
- float syncbase; // for client-side animations
- int colormap;
- int effects; // light, particles, etc
- int skinnum; // for Alias models
- int visframe; // last frame this entity was
- // found in an active leaf
-
- int dlightframe; // dynamic lighting
- int dlightbits[8];
-
-// FIXME: could turn these into a union
- int trivial_accept;
- struct mnode_s *topnode; // for bmodels, first world node
- // that splits bmodel, or NULL if
- // not split
+ 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)
+ struct efrag_s *efrag; // linked list of efrags
+ 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
+ float 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)
+// float syncbase; // for client-side animations
+
+ int dlightframe; // dynamic lighting
+ int dlightbits[8];
+
+ float trail_time;
+ // FIXME: could turn these into a union
+// int trivial_accept;
+ struct mnode_s *topnode; // for bmodels, first world node
+ // that splits bmodel, or NULL if
+ // not split
+ }
+ render;
} entity_t;
// !!! if this is changed, it must be changed in asm_draw.h too !!!