Value of 1.0 is (an unrealistically) perfect reflection of kinetic energy.Ī value of 0.0 (also unrealistically) stops this entity fully - for CONSTNAME(TR_LINEAR) trajectory, the entity remains still midair for CONSTNAME(TR_GRAVITY) trajectory, the entity falls straight down.īitmask flags that indicate what brushes (XXX: correct word?) against which this entity clips.įor movers, the sound to play when the mover reaches its first position.įor movers, the sound to play when the mover leaves its first position.įor movers, the sound to play when the mover leaves its second position.įor movers, the sound to play when the mover reaches its second position. Whether this entity experiences physics-based motion (mainly fallling). Whether this entity is unlinked, but not freed, after its event finishes. Whether this entity is automatically freed after its event finishes. The VARNAME(level.time) when this entity is freed. This entity slot should never be freed, but just unlinked instead. Pointer to a gclient_t, if this entity is a client (first 64 entities).īoolean, whether this entity slot is used or not.Ī name indicating this entity's type, or class, or category. Yes, entityShared_t contains yet another entityState_t. Q3 engine expects this struct in this location. The Q3 engine expects this struct in this location. _S(gentity_t) *_F(teammaster) // master of the team _S(gentity_t) *_F(teamchain) // next entity in team Int _F(splashDamage) // quad will increase this without increasing radius Int _F(fly_sound_debounce_time) // wind tunnel Void (*_F(die))(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) Void (*_F(pain))(gentity_t *self, gentity_t *attacker, int damage) Void (*_F(use))(gentity_t *self, gentity_t *other, gentity_t *activator) Void (*_F(touch))(gentity_t *self, gentity_t *other, trace_t *trace) Void (*_F(blocked))(gentity_t *self, gentity_t *other) Void (*_F(reached))(gentity_t *self) // movers call this when hitting endpoint Int _F(timestamp) // body queue sinking, etcįloat _F(angle) // set in editor, -1 = up, -2 = down Int _F(clipmask) // brushes with this content value will be collided against Qboolean _F(physicsObject) // if true, it can be pushed by movers and fall off edgesįloat _F(physicsBounce) // 1.0 = continuous bounce, 0.0 = no bounce Int _F(eventTime) // events will be cleared EVENT_VALID_MSEC after set Int _F(freetime) // level.time when the object was freed Qboolean _F(neverFree) // if true, FreeEntity will only unlink XREF(gclient_t,struct gclient_s) *_F(client) // NULL if not a client DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER The Q3 engine requires the beginning of each game entity struct to be a specific form, but the rest is left to the ENT_mod.ĮntityState_t _F(s) // communicated by server to clientsĮntityShared_t _F(r) // shared by both the server system and game The trap FUNCNAME(trap_LocateGameData) notifies the Q3 engine of the location of the array of game entities. The ENT_mod may still copy values into the members that the Q3 engine recognizes. The fields are specific to the ENT_mod, and are utilized solely by the code in the ENT_mod. The Q3 engine knows nothing about the contents of a _SN, though it knows how large the struct is, via FUNCNAME(trap_LocateGameData()). This struct describes the properties of an QUOT(entity) in the ENT_mod.Īn entity may also be known as a QUOT(game object) in other contexts. Description of gentity_t and gclient_t, the ENT_mod structs for game entities and game clients.
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